# Spanish 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. # # 44pes Games <44pes.games@gmail.com>, 2020. # Megamega53 , 2020, 2021. # Javier Ocampos , 2020, 2021, 2022. # Serk Lintur , 2020. # Lambientan , 2020. # paco , 2020, 2021. # No te interesa , 2020. # Jonatan , 2020. # peter9811 , 2020. # Ventura Pérez García , 2020, 2022. # Joakker , 2020, 2021. # ACM , 2020. # Pierre Stempin , 2020. # José Manuel Jurado Bujalance , 2020. # Osman Robles , 2020. # jonagamerpro1234 ss , 2020, 2021. # Cameron Toms , 2021. # Roderick Lagunas , 2021. # Erick Figueroa , 2021. # Anderson Guzman Abreu , 2021. # Fonspem None , 2021. # Andres David Calderón Jimenez , 2021. # Manuel Cantón Guillén , 2021. # Rémi Verschelde , 2021. # Rémi Verschelde , 2021. # Alfonso V , 2022. # Alejandro Pérez , 2022. # Cristhian Pineda Castro , 2022. # Francesco Santoro , 2022. # Jake-insane , 2022. # Luis Alberto Flores Baca , 2022. # emnrx , 2022. # BlackNoizE404 , 2022. # Keyla Arroyos , 2022. # Victor Stancioiu , 2022. # yohanger , 2022. # Mateo , 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "PO-Revision-Date: 2023-01-12 06:06+0000\n" "Last-Translator: Mateo \n" "Language-Team: Spanish \n" "Language: es\n" "MIME-Version: 1.0\n" "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 4.15.1-dev\n" #: doc/tools/make_rst.py msgid "Description" msgstr "Descripción" #: doc/tools/make_rst.py msgid "Tutorials" msgstr "Tutoriales" #: doc/tools/make_rst.py msgid "Properties" msgstr "Propiedades" #: doc/tools/make_rst.py msgid "Methods" msgstr "Métodos" #: doc/tools/make_rst.py msgid "Theme Properties" msgstr "Propiedades del Theme" #: doc/tools/make_rst.py msgid "Signals" msgstr "Señales" #: doc/tools/make_rst.py msgid "Enumerations" msgstr "Enumeraciones" #: doc/tools/make_rst.py msgid "Constants" msgstr "Constantes" #: doc/tools/make_rst.py msgid "Property Descriptions" msgstr "Descripciones de Propiedades" #: doc/tools/make_rst.py msgid "Method Descriptions" msgstr "Descripciones de Métodos" #: doc/tools/make_rst.py msgid "Theme Property Descriptions" msgstr "Descripciones de las propiedades del tema" #: doc/tools/make_rst.py msgid "Inherits:" msgstr "Herencia:" #: doc/tools/make_rst.py msgid "Inherited By:" msgstr "Heredado por:" #: doc/tools/make_rst.py msgid "(overrides %s)" msgstr "(sobreescribe %s)" #: doc/tools/make_rst.py msgid "Default" msgstr "Predeterminado" #: doc/tools/make_rst.py msgid "Setter" msgstr "Regulador o fijador" #: doc/tools/make_rst.py msgid "value" msgstr "valor" #: doc/tools/make_rst.py msgid "Getter" msgstr "Método de Acceso al Valor o Getter" #: doc/tools/make_rst.py msgid "" "This method should typically be overridden by the user to have any effect." msgstr "" "Típicamente, este método debería ser sobreescrito por el usuario para que " "tenga algún efecto." #: doc/tools/make_rst.py msgid "" "This method has no side effects. It doesn't modify any of the instance's " "member variables." msgstr "" "Este método no tiene efectos secundarios. No modifica ninguna de las " "variables miembro de la instancia." #: doc/tools/make_rst.py msgid "" "This method accepts any number of arguments after the ones described here." msgstr "" "Este método permite agregar cualquier número de argumentos después de los " "descritos aquí." #: doc/tools/make_rst.py msgid "This method is used to construct a type." msgstr "Este método se utiliza para construir un tipo." #: doc/tools/make_rst.py msgid "" "This method doesn't need an instance to be called, so it can be called " "directly using the class name." msgstr "" "Este método no necesita una instancia para ser llamado, por lo que puede " "llamarse directamente utilizando el nombre de la clase." #: doc/tools/make_rst.py msgid "" "This method describes a valid operator to use with this type as left-hand " "operand." msgstr "" "Este método describe un operador válido para usar con este tipo como " "operando izquierdo." #: modules/gdscript/doc_classes/@GDScript.xml msgid "Built-in GDScript functions." msgstr "Funciones GDScript integradas." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "List of core built-in GDScript functions. Math functions and other " "utilities. Everything else is provided by objects. (Keywords: builtin, built " "in, global functions.)" msgstr "" "Lista de funciones primitivas de GDScript. Funciones matemáticas y otras " "utilidades. Todo lo demás está proporcionado por objetos. (Palabras clave: " "incorporado, includido, tipo primitivo, funciones globales.)" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns a color constructed from integer red, green, blue, and alpha " "channels. Each channel should have 8 bits of information ranging from 0 to " "255.\n" "[code]r8[/code] red channel\n" "[code]g8[/code] green channel\n" "[code]b8[/code] blue channel\n" "[code]a8[/code] alpha channel\n" "[codeblock]\n" "red = Color8(255, 0, 0)\n" "[/codeblock]" msgstr "" "Devuelve un color construido con los enteros positivos de los canales rojo, " "verde, azul y alfa. Cada canal tiene 8 bits de informacion con un rango " "entre 0 y 255.\n" "[code]r8[/code] canal rojo\n" "[code]g8[/code] canal verde\n" "[code]b8[/code] canal azul\n" "[code]a8[/code] canal alfa\n" "[codeblock]\n" "rojo = Color8(255, 0, 0)\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns a color according to the standardized [code]name[/code] with " "[code]alpha[/code] ranging from 0 to 1.\n" "[codeblock]\n" "red = ColorN(\"red\", 1)\n" "[/codeblock]\n" "Supported color names are the same as the constants defined in [Color]." msgstr "" "Devuelve un color según el [code]name[/code] estandarizado con el " "[code]alpha[/code] que va de 0 a 1.\n" "[codeblock]\n" "rojo = ColorN(\"red\", 1)\n" "[/codeblock]\n" "Los nombres de los colores soportados son los mismos que las constantes " "definidas en [Color]." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns the absolute value of parameter [code]s[/code] (i.e. positive " "value).\n" "[codeblock]\n" "a = abs(-1) # a is 1\n" "[/codeblock]" msgstr "" "Devuelve el valor absoluto del parámetro [code]s[/code] (es decir, un valor " "positivo).\n" "[codeblock]\n" "a = abs(-1) # a es 1\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns the arc cosine of [code]s[/code] in radians. Use to get the angle of " "cosine [code]s[/code]. [code]s[/code] must be between [code]-1.0[/code] and " "[code]1.0[/code] (inclusive), otherwise, [method acos] will return [constant " "NAN].\n" "[codeblock]\n" "# c is 0.523599 or 30 degrees if converted with rad2deg(s)\n" "c = acos(0.866025)\n" "[/codeblock]" msgstr "" "Devuelve el arco coseno de [code]s[/code] en radianes. Se usa para obtener " "el ángulo del coseno de [code]s[/code]. [code]s[/code] debe estar entre " "[code]-1.0[/code] y [code]1.0[/code] (incluyéndolos); en otro caso, [method " "acos] devolverá [constant NAN].\n" "[codeblock]\n" "# c es 0.523599 o 30 grados si se convierte con rad2deg(s)\n" "c = acos(0.866025)\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns the arc sine of [code]s[/code] in radians. Use to get the angle of " "sine [code]s[/code]. [code]s[/code] must be between [code]-1.0[/code] and " "[code]1.0[/code] (inclusive), otherwise, [method asin] will return [constant " "NAN].\n" "[codeblock]\n" "# s is 0.523599 or 30 degrees if converted with rad2deg(s)\n" "s = asin(0.5)\n" "[/codeblock]" msgstr "" "Devuelve el arcoseno de [code]s[/code] en radianes. Se usa para obtener el " "ángulo del seno de [code]s[/code]. [code]s[/code] debe estar entre " "[code]-1.0[/code] y [code]1.0[/code] (incluyéndolos); en otro caso, [method " "asin] devolverá [constant NAN].\n" "[codeblock]\n" "# s es 0.523599 o 30 grados si se convierte con rad2deg(s)\n" "s = asin(0.5)\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Asserts that the [code]condition[/code] is [code]true[/code]. If the " "[code]condition[/code] is [code]false[/code], an error is generated. When " "running from the editor, the running project will also be paused until you " "resume it. This can be used as a stronger form of [method push_error] for " "reporting errors to project developers or add-on users.\n" "[b]Note:[/b] For performance reasons, the code inside [method assert] is " "only executed in debug builds or when running the project from the editor. " "Don't include code that has side effects in an [method assert] call. " "Otherwise, the project will behave differently when exported in release " "mode.\n" "The optional [code]message[/code] argument, if given, is shown in addition " "to the generic \"Assertion failed\" message. You can use this to provide " "additional details about why the assertion failed.\n" "[codeblock]\n" "# Imagine we always want speed to be between 0 and 20.\n" "var speed = -10\n" "assert(speed < 20) # True, the program will continue\n" "assert(speed >= 0) # False, the program will stop\n" "assert(speed >= 0 and speed < 20) # You can also combine the two conditional " "statements in one check\n" "assert(speed < 20, \"speed = %f, but the speed limit is 20\" % speed) # Show " "a message with clarifying details\n" "[/codeblock]" msgstr "" "Afirma que la condición [code]condition[/code] es [code]true[/code]. Si la " "condición [code]condition[/code] es [code]false[/code], se genera un error. " "Cuando se ejecuta desde el editor, el proyecto en ejecución también se " "pausará hasta que el usuario lo reanude. Esto se puede utilizar como una " "forma más restrictiva de [method push_error] para informar errores a los " "desarrolladores de proyectos o usuarios de complementos.\n" "[b]Nota:[/b] Por razones de rendimiento, el código dentro de [method assert] " "solo se ejecuta en compilaciones de depuración o cuando se ejecuta el " "proyecto desde el editor. No incluya código que tenga efectos secundarios en " "una llamada a [method assert]. En otro caso, el proyecto se comportará de " "manera diferente cuando se exporta en modo de lanzamiento.\n" "El argumento opcional [code]message[/code], si es dado, se muestra además " "del mensaje genérico \"Assertion failed\". Puede usar esto para proporcionar " "detalles adicionales sobre por qué la afirmación falló.\n" "[codeblock]\n" "# Imagine que siempre quisiéramos que la velocidad (speed) esté entre 0 y " "20\n" "var speed = -10\n" "assert(speed < 20) # Verdadero, el programa continuará\n" "assert(speed >= 0) # Falso, el programa se detendrá\n" "assert(speed >= 0 and speed < 20) # También puedes combinar las dos " "declaraciones condicionales en un sola comprobación \n" "assert(speed < 20, \"speed = %f, pero el límite de velocidad es 20\" % " "speed) # Muestra un mensaje detallado\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns the arc tangent of [code]s[/code] in radians. Use it to get the " "angle from an angle's tangent in trigonometry: [code]atan(tan(angle)) == " "angle[/code].\n" "The method cannot know in which quadrant the angle should fall. See [method " "atan2] if you have both [code]y[/code] and [code]x[/code].\n" "[codeblock]\n" "a = atan(0.5) # a is 0.463648\n" "[/codeblock]" msgstr "" "Devuelve el arco tangente de [code]s[/code] en radianes. Úsalo para obtener " "el ángulo a partir de la tangente de un ángulo en trigonometría: " "[code]atan(tan(angle)) == angle[/code].\n" "El método no puede saber en qué cuadrante se encuentra el ángulo . Vea " "[method atan2] si tienes tanto [code]y[/code] como [code]x[/code]\n" "[codeblock]\n" "a = atan(0.5) # a is 0.463648\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns the arc tangent of [code]y/x[/code] in radians. Use to get the angle " "of tangent [code]y/x[/code]. To compute the value, the method takes into " "account the sign of both arguments in order to determine the quadrant.\n" "Important note: The Y coordinate comes first, by convention.\n" "[codeblock]\n" "a = atan2(0, -1) # a is 3.141593\n" "[/codeblock]" msgstr "" "Devuelve la arcotangente de [code]y/x[/code] en radianes. Úsalo para obtener " "el ángulo de la tangente [code]y/x[/code]. Para obtener el valor, el método " "tiene en cuenta el signo de ambos argumentos para determinar el cuadrante.\n" "Nota importante: La coordenada Y es la primera, por convención.\n" "[codeblock]\n" "a = atan2(0, -1) # a is 3.141593\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Decodes a byte array back to a value. When [code]allow_objects[/code] is " "[code]true[/code] decoding objects is allowed.\n" "[b]WARNING:[/b] Deserialized object can contain code which gets executed. Do " "not use this option if the serialized object comes from untrusted sources to " "avoid potential security threats (remote code execution)." msgstr "" "Decodifica una array de bytes a un valor. Cuando [code]allow_objects[/code] " "es [code]true[/code] se permite la decodificación de objetos.\n" "[b]Aviso[/b]El objeto deserializado puede contener código que se pueda " "ejecutar. No utilice esta opción si el objeto serializado proviene de " "fuentes en las que no confie para evitar posibles amenazas a la seguridad " "(ejecución remota de código)." #: modules/gdscript/doc_classes/@GDScript.xml #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" "Converts a 2D point expressed in the cartesian coordinate system (X and Y " "axis) to the polar coordinate system (a distance from the origin and an " "angle)." msgstr "" "Convierte un punto 2D expresado en el sistema de coordenadas cartesianas " "(ejes X e Y) al sistema de coordenadas polares (una distancia desde el " "origen y un ángulo)." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Rounds [code]s[/code] upward (towards positive infinity), returning the " "smallest whole number that is not less than [code]s[/code].\n" "[codeblock]\n" "a = ceil(1.45) # a is 2.0\n" "a = ceil(1.001) # a is 2.0\n" "[/codeblock]\n" "See also [method floor], [method round], [method stepify], and [int]." msgstr "" "Redondea [code]s[/code] hacia arriba (hacia infinito positivo), devolviendo " "el valor entero más pequeño que no es menor que [code]s[/code].\n" "[codeblock]\n" "a = ceil(1.45) # a es 2.0\n" "a = ceil(1.001) # a es 2.0\n" "[/codeblock]\n" "Ver también [method floor], [method round], [method stepify] e [int]." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns a character as a String of the given Unicode code point (which is " "compatible with ASCII code).\n" "[codeblock]\n" "a = char(65) # a is \"A\"\n" "a = char(65 + 32) # a is \"a\"\n" "a = char(8364) # a is \"€\"\n" "[/codeblock]\n" "This is the inverse of [method ord]." msgstr "" "Devuelve un carácter como una cadena de tipo Unicode (el cual es compatible " "con el código ASCII).\n" "[codeblock]\n" "a = char(65) # a es \"A\"\n" "a = char(65 + 32) # a es \"a\"\n" "a = char(8364) # a es \"€\"\n" "[/codeblock]\n" "Esto es el inverso de [method ord]." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Clamps [code]value[/code] and returns a value not less than [code]min[/code] " "and not more than [code]max[/code].\n" "[codeblock]\n" "a = clamp(1000, 1, 20) # a is 20\n" "a = clamp(-10, 1, 20) # a is 1\n" "a = clamp(15, 1, 20) # a is 15\n" "[/codeblock]" msgstr "" "Acota [code]value[/code] y devuelve un valor que no es menor que [code]min[/" "code] y no mayor que [code]max[/code]\n" "[codeblock]\n" "a = clamp(1000, 1, 20) # a es 20\n" "a = clamp(-10, 1, 20) # a es 1\n" "a = clamp(15, 1, 20) # a es 15\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Converts from a type to another in the best way possible. The [code]type[/" "code] parameter uses the [enum Variant.Type] values.\n" "[codeblock]\n" "a = Vector2(1, 0)\n" "# Prints 1\n" "print(a.length())\n" "a = convert(a, TYPE_STRING)\n" "# Prints 6 as \"(1, 0)\" is 6 characters\n" "print(a.length())\n" "[/codeblock]" msgstr "" "Convierte de un tipo a otro de la mejor manera posible. El parámetro " "[code]type[/code] utiliza los valores de [enum Variant.Type].\n" "[codeblock]\n" "a = Vector2(1, 0)\n" "# Imprime 1\n" "print(a.length())\n" "a = convert(a, TYPE_STRING)\n" "# Imprime 6 porque \"(1, 0)\" es una string de 6 caracteres. Nota que hay un " "espacio entre la , y el 0.\n" "print(a.length())\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns the cosine of angle [code]s[/code] in radians.\n" "[codeblock]\n" "a = cos(TAU) # a is 1.0\n" "a = cos(PI) # a is -1.0\n" "[/codeblock]" msgstr "" "Devuelve el coseno del ángulo [code]s[/code] en radianes.\n" "[codeblock]\n" "a = cos(TAU) # a es 1.0\n" "a = cos(PI) # a es -1.0\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns the hyperbolic cosine of [code]s[/code] in radians.\n" "[codeblock]\n" "print(cosh(1)) # Prints 1.543081\n" "[/codeblock]" msgstr "" "Devuelve el coseno hiperbólico de [code]s[/code] en radianes.\n" "[codeblock]\n" "print(cosh(1)) # Imprime 1.543081\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "Converts from decibels to linear energy (audio)." msgstr "Convierte de decibeles a energía lineal (audio)." #: modules/gdscript/doc_classes/@GDScript.xml msgid "Deprecated alias for [method step_decimals]." msgstr "Alias obsoleto para [method step_decimals]." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "[b]Note:[/b] [code]dectime[/code] has been deprecated and will be removed in " "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" "a = dectime(60, 10, 0.1)) # a is 59.0\n" "[/codeblock]" msgstr "" "[b]Nota:[/b] [code]dectime[/code] ha quedado obsoleto y se eliminará en " "Godot 4.0, por favor utilice [method move_toward] en su lugar.\n" "Devuelve el resultado de [code]value[/code] menos [code]step[/code] * " "[code]amount[/code].\n" "[codeblock]\n" "a = dectime(60, 10, 0.1)) # a es 59.0\n" "[/codeblock]" #: 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" "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] " "and [code]==[/code] work the same.\n" "- For [code]Dictionary[/code], [code]==[/code] considers equality if, and " "only if, both variables point to the very same [code]Dictionary[/code], with " "no recursion or awareness of the contents at all.\n" "- For [code]Array[/code], [code]==[/code] considers equality if, and only " "if, each item in the first [code]Array[/code] is equal to its counterpart in " "the second [code]Array[/code], as told by [code]==[/code] itself. That " "implies that [code]==[/code] recurses into [code]Array[/code], but not into " "[code]Dictionary[/code].\n" "In short, whenever a [code]Dictionary[/code] is potentially involved, if you " "want a true content-aware comparison, you have to use [code]deep_equal[/" "code]." msgstr "" "Compara dos valores evaluando sus contenidos actuales, recorriendo de forma " "recursiva todo `Array` o `Dictionary` hasta su mayor profundidad.\n" "Es comparable con [code]==[/code] en varios aspectos:\n" "- Para [code]null[/code], [code]int[/code], [code]float[/code], " "[code]String[/code], [code]Object[/code] y [code]RID[/code], tanto " "[code]deep_equal[/code] como [code]==[/code] operan de la misma forma.\n" "- Para [code]Dictionary[/code], [code]==[/code] considera igualdad si, y " "solo si, ambas variables apuntan a exactamente el mismo [code]Dictionary[/" "code], sin recursión o verificación de su contenido.\n" "- Para [code]Array[/code], [code]==[/code] considera igualdad si, y solo si, " "cada ítem en el primer [code]Array[/code] es igual a su contraparte en el " "segundo [code]Array[/code], según el mismo [code]==[/code]. Esto implica que " "[code]==[/code] es recursivo para evaluar elementos de tipo [code]Array[/" "code], pero no para elementos de tipo [code]Dictionary[/code].\n" "En síntesis, siempre que un [code]Dictionary[/code] está potencialmente " "involucrado, si se quiere una comparación real de contenidos, se debe " "utilizar [code]deep_equal[/code]." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Converts an angle expressed in degrees to radians.\n" "[codeblock]\n" "r = deg2rad(180) # r is 3.141593\n" "[/codeblock]" msgstr "" "Convierte un ángulo expresado en grados a radianes.\n" "[codeblock]\n" "# r es 3.141593\n" "r = deg2rad(180)\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Converts a dictionary (previously created with [method inst2dict]) back to " "an instance. Useful for deserializing." msgstr "" "Convierte un diccionario (previamente creado con [method inst2dict]) de " "nuevo en una instancia. Es útil para deserializar." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns an \"eased\" value of [code]x[/code] based on an easing function " "defined with [code]curve[/code]. This easing function is based on an " "exponent. The [code]curve[/code] can be any floating-point number, with " "specific values leading to the following behaviors:\n" "[codeblock]\n" "- Lower than -1.0 (exclusive): Ease in-out\n" "- 1.0: Linear\n" "- Between -1.0 and 0.0 (exclusive): Ease out-in\n" "- 0.0: Constant\n" "- Between 0.0 to 1.0 (exclusive): Ease out\n" "- 1.0: Linear\n" "- Greater than 1.0 (exclusive): Ease in\n" "[/codeblock]\n" "[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]." msgstr "" "Devuelve un valor \"desplazado\" de [code]x[/code] basado en una función de " "desplazamiento definida con [code]curve[/code]. Esta función de aceleración " "se basa en un exponente. La curva [code]curve[/code] puede ser cualquier " "número de punto flotante, con valores específicos que conducen a los " "siguientes comportamientos:\n" "[codeblock]\n" "- Menor que -1.0 (exclusive): Desplazamiento de entrada-salida\n" "- 1.0: lineal\n" "- Entre -1.0 y 0.0 (exclusive): Desplazamiento de salida-entrada\n" "- 0.0: constante\n" "- Entre 0.0 a 1.0 (exclusive): Desplazamiento de salida\n" "- 1.0: lineal\n" "- Mayor que 1.0 (exclusive): Desplazamiento de entrada\n" "[/codeblock]\n" "[url=https: //raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" "ease_cheatsheet.png]hoja de referencia de valores de ease() curve[/url]\n" "Véase también [method smoothstep]. Si necesita realizar transiciones más " "avanzadas, utilice [Tween] o [AnimationPlayer]." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "The natural exponential function. It raises the mathematical constant [b]e[/" "b] to the power of [code]s[/code] and returns it.\n" "[b]e[/b] has an approximate value of 2.71828, and can be obtained with " "[code]exp(1)[/code].\n" "For exponents to other bases use the method [method pow].\n" "[codeblock]\n" "a = exp(2) # Approximately 7.39\n" "[/codeblock]" msgstr "" "La función exponencial natural. Eleva la constante matemática [b]e[/b] a la " "potencia de [code]s[/code] y la devuelve.\n" "[b]e[/b] tiene un valor aproximado de 2,71828, y puede obtenerse con " "[code]exp(1)[/code].\n" "Para potencias con otras bases se utiliza el método [method pow].\n" "[codeblock]\n" "a = exp(2) # Aproximadamente 7.39\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Rounds [code]s[/code] downward (towards negative infinity), returning the " "largest whole number that is not more than [code]s[/code].\n" "[codeblock]\n" "a = floor(2.45) # a is 2.0\n" "a = floor(2.99) # a is 2.0\n" "a = floor(-2.99) # a is -3.0\n" "[/codeblock]\n" "See also [method ceil], [method round], [method stepify], and [int].\n" "[b]Note:[/b] This method returns a float. If you need an integer and " "[code]s[/code] is a non-negative number, you can use [code]int(s)[/code] " "directly." msgstr "" "Redondea [code]s[/code] por debajo, devolviendo el número entero más grande " "que no es mayor que [code]s[/code].\n" "[codeblock]\n" "a = floor(2.45) # a es 2.0\n" "a = floor(2.99) # a es 2.0\n" "a = floor(-2.99) # a es -3.0\n" "[/codeblock]\n" "Véase también [method ceil], [method round], [method stepify], y [int].\n" "[b]Nota:[/b] Este método devuelve un valor en punto flotante. Si necesita " "uno entero y [code]s[/code] no lo es, use [code]int(s)[/code] directamente." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns the floating-point remainder of [code]a/b[/code], keeping the sign " "of [code]a[/code].\n" "[codeblock]\n" "r = fmod(7, 5.5) # r is 1.5\n" "[/codeblock]\n" "For the integer remainder operation, use the % operator." msgstr "" "Devuelve el residuo real de [code]a/b[/code], manteniendo el signo de " "[code]a[/code].\n" "[codeblock]\n" "# residuo es 1.5\n" "var residuo = fmod(7, 5.5)\n" "[/codeblock]\n" "Para la operación del resto de los números enteros, utilice el operador %." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns the floating-point modulus of [code]a/b[/code] that wraps equally in " "positive and negative.\n" "[codeblock]\n" "for i in 7:\n" " var x = 0.5 * i - 1.5\n" " print(\"%4.1f %4.1f %4.1f\" % [x, fmod(x, 1.5), fposmod(x, 1.5)])\n" "[/codeblock]\n" "Produces:\n" "[codeblock]\n" "-1.5 -0.0 0.0\n" "-1.0 -1.0 0.5\n" "-0.5 -0.5 1.0\n" " 0.0 0.0 0.0\n" " 0.5 0.5 0.5\n" " 1.0 1.0 1.0\n" " 1.5 0.0 0.0\n" "[/codeblock]" msgstr "" "Devuelve el módulo real de [code]a/b[/code] que envuelve por igual en " "positivo y en negativo.\n" "[codeblock]\n" "for i in 7:\n" " var x = 0.5 * i - 1.5\n" " print(\"%4.1f %4.1f %4.1f\" % [x, fmod(x, 1.5), fposmod(x, 1.5)])\n" "[/codeblock]\n" "Produce:\n" "[codeblock]\n" "-1.5 -0.0 0.0\n" "-1.0 -1.0 0.5\n" "-0.5 -0.5 1.0\n" " 0.0 0.0 0.0\n" " 0.5 0.5 0.5\n" " 1.0 1.0 1.0\n" " 1.5 0.0 0.0\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns a reference to the specified function [code]funcname[/code] in the " "[code]instance[/code] node. As functions aren't first-class objects in " "GDscript, use [code]funcref[/code] to store a [FuncRef] in a variable and " "call it later.\n" "[codeblock]\n" "func foo():\n" " return(\"bar\")\n" "\n" "a = funcref(self, \"foo\")\n" "print(a.call_func()) # Prints bar\n" "[/codeblock]" msgstr "" "Devuelve una referencia a la función especificada [code]funcname[/code] en " "el nodo [code]instance[/code]. Como las funciones no son objetos de primera " "clase en GDscript, usa [code]funcref[/code] para almacenar una [FuncRef] en " "una variable y llamarla después.\n" "[codeblock]\n" "func foo():\n" " return(\"bar\")\n" "\n" "a = funcref(self, \"foo\")\n" "print(a.call_func()) # Imprime bar\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns an array of dictionaries representing the current call stack. See " "also [method print_stack].\n" "[codeblock]\n" "func _ready():\n" " foo()\n" "\n" "func foo():\n" " bar()\n" "\n" "func bar():\n" " print(get_stack())\n" "[/codeblock]\n" "would print\n" "[codeblock]\n" "[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, " "source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n" "[/codeblock]\n" "[b]Note:[/b] [method get_stack] only works if the running instance is " "connected to a debugging server (i.e. an editor instance). [method " "get_stack] will not work in projects exported in release mode, or in " "projects exported in debug mode if not connected to a debugging server." msgstr "" "Devuelve un conjunto de diccionarios que representan la pila de llamadas " "actual. Véase también [method print_stack].\n" "[codeblock]\n" "func _ready():\n" " foo()\n" "\n" "func foo():\n" " bar()\n" "\n" "func bar():\n" " print(get_stack())\n" "[/codeblock]\n" "# Esto imprimirá\n" "[codeblock]\n" "[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, " "source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns the integer hash of the variable passed.\n" "[codeblock]\n" "print(hash(\"a\")) # Prints 177670\n" "[/codeblock]" msgstr "" "Devuelve el hash entero de la variable pasada.\n" "[codeblock]\n" "print(hash(\"a)) # Imprime 177670\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns the passed instance converted to a dictionary (useful for " "serializing).\n" "[codeblock]\n" "var foo = \"bar\"\n" "func _ready():\n" " var d = inst2dict(self)\n" " print(d.keys())\n" " print(d.values())\n" "[/codeblock]\n" "Prints out:\n" "[codeblock]\n" "[@subpath, @path, foo]\n" "[, res://test.gd, bar]\n" "[/codeblock]" msgstr "" "Devuelve la instancia pasada convertida en un diccionario (útil para " "serializar).\n" "[codeblock]\n" "var foo = \"bar\"\n" "func _ready():\n" " var d = inst2dict(self)\n" " print(d.keys())\n" " print(d.values())\n" "[/codeblock]\n" "Imprime:\n" "[codeblock]\n" "[@subpath, @path, foo]\n" "[, res://test.gd, bar]\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns the Object that corresponds to [code]instance_id[/code]. All Objects " "have a unique instance ID.\n" "[codeblock]\n" "var foo = \"bar\"\n" "func _ready():\n" " var id = get_instance_id()\n" " var inst = instance_from_id(id)\n" " print(inst.foo) # Prints bar\n" "[/codeblock]" msgstr "" "Devuelve el objeto que corresponde a [code]instance_id[/code]. Todos los " "Objetos tienen un ID de instancia único.\n" "[codeblock]\n" "var foo = \"bar\"\n" "func _ready():\n" " var id = get_instance_id()\n" " var inst = instance_from_id(id)\n" " print(inst.foo) # Imprime bar\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns an interpolation or extrapolation factor considering the range " "specified in [code]from[/code] and [code]to[/code], and the interpolated " "value specified in [code]weight[/code]. The returned value will be between " "[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]). " "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" "# `middle` is now 27.5.\n" "# Now, we pretend to have forgotten the original ratio and want to get it " "back.\n" "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, and " "[method range_lerp] to map a continuous series of values to another." msgstr "" "Devuelve un factor de interpolación o extrapolación, considerando el rango " "especificado en [code]from[/code] y [code]to[/code], y el valor interpolado " "especificado en [code]weight[/code]. El valor devuelto estará entre " "[code]0.0[/code] y [code]1.0[/code] si [code]weight[/code] está entre " "[code]from[/code] y [code]to[/code] (incluyéndolos). Si [code]weight[/code] " "está ubicado fuera de este rango, se devolverá un factor de extrapolación " "(valor de retorno menor que [code]0.0[/code] o mayor que [code]1.0[/code]).\n" "[codeblock]\n" "# La razón de interpolación en la llamada a `lerp()` de más abajo es 0.75.\n" "var middle = lerp(20, 30, 0.75)\n" "# `middle` ahora es 27.5.\n" "# Ahora, suponemos haber olvidado la razón original y queremos obtenerla de " "vuelta.\n" "var ratio = inverse_lerp(20, 30, 27.5)\n" "# `ratio` ahora es 0.75.\n" "[/codeblock]\n" "Ver también [method lerp], el cual ejecuta la operación inversa a esta." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns [code]true[/code] if [code]a[/code] and [code]b[/code] are " "approximately equal to each other.\n" "Here, approximately equal means that [code]a[/code] and [code]b[/code] are " "within a small internal epsilon of each other, which scales with the " "magnitude of the numbers.\n" "Infinity values of the same sign are considered equal." msgstr "" "Devuelve [code]true[/code] si [code]a[/code] y [code]b[/code] son " "aproximadamente iguales entre sí.\n" "Aquí, aproximadamente igual significa que [code]a[/code] y [code]b[/code] " "están dentro de una pequeña épsilon interna de cada uno, que escala con la " "magnitud de los números.\n" "Los valores infinitos del mismo signo se consideran iguales." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns whether [code]s[/code] is an infinity value (either positive " "infinity or negative infinity)." msgstr "" "Devuelve si [code]s[/code] es un valor de infinito (positivo o negativo)." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns whether [code]instance[/code] is a valid object (e.g. has not been " "deleted from memory)." msgstr "" "Devuelve si [code]instance[/code] es un objeto válido (por ejemplo, no ha " "sido borrado de la memoria)." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns whether [code]s[/code] is a NaN (\"Not a Number\" or invalid) value." msgstr "" "Devuelve si [code]s[/code] es un valor NaN (\"Not a Number\" o inválido)." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns [code]true[/code] if [code]s[/code] is zero or almost zero.\n" "This method is faster than using [method is_equal_approx] with one value as " "zero." msgstr "" "Devuelve [code]true[/code] si [code]s[/code] es cero o casi cero.\n" "Este método es más rápido que el uso de [method is_equal_approx] con un " "valor como cero." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns length of Variant [code]var[/code]. Length is the character count of " "String, element count of Array, size of Dictionary, etc.\n" "[b]Note:[/b] Generates a fatal error if Variant can not provide a length.\n" "[codeblock]\n" "a = [1, 2, 3, 4]\n" "len(a) # Returns 4\n" "[/codeblock]" msgstr "" "Devuelve la longitud de la variable [code]var[/code]. La longitud es el " "número de caracteres de la cadena, el número de elementos de la matriz, el " "tamaño del diccionario, etc.\n" "[b]Nota:[/b] Genera un error fatal si la variable no puede proporcionar una " "longitud.\n" "[codeblock]\n" "a = [1, 2, 3, 4]\n" "len(a) # Devuelve 4\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy msgid "" "Linearly interpolates between two values by the factor defined in " "[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]. 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 " "return value will be of the same type ([code]lerp[/code] then calls the " "vector type's [code]linear_interpolate[/code] method).\n" "[codeblock]\n" "lerp(0, 4, 0.75) # Returns 3.0\n" "lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Returns Vector2(2, 3.5)\n" "[/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]. See also [method range_lerp] to map a " "continuous series of values to another." msgstr "" "Interpola linealmente entre dos valores por un valor normalizado. Esto es la " "función inversa de [method inverse_lerp].\n" "Si los argumentos [code]from[/code] y [code]to[/code] son de tipo [int] o " "[float], el valor devuelto es un [float].\n" "Si ambos son del mismo tipo de vector ([Vector2], [Vector3] o [Color]), el " "valor devuelto será del mismo tipo ,([code]lerp[/code] entonces llama al " "método [code]linear_interpolate[/code] del tipo de vector).\n" "[codeblock]\n" "lerp(0, 4, 0.75) # Devuelve 3.0\n" "lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Devuelve Vector2(2, 3.5)\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy msgid "" "Linearly interpolates between two angles (in radians) by a normalized " "value.\n" "Similar to [method lerp], but interpolates correctly when the angles wrap " "around [constant @GDScript.TAU]. To perform eased interpolation with [method " "lerp_angle], combine it with [method ease] or [method smoothstep].\n" "[codeblock]\n" "extends Sprite\n" "var elapsed = 0.0\n" "func _process(delta):\n" " var min_angle = deg2rad(0.0)\n" " var max_angle = deg2rad(90.0)\n" " rotation = lerp_angle(min_angle, max_angle, elapsed)\n" " elapsed += delta\n" "[/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 "" "Interpola linealmente entre dos ángulos (en radianes) por un valor " "normalizado.\n" "Similar al [method lerp], pero interpola correctamente cuando los ángulos se " "envuelven alrededor de [constant @GDScript.TAU].\n" "[codeblock]\n" "extends Sprite\n" "var elapsed = 0.0\n" "func _process(delta):\n" " var min_angle = deg2rad(0.0)\n" " var max_angle = deg2rad(90.0)\n" " rotation = lerp_angle(min_angle, max_angle, elapsed)\n" " elapsed += delta\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Converts from linear energy to decibels (audio). This can be used to " "implement volume sliders that behave as expected (since volume isn't " "linear). Example:\n" "[codeblock]\n" "# \"Slider\" refers to a node that inherits Range such as HSlider or " "VSlider.\n" "# Its range must be configured to go from 0 to 1.\n" "# Change the bus name if you'd like to change the volume of a specific bus " "only.\n" "AudioServer.set_bus_volume_db(AudioServer.get_bus_index(\"Master\"), " "linear2db($Slider.value))\n" "[/codeblock]" msgstr "" "Convierte la energia lineal a decibelios (audio). Esto puede ser utilizado " "para implementar sliders de volumen que se comporten de forma esperada (ya " "que el volumen no es lineal). Ejemplo:\n" "[codeblock]\n" "# \"Slider\" se refiere a un nodo que hereda Rango de un HSlider o VSlider.\n" "# Su rango debe ser configurado desde 0 a 1.\n" "# Cambia el nombre del bus if quieres cambiar el volumen de solo un bus " "especifico.\n" "AudioServer.set_bus_volume_db(AudioServer.get_bus_index(\"Master\"), " "linear2db($Slider.value))\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Loads a resource from the filesystem located at [code]path[/code]. The " "resource is loaded on the method call (unless it's referenced already " "elsewhere, e.g. in another script or in the scene), which might cause slight " "delay, especially when loading scenes. To avoid unnecessary delays when " "loading something multiple times, either store the resource in a variable or " "use [method preload].\n" "[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource " "in the FileSystem dock and choosing \"Copy Path\" or by dragging the file " "from the FileSystem dock into the script.\n" "[codeblock]\n" "# Load a scene called main located in the root of the project directory and " "cache it in a variable.\n" "var main = load(\"res://main.tscn\") # main will contain a PackedScene " "resource.\n" "[/codeblock]\n" "[b]Important:[/b] The path must be absolute, a local path will just return " "[code]null[/code].\n" "This method is a simplified version of [method ResourceLoader.load], which " "can be used for more advanced scenarios." msgstr "" "Carga un recurso del sistema de archivos ubicado en [code]path[/code]. El " "recurso es cargado en la llamada al método (a menos que ya esté referenciado " "en otro lugar, por ejemplo, en otro script o en la escena), lo que puede " "causar un ligero retraso, especialmente al cargar escenas. Para evitar " "retrasos innecesarios al cargar algo varias veces, almacena el recurso en " "una variable o utiliza [method preload].\n" "[b]Nota:[/b] Las rutas de los recursos pueden obtenerse haciendo clic " "derecho sobre un recurso en la pestaña FileSystem y eligiendo \"Copy Path\" " "o arrastrando el archivo de la pestaña FileSystem al script.\n" "[codeblock]\n" "# Carga una escena llamada main localizada en la raíz del directorio del " "proyecto y la almacena en caché en una variable.\n" "var main = load(\"res://main.tscn\") # main contendrá un recurso " "PackedScene.\n" "[/codeblock]\n" "[b]Importante:[/b] La ruta debe ser absoluta, una ruta local solo devolverá " "[code]null[/code].\n" "Este método es una versión simplificada de [method ResourceLoader.load], el " "cual puede ser usado en escenarios más avanzados" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Natural logarithm. The amount of time needed to reach a certain level of " "continuous growth.\n" "[b]Note:[/b] This is not the same as the \"log\" function on most " "calculators, which uses a base 10 logarithm.\n" "[codeblock]\n" "log(10) # Returns 2.302585\n" "[/codeblock]\n" "[b]Note:[/b] The logarithm of [code]0[/code] returns [code]-inf[/code], " "while negative values return [code]-nan[/code]." msgstr "" "Logaritmo natural. La cantidad de tiempo necesaria para alcanzar un cierto " "nivel de crecimiento continuo.\n" "[b]Nota:[/b] Esto no es lo mismo que la función \"log\" de la mayoría de las " "calculadoras, que utiliza un logaritmo de base 10.\n" "[codeblock]\n" "log(10) # Devuelve 2.302585\n" "[/codeblock]\n" "[b]Nota:[/b] El logaritmo de [code]0[/code] devuelve [code]-inf[/code], " "mientras que los valores negativos devuelven [code]-nan[/code]." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns the maximum of two values.\n" "[codeblock]\n" "max(1, 2) # Returns 2\n" "max(-3.99, -4) # Returns -3.99\n" "[/codeblock]" msgstr "" "Devuelve el máximo de dos valores.\n" "[codeblock]\n" "max(1, 2) # Devuelve 2\n" "max(-3.99, -4) # Devuelve -3.99\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns the minimum of two values.\n" "[codeblock]\n" "min(1, 2) # Returns 1\n" "min(-3.99, -4) # Returns -4\n" "[/codeblock]" msgstr "" "Devuelve el mínimo de dos valores.\n" "[codeblock]\n" "min(1, 2) # Devuelve 1\n" "min(-3.99, -4) # Devuelve -4\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Moves [code]from[/code] toward [code]to[/code] by the [code]delta[/code] " "value.\n" "Use a negative [code]delta[/code] value to move away.\n" "[codeblock]\n" "move_toward(5, 10, 4) # Returns 9\n" "move_toward(10, 5, 4) # Returns 6\n" "move_toward(10, 5, -1.5) # Returns 11.5\n" "[/codeblock]" msgstr "" "Mueve [code]from[/code] hacia [code]to[/code] por el valor [code]delta[/" "code].\n" "Usa un valor negativo de [code]delta[/code] para mover el valor en sentido " "opuesto.\n" "[codeblock]\n" "move_toward(5, 10, 4) # Devuelve 9\n" "move_toward(10, 5, 4) # Devuelve 6\n" "move_toward(10, 5, -1.5) # Devuelve 11.5\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns the nearest equal or larger power of 2 for integer [code]value[/" "code].\n" "In other words, returns the smallest value [code]a[/code] where [code]a = " "pow(2, n)[/code] such that [code]value <= a[/code] for some non-negative " "integer [code]n[/code].\n" "[codeblock]\n" "nearest_po2(3) # Returns 4\n" "nearest_po2(4) # Returns 4\n" "nearest_po2(5) # Returns 8\n" "\n" "nearest_po2(0) # Returns 0 (this may not be what you expect)\n" "nearest_po2(-1) # Returns 0 (this may not be what you expect)\n" "[/codeblock]\n" "[b]WARNING:[/b] Due to the way it is implemented, this function returns " "[code]0[/code] rather than [code]1[/code] for non-positive values of " "[code]value[/code] (in reality, 1 is the smallest integer power of 2)." msgstr "" "Devuelve la potencia igual o mayor de 2 para el entero [code]value[/code].\n" "En otras palabras, devuelve el valor más pequeño [code]a[/code] donde " "[code]a = pow(2, n)[/code] tal que [code]value <= a[/code] para algún entero " "no negativo [code]n[/code].\n" "[codeblock]\n" "nearest_po2(3) # Devuelve 4\n" "nearest_po2(4) # Devuelve 4\n" "nearest_po2(5) # Devuelve 8\n" "\n" "nearest_po2(0) # Devuelve 0 (esto puede no ser lo que esperas)\n" "nearest_po2(-1) # Devuelve 0 (esto puede no ser lo que esperas)\n" "[/codeblock]\n" "[b]ADVERTENCIA:[/b] Debido a la forma en que se implementa, esta función " "devuelve [code]0[/code] en lugar de [code]1[/code] para valores no positivos " "de [code]value[/code] (en realidad, 1 es la potencia entera más pequeña de " "2)." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns an integer representing the Unicode code point of the given Unicode " "character [code]char[/code].\n" "[codeblock]\n" "a = ord(\"A\") # a is 65\n" "a = ord(\"a\") # a is 97\n" "a = ord(\"€\") # a is 8364\n" "[/codeblock]\n" "This is the inverse of [method char]." msgstr "" "Devuelve un entero representando el caracter Unicode [code]char[/code]\n" "[codeblock]\n" "a = ord(\"A\") # a es 65\n" "a = ord(\"a\") # a es 97\n" "a = ord(\"€\") # a es 8364\n" "[/codeblock]\n" "Este es el metodo inverso a [method char]." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Parse JSON text to a Variant. (Use [method typeof] to check if the Variant's " "type is what you expect.)\n" "[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 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" "[codeblock]\n" "var p = JSON.parse('[\"hello\", \"world\", \"!\"]')\n" "if typeof(p.result) == TYPE_ARRAY:\n" " print(p.result[0]) # Prints \"hello\"\n" "else:\n" " push_error(\"Unexpected results.\")\n" "[/codeblock]\n" "See also [JSON] for an alternative way to parse JSON text." msgstr "" "Parsea el texto de JSON a una variable. (Use [method typeof] para comprobar " "si el tipo de la variable es el que usted espera.)\n" "[b]Nota:[/b] La especificación JSON no define tipos enteros o flotantes, " "sino sólo un tipo [i]number[/i]. Por lo tanto, el análisis sintáctico de un " "texto JSON convertirá todos los valores numéricos a tipo [float].\n" "[b]Nota:[/b] Los objetos JSON no conservan el orden de las claves como los " "diccionarios Godot, por lo tanto, no se debe confiar en que las claves estén " "en un cierto orden si se construye un diccionario a partir de JSON. Por el " "contrario, los conjuntos de JSON conservan el orden de sus elementos:\n" "[codeblock]\n" "var p = JSON.parse('[\"hola\", \"mundo\", \"!\"]')\n" "if typeof(p.result) == TYPE_ARRAY:\n" " print(p.result[0]) # Imprime 'Hola'\n" "else:\n" " print(\"resultados inesperados\")\n" "[/codeblock]\n" "Ver también [JSON] para una forma alternativa de analizar el texto de JSON." #: modules/gdscript/doc_classes/@GDScript.xml #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" "Converts a 2D point expressed in the polar coordinate system (a distance " "from the origin [code]r[/code] and an angle [code]th[/code]) to the " "cartesian coordinate system (X and Y axis)." msgstr "" "Convierte un punto 2D expresado en el sistema de coordenadas polares (una " "distancia del origen [code]r[/code] y un ángulo [code]th[/code]) en el " "sistema de coordenadas cartesianas (ejes X e Y)." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns the integer modulus of [code]a/b[/code] that wraps equally in " "positive and negative.\n" "[codeblock]\n" "for i in range(-3, 4):\n" " print(\"%2d %2d %2d\" % [i, i % 3, posmod(i, 3)])\n" "[/codeblock]\n" "Produces:\n" "[codeblock]\n" "-3 0 0\n" "-2 -2 1\n" "-1 -1 2\n" " 0 0 0\n" " 1 1 1\n" " 2 2 2\n" " 3 0 0\n" "[/codeblock]" msgstr "" "Devuelve el módulo entero de [code]a/b[/code] que envuelve por igual en " "positivo y negativo.\n" "[codeblock]\n" "for i in range(-3, 4):\n" " print(\"%2d %2d %2d\" % [i, i % 3, posmod(i, 3)])\n" "[/codeblock]\n" "Produce:\n" "[codeblock]\n" "-3 0 0\n" "-2 -2 1\n" "-1 -1 2\n" " 0 0 0\n" " 1 1 1\n" " 2 2 2\n" " 3 0 0\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns the result of [code]base[/code] raised to the power of [code]exp[/" "code].\n" "[codeblock]\n" "pow(2, 5) # Returns 32.0\n" "[/codeblock]" msgstr "" "Devuelve el resultado de [code]base[/code] elevado a la potencia [code]exp[/" "code].\n" "[codeblock]\n" "pow(2, 5) # Devuelve 32.0\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns a [Resource] from the filesystem located at [code]path[/code]. The " "resource is loaded during script parsing, i.e. is loaded with the script and " "[method preload] effectively acts as a reference to that resource. Note that " "the method requires a constant path. If you want to load a resource from a " "dynamic/variable path, use [method load].\n" "[b]Note:[/b] Resource paths can be obtained by right clicking on a resource " "in the Assets Panel and choosing \"Copy Path\" or by dragging the file from " "the FileSystem dock into the script.\n" "[codeblock]\n" "# Instance a scene.\n" "var diamond = preload(\"res://diamond.tscn\").instance()\n" "[/codeblock]" msgstr "" "Devuelve un [Resource] del sistema de archivos ubicado en [code]path[/code]. " "El recurso se carga durante el análisis sintáctico del script, es decir, se " "carga con el script y [method preload] actúa efectivamente como una " "referencia a ese recurso. Tenga en cuenta que el método requiere una ruta " "constante. Si desea cargar un recurso de una ruta dinámica/variable, utilice " "[method load].\n" "[b]Nota:[/b] Las rutas de los recursos se pueden obtener haciendo clic con " "el botón derecho del ratón en un recurso del Panel de activos y eligiendo " "\"Copiar ruta\" o arrastrando el archivo desde el muelle del Sistema de " "archivos al script.\n" "[codeblock]\n" "# Instancia una escena\n" "var diamante = preload(\"res://diamante.tscn\").instance()\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Converts one or more arguments of any type to string in the best way " "possible and prints them to the console.\n" "[codeblock]\n" "a = [1, 2, 3]\n" "print(\"a\", \"=\", a) # Prints a=[1, 2, 3]\n" "[/codeblock]\n" "[b]Note:[/b] Consider using [method push_error] and [method push_warning] to " "print error and warning messages instead of [method print]. This " "distinguishes them from print messages used for debugging purposes, while " "also displaying a stack trace when an error or warning is printed." msgstr "" "convierte uno o mas argumentos de cualquior tipo a una cadena de texto de la " "mejor manera posible, y los muestra en la consola.\n" "[codeblock]\n" "a=[1,2,3]\n" "print(\"a,\"=\",a)#Muestra a=[1,2,3]\n" "[/codeblock]\n" "[b]Note:[/b] considera usar [method push_error] y [method push_warning] para " "mostrar errores mensajes de advertencia en vez de [method print]. esto los " "distingue de mensajes en la consola usados por motivos de depuración, " "mientras muestra un trazo de cuando un error o advertencia se muestra." #: modules/gdscript/doc_classes/@GDScript.xml 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 "" "Imprime una registro de la pila en la ubicación del código, solo funciona " "cuando se ejecuta con el depurador activado.\n" "La salida en la consola se vería algo así:\n" "[codeblock]\n" "Frame 0 - res://test.gd:16 in function '_process'\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Prints a stack trace at the current code location. See also [method " "get_stack].\n" "Output in the console would look something like this:\n" "[codeblock]\n" "Frame 0 - res://test.gd:16 in function '_process'\n" "[/codeblock]\n" "[b]Note:[/b] [method print_stack] only works if the running instance is " "connected to a debugging server (i.e. an editor instance). [method " "print_stack] will not work in projects exported in release mode, or in " "projects exported in debug mode if not connected to a debugging server." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Prints one or more arguments to strings in the best way possible to standard " "error line.\n" "[codeblock]\n" "printerr(\"prints to stderr\")\n" "[/codeblock]" msgstr "" "Imprime uno o más argumentos a strings de la mejor manera posible a la línea " "de error estándar.\n" "[codeblock]\n" "printerr(\"Imprime a stderr\")\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Prints one or more arguments to strings in the best way possible to console. " "No newline is added at the end.\n" "[codeblock]\n" "printraw(\"A\")\n" "printraw(\"B\")\n" "# Prints AB\n" "[/codeblock]\n" "[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 "" "Imprime uno o más argumentos a strings de la mejor manera posible a " "consola . No se añade ninguna línea nueva al final.\n" "[codeblock]\n" "printraw(\"A\")\n" "printraw(\"B\")\n" "# Imprime AB\n" "[/codeblock]\n" "[b]Nota:[/b] Debido a las limitaciones con la consola incorporada de Godot, " "esto sólo imprime a la terminal. Si necesita imprimir en el editor, utilice " "otro método, como [method print]." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Prints one or more arguments to the console with a space between each " "argument.\n" "[codeblock]\n" "prints(\"A\", \"B\", \"C\") # Prints A B C\n" "[/codeblock]" msgstr "" "Imprime uno o más argumentos en la consola con un espacio entre cada " "argumento.\n" "[codeblock]\n" "prints(\"A\", \"B\", \"C\") # Imprime A B C\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Prints one or more arguments to the console with a tab between each " "argument.\n" "[codeblock]\n" "printt(\"A\", \"B\", \"C\") # Prints A B C\n" "[/codeblock]" msgstr "" "Imprime uno o más argumentos en la consola con un tabulador entre cada " "argumento.\n" "[codeblock]\n" "printt(\"A\",\"B\",\"C\") # Imprime A\\tB\\tC\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "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 " "as error call\n" "[/codeblock]\n" "[b]Note:[/b] Errors printed this way will not pause project execution. To " "print an error message and pause project execution in debug builds, use " "[code]assert(false, \"test error\")[/code] instead." msgstr "" "Envía un mensaje de error al depurador incorporado de Godot y al terminal " "del sistema operativo.\n" "[codeblock]\n" "push_error(\"test error) # Imprime \"test error\" al depurador y a la " "terminal como una llamada de error\n" "[/codeblock]\n" "[b]Nota:[/b] Los errores imprimidos de esta manera no pausaran la ejecución " "del proyecto. Para imprimir un mensaje de error y pausar la ejecución del " "proyecto en compilaciones de depuración, usa [code]assert(false, \"test " "error\")[/code] en su lugar." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "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 " "terminal as warning call\n" "[/codeblock]" msgstr "" "Envía un mensaje de aviso al depurador incorporado de Godot y al terminal " "del sistema operativo.\n" "[codeblock]\n" "push_warning(\"test warning) # Imprime \"test warning\" al depurador y a la " "terminal como una llamada de aviso.\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Converts an angle expressed in radians to degrees.\n" "[codeblock]\n" "rad2deg(0.523599) # Returns 30.0\n" "[/codeblock]" msgstr "" "Convierte un ángulo expresado en radianes a grados.\n" "[codeblock]\n" "rad2deg(0.523599) # Devuelve 30.0\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "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]\n" "[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]." msgstr "" "Rango aleatorio de cualquier número real entre [code]from[/code] y [code]to[/" "code].\n" "[codeblock]\n" "prints(rand_range(0, 1), rand_range(0, 1)) # Imprime dos números aleatorios\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Random from seed: pass a [code]seed[/code], and an array with both number " "and new seed is returned. \"Seed\" here refers to the internal state of the " "pseudo random number generator. The internal state of the current " "implementation is 64 bits." msgstr "" "Aleatorio desde la semilla: se pasa una [code]semilla[/code], y se devuelve " "un array con el número y la nueva semilla. \"Semilla\" aquí se refiere al " "estado interno del generador de números pseudo aleatorios. El estado interno " "de la implementación actual es de 64 bits." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns a random floating point value on the interval [code][0, 1][/code].\n" "[codeblock]\n" "randf() # Returns e.g. 0.375671\n" "[/codeblock]" msgstr "" "Devuelve un aleatorio real en el intervalo [code][0, 1][/code]\n" "[codeblock]\n" "randf() # Devuelve un aleatorio entre 0 y 1 como 0.375671\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns a random unsigned 32-bit integer. Use remainder to obtain a random " "value in the interval [code][0, N - 1][/code] (where N is smaller than " "2^32).\n" "[codeblock]\n" "randi() # Returns random integer between 0 and 2^32 - 1\n" "randi() % 20 # Returns random integer between 0 and 19\n" "randi() % 100 # Returns random integer between 0 and 99\n" "randi() % 100 + 1 # Returns random integer between 1 and 100\n" "[/codeblock]" msgstr "" "Devuelve un entero aleatorio sin signo de 32 bits. Utiliza el resto para " "obtener un valor aleatorio en el intervalo [code][0, N - 1][/code] (donde N " "es menor que 2^32).\n" "[codeblock]\n" "randi() # Devuelve un entero aleatorio entre 0 y 2^32 - 1.\n" "randi() % 20 # Devuelve un entero aleatorio entre 0 y 19.\n" "randi() % 100 # Devuelve un entero aleatorio entre 0 y 99.\n" "randi() % 100 + 1 # Devuelve un entero aleatoria entre 1 y 100\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Randomizes the seed (or the internal state) of the random number generator. " "Current implementation reseeds using a number based on time.\n" "[codeblock]\n" "func _ready():\n" " randomize()\n" "[/codeblock]" msgstr "" "Aleatoriza la semilla (o el estado interno) del generador de números " "aleatorios. La implementación actual se realimenta usando un número basado " "en el tiempo.\n" "[codeblock]\n" "func_ready():\n" "\\t randomize()\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns an array with the given range. [method range] can be called in three " "ways:\n" "[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and " "stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is " "[b]exclusive[/b].\n" "[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by " "steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/" "code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], " "respectively.\n" "[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], " "increases/decreases by steps of [code]s[/code], and stops [i]before[/i] " "[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are " "[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/" "code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is " "[code]0[/code], an error message is printed.\n" "[method range] converts all arguments to [int] before processing.\n" "[b]Note:[/b] Returns an empty array if no value meets the value constraint " "(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" "Examples:\n" "[codeblock]\n" "print(range(4)) # Prints [0, 1, 2, 3]\n" "print(range(2, 5)) # Prints [2, 3, 4]\n" "print(range(0, 6, 2)) # Prints [0, 2, 4]\n" "print(range(4, 1, -1)) # Prints [4, 3, 2]\n" "[/codeblock]\n" "To iterate over an [Array] backwards, use:\n" "[codeblock]\n" "var array = [3, 6, 9]\n" "for i in range(array.size(), 0, -1):\n" " print(array[i - 1])\n" "[/codeblock]\n" "Output:\n" "[codeblock]\n" "9\n" "6\n" "3\n" "[/codeblock]" msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Maps a [code]value[/code] from range [code][istart, istop][/code] to [code]" "[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]\n" "For complex use cases where you need multiple ranges, consider using [Curve] " "or [Gradient] instead." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy msgid "" "Rounds [code]s[/code] to the nearest whole number, with halfway cases " "rounded away from zero.\n" "[codeblock]\n" "a = round(2.49) # a is 2.0\n" "a = round(2.5) # a is 3.0\n" "a = round(2.51) # a is 3.0\n" "[/codeblock]\n" "See also [method floor], [method ceil], [method stepify], and [int]." msgstr "" "Redondea [code]s[/code] al número entero más cercano, con los casos " "intermedios redondeados desde el cero.\n" "[codeblock]\n" "round(2.6) # Devuelve 3\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Sets seed for the random number generator.\n" "[codeblock]\n" "my_seed = \"Godot Rocks\"\n" "seed(my_seed.hash())\n" "[/codeblock]" msgstr "" "Establece la semilla para el generador de números aleatorios.\n" "[codeblock]\n" "mi_semilla = \"Godot Rocks\"\n" "seed(mi_semilla.hash())\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns the sign of [code]s[/code]: -1 or 1. Returns 0 if [code]s[/code] is " "0.\n" "[codeblock]\n" "sign(-6) # Returns -1\n" "sign(0) # Returns 0\n" "sign(6) # Returns 1\n" "[/codeblock]" msgstr "" "Devuelve el signo de [code]s[/code]: -1 o 1. Devuelve 0 si [code]s[/code] es " "0.\n" "[codeblock]\n" "sign(-6) # Devuelve -1\n" "sign(0) # Devuelve 0\n" "sign(6) # Devuelve 1\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns the sine of angle [code]s[/code] in radians.\n" "[codeblock]\n" "sin(0.523599) # Returns 0.5\n" "[/codeblock]" msgstr "" "Devuelve el seno de un angulo [code]s[/code] en radianes.\n" "[codeblock]\n" "sin(0.523599) # Devuelve 0.5\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns the hyperbolic sine of [code]s[/code].\n" "[codeblock]\n" "a = log(2.0) # Returns 0.693147\n" "sinh(a) # Returns 0.75\n" "[/codeblock]" msgstr "" "Devuelve el seno hiperbolico de [code]s[/code].\n" "[codeblock]\n" "a = log(2.0) # Devuelve 0.693147\n" "sinh(a) # Devuelve 0.75\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy msgid "" "Returns the result of smoothly interpolating the value of [code]s[/code] " "between [code]0[/code] and [code]1[/code], based on the where [code]s[/code] " "lies with respect to the edges [code]from[/code] and [code]to[/code].\n" "The return value is [code]0[/code] if [code]s <= from[/code], and [code]1[/" "code] if [code]s >= to[/code]. If [code]s[/code] lies between [code]from[/" "code] and [code]to[/code], the returned value follows an S-shaped curve that " "maps [code]s[/code] between [code]0[/code] and [code]1[/code].\n" "This S-shaped curve is the cubic Hermite interpolator, given by [code]f(y) = " "3*y^2 - 2*y^3[/code] where [code]y = (x-from) / (to-from)[/code].\n" "[codeblock]\n" "smoothstep(0, 2, -5.0) # Returns 0.0\n" "smoothstep(0, 2, 0.5) # Returns 0.15625\n" "smoothstep(0, 2, 1.0) # Returns 0.5\n" "smoothstep(0, 2, 2.0) # Returns 1.0\n" "[/codeblock]\n" "Compared to [method ease] with a curve value of [code]-1.6521[/code], " "[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/3.5/img/" "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, " "-1.6521) return values[/url]" msgstr "" "Devuelve el resultado de interpolar suavemente el valor de [code]s[/code] " "entre [code]0[/code] y [code]1[/code], basándose en el lugar donde se " "encuentra [code]s[/code] con respecto a los bordes [code]from[/code] y " "[code]to[/code].\n" "El valor de retorno es [code]0[/code] si [code]s <= from[/code], y [code]1[/" "code] si [code]s >= a[/code]. Si [code]s[/code] se encuentra entre " "[code]from[/code] y [code]to[/code], el valor devuelto sigue una curva en " "forma de S que mapea [code]s[/code] entre [code]0[/code] y [code]1[/code].\n" "Esta curva en forma de S es el interpolador cúbico de Hermite, dado por " "[code]f(s) = 3*s^2 - 2*s^3[/code].\n" "[codeblock]\n" "smoothstep(0, 2, -5.0) # Devuelve 0.0\n" "smoothstep(0, 2, 0.5) # Devuelve 0.15625\n" "smoothstep(0, 2, 1.0) # Devuelve 0.5\n" "smoothstep(0, 2, 2.0) # Devuelve 1.0\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy msgid "" "Returns the square root of [code]s[/code], where [code]s[/code] is a non-" "negative number.\n" "[codeblock]\n" "sqrt(9) # Returns 3\n" "[/codeblock]\n" "[b]Note:[/b] Negative values of [code]s[/code] return NaN. If you need " "negative inputs, use [code]System.Numerics.Complex[/code] in C#." msgstr "" "Devuelve la raíz cuadrada de [code]s[/code], donde [code]s[/code] es un " "número no negativo.\n" "[codeblock]\n" "sqrt(9) # Devuelve 3\n" "[/codeblock]\n" "[b]Nota:[/b]Los valores negativos de [code]s[/code] devuelven NaN. Si " "necesita entradas negativas, use [code]System.Numerics.Complex[/code] en C#." #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy msgid "" "Returns the position of the first non-zero digit, after the decimal point. " "Note that the maximum return value is 10, which is a design decision in the " "implementation.\n" "[codeblock]\n" "n = step_decimals(5) # n is 0\n" "n = step_decimals(1.0005) # n is 4\n" "n = step_decimals(0.000000005) # n is 9\n" "[/codeblock]" msgstr "" "Devuelve la posición del primer dígito no cero, después del punto decimal. " "Observe que el valor máximo de retorno es 10, el cual es una decisión de " "diseño en la implementación.\n" "[codeblock]\n" "# n es 0\n" "n = step_decimals(5)\n" "# n es 4\n" "n = step_decimals(1.0005)\n" "# n es 9\n" "n = step_decimals(0.000000005)\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy msgid "" "Snaps float value [code]s[/code] to a given [code]step[/code]. This can also " "be used to round a floating point number to an arbitrary number of " "decimals.\n" "[codeblock]\n" "stepify(100, 32) # Returns 96.0\n" "stepify(3.14159, 0.01) # Returns 3.14\n" "[/codeblock]\n" "See also [method ceil], [method floor], [method round], and [int]." msgstr "" "Ajusta el valor real [code]s[/code] a un determinado [code]step[/code]. " "También puede utilizarse para redondear un número real a un número variable " "de decimales.\n" "[codeblock]\n" "stepify(100, 32) # Devuelve 96\n" "stepify(3.14159, 0.01) # Devuelve 3.14\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy msgid "" "Converts one or more arguments of any type to string in the best way " "possible.\n" "[codeblock]\n" "var a = [10, 20, 30]\n" "var b = str(a);\n" "len(a) # Returns 3\n" "len(b) # Returns 12\n" "[/codeblock]" msgstr "" "Convierte uno o mas argumentos a string de la mejor manera posible.\n" "[codeblock]\n" "var a = [10, 20, 30]\n" "var b = str(a);\n" "len(a) # Devuelve 3\n" "len(b) # Devuelve 12\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Converts a formatted string that was returned by [method var2str] to the " "original value.\n" "[codeblock]\n" "a = '{ \"a\": 1, \"b\": 2 }'\n" "b = str2var(a)\n" "print(b[\"a\"]) # Prints 1\n" "[/codeblock]" msgstr "" "Convierte una string formateada que fue devuelta por el [method var2str] al " "valor original.\n" "[codeblock]\n" "a = '{ \"a\": 1, \"b\": 2 }'\n" "b = str2var(a)\n" "print(b[\"a\"]) # Imprime 1\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns the tangent of angle [code]s[/code] in radians.\n" "[codeblock]\n" "tan(deg2rad(45)) # Returns 1\n" "[/codeblock]" msgstr "" "Devuelve la tangente del ángulo [code]s[/code] en radianes.\n" "[codeblock]\n" "tan(deg2rad(45)) # Devuelve 1\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy msgid "" "Returns the hyperbolic tangent of [code]s[/code].\n" "[codeblock]\n" "a = log(2.0) # a is 0.693147\n" "b = tanh(a) # b is 0.6\n" "[/codeblock]" msgstr "" "Devuelve la tangente hiperbólica de[code]s[/code].\n" "[codeblock]\n" "a = log(2.0) # Devuelve 0.693147\n" "tanh(a) # Devuelve 0.6\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Converts a [Variant] [code]var[/code] to JSON text and return the result. " "Useful for serializing data to store or send over the network.\n" "[codeblock]\n" "# Both numbers below are integers.\n" "a = { \"a\": 1, \"b\": 2 }\n" "b = to_json(a)\n" "print(b) # {\"a\":1, \"b\":2}\n" "# Both numbers above are floats, even if they display without any decimal " "places.\n" "[/codeblock]\n" "[b]Note:[/b] The JSON specification does not define integer or float types, " "but only a [i]number[/i] type. Therefore, converting a [Variant] to JSON " "text will convert all numerical values to [float] types.\n" "See also [JSON] for an alternative way to convert a [Variant] to JSON text." msgstr "" "Convierte una [Variant] [code]var[/code] en texto JSON y devuelve el " "resultado. Es útil para serializar datos para almacenarlos o enviarlos a " "través de la red.\n" "[codeblock]\n" "# Los dos números de abajo son números enteros.\n" "a = { \"a\": 1, \"b\": 2 }\n" "b = to_json(a)\n" "print(b) # {\"a\":1, \"b\":2}\n" "# Los dos números de arriba son reales, aunque se muestren sin decimales. \n" "[/codeblock]\n" "[b]Nota:[/b] La especificación JSON no define los tipos enteros o de reales, " "sino sólo un tipo [i]número[/i]. Por lo tanto, al convertir un texto de " "[Variant] a JSON se convertirán todos los valores numéricos a tipos " "[float].\n" "Véase también [JSON] para una forma alternativa de convertir un texto " "[Variant] a JSON." #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy msgid "" "Returns whether the given class exists in [ClassDB].\n" "[codeblock]\n" "type_exists(\"Sprite\") # Returns true\n" "type_exists(\"Variant\") # Returns false\n" "[/codeblock]" msgstr "" "Devuelve si la clase dada existe en [ClassDB].\n" "[codeblock]\n" "type_exists(\"Sprite2D\") # Devuelve true\n" "type_exists(\"Variant\") # Devuelve false\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns the internal type of the given Variant object, using the [enum " "Variant.Type] values.\n" "[codeblock]\n" "p = parse_json('[\"a\", \"b\", \"c\"]')\n" "if typeof(p) == TYPE_ARRAY:\n" " print(p[0]) # Prints a\n" "else:\n" " print(\"unexpected results\")\n" "[/codeblock]" msgstr "" "Devuelve el tipo interno del objeto variable dado, usando los valores [enum " "Variant.Type].\n" "[codeblock]\n" "p = parse_json('[\"a\", \"b\", \"c\"]')\n" "if typeof(p) == TYPE_ARRAY:\n" " print(p[0]) # Imprime a\n" "else:\n" " print(\"resultados inesperados\")\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Checks that [code]json[/code] is valid JSON data. Returns an empty string if " "valid, or an error message otherwise.\n" "[codeblock]\n" "j = to_json([1, 2, 3])\n" "v = validate_json(j)\n" "if not v:\n" " print(\"Valid JSON.\")\n" "else:\n" " push_error(\"Invalid JSON: \" + v)\n" "[/codeblock]" msgstr "" "Comprueba que [code]json[/code] es un dato JSON válido. Devuelve una string " "vacía si es válida, o un mensaje de error en caso contrario.\n" "[codeblock]\n" "j = to_json([1, 2, 3])\n" "v = validate_json(j)\n" "if not v:\n" " print(\"JSON válido\")\n" "else:\n" " prints(\"JSON inválido\", v)\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Encodes a variable value to a byte array. When [code]full_objects[/code] is " "[code]true[/code] encoding objects is allowed (and can potentially include " "code)." msgstr "" "Codifica un valor variable en un array de bytes. Cuando [code]full_objects[/" "code] es [code]true[/code] se permite la codificación de objetos (y puede " "potencialmente incluir código)." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Converts a Variant [code]var[/code] to a formatted string that can later be " "parsed using [method str2var].\n" "[codeblock]\n" "a = { \"a\": 1, \"b\": 2 }\n" "print(var2str(a))\n" "[/codeblock]\n" "prints\n" "[codeblock]\n" "{\n" "\"a\": 1,\n" "\"b\": 2\n" "}\n" "[/codeblock]" msgstr "" "Convierte una variable [code]var[/code] en una cadena formateada que puede " "ser analizada posteriormente utilizando [method str2var].\n" "[codeblock]\n" "a = { \"a\": 1, \"b\": 2 }\n" "print(var2str(a))\n" "[/codeblock]\n" "prints\n" "[codeblock]\n" "{\n" "\"a\": 1,\n" "\"b\": 2\n" "}\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns a weak reference to an object.\n" "A weak reference to an object is not enough to keep the object alive: when " "the only remaining references to a referent are weak references, garbage " "collection is free to destroy the referent and reuse its memory for " "something else. However, until the object is actually destroyed the weak " "reference may return the object even if there are no strong references to it." msgstr "" "Devuelve una referencia débil a un objeto.\n" "Una referencia débil a un objeto no es suficiente para mantenerlo vivo: " "cuando las únicas referencias que quedan de un referencia son referencias " "débiles, el garbage collector es libre para destruir la referencia y " "reutilizar su memoria para otra cosa. Sin embargo, hasta que el objeto sea " "realmente destruido la referencia débil puede devolver el objeto aunque no " "haya referencias fuertes a él." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Wraps float [code]value[/code] between [code]min[/code] and [code]max[/" "code].\n" "Usable for creating loop-alike behavior or infinite surfaces.\n" "[codeblock]\n" "# Infinite loop between 5.0 and 9.9\n" "value = wrapf(value + 0.1, 5.0, 10.0)\n" "[/codeblock]\n" "[codeblock]\n" "# Infinite rotation (in radians)\n" "angle = wrapf(angle + 0.1, 0.0, TAU)\n" "[/codeblock]\n" "[codeblock]\n" "# Infinite rotation (in radians)\n" "angle = wrapf(angle + 0.1, -PI, PI)\n" "[/codeblock]\n" "[b]Note:[/b] If [code]min[/code] is [code]0[/code], this is equivalent to " "[method fposmod], so prefer using that instead.\n" "[code]wrapf[/code] is more flexible than using the [method fposmod] approach " "by giving the user control over the minimum value." msgstr "" "Convierte el real [code]value[/code] entre [code]min[/code] y [code]max[/" "code].\n" "Utilizado para crear un comportamiento similar al de un bucle o superficies " "infinitas.\n" "[codeblock]\n" "# Bucle infinito entre 5.0 y 9.9\n" "valor = wrapf(valor + 0.1, 5.0, 10.0)\n" "[/codeblock]\n" "[codeblock]\n" "# Rotación infinita (en radianes)\n" "ángulo = wrapf(ángulo + 0.1, 0.0, TAU)\n" "[/codeblock]\n" "[codeblock]\n" "# Rotación infinita (en radianes)\n" "ángulo = wrapf(ángulo + 0.1, -PI, PI)\n" "[/codeblock]\n" "[b]Nota:[/b] Si [code]min[/code] es [code]0[/code], esto equivale a [method " "fposmod], así que prefiera usar eso en su lugar.\n" "[code]wrapf[/code] es más flexible que utilizar el enfoque de [method " "fposmod], ya que le da al usuario el control sobre el valor mínimo." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Wraps integer [code]value[/code] between [code]min[/code] and [code]max[/" "code].\n" "Usable for creating loop-alike behavior or infinite surfaces.\n" "[codeblock]\n" "# Infinite loop between 5 and 9\n" "frame = wrapi(frame + 1, 5, 10)\n" "[/codeblock]\n" "[codeblock]\n" "# result is -2\n" "var result = wrapi(-6, -5, -1)\n" "[/codeblock]\n" "[b]Note:[/b] If [code]min[/code] is [code]0[/code], this is equivalent to " "[method posmod], so prefer using that instead.\n" "[code]wrapi[/code] is more flexible than using the [method posmod] approach " "by giving the user control over the minimum value." msgstr "" "Convierte el numero entero [code]value[/code] que esta entre [code]min[/" "code] y [code]max[/code].\n" "Usado para crear comportamientos tipo bucle o superficies infinitas.\n" "[codeblock]\n" "# Bucle infinito entre 5 y 9\n" "fotograma = wrapi(fotograma + 1, 5, 10)\n" "[/codeblock]\n" "[codeblock]\n" "# El resultado es -2\n" "var resultado = wrapi(-6, -5, -1)\n" "[/codeblock]\n" "[b]Nota:[/b] Si [code]min[/code] es [code]0[/code], esto equivale a [method " "posmod], así que prefiera usar eso en su lugar.\n" "[code]wrapi[/code] es más flexible que el enfoque de [method posmod], ya que " "le da al usuario el control sobre el valor mínimo." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Stops the function execution and returns the current suspended state to the " "calling function.\n" "From the caller, call [method GDScriptFunctionState.resume] on the state to " "resume execution. This invalidates the state. Within the resumed function, " "[code]yield()[/code] returns whatever was passed to the [code]resume()[/" "code] function call.\n" "If passed an object and a signal, the execution is resumed when the object " "emits the given signal. In this case, [code]yield()[/code] returns the " "argument passed to [code]emit_signal()[/code] if the signal takes only one " "argument, or an array containing all the arguments passed to " "[code]emit_signal()[/code] if the signal takes multiple arguments.\n" "You can also use [code]yield[/code] to wait for a function to finish:\n" "[codeblock]\n" "func _ready():\n" " yield(countdown(), \"completed\") # waiting for the countdown() function " "to complete\n" " print('Ready')\n" "\n" "func countdown():\n" " yield(get_tree(), \"idle_frame\") # returns a GDScriptFunctionState " "object to _ready()\n" " print(3)\n" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(2)\n" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(1)\n" " yield(get_tree().create_timer(1.0), \"timeout\")\n" "\n" "# prints:\n" "# 3\n" "# 2\n" "# 1\n" "# Ready\n" "[/codeblock]\n" "When yielding on a function, the [code]completed[/code] signal will be " "emitted automatically when the function returns. It can, therefore, be used " "as the [code]signal[/code] parameter of the [code]yield[/code] method to " "resume.\n" "In order to yield on a function, the resulting function should also return a " "[code]GDScriptFunctionState[/code]. Notice [code]yield(get_tree(), " "\"idle_frame\")[/code] from the above example." msgstr "" "Detiene la ejecución de la función y devuelve el estado suspendido actual a " "la función que lo ha llamado.\n" "Desde el llamador, llama [method GDScriptFunctionState.resume] al estado " "para reanudar la ejecución. Esto invalida el estado. Dentro de la función " "reanudada, [code]yield()[/code] devuelve lo que se pasó a la llamada de la " "función [code]resume()[/code].\n" "Si se pasa un objeto y una señal, la ejecución se reanuda cuando el objeto " "emite la señal dada. En este caso, [code]yield()[/code] devuelve el " "argumento pasado a [code]emit_signal()[/code] si la señal toma un solo " "argumento, o un array que contiene todos los argumentos pasados a " "[code]emit_signal()[/code] si la señal toma múltiples argumentos.\n" "También puedes usar [code]yield[/code] para esperar a que una función " "termine:\n" "[codeblock]\n" "func _ready():\n" " yield(cuentaAtras(), \"completed\") # esperando por la funcion " "cuentaAtras() a que termine\n" " print('Preparado')\n" "\n" "func cuentaAtras():\n" " yield(get_tree(), \"idle_frame\") # devuelve un objeto " "GDScriptFunctionState a _ready()\n" " print(3)\n" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(2)\n" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(1)\n" " yield(get_tree().create_timer(1.0), \"timeout\")\n" "\n" "# prints:\n" "# 3\n" "# 2\n" "# 1\n" "# Ready\n" "[/codeblock]\n" "Al ceder una función, la señal [code]completed[/code] se emitirá " "automáticamente cuando la función retorne. Por lo tanto, puede utilizarse " "como parámetro [code]signal[/code] del método [code]yield[/code] para " "reanudar.\n" "Para ceder una función, la función resultante también debe devolver un " "[code]GDScriptFunctionState[/code]. Observe [code]yield(get_tree(), " "\"idle_frame\")[/code] del ejemplo anterior." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Constant that represents how many times the diameter of a circle fits around " "its perimeter. This is equivalent to [code]TAU / 2[/code]." msgstr "" "Constante que representa cuántas veces el diámetro de un círculo se " "encuentra contenido en su perímetro.Esto equivale a [code]TAU / 2[/code]." #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy msgid "" "The circle constant, the circumference of the unit circle in radians. This " "is equivalent to [code]PI * 2[/code], or 360 degrees in rotations." msgstr "" "La constante del círculo, la circunferencia de la unidad círculo en radianes." #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy msgid "" "Positive floating-point infinity. This is the result of floating-point " "division when the divisor is [code]0.0[/code]. For negative infinity, use " "[code]-INF[/code]. Dividing by [code]-0.0[/code] will result in negative " "infinity if the numerator is positive, so dividing by [code]0.0[/code] is " "not the same as dividing by [code]-0.0[/code] (despite [code]0.0 == -0.0[/" "code] returning [code]true[/code]).\n" "[b]Note:[/b] Numeric infinity is only a concept with floating-point numbers, " "and has no equivalent for integers. Dividing an integer number by [code]0[/" "code] will not result in [constant INF] and will result in a run-time error " "instead." msgstr "" "Infinito como número de punto flotante. Este es el resultado de una división " "real cuando el divisor es [code]0.0[/code]. Para el infinito negativo, " "utilizar [code]-INF[/code]. Dividir por [code]-0.0[/code] otorgará como " "resultado el infinito negativo si el numerador es positivo, de manera que no " "es lo mismo que dividir por [code]0.0[/code] (a pesar de que [code]0.0 == " "-0.0[/code] devuelve [code]true[/code]). [b]Nota:[/b] El infinito numérico " "solo es un concepto para números de punto flotante y no tiene un equivalente " "para enteros. La división de un entero por [code]0[/code] no resultará en " "[constant INF] y en su lugar arrojará un error en tiempo de ejecución." #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy msgid "" "\"Not a Number\", an invalid floating-point value. [constant NAN] has " "special properties, including that it is not equal to itself ([code]NAN == " "NAN[/code] returns [code]false[/code]). It is output by some invalid " "operations, such as dividing floating-point [code]0.0[/code] by [code]0.0[/" "code].\n" "[b]Note:[/b] \"Not a Number\" is only a concept with floating-point numbers, " "and has no equivalent for integers. Dividing an integer [code]0[/code] by " "[code]0[/code] will not result in [constant NAN] and will result in a run-" "time error instead." msgstr "" "\"Not a Number\" (\"No es un Número\"), un decimal de valor inválido. " "[constant NAN] tiene propiedades especiales, incluyendo que no es igual a si " "mismo([code]NAN==NAN[/code] devuelve [code]false[/code]). Es una salida dada " "por algunas operaciones inválidas, como dividir un decimal [code]0.0[/code] " "por [code]0.0[/code].\n" "[b]Nota:[/b] \"Not a Number\" es solo un concepto con números decimales, y " "no tiene un equivalente para enteros. Dividiendo un entero por [code]0[/" "code] no resultará en [constante NAN] y en su lugar arrojará un error en " "tiempo de ejecución." #: doc/classes/@GlobalScope.xml msgid "Global scope constants and variables." msgstr "Constantes y variables de alcance global." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Global scope constants and variables. This is all that resides in the " "globals, constants regarding error codes, scancodes, property hints, etc.\n" "Singletons are also documented here, since they can be accessed from " "anywhere." msgstr "" "Constantes y variables de alcance global. Esto es todo lo que reside en las " "globales, las constantes de los códigos de error, los códigos de teclas, las " "sugerencias de propiedades, etc.\n" "Los singletons también están documentados aquí, ya que se puede acceder a " "ellos desde cualquier lugar." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "The [ARVRServer] singleton." msgstr "El singleton [ARVRServer]." #: doc/classes/@GlobalScope.xml msgid "The [AudioServer] singleton." msgstr "El singleton [AudioServer]." #: doc/classes/@GlobalScope.xml msgid "The [CameraServer] singleton." msgstr "El singleton [CameraServer]." #: doc/classes/@GlobalScope.xml msgid "The [ClassDB] singleton." msgstr "El singleton [ClassDB]." #: doc/classes/@GlobalScope.xml msgid "The [Engine] singleton." msgstr "El singleton [Engine]." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "The [Geometry] singleton." msgstr "El singleton [Geometry2D]." #: doc/classes/@GlobalScope.xml msgid "The [IP] singleton." msgstr "El singleton [IP]." #: doc/classes/@GlobalScope.xml msgid "The [Input] singleton." msgstr "El singleton [Input]." #: doc/classes/@GlobalScope.xml msgid "The [InputMap] singleton." msgstr "El singleton [InputMap]." #: doc/classes/@GlobalScope.xml msgid "The [JSON] singleton." msgstr "El singleton [JSON]." #: doc/classes/@GlobalScope.xml msgid "" "The [JavaClassWrapper] singleton.\n" "[b]Note:[/b] Only implemented on Android." msgstr "" "El singleton [JavaClassWrapper] .\n" "[b]Nota:[/b] Sólo implementado en Android." #: doc/classes/@GlobalScope.xml msgid "" "The [JavaScript] singleton.\n" "[b]Note:[/b] Only implemented on HTML5." msgstr "" "El singleton [JavaScript].\n" "[b]Nota:[/b] Sólo implementado en HTML5." #: doc/classes/@GlobalScope.xml msgid "The [Marshalls] singleton." msgstr "El singleton [Marshalls]." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "The [Navigation2DServer] singleton." msgstr "El singleton [TranslationServer]." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "The [NavigationMeshGenerator] singleton." msgstr "El singleton [NavigationMeshGenerator]." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "The [NavigationServer] singleton." msgstr "El singleton [TranslationServer]." #: doc/classes/@GlobalScope.xml msgid "The [OS] singleton." msgstr "El singleton [OS]." #: doc/classes/@GlobalScope.xml msgid "The [Performance] singleton." msgstr "El singleton [Performance]." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "The [Physics2DServer] singleton." msgstr "El singleton [PhysicsServer2D]." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "The [PhysicsServer] singleton." msgstr "El singleton [PhysicsServer2D]." #: doc/classes/@GlobalScope.xml msgid "The [ProjectSettings] singleton." msgstr "El singleton [ProjectSettings]." #: doc/classes/@GlobalScope.xml msgid "The [ResourceLoader] singleton." msgstr "El singleton [ResourceLoader]." #: doc/classes/@GlobalScope.xml msgid "The [ResourceSaver] singleton." msgstr "El singleton [ResourceSaver]." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "The [Time] singleton." msgstr "El singleton [Engine]." #: doc/classes/@GlobalScope.xml msgid "The [TranslationServer] singleton." msgstr "El singleton [TranslationServer]." #: doc/classes/@GlobalScope.xml msgid "The [VisualScriptEditor] singleton." msgstr "El singleton [VisualScriptEditor]." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "The [VisualServer] singleton." msgstr "El singleton [DisplayServer]." #: doc/classes/@GlobalScope.xml msgid "Left margin, usually used for [Control] or [StyleBox]-derived classes." msgstr "" "Margen izquierdo, normalmente usado para las clases derivadas de [Control] o " "[StyleBox]." #: doc/classes/@GlobalScope.xml msgid "Top margin, usually used for [Control] or [StyleBox]-derived classes." msgstr "" "Margen superior, normalmente usado para las clases derivadas de [Control] o " "[StyleBox]." #: doc/classes/@GlobalScope.xml msgid "Right margin, usually used for [Control] or [StyleBox]-derived classes." msgstr "" "Margen derecho, normalmente usado para las clases derivadas de [Control] o " "[StyleBox]." #: doc/classes/@GlobalScope.xml msgid "" "Bottom margin, usually used for [Control] or [StyleBox]-derived classes." msgstr "" "Margen inferior, normalmente usado para las clases derivadas de [Control] o " "[StyleBox]." #: doc/classes/@GlobalScope.xml msgid "Top-left corner." msgstr "Esquina Superior Izquierda." #: doc/classes/@GlobalScope.xml msgid "Top-right corner." msgstr "Esquina Superior Derecha." #: doc/classes/@GlobalScope.xml msgid "Bottom-right corner." msgstr "Esquina Inferior Derecha." #: doc/classes/@GlobalScope.xml msgid "Bottom-left corner." msgstr "Esquina Inferior Izquierda." #: doc/classes/@GlobalScope.xml msgid "" "General vertical alignment, usually used for [Separator], [ScrollBar], " "[Slider], etc." msgstr "" "Alineación vertical general, generalmente usada para [Separator], " "[ScrollBar], [Slider], etc." #: doc/classes/@GlobalScope.xml msgid "" "General horizontal alignment, usually used for [Separator], [ScrollBar], " "[Slider], etc." msgstr "" "Alineación horizontal general, generalmente usada para [Separator], " "[ScrollBar], [Slider], etc." #: doc/classes/@GlobalScope.xml msgid "Horizontal left alignment, usually for text-derived classes." msgstr "Alineación horizontal izquierda, generalmente para clases de texto." #: doc/classes/@GlobalScope.xml msgid "Horizontal center alignment, usually for text-derived classes." msgstr "Alineación central horizontal, generalmente para clases de texto." #: doc/classes/@GlobalScope.xml msgid "Horizontal right alignment, usually for text-derived classes." msgstr "Alineación horizontal derecha, generalmente para clases de texto." #: doc/classes/@GlobalScope.xml msgid "Vertical top alignment, usually for text-derived classes." msgstr "Alineación vertical superior, generalmente para clases de texto." #: doc/classes/@GlobalScope.xml msgid "Vertical center alignment, usually for text-derived classes." msgstr "" "Alineación central vertical, normalmente para clases de texto.Alineacion " "central vertical, generalmente usada para clases derivadas de texto." #: doc/classes/@GlobalScope.xml msgid "Vertical bottom alignment, usually for text-derived classes." msgstr "Alineación vertical inferior, generalmente para clases de texto." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Scancodes with this bit applied are non-printable." msgstr "Los códigos de tecla con este bit a 1 no son imprimibles." #: doc/classes/@GlobalScope.xml msgid "Escape key." msgstr "Tecla Escape." #: doc/classes/@GlobalScope.xml msgid "Tab key." msgstr "Tecla Tabulador." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Shift+Tab key." msgstr "Shift + Tabulador." #: doc/classes/@GlobalScope.xml msgid "Backspace key." msgstr "Tecla retorno." #: doc/classes/@GlobalScope.xml msgid "Return key (on the main keyboard)." msgstr "Devuelve la tecla (en el teclado principal)." #: doc/classes/@GlobalScope.xml msgid "Enter key on the numeric keypad." msgstr "Pulsa la tecla en el teclado numerico." #: doc/classes/@GlobalScope.xml msgid "Insert key." msgstr "Tecla Insert." #: doc/classes/@GlobalScope.xml msgid "Delete key." msgstr "Tecla Suprimir." #: doc/classes/@GlobalScope.xml msgid "Pause key." msgstr "Tecla Pausa." #: doc/classes/@GlobalScope.xml msgid "Print Screen key." msgstr "Tecla Imprimir Pantalla." #: doc/classes/@GlobalScope.xml msgid "System Request key." msgstr "Tecla Peticion de Sistema." #: doc/classes/@GlobalScope.xml msgid "Clear key." msgstr "Tecla Clear." #: doc/classes/@GlobalScope.xml msgid "Home key." msgstr "Tecla Inicio." #: doc/classes/@GlobalScope.xml msgid "End key." msgstr "Tecla Fin." #: doc/classes/@GlobalScope.xml msgid "Left arrow key." msgstr "Tecla Flecha Izquierda." #: doc/classes/@GlobalScope.xml msgid "Up arrow key." msgstr "Tecla Flecha Arriba." #: doc/classes/@GlobalScope.xml msgid "Right arrow key." msgstr "Tecla flecha derecha." #: doc/classes/@GlobalScope.xml msgid "Down arrow key." msgstr "Tecla Flecha abajo." #: doc/classes/@GlobalScope.xml msgid "Page Up key." msgstr "Tecla RePag." #: doc/classes/@GlobalScope.xml msgid "Page Down key." msgstr "Tecla AvPag." #: doc/classes/@GlobalScope.xml msgid "Shift key." msgstr "Tecla Shift." #: doc/classes/@GlobalScope.xml msgid "Control key." msgstr "Tecla Control." #: doc/classes/@GlobalScope.xml msgid "Meta key." msgstr "Tecla Meta." #: doc/classes/@GlobalScope.xml msgid "Alt key." msgstr "Tecla Alt." #: doc/classes/@GlobalScope.xml msgid "Caps Lock key." msgstr "Tecla Bloque Mayusculas." #: doc/classes/@GlobalScope.xml msgid "Num Lock key." msgstr "Tecla Bloque numerico." #: doc/classes/@GlobalScope.xml msgid "Scroll Lock key." msgstr "Tecla Bloqueo Scroll." #: doc/classes/@GlobalScope.xml msgid "F1 key." msgstr "Tecla F1." #: doc/classes/@GlobalScope.xml msgid "F2 key." msgstr "Tecla F2." #: doc/classes/@GlobalScope.xml msgid "F3 key." msgstr "Tecla F3." #: doc/classes/@GlobalScope.xml msgid "F4 key." msgstr "Tecla F4." #: doc/classes/@GlobalScope.xml msgid "F5 key." msgstr "Tecla F5." #: doc/classes/@GlobalScope.xml msgid "F6 key." msgstr "Tecla F6." #: doc/classes/@GlobalScope.xml msgid "F7 key." msgstr "Tecla F7." #: doc/classes/@GlobalScope.xml msgid "F8 key." msgstr "Tecla F8." #: doc/classes/@GlobalScope.xml msgid "F9 key." msgstr "Tecla F9." #: doc/classes/@GlobalScope.xml msgid "F10 key." msgstr "Tecla F10." #: doc/classes/@GlobalScope.xml msgid "F11 key." msgstr "Tecla F11." #: doc/classes/@GlobalScope.xml msgid "F12 key." msgstr "Tecla F12." #: doc/classes/@GlobalScope.xml msgid "F13 key." msgstr "Tecla F13." #: doc/classes/@GlobalScope.xml msgid "F14 key." msgstr "Tecla F14." #: doc/classes/@GlobalScope.xml msgid "F15 key." msgstr "Tecla F15." #: doc/classes/@GlobalScope.xml msgid "F16 key." msgstr "Tecla F16." #: doc/classes/@GlobalScope.xml msgid "Multiply (*) key on the numeric keypad." msgstr "Tecla Multiplicar(*) del teclado numérico." #: doc/classes/@GlobalScope.xml msgid "Divide (/) key on the numeric keypad." msgstr "Tecla Division(/) del teclado numérico." #: doc/classes/@GlobalScope.xml msgid "Subtract (-) key on the numeric keypad." msgstr "Tecla Resta(-) del teclado numérico." #: doc/classes/@GlobalScope.xml msgid "Period (.) key on the numeric keypad." msgstr "Tecla . decimal(.) del teclado numérico." #: doc/classes/@GlobalScope.xml msgid "Add (+) key on the numeric keypad." msgstr "Tecla Suma(+) del teclado numérico." #: doc/classes/@GlobalScope.xml msgid "Number 0 on the numeric keypad." msgstr "Tecla 0 del teclado numérico." #: doc/classes/@GlobalScope.xml msgid "Number 1 on the numeric keypad." msgstr "Tecla 1 del teclado numérico." #: doc/classes/@GlobalScope.xml msgid "Number 2 on the numeric keypad." msgstr "Tecla 2 del teclado numérico." #: doc/classes/@GlobalScope.xml msgid "Number 3 on the numeric keypad." msgstr "Tecla 3 del teclado numérico." #: doc/classes/@GlobalScope.xml msgid "Number 4 on the numeric keypad." msgstr "Tecla 4 del teclado numérico." #: doc/classes/@GlobalScope.xml msgid "Number 5 on the numeric keypad." msgstr "Tecla 5 del teclado numérico." #: doc/classes/@GlobalScope.xml msgid "Number 6 on the numeric keypad." msgstr "Tecla 6 del teclado numérico." #: doc/classes/@GlobalScope.xml msgid "Number 7 on the numeric keypad." msgstr "Tecla 7 del teclado numérico." #: doc/classes/@GlobalScope.xml msgid "Number 8 on the numeric keypad." msgstr "Tecla 8 del teclado numérico." #: doc/classes/@GlobalScope.xml msgid "Number 9 on the numeric keypad." msgstr "Tecla 9 del teclado numérico." #: doc/classes/@GlobalScope.xml msgid "Left Super key (Windows key)." msgstr "Tecla super izquierda (Tecla Windows)." #: doc/classes/@GlobalScope.xml msgid "Right Super key (Windows key)." msgstr "Tecla super derecha(Tecla Windows)." #: doc/classes/@GlobalScope.xml msgid "Context menu key." msgstr "Tecla Menu Contexto." #: doc/classes/@GlobalScope.xml msgid "Left Hyper key." msgstr "Tecla Hyper Izquierda." #: doc/classes/@GlobalScope.xml msgid "Right Hyper key." msgstr "Tecla Hyper Derecha." #: doc/classes/@GlobalScope.xml msgid "Help key." msgstr "Tecla Ayuda." #: doc/classes/@GlobalScope.xml msgid "Left Direction key." msgstr "Tecla Dirección Izquierda." #: doc/classes/@GlobalScope.xml msgid "Right Direction key." msgstr "Tecla Dirección Derecha." #: doc/classes/@GlobalScope.xml msgid "" "Media back key. Not to be confused with the Back button on an Android device." msgstr "" "Tecla para atrás en multimedia. No confundirlo con el botón hacia atrás en " "un dispositivo Android." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Media forward key." msgstr "Tecla grabar." #: doc/classes/@GlobalScope.xml msgid "Media stop key." msgstr "Tecla reproduccion parar." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Media refresh key." msgstr "Tecla grabar." #: doc/classes/@GlobalScope.xml msgid "Volume down key." msgstr "Tecla Bajar Volumen." #: doc/classes/@GlobalScope.xml msgid "Mute volume key." msgstr "Tecla Quitar Volumen." #: doc/classes/@GlobalScope.xml msgid "Volume up key." msgstr "Tecla Subir Volumen." #: doc/classes/@GlobalScope.xml msgid "Bass Boost key." msgstr "Tecla Bass Boost." #: doc/classes/@GlobalScope.xml msgid "Bass up key." msgstr "Tecla Bass Up." #: doc/classes/@GlobalScope.xml msgid "Bass down key." msgstr "Tecla Bass down." #: doc/classes/@GlobalScope.xml msgid "Treble up key." msgstr "Tecla Agudos arriba." #: doc/classes/@GlobalScope.xml msgid "Treble down key." msgstr "Teclas Agudos abajo." #: doc/classes/@GlobalScope.xml msgid "Media play key." msgstr "Tecla reproduccion play." #: doc/classes/@GlobalScope.xml msgid "Previous song key." msgstr "Tecla cancion previa." #: doc/classes/@GlobalScope.xml msgid "Next song key." msgstr "Tecla siguiente cancion." #: doc/classes/@GlobalScope.xml msgid "Media record key." msgstr "Tecla grabar." #: doc/classes/@GlobalScope.xml msgid "Home page key." msgstr "Tecla pagina inicio." #: doc/classes/@GlobalScope.xml msgid "Favorites key." msgstr "Tecla Favoritos." #: doc/classes/@GlobalScope.xml msgid "Search key." msgstr "Tecla Buscar." #: doc/classes/@GlobalScope.xml msgid "Standby key." msgstr "Tecla en espera(Standby)." #: doc/classes/@GlobalScope.xml msgid "Open URL / Launch Browser key." msgstr "Tecla Abrir URL/Abrir el navegador." #: doc/classes/@GlobalScope.xml msgid "Launch Mail key." msgstr "Tecla Abrir el Correo." #: doc/classes/@GlobalScope.xml msgid "Launch Media key." msgstr "Tecla lanzar Media." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 0 key." msgstr "Tecla Acceso Directo 0." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 1 key." msgstr "Tecla Acceso Directo 1." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 2 key." msgstr "Tecla Acceso Directo 2." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 3 key." msgstr "Tecla Acceso Directo 3." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 4 key." msgstr "Tecla Acceso Directo 4." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 5 key." msgstr "Tecla Acceso Directo 5." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 6 key." msgstr "Tecla Acceso Directo 6." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 7 key." msgstr "Tecla Acceso Directo 7." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 8 key." msgstr "Tecla Acceso Directo 8." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 9 key." msgstr "Tecla Acceso Directo 9." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut A key." msgstr "Tecla Acceso Directo A." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut B key." msgstr "Tecla Acceso Directo B." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut C key." msgstr "Tecla Acceso Directo C." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut D key." msgstr "Tecla Acceso Directo D." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut E key." msgstr "Tecla Acceso Directo E." #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut F key." msgstr "Tecla Acceso Directo F." #: doc/classes/@GlobalScope.xml msgid "Unknown key." msgstr "Tecla desconocida." #: doc/classes/@GlobalScope.xml msgid "Space key." msgstr "Tecla Espaciado." #: doc/classes/@GlobalScope.xml msgid "! key." msgstr "Tecla !." #: doc/classes/@GlobalScope.xml msgid "\" key." msgstr "Tecla \"." #: doc/classes/@GlobalScope.xml msgid "# key." msgstr "Tecla #." #: doc/classes/@GlobalScope.xml msgid "$ key." msgstr "Tecla $." #: doc/classes/@GlobalScope.xml msgid "% key." msgstr "Tecla %." #: doc/classes/@GlobalScope.xml msgid "& key." msgstr "Tecla &." #: doc/classes/@GlobalScope.xml msgid "' key." msgstr "Tecla '." #: doc/classes/@GlobalScope.xml msgid "( key." msgstr "Tecla (." #: doc/classes/@GlobalScope.xml msgid ") key." msgstr "Tecla )." #: doc/classes/@GlobalScope.xml msgid "* key." msgstr "Tecla *." #: doc/classes/@GlobalScope.xml msgid "+ key." msgstr "Tecla +." #: doc/classes/@GlobalScope.xml msgid ", key." msgstr "Tecla ,." #: doc/classes/@GlobalScope.xml msgid "- key." msgstr "Tecla -." #: doc/classes/@GlobalScope.xml msgid ". key." msgstr "Tecla .." #: doc/classes/@GlobalScope.xml msgid "/ key." msgstr "Tecla /." #: doc/classes/@GlobalScope.xml msgid "Number 0." msgstr "Número 0." #: doc/classes/@GlobalScope.xml msgid "Number 1." msgstr "Número 1." #: doc/classes/@GlobalScope.xml msgid "Number 2." msgstr "Número 2." #: doc/classes/@GlobalScope.xml msgid "Number 3." msgstr "Número 3." #: doc/classes/@GlobalScope.xml msgid "Number 4." msgstr "Número 4." #: doc/classes/@GlobalScope.xml msgid "Number 5." msgstr "Número 5." #: doc/classes/@GlobalScope.xml msgid "Number 6." msgstr "Número 6." #: doc/classes/@GlobalScope.xml msgid "Number 7." msgstr "Número 7." #: doc/classes/@GlobalScope.xml msgid "Number 8." msgstr "Número 8." #: doc/classes/@GlobalScope.xml msgid "Number 9." msgstr "Número 9." #: doc/classes/@GlobalScope.xml msgid ": key." msgstr "Tecla :." #: doc/classes/@GlobalScope.xml msgid "; key." msgstr "Tecla ;." #: doc/classes/@GlobalScope.xml msgid "< key." msgstr "Tecla <." #: doc/classes/@GlobalScope.xml msgid "= key." msgstr "Tecla =." #: doc/classes/@GlobalScope.xml msgid "> key." msgstr "Tecla >." #: doc/classes/@GlobalScope.xml msgid "? key." msgstr "Tecla ?." #: doc/classes/@GlobalScope.xml msgid "@ key." msgstr "Tecla @." #: doc/classes/@GlobalScope.xml msgid "A key." msgstr "Tecla A." #: doc/classes/@GlobalScope.xml msgid "B key." msgstr "Tecla B." #: doc/classes/@GlobalScope.xml msgid "C key." msgstr "Tecla C." #: doc/classes/@GlobalScope.xml msgid "D key." msgstr "Tecla D." #: doc/classes/@GlobalScope.xml msgid "E key." msgstr "Tecla E." #: doc/classes/@GlobalScope.xml msgid "F key." msgstr "Tecla F." #: doc/classes/@GlobalScope.xml msgid "G key." msgstr "Tecla G." #: doc/classes/@GlobalScope.xml msgid "H key." msgstr "Tecla H." #: doc/classes/@GlobalScope.xml msgid "I key." msgstr "Tecla I." #: doc/classes/@GlobalScope.xml msgid "J key." msgstr "Tecla J." #: doc/classes/@GlobalScope.xml msgid "K key." msgstr "Tecla K." #: doc/classes/@GlobalScope.xml msgid "L key." msgstr "Tecla L." #: doc/classes/@GlobalScope.xml msgid "M key." msgstr "Tecla M." #: doc/classes/@GlobalScope.xml msgid "N key." msgstr "Tecla N." #: doc/classes/@GlobalScope.xml msgid "O key." msgstr "Tecla O." #: doc/classes/@GlobalScope.xml msgid "P key." msgstr "Tecla P." #: doc/classes/@GlobalScope.xml msgid "Q key." msgstr "Tecla Q." #: doc/classes/@GlobalScope.xml msgid "R key." msgstr "Tecla R." #: doc/classes/@GlobalScope.xml msgid "S key." msgstr "Tecla S." #: doc/classes/@GlobalScope.xml msgid "T key." msgstr "Tecla T." #: doc/classes/@GlobalScope.xml msgid "U key." msgstr "Tecla U." #: doc/classes/@GlobalScope.xml msgid "V key." msgstr "Tecla V." #: doc/classes/@GlobalScope.xml msgid "W key." msgstr "Tecla W." #: doc/classes/@GlobalScope.xml msgid "X key." msgstr "Tecla X." #: doc/classes/@GlobalScope.xml msgid "Y key." msgstr "Tecla Y." #: doc/classes/@GlobalScope.xml msgid "Z key." msgstr "Tecla Z." #: doc/classes/@GlobalScope.xml msgid "[ key." msgstr "Tecla [." #: doc/classes/@GlobalScope.xml msgid "\\ key." msgstr "Tecla \\." #: doc/classes/@GlobalScope.xml msgid "] key." msgstr "Tecla ]." #: doc/classes/@GlobalScope.xml msgid "^ key." msgstr "Tecla ^." #: doc/classes/@GlobalScope.xml msgid "_ key." msgstr "Tecla _." #: doc/classes/@GlobalScope.xml msgid "` key." msgstr "Tecla `." #: doc/classes/@GlobalScope.xml msgid "{ key." msgstr "Tecla {." #: doc/classes/@GlobalScope.xml msgid "| key." msgstr "Tecla |." #: doc/classes/@GlobalScope.xml msgid "} key." msgstr "Tecla }." #: doc/classes/@GlobalScope.xml msgid "~ key." msgstr "Tecla ~." #: doc/classes/@GlobalScope.xml msgid "Non-breakable space key." msgstr "Tecla espacio de no separación." #: doc/classes/@GlobalScope.xml msgid "¡ key." msgstr "Tecla ¡ ." #: doc/classes/@GlobalScope.xml msgid "¢ key." msgstr "Tecla ¢." #: doc/classes/@GlobalScope.xml msgid "£ key." msgstr "Tecla £." #: doc/classes/@GlobalScope.xml msgid "¤ key." msgstr "Tecla ¤." #: doc/classes/@GlobalScope.xml msgid "¥ key." msgstr "Tecla ¥." #: doc/classes/@GlobalScope.xml msgid "¦ key." msgstr "Tecla ¦." #: doc/classes/@GlobalScope.xml msgid "§ key." msgstr "Tecla §." #: doc/classes/@GlobalScope.xml msgid "¨ key." msgstr "Tecla ¨." #: doc/classes/@GlobalScope.xml msgid "© key." msgstr "Tecla ©." #: doc/classes/@GlobalScope.xml msgid "ª key." msgstr "Tecla ª." #: doc/classes/@GlobalScope.xml msgid "« key." msgstr "Tecla «." #: doc/classes/@GlobalScope.xml msgid "¬ key." msgstr "Tecla ¬." #: doc/classes/@GlobalScope.xml msgid "Soft hyphen key." msgstr "Tecla guion suave." #: doc/classes/@GlobalScope.xml msgid "® key." msgstr "Tecla ®." #: doc/classes/@GlobalScope.xml msgid "¯ key." msgstr "Tecla ¯." #: doc/classes/@GlobalScope.xml msgid "° key." msgstr "Tecla °." #: doc/classes/@GlobalScope.xml msgid "± key." msgstr "Tecla ±." #: doc/classes/@GlobalScope.xml msgid "² key." msgstr "Tecla ²." #: doc/classes/@GlobalScope.xml msgid "³ key." msgstr "Tecla ³." #: doc/classes/@GlobalScope.xml msgid "´ key." msgstr "Tecla ´." #: doc/classes/@GlobalScope.xml msgid "µ key." msgstr "Tecla µ." #: doc/classes/@GlobalScope.xml msgid "¶ key." msgstr "Tecla ¶." #: doc/classes/@GlobalScope.xml msgid "· key." msgstr "Tecla ·." #: doc/classes/@GlobalScope.xml msgid "¸ key." msgstr "Tecla ¸." #: doc/classes/@GlobalScope.xml msgid "¹ key." msgstr "Tecla ¹." #: doc/classes/@GlobalScope.xml msgid "º key." msgstr "Tecla º." #: doc/classes/@GlobalScope.xml msgid "» key." msgstr "Tecla »." #: doc/classes/@GlobalScope.xml msgid "¼ key." msgstr "Tecla ¼." #: doc/classes/@GlobalScope.xml msgid "½ key." msgstr "Tecla ½." #: doc/classes/@GlobalScope.xml msgid "¾ key." msgstr "Tecla ¾." #: doc/classes/@GlobalScope.xml msgid "¿ key." msgstr "Tecla ¿." #: doc/classes/@GlobalScope.xml msgid "À key." msgstr "Tecla À." #: doc/classes/@GlobalScope.xml msgid "Á key." msgstr "Tecla Á." #: doc/classes/@GlobalScope.xml msgid "Â key." msgstr "Tecla Â." #: doc/classes/@GlobalScope.xml msgid "Ã key." msgstr "Tecla Ã." #: doc/classes/@GlobalScope.xml msgid "Ä key." msgstr "Tecla Ä." #: doc/classes/@GlobalScope.xml msgid "Å key." msgstr "Tecla Å." #: doc/classes/@GlobalScope.xml msgid "Æ key." msgstr "Tecla Æ." #: doc/classes/@GlobalScope.xml msgid "Ç key." msgstr "Tecla Ç." #: doc/classes/@GlobalScope.xml msgid "È key." msgstr "Tecla È." #: doc/classes/@GlobalScope.xml msgid "É key." msgstr "Tecla É." #: doc/classes/@GlobalScope.xml msgid "Ê key." msgstr "Tecla Ê." #: doc/classes/@GlobalScope.xml msgid "Ë key." msgstr "Tecla Ë." #: doc/classes/@GlobalScope.xml msgid "Ì key." msgstr "Tecla Ì." #: doc/classes/@GlobalScope.xml msgid "Í key." msgstr "Tecla Í." #: doc/classes/@GlobalScope.xml msgid "Î key." msgstr "Tecla Î." #: doc/classes/@GlobalScope.xml msgid "Ï key." msgstr "Tecla Ï." #: doc/classes/@GlobalScope.xml msgid "Ð key." msgstr "Tecla Ð." #: doc/classes/@GlobalScope.xml msgid "Ñ key." msgstr "Tecla Ñ." #: doc/classes/@GlobalScope.xml msgid "Ò key." msgstr "Tecla Ò." #: doc/classes/@GlobalScope.xml msgid "Ó key." msgstr "Tecla Ó." #: doc/classes/@GlobalScope.xml msgid "Ô key." msgstr "Tecla Ô." #: doc/classes/@GlobalScope.xml msgid "Õ key." msgstr "Tecla Õ." #: doc/classes/@GlobalScope.xml msgid "Ö key." msgstr "Tecla Ö." #: doc/classes/@GlobalScope.xml msgid "× key." msgstr "Tecla ×." #: doc/classes/@GlobalScope.xml msgid "Ø key." msgstr "Tecla Ø." #: doc/classes/@GlobalScope.xml msgid "Ù key." msgstr "Tecla Ù." #: doc/classes/@GlobalScope.xml msgid "Ú key." msgstr "Tecla Ú." #: doc/classes/@GlobalScope.xml msgid "Û key." msgstr "Tecla Û." #: doc/classes/@GlobalScope.xml msgid "Ü key." msgstr "Tecla Ü." #: doc/classes/@GlobalScope.xml msgid "Ý key." msgstr "Tecla Ý." #: doc/classes/@GlobalScope.xml msgid "Þ key." msgstr "Tecla Þ." #: doc/classes/@GlobalScope.xml msgid "ß key." msgstr "Tecla ß." #: doc/classes/@GlobalScope.xml msgid "÷ key." msgstr "Tecla ÷." #: doc/classes/@GlobalScope.xml msgid "ÿ key." msgstr "Tecla ÿ." #: doc/classes/@GlobalScope.xml msgid "Key Code mask." msgstr "Tecla máscara codigo." #: doc/classes/@GlobalScope.xml msgid "Modifier key mask." msgstr "Tecla modificar máscara." #: doc/classes/@GlobalScope.xml msgid "Shift key mask." msgstr "Tecla desplazamiento de la máscara." #: doc/classes/@GlobalScope.xml msgid "Alt key mask." msgstr "Tecla máscara Alt." #: doc/classes/@GlobalScope.xml msgid "Meta key mask." msgstr "Tecla meta máscara." #: doc/classes/@GlobalScope.xml msgid "Ctrl key mask." msgstr "Tecla Control máscara." #: doc/classes/@GlobalScope.xml msgid "" "Command key mask. On macOS, this is equivalent to [constant KEY_MASK_META]. " "On other platforms, this is equivalent to [constant KEY_MASK_CTRL]. This " "mask should be preferred to [constant KEY_MASK_META] or [constant " "KEY_MASK_CTRL] for system shortcuts as it handles all platforms correctly." msgstr "" "Tecla de máscara de comando. En macOS, esto equivale a [constante " "KEY_MASK_META]. En otras plataformas, esto es equivalente a [constante " "KEY_MASK_CTRL]. Esta máscara debe ser preferida a [constante KEY_MASK_META] " "o [constante KEY_MASK_CTRL] para los atajos del sistema ya que maneja " "correctamente todas las plataformas.Tecla Mascara Comandos. En macOS, esto " "es equivalente a [constant KEY_MASK_META]. En otras plataformas, esto es " "equivalente a [constant KEY_MASK_CTRL]. Esta mascara debe ser preferida a " "[constant KEY_MASK_META] o [constant KEY_MASK_CTRL] para atajos de sistema " "ya que maneja todas las plataformas correctamente." #: doc/classes/@GlobalScope.xml msgid "Keypad key mask." msgstr "Tecla máscara keypad." #: doc/classes/@GlobalScope.xml msgid "Group Switch key mask." msgstr "Tecla máscara intercambio grupo." #: doc/classes/@GlobalScope.xml msgid "Left mouse button." msgstr "Botón izquierdo del ratón." #: doc/classes/@GlobalScope.xml msgid "Right mouse button." msgstr "Botón derecho del ratón." #: doc/classes/@GlobalScope.xml msgid "Middle mouse button." msgstr "Botón central del ratón." #: doc/classes/@GlobalScope.xml msgid "Extra mouse button 1 (only present on some mice)." msgstr "Botón extra del ratón 1 (sólo presente en algunos ratones)." #: doc/classes/@GlobalScope.xml msgid "Extra mouse button 2 (only present on some mice)." msgstr "Botón extra del ratón 2 (sólo presente en algunos ratones)." #: doc/classes/@GlobalScope.xml msgid "Mouse wheel up." msgstr "Rueda de ratón arriba." #: doc/classes/@GlobalScope.xml msgid "Mouse wheel down." msgstr "Rueda de ratón abajo." #: doc/classes/@GlobalScope.xml msgid "Mouse wheel left button (only present on some mice)." msgstr "" "Botón izquierdo de la rueda del ratón (sólo presente en algunos ratones)." #: doc/classes/@GlobalScope.xml msgid "Mouse wheel right button (only present on some mice)." msgstr "" "Botón derecho de la rueda del ratón (sólo presente en algunos ratones)." #: doc/classes/@GlobalScope.xml msgid "Left mouse button mask." msgstr "Máscara del botón izquierdo del ratón." #: doc/classes/@GlobalScope.xml msgid "Right mouse button mask." msgstr "Máscara del botón derecho del ratón." #: doc/classes/@GlobalScope.xml msgid "Middle mouse button mask." msgstr "Máscara del botón central del ratón." #: doc/classes/@GlobalScope.xml msgid "Extra mouse button 1 mask." msgstr "Botón de ratón extra 1 máscara." #: doc/classes/@GlobalScope.xml msgid "Extra mouse button 2 mask." msgstr "Máscara de botón de ratón extra 2." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Invalid button or axis." msgstr "Duración inválida." #: doc/classes/@GlobalScope.xml msgid "Gamepad button 0." msgstr "Botón 0 del mando de videojuegos." #: doc/classes/@GlobalScope.xml msgid "Gamepad button 1." msgstr "Botón 1 del mando de videojuegos." #: doc/classes/@GlobalScope.xml msgid "Gamepad button 2." msgstr "Botón 2 del mando de videojuegos." #: doc/classes/@GlobalScope.xml msgid "Gamepad button 3." msgstr "Boton 3 del mando de juegos." #: doc/classes/@GlobalScope.xml msgid "Gamepad button 4." msgstr "Boton 4 del mando de juegos." #: doc/classes/@GlobalScope.xml msgid "Gamepad button 5." msgstr "Boton 5 del mando de videojuegos." #: doc/classes/@GlobalScope.xml msgid "Gamepad button 6." msgstr "Botón 6 del mando de videojuegos." #: doc/classes/@GlobalScope.xml msgid "Gamepad button 7." msgstr "Botón 7 del mando de videojuegos." #: doc/classes/@GlobalScope.xml msgid "Gamepad button 8." msgstr "Botón 8 del mando de videojuegos." #: doc/classes/@GlobalScope.xml msgid "Gamepad button 9." msgstr "Botón 9 del mando de videojuegos." #: doc/classes/@GlobalScope.xml msgid "Gamepad button 10." msgstr "Botón 10 del mando de videojuegos." #: doc/classes/@GlobalScope.xml msgid "Gamepad button 11." msgstr "Botón 11 del mando de videojuegos." #: doc/classes/@GlobalScope.xml msgid "Gamepad button 12." msgstr "Botón 12 del mando de videojuegos." #: doc/classes/@GlobalScope.xml msgid "Gamepad button 13." msgstr "Botón 13 del mando de videojuegos." #: doc/classes/@GlobalScope.xml msgid "Gamepad button 14." msgstr "Botón 14 del mando de videojuegos." #: doc/classes/@GlobalScope.xml msgid "Gamepad button 15." msgstr "Boton 15 del mando de juegos." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Gamepad button 16." msgstr "Botón 1 del mando de videojuegos." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Gamepad button 17." msgstr "Botón 1 del mando de videojuegos." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Gamepad button 18." msgstr "Botón 1 del mando de videojuegos." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Gamepad button 19." msgstr "Botón 1 del mando de videojuegos." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Gamepad button 20." msgstr "Botón 2 del mando de videojuegos." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Gamepad button 21." msgstr "Botón 2 del mando de videojuegos." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Gamepad button 22." msgstr "Botón 2 del mando de videojuegos." #: doc/classes/@GlobalScope.xml msgid "" "The maximum number of game controller buttons supported by the engine. The " "actual limit may be lower on specific platforms:\n" "- Android: Up to 36 buttons.\n" "- Linux: Up to 80 buttons.\n" "- Windows and macOS: Up to 128 buttons." msgstr "" #: doc/classes/@GlobalScope.xml msgid "DualShock circle button." msgstr "Botón de círculo DualShock." #: doc/classes/@GlobalScope.xml msgid "DualShock X button." msgstr "Botón X DualShock." #: doc/classes/@GlobalScope.xml msgid "DualShock square button." msgstr "Botón cuadrado DualShock." #: doc/classes/@GlobalScope.xml msgid "DualShock triangle button." msgstr "Botón triángulo DualShock." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Xbox controller B button." msgstr "Botón B del mando de Nintendo." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Xbox controller A button." msgstr "Botón B del mando de Nintendo." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Xbox controller X button." msgstr "Botón X del mando de Nintendo." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Xbox controller Y button." msgstr "Botón Y del mando de Nintendo." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Nintendo controller A button." msgstr "Botón B del mando de Nintendo." #: doc/classes/@GlobalScope.xml msgid "Nintendo controller B button." msgstr "Botón B del mando de Nintendo." #: doc/classes/@GlobalScope.xml msgid "Nintendo controller X button." msgstr "Botón X del mando de Nintendo." #: doc/classes/@GlobalScope.xml msgid "Nintendo controller Y button." msgstr "Botón Y del mando de Nintendo." #: doc/classes/@GlobalScope.xml msgid "Grip (side) buttons on a VR controller." msgstr "Botones de agarre (laterales) en un controlador VR." #: doc/classes/@GlobalScope.xml msgid "Push down on the touchpad or main joystick on a VR controller." msgstr "Presiona el panel táctil o el joystick principal de un controlador VR." #: doc/classes/@GlobalScope.xml msgid "Trigger on a VR controller." msgstr "Gatillo en un controlador VR." #: doc/classes/@GlobalScope.xml msgid "" "A button on the right Oculus Touch controller, X button on the left " "controller (also when used in OpenVR)." msgstr "" "Botón A en el controlador Oculus Touch derecho y botón X en el controlador " "izquierdo (también cuando se usa en OpenVR)." #: doc/classes/@GlobalScope.xml msgid "" "B button on the right Oculus Touch controller, Y button on the left " "controller (also when used in OpenVR)." msgstr "" "Botón B en el controlador Oculus Touch derecho, botón Y en el controlador " "izquierdo (también cuando se usa en OpenVR)." #: doc/classes/@GlobalScope.xml msgid "Menu button on either Oculus Touch controller." msgstr "Botón de menú en cualquiera de los mandos de Oculus Touch." #: doc/classes/@GlobalScope.xml msgid "Menu button in OpenVR (Except when Oculus Touch controllers are used)." msgstr "" "Botón de menú en OpenVR (excepto cuando se utilizan los controladores Oculus " "Touch)." #: doc/classes/@GlobalScope.xml msgid "Gamepad button Select." msgstr "Botón Select en el mando de videojuegos." #: doc/classes/@GlobalScope.xml msgid "Gamepad button Start." msgstr "Botón Start en el mando de videojuegos." #: doc/classes/@GlobalScope.xml msgid "Gamepad DPad up." msgstr "DPad arriba en el mando de videojuegos." #: doc/classes/@GlobalScope.xml msgid "Gamepad DPad down." msgstr "Dpad abajo en el mando de videojuegos." #: doc/classes/@GlobalScope.xml msgid "Gamepad DPad left." msgstr "DPad izquierda en el mando de videojuegos." #: doc/classes/@GlobalScope.xml msgid "Gamepad DPad right." msgstr "Dpad derecha en el mando de videojuegos." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Gamepad SDL guide button." msgstr "Botón guía del mando de juego SDL." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Gamepad SDL miscellaneous button." msgstr "Botón 0 del mando de videojuegos." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Gamepad SDL paddle 1 button." msgstr "Botón D-Pad izquierda del mando de juego SDL." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Gamepad SDL paddle 2 button." msgstr "Botón D-Pad izquierda del mando de juego SDL." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Gamepad SDL paddle 3 button." msgstr "Botón D-Pad izquierda del mando de juego SDL." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Gamepad SDL paddle 4 button." msgstr "Botón D-Pad izquierda del mando de juego SDL." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Gamepad SDL touchpad button." msgstr "Botón 0 del mando de videojuegos." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Gamepad left Shoulder button." msgstr "Botón del hombro izquierdo del mando de juego SDL." #: doc/classes/@GlobalScope.xml msgid "Gamepad left trigger." msgstr "Gatillo izquierdo del mando de videojuegos." #: doc/classes/@GlobalScope.xml msgid "Gamepad left stick click." msgstr "Click en el palo izquierdo del mando de videojuegos." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Gamepad right Shoulder button." msgstr "Botón del hombro derecho del mando de juego SDL." #: doc/classes/@GlobalScope.xml msgid "Gamepad right trigger." msgstr "Gatillo derecho del mando de videojuegos." #: doc/classes/@GlobalScope.xml msgid "Gamepad right stick click." msgstr "Click derecho del palo del mando de videojuegos." #: doc/classes/@GlobalScope.xml msgid "Gamepad left stick horizontal axis." msgstr "Palo izquierdo del eje horizontal del mando de videojuegos." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Gamepad left stick vertical axis." msgstr "Palo izquierdo del eje horizontal del mando de videojuegos." #: doc/classes/@GlobalScope.xml msgid "Gamepad right stick horizontal axis." msgstr "Palo derecho del eje horizontal del mando de videojuegos." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Gamepad right stick vertical axis." msgstr "Palo derecho del eje horizontal del mando de videojuegos." #: doc/classes/@GlobalScope.xml msgid "Generic gamepad axis 4." msgstr "Eje 4 del mando de videojuegos genérico." #: doc/classes/@GlobalScope.xml msgid "Generic gamepad axis 5." msgstr "Eje 5 del mando de videojuegos genérico." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Gamepad left trigger analog axis." msgstr "Gatillo izquierdo del mando de videojuegos." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Gamepad right trigger analog axis." msgstr "Gatillo derecho del mando de videojuegos." #: doc/classes/@GlobalScope.xml msgid "Generic gamepad axis 8." msgstr "Eje genérico del mando de videojuegos 8." #: doc/classes/@GlobalScope.xml msgid "Generic gamepad axis 9." msgstr "Eje 9 del mando de videojuegos genérico." #: doc/classes/@GlobalScope.xml msgid "Represents the maximum number of joystick axes supported." msgstr "Representa el número máximo de ejes de joystick soportados." #: doc/classes/@GlobalScope.xml msgid "Gamepad left analog trigger." msgstr "Disparador analógico izquierdo del mando de videojuegos." #: doc/classes/@GlobalScope.xml msgid "Gamepad right analog trigger." msgstr "Disparador analogico derecho del mando de juegos." #: doc/classes/@GlobalScope.xml msgid "VR Controller analog trigger." msgstr "Disparador analogico del Mando de Realidad Virtual." #: doc/classes/@GlobalScope.xml msgid "VR Controller analog grip (side buttons)." msgstr "Empuñadura analógica del controlador VR (botones laterales)." #: doc/classes/@GlobalScope.xml msgid "" "OpenVR touchpad X axis (Joystick axis on Oculus Touch and Windows MR " "controllers)." msgstr "" "Eje X del touchpad OpenVR (eje del joystick en los controladores Oculus " "Touch y Windows MR)." #: doc/classes/@GlobalScope.xml msgid "" "OpenVR touchpad Y axis (Joystick axis on Oculus Touch and Windows MR " "controllers)." msgstr "" "Eje Y del panel táctil OpenVR (eje del joystick en los controladores Oculus " "Touch y Windows MR)." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "MIDI note OFF message. See the documentation of [InputEventMIDI] for " "information of how to use MIDI inputs." msgstr "" "Mensaje de APAGADO en una nota MIDI. Ver la documentación de " "[InputEventMIDI] para información sobre cómo utilizar inputs MIDI." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "MIDI note ON message. See the documentation of [InputEventMIDI] for " "information of how to use MIDI inputs." msgstr "" "Mensaje de ENCENDIDO en una nota MIDI. Ver la documentación de " "[InputEventMIDI] para información sobre cómo utilizar inputs MIDI." #: doc/classes/@GlobalScope.xml msgid "" "MIDI aftertouch message. This message is most often sent by pressing down on " "the key after it \"bottoms out\"." msgstr "" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "MIDI control change message. This message is sent when a controller value " "changes. Controllers include devices such as pedals and levers." msgstr "" "Mensaje de cambio de control MIDI. Este mensaje se envía cuando cambia un " "valor en el controlador. Los controladores son aparatos como pedales y " "palancas." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "MIDI program change message. This message sent when the program patch number " "changes." msgstr "" "Mensaje de cambio de programa MIDI. Este mensaje se envía cuando el número " "de versión del programa cambia." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "MIDI channel pressure message. This message is most often sent by pressing " "down on the key after it \"bottoms out\". This message is different from " "polyphonic after-touch as it indicates the highest pressure across all keys." msgstr "" "Mensaje de presión en canal MIDI. Este mensaje suele enviarse al presionar " "una tecla después de que esta alcanza su punto mínimo. Este mensaje es " "diferente al de after-touch polifónico, ya que indica la presión más alta de " "entre todas las teclas." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "MIDI pitch bend message. This message is sent to indicate a change in the " "pitch bender (wheel or lever, typically)." msgstr "" "Mensaje de alteración de tono MIDI. Este mensaje se envía para indicar un " "cambio en la herramienta de alteración de tono del instrumento (normalmente " "una rueda o palanca)." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "MIDI system exclusive message. This has behavior exclusive to the device " "you're receiving input from. Getting this data is not implemented in Godot." msgstr "" "Mensaje exclusivo del sistema MIDI. Este tiene comportamiento exclusivo para " "el aparato desde el cual se está recibiendo input. La obtención de estos " "datos no está implementada en Godot." #: 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 Godot." msgstr "" #: doc/classes/@GlobalScope.xml #, fuzzy 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 Godot." msgstr "" "Mensaje de puntero a posición en canción MIDI. Otorga el número de " "semicorcheas (o decimosextas) desde el inicio de la canción. La obtención de " "estos datos no está implementada en Godot." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "MIDI song select message. Specifies which sequence or song is to be played. " "Getting this data is not implemented in Godot." msgstr "" "Mensaje de selección de canción MIDI. Especifica qué secuencia o canción se " "reproducirá. La obtención de estos datos no está implementada en Godot." #: doc/classes/@GlobalScope.xml msgid "" "MIDI tune request message. Upon receiving a tune request, all analog " "synthesizers should tune their oscillators." msgstr "" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "MIDI timing clock message. Sent 24 times per quarter note when " "synchronization is required." msgstr "" "Mensaje de reloj sincronizador MIDI. Se envía 24 veces por nota negra (o " "cuarta) cuando se requiere sincronización." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "MIDI start message. Start the current sequence playing. This message will be " "followed with Timing Clocks." msgstr "" "Mensaje de inicio MIDI. Inicia la secuencia actual. El envío de este mensaje " "es seguido de Timing Clocks." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "MIDI continue message. Continue at the point the sequence was stopped." msgstr "" "Mensaje de continuación MIDI. Continúa desde el punto en el cual la pista " "fue previamente detenida." #: doc/classes/@GlobalScope.xml msgid "MIDI stop message. Stop the current sequence." msgstr "Mensaje de detención MIDI. Detiene la secuencia actual." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "MIDI active sensing message. This message is intended to be sent repeatedly " "to tell the receiver that a connection is alive." msgstr "" "Mensaje de percepción activa MIDI. La intención de este mensaje es que se " "envíe repetidamente para informar al recibidor que la conexión sigue en pie." #: doc/classes/@GlobalScope.xml msgid "" "MIDI system reset message. Reset all receivers in the system to power-up " "status. It should not be sent on power-up itself." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Methods that return [enum Error] return [constant OK] when no error " "occurred. Note that many functions don't return an error code but will print " "error messages to standard output.\n" "Since [constant OK] has value 0, and all other failure codes are positive " "integers, it can also be used in boolean checks, e.g.:\n" "[codeblock]\n" "var err = method_that_returns_error()\n" "if err != OK:\n" " print(\"Failure!\")\n" "# Or, equivalent:\n" "if err:\n" " print(\"Still failing!\")\n" "[/codeblock]" msgstr "" "Los métodos que devuelven [enum Error] devuelven [constant OK] cuando no se " "ha producido ningún error. Tenga en cuenta que muchas funciones no devuelven " "un código de error, sino que imprimen mensajes de error en la salida " "estándar.\n" "Dado que [constant OK] tiene el valor 0, y todos los demás códigos de error " "son enteros positivos, también se puede utilizar en comprobaciones " "booleanas, por ejemplo:\n" " [codeblock]\n" "var err = method_that_returns_error()\n" "if err != OK:\n" " print(\"Fallo\")\n" "# o, equivalente:\n" "if err:\n" " print(\"Todavia fallando\")\n" "[/codeblock]" #: doc/classes/@GlobalScope.xml msgid "Generic error." msgstr "Error genérico." #: doc/classes/@GlobalScope.xml msgid "Unavailable error." msgstr "Error no disponible." #: doc/classes/@GlobalScope.xml msgid "Unconfigured error." msgstr "Error sin configurar." #: doc/classes/@GlobalScope.xml msgid "Unauthorized error." msgstr "Error no autorizado." #: doc/classes/@GlobalScope.xml msgid "Parameter range error." msgstr "Error de rango de parámetros." #: doc/classes/@GlobalScope.xml msgid "Out of memory (OOM) error." msgstr "Error de falta de memoria (OOM)." #: doc/classes/@GlobalScope.xml msgid "File: Not found error." msgstr "Archivo: Error archivo no encontrado." #: doc/classes/@GlobalScope.xml msgid "File: Bad drive error." msgstr "Archivo: Error de unidad defectuosa." #: doc/classes/@GlobalScope.xml msgid "File: Bad path error." msgstr "Archivo: Error ruta incorrecta." #: doc/classes/@GlobalScope.xml msgid "File: No permission error." msgstr "Archivo: Error sin permiso." #: doc/classes/@GlobalScope.xml msgid "File: Already in use error." msgstr "Archivo: Error archivo ya esta siendo usado." #: doc/classes/@GlobalScope.xml msgid "File: Can't open error." msgstr "Archivo: Error no se puede abrir." #: doc/classes/@GlobalScope.xml msgid "File: Can't write error." msgstr "Archivo: Error no se puede escribir." #: doc/classes/@GlobalScope.xml msgid "File: Can't read error." msgstr "Archivo: Error no se puede leer." #: doc/classes/@GlobalScope.xml msgid "File: Unrecognized error." msgstr "Archivo: Error no reconocido." #: doc/classes/@GlobalScope.xml msgid "File: Corrupt error." msgstr "Archivo: Error de corrupción." #: doc/classes/@GlobalScope.xml msgid "File: Missing dependencies error." msgstr "Archivo: Error no se encuentran las dependencias." #: doc/classes/@GlobalScope.xml msgid "File: End of file (EOF) error." msgstr "Archivo: Error Fin de fichero (EOF)." #: doc/classes/@GlobalScope.xml msgid "Can't open error." msgstr "Error no se puede abrir." #: doc/classes/@GlobalScope.xml msgid "Can't create error." msgstr "Error no se puede crear." #: doc/classes/@GlobalScope.xml msgid "Query failed error." msgstr "Error fallo la consulta." #: doc/classes/@GlobalScope.xml msgid "Already in use error." msgstr "Error ya se esta usando." #: doc/classes/@GlobalScope.xml msgid "Locked error." msgstr "Error Bloqueado (Locked error)." #: doc/classes/@GlobalScope.xml msgid "Timeout error." msgstr "Error tiempo sobrepasado." #: doc/classes/@GlobalScope.xml msgid "Can't connect error." msgstr "Error no se puede conectar." #: doc/classes/@GlobalScope.xml msgid "Can't resolve error." msgstr "Error no se puede resolver." #: doc/classes/@GlobalScope.xml msgid "Connection error." msgstr "Error de conexión." #: doc/classes/@GlobalScope.xml msgid "Can't acquire resource error." msgstr "Error, no se pudo adquirir el recurso." #: doc/classes/@GlobalScope.xml msgid "Can't fork process error." msgstr "Error, no se pudo dividir el proceso." #: doc/classes/@GlobalScope.xml msgid "Invalid data error." msgstr "Error de datos inválidos." #: doc/classes/@GlobalScope.xml msgid "Invalid parameter error." msgstr "Error de parámetro inválido." #: doc/classes/@GlobalScope.xml msgid "Already exists error." msgstr "Error, ya existe." #: doc/classes/@GlobalScope.xml msgid "Does not exist error." msgstr "Error, no existe." #: doc/classes/@GlobalScope.xml msgid "Database: Read error." msgstr "Base de datos: Error de lectura." #: doc/classes/@GlobalScope.xml msgid "Database: Write error." msgstr "Base de datos: Error de escritura." #: doc/classes/@GlobalScope.xml msgid "Compilation failed error." msgstr "Error de compilación fallida." #: doc/classes/@GlobalScope.xml msgid "Method not found error." msgstr "Error, método no encontrado." #: doc/classes/@GlobalScope.xml msgid "Linking failed error." msgstr "Error de enlace fallido." #: doc/classes/@GlobalScope.xml msgid "Script failed error." msgstr "Error de script fallido." #: doc/classes/@GlobalScope.xml msgid "Cycling link (import cycle) error." msgstr "Error de enlazado cíclico (import cycle)." #: doc/classes/@GlobalScope.xml msgid "Invalid declaration error." msgstr "Error de declaración inválida." #: doc/classes/@GlobalScope.xml msgid "Duplicate symbol error." msgstr "Error de símbolo duplicado." #: doc/classes/@GlobalScope.xml msgid "Parse error." msgstr "Error de parseo." #: doc/classes/@GlobalScope.xml msgid "Busy error." msgstr "Error recurso ocupado." #: doc/classes/@GlobalScope.xml msgid "Skip error." msgstr "Error de salto(Skip error)." #: doc/classes/@GlobalScope.xml msgid "Help error." msgstr "Error de ayuda." #: doc/classes/@GlobalScope.xml msgid "Bug error." msgstr "Error bug." #: doc/classes/@GlobalScope.xml msgid "" "Printer on fire error. (This is an easter egg, no engine methods return this " "error code.)" msgstr "" "Error impresora en llamas. (Este es un huevo de pascua, ningún método del " "motor devuelve este código de error.)" #: doc/classes/@GlobalScope.xml msgid "No hint for the edited property." msgstr "No hay sugerencias para la propiedad editada." #: doc/classes/@GlobalScope.xml msgid "" "Hints that an integer or float property should be within a range specified " "via the hint string [code]\"min,max\"[/code] or [code]\"min,max,step\"[/" "code]. The hint string can optionally include [code]\"or_greater\"[/code] " "and/or [code]\"or_lesser\"[/code] to allow manual input going respectively " "above the max or below the min values. Example: [code]\"-360,360,1," "or_greater,or_lesser\"[/code]." msgstr "" "Sugerencias de que una propiedad entera o real debe estar dentro de un rango " "especificado mediante la cadena de sugerencias [code]\"min,max\"[/code] o " "[code]\"min,max,step\"[/code]. La string de sugerencias puede incluir " "opcionalmente [code]\"or_greater\"[/code] y/o [code]\"or_lesser\"[/code] " "para permitir la entrada manual que va respectivamente por encima del máximo " "o por debajo de los valores mínimos. Ejemplo: [code]\"-360,360,1,or_greater," "or_lesser\"[/code]." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Hints that a float property should be within an exponential range specified " "via the hint string [code]\"min,max\"[/code] or [code]\"min,max,step\"[/" "code]. The hint string can optionally include [code]\"or_greater\"[/code] " "and/or [code]\"or_lesser\"[/code] to allow manual input going respectively " "above the max or below the min values. Example: [code]\"0.01,100,0.01," "or_greater\"[/code]." msgstr "" "Sugiere que una propiedad entera o real debe estar dentro de un rango " "exponencial especificado mediante la string de sugerencias [code]\"min," "max\"[/code] o [code]\"min,max,paso\"[/code]. La string de sugerencias puede " "incluir opcionalmente [code]\"or_greater\"[/code] y/o [code]\"or_lesser\"[/" "code] para permitir la entrada manual que va respectivamente por encima del " "máximo o por debajo de los valores mínimos. Ejemplo: [code]\"0.01,100,0.01," "or_greater\"[/code]." #: 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.\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 msgid "" "Hints that a string property can be an enumerated value to pick in a list " "specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n" "Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts " "arbitrary values and can be empty. The list of values serves to suggest " "possible values." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that a float property should be edited via an exponential easing " "function. The hint string can include [code]\"attenuation\"[/code] to flip " "the curve horizontally and/or [code]\"inout\"[/code] to also include in/out " "easing." msgstr "" "Sugiere que una propiedad real debe ser editada mediante una función de " "relajación exponencial. La string de sugerencias puede incluir " "[code]\"attenuation\"[/code] para voltear la curva horizontalmente y/o " "[code]\"inout\"[/code] para incluir también la flexibilización in/out." #: doc/classes/@GlobalScope.xml msgid "Deprecated hint, unused." msgstr "Sugerencia obsoleta, sin usar." #: doc/classes/@GlobalScope.xml msgid "" "Hints that an integer property is a bitmask with named bit flags. For " "example, to allow toggling bits 0, 1, 2 and 4, the hint could be something " "like [code]\"Bit0,Bit1,Bit2,,Bit4\"[/code]." msgstr "" "Sugiere que una propiedad entera es una máscara de flags con nombre. Por " "ejemplo, para permitir la conmutación de los bits 0, 1, 2 y 4, la pista " "podría ser algo como [code]\"Bit0,Bit1,Bit2,,Bit4\"[/code]." #: doc/classes/@GlobalScope.xml msgid "" "Hints that an integer property is a bitmask using the optionally named 2D " "render layers." msgstr "" "Sugiere que una propiedad entera es una máscara de bits usando las, " "opcionalmente nombradas, capas de representación 2D." #: doc/classes/@GlobalScope.xml msgid "" "Hints that an integer property is a bitmask using the optionally named 2D " "physics layers." msgstr "" "Sugiere que una propiedad entera es una máscara de bits usando las, " "opcionalmente nombradas, capas de física 2D." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Hints that an integer property is a bitmask using the optionally named 2D " "navigation layers." msgstr "" "Sugiere que una propiedad entera es una máscara de bits usando las, " "opcionalmente nombradas, capas de representación 2D." #: doc/classes/@GlobalScope.xml msgid "" "Hints that an integer property is a bitmask using the optionally named 3D " "render layers." msgstr "" "Sugiere que una propiedad entera es una máscara de bits usando las, " "opcionalmente nombradas, capas de render 3D." #: doc/classes/@GlobalScope.xml msgid "" "Hints that an integer property is a bitmask using the optionally named 3D " "physics layers." msgstr "" "Sugiere que una propiedad entera es una máscara de bits usando las, " "opcionalmente nombrada, capas fisicas 3D." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Hints that an integer property is a bitmask using the optionally named 3D " "navigation layers." msgstr "" "Sugiere que una propiedad entera es una máscara de bits usando las, " "opcionalmente nombradas, capas de representación 2D." #: doc/classes/@GlobalScope.xml msgid "" "Hints that a string property is a path to a file. Editing it will show a " "file dialog for picking the path. The hint string can be a set of filters " "with wildcards like [code]\"*.png,*.jpg\"[/code]." msgstr "" "Sugiere que una propiedad string es una ruta a un archivo. Al editarla se " "mostrará un diálogo de archivo para elegir la ruta. La string de sugerencia " "puede ser un conjunto de filtros con comodines como [code]\"*.png,*.jpg\"[/" "code]." #: doc/classes/@GlobalScope.xml msgid "" "Hints that a string property is a path to a directory. Editing it will show " "a file dialog for picking the path." msgstr "" "Sugiere que una propiedad string es una ruta de acceso a un directorio. Al " "editarla se mostrará un diálogo de archivo para elegir la ruta." #: doc/classes/@GlobalScope.xml msgid "" "Hints that a string property is an absolute path to a file outside the " "project folder. Editing it will show a file dialog for picking the path. The " "hint string can be a set of filters with wildcards like [code]\"*.png,*." "jpg\"[/code]." msgstr "" "Sugiere que una propiedad string es una ruta absoluta a un archivo fuera de " "la carpeta del proyecto. Al editarla se mostrará un diálogo de archivo para " "elegir la ruta. La cadena de pistas puede ser un conjunto de filtros con " "comodines como [code]\"*.png,*.jpg\"[/code]." #: doc/classes/@GlobalScope.xml msgid "" "Hints that a string property is an absolute path to a directory outside the " "project folder. Editing it will show a file dialog for picking the path." msgstr "" "Sugiere que una propiedad string es una ruta absoluta a un directorio fuera " "de la carpeta del proyecto. Al editarla se mostrará un diálogo de archivo " "para elegir la ruta." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Hints that a property is an instance of a [Resource]-derived type, " "optionally specified via the hint string (e.g. [code]\"Texture\"[/code]). " "Editing it will show a popup menu of valid resource types to instantiate." msgstr "" "Sugiere que una propiedad es una instancia de un tipo derivado de " "[Resource], opcionalmente especificado a través de la string de sugerencias " "(por ejemplo, [code]\"Texture2D\"[/code]). Al editarla se mostrará un menú " "emergente de tipos de recursos válidos para instanciar." #: doc/classes/@GlobalScope.xml msgid "" "Hints that a string property is text with line breaks. Editing it will show " "a text input field where line breaks can be typed." msgstr "" "Sugiere que una propiedad string es texto con saltos de línea. Al editarla " "se mostrará un campo de entrada de texto donde se pueden escribir saltos de " "línea." #: doc/classes/@GlobalScope.xml msgid "" "Hints that a string property should have a placeholder text visible on its " "input field, whenever the property is empty. The hint string is the " "placeholder text to use." msgstr "" "Sugiere que una propiedad string debe tener un texto de visible en su campo " "de entrada(placeholder, siempre que la propiedad esté vacía. La string de " "sugerencia es el texto a utilizar." #: doc/classes/@GlobalScope.xml msgid "" "Hints that a color property should be edited without changing its alpha " "component, i.e. only R, G and B channels are edited." msgstr "" "Sugiere que una propiedad de color debe ser editada sin cambiar su " "componente alfa, es decir, sólo se editan los canales R, G y B." #: doc/classes/@GlobalScope.xml msgid "Hints that an image is compressed using lossy compression." msgstr "Sugiere que una imagen es comprimida usando compresión con pérdida." #: doc/classes/@GlobalScope.xml msgid "Hints that an image is compressed using lossless compression." msgstr "Sugiere que una imagen se comprime usando una compresión sin pérdidas." #: doc/classes/@GlobalScope.xml msgid "" "Hint that a property represents a particular type. If a property is " "[constant TYPE_STRING], allows to set a type from the create dialog. If you " "need to create an [Array] to contain elements of a specific type, the " "[code]hint_string[/code] must encode nested types using [code]\":\"[/code] " "and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n" "[codeblock]\n" "hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n" "hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array " "of floats.\n" "hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of " "resources.\n" "hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] " "# Two-dimensional array of resources.\n" "[/codeblock]\n" "[b]Note:[/b] The final colon is required to specify for properly detecting " "built-in types." msgstr "" #: doc/classes/@GlobalScope.xml msgid "The property is serialized and saved in the scene file (default)." msgstr "" "La propiedad se serializa y se guarda en el archivo de la escena (por " "defecto)." #: doc/classes/@GlobalScope.xml msgid "The property is shown in the editor inspector (default)." msgstr "La propiedad se muestra en el inspector de edición (por defecto). ." #: doc/classes/@GlobalScope.xml msgid "Deprecated usage flag, unused." msgstr "Bit de uso obsoleto, sin uso." #: doc/classes/@GlobalScope.xml msgid "The property can be checked in the editor inspector." msgstr "La propiedad se puede comprobar en el inspector de edición." #: doc/classes/@GlobalScope.xml msgid "The property is checked in the editor inspector." msgstr "La propiedad se comprueba en el inspector de edición." #: doc/classes/@GlobalScope.xml msgid "The property is a translatable string." msgstr "La propiedad es una string traducible." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Used to group properties together in the editor. See [EditorInspector]." msgstr "Se utiliza para agrupar las propiedades en el editor." #: doc/classes/@GlobalScope.xml msgid "Used to categorize properties together in the editor." msgstr "Se usa para categorizar las propiedades juntas en el editor." #: doc/classes/@GlobalScope.xml msgid "The property does not save its state in [PackedScene]." msgstr "La propiedad no guarda su estado en [PackedScene]." #: doc/classes/@GlobalScope.xml msgid "Editing the property prompts the user for restarting the editor." msgstr "" "Al editar la propiedad, el usuario debe reiniciar el editor para que el " "cambio tenga efecto." #: doc/classes/@GlobalScope.xml msgid "" "The property is a script variable which should be serialized and saved in " "the scene file." msgstr "" "La propiedad es un script variable que debe ser serializado y guardado en el " "archivo de la escena." #: doc/classes/@GlobalScope.xml msgid "Default usage (storage, editor and network)." msgstr "Uso por defecto (almacenamiento, editor y red)." #: doc/classes/@GlobalScope.xml msgid "" "Default usage for translatable strings (storage, editor, network and " "internationalized)." msgstr "" "Uso por defecto de las strings traducibles (almacenamiento, editor, red e " "internacionalización)." #: doc/classes/@GlobalScope.xml msgid "" "Default usage but without showing the property in the editor (storage, " "network)." msgstr "" "Uso por defecto pero sin mostrar la propiedad en el editor (almacenamiento, " "red)." #: doc/classes/@GlobalScope.xml msgid "Flag for a normal method." msgstr "Flag para un método normal." #: doc/classes/@GlobalScope.xml msgid "Flag for an editor method." msgstr "Flag para un método editor." #: doc/classes/@GlobalScope.xml msgid "Deprecated method flag, unused." msgstr "Flag método obsoleto, sin uso." #: doc/classes/@GlobalScope.xml msgid "Flag for a constant method." msgstr "Flag para un método constante." #: doc/classes/@GlobalScope.xml msgid "Flag for a virtual method." msgstr "Flag para un método virtual." #: doc/classes/@GlobalScope.xml msgid "Default method flags." msgstr "Método por defecto flags." #: doc/classes/@GlobalScope.xml msgid "Variable is [code]null[/code]." msgstr "La variable es [code]null[/code]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [bool]." msgstr "La variable es de tipo [bool]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [int]." msgstr "La variable es de tipo [int]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [float] (real)." msgstr "La variable es de tipo [float](real)." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [String]." msgstr "La variable es de tipo [String]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Vector2]." msgstr "La variable es de tipo [Vector2]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Rect2]." msgstr "La variable es de tipo [Rect2]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Vector3]." msgstr "La variable es de tipo [Vector3]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Transform2D]." msgstr "La variable es de tipo [Transform2D]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Plane]." msgstr "La variable es de tipo [Plane]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Quat]." msgstr "La variable es de tipo [Quat]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [AABB]." msgstr "La variable es de tipo [AABB]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Basis]." msgstr "La variable es de tipo [Basis]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Transform]." msgstr "La variable es de tipo [Transform]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Color]." msgstr "La variable es de tipo [Color]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [NodePath]." msgstr "La variable es de tipo [NodePath]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [RID]." msgstr "La variable es de tipo [RID]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Object]." msgstr "La variable es de tipo [Object]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Dictionary]." msgstr "La variable es de tipo [Dictionary]." #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Array]." msgstr "La variable es de tipo [Array]." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Variable is of type [PoolByteArray]." msgstr "La variable es de tipo [PackedByteArray]." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Variable is of type [PoolIntArray]." msgstr "La variable es de tipo [Array]." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Variable is of type [PoolRealArray]." msgstr "La variable es de tipo [Array]." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Variable is of type [PoolStringArray]." msgstr "La variable es de tipo [PackedStringArray]." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Variable is of type [PoolVector2Array]." msgstr "La variable es de tipo [PackedVector2Array]." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Variable is of type [PoolVector3Array]." msgstr "La variable es de tipo [PackedVector3Array]." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Variable is of type [PoolColorArray]." msgstr "La variable es de tipo [PackedColorArray]." #: doc/classes/@GlobalScope.xml msgid "Represents the size of the [enum Variant.Type] enum." msgstr "Representa el tamaño del enum [enum Variant.Type]." #: doc/classes/@GlobalScope.xml msgid "Equality operator ([code]==[/code])." msgstr "Operador de igualdad ([code]==[/code])." #: doc/classes/@GlobalScope.xml msgid "Inequality operator ([code]!=[/code])." msgstr "Operador desigualdad ([code]!=[/code])." #: doc/classes/@GlobalScope.xml msgid "Less than operator ([code]<[/code])." msgstr "Operador menor que ([code]<[/code])." #: doc/classes/@GlobalScope.xml msgid "Less than or equal operator ([code]<=[/code])." msgstr "Operador menor o igual que ([code]<=[/code])." #: doc/classes/@GlobalScope.xml msgid "Greater than operator ([code]>[/code])." msgstr "Operador mayor que ([code]>[/code])." #: doc/classes/@GlobalScope.xml msgid "Greater than or equal operator ([code]>=[/code])." msgstr "Operador igual o mayor que ([code]>=[/code])." #: doc/classes/@GlobalScope.xml msgid "Addition operator ([code]+[/code])." msgstr "Operador suma ([code]+[/code])." #: doc/classes/@GlobalScope.xml msgid "Subtraction operator ([code]-[/code])." msgstr "Operador resta ([code]-[/code])." #: doc/classes/@GlobalScope.xml msgid "Multiplication operator ([code]*[/code])." msgstr "Operador multiplicación ([code]*[/code])." #: doc/classes/@GlobalScope.xml msgid "Division operator ([code]/[/code])." msgstr "Operador división ([code]/[/code])." #: doc/classes/@GlobalScope.xml msgid "Unary negation operator ([code]-[/code])." msgstr "Operador unario de negación ([code]-[/code]." #: doc/classes/@GlobalScope.xml msgid "Unary plus operator ([code]+[/code])." msgstr "Operador unario de suma ([code]+[/code])." #: doc/classes/@GlobalScope.xml msgid "Remainder/modulo operator ([code]%[/code])." msgstr "Operador modulo/resto ([code]%[/code])." #: doc/classes/@GlobalScope.xml msgid "String concatenation operator ([code]+[/code])." msgstr "Operador concatenación de strings ([code]+[/code])." #: doc/classes/@GlobalScope.xml msgid "Left shift operator ([code]<<[/code])." msgstr "Operador de desplazamiento binario izquierdo ([code]<<[/code])." #: doc/classes/@GlobalScope.xml msgid "Right shift operator ([code]>>[/code])." msgstr "Operador de desplazamiento binario derecho ([code]>>[/code])." #: doc/classes/@GlobalScope.xml msgid "Bitwise AND operator ([code]&[/code])." msgstr "Operador binario AND ([code]&[/code])." #: doc/classes/@GlobalScope.xml msgid "Bitwise OR operator ([code]|[/code])." msgstr "Operador binario OR ([code]|[/code])." #: doc/classes/@GlobalScope.xml msgid "Bitwise XOR operator ([code]^[/code])." msgstr "Operador binario XOR ([code]^[/code])." #: doc/classes/@GlobalScope.xml msgid "Bitwise NOT operator ([code]~[/code])." msgstr "Operador binario NOT ([code]~[/code])." #: doc/classes/@GlobalScope.xml msgid "Logical AND operator ([code]and[/code] or [code]&&[/code])." msgstr "Operador AND lógico ([code]and[/code] o [code]&&[/code])." #: doc/classes/@GlobalScope.xml msgid "Logical OR operator ([code]or[/code] or [code]||[/code])." msgstr "Operador OR lógico ([code]or[/code] o [code]||[/code])." #: doc/classes/@GlobalScope.xml msgid "Logical XOR operator (not implemented in GDScript)." msgstr "Operador XOR lógico ( no implementado en GDScript)." #: doc/classes/@GlobalScope.xml msgid "Logical NOT operator ([code]not[/code] or [code]![/code])." msgstr "Operador NOT lógico ([code]NOT[/code] o [code]![/code])." #: doc/classes/@GlobalScope.xml msgid "Logical IN operator ([code]in[/code])." msgstr "Operador lógico In ([code]in[/code])." #: doc/classes/@GlobalScope.xml msgid "Represents the size of the [enum Variant.Operator] enum." msgstr "Representa el tamaño del enum [enum Variant.Operator]." #: doc/classes/AABB.xml msgid "Axis-Aligned Bounding Box." msgstr "Caja bordeada alineada con el eje." #: doc/classes/AABB.xml #, fuzzy msgid "" "[AABB] consists of a position, a size, and several utility functions. It is " "typically used for fast overlap tests.\n" "It uses floating-point coordinates. The 2D counterpart to [AABB] is " "[Rect2].\n" "[b]Note:[/b] Unlike [Rect2], [AABB] does not have a variant that uses " "integer coordinates." msgstr "" "[Rect2] consta de una posición, un tamaño y varias funciones de utilidad. Se " "utiliza típicamente para pruebas de superposición rápida.\n" "Utiliza coordenadas reales." #: doc/classes/AABB.xml doc/classes/Basis.xml doc/classes/Rect2.xml #: doc/classes/Transform.xml doc/classes/Transform2D.xml #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "Math tutorial index" msgstr "" #: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Vector2.xml #: doc/classes/Vector3.xml #, fuzzy msgid "Vector math" msgstr "Vector utilizado para las matemáticas 2D usando coordenadas enteras." #: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Vector2.xml #: doc/classes/Vector3.xml msgid "Advanced vector math" msgstr "" #: doc/classes/AABB.xml msgid "Constructs an [AABB] from a position and size." msgstr "Construye un [AABB] a partir de una posición y un tamaño." #: doc/classes/AABB.xml msgid "" "Returns an AABB with equivalent position and size, modified so that the most-" "negative corner is the origin and the size is positive." msgstr "" "Devuelve un AABB con posición y tamaño equivalentes, modificado para que la " "esquina más negativa sea el origen y el tamaño sea positivo." #: doc/classes/AABB.xml msgid "" "Returns [code]true[/code] if this [AABB] completely encloses another one." msgstr "" "Devuelve [code]true[/code] si este [AABB] contiene completamente a otro." #: doc/classes/AABB.xml #, fuzzy msgid "" "Returns a copy of this [AABB] expanded to include a given point.\n" "[b]Example:[/b]\n" "[codeblock]\n" "# position (-3, 2, 0), size (1, 1, 1)\n" "var box = AABB(Vector3(-3, 2, 0), Vector3(1, 1, 1))\n" "# position (-3, -1, 0), size (3, 4, 2), so we fit both the original AABB and " "Vector3(0, -1, 2)\n" "var box2 = box.expand(Vector3(0, -1, 2))\n" "[/codeblock]" msgstr "" "Devuelve una copia de este [AABB] expandido para incluir un punto dado.\n" "[b]Ejemplo:[/b]\n" "[codeblock]\n" "# posición (-3, 2, 0), tamaño (1, 1, 1)\n" "var box = AABB(Vector3(-3, 2, 0), Vector3(1, 1, 1))\n" "# posición (-3, -1, 0), tamaño (3, 4, 2), de manera que ajustamos tanto el " "AABB original como el Vector3(0, -1, 2)\n" "var box2 = box.expand(Vector3(0, -1, 2))\n" "[/codeblock]" #: doc/classes/AABB.xml msgid "Returns the volume of the [AABB]." msgstr "Devuelve el volumen del [AABB]." #: doc/classes/AABB.xml #, fuzzy msgid "" "Returns the center of the [AABB], which is equal to [member position] + " "([member size] / 2)." msgstr "" "Devuelve el centro del [AABB], el cual es igual a [member position] + " "([member size] / 2)." #: doc/classes/AABB.xml msgid "Gets the position of the 8 endpoints of the [AABB] in space." msgstr "Obtiene la posición de los 8 puntos finales del [AABB] en el espacio." #: doc/classes/AABB.xml msgid "Returns the normalized longest axis of the [AABB]." msgstr "Devuelve el eje más largo normalizado del [AABB]." #: doc/classes/AABB.xml msgid "" "Returns the index of the longest axis of the [AABB] (according to " "[Vector3]'s [code]AXIS_*[/code] constants)." msgstr "" "Devuelve el indice del eje mas grande de [AABB] (segun la constante " "[Vector3] [code]AXIS_*[/code])." #: doc/classes/AABB.xml msgid "Returns the scalar length of the longest axis of the [AABB]." msgstr "Devuelve la longitud escalar del eje más largo del [AABB]." #: doc/classes/AABB.xml msgid "Returns the normalized shortest axis of the [AABB]." msgstr "Devuelve el eje más corto normalizado de la [AABB]." #: doc/classes/AABB.xml msgid "" "Returns the index of the shortest axis of the [AABB] (according to " "[Vector3]::AXIS* enum)." msgstr "" "Devuelve el índice del eje más corto del [AABB] (según el enumerado " "[Vector3]::AXIS* )." #: doc/classes/AABB.xml msgid "Returns the scalar length of the shortest axis of the [AABB]." msgstr "Devuelve la longitud escalar del eje más corto del [AABB]." #: doc/classes/AABB.xml msgid "" "Returns the support point in a given direction. This is useful for collision " "detection algorithms." msgstr "" "Devuelve el punto de apoyo en una dirección determinada. Esto es útil para " "los algoritmos de detección de colisiones." #: doc/classes/AABB.xml msgid "" "Returns a copy of the [AABB] grown a given amount of units towards all the " "sides." msgstr "" "Devuelve una copia de la [AABB] crecida una cantidad dada de unidades hacia " "todos los lados." #: doc/classes/AABB.xml msgid "Returns [code]true[/code] if the [AABB] is flat or empty." msgstr "Devuelve [code]true[/code] si el [AABB] es plano o vacío." #: doc/classes/AABB.xml msgid "Returns [code]true[/code] if the [AABB] is empty." msgstr "Devuelve [code]true[/code] si el [AABB] está vacío." #: doc/classes/AABB.xml msgid "Returns [code]true[/code] if the [AABB] contains a point." msgstr "Devuelve [code]true[/code] si el [AABB] contiene un punto." #: doc/classes/AABB.xml msgid "" "Returns the intersection between two [AABB]. An empty AABB (size 0,0,0) is " "returned on failure." msgstr "" "Devuelve la intersección entre dos [AABB]. Un AABB vacío (tamaño 0,0,0) se " "devuelve al fallar." #: doc/classes/AABB.xml msgid "Returns [code]true[/code] if the [AABB] overlaps with another." msgstr "Devuelve [code]true[/code] si el [AABB] se solapa con otro." #: doc/classes/AABB.xml msgid "Returns [code]true[/code] if the [AABB] is on both sides of a plane." msgstr "" "Devuelve [code]true[/code] si el [AABB] está a ambos lados de un plano." #: doc/classes/AABB.xml msgid "" "Returns [code]true[/code] if the [AABB] intersects the line segment between " "[code]from[/code] and [code]to[/code]." msgstr "" "Devuelve [code]true[/code] si el [AABB] intersecta el segmento de línea " "entre [code]from[/code] y [code]to[/code]." #: doc/classes/AABB.xml msgid "" "Returns [code]true[/code] if this [AABB] and [code]aabb[/code] are " "approximately equal, by calling [method @GDScript.is_equal_approx] on each " "component." msgstr "" "Devuelve [code]true[/code] si este [AABB] y [code]aabb[/code] son " "aproximadamente iguales, llamando al [method @GDScript.is_equal_approx] en " "cada componente." #: doc/classes/AABB.xml msgid "" "Returns a larger [AABB] that contains both this [AABB] and [code]with[/code]." msgstr "" "Devuelve un [AABB] más grande que contiene tanto este [AABB] como el " "[code]with[/code]." #: doc/classes/AABB.xml doc/classes/Rect2.xml msgid "" "Ending corner. This is calculated as [code]position + size[/code]. Setting " "this value will change the size." msgstr "" "Esquina final. Esto se calcula como [code]position + size[/code]. Cambiar " "esta propiedad cambia el tamaño." #: doc/classes/AABB.xml doc/classes/Rect2.xml msgid "Beginning corner. Typically has values lower than [member end]." msgstr "" "Esquina de inicio. Normalmente tiene valores inferiores a [member end]." #: doc/classes/AABB.xml doc/classes/Rect2.xml #, fuzzy msgid "" "Size from [member position] to [member end]. Typically, all components are " "positive.\n" "If the size is negative, you can use [method abs] to fix it." msgstr "" "Tamaño desde [member position] hasta [member end]. Típicamente todos los " "componentes son positivos.\n" "Si el tamaño es negativo, puedes usar [method abs] para fijarlo." #: doc/classes/AcceptDialog.xml msgid "Base dialog for user notification." msgstr "Diálogo base para la notificación al usuario." #: doc/classes/AcceptDialog.xml msgid "" "This dialog is useful for small notifications to the user about an event. It " "can only be accepted or closed, with the same result." msgstr "" "Este cuadro de diálogo es útil para pequeñas notificaciones al usuario sobre " "un evento. Sólo puede ser aceptado o cerrado, devolviendo el mismo resultado." #: doc/classes/AcceptDialog.xml #, fuzzy msgid "" "Adds a button with label [code]text[/code] and a custom [code]action[/code] " "to the dialog and returns the created button. [code]action[/code] will be " "passed to the [signal custom_action] signal when pressed.\n" "If [code]true[/code], [code]right[/code] will place the button to the right " "of any sibling buttons.\n" "You can use [method remove_button] method to remove a button created with " "this method from the dialog." msgstr "" "Añade un botón con la etiqueta [code]text[/code] y una [code]action[/code] " "personalizada al diálogo y devuelve el botón creado. [code]action[/code] se " "pasará a la señal [signal custom_action] cuando sea pulsado.\n" "Si [code]true[/code], [code]right[/code] colocará el botón a la derecha de " "cualquier botón hermano." #: doc/classes/AcceptDialog.xml #, fuzzy msgid "" "Adds a button with label [code]name[/code] and a cancel action to the dialog " "and returns the created button.\n" "You can use [method remove_button] method to remove a button created with " "this method from the dialog." msgstr "" "Añade un botón con la etiqueta [code]name[/code] y una acción de cancelación " "al diálogo y devuelve el botón creado." #: doc/classes/AcceptDialog.xml #, fuzzy msgid "" "Returns the label used for built-in text.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" "Devuelve la etiqueta utilizada por un texto integrado.\n" "[b]Aviso:[/b] Este es un Nodo Interno requerido, removerlo o liberarlo puede " "resultar en un colapso. Si deseas ocultarlo o cualquiera de sus Hijos, usa " "la propiedad [member CanvasItem.visible]." #: doc/classes/AcceptDialog.xml msgid "" "Returns the OK [Button] instance.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" "Retorna la instancia de el [Button] aceptar. \n" "[b]Warning:[/b] Esto es un nodo interno requerido, removerlo y liberarlo " "podría causar un crasheo. Si deseas esconder este o alguno de sus hijos, " "utiliza su propiedad [member CanvasItem.visible]." #: doc/classes/AcceptDialog.xml msgid "" "Registers a [LineEdit] in the dialog. When the enter key is pressed, the " "dialog will be accepted." msgstr "" "Registra un [LineEdit] en el diálogo. Cuando se pulsa la tecla intro, el " "diálogo se acepta." #: doc/classes/AcceptDialog.xml msgid "" "Removes the [code]button[/code] from the dialog. Does NOT free the " "[code]button[/code]. The [code]button[/code] must be a [Button] added with " "[method add_button] or [method add_cancel] method. After removal, pressing " "the [code]button[/code] will no longer emit this dialog's [signal " "custom_action] signal or cancel this dialog." msgstr "" #: doc/classes/AcceptDialog.xml msgid "Sets autowrapping for the text in the dialog." msgstr "El texto se expande automáticamente en el diálogo." #: doc/classes/AcceptDialog.xml msgid "" "If [code]true[/code], the dialog is hidden when the OK button is pressed. " "You can set it to [code]false[/code] if you want to do e.g. input validation " "when receiving the [signal confirmed] signal, and handle hiding the dialog " "in your own logic.\n" "[b]Note:[/b] Some nodes derived from this class can have a different default " "value, and potentially their own built-in logic overriding this setting. For " "example [FileDialog] defaults to [code]false[/code], and has its own input " "validation code that is called when you press OK, which eventually hides the " "dialog if the input is valid. As such, this property can't be used in " "[FileDialog] to disable hiding the dialog when pressing OK." msgstr "" "Si [code]true[/code], el diálogo se oculta cuando se pulsa el botón OK. " "Puedes ajustarlo a [code]false[/code] si quieres hacer, por ejemplo, la " "validación de entrada al recibir la señal [signal confirmed], y manejar el " "ocultamiento del diálogo en tu propia lógica.\n" "[b]Nota:[/b] Algunos nodos derivados de esta clase pueden tener un valor por " "defecto diferente, y potencialmente su propia lógica incorporada anulando " "este ajuste. Por ejemplo, [FileDialog] tiene por defecto [code]false[/code], " "y tiene su propio código de validación de entrada que se llama al pulsar OK, " "que eventualmente oculta el diálogo si la entrada es válida. Como tal, esta " "propiedad no puede ser usada en [FileDialog] para deshabilitar la ocultación " "del diálogo cuando se presiona OK." #: doc/classes/AcceptDialog.xml msgid "The text displayed by the dialog." msgstr "El texto mostrado en el diálogo." #: doc/classes/AcceptDialog.xml msgid "Emitted when the dialog is accepted, i.e. the OK button is pressed." msgstr "Se emite cuando se acepta el diálogo, es decir, se pulsa el botón OK." #: doc/classes/AcceptDialog.xml msgid "Emitted when a custom button is pressed. See [method add_button]." msgstr "" "Se emite cuando se presiona un botón personalizado. Ver [method add_button]." #: doc/classes/AESContext.xml msgid "Interface to low level AES encryption features." msgstr "Interfaz para las características de encriptación AES de bajo nivel." #: doc/classes/AESContext.xml msgid "" "This class provides access to AES encryption/decryption of raw data. Both " "AES-ECB and AES-CBC mode are supported.\n" "[codeblock]\n" "extends Node\n" "\n" "var aes = AESContext.new()\n" "\n" "func _ready():\n" " var key = \"My secret key!!!\" # Key must be either 16 or 32 bytes.\n" " var data = \"My secret text!!\" # Data size must be multiple of 16 " "bytes, apply padding if needed.\n" " # Encrypt ECB\n" " aes.start(AESContext.MODE_ECB_ENCRYPT, key.to_utf8())\n" " var encrypted = aes.update(data.to_utf8())\n" " aes.finish()\n" " # Decrypt ECB\n" " aes.start(AESContext.MODE_ECB_DECRYPT, key.to_utf8())\n" " var decrypted = aes.update(encrypted)\n" " aes.finish()\n" " # Check ECB\n" " assert(decrypted == data.to_utf8())\n" "\n" " var iv = \"My secret iv!!!!\" # IV must be of exactly 16 bytes.\n" " # Encrypt CBC\n" " aes.start(AESContext.MODE_CBC_ENCRYPT, key.to_utf8(), iv.to_utf8())\n" " encrypted = aes.update(data.to_utf8())\n" " aes.finish()\n" " # Decrypt CBC\n" " aes.start(AESContext.MODE_CBC_DECRYPT, key.to_utf8(), iv.to_utf8())\n" " decrypted = aes.update(encrypted)\n" " aes.finish()\n" " # Check CBC\n" " assert(decrypted == data.to_utf8())\n" "[/codeblock]" msgstr "" "Esta clase proporciona acceso a la cifrado/descifrado AES de los datos en " "bruto. Tanto el modo AES-ECB como el AES-CBC están soportados.\n" "[codeblock]\n" "extends Node\n" "\n" "var aes = AESContext.new()\n" "\n" "func _ready():\n" " var clave = \"Mi clave secreta\" # La clave debe ser de 16 o 32 bytes. " "(1 byte = 1 char) normalmdlkd\n" " var datos = \"Mi texto secreto\" # El tamaño de datos debe ser multiplo " "de 16, ponga algún relleno para completar de ser necesario.\n" " # Cifraro en modo ECB\n" " aes.start(AESContext.MODE_ECB_ENCRYPT, clave.to_utf8())\n" " var textocifrado = aes.update(datos.to_utf8())\n" " aes.finish()\n" " # Descifrar en modo ECB\n" " aes.start(AESContext.MODE_ECB_DECRYPT, clave.to_utf8())\n" " var textoplano = aes.update(textocifrado)\n" " aes.finish()\n" " # Comprobar ECB\n" " assert(textoplano == datos.to_utf8())\n" "\n" " var iv = \"Mi secreto iv!!!\" # IV debe ser de tamaño 16 bytes.\n" " # Cifrado en modo CBC\n" " aes.start(AESContext.MODE_CBC_ENCRYPT, clave.to_utf8(), iv.to_utf8())\n" " textocifrado = aes.update(datos.to_utf8())\n" " aes.finish()\n" " # Descifrar en modo CBC\n" " aes.start(AESContext.MODE_CBC_DECRYPT, clave.to_utf8(), iv.to_utf8())\n" " textoplano = aes.update(textocifrado)\n" " aes.finish()\n" " # Comprobar CBC\n" " assert(textoplano == datos.to_utf8())\n" "[/codeblock]" #: doc/classes/AESContext.xml msgid "Close this AES context so it can be started again. See [method start]." msgstr "" "Cerrar este contexto AES para que pueda ser iniciado de nuevo. Ver [method " "start]." #: doc/classes/AESContext.xml #, fuzzy msgid "" "Get the current IV state for this context (IV gets updated when calling " "[method update]). You normally don't need this function.\n" "[b]Note:[/b] This function only makes sense when the context is started with " "[constant MODE_CBC_ENCRYPT] or [constant MODE_CBC_DECRYPT]." msgstr "" "Obtener el estado actual de la IV para este contexto (la IV se actualiza " "cuando se llama a [method update]). Normalmente no necesitas este función.\n" "Nota: Esta función sólo tiene sentido cuando el contexto se inicia con " "[constant MODE_CBC_ENCRYPT] o [constant MODE_CBC_DECRYPT]." #: doc/classes/AESContext.xml msgid "" "Start the AES context in the given [code]mode[/code]. A [code]key[/code] of " "either 16 or 32 bytes must always be provided, while an [code]iv[/code] " "(initialization vector) of exactly 16 bytes, is only needed when [code]mode[/" "code] is either [constant MODE_CBC_ENCRYPT] or [constant MODE_CBC_DECRYPT]." msgstr "" "Inicia el contexto AES en el [code]mode[/code]. Siempre debe proporcionarse " "un [code]key[/code] de 16 o 32 bytes, mientras que un [code]iv[/code] " "(vector de inicialización) de exactamente 16 bytes, sólo se necesitará " "cuando el [code]mode[/code] es o bien [constant MODE_CBC_ENCRYPT] o bien " "[constant MODE_CBC_DECRYPT]." #: doc/classes/AESContext.xml msgid "" "Run the desired operation for this AES context. Will return a " "[PoolByteArray] containing the result of encrypting (or decrypting) the " "given [code]src[/code]. See [method start] for mode of operation.\n" "[b]Note:[/b] The size of [code]src[/code] must be a multiple of 16. Apply " "some padding if needed." msgstr "" "Ejecute la operación deseada para este contexto de AES. Devolverá un " "[PoolByteArray] que contiene el resultado de cifrar (o descifrar) el " "[code]src[/code] dado. Consulte [method start] para conocer el modo de " "operación.\n" "[b]Nota:[/b] El tamaño de [code]src[/code] debe ser un múltiplo de 16. " "Aplique algo de relleno si fuera necesario." #: doc/classes/AESContext.xml msgid "AES electronic codebook encryption mode." msgstr "Modo encripción AES electronic codebook(ECB)." #: doc/classes/AESContext.xml msgid "AES electronic codebook decryption mode." msgstr "Modo desencripción AES electronic codebook(ECB)." #: doc/classes/AESContext.xml msgid "AES cipher blocker chaining encryption mode." msgstr "Modo encripción AES cipher blocker chaining (CBC)." #: doc/classes/AESContext.xml msgid "AES cipher blocker chaining decryption mode." msgstr "Modo desencripción AES cipher blocker chaining (CBC)." #: doc/classes/AESContext.xml msgid "Maximum value for the mode enum." msgstr "Valor máximo para el modo enum." #: doc/classes/AnimatedSprite.xml #, fuzzy msgid "" "Sprite node that contains multiple textures as frames to play for animation." msgstr "Nodo Sprite que puede usar múltiples texturas para la animación." #: doc/classes/AnimatedSprite.xml msgid "" "[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 msgid "2D Sprite animation" msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/Area2D.xml #: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml #: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml #: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml #: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml #: doc/classes/VisibilityNotifier2D.xml msgid "2D Dodge The Creeps Demo" msgstr "" #: doc/classes/AnimatedSprite.xml msgid "" "Plays the animation named [code]anim[/code]. If no [code]anim[/code] is " "provided, the current animation is played. If [code]backwards[/code] is " "[code]true[/code], the animation will be played in reverse." msgstr "" "Reproduce la animación llamada [code]anim[/code]. Si no se proporciona " "[code]anim[/code], se reproduce la animación actual. Si [code]backwards[/" "code] es [code]true[/code], la animación se reproduce al revés." #: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml msgid "Stops the current animation (does not reset the frame counter)." msgstr "Detiene la animación actual (no reinicia el contador de fotogramas)." #: doc/classes/AnimatedSprite.xml #, fuzzy msgid "" "The current animation from the [member frames] resource. If this value " "changes, the [code]frame[/code] counter is reset." msgstr "" "La animación actual del recurso [code]frames[/code]. Si este valor cambia, " "el contador [code]frame[/code] se reinicia." #: doc/classes/AnimatedSprite.xml doc/classes/SpriteBase3D.xml msgid "If [code]true[/code], texture will be centered." msgstr "Si [code]true[/code], la textura se centrará." #: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml #: doc/classes/SpriteBase3D.xml doc/classes/TextureButton.xml #: doc/classes/TextureRect.xml msgid "If [code]true[/code], texture is flipped horizontally." msgstr "Si [code]true[/code], la textura se voltea horizontalmente." #: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml #: doc/classes/SpriteBase3D.xml doc/classes/TextureButton.xml #: doc/classes/TextureRect.xml msgid "If [code]true[/code], texture is flipped vertically." msgstr "Si [code]true[/code], la textura se voltea verticalmente." #: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml msgid "The displayed animation frame's index." msgstr "El índice del cuadro de animación mostrado." #: 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 #: doc/classes/SpriteBase3D.xml msgid "The texture's drawing offset." msgstr "El desplazamiento al dibujar de la textura." #: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml msgid "If [code]true[/code], the [member animation] is currently playing." msgstr "" "Si [code]true[/code], la [member animation] se está reproduciendo " "actualmente." #: doc/classes/AnimatedSprite.xml msgid "The animation speed is multiplied by this value." msgstr "La velocidad de la animación se multiplica por este valor." #: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml msgid "" "Emitted when the animation is finished (when it plays the last frame). If " "the animation is looping, this signal is emitted every time the last frame " "is drawn." msgstr "" "Se emite cuando la animación termina (cuando reproduce el último fotograma). " "Si la animación está en bucle, esta señal se emite cada vez que se reproduce " "el último fotograma." #: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml msgid "Emitted when [member frame] changed." msgstr "Emitido cuando [member frame] cambió." #: doc/classes/AnimatedSprite3D.xml msgid "" "2D sprite node in 3D world, that can use multiple 2D textures for animation." msgstr "" "Nodo de sprites 2D en el mundo 3D, que puede usar múltiples texturas 2D para " "la animación." #: doc/classes/AnimatedSprite3D.xml msgid "" "Animations are created using a [SpriteFrames] resource, which can be " "configured in the editor via the SpriteFrames panel." msgstr "" "Las animaciones se crean usando un recurso [SpriteFrames], que puede ser " "configurado en el editor a través del panel de SpriteFrames." #: doc/classes/AnimatedSprite3D.xml msgid "2D Sprite animation (also applies to 3D)" msgstr "" #: doc/classes/AnimatedSprite3D.xml msgid "Returns [code]true[/code] if an animation is currently being played." msgstr "Devuelve [code]true[/code] si se está reproduciendo una animación." #: doc/classes/AnimatedSprite3D.xml msgid "" "Plays the animation named [code]anim[/code]. If no [code]anim[/code] is " "provided, the current animation is played." msgstr "" "Reproduce la animación llamada [code]anim[/code]. Si no se proporciona " "[code]anim[/code], se reproduce la animación actual." #: 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 "" "La animación actual del recurso [code]frames[/code]. Si este valor cambia, " "el contador [code]frame[/code] se reinicia." #: doc/classes/AnimatedSprite3D.xml msgid "The [SpriteFrames] resource containing the animation(s)." msgstr "El recurso [SpriteFrames] que contiene la(s) animación(es)." #: doc/classes/AnimatedTexture.xml msgid "Proxy texture for simple frame-based animations." msgstr "Textura de conexión para animaciones simples basadas en fotogramas." #: doc/classes/AnimatedTexture.xml #, fuzzy msgid "" "[AnimatedTexture] is a resource format for frame-based animations, where " "multiple textures can be chained automatically with a predefined delay for " "each frame. Unlike [AnimationPlayer] or [AnimatedSprite], it isn't a [Node], " "but has the advantage of being usable anywhere a [Texture] resource can be " "used, e.g. in a [TileSet].\n" "The playback of the animation is controlled by the [member fps] property as " "well as each frame's optional delay (see [method set_frame_delay]). The " "animation loops, i.e. it will restart at frame 0 automatically after playing " "the last frame.\n" "[AnimatedTexture] currently requires all frame textures to have the same " "size, otherwise the bigger ones will be cropped to match the smallest one.\n" "[b]Note:[/b] AnimatedTexture doesn't support using [AtlasTexture]s. Each " "frame needs to be a separate [Texture]." msgstr "" "[AnimatedTexture] es un formato de recursos para animaciones basadas en " "fotogramas, en el que se pueden encadenar múltiples texturas automáticamente " "con un retardo predefinido para cada fotograma. A diferencia de " "[AnimationPlayer] o [AnimatedSprite2D], no es un [Node], pero tiene la " "ventaja de ser utilizable en cualquier lugar donde se pueda usar un recurso " "[Textura2D], por ejemplo en un [TileSet].\n" "La reproducción de la animación está controlada por la propiedad [member " "fps], así como por el retardo opcional de cada fotograma (ver [method " "set_frame_delay]). La animación se repite, es decir, se reiniciará en el " "fotograma 0 automáticamente después de reproducir el último fotograma.\n" "[AnimatedTexture] actualmente requiere que todas las texturas de los cuadros " "tengan el mismo tamaño, de lo contrario las más grandes serán recortadas " "para que coincidan con la más pequeña. Además, no soporta [AtlasTexture]. " "Cada cuadro necesita ser una imagen separada." #: doc/classes/AnimatedTexture.xml msgid "Returns the given frame's delay value." msgstr "Devuelve el valor de retardo del fotograma dado." #: doc/classes/AnimatedTexture.xml #, fuzzy msgid "Returns the given frame's [Texture]." msgstr "Devuelve la [Texture2D] de un fotograma." #: doc/classes/AnimatedTexture.xml msgid "" "Sets an additional delay (in seconds) between this frame and the next one, " "that will be added to the time interval defined by [member fps]. By default, " "frames have no delay defined. If a delay value is defined, the final time " "interval between this frame and the next will be [code]1.0 / fps + delay[/" "code].\n" "For example, for an animation with 3 frames, 2 FPS and a frame delay on the " "second frame of 1.2, the resulting playback will be:\n" "[codeblock]\n" "Frame 0: 0.5 s (1 / fps)\n" "Frame 1: 1.7 s (1 / fps + 1.2)\n" "Frame 2: 0.5 s (1 / fps)\n" "Total duration: 2.7 s\n" "[/codeblock]" msgstr "" "Establece un retardo adicional (en segundos) entre este fotograma y el " "siguiente, que se añadirá al intervalo de tiempo definido por [member fps]. " "Por defecto, los fotogramas no tienen definido ningún retardo. Si se define " "un valor de retardo, el intervalo de tiempo final entre este fotograma y el " "siguiente será de [code]1.0 / fps + retardo[/code].\n" "Por ejemplo, para una animación con 3 cuadros, 2 FPS y un retardo de " "fotograma en el segundo cuadro de 1.2, la reproducción resultante será:\n" "[codeblock]\n" "Fotograma 0: 0.5 s (1 / fps)\n" "Fotograma 1: 1.7 s (1 / fps + 1.2)\n" "Fotograma 2: 0.5 s (1 / fps)\n" "Duración Total : 2.7 segundos\n" "[/codeblock]" #: doc/classes/AnimatedTexture.xml #, fuzzy msgid "" "Assigns a [Texture] to the given frame. Frame IDs start at 0, so the first " "frame has ID 0, and the last frame of the animation has ID [member frames] - " "1.\n" "You can define any number of textures up to [constant MAX_FRAMES], but keep " "in mind that only frames from 0 to [member frames] - 1 will be part of the " "animation." msgstr "" "Asigna una [Textura2D] al fotograma dado. Los ID de los fotogramas empiezan " "en 0, así que el primer fotograma tiene ID 0, y el último fotograma de la " "animación tiene ID [member frames] - 1.\n" "Puedes definir cualquier número de texturas hasta [constant MAX_FRAMES], " "pero ten en cuenta que sólo los fotogramas de 0 a [member frames] - 1 " "formarán parte de la animación." #: doc/classes/AnimatedTexture.xml msgid "Sets the currently visible frame of the texture." msgstr "Establece el fotograma actualmente visible de la textura." #: doc/classes/AnimatedTexture.xml msgid "" "Animation speed in frames per second. This value defines the default time " "interval between two frames of the animation, and thus the overall duration " "of the animation loop based on the [member frames] property. A value of 0 " "means no predefined number of frames per second, the animation will play " "according to each frame's frame delay (see [method set_frame_delay]).\n" "For example, an animation with 8 frames, no frame delay and a [code]fps[/" "code] value of 2 will run for 4 seconds, with each frame lasting 0.5 seconds." msgstr "" "Velocidad de animación en fotogramas por segundo. Este valor define el " "intervalo de tiempo por defecto entre dos fotogramas de la animación, y por " "lo tanto la duración total del bucle de animación basado en la propiedad " "[member frames]. Un valor de 0 significa que no hay un número predefinido de " "fotogramas por segundo, la animación se reproducirá de acuerdo con el " "retardo de fotogramas de cada fotograma (ver [method set_frame_delay]).\n" "Por ejemplo, una animación con 8 fotogramas, sin retardo de fotograma y un " "valor [code]fps[/code] de 2 se ejecutará durante 4 segundos, y cada " "fotograma durará 0,5 segundos." #: doc/classes/AnimatedTexture.xml msgid "" "Number of frames to use in the animation. While you can create the frames " "independently with [method set_frame_texture], you need to set this value " "for the animation to take new frames into account. The maximum number of " "frames is [constant MAX_FRAMES]." msgstr "" "Número de fotogramas a usar en la animación. Aunque puedes crear los " "fotogramas independientemente con [method set_frame_texture], necesitas " "establecer este valor para que la animación tenga en cuenta los nuevos " "fotogramas. El número máximo de fotogramas es [constant MAX_FRAMES]." #: doc/classes/AnimatedTexture.xml msgid "" "If [code]true[/code], the animation will only play once and will not loop " "back to the first frame after reaching the end. Note that reaching the end " "will not set [member pause] to [code]true[/code]." msgstr "" "Si [code]true[/code], la animación sólo se reproducirá una vez y no volverá " "al primer fotograma después de llegar al final. Ten en cuenta que al llegar " "al final no se establecerá [member pause] en [code]true[/code]." #: doc/classes/AnimatedTexture.xml msgid "" "If [code]true[/code], the animation will pause where it currently is (i.e. " "at [member current_frame]). The animation will continue from where it was " "paused when changing this property to [code]false[/code]." msgstr "" "Si [code]true[/code], la animación se detendrá donde se encuentra " "actualmente (es decir, en [member current_frame]). La animación continuará " "desde donde se detuvo al cambiar esta propiedad a [code]false[/code]." #: doc/classes/AnimatedTexture.xml #, fuzzy msgid "" "The maximum number of frames supported by [AnimatedTexture]. If you need " "more frames in your animation, use [AnimationPlayer] or [AnimatedSprite]." msgstr "" "El número máximo de fotogramas soportados por [AnimatedTexture]. Si " "necesitas más fotogramas en tu animación, usa [AnimationPlayer] o " "[AnimatedSprite2D]." #: doc/classes/Animation.xml msgid "Contains data used to animate everything in the engine." msgstr "Contiene datos usados para animar todo en el motor." #: doc/classes/Animation.xml #, fuzzy msgid "" "An Animation resource contains data used to animate everything in the " "engine. Animations are divided into tracks, and each track must be linked to " "a node. The state of that node can be changed through time, by adding timed " "keys (events) to the track.\n" "[codeblock]\n" "# This creates an animation that makes the node \"Enemy\" move to the right " "by\n" "# 100 pixels in 0.5 seconds.\n" "var animation = Animation.new()\n" "var track_index = animation.add_track(Animation.TYPE_VALUE)\n" "animation.track_set_path(track_index, \"Enemy:position:x\")\n" "animation.track_insert_key(track_index, 0.0, 0)\n" "animation.track_insert_key(track_index, 0.5, 100)\n" "[/codeblock]\n" "Animations are just data containers, and must be added to nodes such as an " "[AnimationPlayer] or [AnimationTreePlayer] to be played back. Animation " "tracks have different types, each with its own set of dedicated methods. " "Check [enum TrackType] to see available types." msgstr "" "Un recurso de animación contiene datos que se usan para animar todo en el " "motor. Las animaciones se dividen en pistas, y cada pista debe estar " "vinculada a un nodo. El estado de ese nodo se puede cambiar a través del " "tiempo, añadiendo claves de tiempo (eventos) a la pista.\n" "# Esto crea una animación que hace que el nodo \"Enemigo\" se mueva a la " "derecha \n" "# 100 pixeles en 0.5 segundos.\n" "[codeblock]\n" "var animacion = Animation.new()\n" "var indice_pistas = animacion.add_track(Animation.TYPE_VALUE)\n" "animacion.track_set_path(indice_pistas, \"Enemy:position.x\")\n" "animacion.track_insert_key(indice_pistas, 0.0, 0)\n" "animacion.track_insert_key(indice_pistas, 0.5, 100)\n" "[/codeblock]\n" "Las animaciones son sólo contenedores de datos, y deben ser añadidas a nodos " "como un [AnimationPlayer] para ser reproducidas. Las pistas de animación " "tienen diferentes tipos, cada una con su propio conjunto de métodos " "dedicados. Consulta [enum TrackType] para ver los tipos disponibles." #: doc/classes/Animation.xml msgid "Adds a track to the Animation." msgstr "Añade una pista a la animación." #: doc/classes/Animation.xml msgid "" "Returns the animation name at the key identified by [code]key_idx[/code]. " "The [code]track_idx[/code] must be the index of an Animation Track." msgstr "" "Devuelve el nombre de la animación en la clave identificada por " "[code]key_idx[/code]. El [code]track_idx[/code] debe ser el índice de una " "pista de animación." #: doc/classes/Animation.xml msgid "" "Inserts a key with value [code]animation[/code] at the given [code]time[/" "code] (in seconds). The [code]track_idx[/code] must be the index of an " "Animation Track." msgstr "" "Inserta una clave con el valor [code]animation[/code] en el [code]time[/" "code] dado (en segundos). El [code]track_idx[/code] debe ser el índice de " "una pista de animación." #: doc/classes/Animation.xml msgid "" "Sets the key identified by [code]key_idx[/code] to value [code]animation[/" "code]. The [code]track_idx[/code] must be the index of an Animation Track." msgstr "" "Establece la clave identificada por [code]key_idx[/code] como valor de " "[code]animación[/code]. El [code]track_idx[/code] debe ser el índice de una " "pista de animación." #: doc/classes/Animation.xml msgid "" "Returns the end offset of the key identified by [code]key_idx[/code]. The " "[code]track_idx[/code] must be the index of an Audio Track.\n" "End offset is the number of seconds cut off at the ending of the audio " "stream." msgstr "" "Devuelve el desplazamiento final de la clave identificada por [code]key_idx[/" "code]. El [code]track_idx[/code] debe ser el índice de una pista de audio.\n" "El dezplazamiento final es el número de segundos que se cortan al final de " "la pista de audio." #: doc/classes/Animation.xml msgid "" "Returns the start offset of the key identified by [code]key_idx[/code]. The " "[code]track_idx[/code] must be the index of an Audio Track.\n" "Start offset is the number of seconds cut off at the beginning of the audio " "stream." msgstr "" "Devuelve el desplazamiento inicial de la clave identificada por " "[code]key_idx[/code]. El [code]track_idx[/code] debe ser el índice de una " "pista de audio.\n" "El desplazamiento de inicio es el número de segundos cortados al principio " "de la pista de audio." #: doc/classes/Animation.xml msgid "" "Returns the audio stream of the key identified by [code]key_idx[/code]. The " "[code]track_idx[/code] must be the index of an Audio Track." msgstr "" "Devuelve el stream de audio de la clave identificada por [code]key_idx[/" "code]. El [code]track_idx[/code] debe ser el índice de una pista de audio." #: doc/classes/Animation.xml msgid "" "Inserts an Audio Track key at the given [code]time[/code] in seconds. The " "[code]track_idx[/code] must be the index of an Audio Track.\n" "[code]stream[/code] is the [AudioStream] resource to play. " "[code]start_offset[/code] is the number of seconds cut off at the beginning " "of the audio stream, while [code]end_offset[/code] is at the ending." msgstr "" "Inserta una clave de pista de Audio en el [code]time[/code] dado en " "segundos. El [code]track_idx[/code] debe ser el índice de una Pista de " "Audio.\n" "[code]stream[/code] es el recurso de [AudioStream] para reproducir. " "[code]start_offset[/code] es el número de segundos que se cortan al " "principio del stream de audio, mientras que [code]end_offset[/code] está al " "final." #: doc/classes/Animation.xml msgid "" "Sets the end offset of the key identified by [code]key_idx[/code] to value " "[code]offset[/code]. The [code]track_idx[/code] must be the index of an " "Audio Track." msgstr "" "Establece el desplazamiento final de la clave identificada por " "[code]key_idx[/code] como el valor de [code]offset[/code]. El " "[code]track_idx[/code] debe ser el índice de una pista de audio." #: doc/classes/Animation.xml msgid "" "Sets the start offset of the key identified by [code]key_idx[/code] to value " "[code]offset[/code]. The [code]track_idx[/code] must be the index of an " "Audio Track." msgstr "" "Establece el desplazamiento inicial de la clave identificada por " "[code]key_idx[/code] como el valor de [code]offset[/code]. El " "[code]track_idx[/code] debe ser el índice de una pista de audio." #: doc/classes/Animation.xml #, fuzzy msgid "" "Sets the stream of the key identified by [code]key_idx[/code] to value " "[code]stream[/code]. The [code]track_idx[/code] must be the index of an " "Audio Track." msgstr "" "Establece el stream de la clave identificada por [code]key_idx[/code] como " "valor [code]offset[/code]. El [code]track_idx[/code] debe ser el índice de " "una pista de audio." #: doc/classes/Animation.xml msgid "" "Returns the in handle of the key identified by [code]key_idx[/code]. The " "[code]track_idx[/code] must be the index of a Bezier Track." msgstr "" "Devuelve el in handle de la clave identificada por [code]key_idx[/code]. El " "[code]track_idx[/code] debe ser el índice de una pista de Bezier." #: doc/classes/Animation.xml msgid "" "Returns the out handle of the key identified by [code]key_idx[/code]. The " "[code]track_idx[/code] must be the index of a Bezier Track." msgstr "" "Devuelve el out handle de la llave identificada por [code]key_idx[/code]. El " "[code]track_idx[/code] debe ser el índice de una pista de Bezier." #: doc/classes/Animation.xml msgid "" "Returns the value of the key identified by [code]key_idx[/code]. The " "[code]track_idx[/code] must be the index of a Bezier Track." msgstr "" "Devuelve el valor de la clave identificada por [code]key_idx[/code]. El " "[code]track_idx[/code] debe ser el índice de una pista de Bezier." #: doc/classes/Animation.xml msgid "" "Inserts a Bezier Track key at the given [code]time[/code] in seconds. The " "[code]track_idx[/code] must be the index of a Bezier Track.\n" "[code]in_handle[/code] is the left-side weight of the added Bezier curve " "point, [code]out_handle[/code] is the right-side one, while [code]value[/" "code] is the actual value at this point." msgstr "" "Inserta una CLAVE en una pista de Bezier en el [code]time[/code] dado en " "segundos. El [code]track_idx[/code] debe ser el índice de una pista de " "Besier.\n" "[code]in_handle[/code] es el peso del lado izquierdo del punto de la curva " "de Bezier añadido, [code]out_handle[/code] es el del lado derecho, mientras " "que [code]value[/code] es el valor actual en este punto." #: doc/classes/Animation.xml msgid "" "Returns the interpolated value at the given [code]time[/code] (in seconds). " "The [code]track_idx[/code] must be the index of a Bezier Track." msgstr "" "Devuelve el valor interpolado en el [code]time[/code] dado (en segundos). El " "[code]track_idx[/code] debe ser el índice de una pista de Bezier." #: doc/classes/Animation.xml msgid "" "Sets the in handle of the key identified by [code]key_idx[/code] to value " "[code]in_handle[/code]. The [code]track_idx[/code] must be the index of a " "Bezier Track." msgstr "" "Establece el in handle de la clave identificada por [code]key_idx[/code] " "como el valor de [code]in_handle[/code]. El [code]track_idx[/code] debe ser " "el índice de una pista de Bezier." #: doc/classes/Animation.xml msgid "" "Sets the out handle of the key identified by [code]key_idx[/code] to value " "[code]out_handle[/code]. The [code]track_idx[/code] must be the index of a " "Bezier Track." msgstr "" "Establece el out handle de la llave identificada por [code]key_idx[/code] " "como el valor de [code]out_handle[/code]. El [code]track_idx[/code] debe ser " "el índice de una pista de Bezier." #: doc/classes/Animation.xml msgid "" "Sets the value of the key identified by [code]key_idx[/code] to the given " "value. The [code]track_idx[/code] must be the index of a Bezier Track." msgstr "" "Establece el valor de la clave identificada por [code]key_idx[/code] al " "valor dado. El [code]track_idx[/code] debe ser el índice de una pista de " "Bezier." #: doc/classes/Animation.xml msgid "Clear the animation (clear all tracks and reset all)." msgstr "Limpiar la animacion (limpia todas las pistas y reinicia todo)." #: doc/classes/Animation.xml msgid "" "Adds a new track that is a copy of the given track from [code]to_animation[/" "code]." msgstr "" "Añade una nueva pista que es una copia de la pista dada de " "[code]to_animation[/code]." #: doc/classes/Animation.xml msgid "" "Returns the index of the specified track. If the track is not found, return " "-1." msgstr "" "Devuelve el índice de la pista especificada. Si la pista no se encuentra, " "devuelve -1." #: doc/classes/Animation.xml msgid "Returns the amount of tracks in the animation." msgstr "Devuelve la cantidad de pistas en la animación." #: doc/classes/Animation.xml msgid "" "Returns all the key indices of a method track, given a position and delta " "time." msgstr "" "Devuelve todos los índices clave de una pista de método, dada una posición y " "tiempo delta." #: doc/classes/Animation.xml msgid "Returns the method name of a method track." msgstr "Devuelve el nombre del método de una pista de método." #: doc/classes/Animation.xml msgid "" "Returns the arguments values to be called on a method track for a given key " "in a given track." msgstr "" "Devuelve los valores de los argumentos que se llamarán en una pista del " "método para una clave determinada en una pista determinada." #: doc/classes/Animation.xml msgid "Removes a track by specifying the track index." msgstr "Elimina una pista especificando el índice de la pista." #: doc/classes/Animation.xml msgid "" "Finds the key index by time in a given track. Optionally, only find it if " "the exact time is given." msgstr "" "Encuentra el índice clave por tiempo en una pista determinada. " "Opcionalmente, sólo lo encuentra si se da la hora exacta." #: doc/classes/Animation.xml msgid "" "Returns [code]true[/code] if the track at [code]idx[/code] wraps the " "interpolation loop. New tracks wrap the interpolation loop by default." msgstr "" "Devuelve [code]true[/code] si la pista en [code]idx[/code] envuelve el bucle " "de interpolación. Las nuevas pistas envuelven el bucle de interpolación por " "defecto." #: doc/classes/Animation.xml msgid "Returns the interpolation type of a given track." msgstr "Devuelve el tipo de interpolación de una pista determinada." #: doc/classes/Animation.xml msgid "Returns the amount of keys in a given track." msgstr "Devuelve la cantidad de claves en una pista determinada." #: doc/classes/Animation.xml msgid "Returns the time at which the key is located." msgstr "Devuelve la hora en la que se encuentra la clave." #: doc/classes/Animation.xml msgid "" "Returns the transition curve (easing) for a specific key (see the built-in " "math function [method @GDScript.ease])." msgstr "" "Devuelve la curva de transición (relajación) para una clave específica (ver " "la función matemática incorporada [method @GDScript.ease])." #: doc/classes/Animation.xml msgid "Returns the value of a given key in a given track." msgstr "Devuelve el valor de una clave determinada en una pista determinada." #: doc/classes/Animation.xml msgid "" "Gets the path of a track. For more information on the path format, see " "[method track_set_path]." msgstr "" "Obtiene el camino de una pista. Para más información sobre el formato de la " "ruta, ver [method track_set_path]." #: doc/classes/Animation.xml msgid "Gets the type of a track." msgstr "Obtiene el tipo de pista." #: doc/classes/Animation.xml msgid "Insert a generic key in a given track." msgstr "Insertar una clave genérica en una pista determinada." #: doc/classes/Animation.xml msgid "" "Returns [code]true[/code] if the track at index [code]idx[/code] is enabled." msgstr "" "Devuelve [code]true[/code] si la pista en el índice [code]idx[/code] está " "habilitada." #: doc/classes/Animation.xml msgid "" "Returns [code]true[/code] if the given track is imported. Else, return " "[code]false[/code]." msgstr "" "Devuelve [code]true[/code] si la pista dada es importada. Si no, devuelve " "[code]false[/code]." #: doc/classes/Animation.xml msgid "Moves a track down." msgstr "Mueve una pista hacia abajo." #: doc/classes/Animation.xml msgid "" "Changes the index position of track [code]idx[/code] to the one defined in " "[code]to_idx[/code]." msgstr "" "Cambia la posición del índice de la pista [code]idx[/code] a la definida en " "[code]to_idx[/code]." #: doc/classes/Animation.xml msgid "Moves a track up." msgstr "Mueve una pista hacia arriba." #: doc/classes/Animation.xml msgid "Removes a key by index in a given track." msgstr "Elimina una clave por índice en una pista dada." #: doc/classes/Animation.xml msgid "Removes a key by position (seconds) in a given track." msgstr "Quita una clave por posición (segundos) en una pista determinada." #: doc/classes/Animation.xml msgid "Enables/disables the given track. Tracks are enabled by default." msgstr "" "Habilita o deshabilita la pista dada. Las pistas están habilitadas por " "defecto." #: doc/classes/Animation.xml msgid "Sets the given track as imported or not." msgstr "Establece la pista dada como importada o no." #: doc/classes/Animation.xml msgid "" "If [code]true[/code], the track at [code]idx[/code] wraps the interpolation " "loop." msgstr "" "Si [code]true[/code], la pista en [code]idx[/code] envuelve el bucle de " "interpolación." #: doc/classes/Animation.xml msgid "Sets the interpolation type of a given track." msgstr "Establece el tipo de interpolación de una pista determinada." #: doc/classes/Animation.xml msgid "Sets the time of an existing key." msgstr "Establece la hora de una clave existente." #: doc/classes/Animation.xml msgid "" "Sets the transition curve (easing) for a specific key (see the built-in math " "function [method @GDScript.ease])." msgstr "" "Establece la curva de transición (relajación) para una clave específica (ver " "la función matemática incorporada [method @GDScript.ease])." #: doc/classes/Animation.xml msgid "Sets the value of an existing key." msgstr "Establece el valor de una clave existente." #: doc/classes/Animation.xml #, fuzzy msgid "" "Sets the path of a track. Paths must be valid scene-tree paths to a node and " "must be specified starting from the parent node of the node that will " "reproduce the animation. Tracks that control properties or bones must append " "their name after the path, separated by [code]\":\"[/code].\n" "For example, [code]\"character/skeleton:ankle\"[/code] or [code]\"character/" "mesh:transform/local\"[/code]." msgstr "" "Establece el ruta de una pista. Las rutas deben ser rutas válidas de árbol " "de escena a un nodo, y deben especificarse empezando por el nodo padre del " "nodo que reproducirá la animación. Las pistas que controlan propiedades o " "huesos deben añadir su nombre después de la ruta, separadas por [code]\":\"[/" "code].\n" "Por ejemplo, [code]\"character/skeleton:ankle\"[/code] o [code]\"character/" "mesh:transform/local\"[/code]." #: doc/classes/Animation.xml msgid "" "Swaps the track [code]idx[/code]'s index position with the track " "[code]with_idx[/code]." msgstr "" "Intercambia la posición del índice de la pista [code]idx[/code] con la pista " "[code]con_idx[/code]." #: doc/classes/Animation.xml msgid "Insert a transform key for a transform track." msgstr "Inserte una clave de transformación para una pista de transformación." #: doc/classes/Animation.xml msgid "" "Returns the interpolated value of a transform track at a given time (in " "seconds). An array consisting of 3 elements: position ([Vector3]), rotation " "([Quat]) and scale ([Vector3])." msgstr "" "Devuelve el valor interpolado de una pista de transformación en un momento " "dado (en segundos). Una array compuesto por 3 elementos: posición " "([Vector3]), rotación ([Quat]) y escala ([Vector3])." #: doc/classes/Animation.xml msgid "" "Returns all the key indices of a value track, given a position and delta " "time." msgstr "" "Devuelve todos los índices clave de una pista de valores, dada una posición " "y un tiempo delta." #: doc/classes/Animation.xml msgid "Returns the update mode of a value track." msgstr "Devuelve el modo de actualización de una pista de valores." #: doc/classes/Animation.xml #, fuzzy msgid "" "Returns the interpolated value at the given time (in seconds). The " "[code]track_idx[/code] must be the index of a value track." msgstr "" "Devuelve el valor interpolado en el [code]time[/code] dado (en segundos). El " "[code]track_idx[/code] debe ser el índice de una pista de Bezier." #: doc/classes/Animation.xml msgid "Sets the update mode (see [enum UpdateMode]) of a value track." msgstr "" "Establece el modo de actualización (ver [enum UpdateMode]) de una pista de " "valores." #: doc/classes/Animation.xml msgid "" "The total length of the animation (in seconds).\n" "[b]Note:[/b] Length is not delimited by the last key, as this one may be " "before or after the end to ensure correct interpolation and looping." msgstr "" "La duración total de la animación (en segundos).\n" "[b]Nota:[/b] La longitud no está delimitada por la última clave, ya que ésta " "puede estar antes o después del final para asegurar una correcta " "interpolación y bucle." #: doc/classes/Animation.xml #, fuzzy msgid "" "A flag indicating that the animation must loop. This is used for correct " "interpolation of animation cycles, and for hinting the player that it must " "restart the animation." msgstr "" "Un flag que indica que la animación debe hacer un bucle. Esto se usa para la " "correcta interpolación de los ciclos de animación, y para indicar al jugador " "que debe reiniciar la animación." #: doc/classes/Animation.xml msgid "The animation step value." msgstr "El valor del paso de la animación." #: doc/classes/Animation.xml msgid "" "Emitted when there's a change in the list of tracks, e.g. tracks are added, " "moved or have changed paths." msgstr "" "Emitido cuando hay un cambio en la lista de pistas, por ejemplo, las pistas " "se añaden, se mueven o han cambiado de camino." #: doc/classes/Animation.xml msgid "" "Value tracks set values in node properties, but only those which can be " "Interpolated." msgstr "" "Las pistas de valores establecen valores en las propiedades de los nodos, " "pero sólo los que pueden ser interpolados." #: doc/classes/Animation.xml msgid "" "Transform tracks are used to change node local transforms or skeleton pose " "bones. Transitions are interpolated." msgstr "" "Las pistas de transformación se usan para cambiar las transformaciones " "locales de los nodos o los huesos del esqueleto. Las transiciones se " "interpolan." #: doc/classes/Animation.xml msgid "Method tracks call functions with given arguments per key." msgstr "" "El método rastrea las funciones de llamada con argumentos dados por clave." #: doc/classes/Animation.xml msgid "" "Bezier tracks are used to interpolate a value using custom curves. They can " "also be used to animate sub-properties of vectors and colors (e.g. alpha " "value of a [Color])." msgstr "" "Las pistas de Bezier se usan para interpolar un valor usando curvas " "personalizadas. También se pueden utilizar para animar sub-propiedades de " "vectores y colores (por ejemplo, el valor alfa de un [Color])." #: doc/classes/Animation.xml msgid "" "Audio tracks are used to play an audio stream with either type of " "[AudioStreamPlayer]. The stream can be trimmed and previewed in the " "animation." msgstr "" "Las pistas de audio se utilizan para reproducir un stream de audio con " "cualquier tipo de [AudioStreamPlayer]. El stream puede ser recortado y " "previsualizado en la animación." #: doc/classes/Animation.xml msgid "Animation tracks play animations in other [AnimationPlayer] nodes." msgstr "" "Las pistas de animación reproducen las animaciones en otros nodos " "[AnimationPlayer]." #: doc/classes/Animation.xml msgid "No interpolation (nearest value)." msgstr "No hay interpolación (valor más cercano)." #: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Linear interpolation." msgstr "Interpolación lineal." #: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Cubic interpolation." msgstr "Interpolación cúbica." #: doc/classes/Animation.xml msgid "Update between keyframes." msgstr "Actualización entre fotogramas clave." #: doc/classes/Animation.xml msgid "Update at the keyframes and hold the value." msgstr "Actualizar los fotogramas clave y mantener el valor." #: doc/classes/Animation.xml msgid "Update at the keyframes." msgstr "Actualización de los fotogramas clave." #: doc/classes/Animation.xml msgid "" "Same as linear interpolation, but also interpolates from the current value " "(i.e. dynamically at runtime) if the first key isn't at 0 seconds." msgstr "" "Igual que la interpolación lineal, pero también interpola a partir del valor " "actual (es decir, dinámicamente en tiempo de ejecución) si la primera clave " "no está en 0 segundos." #: doc/classes/AnimationNode.xml msgid "Base resource for [AnimationTree] nodes." msgstr "Recurso base para los nodos de [AnimationTree]." #: doc/classes/AnimationNode.xml msgid "" "Base resource for [AnimationTree] nodes. In general, it's not used directly, " "but you can create custom ones with custom blending formulas.\n" "Inherit this when creating nodes mainly for use in [AnimationNodeBlendTree], " "otherwise [AnimationRootNode] should be used instead." msgstr "" "Recurso base para los nodos de [AnimationTree]. En general, no se usa " "directamente, pero puedes crear personalizados con fórmulas de mezcla " "personalizadas.\n" "Esto se hereda cuando se crean nodos principalmente para su uso en " "[AnimationNodeBlendTree], de lo contrario se debe usar [AnimationRootNode] " "en su lugar." #: doc/classes/AnimationNode.xml msgid "" "Adds an input to the node. This is only useful for nodes created for use in " "an [AnimationNodeBlendTree]." msgstr "" "Añade una entrada al nodo. Esto sólo es útil para los nodos creados para su " "uso en un [AnimationNodeBlendTree]." #: doc/classes/AnimationNode.xml msgid "" "Blend an animation by [code]blend[/code] amount (name must be valid in the " "linked [AnimationPlayer]). A [code]time[/code] and [code]delta[/code] may be " "passed, as well as whether [code]seek[/code] happened." msgstr "" "Mezclar una animación por cantidad de [code]blend[/code] (el nombre debe ser " "válido en el [AnimationPlayer] vinculado). Se puede pasar un [code]time[/" "code] y un [code]delta[/code], así como el [code]seek[/code]." #: doc/classes/AnimationNode.xml msgid "" "Blend an input. This is only useful for nodes created for an " "[AnimationNodeBlendTree]. The [code]time[/code] parameter is a relative " "delta, unless [code]seek[/code] is [code]true[/code], in which case it is " "absolute. A filter mode may be optionally passed (see [enum FilterAction] " "for options)." msgstr "" "Mezcla una entrada. Esto sólo es útil para los nodos creados para un " "[AnimationNodeBlendTree]. El parámetro [code]time[/code] es un delta " "relativo, a menos que [code]seek[/code] sea [code]true[/code], en cuyo caso " "es absoluto. Se puede pasar opcionalmente un modo de filtro (véase [enum " "FilterAction] para las opciones)." #: doc/classes/AnimationNode.xml msgid "" "Blend another animation node (in case this node contains children animation " "nodes). This function is only useful if you inherit from [AnimationRootNode] " "instead, else editors will not display your node for addition." msgstr "" "Mezcla otro nodo de animacion (en caso de que este nodo contenga nodos de " "animación hijos). Esta función es util sólo si hereda de " "[AnimationRootNode]. Si no, el editor no mostrará el nodo para añadir." #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "override the text caption for this node." msgstr "" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "return a child node by its [code]name[/code]." msgstr "" #: doc/classes/AnimationNode.xml msgid "" "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 msgid "" "Amount of inputs in this node, only useful for nodes that go into " "[AnimationNodeBlendTree]." msgstr "" "Cantidad de entradas en este nodo, sólo útil para los nodos que entran en " "[AnimationNodeBlendTree]." #: doc/classes/AnimationNode.xml msgid "Gets the name of an input by index." msgstr "Obtiene el nombre de una entrada por índice." #: doc/classes/AnimationNode.xml msgid "" "Gets the value of a parameter. Parameters are custom local memory used for " "your nodes, given a resource can be reused in multiple trees." msgstr "" "Obtiene el valor de un parámetro. Los parámetros son la memoria local " "personalizada que se utiliza para tus nodos, dado que un recurso puede ser " "reutilizado en múltiples árboles." #: doc/classes/AnimationNode.xml #, fuzzy msgid "" "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 "" "Obtiene el valor por defecto de un parametro. Los parametros son " "personalizados en memoria local utilizados para tus nodos, dado que un " "recurso puede ser reutilizado en multiples arboles." #: doc/classes/AnimationNode.xml #, fuzzy msgid "" "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 "" "Obtiene la información de la propiedad para el parámetro. Los parámetros son " "la memoria local personalizada que se utiliza para sus nodos, dado que un " "recurso puede ser reutilizado en múltiples árboles. El formato es similar al " "del [method Object.get_property_list]." #: doc/classes/AnimationNode.xml #, fuzzy msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "return whether the blend tree editor should display filter editing on this " "node." msgstr "" "Devuelve [code]true[/code] si quieres que el editor del árbol de mezcla " "muestre la edición del filtro en este nodo." #: doc/classes/AnimationNode.xml #, fuzzy msgid "Returns whether the given path is filtered." msgstr "Devuelve [code]true[/code] si un camino dado es filtrado." #: doc/classes/AnimationNode.xml #, fuzzy msgid "" "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" "This function should return the time left for the current animation to " "finish (if unsure, pass the value from the main blend being called)." msgstr "" "Se llama a la devolución de llamada definida por el usuario cuando se " "procesa un nodo personalizado. El parámetro [code]time[/code] es un delta " "relativo, a menos que [code]seek[/code] sea [code]true[/code], en cuyo caso " "es absoluto.\n" "Aquí, llama a las funciones [method blend_input], [method blend_node] o " "[method blend_animation]. También puedes usar [method get_parameter] y " "[method set_parameter] para modificar la memoria local.\n" "Esta función debería devolver el tiempo que queda para que termine la " "animación actual (si no estás seguro, pasa el valor de la mezcla principal " "que se está llamando).Devuelve el tipo de interpolacion dada una pista." #: doc/classes/AnimationNode.xml msgid "Removes an input, call this only when inactive." msgstr "Elimina una entrada, llama a esto sólo cuando está inactivo." #: doc/classes/AnimationNode.xml msgid "Adds or removes a path for the filter." msgstr "Añade o elimina una ruta para el filtro." #: doc/classes/AnimationNode.xml #, fuzzy msgid "" "Sets a custom parameter. These are used as local memory, because resources " "can be reused across the tree or scenes." msgstr "" "Establece un parámetro personalizado. Estos se usan como almacenamiento " "local, porque los recursos pueden ser reutilizados a través del árbol o las " "escenas." #: doc/classes/AnimationNode.xml msgid "If [code]true[/code], filtering is enabled." msgstr "Si [code]true[/code], el filtrado está activado." #: doc/classes/AnimationNode.xml #, fuzzy msgid "Emitted when the node was removed from the graph." msgstr "Llamado cuando el nodo es eliminado desde el gráfico." #: doc/classes/AnimationNode.xml msgid "" "Emitted by nodes that inherit from this class and that have an internal tree " "when one of their nodes changes. The nodes that emit this signal are " "[AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], " "[AnimationNodeStateMachine], and [AnimationNodeBlendTree]." msgstr "" "Emitidos por nodos que heredan de esta clase y que tienen un árbol interno " "cuando uno de sus nodos cambia. Los nodos que emiten esta señal son " "[AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], " "[AnimationNodeStateMachine], y [AnimationNodeBlendTree]." #: doc/classes/AnimationNode.xml msgid "Do not use filtering." msgstr "No utilice el filtrado." #: doc/classes/AnimationNode.xml msgid "Paths matching the filter will be allowed to pass." msgstr "Las rutas que coincidan con el filtro podrán pasar." #: doc/classes/AnimationNode.xml msgid "Paths matching the filter will be discarded." msgstr "Las rutas que coincidan con el filtro serán descartados." #: doc/classes/AnimationNode.xml msgid "Paths matching the filter will be blended (by the blend value)." msgstr "" "Los caminos que coincidan con el filtro se mezclarán (por el valor de " "mezcla)." #: doc/classes/AnimationNodeAdd2.xml msgid "Blends two animations additively inside of an [AnimationNodeBlendTree]." msgstr "" "Mezcla dos animaciones sumándolas dentro de un [AnimationNodeBlendTree]." #: doc/classes/AnimationNodeAdd2.xml msgid "" "A resource to add to an [AnimationNodeBlendTree]. Blends two animations " "additively based on an amount value in the [code][0.0, 1.0][/code] range." msgstr "" "Un recurso para añadir a un [AnimationNodeBlendTree]. Mezcla dos animaciones " "sumadas en base a un valor de cantidad en el rango de [code][0.0, 1.0][/" "code]." #: doc/classes/AnimationNodeAdd2.xml doc/classes/AnimationNodeAdd3.xml #: doc/classes/AnimationNodeBlend2.xml doc/classes/AnimationNodeBlend3.xml msgid "" "If [code]true[/code], sets the [code]optimization[/code] to [code]false[/" "code] when calling [method AnimationNode.blend_input], forcing the blended " "animations to update every frame." msgstr "" "Si [code]true[/code], establece la optimización [code]optimization[/code] a " "[code]false[/code] al llamar al [method AnimationNode.blend_input], " "obligando a las animaciones mezcladas a actualizar cada fotograma." #: doc/classes/AnimationNodeAdd3.xml msgid "" "Blends two of three animations additively inside of an " "[AnimationNodeBlendTree]." msgstr "" "Mezcla dos de tres animaciones sumandolas dentro de un " "[AnimationNodeBlendTree]." #: doc/classes/AnimationNodeAdd3.xml msgid "" "A resource to add to an [AnimationNodeBlendTree]. Blends two animations " "together additively out of three based on a value in the [code][-1.0, 1.0][/" "code] range.\n" "This node has three inputs:\n" "- The base animation to add to\n" "- A -add animation to blend with when the blend amount is in the [code]" "[-1.0, 0.0][/code] range.\n" "- A +add animation to blend with when the blend amount is in the [code][0.0, " "1.0][/code] range" msgstr "" "Un recurso para añadir a un [AnimationNodeBlendTree]. Mezcla dos animaciones " "juntas sumándolas de tres en base a un valor en el rango de [code][-1.0, 1.0]" "[/code].\n" "Este nodo tiene tres entradas:\n" "- La animación base para sumar a\n" "- Una animación - agregar para mezclar cuando la cantidad de mezcla está en " "el rango de [code][-1.0, 0.0][/code].\n" "- Una animación +agregar para mezclar cuando la cantidad de mezcla está en " "el rango de [code][0.0, 1.0][/code]" #: doc/classes/AnimationNodeAdd3.xml doc/classes/AnimationNodeAnimation.xml #: doc/classes/AnimationNodeBlend2.xml #: doc/classes/AnimationNodeBlendSpace2D.xml #: doc/classes/AnimationNodeOneShot.xml doc/classes/AnimationNodeOutput.xml #: doc/classes/AnimationNodeTimeScale.xml #: doc/classes/AnimationNodeTransition.xml msgid "AnimationTree" msgstr "AnimationTree" #: doc/classes/AnimationNodeAdd3.xml doc/classes/AnimationNodeAnimation.xml #: doc/classes/AnimationNodeBlend2.xml #: doc/classes/AnimationNodeBlendSpace2D.xml #: doc/classes/AnimationNodeOneShot.xml doc/classes/AnimationNodeOutput.xml #: 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/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/Quat.xml doc/classes/Skeleton.xml doc/classes/SpotLight.xml #: doc/classes/StaticBody.xml doc/classes/WorldEnvironment.xml msgid "Third Person Shooter Demo" msgstr "" #: doc/classes/AnimationNodeAnimation.xml msgid "Input animation to use in an [AnimationNodeBlendTree]." msgstr "Introducir la animación para usarla en un [AnimationNodeBlendTree]." #: doc/classes/AnimationNodeAnimation.xml msgid "" "A resource to add to an [AnimationNodeBlendTree]. Only features one output " "set using the [member animation] property. Use it as an input for " "[AnimationNode] that blend animations together." msgstr "" "Un recurso para añadir a un [AnimationNodeBlendTree]. Sólo tiene un conjunto " "de salida usando la propiedad [member animation]. Úsalo como una entrada " "para el [AnimationNode] que mezcla las animaciones entre sí." #: doc/classes/AnimationNodeAnimation.xml doc/classes/AnimationNodeBlend2.xml #: doc/classes/AnimationNodeOutput.xml doc/classes/AnimationNodeTimeScale.xml #: doc/classes/AnimationNodeTransition.xml doc/classes/Area.xml #: doc/classes/Basis.xml doc/classes/BoxShape.xml #: doc/classes/CollisionShape.xml modules/gridmap/doc_classes/GridMap.xml #: doc/classes/KinematicBody.xml doc/classes/Mesh.xml #: doc/classes/MeshInstance.xml doc/classes/MeshLibrary.xml #: doc/classes/ProjectSettings.xml doc/classes/Transform.xml msgid "3D Platformer Demo" msgstr "" #: doc/classes/AnimationNodeAnimation.xml msgid "" "Animation to use as an output. It is one of the animations provided by " "[member AnimationTree.anim_player]." msgstr "" "Animación para usar como salida. Es una de las animaciones proporcionadas " "por [member AnimationTree.anim_player]." #: doc/classes/AnimationNodeBlend2.xml msgid "Blends two animations linearly inside of an [AnimationNodeBlendTree]." msgstr "" "Mezcla dos animaciones linealmente dentro de un [AnimationNodeBlendTree]." #: doc/classes/AnimationNodeBlend2.xml msgid "" "A resource to add to an [AnimationNodeBlendTree]. Blends two animations " "linearly based on an amount value in the [code][0.0, 1.0][/code] range." msgstr "" "Un recurso para añadir a un [AnimationNodeBlendTree]. Mezcla dos animaciones " "linealmente basadas en un valor de cantidad en el rango de [code][0.0, 1.0][/" "code]." #: doc/classes/AnimationNodeBlend3.xml msgid "" "Blends two of three animations linearly inside of an " "[AnimationNodeBlendTree]." msgstr "" "Mezcla dos de tres animaciones linealmente dentro de un " "[AnimationNodeBlendTree]." #: doc/classes/AnimationNodeBlend3.xml msgid "" "A resource to add to an [AnimationNodeBlendTree]. Blends two animations " "together linearly out of three based on a value in the [code][-1.0, 1.0][/" "code] range.\n" "This node has three inputs:\n" "- The base animation\n" "- A -blend animation to blend with when the blend amount is in the [code]" "[-1.0, 0.0][/code] range.\n" "- A +blend animation to blend with when the blend amount is in the [code]" "[0.0, 1.0][/code] range" msgstr "" "Un recurso para añadir a un [AnimationNodeBlendTree]. Mezcla dos animaciones " "juntas linealmente de tres basadas en un valor en el rango de [code][-1.0, " "1.0][/code].\n" "Este nodo tiene tres entradas:\n" "- La animación base\n" "- Una - animación de mezcla para mezclar cuando la cantidad de mezcla está " "en el rango de [code][-1.0, 0.0][/code].\n" "- Una + animación de mezcla para mezclar cuando la cantidad de mezcla está " "en el rango de [code][0.0, 1.0][/code]" #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "" "Blends linearly between two of any number of [AnimationNode] of any type " "placed on a virtual axis." msgstr "" "Mezcla linealmente entre dos de cualquier número de [AnimationNode] de " "cualquier tipo colocado en un eje virtual." #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "" "A resource to add to an [AnimationNodeBlendTree].\n" "This is a virtual axis on which you can add any type of [AnimationNode] " "using [method add_blend_point].\n" "Outputs the linear blend of the two [AnimationNode]s closest to the node's " "current value.\n" "You can set the extents of the axis using the [member min_space] and [member " "max_space]." msgstr "" "Un recurso para añadir a un [AnimationNodeBlendTree].\n" "Es un eje virtual en el que puedes añadir cualquier tipo de [AnimationNode] " "usando el [method add_blend_point].\n" "Produce la mezcla lineal de los dos [AnimationNode]s más cercana al valor " "actual del nodo.\n" "Puedes establecer las extensiones del eje usando el [member min_space] y el " "[member max_space]." #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "" "Adds a new point that represents a [code]node[/code] on the virtual axis at " "a given position set by [code]pos[/code]. You can insert it at a specific " "index using the [code]at_index[/code] argument. If you use the default value " "for [code]at_index[/code], the point is inserted at the end of the blend " "points array." msgstr "" "Añade un nuevo punto que representa un [code]node[/code] en el eje virtual " "en una posición dada fijada por [code]pos[/code]. Se puede insertar en un " "índice específico usando el argumento [code]at_index[/code]. Si utilizas el " "valor por defecto de [code]at_index[/code], el punto se inserta al final del " "array de puntos de mezcla." #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "Returns the number of points on the blend axis." msgstr "Devuelve el número de puntos en el eje de la mezcla." #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "" "Returns the [AnimationNode] referenced by the point at index [code]point[/" "code]." msgstr "" "Devuelve el [AnimationNode] referenciado por el punto en el índice " "[code]point[/code]." #: doc/classes/AnimationNodeBlendSpace1D.xml #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "Returns the position of the point at index [code]point[/code]." msgstr "Devuelve la posición del punto en el índice [code]point[/code]." #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "Removes the point at index [code]point[/code] from the blend axis." msgstr "Elimina el punto en el índice [code]point[/code] del eje de la mezcla." #: doc/classes/AnimationNodeBlendSpace1D.xml #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "Changes the [AnimationNode] referenced by the point at index [code]point[/" "code]." msgstr "" "Cambia el [AnimationNode] al que se refiere el punto en el índice " "[code]point[/code]." #: doc/classes/AnimationNodeBlendSpace1D.xml #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "Updates the position of the point at index [code]point[/code] on the blend " "axis." msgstr "" "Actualiza la posición del punto en el índice [code]point[/code] en el eje de " "la mezcla." #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "" "The blend space's axis's upper limit for the points' position. See [method " "add_blend_point]." msgstr "" "El límite superior del eje del espacio de mezcla para la posición de los " "puntos. Ver [method add_blend_point]." #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "" "The blend space's axis's lower limit for the points' position. See [method " "add_blend_point]." msgstr "" "El límite inferior del eje del espacio de mezcla para la posición de los " "puntos. Ver [method add_blend_point]." #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "Position increment to snap to when moving a point on the axis." msgstr "" "Incremento de la posición a la que se ajusta cuando se mueve un punto en el " "eje." #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "Label of the virtual axis of the blend space." msgstr "Etiqueta del eje virtual del espacio de mezcla." #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "Blends linearly between three [AnimationNode] of any type placed in a 2D " "space." msgstr "" "Se mezcla linealmente entre tres [AnimationNode] de cualquier tipo colocados " "en un espacio 2D." #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "A resource to add to an [AnimationNodeBlendTree].\n" "This node allows you to blend linearly between three animations using a " "[Vector2] weight.\n" "You can add vertices to the blend space with [method add_blend_point] and " "automatically triangulate it by setting [member auto_triangles] to " "[code]true[/code]. Otherwise, use [method add_triangle] and [method " "remove_triangle] to create up the blend space by hand." msgstr "" "Un recurso para añadir a un [AnimationNodeBlendTree].\n" "Este nodo te permite mezclar linealmente entre tres animaciones usando un " "peso [Vector2].\n" "Puedes añadir vértices al espacio de mezcla con [method add_blend_point] y " "triangularlo automáticamente estableciendo [member auto_triangles] a " "[code]true[/code]. De lo contrario, usa [method add_triangle] y [method " "remove_triangle] para crear el espacio de mezcla a mano." #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "Adds a new point that represents a [code]node[/code] at the position set by " "[code]pos[/code]. You can insert it at a specific index using the " "[code]at_index[/code] argument. If you use the default value for " "[code]at_index[/code], the point is inserted at the end of the blend points " "array." msgstr "" "Añade un nuevo punto que representa un nodo [code]pos[/code] en la posición " "establecida por [code]pos[/code]. Se puede insertar en un índice específico " "usando el argumento [code]at_index[/code]. Si utilizas el valor por defecto " "de [code]at_index[/code], el punto se inserta al final del array de puntos " "de mezcla." #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "Creates a new triangle using three points [code]x[/code], [code]y[/code], " "and [code]z[/code]. Triangles can overlap. You can insert the triangle at a " "specific index using the [code]at_index[/code] argument. If you use the " "default value for [code]at_index[/code], the point is inserted at the end of " "the blend points array." msgstr "" "Crea un nuevo triángulo usando tres puntos [code]x[/code], [code]y[/code], y " "[code]z[/code]. Los triángulos pueden superponerse. Puedes insertar el " "triángulo en un índice específico usando el argumento [code]at_index[/code]. " "Si utilizas el valor por defecto de [code]at_index[/code], el punto se " "inserta al final del array de puntos de mezcla." #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "Returns the number of points in the blend space." msgstr "Devuelve el número de puntos en el espacio de mezcla." #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "Returns the [AnimationRootNode] referenced by the point at index " "[code]point[/code]." msgstr "" "Devuelve el [AnimationRootNode] referenciado por el punto en el índice " "[code]point[/code]." #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "Returns the number of triangles in the blend space." msgstr "Devuelve el número de triángulos en el espacio de mezcla." #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "Returns the position of the point at index [code]point[/code] in the " "triangle of index [code]triangle[/code]." msgstr "" "Devuelve la posición del punto en el índice [code]point[/code] en el " "triángulo del índice [code]triangle[/code]." #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "Removes the point at index [code]point[/code] from the blend space." msgstr "" "Elimina el punto en el índice [code]point[/code] del espacio de mezcla." #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "Removes the triangle at index [code]triangle[/code] from the blend space." msgstr "" "Elimina el triángulo en el índice [code]triangle[/code] del espacio de " "mezcla." #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "If [code]true[/code], the blend space is triangulated automatically. The " "mesh updates every time you add or remove points with [method " "add_blend_point] and [method remove_blend_point]." msgstr "" "Si [code]true[/code], el espacio de mezcla se triangula automáticamente. La " "malla se actualiza cada vez que añades o eliminas puntos con [method " "add_blend_point] y [method remove_blend_point]." #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "Controls the interpolation between animations. See [enum BlendMode] " "constants." msgstr "" "Controla la interpolación entre las animaciones. Ver las constantes de [enum " "BlendMode]." #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "The blend space's X and Y axes' upper limit for the points' position. See " "[method add_blend_point]." msgstr "" "El límite superior de los ejes X e Y del espacio de mezcla para la posición " "de los puntos. Ver [method add_blend_point]." #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "The blend space's X and Y axes' lower limit for the points' position. See " "[method add_blend_point]." msgstr "" "El límite inferior de los ejes X e Y del espacio de mezcla para la posición " "de los puntos. Ver [method add_blend_point]." #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "Position increment to snap to when moving a point." msgstr "Incremento de la posición a la que se ajusta cuando se mueve un punto." #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "Name of the blend space's X axis." msgstr "Nombre del eje X del espacio de la mezcla." #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "Name of the blend space's Y axis." msgstr "El nombre del eje Y del espacio de mezcla." #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "Emitted every time the blend space's triangles are created, removed, or when " "one of their vertices changes position." msgstr "" "Emitida cada vez que los triángulos del espacio de mezcla se crean, se " "eliminan, o cuando uno de sus vértices cambia de posición." #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "The interpolation between animations is linear." msgstr "La interpolación entre las animaciones es lineal." #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "The blend space plays the animation of the node the blending position is " "closest to. Useful for frame-by-frame 2D animations." msgstr "" "El espacio de mezcla reproduce la animación del nodo más cercano a la " "posición de mezcla. Es útil para las animaciones 2D fotograma a fotograma." #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "Similar to [constant BLEND_MODE_DISCRETE], but starts the new animation at " "the last animation's playback position." msgstr "" "Similar a [constant BLEND_MODE_DISCRETE], pero inicia la nueva animación en " "la posición de reproducción de la última animación." #: doc/classes/AnimationNodeBlendTree.xml msgid "[AnimationTree] node resource that contains many blend type nodes." msgstr "" "[AnimationTree] es un recurso de nodos que contiene muchos nodos de tipo " "mezcla." #: doc/classes/AnimationNodeBlendTree.xml #, fuzzy msgid "" "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 "" "Este nodo puede contener un subárbol de cualquier otro tipo de nodos de " "mezcla, como mix, blend2, blend3, one shot, etc. Esta es una de los nodos " "raíces más utilizados." #: doc/classes/AnimationNodeBlendTree.xml msgid "" "Adds an [AnimationNode] at the given [code]position[/code]. The [code]name[/" "code] is used to identify the created sub-node later." msgstr "" "Añade un [AnimationNode] en la[code]position[/code] dada. El [code]name[/" "code] se utiliza para identificar el subnodo creado a posteriori." #: doc/classes/AnimationNodeBlendTree.xml msgid "" "Connects the output of an [AnimationNode] as input for another " "[AnimationNode], at the input port specified by [code]input_index[/code]." msgstr "" "Conecta la salida de un [AnimationNode] como entrada de otro " "[AnimationNode], en el puerto de entrada especificado por [code]input_index[/" "code]." #: doc/classes/AnimationNodeBlendTree.xml msgid "Disconnects the node connected to the specified input." msgstr "Desconecta el nodo conectado a la entrada especificada." #: doc/classes/AnimationNodeBlendTree.xml msgid "Returns the sub-node with the specified [code]name[/code]." msgstr "Devuelve el subnodo con el [code]name[/code] especificado." #: doc/classes/AnimationNodeBlendTree.xml msgid "" "Returns the position of the sub-node with the specified [code]name[/code]." msgstr "" "Devuelve la posición del subnodo con el [code]name[/code] especificado." #: doc/classes/AnimationNodeBlendTree.xml msgid "" "Returns [code]true[/code] if a sub-node with specified [code]name[/code] " "exists." msgstr "" "Devuelve [code]true[/code] si existe un subnodo con el [code]name[/code] " "especificado." #: doc/classes/AnimationNodeBlendTree.xml msgid "Removes a sub-node." msgstr "Elimina un subnodo." #: doc/classes/AnimationNodeBlendTree.xml msgid "Changes the name of a sub-node." msgstr "Cambia el nombre de un subnodo." #: doc/classes/AnimationNodeBlendTree.xml msgid "Modifies the position of a sub-node." msgstr "Modifica la posición de un subnodo." #: doc/classes/AnimationNodeBlendTree.xml msgid "The global offset of all sub-nodes." msgstr "El dezplazamiento global de todos los subnodos." #: doc/classes/AnimationNodeBlendTree.xml msgid "The connection was successful." msgstr "La conexion tuvo éxito." #: doc/classes/AnimationNodeBlendTree.xml msgid "The input node is [code]null[/code]." msgstr "El nodo entrada es [code]null[/code]." #: doc/classes/AnimationNodeBlendTree.xml msgid "The specified input port is out of range." msgstr "El puerto de entrada especificado está fuera de rango." #: doc/classes/AnimationNodeBlendTree.xml msgid "The output node is [code]null[/code]." msgstr "El nodo salida es [code]null[/code]." #: doc/classes/AnimationNodeBlendTree.xml msgid "Input and output nodes are the same." msgstr "Los nodos de entrada y salida son los mismos." #: doc/classes/AnimationNodeBlendTree.xml msgid "The specified connection already exists." msgstr "La conexion ya existe." #: doc/classes/AnimationNodeOneShot.xml msgid "Plays an animation once in [AnimationNodeBlendTree]." msgstr "Reproduce una animacion una vez en [AnimationNodeBlendTree]." #: doc/classes/AnimationNodeOneShot.xml msgid "" "A resource to add to an [AnimationNodeBlendTree]. This node will execute a " "sub-animation and return once it finishes. Blend times for fading in and out " "can be customized, as well as filters." msgstr "" "Un recurso para añadir a un [AnimationNodeBlendTree]. Este nodo ejecutara " "una subanimacion y devolvera cuando termine. Mezcla de tiempos para " "desvanecer y aparecer pueden ser personalizados, incluido filtros." #: doc/classes/AnimationNodeOneShot.xml msgid "" "If [code]true[/code], the sub-animation will restart automatically after " "finishing." msgstr "" "Si [code]true[/code], las subanimaciones se reiniciaran automaticamente " "despues de acabar." #: doc/classes/AnimationNodeOneShot.xml msgid "The delay after which the automatic restart is triggered, in seconds." msgstr "El retardo con el cual un reinicio automatico es lanzado, en segundos." #: doc/classes/AnimationNodeOneShot.xml msgid "" "If [member autorestart] is [code]true[/code], a random additional delay (in " "seconds) between 0 and this value will be added to [member " "autorestart_delay]." msgstr "" "Si [member autorestart] es [code]true[/code], un retardo aleatorio adicional " "(en segundos) entre 0 y este valor sera añadido al [member autorestart_delay." #: doc/classes/AnimationNodeOutput.xml msgid "Generic output node to be added to [AnimationNodeBlendTree]." msgstr "Nodo de salida generica para ser añadido a [AnimationNodeBlendTree]." #: doc/classes/AnimationNodeStateMachine.xml msgid "State machine for control of animations." msgstr "Maquina de estado para el control de animaciones." #: doc/classes/AnimationNodeStateMachine.xml msgid "" "Contains multiple nodes representing animation states, connected in a graph. " "Node transitions can be configured to happen automatically or via code, " "using a shortest-path algorithm. Retrieve the " "[AnimationNodeStateMachinePlayback] object from the [AnimationTree] node to " "control it programmatically.\n" "[b]Example:[/b]\n" "[codeblock]\n" "var state_machine = $AnimationTree.get(\"parameters/playback\")\n" "state_machine.travel(\"some_state\")\n" "[/codeblock]" msgstr "" "Contiene multiples nodos representando los estados de la animacion, " "conectados en un grafico. Las transiciones de nodos puedes ser configurado " "para ocurrir automaticamente o por codigo, usando un algoritmo de shortest-" "path(ruta mas corta). Recupera el objeto [AnimationNodeStateMachinePlayback] " "desde el nodo de [AnimationTree] para controlarlo programaticamente.\n" "[b]Ejemplo:[/b]\n" "[codeblock]\n" "var maquina_estado = $AnimationTree.get(\"paratamers/playback\")\n" "maquina_estado.travel(\"algun estado\" )\n" "[/codeblock]" #: doc/classes/AnimationNodeStateMachine.xml msgid "" "Adds a new node to the graph. The [code]position[/code] is used for display " "in the editor." msgstr "" "Añade un nuevo nodo al grafico. La [code]position[/code] es usado para la " "visualizacion en el editor." #: doc/classes/AnimationNodeStateMachine.xml msgid "Adds a transition between the given nodes." msgstr "Añade una transicion entre los nodos dados." #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns the graph's end node." msgstr "Devuelve el nodo final de un grafico." #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns the draw offset of the graph. Used for display in the editor." msgstr "" "Devuelve el dezplazamiento del dibujo de un grafico. Utilizado para " "visualizaciones en el editor." #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns the animation node with the given name." msgstr "Devuelve el nodo animacion con el nombre dado." #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns the given animation node's name." msgstr "Devuelve el node del nombre de la animacion dada." #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns the given node's coordinates. Used for display in the editor." msgstr "" "Devuelve las coordenadas del nodo dado. Util para visualizaciones en el " "editor." #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns the given transition." msgstr "Devuelve la transicion dada." #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns the number of connections in the graph." msgstr "Devuelve el numero de conexiones en el grafico." #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns the given transition's start node." msgstr "Devuelve el nodo de comienzo de la transicion dada." #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns the given transition's end node." msgstr "Devuelve el nodo final de la transicion dada." #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns [code]true[/code] if the graph contains the given node." msgstr "Devuelve [code]true[/code] si el grafico contiene el nodo dado." #: doc/classes/AnimationNodeStateMachine.xml msgid "" "Returns [code]true[/code] if there is a transition between the given nodes." msgstr "" "Devuelve [code]true[/code] si hay una transicion entre los nodos dados." #: doc/classes/AnimationNodeStateMachine.xml msgid "Deletes the given node from the graph." msgstr "Elimina el nodo dado desde un grafico." #: doc/classes/AnimationNodeStateMachine.xml msgid "Deletes the transition between the two specified nodes." msgstr "Elimina la transicion entre los dos nodos especificados." #: doc/classes/AnimationNodeStateMachine.xml msgid "Deletes the given transition by index." msgstr "Elimina la transicion dado un indice." #: doc/classes/AnimationNodeStateMachine.xml msgid "Renames the given node." msgstr "Renombra en nodo dado." #: doc/classes/AnimationNodeStateMachine.xml msgid "Replaces the node and keeps its transitions unchanged." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "Sets the given node as the graph end point." msgstr "Coloca el nodo dada como es punto final del grafico." #: doc/classes/AnimationNodeStateMachine.xml msgid "Sets the draw offset of the graph. Used for display in the editor." msgstr "" "Coloca el desplazamiento de dibujo del grafico. Utilizado para " "visualizaciones en el editor." #: doc/classes/AnimationNodeStateMachine.xml msgid "Sets the node's coordinates. Used for display in the editor." msgstr "" "Coloca las coordenadas del nodo. Utilizado para las visualizaciones en el " "editor." #: doc/classes/AnimationNodeStateMachine.xml msgid "Sets the given node as the graph start point." msgstr "Coloca el nodo dado como el punto de comienzo del grafico." #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "Playback control for [AnimationNodeStateMachine]." msgstr "Control de reproduccion para el [AnimationNodeStateMachine]." #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "" "Allows control of [AnimationTree] state machines created with " "[AnimationNodeStateMachine]. Retrieve with [code]$AnimationTree." "get(\"parameters/playback\")[/code].\n" "[b]Example:[/b]\n" "[codeblock]\n" "var state_machine = $AnimationTree.get(\"parameters/playback\")\n" "state_machine.travel(\"some_state\")\n" "[/codeblock]" msgstr "" "Permite el control de los estados de maquina de [AnimationTree] creados con " "[AnimationNodeStateMachine]. Recupero con [code]$AnimationTree." "get(\"parameters/playback\")[/code].\n" "[b]Ejemplo[/b]\n" "[codeblock]\n" "var maquina_estados = $AnimationTree.get(\"parameters/playback\")\n" "maquina_estados.travel(\"algun_estado\")\n" "[/codeblock]" #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "Returns the currently playing animation state." msgstr "" "Devuelve el estado de la animacion que se esta reproduciendo actualmente." #: doc/classes/AnimationNodeStateMachinePlayback.xml #, fuzzy msgid "Returns the playback position within the current animation state." msgstr "Devuelve la posición local del punto de contacto." #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "" "Returns the current travel path as computed internally by the A* algorithm." msgstr "" "Devuelve la ruta de viaje actual calculada internamente por el algorithmo A*." #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "Returns [code]true[/code] if an animation is playing." msgstr "Devuelve [code]true[/code] si una animacion esta reproduciendose." #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "Starts playing the given animation." msgstr "Empieza a ejecutar la animacion dada." #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "Stops the currently playing animation." msgstr "Para la animacion en ejecucion." #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "" "Transitions from the current state to another one, following the shortest " "path." msgstr "" "Las transiciones desde el estado actual a otro, siguiendo la ruta mas corta." #: doc/classes/AnimationNodeStateMachineTransition.xml #, fuzzy msgid "" "Turn on auto advance when this condition is set. The provided name will " "become a boolean parameter on the [AnimationTree] that can be controlled " "from code (see [url=$DOCS_URL/tutorials/animation/animation_tree." "html#controlling-from-code]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" "$animation_tree[\"parameters/conditions/idle\"] = is_on_floor and " "(linear_velocity.x == 0)\n" "[/codeblock]" msgstr "" "Enciende el auto avance cuando la condicion esta configurada. El nombre dado " "sera convertido en un parametro booleano en el [AnimationTree] que puede ser " "controlado desde codigo (ver [url=https://docs.godotengine.org/es/latest/" "tutorials/animation/animation_tree.html#controlling-from-code][/url]). Por " "ejemplo, is [member AnimationTree.tree_root] es un " "[AnimationNodeStateMachine] y [member advance_condition] es colocado a " "[code]\"idle\"[/code].\n" "[codeblock]\n" "$animation_tree[\"parameters/conditions/idle\"] = is_on_floor and " "(linear_velocity.x == 0).\n" "[/codeblock]" #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "Turn on the transition automatically when this state is reached. This works " "best with [constant SWITCH_MODE_AT_END]." msgstr "" "Enciende la transicion automaticamente cuando este estado es alcanzado. Esto " "funcion mejor con [constant SWITCH_MODE_AT_END]." #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "Don't use this transition during [method AnimationNodeStateMachinePlayback." "travel] or [member auto_advance]." msgstr "" "No utilices esta transicion durante [method " "AnimationNodeStateMachinePlayback.travel] o [member auto_advance]." #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "Lower priority transitions are preferred when travelling through the tree " "via [method AnimationNodeStateMachinePlayback.travel] or [member " "auto_advance]." msgstr "" "Transiciones de prioridad baja son preferidas cuando se viaja a traves de un " "arbol [method AnimationNodeStateMachinePlayback.travel] o [member " "auto_advance]." #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "The transition type." msgstr "El tipo de transicion." #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "The time to cross-fade between this state and the next." msgstr "El tiempo de paso de este estado al siguiente." #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "Emitted when [member advance_condition] is changed." msgstr "Emitido cuando [member advance_condition] es cambiada." #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "Switch to the next state immediately. The current state will end and blend " "into the beginning of the new one." msgstr "" "Intercambia a el proximo estado inmediatamente. El actual estado terminara y " "se mezclara en el comienzo del nuevo." #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "Switch to the next state immediately, but will seek the new state to the " "playback position of the old state." msgstr "" "Intercambia a el proximo estado inmediatamente, pero buscara el nuevo estado " "a la reproduccion de la posicion del antiguo estado." #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "Wait for the current state playback to end, then switch to the beginning of " "the next state animation." msgstr "" "Espera a que termine el actual estado en reproduccion, entonces intercambia " "con el principio de la proxima animacion." #: doc/classes/AnimationNodeTimeScale.xml msgid "A time-scaling animation node to be used with [AnimationTree]." msgstr "" "Un nodo de animacion de tiempo escalada para ser utilizado con " "[AnimationTree]." #: doc/classes/AnimationNodeTimeScale.xml msgid "" "Allows scaling the speed of the animation (or reversing it) in any children " "nodes. Setting it to 0 will pause the animation." msgstr "" "Permite escalar la velocidad de la animacion (o revertirla) en cualquiera de " "los nodos hijos. Colocandolo a 0 pausara la animacion." #: doc/classes/AnimationNodeTimeSeek.xml msgid "A time-seeking animation node to be used with [AnimationTree]." msgstr "" "Una nodo de animacion de busqueda de tiempo para ser usado con " "[AnimationTree]." #: doc/classes/AnimationNodeTimeSeek.xml msgid "" "This node can be used to cause a seek command to happen to any sub-children " "of the animation graph. Use this node type to play an [Animation] from the " "start or a certain playback position inside the [AnimationNodeBlendTree]. " "After setting the time and changing the animation playback, the seek node " "automatically goes into sleep mode on the next process frame by setting its " "[code]seek_position[/code] value to [code]-1.0[/code].\n" "[codeblock]\n" "# Play child animation from the start.\n" "animation_tree.set(\"parameters/Seek/seek_position\", 0.0)\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/Seek/seek_position\"] = 0.0\n" "\n" "# Play child animation from 12 second timestamp.\n" "animation_tree.set(\"parameters/Seek/seek_position\", 12.0)\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/Seek/seek_position\"] = 12.0\n" "[/codeblock]" msgstr "" #: doc/classes/AnimationNodeTransition.xml msgid "A generic animation transition node for [AnimationTree]." msgstr "Un nodo de transicion generica para [AnimationTree]." #: doc/classes/AnimationNodeTransition.xml msgid "" "Simple state machine for cases which don't require a more advanced " "[AnimationNodeStateMachine]. Animations can be connected to the inputs and " "transition times can be specified." msgstr "" "Simple estado de maquina para casos que no requieren un " "[AnimationNodeStateMachine]. Las animaciones pueden ser conectadas a las " "salidas y tiempos de transicion pueden ser especificados." #: doc/classes/AnimationNodeTransition.xml msgid "The number of available input ports for this node." msgstr "El numero de puertos de entrada disponibles para este nodo." #: doc/classes/AnimationNodeTransition.xml msgid "" "Cross-fading time (in seconds) between each animation connected to the " "inputs." msgstr "" "Desvanecimiento en tiempo(en segundos) entre cada animacione conectada a las " "salidas." #: doc/classes/AnimationPlayer.xml msgid "Container and player of [Animation] resources." msgstr "Contenedor y reproductor de recursos de [Animation]." #: doc/classes/AnimationPlayer.xml msgid "" "An animation player is used for general-purpose playback of [Animation] " "resources. It contains a dictionary of animations (referenced by name) and " "custom blend times between their transitions. Additionally, animations can " "be played and blended in different channels.\n" "[AnimationPlayer] is more suited than [Tween] for animations where you know " "the final values in advance. For example, fading a screen in and out is more " "easily done with an [AnimationPlayer] node thanks to the animation tools " "provided by the editor. That particular example can also be implemented with " "a [Tween] node, but it requires doing everything by code.\n" "Updating the target properties of animations occurs at process time." msgstr "" "Un reproductor de animacion es utilizado para reproduccion de proposito " "general de recursos de [Animation]. Esto contiene un diccionario de " "animaciones (referenciada por nombre) y tiempos de mezcla personalizados " "entre sus transiciones. Adicionalmente, los animaciones pueden ser " "reproducidas y mezcladas en diferentes canales.\n" "[AnimationPlayer] es mas conveniente que [Tween] para animaciones donde tu " "sabes los valores finales por adelantado. Por ejemplo desvanecer una " "pantalla y que vuelva a aparecer es un trabajo mas facil de hacer con un " "nodo [AnimationPlayer] gracias a las herramientas de animacion suministradas " "por el editor. Este ejemplo partircular puede tambien ser implementado con " "un node [Tween], pero requiere hacer todo por codigo. \n" "Actualizar las propiedades de la animacion objetivo ocurren en tiempo de " "ejecucion." #: doc/classes/AnimationPlayer.xml #, fuzzy msgid "Animation tutorial index" msgstr "Nodo desconocido." #: doc/classes/AnimationPlayer.xml msgid "" "Adds [code]animation[/code] to the player accessible with the key " "[code]name[/code]." msgstr "" "Añade una [code]animation[/code] al reproductor con la llave [code]name[/" "code]." #: doc/classes/AnimationPlayer.xml msgid "" "Shifts position in the animation timeline and immediately updates the " "animation. [code]delta[/code] is the time in seconds to shift. Events " "between the current frame and [code]delta[/code] are handled." msgstr "" "Cambia la positicon en la linea de tiempo de las animaciones e " "inmediatamente actualiza la animacion. [code]delta[/code] es el tiempo en " "segundos a cambiar. Eventos entre el frame actual y [code]delta[/code] son " "manejados." #: doc/classes/AnimationPlayer.xml msgid "Returns the name of the next animation in the queue." msgstr "Devuelve el nombre de la proxima animacion en la cola." #: doc/classes/AnimationPlayer.xml msgid "" "Triggers the [code]anim_to[/code] animation when the [code]anim_from[/code] " "animation completes." msgstr "" "Lanza la animacion [code]anim_to[/code] cuando la animacion [code]anim_from[/" "code] se completa." #: doc/classes/AnimationPlayer.xml msgid "" "[AnimationPlayer] caches animated nodes. It may not notice if a node " "disappears; [method clear_caches] forces it to update the cache again." msgstr "" "[AnimationPlayer] cachea nodos animados. Puede no notarse si un nodo " "desaparece;[method clear_caches] fuerza a la cache a actualizarse de nuevo." #: doc/classes/AnimationPlayer.xml msgid "Clears all queued, unplayed animations." msgstr "Limpia todas las colas, animaciones no reproducidas." #: doc/classes/AnimationPlayer.xml msgid "" "Returns the name of [code]animation[/code] or an empty string if not found." msgstr "" "Devuelve el nombre de [code]animation[/code] or una string vacia si no se " "encuentra." #: doc/classes/AnimationPlayer.xml #, fuzzy msgid "" "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 "" "Devuelve la [Animation] con clave [code]name[/code] or [code]null[/code] si " "no se encuentra." #: doc/classes/AnimationPlayer.xml msgid "Returns the list of stored animation names." msgstr "Devuelve la lista de nombres de animaciones almacenadas." #: doc/classes/AnimationPlayer.xml msgid "" "Gets the blend time (in seconds) between two animations, referenced by their " "names." msgstr "" "Obtiene el nombre de mezcla (en segundos) entre dos animaciones, " "referenciado por sus nombres." #: doc/classes/AnimationPlayer.xml msgid "" "Gets the actual playing speed of current animation or 0 if not playing. This " "speed is the [member playback_speed] property multiplied by " "[code]custom_speed[/code] argument specified when calling the [method play] " "method." msgstr "" "Obtiene la velocidad de ejecucion de la animacion actual o 0 sino esta " "siendo reproducida. Esta velocidad es la propiedad [member playback_speed] " "multiplicada por el argumento [code]custom_speed[/code] especificado cuando " "se llama al metodo [method play]." #: doc/classes/AnimationPlayer.xml msgid "" "Returns a list of the animation names that are currently queued to play." msgstr "" "Devuelve una lista de los nombres de las animaciones que están actualmente " "en cola para ser reproducidas." #: doc/classes/AnimationPlayer.xml msgid "" "Returns [code]true[/code] if the [AnimationPlayer] stores an [Animation] " "with key [code]name[/code]." msgstr "" "Devuelve [code]true[/code] si el [AnimationPlayer] almacena una [Animation] " "con la clave [code]name[/code]." #: doc/classes/AnimationPlayer.xml msgid "Returns [code]true[/code] if playing an animation." msgstr "Devuelve [code]true[/code] si se esta reproduciendo una animación." #: doc/classes/AnimationPlayer.xml msgid "" "Plays the animation with key [code]name[/code]. Custom blend times and speed " "can be set. If [code]custom_speed[/code] is negative and [code]from_end[/" "code] is [code]true[/code], the animation will play backwards (which is " "equivalent to calling [method play_backwards]).\n" "The [AnimationPlayer] keeps track of its current or last played animation " "with [member assigned_animation]. If this method is called with that same " "animation [code]name[/code], or with no [code]name[/code] parameter, the " "assigned animation will resume playing if it was paused, or restart if it " "was stopped (see [method stop] for both pause and stop). If the animation " "was already playing, it will keep playing.\n" "[b]Note:[/b] The animation will be updated the next time the " "[AnimationPlayer] is processed. If other variables are updated at the same " "time this is called, they may be updated too early. To perform the update " "immediately, call [code]advance(0)[/code]." msgstr "" "Reproduce la animación con la clave [code]name[/code]. Se pueden establecer " "tiempos de mezcla y velocidad personalizados. Si [code]custom_speed[/code] " "es negativo y [code]from_end[/code] es [code]true[/code], la animación se " "reproducirá hacia atrás (lo que equivale a llamar a [method " "play_backwards]).\n" "El [AnimationPlayer] mantiene un registro de su animación actual o la última " "que se ha reproducido con [member assigned_animation]. Si se llama a este " "método con ese mismo nombre de animación [code]name[/code], o sin el " "parámetro [code]name[/code], la animación asignada se reproducirá de nuevo " "si se ha detenido, o se reiniciará si se ha detenido (ver [method stop] " "tanto para la pausa como para la parada). Si la animación ya se estaba " "reproduciendo, seguirá reproduciéndose.\n" "[b]Nota:[/b] La animación se actualizará la próxima vez que se procese el " "[AnimationPlayer]. Si se actualizan otras variables al mismo tiempo que esta " "llamada, puede que se actualicen demasiado pronto. Para ejecutar la " "actualización inmediatamente, llame a [code]advance(0)[/code]." #: doc/classes/AnimationPlayer.xml msgid "" "Plays the animation with key [code]name[/code] in reverse.\n" "This method is a shorthand for [method play] with [code]custom_speed = -1.0[/" "code] and [code]from_end = true[/code], so see its description for more " "information." msgstr "" "Reproduce la animación con la clave [code]name[/code] al revés.\n" "Este método es una abreviatura de [method play] con [code]custom_speed = " "-1.0[/code] y [code]from_end = true[/code], por lo que para mayor " "información vea su descripción." #: doc/classes/AnimationPlayer.xml msgid "" "Queues an animation for playback once the current one is done.\n" "[b]Note:[/b] If a looped animation is currently playing, the queued " "animation will never play unless the looped animation is stopped somehow." msgstr "" "Pone en cola una animación para su reproducción una vez que la actual haya " "terminado.\n" "[b]Nota:[/b] Si una animación en bucle se está reproduciendo actualmente, la " "animación en cola nunca se reproducirá a menos que la animación en bucle se " "detenga de alguna manera." #: doc/classes/AnimationPlayer.xml msgid "Removes the animation with key [code]name[/code]." msgstr "Elimina la animación con la clave [code]name[/code]." #: doc/classes/AnimationPlayer.xml msgid "" "Renames an existing animation with key [code]name[/code] to [code]newname[/" "code]." msgstr "" "Renombra una animación existente con la clave [code]name[/code] a " "[code]newname[/code]." #: doc/classes/AnimationPlayer.xml #, fuzzy 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.\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 "" "Busca la animación hasta el punto en el tiempo de [code]seconds[/code]. Si " "[code]update[/code] es [code]true[/code], la animación se actualiza también, " "de lo contrario se actualiza en el momento del proceso. Los eventos entre el " "fotograma actual y [code]seconds[/code] se saltan." #: doc/classes/AnimationPlayer.xml msgid "" "Specifies a blend time (in seconds) between two animations, referenced by " "their names." msgstr "" "Especifica un tiempo de mezcla (en segundos) entre dos animaciones, " "referenciadas por sus nombres." #: doc/classes/AnimationPlayer.xml msgid "" "Stops or pauses the currently playing animation. If [code]reset[/code] is " "[code]true[/code], the animation position is reset to [code]0[/code] and the " "playback speed is reset to [code]1.0[/code].\n" "If [code]reset[/code] is [code]false[/code], the [member " "current_animation_position] will be kept and calling [method play] or " "[method play_backwards] without arguments or with the same animation name as " "[member assigned_animation] will resume the animation." msgstr "" "Detiene o pausa la animación que se está reproduciendo. Si [code]reset[/" "code] es [code]true[/code], la posición de la animación se restablece a " "[code]0[/code] y la velocidad de reproducción se restablece a [code]1.0[/" "code].\n" "Si [code]reset[/code] es [code]false[/code], se mantendrá la [member " "current_animation_position] y llamará a [method play] o [method " "play_backwards] sin argumentos o con el mismo nombre de animación que " "[member assigned_animation] reanudará la animación." #: doc/classes/AnimationPlayer.xml msgid "" "If playing, the current animation; otherwise, the animation last played. " "When set, would change the animation, but would not play it unless currently " "playing. See also [member current_animation]." msgstr "" "Si se está reproduciendo, la animación actual; si no, la última animación " "reproducida. Cuando se establece, cambiaría la animación, pero no la " "reproduciría a menos que se esté reproduciendo actualmente. Ver también " "[member current_animation]." #: doc/classes/AnimationPlayer.xml msgid "The name of the animation to play when the scene loads." msgstr "" "El nombre de la animación que se reproducirá cuando se cargue la escena." #: doc/classes/AnimationPlayer.xml msgid "" "The name of the currently playing animation. If no animation is playing, the " "property's value is an empty string. Changing this value does not restart " "the animation. See [method play] for more information on playing " "animations.\n" "[b]Note:[/b] While this property appears in the inspector, it's not meant to " "be edited, and it's not saved in the scene. This property is mainly used to " "get the currently playing animation, and internally for animation playback " "tracks. For more information, see [Animation]." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "The length (in seconds) of the currently being played animation." msgstr "" "La duración (en segundos) de la animación que se está reproduciendo " "actualmente." #: doc/classes/AnimationPlayer.xml msgid "The position (in seconds) of the currently playing animation." msgstr "La posición (en segundos) de la animación que se está reproduciendo." #: doc/classes/AnimationPlayer.xml msgid "The call mode to use for Call Method tracks." msgstr "El modo de llamada a utilizar para las Call Method Tracks." #: doc/classes/AnimationPlayer.xml msgid "" "If [code]true[/code], updates animations in response to process-related " "notifications." msgstr "" "Si [code]true[/code], actualiza las animaciones en respuesta a las " "notificaciones relacionadas con el proceso." #: doc/classes/AnimationPlayer.xml msgid "" "The default time in which to blend animations. Ranges from 0 to 4096 with " "0.01 precision." msgstr "" "El tiempo por defecto para mezclar las animaciones. Va de 0 a 4096 con una " "precisión de 0,01." #: doc/classes/AnimationPlayer.xml msgid "The process notification in which to update animations." msgstr "La notificación de proceso en la que se actualizan las animaciones." #: doc/classes/AnimationPlayer.xml msgid "" "The speed scaling ratio. For instance, if this value is 1, then the " "animation plays at normal speed. If it's 0.5, then it plays at half speed. " "If it's 2, then it plays at double speed." msgstr "" "La relación de escala de velocidad. Por ejemplo, si este valor es 1, " "entonces la animación se reproduce a velocidad normal. Si es 0,5, entonces " "se reproduce a media velocidad. Si es 2, entonces se reproduce a doble " "velocidad." #: doc/classes/AnimationPlayer.xml msgid "" "This is used by the editor. If set to [code]true[/code], the scene will be " "saved with the effects of the reset animation applied (as if it had been " "seeked to time 0), then reverted after saving.\n" "In other words, the saved scene file will contain the \"default pose\", as " "defined by the reset animation, if any, with the editor keeping the values " "that the nodes had before saving." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "The node from which node path references will travel." msgstr "El nodo desde el cual viajarán las referencias de la ruta de nodos." #: doc/classes/AnimationPlayer.xml msgid "" "Emitted when a queued animation plays after the previous animation was " "finished. See [method queue].\n" "[b]Note:[/b] The signal is not emitted when the animation is changed via " "[method play] or from [AnimationTree]." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "Notifies when an animation finished playing." msgstr "Notifica cuando una animación ha terminado de reproducirse." #: doc/classes/AnimationPlayer.xml msgid "Notifies when an animation starts playing." msgstr "Notifica cuando una animación comienza a reproducirse." #: doc/classes/AnimationPlayer.xml msgid "" "Notifies when the caches have been cleared, either automatically, or " "manually via [method clear_caches]." msgstr "" "Notifica cuando las cachés se han limpiado, ya sea automáticamente o " "manualmente a través del [method clear_caches]." #: doc/classes/AnimationPlayer.xml doc/classes/AnimationTreePlayer.xml msgid "" "Process animation during the physics process. This is especially useful when " "animating physics bodies." msgstr "" "Animación del proceso durante el proceso de la física. Esto es especialmente " "útil cuando se animan los cuerpos físicos." #: doc/classes/AnimationPlayer.xml doc/classes/AnimationTreePlayer.xml msgid "Process animation during the idle process." msgstr "Animación del proceso durante el proceso de inactividad." #: doc/classes/AnimationPlayer.xml msgid "" "Do not process animation. Use [method advance] to process the animation " "manually." msgstr "" "No procese la animación. Utilice [method advance] para procesar la animación " "manualmente." #: doc/classes/AnimationPlayer.xml msgid "" "Batch method calls during the animation process, then do the calls after " "events are processed. This avoids bugs involving deleting nodes or modifying " "the AnimationPlayer while playing." msgstr "" "Metodos de procesos por lotes llamados durante el proceso de animación, y " "despues que los eventos son procesados hacer los llamados. Esto evita los " "errores que implican borrar nodos o modificar el AnimationPlayer mientras se " "está reproduciendo." #: doc/classes/AnimationPlayer.xml msgid "Make method calls immediately when reached in the animation." msgstr "" "Hace llamadas a método inmediatamente cuando se alcanza en la animación." #: doc/classes/AnimationTree.xml msgid "" "A node to be used for advanced animation transitions in an [AnimationPlayer]." msgstr "" "Un nodo para ser usado para transiciones de animación avanzadas en un " "[AnimationPlayer]." #: doc/classes/AnimationTree.xml #, fuzzy msgid "" "A node to be used for advanced animation transitions in an " "[AnimationPlayer].\n" "[b]Note:[/b] When linked with an [AnimationPlayer], several properties and " "methods of the corresponding [AnimationPlayer] will not function as " "expected. Playback and transitions should be handled using only the " "[AnimationTree] and its constituent [AnimationNode](s). The " "[AnimationPlayer] node should be used solely for adding, deleting, and " "editing animations." msgstr "" "Nota: Cuando se enlazan con un [AnimationPlayer], varias propiedades y " "métodos del correspondiente [AnimationPlayer] , estas no funcionarán como se " "esperaba. La reproducción y las transiciones deben ser manejadas usando " "solamente el [AnimationTree] y su(s) [AnimationNode](s) que lo constituyen. " "El nodo [AnimationPlayer] debe usarse únicamente para añadir, borrar y " "editar animaciones." #: doc/classes/AnimationTree.xml msgid "Using AnimationTree" msgstr "" #: doc/classes/AnimationTree.xml msgid "Manually advance the animations by the specified time (in seconds)." msgstr "" "Avanza manualmente las animaciones en el tiempo especificado (en segundos)." #: doc/classes/AnimationTree.xml #, fuzzy msgid "" "Retrieve the motion of the [member root_motion_track] as a [Transform] that " "can be used elsewhere. If [member root_motion_track] is not a path to a " "track of type [constant Animation.TYPE_TRANSFORM], returns an identity " "transformation. See also [member root_motion_track] and [RootMotionView]." msgstr "" "Recupera el movimiento del [member root_motion_track] como un [Transform] " "que puede ser usado en otro lugar. Si [member root_motion_track] no es un " "camino a una pista de tipo [constant Animation.TYPE_TRANSFORM], devuelve una " "transformación de identidad." #: doc/classes/AnimationTree.xml msgid "If [code]true[/code], the [AnimationTree] will be processing." msgstr "Si [code]true[/code], el [AnimationTree] se procesará." #: doc/classes/AnimationTree.xml msgid "The path to the [AnimationPlayer] used for animating." msgstr "La ruta al [AnimationPlayer] utilizada para la animacion." #: doc/classes/AnimationTree.xml msgid "" "The process mode of this [AnimationTree]. See [enum AnimationProcessMode] " "for available modes." msgstr "" "El modo de proceso de este [AnimationTree]. Ver [enum AnimationProcessMode] " "para los modos disponibles." #: doc/classes/AnimationTree.xml #, fuzzy msgid "" "The path to the Animation track used for root motion. Paths must be valid " "scene-tree paths to a node, and must be specified starting from the parent " "node of the node that will reproduce the animation. To specify a track that " "controls properties or bones, append its name after the path, separated by " "[code]\":\"[/code]. For example, [code]\"character/skeleton:ankle\"[/code] " "or [code]\"character/mesh:transform/local\"[/code].\n" "If the track has type [constant Animation.TYPE_TRANSFORM], the " "transformation will be cancelled visually, and the animation will appear to " "stay in place. See also [method get_root_motion_transform] and " "[RootMotionView]." msgstr "" "Establece el ruta de una pista. Las rutas deben ser rutas válidas de árbol " "de escena a un nodo, y deben especificarse empezando por el nodo padre del " "nodo que reproducirá la animación. Las pistas que controlan propiedades o " "huesos deben añadir su nombre después de la ruta, separadas por [code]\":\"[/" "code].\n" "Por ejemplo, [code]\"character/skeleton:ankle\"[/code] o [code]\"character/" "mesh:transform/local\"[/code]." #: doc/classes/AnimationTree.xml msgid "The root animation node of this [AnimationTree]. See [AnimationNode]." msgstr "" "El nodo de animación raíz de este [AnimationTree]. Ver [AnimationNode]." #: doc/classes/AnimationTree.xml msgid "" "The animations will progress during the physics frame (i.e. [method Node." "_physics_process])." msgstr "" "Las animaciones progresarán durante el fotograma de la física (es decir, " "[method Node._physics_process])." #: doc/classes/AnimationTree.xml msgid "" "The animations will progress during the idle frame (i.e. [method Node." "_process])." msgstr "" "Las animaciones progresarán durante el fotograma inactivo (es decir, [method " "Node._process])." #: doc/classes/AnimationTree.xml msgid "The animations will only progress manually (see [method advance])." msgstr "Las animaciones sólo progresarán manualmente (ver [method advance])." #: doc/classes/AnimationTreePlayer.xml msgid "" "[i]Deprecated.[/i] Animation player that uses a node graph for blending " "animations. Superseded by [AnimationTree]." msgstr "" #: doc/classes/AnimationTreePlayer.xml msgid "" "[i]Deprecated.[/i] A node graph tool for blending multiple animations bound " "to an [AnimationPlayer]. Especially useful for animating characters or other " "skeleton-based rigs. It can combine several animations to form a desired " "pose.\n" "It takes [Animation]s from an [AnimationPlayer] node and mixes them " "depending on the graph.\n" "See [AnimationTree] for a more full-featured replacement of this node." msgstr "" #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "Adds a [code]type[/code] node to the graph with name [code]id[/code]." msgstr "" "Establece un [code]title[/code] para la pestaña en el índice [code]tab_idx[/" "code]." #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "" "Shifts position in the animation timeline. [code]delta[/code] is the time in " "seconds to shift. Events between the current frame and [code]delta[/code] " "are handled." msgstr "" "Cambia la positicon en la linea de tiempo de las animaciones e " "inmediatamente actualiza la animacion. [code]delta[/code] es el tiempo en " "segundos a cambiar. Eventos entre el frame actual y [code]delta[/code] son " "manejados." #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "" "Returns the [AnimationPlayer]'s [Animation] bound to the " "[AnimationTreePlayer]'s animation node with name [code]id[/code]." msgstr "" "Devuelve [code]true[/code] si el [AnimationPlayer] almacena una [Animation] " "con la clave [code]name[/code]." #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "" "Returns the name of the [member master_player]'s [Animation] bound to this " "animation node." msgstr "Devuelve el nombre de la forma de mezcla de este indice." #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "" "Returns the absolute playback timestamp of the animation node with name " "[code]id[/code]." msgstr "Devuelve el nombre del nodo en [code]idx[/code]." #: doc/classes/AnimationTreePlayer.xml msgid "" "Binds a new [Animation] from the [member master_player] to the " "[AnimationTreePlayer]'s animation node with name [code]id[/code]." msgstr "" #: doc/classes/AnimationTreePlayer.xml msgid "" "If [code]enable[/code] is [code]true[/code], the animation node with ID " "[code]id[/code] turns off the track modifying the property at [code]path[/" "code]. The modified node's children continue to animate." msgstr "" #: doc/classes/AnimationTreePlayer.xml msgid "" "Binds the [Animation] named [code]source[/code] from [member master_player] " "to the animation node [code]id[/code]. Recalculates caches." msgstr "" #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "" "Returns whether node [code]id[/code] and [code]dst_id[/code] are connected " "at the specified slot." msgstr "" "Devuelve [code]true[/code] si [code]a[/code] y [code]b[/code] son " "aproximadamente iguales entre sí." #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "Returns the blend amount of a Blend2 node given its name." msgstr "Devuelve la cantidad de claves en una pista determinada." #: doc/classes/AnimationTreePlayer.xml msgid "" "Sets the blend amount of a Blend2 node given its name and value.\n" "A Blend2 node blends two animations (A and B) with the amount between 0 and " "1.\n" "At 0, output is input A. Towards 1, the influence of A gets lessened, the " "influence of B gets raised. At 1, output is input B." msgstr "" #: doc/classes/AnimationTreePlayer.xml msgid "" "If [code]enable[/code] is [code]true[/code], the Blend2 node with name " "[code]id[/code] turns off the track modifying the property at [code]path[/" "code]. The modified node's children continue to animate." msgstr "" #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "Returns the blend amount of a Blend3 node given its name." msgstr "Devuelve la cantidad de claves en una pista determinada." #: doc/classes/AnimationTreePlayer.xml msgid "" "Sets the blend amount of a Blend3 node given its name and value.\n" "A Blend3 Node blends three animations (A, B-, B+) with the amount between -1 " "and 1.\n" "At -1, output is input B-. From -1 to 0, the influence of B- gets lessened, " "the influence of A gets raised and the influence of B+ is 0. At 0, output is " "input A. From 0 to 1, the influence of A gets lessened, the influence of B+ " "gets raised and the influence of B+ is 0. At 1, output is input B+." msgstr "" #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "Returns the blend amount of a Blend4 node given its name." msgstr "Devuelve la cantidad de claves en una pista determinada." #: doc/classes/AnimationTreePlayer.xml msgid "" "Sets the blend amount of a Blend4 node given its name and value.\n" "A Blend4 Node blends two pairs of animations.\n" "The two pairs are blended like Blend2 and then added together." msgstr "" #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "" "Connects node [code]id[/code] to [code]dst_id[/code] at the specified input " "slot." msgstr "Desconecta el nodo conectado a la entrada especificada." #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "" "Disconnects nodes connected to [code]id[/code] at the specified input slot." msgstr "Desconecta el nodo conectado a la entrada especificada." #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "Returns a [PoolStringArray] containing the name of all nodes." msgstr "" "Devuelve un [Array] que contiene los Ids de los dispositivos de todos los " "joypads conectados actualmente." #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "Returns the mix amount of a Mix node given its name." msgstr "Devuelve la cantidad de claves en una pista determinada." #: doc/classes/AnimationTreePlayer.xml msgid "" "Sets the mix amount of a Mix node given its name and value.\n" "A Mix node adds input b to input a by the amount given by ratio." msgstr "" #: doc/classes/AnimationTreePlayer.xml msgid "Check if a node exists (by name)." msgstr "" #: doc/classes/AnimationTreePlayer.xml msgid "" "Returns the input count for a given node. Different types of nodes have " "different amount of inputs." msgstr "" #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "Returns the input source for a given node input." msgstr "Devuelve la entrada ajustada a un paso determinado." #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "Returns position of a node in the graph given its name." msgstr "Devuelve el nodo animacion con el nombre dado." #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "Gets the node type, will return from [enum NodeType] enum." msgstr "" "Obtiene el tipo de nodo actual. Compara con las constantes de [enum " "NodeType]." #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "Renames a node in the graph." msgstr "Elimina el nodo dado desde un grafico." #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "Sets the position of a node in the graph given its name and position." msgstr "Coloca el nodo dada como es punto final del grafico." #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "Returns the autostart delay of a OneShot node given its name." msgstr "Devuelve el valor de una clave determinada en una pista determinada." #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "Returns the autostart random delay of a OneShot node given its name." msgstr "Devuelve el nodo animacion con el nombre dado." #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "Returns the fade in time of a OneShot node given its name." msgstr "Devuelve el nodo animacion con el nombre dado." #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "Returns the fade out time of a OneShot node given its name." msgstr "Devuelve el primer tile que coincida con el nombre dado." #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "Returns whether a OneShot node will auto restart given its name." msgstr "Devuelve el nodo animacion con el nombre dado." #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "Returns whether a OneShot node is active given its name." msgstr "Devuelve el nodo animacion con el nombre dado." #: doc/classes/AnimationTreePlayer.xml msgid "" "Sets the autorestart property of a OneShot node given its name and value." msgstr "" #: doc/classes/AnimationTreePlayer.xml msgid "" "Sets the autorestart delay of a OneShot node given its name and value in " "seconds." msgstr "" #: doc/classes/AnimationTreePlayer.xml msgid "" "Sets the autorestart random delay of a OneShot node given its name and value " "in seconds." msgstr "" #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "" "Sets the fade in time of a OneShot node given its name and value in seconds." msgstr "Establece la interpolación al [code]time[/code] dado en segundos." #: doc/classes/AnimationTreePlayer.xml msgid "" "Sets the fade out time of a OneShot node given its name and value in seconds." msgstr "" #: doc/classes/AnimationTreePlayer.xml msgid "" "If [code]enable[/code] is [code]true[/code], the OneShot node with ID " "[code]id[/code] turns off the track modifying the property at [code]path[/" "code]. The modified node's children continue to animate." msgstr "" #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "Starts a OneShot node given its name." msgstr "Empieza a ejecutar la animacion dada." #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "Stops the OneShot node with name [code]id[/code]." msgstr "Devuelve el nombre del nodo en [code]idx[/code]." #: doc/classes/AnimationTreePlayer.xml msgid "" "Manually recalculates the cache of track information generated from " "animation nodes. Needed when external sources modify the animation nodes' " "state." msgstr "" #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "Removes the animation node with name [code]id[/code]." msgstr "Elimina la animación con la clave [code]name[/code]." #: doc/classes/AnimationTreePlayer.xml msgid "Resets this [AnimationTreePlayer]." msgstr "" #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "" "Returns the time scale value of the TimeScale node with name [code]id[/code]." msgstr "" "Devuelve el valor por defecto de la propiedad material con el [code]name[/" "code] dado." #: doc/classes/AnimationTreePlayer.xml msgid "" "Sets the time scale of the TimeScale node with name [code]id[/code] to " "[code]scale[/code].\n" "The TimeScale node is used to speed [Animation]s up if the scale is above 1 " "or slow them down if it is below 1.\n" "If applied after a blend or mix, affects all input animations to that blend " "or mix." msgstr "" #: doc/classes/AnimationTreePlayer.xml msgid "" "Sets the time seek value of the TimeSeek node with name [code]id[/code] to " "[code]seconds[/code].\n" "This functions as a seek in the [Animation] or the blend or mix of " "[Animation]s input in it." msgstr "" #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "" "Deletes the input at [code]input_idx[/code] for the transition node with " "name [code]id[/code]." msgstr "" "Devuelve el nombre de la propiedad en [code]prop_idx[/code] para el nodo en " "[code]idx[/code]." #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "" "Returns the index of the currently evaluated input for the transition node " "with name [code]id[/code]." msgstr "Devuelve el índice del artículo con el [code]id[/code] dado." #: doc/classes/AnimationTreePlayer.xml msgid "" "Returns the number of inputs for the transition node with name [code]id[/" "code]. You can add inputs by right-clicking on the transition node." msgstr "" #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "" "Returns the cross fade time for the transition node with name [code]id[/" "code]." msgstr "Devuelve el nombre del nodo en [code]idx[/code]." #: doc/classes/AnimationTreePlayer.xml msgid "" "Returns [code]true[/code] if the input at [code]input_idx[/code] on the " "transition node with name [code]id[/code] is set to automatically advance to " "the next input upon completion." msgstr "" #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "" "The transition node with name [code]id[/code] sets its current input at " "[code]input_idx[/code]." msgstr "" "Cambia la posición del índice de la pista [code]idx[/code] a la definida en " "[code]to_idx[/code]." #: doc/classes/AnimationTreePlayer.xml msgid "" "The transition node with name [code]id[/code] advances to its next input " "automatically when the input at [code]input_idx[/code] completes." msgstr "" #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "" "Resizes the number of inputs available for the transition node with name " "[code]id[/code]." msgstr "Devuelve el peso del punto asociado con el [code]id[/code] dado." #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "" "The transition node with name [code]id[/code] sets its cross fade time to " "[code]time_sec[/code]." msgstr "" "Cambia la posición del índice de la pista [code]idx[/code] a la definida en " "[code]to_idx[/code]." #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "" "If [code]true[/code], the [AnimationTreePlayer] is able to play animations." msgstr "Si [code]true[/code], el [AnimationTree] se procesará." #: doc/classes/AnimationTreePlayer.xml msgid "" "The node from which to relatively access other nodes.\n" "It accesses the bones, so it should point to the same node the " "[AnimationPlayer] would point its Root Node at." msgstr "" #: doc/classes/AnimationTreePlayer.xml msgid "" "The path to the [AnimationPlayer] from which this [AnimationTreePlayer] " "binds animations to animation nodes.\n" "Once set, [Animation] nodes can be added to the [AnimationTreePlayer]." msgstr "" #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "The thread in which to update animations." msgstr "La notificación de proceso en la que se actualizan las animaciones." #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "Output node." msgstr "Nodo de texto." #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "Animation node." msgstr "Nodo desconocido." #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "OneShot node." msgstr "Nodo de texto." #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "Mix node." msgstr "Nodo de texto." #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "Blend2 node." msgstr "Nodo de comentarios." #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "Blend3 node." msgstr "Nodo de comentarios." #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "Blend4 node." msgstr "Nodo de comentarios." #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "TimeScale node." msgstr "Nodo de texto." #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "TimeSeek node." msgstr "Nodo de texto." #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "Transition node." msgstr "El tipo de transicion." #: doc/classes/Area.xml #, fuzzy msgid "3D area for detection and physics and audio influence." msgstr "Área 2D para la detección y la influencia de la física 2D." #: doc/classes/Area.xml 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 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 #: doc/classes/ViewportTexture.xml msgid "GUI in 3D Demo" msgstr "" #: doc/classes/Area.xml #, fuzzy msgid "" "Returns a list of intersecting [Area]s. The overlapping area's [member " "CollisionObject.collision_layer] must be part of this area's [member " "CollisionObject.collision_mask] in order to be detected.\n" "For performance reasons (collisions are all processed at the same time) this " "list is modified once during the physics step, not immediately after objects " "are moved. Consider using signals instead." msgstr "" "Devuelve una lista de [PhysicsBody2D] que se intersectan. Por razones de " "rendimiento (las colisiones se procesan todas al mismo tiempo) esta lista se " "modifica una vez durante el paso de la física, no inmediatamente después de " "que los objetos se muevan. Considere la posibilidad de utilizar señales en " "su lugar." #: doc/classes/Area.xml #, fuzzy msgid "" "Returns a list of intersecting [PhysicsBody]s. The overlapping body's " "[member CollisionObject.collision_layer] must be part of this area's [member " "CollisionObject.collision_mask] in order to be detected.\n" "For performance reasons (collisions are all processed at the same time) this " "list is modified once during the physics step, not immediately after objects " "are moved. Consider using signals instead." msgstr "" "Devuelve una lista de [PhysicsBody2D] que se intersectan. Por razones de " "rendimiento (las colisiones se procesan todas al mismo tiempo) esta lista se " "modifica una vez durante el paso de la física, no inmediatamente después de " "que los objetos se muevan. Considere la posibilidad de utilizar señales en " "su lugar." #: doc/classes/Area.xml #, fuzzy msgid "" "If [code]true[/code], the given area overlaps the Area.\n" "[b]Note:[/b] The result of this test is not immediate after moving objects. " "For performance, list of overlaps is updated once per frame and before the " "physics step. Consider using signals instead." msgstr "" "Si [code]true[/code], el área dada se superpone al Area2D.\n" "[b]Nota:[/b] El resultado de esta prueba no es inmediato después de mover " "los objetos. Para el rendimiento, la lista de superposiciones se actualiza " "una vez por cuadro y antes del paso de física. Considere la posibilidad de " "utilizar señales en su lugar." #: doc/classes/Area.xml #, fuzzy msgid "" "If [code]true[/code], the given physics body overlaps the Area.\n" "[b]Note:[/b] The result of this test is not immediate after moving objects. " "For performance, list of overlaps is updated once per frame and before the " "physics step. Consider using signals instead.\n" "The [code]body[/code] argument can either be a [PhysicsBody] or a [GridMap] " "instance (while GridMaps are not physics body themselves, they register " "their tiles with collision shapes as a virtual physics body)." msgstr "" "Si [code]true[/code], el cuerpo físico dado se superpone al Area.\n" "[b]Nota:[/b] El resultado de esta prueba no es inmediato después de mover " "los objetos. Para el rendimiento, la lista de superposiciones se actualiza " "una vez por fotograma y antes del paso de la física. Considere la " "posibilidad de usar señales en su lugar.\n" "El argumento [code]body[/code] puede ser una instancia de [PhysicsBody] o de " "[GridMap] (aunque los GridMaps no son un cuerpo de física en sí mismos, " "registran sus piezas con formas de colisión como un cuerpo de física " "virtual)." #: doc/classes/Area.xml #, fuzzy msgid "" "The rate at which objects stop spinning in this area. Represents the angular " "velocity lost per second.\n" "See [member ProjectSettings.physics/3d/default_angular_damp] for more " "details about damping." msgstr "" "La velocidad a la que los objetos dejan de girar en esta área. Representa la " "velocidad angular perdida por segundo. Los valores van desde [code]0[/code] " "(sin amortiguación) hasta [code]1[/code] (amortiguación completa)." #: doc/classes/Area.xml doc/classes/Area2D.xml msgid "The name of the area's audio bus." msgstr "El nombre del bus de audio de la zona." #: doc/classes/Area.xml doc/classes/Area2D.xml msgid "" "If [code]true[/code], the area's audio bus overrides the default audio bus." msgstr "" "Si [code]true[/code], el área del bus de audio sobrescribe el bus de audio " "por defecto." #: doc/classes/Area.xml #, fuzzy msgid "" "The area's gravity intensity (in meters per second squared). This value " "multiplies the gravity vector. This is useful to alter the force of gravity " "without altering its direction." msgstr "" "La intensidad de la gravedad del área (va de -1024 a 1024). Este valor " "multiplica el vector de gravedad. Esto es útil para alterar la fuerza de " "gravedad sin alterar su dirección." #: doc/classes/Area.xml doc/classes/Area2D.xml msgid "" "The falloff factor for point gravity. The greater the value, the faster " "gravity decreases with distance." msgstr "" "El factor de caída para la gravedad puntual. Cuanto mayor es el valor, más " "rápido disminuye la gravedad con la distancia." #: doc/classes/Area.xml doc/classes/Area2D.xml msgid "" "If [code]true[/code], gravity is calculated from a point (set via [member " "gravity_vec]). See also [member space_override]." msgstr "" "Si [code]true[/code], la gravedad se calcula a partir de un punto " "(establecido mediante [member gravity_vec]). Ver también [member " "space_override]." #: doc/classes/Area.xml doc/classes/Area2D.xml msgid "" "The area's gravity vector (not normalized). If gravity is a point (see " "[member gravity_point]), this will be the point of attraction." msgstr "" "El vector de gravedad del área (no normalizado). Si la gravedad es un punto " "(véase [member gravity_point]), éste será el punto de atracción." #: doc/classes/Area.xml #, fuzzy msgid "" "The rate at which objects stop moving in this area. Represents the linear " "velocity lost per second.\n" "See [member ProjectSettings.physics/3d/default_linear_damp] for more details " "about damping." msgstr "" "La tasa a la que los objetos dejan de moverse en esta área. Representa la " "velocidad lineal perdida por segundo. Los valores van desde [code]0[/code] " "(sin amortiguación) hasta [code]1[/code] (amortiguación completa)." #: doc/classes/Area.xml doc/classes/Area2D.xml msgid "If [code]true[/code], other monitoring areas can detect this area." msgstr "" "Si [code]true[/code], otras áreas de monitoreo pueden detectar esta área." #: doc/classes/Area.xml doc/classes/Area2D.xml msgid "" "If [code]true[/code], the area detects bodies or areas entering and exiting " "it." msgstr "" "Si [code]true[/code], el área detecta cuerpos o áreas que entran y salen de " "ella." #: doc/classes/Area.xml doc/classes/Area2D.xml msgid "The area's priority. Higher priority areas are processed first." msgstr "" "La prioridad de la zona. Las áreas de mayor prioridad se procesan primero." #: doc/classes/Area.xml msgid "" "The degree to which this area applies reverb to its associated audio. Ranges " "from [code]0[/code] to [code]1[/code] with [code]0.1[/code] precision." msgstr "" "El grado en que esta área aplica reverberación a su audio asociado. Va de " "[code]0[/code] a [code]1[/code] con una precisión de [code]0.1[/code]." #: doc/classes/Area.xml msgid "If [code]true[/code], the area applies reverb to its associated audio." msgstr "" "Si [code]true[/code], el área aplica reverberación a su audio asociado." #: doc/classes/Area.xml msgid "The reverb bus name to use for this area's associated audio." msgstr "" "El nombre del bus de reverberación que se usará para el audio asociado a " "esta área." #: doc/classes/Area.xml msgid "" "The degree to which this area's reverb is a uniform effect. Ranges from " "[code]0[/code] to [code]1[/code] with [code]0.1[/code] precision." msgstr "" "El grado de reverberación de esta área es un efecto uniforme. Va de [code]0[/" "code] a [code]1[/code] con una precisión de [code]0,1[/code]." #: doc/classes/Area.xml doc/classes/Area2D.xml msgid "" "Override mode for gravity and damping calculations within this area. See " "[enum SpaceOverride] for possible values." msgstr "" "Modo de sobreescritura para los cálculos de gravedad y amortiguación dentro " "de esta área. Ver [enum SpaceOverride] para los posibles valores." #: doc/classes/Area.xml #, fuzzy msgid "" "Emitted when another Area enters this Area. Requires [member monitoring] to " "be set to [code]true[/code].\n" "[code]area[/code] the other Area." msgstr "" "Emitido cuando el puntero del ratón sale de todas las formas de este objeto. " "Requiere que [member input_pickable] sea [code]true[/code] y que al menos un " "bit [code]collision_layer[/code] esté activado." #: doc/classes/Area.xml #, fuzzy msgid "" "Emitted when another Area exits this Area. Requires [member monitoring] to " "be set to [code]true[/code].\n" "[code]area[/code] the other Area." msgstr "" "Emitido cuando el puntero del ratón sale de todas las formas de este objeto. " "Requiere que [member input_pickable] sea [code]true[/code] y que al menos un " "bit [code]collision_layer[/code] esté activado." #: doc/classes/Area.xml msgid "" "Emitted when one of another Area's [Shape]s enters one of this Area's " "[Shape]s. Requires [member monitoring] to be set to [code]true[/code].\n" "[code]area_rid[/code] the [RID] of the other Area's [CollisionObject] used " "by the [PhysicsServer].\n" "[code]area[/code] the other Area.\n" "[code]area_shape_index[/code] the index of the [Shape] of the other Area " "used by the [PhysicsServer]. Get the [CollisionShape] node with [code]area." "shape_owner_get_owner(area_shape_index)[/code].\n" "[code]local_shape_index[/code] the index of the [Shape] of this Area used by " "the [PhysicsServer]. Get the [CollisionShape] node with [code]self." "shape_owner_get_owner(local_shape_index)[/code]." msgstr "" #: doc/classes/Area.xml msgid "" "Emitted when a [PhysicsBody] or [GridMap] enters this Area. Requires [member " "monitoring] to be set to [code]true[/code]. [GridMap]s are detected if the " "[MeshLibrary] has Collision [Shape]s.\n" "[code]body[/code] the [Node], if it exists in the tree, of the other " "[PhysicsBody] or [GridMap]." msgstr "" #: doc/classes/Area.xml msgid "" "Emitted when a [PhysicsBody] or [GridMap] exits this Area. Requires [member " "monitoring] to be set to [code]true[/code]. [GridMap]s are detected if the " "[MeshLibrary] has Collision [Shape]s.\n" "[code]body[/code] the [Node], if it exists in the tree, of the other " "[PhysicsBody] or [GridMap]." msgstr "" #: doc/classes/Area.xml msgid "" "Emitted when one of a [PhysicsBody] or [GridMap]'s [Shape]s enters one of " "this Area's [Shape]s. Requires [member monitoring] to be set to [code]true[/" "code]. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape]s.\n" "[code]body_rid[/code] the [RID] of the [PhysicsBody] or [MeshLibrary]'s " "[CollisionObject] used by the [PhysicsServer].\n" "[code]body[/code] the [Node], if it exists in the tree, of the [PhysicsBody] " "or [GridMap].\n" "[code]body_shape_index[/code] the index of the [Shape] of the [PhysicsBody] " "or [GridMap] used by the [PhysicsServer]. Get the [CollisionShape] node with " "[code]body.shape_owner_get_owner(body_shape_index)[/code].\n" "[code]local_shape_index[/code] the index of the [Shape] of this Area used by " "the [PhysicsServer]. Get the [CollisionShape] node with [code]self." "shape_owner_get_owner(local_shape_index)[/code]." msgstr "" #: doc/classes/Area.xml doc/classes/Area2D.xml msgid "This area does not affect gravity/damping." msgstr "Esta zona no afecta a la gravedad/amortiguación." #: doc/classes/Area.xml doc/classes/Area2D.xml msgid "" "This area adds its gravity/damping values to whatever has been calculated so " "far (in [member priority] order)." msgstr "" "Esta área añade sus valores de gravedad/amortiguación a lo que se ha " "calculado hasta ahora (en el orden [member priority])." #: doc/classes/Area.xml doc/classes/Area2D.xml msgid "" "This area adds its gravity/damping values to whatever has been calculated so " "far (in [member priority] order), ignoring any lower priority areas." msgstr "" "Esta área añade sus valores de gravedad/amortiguación a lo que se ha " "calculado hasta ahora (en el orden [member priority]), ignorando cualquier " "área de menor prioridad." #: doc/classes/Area.xml doc/classes/Area2D.xml msgid "" "This area replaces any gravity/damping, even the defaults, ignoring any " "lower priority areas." msgstr "" "Esta área reemplaza cualquier gravedad/amortiguación, incluso las " "predeterminadas, ignorando cualquier área de menor prioridad." #: doc/classes/Area.xml doc/classes/Area2D.xml msgid "" "This area replaces any gravity/damping calculated so far (in [member " "priority] order), but keeps calculating the rest of the areas." msgstr "" "Esta área reemplaza cualquier gravedad/amortiguación calculada hasta ahora " "(en orden de [member priority]), pero sigue calculando el resto de las áreas." #: doc/classes/Area2D.xml #, fuzzy msgid "2D area for detection and physics and audio influence." msgstr "Área 2D para la detección y la influencia de la física 2D." #: doc/classes/Area2D.xml 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.\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 msgid "Using Area2D" msgstr "" #: doc/classes/Area2D.xml doc/classes/CollisionShape2D.xml #: doc/classes/RectangleShape2D.xml msgid "2D Pong Demo" msgstr "" #: doc/classes/Area2D.xml doc/classes/Camera2D.xml #: doc/classes/KinematicBody2D.xml doc/classes/TileMap.xml #: doc/classes/TileSet.xml msgid "2D Platformer Demo" msgstr "" #: doc/classes/Area2D.xml #, fuzzy msgid "" "Returns a list of intersecting [Area2D]s. The overlapping area's [member " "CollisionObject2D.collision_layer] must be part of this area's [member " "CollisionObject2D.collision_mask] in order to be detected.\n" "For performance reasons (collisions are all processed at the same time) this " "list is modified once during the physics step, not immediately after objects " "are moved. Consider using signals instead." msgstr "" "Devuelve una lista de los [Area2D] que se intersectan. Por razones de " "rendimiento (las colisiones se procesan todas al mismo tiempo) esta lista se " "modifica una vez durante el paso de la física, no inmediatamente después de " "que los objetos se muevan. Considere la posibilidad de usar señales en su " "lugar." #: doc/classes/Area2D.xml #, fuzzy msgid "" "Returns a list of intersecting [PhysicsBody2D]s. The overlapping body's " "[member CollisionObject2D.collision_layer] must be part of this area's " "[member CollisionObject2D.collision_mask] in order to be detected.\n" "For performance reasons (collisions are all processed at the same time) this " "list is modified once during the physics step, not immediately after objects " "are moved. Consider using signals instead." msgstr "" "Devuelve una lista de [PhysicsBody2D] que se intersectan. Por razones de " "rendimiento (las colisiones se procesan todas al mismo tiempo) esta lista se " "modifica una vez durante el paso de la física, no inmediatamente después de " "que los objetos se muevan. Considere la posibilidad de utilizar señales en " "su lugar." #: doc/classes/Area2D.xml #, fuzzy msgid "" "If [code]true[/code], the given area overlaps the Area2D.\n" "[b]Note:[/b] The result of this test is not immediate after moving objects. " "For performance, the list of overlaps is updated once per frame and before " "the physics step. Consider using signals instead." msgstr "" "Si [code]true[/code], el área dada se superpone al Area2D.\n" "[b]Nota:[/b] El resultado de esta prueba no es inmediato después de mover " "los objetos. Para el rendimiento, la lista de superposiciones se actualiza " "una vez por cuadro y antes del paso de física. Considere la posibilidad de " "utilizar señales en su lugar." #: doc/classes/Area2D.xml #, fuzzy msgid "" "If [code]true[/code], the given physics body overlaps the Area2D.\n" "[b]Note:[/b] The result of this test is not immediate after moving objects. " "For performance, list of overlaps is updated once per frame and before the " "physics step. Consider using signals instead.\n" "The [code]body[/code] argument can either be a [PhysicsBody2D] or a " "[TileMap] instance (while TileMaps are not physics bodies themselves, they " "register their tiles with collision shapes as a virtual physics body)." msgstr "" "Si [code]true[/code], el cuerpo físico dado se superpone al Area2D.\n" "[b]Nota:[/b] El resultado de esta prueba no es inmediato después de mover " "los objetos. Para el rendimiento, la lista de superposiciones se actualiza " "una vez por fotograma y antes del paso de la física. Considere la " "posibilidad de utilizar señales en su lugar.\n" "El argumento [code]body[/code] puede ser una instancia de [PhysicsBody2D] o " "de [TileMap] (aunque los TileMaps no son un cuerpo físico en sí mismos, " "registran sus piezas con formas de colisión como un cuerpo físico virtual)." #: doc/classes/Area2D.xml #, fuzzy msgid "" "The rate at which objects stop spinning in this area. Represents the angular " "velocity lost per second.\n" "See [member ProjectSettings.physics/2d/default_angular_damp] for more " "details about damping." msgstr "" "La velocidad a la que los objetos dejan de girar en esta área. Representa la " "velocidad angular perdida por segundo. Los valores van desde [code]0[/code] " "(sin amortiguación) hasta [code]1[/code] (amortiguación completa)." #: doc/classes/Area2D.xml #, fuzzy msgid "" "The area's gravity intensity (in pixels per second squared). This value " "multiplies the gravity vector. This is useful to alter the force of gravity " "without altering its direction." msgstr "" "La intensidad de la gravedad del área (va de -1024 a 1024). Este valor " "multiplica el vector de gravedad. Esto es útil para alterar la fuerza de " "gravedad sin alterar su dirección." #: doc/classes/Area2D.xml #, fuzzy msgid "" "The rate at which objects stop moving in this area. Represents the linear " "velocity lost per second.\n" "See [member ProjectSettings.physics/2d/default_linear_damp] for more details " "about damping." msgstr "" "La tasa a la que los objetos dejan de moverse en esta área. Representa la " "velocidad lineal perdida por segundo. Los valores van desde [code]0[/code] " "(sin amortiguación) hasta [code]1[/code] (amortiguación completa)." #: doc/classes/Area2D.xml #, fuzzy msgid "" "Emitted when another Area2D enters this Area2D. Requires [member monitoring] " "to be set to [code]true[/code].\n" "[code]area[/code] the other Area2D." msgstr "" "Emitido cuando el puntero del ratón sale de todas las formas de este objeto. " "Requiere que [member input_pickable] sea [code]true[/code] y que al menos un " "bit [code]collision_layer[/code] esté activado." #: doc/classes/Area2D.xml #, fuzzy msgid "" "Emitted when another Area2D exits this Area2D. Requires [member monitoring] " "to be set to [code]true[/code].\n" "[code]area[/code] the other Area2D." msgstr "" "Emitido cuando el puntero del ratón sale de todas las formas de este objeto. " "Requiere que [member input_pickable] sea [code]true[/code] y que al menos un " "bit [code]collision_layer[/code] esté activado." #: doc/classes/Area2D.xml msgid "" "Emitted when one of another Area2D's [Shape2D]s enters one of this Area2D's " "[Shape2D]s. Requires [member monitoring] to be set to [code]true[/code].\n" "[code]area_rid[/code] the [RID] of the other Area2D's [CollisionObject2D] " "used by the [Physics2DServer].\n" "[code]area[/code] the other Area2D.\n" "[code]area_shape_index[/code] the index of the [Shape2D] of the other Area2D " "used by the [Physics2DServer]. Get the [CollisionShape2D] node with " "[code]area.shape_owner_get_owner(area_shape_index)[/code].\n" "[code]local_shape_index[/code] the index of the [Shape2D] of this Area2D " "used by the [Physics2DServer]. Get the [CollisionShape2D] node with " "[code]self.shape_owner_get_owner(local_shape_index)[/code]." msgstr "" #: doc/classes/Area2D.xml msgid "" "Emitted when one of another Area2D's [Shape2D]s exits one of this Area2D's " "[Shape2D]s. Requires [member monitoring] to be set to [code]true[/code].\n" "[code]area_rid[/code] the [RID] of the other Area2D's [CollisionObject2D] " "used by the [Physics2DServer].\n" "[code]area[/code] the other Area2D.\n" "[code]area_shape_index[/code] the index of the [Shape2D] of the other Area2D " "used by the [Physics2DServer]. Get the [CollisionShape2D] node with " "[code]area.shape_owner_get_owner(area_shape_index)[/code].\n" "[code]local_shape_index[/code] the index of the [Shape2D] of this Area2D " "used by the [Physics2DServer]. Get the [CollisionShape2D] node with " "[code]self.shape_owner_get_owner(local_shape_index)[/code]." msgstr "" #: doc/classes/Area2D.xml msgid "" "Emitted when a [PhysicsBody2D] or [TileMap] enters this Area2D. Requires " "[member monitoring] to be set to [code]true[/code]. [TileMap]s are detected " "if the [TileSet] has Collision [Shape2D]s.\n" "[code]body[/code] the [Node], if it exists in the tree, of the other " "[PhysicsBody2D] or [TileMap]." msgstr "" #: doc/classes/Area2D.xml msgid "" "Emitted when a [PhysicsBody2D] or [TileMap] exits this Area2D. Requires " "[member monitoring] to be set to [code]true[/code]. [TileMap]s are detected " "if the [TileSet] has Collision [Shape2D]s.\n" "[code]body[/code] the [Node], if it exists in the tree, of the other " "[PhysicsBody2D] or [TileMap]." msgstr "" #: doc/classes/Area2D.xml msgid "" "Emitted when one of a [PhysicsBody2D] or [TileMap]'s [Shape2D]s enters one " "of this Area2D's [Shape2D]s. Requires [member monitoring] to be set to " "[code]true[/code]. [TileMap]s are detected if the [TileSet] has Collision " "[Shape2D]s.\n" "[code]body_rid[/code] the [RID] of the [PhysicsBody2D] or [TileSet]'s " "[CollisionObject2D] used by the [Physics2DServer].\n" "[code]body[/code] the [Node], if it exists in the tree, of the " "[PhysicsBody2D] or [TileMap].\n" "[code]body_shape_index[/code] the index of the [Shape2D] of the " "[PhysicsBody2D] or [TileMap] used by the [Physics2DServer]. Get the " "[CollisionShape2D] node with [code]body." "shape_owner_get_owner(body_shape_index)[/code].\n" "[code]local_shape_index[/code] the index of the [Shape2D] of this Area2D " "used by the [Physics2DServer]. Get the [CollisionShape2D] node with " "[code]self.shape_owner_get_owner(local_shape_index)[/code]." msgstr "" #: doc/classes/Area2D.xml msgid "" "Emitted when one of a [PhysicsBody2D] or [TileMap]'s [Shape2D]s exits one of " "this Area2D's [Shape2D]s. Requires [member monitoring] to be set to " "[code]true[/code]. [TileMap]s are detected if the [TileSet] has Collision " "[Shape2D]s.\n" "[code]body_rid[/code] the [RID] of the [PhysicsBody2D] or [TileSet]'s " "[CollisionObject2D] used by the [Physics2DServer].\n" "[code]body[/code] the [Node], if it exists in the tree, of the " "[PhysicsBody2D] or [TileMap].\n" "[code]body_shape_index[/code] the index of the [Shape2D] of the " "[PhysicsBody2D] or [TileMap] used by the [Physics2DServer]. Get the " "[CollisionShape2D] node with [code]body." "shape_owner_get_owner(body_shape_index)[/code].\n" "[code]local_shape_index[/code] the index of the [Shape2D] of this Area2D " "used by the [Physics2DServer]. Get the [CollisionShape2D] node with " "[code]self.shape_owner_get_owner(local_shape_index)[/code]." msgstr "" #: doc/classes/Array.xml #, fuzzy msgid "A generic array datatype." msgstr "Tipo de datos array genérico." #: doc/classes/Array.xml #, fuzzy msgid "" "A generic array that can contain several elements of any type, accessible by " "a numerical index starting at 0. Negative indices can be used to count from " "the back, like in Python (-1 is the last element, -2 is the second to last, " "etc.).\n" "[b]Example:[/b]\n" "[codeblock]\n" "var array = [\"One\", 2, 3, \"Four\"]\n" "print(array[0]) # One.\n" "print(array[2]) # 3.\n" "print(array[-1]) # Four.\n" "array[2] = \"Three\"\n" "print(array[-2]) # Three.\n" "[/codeblock]\n" "Arrays can be concatenated using the [code]+[/code] operator:\n" "[codeblock]\n" "var array1 = [\"One\", 2]\n" "var array2 = [3, \"Four\"]\n" "print(array1 + array2) # [\"One\", 2, 3, \"Four\"]\n" "[/codeblock]\n" "[b]Note:[/b] Concatenating with the [code]+=[/code] operator will create a " "new array, which has a cost. If you want to append another array to an " "existing array, [method append_array] is more efficient.\n" "[b]Note:[/b] Arrays are always passed by reference. To get a copy of an " "array that can be modified independently of the original array, use [method " "duplicate].\n" "[b]Note:[/b] When declaring an array with [code]const[/code], the array " "itself can still be mutated by defining the values at individual indices or " "pushing/removing elements. Using [code]const[/code] will only prevent " "assigning the constant with another value after it was initialized." msgstr "" "Array generico que contiene varios elementos de cualquier tipo, accesibles " "por un indice empezando por 0. Indices negativos puedes ser usados contando " "hacia atras, como en Python (-1 es el ultimo elemento, -2 el penultimo, " "etc.).\n" "[b]Ejemplo:[/b]\n" "[codeblock]\n" "var array = [\"Uno\", 2, 3, \"Cuatro\"]\n" "print(array[0]) # Uno.\n" "print(array[2]) # 3.\n" "print(array[-1]) # Cuatro.\n" "array[2] = \"Tres\"\n" "print(array[-2]) # Tres.\n" "[/codeblock]\n" "Arrays pueden ser concatenados usando el operador [code]+[/code].\n" "[codeblock]\n" "var array1 = [\"uno\", 2]\n" "var array2 = [3, \"Cuatro\"]\n" "print(array1 + array2) # [\"Uno\", 2, 3, \"Cuatro\"]\n" "[/codeblock]\n" "[b]Nota:[/b]Los arrays siempre son pasados por referencia. Para obtener una " "copia de el array que pueda ser modificada independientemente de la matriz " "original, utilice [method duplicate]." #: doc/classes/Array.xml #, fuzzy msgid "Constructs an array from a [PoolColorArray]." msgstr "Construye un array a partir de un [PackedColorArray]." #: doc/classes/Array.xml #, fuzzy msgid "Constructs an array from a [PoolVector3Array]." msgstr "Construye un array a partir de un [PackedVector3Array]." #: doc/classes/Array.xml #, fuzzy msgid "Constructs an array from a [PoolVector2Array]." msgstr "Construye un array a partir de un [PackedVector2Array]." #: doc/classes/Array.xml #, fuzzy msgid "Constructs an array from a [PoolStringArray]." msgstr "Construye un array a partir de un [PackedStringArray]." #: doc/classes/Array.xml #, fuzzy msgid "Constructs an array from a [PoolRealArray]." msgstr "Construye un array a partir de un [PackedColorArray]." #: doc/classes/Array.xml #, fuzzy msgid "Constructs an array from a [PoolIntArray]." msgstr "Construye un array a partir de un [PackedInt64Array]." #: doc/classes/Array.xml #, fuzzy msgid "Constructs an array from a [PoolByteArray]." msgstr "Construye un array a partir de un [PackedByteArray]." #: 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 "" "Appends an element at the end of the array (alias of [method push_back])." msgstr "" "Concatena un elemento al final del array (alias de [method push_back])." #: doc/classes/Array.xml msgid "" "Appends another array at the end of this array.\n" "[codeblock]\n" "var array1 = [1, 2, 3]\n" "var array2 = [4, 5, 6]\n" "array1.append_array(array2)\n" "print(array1) # Prints [1, 2, 3, 4, 5, 6].\n" "[/codeblock]" msgstr "" #: doc/classes/Array.xml msgid "" "Returns the last element of the array. Prints an error and returns " "[code]null[/code] if the array is empty.\n" "[b]Note:[/b] Calling this function is not the same as writing [code]array[-1]" "[/code]. If the array is empty, accessing by index will pause project " "execution when running from the editor." msgstr "" #: doc/classes/Array.xml msgid "" "Finds the index of an existing value (or the insertion index that maintains " "sorting order, if the value is not yet present in the array) using binary " "search. Optionally, a [code]before[/code] specifier can be passed. If " "[code]false[/code], the returned index comes after all existing entries of " "the value in the array.\n" "[b]Note:[/b] Calling [method bsearch] on an unsorted array results in " "unexpected behavior." msgstr "" "Encuentra el indice de un valor existente (o el indice de insercion que " "mantiene el ordenamiento, si el valor no esta todavia presente en el array) " "usando busqueda binario. Opcionalmente, un especificador [code]before[/code] " "puede ser pasado. Si [code]false[/code], el indice devuelto vendra despues " "de todas las entradas existentes del valor en el array.\n" "[b]Nota:[/b] Llama al [method bsearch] en un array sin ordenar causara " "comportamientos inesperados." #: doc/classes/Array.xml #, fuzzy msgid "" "Finds the index of an existing value (or the insertion index that maintains " "sorting order, if the value is not yet present in the array) using binary " "search and a custom comparison method declared in the [code]obj[/code]. " "Optionally, a [code]before[/code] specifier can be passed. If [code]false[/" "code], the returned index comes after all existing entries of the value in " "the array. The custom method receives two arguments (an element from the " "array and the value searched for) and must return [code]true[/code] if the " "first argument is less than the second, and return [code]false[/code] " "otherwise.\n" "[codeblock]\n" "func cardinal_to_algebraic(a):\n" " match a:\n" " \"one\":\n" " return 1\n" " \"two\":\n" " return 2\n" " \"three\":\n" " return 3\n" " \"four\":\n" " return 4\n" " _:\n" " return 0\n" "\n" "func compare(a, b):\n" " return cardinal_to_algebraic(a) < cardinal_to_algebraic(b)\n" "\n" "func _ready():\n" " var a = [\"one\", \"two\", \"three\", \"four\"]\n" " # `compare` is defined in this object, so we use `self` as the `obj` " "parameter.\n" " print(a.bsearch_custom(\"three\", self, \"compare\", true)) # Expected " "value is 2.\n" "[/codeblock]\n" "[b]Note:[/b] Calling [method bsearch_custom] on an unsorted array results in " "unexpected behavior." msgstr "" "Encuentra el indice de un valor existente (o el indice de insercion que " "mantiene el ordenamiento, si el valor no esta todavia presente en el array) " "usando busqueda binario. Opcionalmente, un especificador [code]before[/code] " "puede ser pasado. Si [code]false[/code], el indice devuelto vendra despues " "de todas las entradas existentes del valor en el array. El metodo " "personalizado recibe dos argumentos (un elemento del array y el valor " "buscado) y debe devolver [code]true[/code] si el primer argumento es menor " "que el segundo, y devuelve [code]false[/code] en otro caso.\n" "[b]Nota:[/b] Llama al [method bsearch] en un array sin ordenar causara " "comportamientos inesperados." #: doc/classes/Array.xml msgid "" "Clears the array. This is equivalent to using [method resize] with a size of " "[code]0[/code]." msgstr "" "Limpia el array. Esto es equivalente a usar [method resize] con un tamaño de " "[code]0[/code]." #: 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 "Devuelve el numer de veces que un elemento es encuentra en el array." #: doc/classes/Array.xml msgid "" "Returns a copy of the array.\n" "If [code]deep[/code] is [code]true[/code], a deep copy is performed: all " "nested arrays and dictionaries are duplicated and will not be shared with " "the original array. If [code]false[/code], a shallow copy is made and " "references to the original nested arrays and dictionaries are kept, so that " "modifying a sub-array or dictionary in the copy will also impact those " "referenced in the source array." msgstr "" "Devuelve una copia del array.\n" "Si [code]deep[/code] es [code]true[/code], a copia profunda es ejecutada: " "todos los arrays anidados y diccionarios son duplicados y no seran " "compartidos con el array original. Si [code]false[/code], una copia " "superificial es dada y las referencias a los arrays anidados y los " "diccionarios son mantenidos, por lo que modificar un sub-array or " "diccionario en la copia tambien cambiara estas referencias en el array " "fuente." #: 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 [code]true[/code] if the array is empty." msgstr "Devuelve [code]true[/code] si el array es vacio." #: doc/classes/Array.xml #, fuzzy msgid "" "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 " "all elements placed after the removed element have to be reindexed." msgstr "" "Inserta un nuevo elemento en la posisción dada en el array. La posición debe " "ser valida, o al final de el array([code]pos == size()[/code].\n" "[b]Note:[/b] este metodo actua en el lugar y no devuelve ningún valor.\n" "[b]Note:[/b] en arrays largos, este metodo va a ser mas lento si el elemento " "incertado esta cerca al inicio del array (índice 0). Esto es por que todos " "los elementos despues del elemento incertado tienen que ser reindisados." #: 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]\n" "[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, " "[Array], [Dictionary], etc.) then the array is filled with the references to " "the same object, i.e. no duplicates are created." msgstr "" #: doc/classes/Array.xml doc/classes/PoolByteArray.xml #: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml #: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml #: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml #, fuzzy 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. Returns " "[code]-1[/code] if [code]from[/code] is out of bounds." msgstr "" "Busca el array por un valor y devuelve su indice o [code]-1[/code] sino se " "encuentra. Opcionalmente, el indice de busqueda inicial puede ser pasado." #: doc/classes/Array.xml msgid "" "Searches the array in reverse order for a value and returns its index or " "[code]-1[/code] if not found." msgstr "" "Busca el array en orden inverso por un valor y devuelve su indice o " "[code]-1[/code] sino es encontrado." #: doc/classes/Array.xml msgid "" "Returns the first element of the array. Prints an error and returns " "[code]null[/code] if the array is empty.\n" "[b]Note:[/b] Calling this function is not the same as writing [code]array[0]" "[/code]. If the array is empty, accessing by index will pause project " "execution when running from the editor." msgstr "" #: doc/classes/Array.xml #, fuzzy msgid "" "Returns [code]true[/code] if the array contains the given value.\n" "[codeblock]\n" "[\"inside\", 7].has(\"inside\") # True\n" "[\"inside\", 7].has(\"outside\") # False\n" "[\"inside\", 7].has(7) # True\n" "[\"inside\", 7].has(\"7\") # False\n" "[/codeblock]\n" "[b]Note:[/b] This is equivalent to using the [code]in[/code] operator as " "follows:\n" "[codeblock]\n" "# Will evaluate to `true`.\n" "if 2 in [2, 4, 6, 8]:\n" " pass\n" "[/codeblock]" msgstr "" "Devuelve [code]true[/code] si el array contiene el valor dado.\n" "[codeblock]\n" "print([\"inside\", 7].has(\"inside\")) # True\n" "print([\"inside\", 7].has(\"outside\")) # False\n" "print([\"inside\", 7].has(7)) # True\n" "print([\"inside\", 7].has(\"7\")) # False\n" "[/codeblock]\n" "[b]Nota:[/b] Esto equivale a utilizar el operador [code]in[/code] de la " "siguiente manera:\n" "[codeblock]\n" "# Evaluará a \"true\".\n" "if 2 in [2, 4, 6, 8]:\n" " pass\n" "[/codeblock]" #: doc/classes/Array.xml msgid "" "Returns a hashed 32-bit integer value representing the array and its " "contents.\n" "[b]Note:[/b] [Array]s with equal content will always produce identical hash " "values. However, the reverse is not true. Returning identical hash values " "does [i]not[/i] imply the arrays are equal, because different arrays can " "have identical hash values due to hash collisions." msgstr "" #: doc/classes/Array.xml msgid "" "Inserts a new element at a given position in the array. The position must be " "valid, or at the end of the array ([code]pos == size()[/code]).\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 inserted " "element is close to the beginning of the array (index 0). This is because " "all elements placed after the newly inserted element have to be reindexed." msgstr "" "Inserta un nuevo elemento en la posisción dada en el array. La posición debe " "ser valida, o al final de el array([code]pos == size()[/code].\n" "[b]Note:[/b] este metodo actua en el lugar y no devuelve ningún valor.\n" "[b]Note:[/b] en arrays largos, este metodo va a ser mas lento si el elemento " "incertado esta cerca al inicio del array (índice 0). Esto es por que todos " "los elementos despues del elemento incertado tienen que ser reindisados." #: 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 "Reverses the order of the elements in the array." msgstr "Invierte el orden de los elementos en el array." #: doc/classes/Array.xml msgid "" "Returns the maximum value contained in the array if all elements are of " "comparable types. If the elements can't be compared, [code]null[/code] is " "returned." msgstr "" "Devuelve el maximo valor contenido en el array si todos los elementos son de " "tipos comparables. Si los elementos no pueden ser comparados, [code]null[/" "code] es devuelto." #: doc/classes/Array.xml msgid "" "Returns the minimum value contained in the array if all elements are of " "comparable types. If the elements can't be compared, [code]null[/code] is " "returned." msgstr "" "Devuelve el minimo valor contenido en el array si todos los elementos son de " "tipos comparables. Si los elementos no pueden ser comparados, [code]null[/" "code] es devuelto." #: doc/classes/Array.xml msgid "" "Removes and returns the element of the array at index [code]position[/code]. " "If negative, [code]position[/code] is considered relative to the end of the " "array. Leaves the array untouched and returns [code]null[/code] if the array " "is empty or if it's accessed out of bounds. An error message is printed when " "the array is accessed out of bounds, but not when the array is empty.\n" "[b]Note:[/b] On large arrays, this method can be slower than [method " "pop_back] as it will reindex the array's elements that are located after the " "removed element. The larger the array and the lower the index of the removed " "element, the slower [method pop_at] will be." msgstr "" #: doc/classes/Array.xml #, fuzzy msgid "" "Removes and returns the last element of the array. Returns [code]null[/code] " "if the array is empty, without printing an error message. See also [method " "pop_front]." msgstr "" "Elimina y devuelve el ultimo elemento del array. Devuelve [code]null[/code] " "si el array esta vacio." #: doc/classes/Array.xml msgid "" "Removes and returns the first element of the array. Returns [code]null[/" "code] if the array is empty, without printing an error message. See also " "[method pop_back].\n" "[b]Note:[/b] On large arrays, this method is much slower than [method " "pop_back] as it will reindex all the array's elements every time it's " "called. The larger the array, the slower [method pop_front] will be." msgstr "" #: doc/classes/Array.xml #, fuzzy msgid "" "Appends an element at the end of the array. See also [method push_front]." msgstr "" "Concatena un elemento al final del array (alias de [method push_back])." #: doc/classes/Array.xml msgid "" "Adds an element at the beginning of the array. See also [method push_back].\n" "[b]Note:[/b] On large arrays, this method is much slower than [method " "push_back] as it will reindex all the array's elements every time it's " "called. The larger the array, the slower [method push_front] will be." msgstr "" #: doc/classes/Array.xml msgid "" "Removes an element from the array by index. If the index does not exist in " "the array, nothing happens. To remove an element by searching for its value, " "use [method erase] instead.\n" "[b]Note:[/b] This method acts in-place and doesn't return a value.\n" "[b]Note:[/b] On large arrays, this method will be slower if the removed " "element is close to the beginning of the array (index 0). This is because " "all elements placed after the removed element have to be reindexed." msgstr "" #: doc/classes/Array.xml msgid "" "Resizes the array to contain a different number of elements. If the array " "size is smaller, elements are cleared, if bigger, new elements are " "[code]null[/code]." msgstr "" "Cambiar el tamaño del array para contener un numero diferente de elementos. " "Si el array es menor, los elementos so limipiados, si mayor, los nuevos " "elementos son [code]null[/code]." #: 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 #, fuzzy 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. If the adjusted start index is out of bounds, this method " "searches from the end of the array." msgstr "" "Busca el array en orden inverso. Opcionalmente, un indice de comienzo de " "busqueda puede ser pasado. Si negacion, el indice de comienzo es considerado " "relativo al final del array." #: doc/classes/Array.xml msgid "" "Shuffles the array such that the items will have a random order. This method " "uses the global random number generator common to methods such as [method " "@GDScript.randi]. Call [method @GDScript.randomize] to ensure that a new " "seed will be used each time if you want non-reproducible shuffling." msgstr "" "Baraja el array de forma que los items tengan un orden aleatorio. Este " "metodo uso el generador de numeros globales aleatorios comun de metodos como " "[method @GDScript.randi]. Llamar [method @GDScript.randomize] para asegurar " "que una nueva semilla sea utilizada cada vez si tu no quieres reproducir el " "orden de los items." #: 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 elements in the array." msgstr "Devuelve el numer de elementos en el array." #: doc/classes/Array.xml msgid "" "Duplicates the subset described in the function and returns it in an array, " "deeply copying the array if [code]deep[/code] is [code]true[/code]. Lower " "and upper index are inclusive, with the [code]step[/code] describing the " "change between indices while slicing." msgstr "" "Duplica el subset descrito en la funcion y lo devuelve en un array, copiando " "profundamente el array si [code]deep[/code] es [code]true[/code]. Bajos y " "altos indices estan incluidos, cone el [code]step][/code] describiendo el " "cambio entre indices mientras se trocean." #: doc/classes/Array.xml #, fuzzy msgid "" "Sorts the array.\n" "[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/" "wiki/Sorting_algorithm#Stability]stable[/url]. This means that values " "considered equal may have their order changed when using [method sort].\n" "[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural " "order). This may lead to unexpected behavior when sorting an array of " "strings ending with a sequence of numbers. Consider the following example:\n" "[codeblock]\n" "var strings = [\"string1\", \"string2\", \"string10\", \"string11\"]\n" "strings.sort()\n" "print(strings) # Prints [string1, string10, string11, string2]\n" "[/codeblock]" msgstr "" "Ordena el array.\n" "[b]Nota:[/b] Las strings son ordenadas en orden alfabetico ( opuesto al " "orden natural). Esto puede llevar a comportamientos inesperados cuando se " "ordene un array de strings con una sequencia de numeros, considera lo " "siguiente:\n" "[codeblock]\n" "var strings = [\"string1\", \"string2\", \"string10\", \"string11\"]\n" "strings.sort()\n" "print(strings) # Imprime [string1, string10, string11, string2]\n" "[/codeblock]" #: doc/classes/Array.xml #, fuzzy msgid "" "Sorts the array using a custom method. The arguments are an object that " "holds the method and the name of such method. The custom method receives two " "arguments (a pair of elements from the array) and must return either " "[code]true[/code] or [code]false[/code].\n" "For two elements [code]a[/code] and [code]b[/code], if the given method " "returns [code]true[/code], element [code]b[/code] will be after element " "[code]a[/code] in the array.\n" "[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/" "wiki/Sorting_algorithm#Stability]stable[/url]. This means that values " "considered equal may have their order changed when using [method " "sort_custom].\n" "[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm " "expects a deterministic result. Randomizing the return value will result in " "unexpected behavior.\n" "[codeblock]\n" "class MyCustomSorter:\n" " static func sort_ascending(a, b):\n" " if a[0] < b[0]:\n" " return true\n" " return false\n" "\n" "var my_items = [[5, \"Potato\"], [9, \"Rice\"], [4, \"Tomato\"]]\n" "my_items.sort_custom(MyCustomSorter, \"sort_ascending\")\n" "print(my_items) # Prints [[4, Tomato], [5, Potato], [9, Rice]].\n" "[/codeblock]" msgstr "" "Ordena el array usando un metodo personalizado. Los argumentos son un objeto " "que contiene el metodo y el nombre de tal metodo. El metodo personalizado " "recibe dos argumentos (un par de elementos de un array) y debe devolver or " "[code]true[/code] o [code]false[/code].\n" "[b]Nota:[/b] tu no puedes aleatorizar el valor de retorno como ya que el " "algoritmo heapsort espera un resultada determinista. Hacer esto resultara en " "comportamientos inesperados.\n" "[codeblock]\n" "class MiOrdenPersonal:\n" " static func orden_ascendente(a, b):\n" " if a[0] < b[0]:\n" " return true\n" " return false\n" "\n" "var mis_items = [[5, \"Patata\"], [9, \"Arroz\"], [4, \"Tomate\"]]\n" "mis_items.sort_custom(MiOrdenPersonal, \"orden_ascendente\")\n" "print(mis_items) # Imprime [[4, Tomate], [5, Patata], [9, Arroz]].\n" "[/codeblock]" #: doc/classes/ArrayMesh.xml msgid "" "[Mesh] type that provides utility for constructing a surface from arrays." msgstr "" "Tipo [Mesh] que provee la funcionalidad para construir una superficie desde " "arrays." #: doc/classes/ArrayMesh.xml #, fuzzy msgid "" "The [ArrayMesh] is used to construct a [Mesh] by specifying the attributes " "as arrays.\n" "The most basic example is the creation of a single triangle:\n" "[codeblock]\n" "var vertices = PoolVector3Array()\n" "vertices.push_back(Vector3(0, 1, 0))\n" "vertices.push_back(Vector3(1, 0, 0))\n" "vertices.push_back(Vector3(0, 0, 1))\n" "# Initialize the ArrayMesh.\n" "var arr_mesh = ArrayMesh.new()\n" "var arrays = []\n" "arrays.resize(ArrayMesh.ARRAY_MAX)\n" "arrays[ArrayMesh.ARRAY_VERTEX] = vertices\n" "# Create the Mesh.\n" "arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)\n" "var m = MeshInstance.new()\n" "m.mesh = arr_mesh\n" "[/codeblock]\n" "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] Godot uses clockwise [url=https://learnopengl.com/Advanced-" "OpenGL/Face-culling]winding order[/url] for front faces of triangle " "primitive modes." msgstr "" "El [ArrayMesh] es utilizado para construir una [Mesh] especificando los " "atributos como arrays.\n" "El ejemplo mas basicos es la creacion de un unico triangulo:\n" "[codeblock]\n" "var vertices = PackedVector3Array()\n" "vertices.push_back(Vector3(0, 1, 0))\n" "vertices.push_back(Vector3(1, 0, 0))\n" "vertices.push_back(Vector3(0, 0, 1))\n" "# Inicializa el ArrayMesh.\n" "var arr_mesh = ArrayMesh.new()\n" "var arrays = []\n" "arrays.resize(ArrayMesh.ARRAY_MAX)\n" "arrays[ArrayMesh.ARRAY_VERTEX] = vertices\n" "# Crea la Mesh(Malla)\n" "arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)\n" "var m = MeshInstance.new()\n" "m.mesh = arr_mesh\n" "[/codeblock]\n" "La [MeshInstance] esta preparada para ser añadida a la [SceneTree] para ser " "mostrado.\n" "Ver tambien [ImmediateGeometry], [MeshDataTool] y [SurfaceTool] para " "generacion de geometria procedimental.\n" "[b]Nota:[/b] Godot [url=https://learnopengl.com/Advanced-OpenGL/Face-" "culling]usa orden en el sentido del reloj[url] para las cara frontales de " "los modos primitivos de triangulo." #: doc/classes/ArrayMesh.xml msgid "" "Adds name for a blend shape that will be added with [method " "add_surface_from_arrays]. Must be called before surface is added." msgstr "" "Añade un nombre a una forma de mezcla que se añadira con [method " "add_surface_from_arrays]. Debe ser llamada antes que la superficie sea " "añadida." #: doc/classes/ArrayMesh.xml #, fuzzy msgid "" "Creates a new surface.\n" "Surfaces are created to be rendered using a [code]primitive[/code], which " "may be any of the types defined in [enum Mesh.PrimitiveType]. (As a note, " "when using indices, it is recommended to only use points, lines, or " "triangles.) [method Mesh.get_surface_count] will become the [code]surf_idx[/" "code] for this new surface.\n" "The [code]arrays[/code] argument is an array of arrays. See [enum ArrayType] " "for the values used in this array. For example, [code]arrays[0][/code] is " "the array of vertices. That first vertex sub-array is always required; the " "others are optional. Adding an index array puts this function into \"index " "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.\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 "" "Crea una nueva superificie.\n" "Superficies son creadas para ser renderizadas usando un [code]primitive[/" "code], el cual puede ser de cualquier tipo definido en [enum Mesh." "PrimitiveType]. ( Nota: cuando se usen indices, es recomendado solo usar " "puntos, lineas o triangulos.) [method Mesh.get_surface_count] convertira el " "[code]surf_idx[/code] para esta nueva superificie.\n" "El argumento[code]arrays[/code] es un array de arrays. Ver [enum ArrayType] " "para los valores usados en este array. Por ejemplo, [code]arrays[0][/code] " "es el array de vertices. Este primer vertex sub-array es siempre requerido; " "los otros son opcionales. Añadir un array de indices pone esta funcion en " "\"modo indice\" donde los vertices y otros arrays convierten las fuentes de " "datos y el array de indices define el orden de vertices. Todos los sub-" "arrays deben tener la misma longitud que el array de vertices o ser vacios, " "excepto for [constant ARRAY_INDEX] si es utilizado.\n" "Añadir un array de indices pone esta funcion en \"modo indice\" donde los " "vertices y otros arrays convierten las fuentes de datos y el array de " "indices define el orden de vertices." #: doc/classes/ArrayMesh.xml msgid "Removes all blend shapes from this [ArrayMesh]." msgstr "Elimina todos las formas de mezcla de este [ArrayMesh]." #: doc/classes/ArrayMesh.xml msgid "Removes all surfaces from this [ArrayMesh]." msgstr "Elimina todas las superificies de este [ArrayMesh]." #: doc/classes/ArrayMesh.xml msgid "Returns the number of blend shapes that the [ArrayMesh] holds." msgstr "Devuelve el numero de formas de mezcla que el [ArrayMesh] posee." #: doc/classes/ArrayMesh.xml msgid "Returns the name of the blend shape at this index." msgstr "Devuelve el nombre de la forma de mezcla de este indice." #: doc/classes/ArrayMesh.xml msgid "" "Will perform a UV unwrap on the [ArrayMesh] to prepare the mesh for " "lightmapping." msgstr "" "Ejecutara un desenvolver UV en el [ArrayMesh] para preparar la malla para " "iluminacion de mapas." #: doc/classes/ArrayMesh.xml msgid "Will regenerate normal maps for the [ArrayMesh]." msgstr "Regenerara los mapas de normales para el [ArrayMesh]." #: doc/classes/ArrayMesh.xml msgid "" "Returns the index of the first surface with this name held within this " "[ArrayMesh]. If none are found, -1 is returned." msgstr "" "Devuelve el indice de la primer superficie con este nombre mantenido dentro " "de este [ArrayMesh]. Si no es encontrado, -1 es devuelto." #: doc/classes/ArrayMesh.xml msgid "" "Returns the length in indices of the index array in the requested surface " "(see [method add_surface_from_arrays])." msgstr "" "Devuelve la longitud en indices del array de indices de la superificie " "solicitada( ver [method add_surface_from_arrays])." #: doc/classes/ArrayMesh.xml msgid "" "Returns the length in vertices of the vertex array in the requested surface " "(see [method add_surface_from_arrays])." msgstr "" "Devuelve la longitud en vertices del array de vertice en la superficie " "solicitada (ver[method add_surface_from_arrays])." #: doc/classes/ArrayMesh.xml msgid "" "Returns the format mask of the requested surface (see [method " "add_surface_from_arrays])." msgstr "" "Devuelve la mascara de formato de la superficie solicitada (ver[method " "add_surface_from_arrays])." #: doc/classes/ArrayMesh.xml msgid "Gets the name assigned to this surface." msgstr "Obtiene el nombre asignado a esta superficie." #: doc/classes/ArrayMesh.xml msgid "" "Returns the primitive type of the requested surface (see [method " "add_surface_from_arrays])." msgstr "" "Devuelve el tipo primitivo de la superficie solicitada (ver [method " "add_surface_from_arrays])." #: doc/classes/ArrayMesh.xml #, fuzzy msgid "" "Removes a surface at position [code]surf_idx[/code], shifting greater " "surfaces one [code]surf_idx[/code] slot down." msgstr "" "Elimina el efecto en el índice [code]effect_idx[/code] del bus en el índice " "[code]bus_idx[/code]." #: doc/classes/ArrayMesh.xml msgid "Sets a name for a given surface." msgstr "Obtiene un nombre para una superficie dada." #: doc/classes/ArrayMesh.xml msgid "" "Updates a specified region of mesh arrays on the GPU.\n" "[b]Warning:[/b] Only use if you know what you are doing. You can easily " "cause crashes by calling this function with improper arguments." msgstr "" "Actualiza una region especifica de la malla de arrays en la GPU.\n" "[b]Aviso:[/b] Solo usarlo si sabes lo que haces. Puedes causar el programa " "deje de funcionar al llamar esta funcion con argumentos incorrectos." #: doc/classes/ArrayMesh.xml msgid "Sets the blend shape mode to one of [enum Mesh.BlendShapeMode]." msgstr "Coloca el modo de mezcla de forma a [enum Mesh.BlendShapeMode]." #: doc/classes/ArrayMesh.xml doc/classes/PrimitiveMesh.xml msgid "" "Overrides the [AABB] with one defined by user for use with frustum culling. " "Especially useful to avoid unexpected culling when using a shader to offset " "vertices." msgstr "" "Sobreescribe el [AABB] con uno definido por usuario para el uso con el " "tronco(frustum). Especialmente util para evitar inesperadas selecciones " "cuando se use un shader a vertices desplazados." #: doc/classes/ArrayMesh.xml #, fuzzy msgid "Value used internally when no indices are present." msgstr "Valor por defecto usado para un index_array_len cuando no hay indices." #: doc/classes/ArrayMesh.xml msgid "Amount of weights/bone indices per vertex (always 4)." msgstr "Cantidad de pesos/hueso indices por vertice (siempre 4)." #: doc/classes/ArrayMesh.xml #, fuzzy msgid "[PoolVector3Array], [PoolVector2Array], or [Array] of vertex positions." msgstr "" "[PackedVector3Array], [PackedVector2Array], o [Array] de posiciones de " "vertices." #: doc/classes/ArrayMesh.xml #, fuzzy msgid "[PoolVector3Array] of vertex normals." msgstr "[PackedVector3Array] de normales de vertices." #: doc/classes/ArrayMesh.xml #, fuzzy msgid "" "[PoolRealArray] of vertex tangents. Each element in groups of 4 floats, " "first 3 floats determine the tangent, and the last the binormal direction as " "-1 or 1." msgstr "" "[PackedFloat32Array] de tangentes de vertices. Cada elemento esta dentro de " "grupos de 4 reales, los tres primeros determinan la tangente, y el ultimo la " "direccion la direccion binormal como -1 o 1." #: doc/classes/ArrayMesh.xml #, fuzzy msgid "[PoolColorArray] of vertex colors." msgstr "[PackedColorArray] de colores de vertices." #: doc/classes/ArrayMesh.xml #, fuzzy msgid "[PoolVector2Array] for UV coordinates." msgstr "[PackedVector2Array] para coordenadas UV." #: doc/classes/ArrayMesh.xml #, fuzzy msgid "[PoolVector2Array] for second UV coordinates." msgstr "[PackedVector2Array] para segundas coordenadas UV." #: doc/classes/ArrayMesh.xml #, fuzzy msgid "" "[PoolRealArray] or [PoolIntArray] of bone indices. Each element in groups of " "4 floats." msgstr "" "[PackedFloat32Array] o [PoolIntArray] de indices de hueso. Cada element " "en grupos de 4 reales." #: doc/classes/ArrayMesh.xml #, fuzzy msgid "[PoolRealArray] of bone weights. Each element in groups of 4 floats." msgstr "" "[PackedFloat32Array] pesos de hueso. Cada element en grupos de 4 reales." #: doc/classes/ArrayMesh.xml #, fuzzy msgid "" "[PoolIntArray] of integers used as indices referencing vertices, colors, " "normals, tangents, and textures. All of those arrays must have the same " "number of elements as the vertex array. No index can be beyond the vertex " "array size. When this index array is present, it puts the function into " "\"index mode,\" where the index selects the *i*'th vertex, normal, tangent, " "color, UV, etc. This means if you want to have different normals or colors " "along an edge, you have to duplicate the vertices.\n" "For triangles, the index array is interpreted as triples, referring to the " "vertices of each triangle. For lines, the index array is in pairs indicating " "the start and end of each line." msgstr "" "[PoolIntArray] de enteros utilizados como indices referenciando " "vertices, colores, normales, tangentes y texturas. Todos estos arrays deben " "tener el mismo numero de elemento que el array de vertices. Ningun indice " "puede ser mayor que el tamaño del array de vertices. Cuando el array de " "indices esta presente, coloca la funcion en \"modo indice\", donde el indice " "selecciona en i enesimo vertice, normal, tangente, color, UV, etc. Esto " "significa que si tu quieres tener diferentes normales o colores alrededor de " "un borde, tu tienes que duplicar los vertices.\n" "Para triangulos, el array de indices es interpretado como triple, " "referenciando a los vertices de cada triangulo. Para lineas, el array de " "indices esta emparejado indicando el inicio y final de cada linea." #: doc/classes/ArrayMesh.xml doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Represents the size of the [enum ArrayType] enum." msgstr "Representa el tamaño del enum [enum ArrayType]." #: doc/classes/ArrayMesh.xml msgid "Array format will include vertices (mandatory)." msgstr "El formato de Arary incluira vertices (obligatorio)." #: doc/classes/ArrayMesh.xml msgid "Array format will include normals." msgstr "El format de array incluira normales." #: doc/classes/ArrayMesh.xml msgid "Array format will include tangents." msgstr "El formato de array incluira tangentes." #: doc/classes/ArrayMesh.xml msgid "Array format will include a color array." msgstr "El formato de array incluira un array de colores." #: doc/classes/ArrayMesh.xml msgid "Array format will include UVs." msgstr "El formato de array incluira UVs." #: doc/classes/ArrayMesh.xml msgid "Array format will include another set of UVs." msgstr "El formato de array incluira otr array de UVs." #: doc/classes/ArrayMesh.xml msgid "Array format will include bone indices." msgstr "El formato de array incluira indices de hueso." #: doc/classes/ArrayMesh.xml msgid "Array format will include bone weights." msgstr "El formato de array incluira pesos de hueso." #: doc/classes/ArrayMesh.xml msgid "Index array will be used." msgstr "El array de indices sera utilizado." #: doc/classes/ARVRAnchor.xml msgid "An anchor point in AR space." msgstr "Un punto de anclaje en el espacio AR." #: doc/classes/ARVRAnchor.xml #, fuzzy msgid "" "The [ARVRAnchor] point is a spatial node that maps a real world location " "identified by the AR platform to a position within the game world. For " "example, as long as plane detection in ARKit is on, ARKit will identify and " "update the position of planes (tables, floors, etc) and create anchors for " "them.\n" "This node is mapped to one of the anchors through its unique ID. When you " "receive a signal that a new anchor is available, you should add this node to " "your scene for that anchor. You can predefine nodes and set the ID; the " "nodes will simply remain on 0,0,0 until a plane is recognized.\n" "Keep in mind that, as long as plane detection is enabled, the size, placing " "and orientation of an anchor will be updated as the detection logic learns " "more about the real world out there especially if only part of the surface " "is in view." msgstr "" "El punto [ARVRAnchor] es un nodo espacial que mapea una ubicación en el " "mundo real identificada por la plataforma AR a una posición dentro del mundo " "del juego. Por ejemplo, mientras la detección de aviones en ARKit esté " "activada, ARKit identificará y actualizará la posición de los aviones " "(mesas, pisos, etc.) y creará anclajes para ellos.\n" "Este nodo se asigna a una de las anclas a través de su identificación única. " "Cuando reciba la señal de que un nuevo ancla está disponible, deberá añadir " "este nodo a su escena para ese ancla. Puedes predefinir los nodos y " "establecer el ID; los nodos simplemente permanecerán en 0,0,0 hasta que se " "reconozca un plano.\n" "Ten en cuenta que, mientras la detección de planos esté activada, el tamaño, " "la colocación y la orientación de un ancla se actualizarán a medida que la " "lógica de detección aprenda más sobre el mundo real de ahí fuera, " "especialmente si sólo se ve una parte de la superficie." #: doc/classes/ARVRAnchor.xml msgid "Returns the name given to this anchor." msgstr "Devuelve el nombre dado a este anclaje." #: doc/classes/ARVRAnchor.xml msgid "" "Returns [code]true[/code] if the anchor is being tracked and [code]false[/" "code] if no anchor with this ID is currently known." msgstr "" "Devuelve [code]true[/code] si el ancla está siendo rastreada y [code]false[/" "code] si no se conoce actualmente ninguna ancla con esta identificación." #: doc/classes/ARVRAnchor.xml #, fuzzy msgid "" "If provided by the [ARVRInterface], this returns a mesh object for the " "anchor. For an anchor, this can be a shape related to the object being " "tracked or it can be a mesh that provides topology related to the anchor and " "can be used to create shadows/reflections on surfaces or for generating " "collision shapes." msgstr "" "Si es proporcionado por la [ARVRInterface], esto devuelve un objeto de malla " "para el ancla. En el caso de un ancla, puede ser una forma relacionada con " "el objeto que se está rastreando o puede ser una malla que proporciona una " "topología relacionada con el ancla y puede utilizarse para crear sombras/" "reflexiones en las superficies o para generar formas de colisión." #: doc/classes/ARVRAnchor.xml msgid "" "Returns a plane aligned with our anchor; handy for intersection testing." msgstr "" "Devuelve un avión alineado con nuestro ancla; útil para pruebas de " "intersección." #: doc/classes/ARVRAnchor.xml msgid "" "Returns the estimated size of the plane that was detected. Say when the " "anchor relates to a table in the real world, this is the estimated size of " "the surface of that table." msgstr "" "Devuelve el tamaño estimado del avión que fue detectado. Digamos que cuando " "el ancla se relaciona con una mesa en el mundo real, este es el tamaño " "estimado de la superficie de esa mesa." #: doc/classes/ARVRAnchor.xml msgid "" "The anchor's ID. You can set this before the anchor itself exists. The first " "anchor gets an ID of [code]1[/code], the second an ID of [code]2[/code], " "etc. When anchors get removed, the engine can then assign the corresponding " "ID to new anchors. The most common situation where anchors \"disappear\" is " "when the AR server identifies that two anchors represent different parts of " "the same plane and merges them." msgstr "" "La identificación del ancla. Puedes establecer esto antes de que el ancla " "misma exista. El primer ancla obtiene un ID de [code]1[/code], el segundo un " "ID de [code]2[/code], etc. Cuando se quitan las anclas, el motor puede " "asignar el ID correspondiente a las nuevas anclas. La situación más común en " "la que las anclas \"desaparecen\" es cuando el servidor AR identifica que " "dos anclas representan partes diferentes del mismo plano y las fusiona." #: doc/classes/ARVRAnchor.xml msgid "" "Emitted when the mesh associated with the anchor changes or when one becomes " "available. This is especially important for topology that is constantly " "being [code]mesh_updated[/code]." msgstr "" "Emitida cuando la malla asociada al ancla cambia o cuando se dispone de " "ella. Esto es especialmente importante para la topología que está siendo " "constantemente [code]mesh_updated[/code]." #: doc/classes/ARVRCamera.xml msgid "" "A camera node with a few overrules for AR/VR applied, such as location " "tracking." msgstr "" "Un nodo de cámara con unas cuantas desviaciones para AR/VR aplicadas, como " "el seguimiento de la ubicación." #: doc/classes/ARVRCamera.xml #, fuzzy msgid "" "This is a helper spatial node for our camera; note that, if stereoscopic " "rendering is applicable (VR-HMD), most of the camera properties are ignored, " "as the HMD information overrides them. The only properties that can be " "trusted are the near and far planes.\n" "The position and orientation of this node is automatically updated by the " "ARVR Server to represent the location of the HMD if such tracking is " "available and can thus be used by game logic. Note that, in contrast to the " "ARVR Controller, the render thread has access to the most up-to-date " "tracking data of the HMD and the location of the ARVRCamera can lag a few " "milliseconds behind what is used for rendering as a result." msgstr "" "Este es un nodo espacial de ayuda para nuestra cámara; tenga en cuenta que, " "si la representación estereoscópica es aplicable (VR-HMD), la mayoría de las " "propiedades de la cámara son ignoradas, ya que la información del HMD las " "anula. Las únicas propiedades en las que se puede confiar son los planos " "cercanos y lejanos.\n" "La posición y la orientación de este nodo se actualiza automáticamente por " "el Servidor XR para representar la ubicación del HMD si dicho seguimiento " "está disponible y puede ser utilizado por la lógica del juego. Ten en cuenta " "que, a diferencia del Controlador XR, el hilo de renderizado tiene acceso a " "los datos de seguimiento más actualizados del HMD y la ubicación de la " "XRCamera3D puede quedarse unos milisegundos atrás de lo que se utiliza para " "el renderizado como resultado." #: doc/classes/ARVRController.xml msgid "A spatial node representing a spatially-tracked controller." msgstr "" "Un nodo espacial que representa un controlador de seguimiento espacial." #: doc/classes/ARVRController.xml #, fuzzy msgid "" "This is a helper spatial node that is linked to the tracking of controllers. " "It also offers several handy passthroughs to the state of buttons and such " "on the controllers.\n" "Controllers are linked by their ID. You can create controller nodes before " "the controllers are available. If your game always uses two controllers (one " "for each hand), you can predefine the controllers with ID 1 and 2; they will " "become active as soon as the controllers are identified. If you expect " "additional controllers to be used, you should react to the signals and add " "ARVRController nodes to your scene.\n" "The position of the controller node is automatically updated by the " "[ARVRServer]. This makes this node ideal to add child nodes to visualize the " "controller." msgstr "" "Este es un nodo espacial de ayuda que está vinculado al seguimiento de los " "controladores. También ofrece varios pases prácticos al estado de los " "botones y demás en los controladores.\n" "Los controladores están vinculados por su ID. Se pueden crear nodos " "controladores antes de que los controladores estén disponibles. Si el juego " "siempre utiliza dos controladores (uno para cada mano), puedes predefinir " "los controladores con ID 1 y 2; se activarán en cuanto se identifiquen los " "controladores. Si esperas que se usen controladores adicionales, debes " "reaccionar a las señales y añadir nodos XRController3D a tu escena.\n" "La posición del nodo controlador es actualizada automáticamente por el " "[ARVRServer]. Esto hace que este nodo sea ideal para añadir nodos hijos para " "visualizar el controlador." #: doc/classes/ARVRController.xml msgid "" "If active, returns the name of the associated controller if provided by the " "AR/VR SDK used." msgstr "" "Si está activo, devuelve el nombre del controlador asociado si lo " "proporciona el SDK AR/VR utilizado." #: doc/classes/ARVRController.xml #, fuzzy msgid "" "Returns the hand holding this controller, if known. See [enum " "ARVRPositionalTracker.TrackerHand]." msgstr "" "Devuelve la mano que sostiene este controlador, si se conoce. Ver [enum " "XRPositionalTracker.TrackerHand]." #: doc/classes/ARVRController.xml #, fuzzy msgid "" "Returns [code]true[/code] if the bound controller is active. ARVR systems " "attempt to track active controllers." msgstr "" "Devuelve [code]true[/code] si el controlador de enlace está activo. Los " "sistemas XR intentan rastrear los controladores activos." #: doc/classes/ARVRController.xml msgid "" "Returns the value of the given axis for things like triggers, touchpads, " "etc. that are embedded into the controller." msgstr "" "Devuelve el valor del eje dado para cosas como disparadores, touchpads, etc. " "que están incrustados en el controlador." #: doc/classes/ARVRController.xml #, fuzzy 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 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." msgstr "" "Devuelve la identificación del objeto del joystick de mando unido a esto. " "Cada controlador rastreado por el [ARVRServer] que tiene botones y eje " "también será registrado como un joystick dentro de Godot. Esto significa que " "todo el seguimiento normal del joystick y el mapeo de entrada funcionará " "para los botones y el eje que se encuentran en los controladores AR/VR. Esta " "identificación se ofrece únicamente como información para poder enlazar el " "controlador con su entrada de joystick." #: doc/classes/ARVRController.xml #, fuzzy msgid "" "If provided by the [ARVRInterface], this returns a mesh associated with the " "controller. This can be used to visualize the controller." msgstr "" "Si es proporcionado por la [ARVRInterface], esto devuelve una malla asociada " "con el controlador. Esto puede ser usado para visualizar el controlador." #: doc/classes/ARVRController.xml #, fuzzy msgid "" "Returns [code]true[/code] if the button at index [code]button[/code] is " "pressed. See [enum JoystickList], in particular the [code]JOY_VR_*[/code] " "constants." msgstr "" "Devuelve [code]true[/code] si se pulsa el botón en el índice [code]button[/" "code]. Ver [enum JoyButtonList]." #: doc/classes/ARVRController.xml #, fuzzy msgid "" "The controller's ID.\n" "A controller ID of 0 is unbound and will always result in an inactive node. " "Controller ID 1 is reserved for the first controller that identifies itself " "as the left-hand controller and ID 2 is reserved for the first controller " "that identifies itself as the right-hand controller.\n" "For any other controller that the [ARVRServer] detects, we continue with " "controller ID 3.\n" "When a controller is turned off, its slot is freed. This ensures controllers " "will keep the same ID even when controllers with lower IDs are turned off." msgstr "" "La identificación del controlador.\n" "Un ID de controlador de 0 no está ligado y siempre resultará en un nodo " "inactivo. La ID de controlador 1 está reservada para el primer controlador " "que se identifica como el controlador de la izquierda y la ID 2 está " "reservada para el primer controlador que se identifica como el controlador " "de la derecha.\n" "Para cualquier otro controlador que el [ARVRServer] detecte, continuamos con " "el ID 3 del controlador.\n" "Cuando se apaga un controlador, se libera su ranura. Esto asegura que los " "controladores mantendrán el mismo ID incluso cuando los controladores con " "IDs más bajos se apaguen." #: doc/classes/ARVRController.xml #, fuzzy msgid "" "The degree to which the controller vibrates. Ranges from [code]0.0[/code] to " "[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 "" "El grado de vibración del controlador. Va desde [code]0.0[/code] hasta " "[code]1.0[/code] con precisión [code].01[/code]. Si se cambia, actualiza " "[member XRPositionalTracker.rumble] en consecuencia.\n" "Esta es una propiedad útil para animar si quieres que el controlador vibre " "durante un tiempo limitado." #: doc/classes/ARVRController.xml msgid "Emitted when a button on this controller is pressed." msgstr "Se emite cuando se presiona un botón de este controlador." #: doc/classes/ARVRController.xml msgid "Emitted when a button on this controller is released." msgstr "Se emite cuando se libera un botón de este controlador." #: doc/classes/ARVRController.xml msgid "" "Emitted when the mesh associated with the controller changes or when one " "becomes available. Generally speaking this will be a static mesh after " "becoming available." msgstr "" "Emitido cuando la malla asociada al controlador cambia o cuando uno se hace " "disponible. En términos generales, esta será una malla estática después de " "estar disponible." #: doc/classes/ARVRInterface.xml msgid "Base class for an AR/VR interface implementation." msgstr "Clase base para la implementación de una interfaz AR/VR." #: doc/classes/ARVRInterface.xml #, fuzzy msgid "" "This class needs to be implemented to make an AR or VR platform available to " "Godot and these should be implemented as C++ modules or 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" "Interfaces should be written in such a way that simply enabling them will " "give us a working setup. You can query the available interfaces through " "[ARVRServer]." msgstr "" "Esta clase debe implementarse para poner a disposición de Godot una " "plataforma de AR o VR y éstas deben implementarse como módulos C++ o módulos " "GDNative (nótese que para GDNative debe utilizarse la subclase " "XRScriptInterface). Parte de la interfaz está expuesta a GDScript para que " "pueda detectar, habilitar y configurar una plataforma AR o VR.\n" "Las interfaces deben ser escritas de tal manera que el simple hecho de " "habilitarlas nos dé una configuración de trabajo. Puede consultar las " "interfaces disponibles a través de [ARVRServer]." #: doc/classes/ARVRInterface.xml msgid "" "If this is an AR interface that requires displaying a camera feed as the " "background, this method returns the feed ID in the [CameraServer] for this " "interface." msgstr "" "Si se trata de una interfaz AR que requiere mostrar una alimentación de la " "cámara como fondo, este método devuelve el ID de la alimentación en el " "[CameraServer] para esta interfaz." #: doc/classes/ARVRInterface.xml msgid "" "Returns a combination of [enum Capabilities] flags providing information " "about the capabilities of this interface." msgstr "" "Devuelve una combinación de flags [enum Capabilities] que proporcionan " "información sobre las capacidades de esta interfaz." #: doc/classes/ARVRInterface.xml msgid "Returns the name of this interface (OpenVR, OpenHMD, ARKit, etc)." msgstr "Devuelve el nombre de esta interfaz (OpenVR, OpenHMD, ARKit, etc.)." #: doc/classes/ARVRInterface.xml msgid "" "Returns the resolution at which we should render our intermediate results " "before things like lens distortion are applied by the VR platform." msgstr "" "Devuelve la resolución a la que deberíamos renderizar nuestros resultados " "intermedios antes de que cosas como la distorsión de la lente sean aplicadas " "por la plataforma VR." #: doc/classes/ARVRInterface.xml msgid "" "If supported, returns the status of our tracking. This will allow you to " "provide feedback to the user whether there are issues with positional " "tracking." msgstr "" "Si se apoya, devuelve el estado de nuestro rastreo. Esto le permitirá " "proporcionar información al usuario sobre si hay problemas con el rastreo " "posicional." #: doc/classes/ARVRInterface.xml msgid "" "Call this to initialize this interface. The first interface that is " "initialized is identified as the primary interface and it will be used for " "rendering output.\n" "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 Godot, such as for mobile VR.\n" "If you do this for a platform that handles its own output (such as OpenVR) " "Godot will show just one eye without distortion on screen. Alternatively, " "you 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 " "spectator camera or rendering something completely different.\n" "While currently not used, you can activate additional interfaces. You may " "wish to do this if you want to track controllers from other platforms. " "However, at this point in time only one interface can render to an HMD." msgstr "" "Llama a esto para inicializar esta interfaz. La primera interfaz que se " "inicializa se identifica como la interfaz principal y se utilizará para la " "prestación de servicios.\n" "Después de inicializar la interfaz que quieres usar, necesitas habilitar el " "modo AR/VR de una ventana y la renderización debe comenzar.\n" "[b]Nota:[/b] Debes habilitar el modo AR/VR en la vista principal para " "cualquier dispositivo que utilice la salida principal de Godot, como por " "ejemplo para la RV móvil.\n" "Si lo haces para una plataforma que maneja su propia salida (como OpenVR), " "Godot mostrará un solo ojo sin distorsión en la pantalla. Alternativamente, " "puedes añadir un nodo de puerto de visión separado a tu escena y habilitar " "la AR/VR en ese puerto de visión. Se utilizará para la salida al HMD, " "dejándote libre para hacer lo que quieras en la ventana principal, como usar " "una cámara separada como cámara de espectador o renderizar algo " "completamente diferente.\n" "Mientras que actualmente no se utiliza, puede activar interfaces " "adicionales. Puede que quieras hacer esto si quieres rastrear los " "controladores de otras plataformas. Sin embargo, en este momento sólo una " "interfaz puede renderizar a un HMD." #: doc/classes/ARVRInterface.xml msgid "" "Returns [code]true[/code] if the current output of this interface is in " "stereo." msgstr "" "Devuelve [code]true[/code] si la salida actual de esta interfaz está en " "estéreo." #: doc/classes/ARVRInterface.xml msgid "Turns the interface off." msgstr "Apaga la interfaz." #: doc/classes/ARVRInterface.xml msgid "On an AR interface, [code]true[/code] if anchor detection is enabled." msgstr "" "En una interfaz AR, [code]true[/code] si la detección de anclas está " "activada." #: doc/classes/ARVRInterface.xml msgid "[code]true[/code] if this interface been initialized." msgstr "[code]true[/code] si esta interfaz ha sido inicializada." #: doc/classes/ARVRInterface.xml msgid "[code]true[/code] if this is the primary interface." msgstr "[code]true[/code] si esta es la interfaz primaria." #: doc/classes/ARVRInterface.xml #, fuzzy msgid "No ARVR capabilities." msgstr "No hay capacidades XR." #: doc/classes/ARVRInterface.xml msgid "" "This interface can work with normal rendering output (non-HMD based AR)." msgstr "" "Esta interfaz puede funcionar con una salida de renderizado normal (AR no " "basada en HMD)." #: doc/classes/ARVRInterface.xml msgid "This interface supports stereoscopic rendering." msgstr "Esta interfaz soporta la renderización estereoscópica." #: doc/classes/ARVRInterface.xml msgid "This interface supports AR (video background and real world tracking)." msgstr "" "Esta interfaz soporta AR (video de fondo y seguimiento en el mundo real)." #: doc/classes/ARVRInterface.xml msgid "" "This interface outputs to an external device. If the main viewport is used, " "the on screen output is an unmodified buffer of either the left or right eye " "(stretched if the viewport size is not changed to the same aspect ratio of " "[method get_render_targetsize]). Using a separate viewport node frees up the " "main viewport for other purposes." msgstr "" "Esta interfaz da salida a un dispositivo externo. Si se utiliza la vista " "principal, la salida en pantalla es un búfer sin modificar del ojo izquierdo " "o derecho (se estira si el tamaño de la vista no se cambia a la misma " "relación de aspecto de [method get_render_targetsize]). El uso de un nodo de " "vista separado libera la vista principal para otros propósitos." #: doc/classes/ARVRInterface.xml msgid "" "Mono output, this is mostly used internally when retrieving positioning " "information for our camera node or when stereo scopic rendering is not " "supported." msgstr "" "Salida mono, se utiliza principalmente de forma interna cuando se recupera " "la información de posicionamiento para nuestro nodo de cámara o cuando la " "representación estereoscópica no es compatible." #: doc/classes/ARVRInterface.xml msgid "" "Left eye output, this is mostly used internally when rendering the image for " "the left eye and obtaining positioning and projection information." msgstr "" "Salida del ojo izquierdo, se utiliza principalmente de forma interna al " "renderizar la imagen para el ojo izquierdo y obtener información de " "posicionamiento y proyección." #: doc/classes/ARVRInterface.xml msgid "" "Right eye output, this is mostly used internally when rendering the image " "for the right eye and obtaining positioning and projection information." msgstr "" "Salida del ojo derecho, se utiliza principalmente de forma interna al " "renderizar la imagen para el ojo derecho y obtener información de " "posicionamiento y proyección." #: doc/classes/ARVRInterface.xml msgid "Tracking is behaving as expected." msgstr "El rastreo se está comportando como se esperaba." #: doc/classes/ARVRInterface.xml msgid "" "Tracking is hindered by excessive motion (the player is moving faster than " "tracking can keep up)." msgstr "" "El rastreo se ve obstaculizado por un movimiento excesivo (el jugador se " "mueve más rápido de lo que el rastreo puede mantener)." #: doc/classes/ARVRInterface.xml msgid "" "Tracking is hindered by insufficient features, it's too dark (for camera-" "based tracking), player is blocked, etc." msgstr "" "El rastreo se ve obstaculizado por características insuficientes, está " "demasiado oscuro (para el rastreo basado en la cámara), el reproductor está " "bloqueado, etc." #: doc/classes/ARVRInterface.xml msgid "" "We don't know the status of the tracking or this interface does not provide " "feedback." msgstr "" "No conocemos el estado del rastreo o esta interfaz no proporciona " "información." #: doc/classes/ARVRInterface.xml msgid "" "Tracking is not functional (camera not plugged in or obscured, lighthouses " "turned off, etc.)." msgstr "" "El rastreo no funciona (cámara no enchufada u oscurecida, faros apagados, " "etc.)." #: modules/gdnative/doc_classes/ARVRInterfaceGDNative.xml #, fuzzy msgid "GDNative wrapper for an ARVR interface." msgstr "Envoltura GDNative para una interfaz XR." #: modules/gdnative/doc_classes/ARVRInterfaceGDNative.xml #, fuzzy msgid "" "This is a wrapper class for GDNative implementations of the ARVR interface. " "To use a GDNative ARVR interface, simply instantiate this object and set " "your GDNative library containing the ARVR interface implementation." msgstr "" "Esta es una clase de envoltura para las implementaciones GDNative de la " "interfaz XR. Para usar una interfaz GDNative XR, simplemente instale este " "objeto y establezca su biblioteca GDNative que contiene la implementación de " "la interfaz XR." #: doc/classes/ARVROrigin.xml msgid "The origin point in AR/VR." msgstr "El punto de origen en AR/VR." #: doc/classes/ARVROrigin.xml #, fuzzy msgid "" "This is a special node within the AR/VR system that maps the physical " "location of the center of our tracking space to the virtual location within " "our game world.\n" "There should be only one of these nodes in your scene and you must have one. " "All the ARVRCamera, ARVRController and ARVRAnchor nodes should be direct " "children of this node for spatial tracking to work correctly.\n" "It is the position of this node that you update when your character needs to " "move through your game world while we're not moving in the real world. " "Movement in the real world is always in relation to this origin point.\n" "For example, if your character is driving a car, the ARVROrigin node should " "be a child node of this car. Or, if you're implementing a teleport system to " "move your character, you should change the position of this node." msgstr "" "Este es un nodo especial dentro del sistema AR/VR que mapea la ubicación " "física del centro de nuestro espacio de rastreo a la ubicación virtual " "dentro de nuestro mundo de juego.\n" "Sólo debe haber uno de estos nodos en tu escena y debes tener uno. Todos los " "nodos XRCamera3D, XRController3D y XRAnchor3D deben ser hijos directos de " "este nodo para que el rastreo espacial funcione correctamente.\n" "Es la posición de este nodo la que se actualiza cuando tu personaje necesita " "moverse por el mundo del juego mientras que nosotros no nos movemos en el " "mundo real. El movimiento en el mundo real siempre está en relación con este " "punto de origen.\n" "Por ejemplo, si tu personaje conduce un coche, el nodo XROrigin3D debería " "ser un nodo hijo de este coche. O, si estás implementando un sistema de " "teletransporte para mover tu personaje, deberías cambiar la posición de este " "nodo." #: doc/classes/ARVROrigin.xml #, fuzzy msgid "" "Allows you to adjust the scale to your game's units. Most AR/VR platforms " "assume a scale of 1 game world unit = 1 real world meter.\n" "[b]Note:[/b] This method is a passthrough to the [ARVRServer] itself." msgstr "" "Le permite ajustar la escala a las unidades de su juego. La mayoría de las " "plataformas AR/VR asumen una escala de 1 unidad del mundo del juego = 1 " "metro del mundo real.\n" "[b]Nota:[/b] Este método es un paso al [ARVRServer] mismo." #: doc/classes/ARVRPositionalTracker.xml msgid "A tracked object." msgstr "Un objeto rastreado." #: doc/classes/ARVRPositionalTracker.xml #, fuzzy msgid "" "An instance of this object represents a device that is tracked, such as a " "controller or anchor point. HMDs aren't represented here as they are handled " "internally.\n" "As controllers are turned on and the AR/VR interface detects them, instances " "of this object are automatically added to this list of active tracking " "objects accessible through the [ARVRServer].\n" "The [ARVRController] and [ARVRAnchor] both consume objects of this type and " "should be used in your project. The positional trackers are just under-the-" "hood objects that make this all work. These are mostly exposed so that " "GDNative-based interfaces can interact with them." msgstr "" "Una instancia de este objeto representa un dispositivo que es rastreado, " "como un controlador o punto de anclaje. Los HMD no están representados aquí " "ya que se manejan internamente.\n" "A medida que se encienden los controladores y la interfaz AR/VR los detecta, " "las instancias de este objeto se añaden automáticamente a esta lista de " "objetos de rastreo activos accesibles a través del [ARVRServer].\n" "Tanto el [ARVRController] como el [ARVRAnchor] consumen objetos de este tipo " "y deberían ser utilizados en su proyecto. Los rastreadores posicionales son " "sólo objetos bajo el capó que hacen que todo esto funcione. Estos están " "mayormente expuestos para que las interfaces basadas en GDNative puedan " "interactuar con ellos." #: doc/classes/ARVRPositionalTracker.xml msgid "" "Returns the hand holding this tracker, if known. See [enum TrackerHand] " "constants." msgstr "" "Devuelve la mano que sostiene este rastreador, si se conoce. Ver las " "constantes de [enum TrackerHand]." #: doc/classes/ARVRPositionalTracker.xml msgid "" "If this is a controller that is being tracked, the controller will also be " "represented by a joystick entry with this ID." msgstr "" "Si se trata de un controlador que está siendo rastreado, el controlador " "también será representado por una entrada de joystick con esta " "identificación." #: doc/classes/ARVRPositionalTracker.xml msgid "" "Returns the mesh related to a controller or anchor point if one is available." msgstr "" "Devuelve la malla relacionada con un controlador o punto de anclaje, si lo " "hay." #: doc/classes/ARVRPositionalTracker.xml msgid "Returns the controller or anchor point's name if available." msgstr "" "Devuelve el nombre del controlador o del punto de anclaje si está disponible." #: doc/classes/ARVRPositionalTracker.xml msgid "Returns the controller's orientation matrix." msgstr "Devuelve la matriz de orientación del controlador." #: doc/classes/ARVRPositionalTracker.xml msgid "Returns the world-space controller position." msgstr "Devuelve la posición del controlador espacio-mundo." #: doc/classes/ARVRPositionalTracker.xml #, fuzzy msgid "" "Returns the internal tracker ID. This uniquely identifies the tracker per " "tracker type and matches the ID you need to specify for nodes such as the " "[ARVRController] and [ARVRAnchor] nodes." msgstr "" "Devuelve la identificación del rastreador interno. Esto identifica de forma " "única el rastreador por tipo de rastreador y coincide con el ID que necesita " "especificar para nodos como los nodos [ARVRController] y [ARVRAnchor]." #: doc/classes/ARVRPositionalTracker.xml msgid "Returns [code]true[/code] if this device tracks orientation." msgstr "Devuelve [code]true[/code] si este dispositivo rastrea la orientación." #: doc/classes/ARVRPositionalTracker.xml msgid "Returns [code]true[/code] if this device tracks position." msgstr "Devuelve [code]true[/code] si este dispositivo rastrea la posición." #: doc/classes/ARVRPositionalTracker.xml msgid "Returns the transform combining this device's orientation and position." msgstr "" "Devuelve la transformación combinando la orientación y la posición de este " "dispositivo." #: doc/classes/ARVRPositionalTracker.xml msgid "Returns the tracker's type." msgstr "Devuelve el tipo de rastreador." #: doc/classes/ARVRPositionalTracker.xml msgid "" "The degree to which the tracker rumbles. Ranges from [code]0.0[/code] to " "[code]1.0[/code] with precision [code].01[/code]." msgstr "" "El grado en que el rastreador retumba. Va desde [code]0.0[/code] hasta " "[code]1.0[/code] con precisión [code].01[/code]." #: doc/classes/ARVRPositionalTracker.xml msgid "The hand this tracker is held in is unknown or not applicable." msgstr "" "La mano con la que se sostiene este rastreador es desconocida o no aplicable." #: doc/classes/ARVRPositionalTracker.xml msgid "This tracker is the left hand controller." msgstr "Este rastreador es el controlador de la mano izquierda." #: doc/classes/ARVRPositionalTracker.xml msgid "This tracker is the right hand controller." msgstr "Este rastreador es el controlador de la mano derecha." #: doc/classes/ARVRServer.xml msgid "Server for AR and VR features." msgstr "Servidor para las funciones de AR y VR." #: doc/classes/ARVRServer.xml msgid "" "The AR/VR server is the heart of our Advanced and Virtual Reality solution " "and handles all the processing." msgstr "" "El servidor AR/VR es el corazón de nuestra solución de Realidad Virtual y " "Avanzada y maneja todo el procesamiento." #: doc/classes/ARVRServer.xml msgid "Registers an [ARVRInterface] object." msgstr "" #: doc/classes/ARVRServer.xml msgid "" "Registers a new [ARVRPositionalTracker] that tracks a spatial location in " "real space." msgstr "" #: doc/classes/ARVRServer.xml msgid "" "This is an important function to understand correctly. AR and VR platforms " "all handle positioning slightly differently.\n" "For platforms that do not offer spatial tracking, our origin point (0,0,0) " "is the location of our HMD, but you have little control over the direction " "the player is facing in the real world.\n" "For platforms that do offer spatial tracking, our origin point depends very " "much on the system. For OpenVR, our origin point is usually the center of " "the tracking space, on the ground. For other platforms, it's often the " "location of the tracking camera.\n" "This method allows you to center your tracker on the location of the HMD. It " "will take the current location of the HMD and use that to adjust all your " "tracking data; in essence, realigning the real world to your player's " "current position in the game world.\n" "For this method to produce usable results, tracking information must be " "available. This often takes a few frames after starting your game.\n" "You should call this method after a few seconds have passed. For instance, " "when the user requests a realignment of the display holding a designated " "button on a controller for a short period of time, or when implementing a " "teleport mechanism." msgstr "" "Esta es una función importante para entender correctamente. Las plataformas " "AR y VR manejan la posición de forma ligeramente diferente.\n" "Para las plataformas que no ofrecen seguimiento espacial, nuestro punto de " "origen (0,0,0) es la ubicación de nuestro HMD, pero tienes poco control " "sobre la dirección a la que se dirige el jugador en el mundo real.\n" "Para las plataformas que sí ofrecen rastreo espacial, nuestro punto de " "origen depende mucho del sistema. Para OpenVR, nuestro punto de origen suele " "ser el centro del espacio de seguimiento, en el suelo. Para otras " "plataformas, a menudo es la ubicación de la cámara de seguimiento.\n" "Este método permite centrar el rastreador en la ubicación del HMD. Tomará la " "ubicación actual del HMD y la usará para ajustar todos los datos de rastreo; " "en esencia, realineará el mundo real con la posición actual de su jugador en " "el mundo del juego.\n" "Para que este método produzca resultados utilizables, la información de " "rastreo debe estar disponible. Esto a menudo toma unos cuantos fotogramas " "después de comenzar el juego.\n" "Deberías llamar a este método después de que hayan pasado unos segundos. Por " "ejemplo, cuando el usuario solicita un reajuste de la pantalla manteniendo " "un botón designado en un controlador durante un corto período de tiempo, o " "cuando se implementa un mecanismo de teletransporte." #: doc/classes/ARVRServer.xml msgid "" "Clears our current primary interface if it is set to the provided interface." msgstr "" #: doc/classes/ARVRServer.xml msgid "" "Finds an interface by its name. For instance, if your project uses " "capabilities of an AR/VR platform, you can find the interface for that " "platform by name and initialize it." msgstr "" "Encuentra una interfaz por su nombre. Por ejemplo, si su proyecto utiliza " "las capacidades de una plataforma AR/VR, puede encontrar la interfaz de esa " "plataforma por su nombre e inicializarla." #: doc/classes/ARVRServer.xml msgid "Returns the primary interface's transformation." msgstr "Devuelve la transformación de la interfaz primaria." #: doc/classes/ARVRServer.xml msgid "" "Returns the interface registered at a given index in our list of interfaces." msgstr "" "Devuelve la interfaz registrada en un índice determinado en nuestra lista de " "interfaces." #: doc/classes/ARVRServer.xml msgid "" "Returns the number of interfaces currently registered with the AR/VR server. " "If your project supports multiple AR/VR platforms, you can look through the " "available interface, and either present the user with a selection or simply " "try to initialize each interface and use the first one that returns " "[code]true[/code]." msgstr "" "Devuelve el número de interfaces registradas actualmente en el servidor AR/" "VR. Si su proyecto soporta múltiples plataformas AR/VR, puede mirar a través " "de la interfaz disponible, y presentar al usuario una selección o " "simplemente tratar de inicializar cada interfaz y usar la primera que " "devuelva [code]true[/code]." #: doc/classes/ARVRServer.xml msgid "" "Returns a list of available interfaces the ID and name of each interface." msgstr "" "Devuelve una lista de las interfaces disponibles, el ID y el nombre de cada " "interfaz." #: doc/classes/ARVRServer.xml #, fuzzy msgid "" "Returns the absolute timestamp (in μs) of the last [ARVRServer] commit of " "the AR/VR eyes to [VisualServer]. The value comes from an internal call to " "[method OS.get_ticks_usec]." msgstr "" "Devuelve la marca de tiempo absoluta (en μs) del último compromiso " "[ARVRServer] de los ojos AR/VR a [VisualServer]. El valor viene de una " "llamada interna a [method OS.get_ticks_usec]." #: doc/classes/ARVRServer.xml msgid "" "Returns the duration (in μs) of the last frame. This is computed as the " "difference between [method get_last_commit_usec] and [method " "get_last_process_usec] when committing." msgstr "" "Devuelve la duración (en μs) del último fotograma. Esto se calcula como la " "diferencia entre [method get_last_commit_usec] y [method " "get_last_process_usec] al hacer la confirmación." #: doc/classes/ARVRServer.xml #, fuzzy msgid "" "Returns the absolute timestamp (in μs) of the last [ARVRServer] process " "callback. The value comes from an internal call to [method OS." "get_ticks_usec]." msgstr "" "Devuelve la marca de tiempo absoluta (en μs) de la última llamada del " "proceso [ARVRServer]. El valor viene de una llamada interna a [method OS." "get_ticks_usec]." #: doc/classes/ARVRServer.xml msgid "" "Returns the reference frame transform. Mostly used internally and exposed " "for GDNative build interfaces." msgstr "" "Devuelve la transformación del fotograma de referencia. Mayormente usada " "internamente y expuesta para las interfaces de construcción GDNative." #: doc/classes/ARVRServer.xml msgid "Returns the positional tracker at the given ID." msgstr "Devuelve el rastreador de posición en la identificación dada." #: doc/classes/ARVRServer.xml msgid "Returns the number of trackers currently registered." msgstr "Devuelve el número de rastreadores registrados actualmente." #: doc/classes/ARVRServer.xml #, fuzzy msgid "Removes this interface." msgstr "Quita el objeto." #: doc/classes/ARVRServer.xml #, fuzzy msgid "Removes this positional tracker." msgstr "Devuelve el rastreador de posición en la identificación dada." #: doc/classes/ARVRServer.xml #, fuzzy msgid "The primary [ARVRInterface] currently bound to the [ARVRServer]." msgstr "La [ARVRInterface] primaria actualmente unida al [ARVRServer]." #: doc/classes/ARVRServer.xml msgid "" "Allows you to adjust the scale to your game's units. Most AR/VR platforms " "assume a scale of 1 game world unit = 1 real world meter." msgstr "" "Permite ajustar la escala a las unidades de su juego. La mayoría de las " "plataformas AR/VR asumen una escala de 1 unidad del mundo del juego = 1 " "metro del mundo real." #: doc/classes/ARVRServer.xml msgid "Emitted when a new interface has been added." msgstr "Emitido cuando se ha añadido una nueva interfaz." #: doc/classes/ARVRServer.xml msgid "Emitted when an interface is removed." msgstr "Emitido cuando se quita una interfaz." #: doc/classes/ARVRServer.xml #, fuzzy msgid "" "Emitted when a new tracker has been added. If you don't use a fixed number " "of controllers or if you're using [ARVRAnchor]s for an AR solution, it is " "important to react to this signal to add the appropriate [ARVRController] or " "[ARVRAnchor] nodes related to this new tracker." msgstr "" "Emitido cuando se ha añadido un nuevo rastreador. Si no utiliza un número " "fijo de controladores o si está utilizando [ARVRAnchor] para una solución de " "AR, es importante reaccionar a esta señal para añadir los nodos " "[ARVRController] o [ARVRAnchor] apropiados relacionados con este nuevo " "tracker." #: doc/classes/ARVRServer.xml #, fuzzy msgid "" "Emitted when a tracker is removed. You should remove any [ARVRController] or " "[ARVRAnchor] points if applicable. This is not mandatory, the nodes simply " "become inactive and will be made active again when a new tracker becomes " "available (i.e. a new controller is switched on that takes the place of the " "previous one)." msgstr "" "Emitido cuando se retira un rastreador. Debes quitar cualquier punto " "[ARVRController] o [ARVRAnchor] si es aplicable. Esto no es obligatorio, los " "nodos simplemente se vuelven inactivos y se activarán de nuevo cuando un " "nuevo rastreador esté disponible (es decir, se activa un nuevo controlador " "que toma el lugar del anterior)." #: doc/classes/ARVRServer.xml msgid "The tracker tracks the location of a controller." msgstr "El rastreador rastrea la ubicación de un controlador." #: doc/classes/ARVRServer.xml msgid "The tracker tracks the location of a base station." msgstr "El rastreador rastrea la ubicación de una estación base." #: doc/classes/ARVRServer.xml msgid "The tracker tracks the location and size of an AR anchor." msgstr "El rastreador rastrea la ubicación y el tamaño de un ancla AR." #: doc/classes/ARVRServer.xml msgid "Used internally to filter trackers of any known type." msgstr "" "Se utiliza internamente para filtrar los rastreadores de cualquier tipo " "conocido." #: doc/classes/ARVRServer.xml msgid "Used internally if we haven't set the tracker type yet." msgstr "Se usa internamente si aún no hemos establecido el tipo de rastreador." #: doc/classes/ARVRServer.xml msgid "Used internally to select all trackers." msgstr "Se utiliza internamente para seleccionar todos los rastreadores." #: doc/classes/ARVRServer.xml msgid "" "Fully reset the orientation of the HMD. Regardless of what direction the " "user is looking to in the real world. The user will look dead ahead in the " "virtual world." msgstr "" "Reajustar completamente la orientación del HMD. Independientemente de la " "dirección en la que el usuario está mirando en el mundo real. El usuario " "mirará hacia adelante en el mundo virtual." #: doc/classes/ARVRServer.xml msgid "" "Resets the orientation but keeps the tilt of the device. So if we're looking " "down, we keep looking down but heading will be reset." msgstr "" "Restablece la orientación pero mantiene la inclinación del dispositivo. Así " "que si estamos mirando hacia abajo, seguimos mirando hacia abajo pero la " "orientación se reajustará." #: doc/classes/ARVRServer.xml msgid "" "Does not reset the orientation of the HMD, only the position of the player " "gets centered." msgstr "" "No reajusta la orientación del HMD, sólo la posición del jugador se centra." #: doc/classes/AspectRatioContainer.xml msgid "Container that preserves its child controls' aspect ratio." msgstr "" #: doc/classes/AspectRatioContainer.xml msgid "" "Arranges child controls in a way to preserve their aspect ratio " "automatically whenever the container is resized. Solves the problem where " "the container size is dynamic and the contents' size needs to adjust " "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 #, fuzzy msgid "GUI containers" msgstr "Contenedor con pestaña." #: doc/classes/AspectRatioContainer.xml #, fuzzy msgid "Specifies the horizontal relative position of child controls." msgstr "La separación horizontal de los nodos de los niños." #: doc/classes/AspectRatioContainer.xml #, fuzzy msgid "Specifies the vertical relative position of child controls." msgstr "La separación vertical de los nodos de los hijos." #: doc/classes/AspectRatioContainer.xml msgid "" "The aspect ratio to enforce on child controls. This is the width divided by " "the height. The ratio depends on the [member stretch_mode]." msgstr "" #: doc/classes/AspectRatioContainer.xml #, fuzzy msgid "The stretch mode used to align child controls." msgstr "El modo de llamada a utilizar para las Call Method Tracks." #: doc/classes/AspectRatioContainer.xml msgid "" "The height of child controls is automatically adjusted based on the width of " "the container." msgstr "" #: doc/classes/AspectRatioContainer.xml #, fuzzy msgid "" "The width of child controls is automatically adjusted based on the height of " "the container." msgstr "" "Si [code]true[/code], el control redimensionará automáticamente la altura " "para que se ajuste a su contenido." #: doc/classes/AspectRatioContainer.xml msgid "" "The bounding rectangle of child controls is automatically adjusted to fit " "inside the container while keeping the aspect ratio." msgstr "" #: doc/classes/AspectRatioContainer.xml msgid "" "The width and height of child controls is automatically adjusted to make " "their bounding rectangle cover the entire area of the container while " "keeping the aspect ratio.\n" "When the bounding rectangle of child controls exceed the container's size " "and [member Control.rect_clip_content] is enabled, this allows to show only " "the container's area restricted by its own bounding rectangle." msgstr "" #: doc/classes/AspectRatioContainer.xml #, fuzzy msgid "" "Aligns child controls with the beginning (left or top) of the container." msgstr "Alinea a los niños con el principio del contenedor." #: doc/classes/AspectRatioContainer.xml #, fuzzy msgid "Aligns child controls with the center of the container." msgstr "Alinea a los niños con el centro del contenedor." #: doc/classes/AspectRatioContainer.xml #, fuzzy msgid "Aligns child controls with the end (right or bottom) of the container." msgstr "Alinea a los niños con el final del contenedor." #: doc/classes/AStar.xml #, fuzzy msgid "" "An implementation of A* to find the shortest paths among connected points in " "space." msgstr "" "Una inplementacion del algoritmo A estrella para encontrar la ruta mas corta " "que conectan puntos en el espacio." #: doc/classes/AStar.xml #, fuzzy 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. 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 " "manually with [method connect_points]. Then you can test if there is a path " "between two points with the [method are_points_connected] function, get a " "path containing indices by [method get_id_path], or one containing actual " "coordinates with [method get_point_path].\n" "It is also possible to use non-Euclidean distances. To do so, create a class " "that extends [code]AStar[/code] and override methods [method _compute_cost] " "and [method _estimate_cost]. Both take two indices and return a length, as " "is shown in the following example.\n" "[codeblock]\n" "class MyAStar:\n" " extends AStar\n" "\n" " func _compute_cost(u, v):\n" " return abs(u - v)\n" "\n" " func _estimate_cost(u, v):\n" " return min(0, abs(u - v) - 1)\n" "[/codeblock]\n" "[method _estimate_cost] should return a lower bound of the distance, i.e. " "[code]_estimate_cost(u, v) <= _compute_cost(u, v)[/code]. This serves as a " "hint to the algorithm because the custom [code]_compute_cost[/code] might be " "computation-heavy. If this is not the case, make [method _estimate_cost] " "return the same value as [method _compute_cost] to provide the algorithm " "with the most accurate information.\n" "If the default [method _estimate_cost] and [method _compute_cost] methods " "are used, or if the supplied [method _estimate_cost] method returns a lower " "bound of the cost, then the paths returned by A* will be the lowest-cost " "paths. Here, the cost of a path equals the sum of the [method _compute_cost] " "results of all segments in the path multiplied by the [code]weight_scale[/" "code]s of the endpoints of the respective segments. If the default methods " "are used and the [code]weight_scale[/code]s of all points are set to " "[code]1.0[/code], then this equals the sum of Euclidean distances of all " "segments in the path." msgstr "" "A* (A estrella) en un algoritmo informatico que es ampliamente utilizado " "para busqueda de rutas y movimiento entre grafos, el proceso de trazar rutas " "cortas entre vertices(puntos), pasando a traves de un serie de lados " "dados(segmentos). Disfruta de un amplio uso debido a su rendimiento y " "precision. La implementacion de Godot utiliza puntos en un espacio " "tridimensional y distancias euclideas por defecto.\n" "Tu debes añadir puntos manulamente con [method add_point] y crear segmentos " "manualment con [method connect_points]. Entonces tu podras probar is hay una " "ruta entre dos puntos con la funcion [method are_points_connected], tomar " "una ruta conteniendo los indices por [method get_id_path], o un conteniendo " "las coordenadas actuales con [method get_point_path].\n" "Tambien es posible usar distancias no euclideas. Para hacer eso, crea una " "clase que extieda [code]AStar[/code] y sobreescriba los metodos [method " "_compute_cost] y [method _estimate_cost]. Ambos toman dos indices y " "devuelven una longitud, como se muestra en el siguiente ejemplo.\n" "[codeblock]\n" "class MiAEstrella:\n" " extends AStar\n" "\n" " func _compute_cost(u, v):\n" " return abs(u - v)\n" "\n" " func _estimate_cost(u, v):\n" " return min(0, abs(u - v) - 1)\n" "[/codeblock]\n" "[method _estimate_cost] debe devolver un limite inferior de la distancia, es " "decir, [code]_estimate_cost(u, v) <= _compute_cost(u, v)[/code]. Esto sirve " "como una sugerencia al algoritmo porque el personalizado[code]_compute_cost[/" "code] puede ser costoso en tiempo. Si este no es el caso, haz [method " "_estimate_cost] que devuelva el mismo valor que [method _compute_cost] para " "suministrar el algoritmo con la informacion mas precisa." #: doc/classes/AStar.xml msgid "" "Called when computing the cost between two connected points.\n" "Note that this function is hidden in the default [code]AStar[/code] class." msgstr "" "Llamado cuando se calcula el coste entre dos puntos conectados.\n" "Nota que esta funcion esta oculta en la clase [code]AStar[/code] por defecto." #: doc/classes/AStar.xml msgid "" "Called when estimating the cost between a point and the path's ending " "point.\n" "Note that this function is hidden in the default [code]AStar[/code] class." msgstr "" "Llamado cuando se estima el coste entre un punto y la ruta del punto final.\n" "Nota que esta funcion esta oculto en la clase [code]AStar[/code] por defecto." #: doc/classes/AStar.xml #, fuzzy 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 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, " "the algorithm prefers points with lower [code]weight_scale[/code]s to form a " "path.\n" "[codeblock]\n" "var astar = AStar.new()\n" "astar.add_point(1, Vector3(1, 0, 0), 4) # Adds the point (1, 0, 0) with " "weight_scale 4 and id 1\n" "[/codeblock]\n" "If there already exists a point for the given [code]id[/code], its position " "and weight scale are updated to the given values." msgstr "" "Añade un nuevo punto a la posicion dada con el identificador dado. El " "algoritmo prefiere puntos con bajo [code]weight_scale[/code] para formar una " "ruta. El [code]id[/code] debe ser un 0 o mayor, y le [code]weight_scale[/" "code] debe ser 1 o mayor.\n" "[codeblock]\n" "var astar = AStar.new()\n" "astar.add_point(1, Vector1(1,0,0), 4) # Añade el punto (1, 0, 0) con " "weight_scale 4 e id 1.\n" "[/codeblock]\n" "Si ya existe un punto para el [code]id[/code] dado, su posicion y " "weight_scale es actualizado a los valores dados." #: doc/classes/AStar.xml msgid "" "Returns whether the two given points are directly connected by a segment. 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 "" "Devuelve si dos puntos dados estan directamente conectados por un segmento. " "Si [code]bidirectional[/code] es [code]false[/code], devuelve si el " "movimiento desde [code]id[/code] a [code]to_id[/code] es posible a traves " "del segmento." #: doc/classes/AStar.xml doc/classes/AStar2D.xml msgid "Clears all the points and segments." msgstr "Limpia todos los puntos y segmentos." #: doc/classes/AStar.xml msgid "" "Creates a segment between the given points. If [code]bidirectional[/code] is " "[code]false[/code], only movement from [code]id[/code] to [code]to_id[/code] " "is allowed, not the reverse direction.\n" "[codeblock]\n" "var astar = AStar.new()\n" "astar.add_point(1, Vector3(1, 1, 0))\n" "astar.add_point(2, Vector3(0, 5, 0))\n" "astar.connect_points(1, 2, false)\n" "[/codeblock]" msgstr "" "Crea un segmento entre los puntos dados. Si [code]bidirectional[/code] es " "[code]false[/code], solo el movimiento desde [code]id[/code] a [code]to_id[/" "code] es permitido, no la direccion inversa.\n" "[codeblock]\n" "var astar = AStar.new()\n" "astar.add_point(1, Vector3(1, 1, 0))\n" "astar.add_point(2, Vector3(0, 5, 0))\n" "astar.connect_points(1,2, false)\n" "[/codeblock]" #: 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[/" "code] is prevented, and a unidirectional segment possibly remains." msgstr "" "Elimina el segmento entre los puntos dados. Si [code]bidirectional[/code] es " "[code]false[/code], solo el movimiento desde [code]id[/code] a [code]to_id[/" "code] es prevenido, y una segmento unidireccional posiblemente se mantiene." #: doc/classes/AStar.xml doc/classes/AStar2D.xml msgid "Returns the next available point ID with no point associated to it." msgstr "" "Devuelve el punto de Ide proximo disponible con ningun punto asociado a el." #: doc/classes/AStar.xml doc/classes/AStar2D.xml msgid "" "Returns the ID of the closest point to [code]to_position[/code], optionally " "taking disabled points into account. Returns [code]-1[/code] if there are no " "points in the points pool.\n" "[b]Note:[/b] If several points are the closest to [code]to_position[/code], " "the one with the smallest ID will be returned, ensuring a deterministic " "result." msgstr "" "Devuelve el ID del punto mas cercano a [code]to_position[/code], " "opcionalmente tomando puntos deshabilitados en cuenta. Devuelve [code]-1[/" "code] si no hay puntos el grupo(pool) de puntos.\n" "[b]Nota:[/b] Si varios puntos son los más cercanos a [code]to_position[/" "code], el pundo con el menor ID será devuelto, asegurando un resultado " "deterministico." #: doc/classes/AStar.xml msgid "" "Returns the closest position to [code]to_position[/code] that resides inside " "a segment between two connected points.\n" "[codeblock]\n" "var astar = AStar.new()\n" "astar.add_point(1, Vector3(0, 0, 0))\n" "astar.add_point(2, Vector3(0, 5, 0))\n" "astar.connect_points(1, 2)\n" "var res = astar.get_closest_position_in_segment(Vector3(3, 3, 0)) # Returns " "(0, 3, 0)\n" "[/codeblock]\n" "The result is in the segment that goes from [code]y = 0[/code] to [code]y = " "5[/code]. It's the closest position in the segment to the given point." msgstr "" "Devuelve la posicion mas cercana a [code]to_position[/code] que reside " "dentro de un segmento entre dos puntos conectados.\n" "[codeblock]\n" "var astar = AStar.new()\n" "astar.add_point(1, Vector3(0, 0, 0))\n" "astar.add_point(2, Vector3(0, 5, 0))\n" "astar.connect_points(1,2)\n" "var res = astar.get_closest_position_in_segment(Vector3(3, 3, 0)) # Devuelve " "(0, 3, 0)\n" "[/codeblock]\n" "El resultado esta en el segmento que va desde [code]y = 0[/code] a [code]y = " "5[/code]. Es la posicion mas cercana el segmento de un punto dado." #: doc/classes/AStar.xml msgid "" "Returns an array with the IDs of the points that form the path found by " "AStar between the given points. The array is ordered from the starting point " "to the ending point of the path.\n" "[codeblock]\n" "var astar = AStar.new()\n" "astar.add_point(1, Vector3(0, 0, 0))\n" "astar.add_point(2, Vector3(0, 1, 0), 1) # Default weight is 1\n" "astar.add_point(3, Vector3(1, 1, 0))\n" "astar.add_point(4, Vector3(2, 0, 0))\n" "\n" "astar.connect_points(1, 2, false)\n" "astar.connect_points(2, 3, false)\n" "astar.connect_points(4, 3, false)\n" "astar.connect_points(1, 4, false)\n" "\n" "var res = astar.get_id_path(1, 3) # Returns [1, 2, 3]\n" "[/codeblock]\n" "If you change the 2nd point's weight to 3, then the result will be [code][1, " "4, 3][/code] instead, because now even though the distance is longer, it's " "\"easier\" to get through point 4 than through point 2." msgstr "" "Devuelve un array con los IDs de los puntos que forman la ruta encontrada " "por un A estrella entre los puntos dados. El array es ordenado desde el " "punto de comienzo al punto final de la ruta.\n" "[codeblock]\n" "var astar = AStar.new()\n" "astar.add_point(1, Vector3(0, 0, 0))\n" "asta.add_point(2, Vector3(0, 1, 0), 1) # Peso por defecto es 1\n" "astar.add_point(3, Vector3(1, 1, 0))\n" "astar.add_point(4, Vector3(2, 0, 0))\n" "\n" "astar.connect_points(1, 2, false)\n" "astar.connect_points(2, 3, false)\n" "astar.connect_points(4, 3, false)\n" "astar.connect_points(1, 4, false)\n" "\n" "var res = astar.get_id_path(1, 3) # Devuelve [1, 2, 3]\n" "[/codeblock]\n" "Si tu cambiar el peso del segundo punto a 3, entonces el resultado sera " "[code][1, 4, 3][/code], porque ahora aunque la distanica es mayor, es mas " "facil (menos coste) ir a traves de 4 que a traves del punto 2." #: doc/classes/AStar.xml doc/classes/AStar2D.xml msgid "" "Returns the capacity of the structure backing the points, useful in " "conjunction with [code]reserve_space[/code]." msgstr "" "Devuelve la capacidad de la estructura que respalda los puntos, usado junto " "con [code]reserve_space[/code]." #: doc/classes/AStar.xml msgid "" "Returns an array with the IDs of the points that form the connection with " "the given point.\n" "[codeblock]\n" "var astar = AStar.new()\n" "astar.add_point(1, Vector3(0, 0, 0))\n" "astar.add_point(2, Vector3(0, 1, 0))\n" "astar.add_point(3, Vector3(1, 1, 0))\n" "astar.add_point(4, Vector3(2, 0, 0))\n" "\n" "astar.connect_points(1, 2, true)\n" "astar.connect_points(1, 3, true)\n" "\n" "var neighbors = astar.get_point_connections(1) # Returns [2, 3]\n" "[/codeblock]" msgstr "" "Devuelve un array con los IDs de los puntos que forman la conneccion con el " "punto dado.\n" "[codeblock]\n" "var astar = AStar.new()\n" "astar.add_point(1, Vector3(0, 0, 0))\n" "astar.add_point(2, Vector1(0, 1, 0))\n" "astar.add_point(3, Vector3(1, 1, 0))\n" "astar.add_point(4, Vector3(2, 0, 0))\n" "\n" "astar.connect_points(1, 2, true)\n" "astar.connect_points(1, 3, true)\n" "\n" "var vecinos = astar.get_point_connections() # Devuelve [2, 3]\n" "[/codeblock]" #: doc/classes/AStar.xml doc/classes/AStar2D.xml msgid "Returns the number of points currently in the points pool." msgstr "Devuelve el numero de puntos actualmente en el grupo(pool) de puntos." #: doc/classes/AStar.xml #, fuzzy msgid "" "Returns an array with the points that are in the path found by AStar between " "the given points. The array is ordered from the starting point to the ending " "point of the path.\n" "[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " "will return an empty [PoolVector3Array] and will print an error message." msgstr "" "Devuelve un array con los puntos que estan en la ruta encontrada por el A " "estrella entre los puntos dados. El array esta ordenado desde el punto " "inicial al punto final de la ruta." #: doc/classes/AStar.xml doc/classes/AStar2D.xml msgid "" "Returns the position of the point associated with the given [code]id[/code]." msgstr "Devuelve la posicion del punto asociado con el [code]id[/code] dado." #: doc/classes/AStar.xml doc/classes/AStar2D.xml msgid "" "Returns the weight scale of the point associated with the given [code]id[/" "code]." msgstr "Devuelve el peso del punto asociado con el [code]id[/code] dado." #: doc/classes/AStar.xml doc/classes/AStar2D.xml msgid "Returns an array of all points." msgstr "Devuelve un array con todos los puntos." #: doc/classes/AStar.xml doc/classes/AStar2D.xml msgid "" "Returns whether a point associated with the given [code]id[/code] exists." msgstr "Devuelve si un punto asociado con el [code]id[/code] existe." #: doc/classes/AStar.xml doc/classes/AStar2D.xml msgid "" "Returns whether a point is disabled or not for pathfinding. By default, all " "points are enabled." msgstr "" "Devuelve si un punto esta deshabilitado or no para el buscador de rutas. Por " "defecto, todos los puntos estan habilitados." #: doc/classes/AStar.xml doc/classes/AStar2D.xml msgid "" "Removes the point associated with the given [code]id[/code] from the points " "pool." msgstr "" "Elimina el punto asociado con el [code]id[/code] dado del grupo(pool) de " "puntos." #: doc/classes/AStar.xml doc/classes/AStar2D.xml msgid "" "Reserves space internally for [code]num_nodes[/code] points, useful if " "you're adding a known large number of points at once, for a grid for " "instance. New capacity must be greater or equals to old capacity." msgstr "" "Espacio de reserva interna para puntos [code]num_nodes[/code], util si tu " "estas añadiendo un gran numero de puntos a la vez, para un grid por ejemplo. " "Las nuevas capacidades debes ser mayores o iguales que la anterior capacidad." #: doc/classes/AStar.xml doc/classes/AStar2D.xml msgid "" "Disables or enables the specified point for pathfinding. Useful for making a " "temporary obstacle." msgstr "" "Deshabilita o habilita el punto especificado para el buscador de rutas. Util " "para crear obstaculos temporales." #: doc/classes/AStar.xml doc/classes/AStar2D.xml msgid "" "Sets the [code]position[/code] for the point with the given [code]id[/code]." msgstr "" "Coloca la [code]position[/code] para el punto con el [code]id[/code] dado." #: doc/classes/AStar.xml doc/classes/AStar2D.xml msgid "" "Sets the [code]weight_scale[/code] for the point with the given [code]id[/" "code]. 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." msgstr "" #: doc/classes/AStar2D.xml msgid "AStar class representation that uses 2D vectors as edges." msgstr "Representacion de la clase AStar que usa vectores 2D como lados." #: doc/classes/AStar2D.xml msgid "" "This is a wrapper for the [AStar] class which uses 2D vectors instead of 3D " "vectors." msgstr "" "Este es un envoltorio para la clase [AStar] el cual usa vectores 2D en vez " "de 3D Vectors." #: doc/classes/AStar2D.xml msgid "" "Called when computing the cost between two connected points.\n" "Note that this function is hidden in the default [code]AStar2D[/code] class." msgstr "" "Llamado cuando se calcula el coste entre dos puntos conectados.\n" "Nota que esta funcion esta oculta en la clase [code]AStar2D[/code] por " "defecto." #: doc/classes/AStar2D.xml msgid "" "Called when estimating the cost between a point and the path's ending " "point.\n" "Note that this function is hidden in the default [code]AStar2D[/code] class." msgstr "" "Llamado cuando se calcula el coste entre un punto el final de un punto de " "una ruta.\n" "Nota que esta funcion esta oculta en la clase [code]AStar2D[/code] por " "defecto." #: doc/classes/AStar2D.xml #, fuzzy 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 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, " "the algorithm prefers points with lower [code]weight_scale[/code]s to form a " "path.\n" "[codeblock]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(1, 0), 4) # Adds the point (1, 0) with " "weight_scale 4 and id 1\n" "[/codeblock]\n" "If there already exists a point for the given [code]id[/code], its position " "and weight scale are updated to the given values." msgstr "" "Añade un nuevo punto en la posicion dada con el identificador dado. El " "algoritmo prefiere puntos con bajos [code]weight_scale[/code] para formar " "una ruta El [code]id[/code] debe ser 0 or mayor, y el [code]weight_scale[/" "code] debe ser 1 o mayor.\n" "[codeblock]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(1,0), 4) # Añade el punto (1, 0) con weight_scale " "4 e id 1\n" "[/ocdeblock]\n" "Si ya existe un punto para el [code]id[/code], su posicion y peso seran " "actualizados con los pesos dados." #: doc/classes/AStar2D.xml #, fuzzy 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 "" "Devuelve si dos puntos dados estan directamente conectados por un segmento. " "Si [code]bidirectional[/code] es [code]false[/code], devuelve si el " "movimiento desde [code]id[/code] a [code]to_id[/code] es posible a traves " "del segmento." #: doc/classes/AStar2D.xml msgid "" "Creates a segment between the given points. If [code]bidirectional[/code] is " "[code]false[/code], only movement from [code]id[/code] to [code]to_id[/code] " "is allowed, not the reverse direction.\n" "[codeblock]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(1, 1))\n" "astar.add_point(2, Vector2(0, 5))\n" "astar.connect_points(1, 2, false)\n" "[/codeblock]" msgstr "" "Crea un segmento entre los puntos dados. Si [code]bidirectional[/code] es " "[code]false[/code], solo el movimiento desde [code]id[/code] a [code]to_id[/" "code] es permitido, no la direccion inversa.\n" "[codeblock]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(1, 1))\n" "astar.add_point(2, Vector(0, 5))\n" "astar.connect_points(1, 2, false)\n" "[/codeblock]" #: doc/classes/AStar2D.xml msgid "" "Returns the closest position to [code]to_position[/code] that resides inside " "a segment between two connected points.\n" "[codeblock]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(0, 0))\n" "astar.add_point(2, Vector2(0, 5))\n" "astar.connect_points(1, 2)\n" "var res = astar.get_closest_position_in_segment(Vector2(3, 3)) # Returns (0, " "3)\n" "[/codeblock]\n" "The result is in the segment that goes from [code]y = 0[/code] to [code]y = " "5[/code]. It's the closest position in the segment to the given point." msgstr "" "Devuelve el punto mas cercano a [code]to_position[/code] que reside dentro " "de un segmento entre dos puntos conectados.\n" "[codeblock]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(0, 0))\n" "astar.add_point(2, Vector2(0, 5))\n" "astar.connect_points(1,2)\n" "var res = astar.get_closest_position_in_segment(Vector2(3, 3)) # Devuelve " "(0, 3)\n" "[/codeblock]\n" "El resultado esta dentro del segmento que van desde [code]y = 0[/code] a " "[code]y = 5[/code]. Es la posicion mas cercana en el segmento al punto dado." #: doc/classes/AStar2D.xml msgid "" "Returns an array with the IDs of the points that form the path found by " "AStar2D between the given points. The array is ordered from the starting " "point to the ending point of the path.\n" "[codeblock]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(0, 0))\n" "astar.add_point(2, Vector2(0, 1), 1) # Default weight is 1\n" "astar.add_point(3, Vector2(1, 1))\n" "astar.add_point(4, Vector2(2, 0))\n" "\n" "astar.connect_points(1, 2, false)\n" "astar.connect_points(2, 3, false)\n" "astar.connect_points(4, 3, false)\n" "astar.connect_points(1, 4, false)\n" "\n" "var res = astar.get_id_path(1, 3) # Returns [1, 2, 3]\n" "[/codeblock]\n" "If you change the 2nd point's weight to 3, then the result will be [code][1, " "4, 3][/code] instead, because now even though the distance is longer, it's " "\"easier\" to get through point 4 than through point 2." msgstr "" "Devuelve un array con los IDs de los puntos que forman la ruta encontrada " "por AStar2D entre los puntos dados. El array es ordenado desde el punto " "inicial al punto final de la ruta.\n" "[codeblock]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(0,0))\n" "astar.add_point(2, Vertor2(0, 1), 1) # Por defecto el peso es 1\n" "astar.add_point(3, Vector2(1, 1))\n" "astar.add_point(4, Vector2(2,0))\n" "\n" "astar.connect_points(1, 2, false)\n" "astar.connect_points(2, 3, false)\n" "astar.connect_points(4, 3, false)\n" "astar.connect_points(1, 4, false)\n" "\n" "var res = astar.get_id_path(1, 3) # Devuelve [1, 2, 3]\n" "[/codeblock]\n" "Si tu cambias el peso del segundo punto a 3, entonces el resultado sera " "[code][1, 4, 3][/code], porque ahora aunque la distancia es mayor, cuesta " "menos ir a traves del punto 4 que des punto 2." #: doc/classes/AStar2D.xml msgid "" "Returns an array with the IDs of the points that form the connection with " "the given point.\n" "[codeblock]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(0, 0))\n" "astar.add_point(2, Vector2(0, 1))\n" "astar.add_point(3, Vector2(1, 1))\n" "astar.add_point(4, Vector2(2, 0))\n" "\n" "astar.connect_points(1, 2, true)\n" "astar.connect_points(1, 3, true)\n" "\n" "var neighbors = astar.get_point_connections(1) # Returns [2, 3]\n" "[/codeblock]" msgstr "" "Devuelve un array con los IDs de los puntos que forman la conexion con los " "puntos dados.\n" "[codeblock]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(0, 0))\n" "astar.add_point(2, Vector2(0, 1))\n" "astar.add_point(3, Vector2(1, 1))\n" "astar.add_point(4, Vector2(2, 0))\n" "\n" "astar.connect_points(1, 2, true)\n" "astar.connect_points(1, 3, true)\n" "\n" "var vecinos = astar.get_point_connections(1) # Devuelve [2, 3]\n" "[/codeblock]" #: doc/classes/AStar2D.xml #, fuzzy msgid "" "Returns an array with the points that are in the path found by AStar2D " "between the given points. The array is ordered from the starting point to " "the ending point of the path.\n" "[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " "will return an empty [PoolVector2Array] and will print an error message." msgstr "" "Devuelve un array con los puntos que estan er la ruta encontrada por AStar2D " "entre los puntos dados. El array es ordenado desde el punto inicial al punto " "final de la ruta." #: doc/classes/AtlasTexture.xml msgid "" "Crops out one part of a texture, such as a texture from a texture atlas." msgstr "" #: doc/classes/AtlasTexture.xml msgid "" "[Texture] resource that crops out one part of the [member atlas] texture, " "defined by [member region]. The main use case is cropping out textures from " "a texture atlas, which is a big texture file that packs multiple smaller " "textures. Consists of a [Texture] for the [member atlas], a [member region] " "that defines the area of [member atlas] to use, and a [member margin] that " "defines the border width.\n" "[AtlasTexture] cannot be used in an [AnimatedTexture], cannot be tiled in " "nodes such as [TextureRect], and does not work properly if used inside of " "other [AtlasTexture] resources. Multiple [AtlasTexture] resources can be " "used to crop multiple textures from the atlas. Using a texture atlas helps " "to optimize video memory costs and render calls compared to using multiple " "small files.\n" "[b]Note:[/b] AtlasTextures don't support repetition. The [constant Texture." "FLAG_REPEAT] and [constant Texture.FLAG_MIRRORED_REPEAT] flags are ignored " "when using an AtlasTexture." msgstr "" #: doc/classes/AtlasTexture.xml #, fuzzy msgid "The texture that contains the atlas. Can be any [Texture] subtype." msgstr "" "La textura que contiene el atlas. Puede ser cualquier subtipo [Texture2D]." #: doc/classes/AtlasTexture.xml msgid "" "If [code]true[/code], clips the area outside of the region to avoid bleeding " "of the surrounding texture pixels." msgstr "" "Si [code]true[/code], recorta el area fuera de la region para evitar el " "sangrado de pixeles de textura alrededor." #: doc/classes/AtlasTexture.xml msgid "" "The margin around the region. The [Rect2]'s [member Rect2.size] parameter " "(\"w\" and \"h\" in the editor) resizes the texture so it fits within the " "margin." msgstr "" "El margen alrededor de la region. El parametro [Rect2][member Rect2.size] " "( \"w\" y \"h\" en el editor) cambia el tamaño de la textura para que encaje " "dentro del margen." #: doc/classes/AtlasTexture.xml msgid "The AtlasTexture's used region." msgstr "La region utilizada del AtlasTexture." #: doc/classes/AudioBusLayout.xml msgid "Stores information about the audio buses." msgstr "Almacena informacion sobre los buses de audio." #: doc/classes/AudioBusLayout.xml msgid "" "Stores position, muting, solo, bypass, effects, effect position, volume, and " "the connections between buses. See [AudioServer] for usage." msgstr "" "Almacena posicion, muteado, solo, bypass, efectos, posicion de efecto, " "volumen, y las conexiones entre buses. Ver [AudioServer] para su uso." #: doc/classes/AudioEffect.xml msgid "Audio effect for audio." msgstr "Efecto de audio para audio." #: doc/classes/AudioEffect.xml msgid "" "Base resource for audio bus. Applies an audio effect on the bus that the " "resource is applied on." msgstr "" "Recurso base para el bus de audio. Aplica un efecto de audio en el bus en " "que el recurso es aplicado." #: 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 "" #: doc/classes/AudioEffectAmplify.xml msgid "" "Adds an amplifying audio effect to an audio bus.\n" "Increases or decreases the volume of the selected audio bus." msgstr "" "Añado un efecto de amplificacion de audio a un bus de audio.\n" "Aumenta o reduce el volumen del bus de audio seleccionado." #: doc/classes/AudioEffectAmplify.xml msgid "Increases or decreases the volume being routed through the audio bus." msgstr "Aumenta o reduce el volumen que se dirige a traves del bus de audio." #: doc/classes/AudioEffectAmplify.xml msgid "" "Amount of amplification in decibels. Positive values make the sound louder, " "negative values make it quieter. Value can range from -80 to 24." msgstr "" "Cantidad de amplificacion en decibelios. Valores positivos hacen el sonido " "mas fuerte, valores negativos mas debiles. Valores pueden alcanzar el rango " "de -80 a 24." #: doc/classes/AudioEffectBandLimitFilter.xml msgid "Adds a band limit filter to the audio bus." msgstr "Añade un filtro de limite de banda al bus de audio." #: doc/classes/AudioEffectBandLimitFilter.xml msgid "" "Limits the frequencies in a range around the [member AudioEffectFilter." "cutoff_hz] and allows frequencies outside of this range to pass." msgstr "" "Limita la frecuencia en un rango alrededor de [member AudioEffectFilter." "cutoff_hz] y permite frecuencia fuera de este rango pasar." #: doc/classes/AudioEffectBandPassFilter.xml msgid "Adds a band pass filter to the audio bus." msgstr "Añade un filtro de paso de banda al bus de audio." #: doc/classes/AudioEffectBandPassFilter.xml msgid "" "Attenuates the frequencies inside of a range around the [member " "AudioEffectFilter.cutoff_hz] and cuts frequencies outside of this band." msgstr "" "Atenua las frecuencias dentro de un rango alrededor del [member " "AudioEffectFilter.cutoff_hz] y recorta la frecuencias fuera de esta banda." #: doc/classes/AudioEffectCapture.xml msgid "Captures audio from an audio bus in real-time." msgstr "" #: doc/classes/AudioEffectCapture.xml msgid "" "AudioEffectCapture is an AudioEffect which copies all audio frames from the " "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 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 #, fuzzy msgid "" "Returns [code]true[/code] if at least [code]frames[/code] audio frames are " "available to read in the internal ring buffer." msgstr "" "Devuelve [code]true[/code] si la fuente con el [code]name[/code] dado tiene " "una sobreescritura válida en este nodo [Control]." #: doc/classes/AudioEffectCapture.xml #, fuzzy msgid "Clears the internal ring buffer." msgstr "Limpia la biblioteca." #: doc/classes/AudioEffectCapture.xml msgid "" "Gets the next [code]frames[/code] audio samples from the internal ring " "buffer.\n" "Returns a [PoolVector2Array] containing exactly [code]frames[/code] audio " "samples if available, or an empty [PoolVector2Array] if insufficient data " "was available." msgstr "" #: doc/classes/AudioEffectCapture.xml #, fuzzy msgid "Returns the total size of the internal ring buffer in frames." msgstr "Devuelve el tamaño del archivo en bytes." #: doc/classes/AudioEffectCapture.xml #, fuzzy msgid "" "Returns the number of audio frames discarded from the audio bus due to full " "buffer." msgstr "Devuelve el número de subdirectorios en este directorio." #: doc/classes/AudioEffectCapture.xml #, fuzzy msgid "" "Returns the number of frames available to read using [method get_buffer]." msgstr "" "Devuelve el número de paquetes actualmente disponibles en el ring-buffer." #: doc/classes/AudioEffectCapture.xml #, fuzzy msgid "Returns the number of audio frames inserted from the audio bus." msgstr "Devuelve el número de fotogramas de la animación." #: doc/classes/AudioEffectCapture.xml msgid "" "Length of the internal ring buffer, in seconds. Setting the buffer length " "will have no effect if already initialized." msgstr "" #: doc/classes/AudioEffectChorus.xml msgid "Adds a chorus audio effect." msgstr "Añade un efecto de audio de coro." #: doc/classes/AudioEffectChorus.xml msgid "" "Adds a chorus audio effect. The effect applies a filter with voices to " "duplicate the audio source and manipulate it through the filter." msgstr "" "Añade un efecto de audio de coro. El efecto aplica un filtro con voces para " "duplicar la fuente de audio y manipularlo a traves del filtro." #: doc/classes/AudioEffectChorus.xml msgid "The effect's raw signal." msgstr "La señal en bruto del efecto." #: doc/classes/AudioEffectChorus.xml msgid "The voice's cutoff frequency." msgstr "La frecuencia de corte de la voz." #: doc/classes/AudioEffectChorus.xml msgid "The voice's signal delay." msgstr "El retraso de la señal de voz." #: doc/classes/AudioEffectChorus.xml msgid "The voice filter's depth." msgstr "El filtro de profundidad de voz." #: doc/classes/AudioEffectChorus.xml msgid "The voice's volume." msgstr "El volumen de la voz." #: doc/classes/AudioEffectChorus.xml msgid "The voice's pan level." msgstr "El nivel de distribucion de la voz." #: doc/classes/AudioEffectChorus.xml msgid "The voice's filter rate." msgstr "El ratio del filtro de voz." #: doc/classes/AudioEffectChorus.xml msgid "The amount of voices in the effect." msgstr "La cantidad de voces en el efecto." #: doc/classes/AudioEffectChorus.xml msgid "The effect's processed signal." msgstr "La señal procesada del efecto." #: doc/classes/AudioEffectCompressor.xml msgid "" "Adds a compressor audio effect to an audio bus.\n" "Reduces sounds that exceed a certain threshold level, smooths out the " "dynamics and increases the overall volume." msgstr "" "Añade un efecto de audio de compresion al bus de audio.\n" "Reduces los sonidos que exceden un cierto umbral de sonido, suaviza la " "dinamica y aumenta el volumen total." #: doc/classes/AudioEffectCompressor.xml msgid "" "Dynamic range compressor reduces the level of the sound when the amplitude " "goes over a certain threshold in Decibels. One of the main uses of a " "compressor is to increase the dynamic range by clipping as little as " "possible (when sound goes over 0dB).\n" "Compressor has many uses in the mix:\n" "- In the Master bus to compress the whole output (although an " "[AudioEffectLimiter] is probably better).\n" "- In voice channels to ensure they sound as balanced as possible.\n" "- Sidechained. This can reduce the sound level sidechained with another " "audio bus for threshold detection. This technique is common in video game " "mixing to the level of music and SFX while voices are being heard.\n" "- Accentuates transients by using a wider attack, making effects sound more " "punchy." msgstr "" "El compresor de rango dinamico disminuye el nivel de sonido cuando la " "amplitud se va por encima de cierto umbral en decibelios. Uno de los " "principales usos de un compresor es para incrementar el rango dinamico " "recortado tan poco como sea posible( cuando el sonido pasa los 0dB).\n" "El compresor tiene muchos usos en la mezcla:\n" "- En el bus Maestro comprime la salida completa (Aunque un " "[AudioEffectLimiter] es probablemente mejor).\n" "- En los canales de voces asegura que los sonidos estan balanceados lo " "maximo posible.\n" "-Encadenado. Esto puede reducir el nivel de sonido encadenado con otro bus " "de audio para la deteccion de umbral. Esta tecnica es comun en la mezcla de " "videojuegos del nivel de musica y SFX mientras que las voces son " "escuchadas.\n" "- Acentua transitorios usando un ataque amplio, haciendo los efectos mas " "contundentes." #: doc/classes/AudioEffectCompressor.xml msgid "" "Compressor's reaction time when the signal exceeds the threshold, in " "microseconds. Value can range from 20 to 2000." msgstr "" "Tiempo de reaccion del compreso cuando la señal excede el umbral, en " "microsegundos. El valor puede variar entre 20 y 2000." #: doc/classes/AudioEffectCompressor.xml msgid "Gain applied to the output signal." msgstr "Ganancia aplicada a la señal de salida." #: doc/classes/AudioEffectCompressor.xml msgid "" "Balance between original signal and effect signal. Value can range from 0 " "(totally dry) to 1 (totally wet)." msgstr "" "Balance entre la señal original y el efecto de señal. Valores pueden variar " "desde 0 (totalmente seco) a 1 (totalmente humedo)." #: doc/classes/AudioEffectCompressor.xml msgid "" "Amount of compression applied to the audio once it passes the threshold " "level. The higher the ratio, the more the loud parts of the audio will be " "compressed. Value can range from 1 to 48." msgstr "" "La cantidad de compresion aplicada al audio una ves pasa el nivel del " "umbral. A mas alto el ratio, mas compresion a las partes altas se hara. " "Valores se encuentran entre 1 y 48." #: doc/classes/AudioEffectCompressor.xml msgid "" "Compressor's delay time to stop reducing the signal after the signal level " "falls below the threshold, in milliseconds. Value can range from 20 to 2000." msgstr "" "Tiempo de retraso del compresor para parar de reducir la señal despues de " "que el nivel caiga por debajo del umbral, en milisegundos. El valor puede " "variar entre 20 y 2000." #: doc/classes/AudioEffectCompressor.xml msgid "Reduce the sound level using another audio bus for threshold detection." msgstr "" "Reduce el nivel de sonido usando otro bus de audio para la deteccion del " "umbral." #: doc/classes/AudioEffectCompressor.xml msgid "" "The level above which compression is applied to the audio. Value can range " "from -60 to 0." msgstr "" "El nivel por encima por el cual la compresion es aplicada al audio. El valor " "puede variar entre -60 y 0." #: doc/classes/AudioEffectDelay.xml msgid "" "Adds a delay audio effect to an audio bus. Plays input signal back after a " "period of time.\n" "Two tap delay and feedback options." msgstr "" "Añade un efecto de retraso al bus de audio. Reproduce la señal de entrada " "despues de un periodo de tiempo. \n" "Dos opciones de retardo y de retroalimentacion." #: doc/classes/AudioEffectDelay.xml msgid "" "Plays input signal back after a period of time. The delayed signal may be " "played back multiple times to create the sound of a repeating, decaying " "echo. Delay effects range from a subtle echo effect to a pronounced blending " "of previous sounds with new sounds." msgstr "" "Reproduce la señal de entrada después de un período de tiempo. La señal " "retardada puede ser reproducida varias veces para crear el sonido de un eco " "repetitivo y en decadencia. Los efectos de retardo van desde un sutil efecto " "de eco hasta una pronunciada mezcla de los sonidos anteriores con los nuevos " "sonidos." #: doc/classes/AudioEffectDelay.xml msgid "" "Output percent of original sound. At 0, only delayed sounds are output. " "Value can range from 0 to 1." msgstr "" "El porcentaje de salida del sonido original. A 0, sólo se emiten sonidos " "retrasados. El valor puede variar entre 0 y 1." #: doc/classes/AudioEffectDelay.xml msgid "If [code]true[/code], feedback is enabled." msgstr "Si [code]true[/code], la retroalimentación está activada." #: doc/classes/AudioEffectDelay.xml msgid "Feedback delay time in milliseconds." msgstr "Tiempo de retraso de la retroalimentación en milisegundos." #: doc/classes/AudioEffectDelay.xml msgid "Sound level for [code]tap1[/code]." msgstr "Nivel de sonido para [code]tap1[/code]." #: doc/classes/AudioEffectDelay.xml msgid "" "Low-pass filter for feedback, in Hz. Frequencies below this value are " "filtered out of the source signal." msgstr "" "Filtro de paso bajo para retroalimentación, en Hz. Las frecuencias por " "debajo de este valor se filtran de la señal de origen." #: doc/classes/AudioEffectDelay.xml msgid "If [code]true[/code], [code]tap1[/code] will be enabled." msgstr "Si [code]true[/code], [code]tap1[/code] se activará." #: doc/classes/AudioEffectDelay.xml msgid "[code]tap1[/code] delay time in milliseconds." msgstr "Tiempo de retardo en milisegundos [code]tap1[/code]." #: doc/classes/AudioEffectDelay.xml msgid "" "Pan position for [code]tap1[/code]. Value can range from -1 (fully left) to " "1 (fully right)." msgstr "" "Posición de Pan para [code]tap1[/code]. El valor puede variar entre -1 " "(completamente a la izquierda) y 1 (completamente a la derecha)." #: doc/classes/AudioEffectDelay.xml msgid "If [code]true[/code], [code]tap2[/code] will be enabled." msgstr "Si [code]true[/code], [code]tap2[/code] se habilitara." #: doc/classes/AudioEffectDelay.xml msgid "[b]Tap2[/b] delay time in milliseconds." msgstr "Tiempo de retardo en milisegundos [b]Tap2[/b]." #: doc/classes/AudioEffectDelay.xml msgid "Sound level for [code]tap2[/code]." msgstr "Nivel de sonido para [code]tap2[/code]." #: doc/classes/AudioEffectDelay.xml msgid "" "Pan position for [code]tap2[/code]. Value can range from -1 (fully left) to " "1 (fully right)." msgstr "" "Posición de pan para [code]tap2[/code]. El valor puede variar entre -1 " "(completamente a la izquierda) y 1 (completamente a la derecha)." #: doc/classes/AudioEffectDistortion.xml #, fuzzy msgid "" "Adds a distortion audio effect to an Audio bus.\n" "Modify the sound to make it distorted." msgstr "" "Añade un efecto de distorsión de audio a un bus de Audio.\n" "Modifica el sonido para que se mas sucio." #: doc/classes/AudioEffectDistortion.xml #, fuzzy msgid "" "Different types are available: clip, tan, lo-fi (bit crushing), overdrive, " "or waveshape.\n" "By distorting the waveform the frequency content change, which will often " "make the sound \"crunchy\" or \"abrasive\". For games, it can simulate sound " "coming from some saturated device or speaker very efficiently." msgstr "" "Modifica el sonido y lo ensucia. Hay diferentes tipos disponibles: clip, " "tan, lo-fi (bit crushing), overdrive, o waveshape.\n" "Al distorsionar la forma de la onda, el contenido de la frecuencia cambia, " "lo que a menudo hace que el sonido sea \"crujiente\" o \"abrasivo\". Para " "los juegos, puede simular el sonido proveniente de algún dispositivo " "saturado o altavoz muy eficientemente." #: doc/classes/AudioEffectDistortion.xml msgid "Distortion power. Value can range from 0 to 1." msgstr "Poder de distorsión. El valor puede variar entre 0 y 1." #: doc/classes/AudioEffectDistortion.xml msgid "" "High-pass filter, in Hz. Frequencies higher than this value will not be " "affected by the distortion. Value can range from 1 to 20000." msgstr "" "Filtro de paso alto, en Hz. Las frecuencias superiores a este valor no se " "verán afectadas por la distorsión. El valor puede variar entre 1 y 20.000." "Filtro de paso alto, en Hz. Las frecuencias superiores a este valor no se " "verán afectadas por la distorsión. El valor puede variar entre 1 y 20.000." #: doc/classes/AudioEffectDistortion.xml msgid "Distortion type." msgstr "Tipo de distorsión." #: doc/classes/AudioEffectDistortion.xml msgid "" "Increases or decreases the volume after the effect. Value can range from -80 " "to 24." msgstr "" "Aumenta o disminuye el volumen después del efecto. El valor puede variar " "entre -80 y 24." #: doc/classes/AudioEffectDistortion.xml msgid "" "Increases or decreases the volume before the effect. Value can range from " "-60 to 60." msgstr "" "Aumenta o disminuye el volumen antes del efecto. El valor puede variar entre " "-60 y 60." #: doc/classes/AudioEffectDistortion.xml msgid "" "Digital distortion effect which cuts off peaks at the top and bottom of the " "waveform." msgstr "" "Efecto de distorsión digital que corta los picos en la parte superior e " "inferior de la forma de onda." #: doc/classes/AudioEffectDistortion.xml msgid "" "Low-resolution digital distortion effect. You can use it to emulate the " "sound of early digital audio devices." msgstr "" "Efecto de distorsión digital de baja resolución. Puedes usarlo para emular " "el sonido de los primeros dispositivos de audio digital." #: doc/classes/AudioEffectDistortion.xml msgid "" "Emulates the warm distortion produced by a field effect transistor, which is " "commonly used in solid-state musical instrument amplifiers." msgstr "" "Emula la distorsión cálida producida por un transistor de efecto de campo, " "que se utiliza comúnmente en los amplificadores de instrumentos musicales de " "estado sólido." #: doc/classes/AudioEffectDistortion.xml msgid "" "Waveshaper distortions are used mainly by electronic musicians to achieve an " "extra-abrasive sound." msgstr "" "Las distorsiones Waveshaper son usadas principalmente por músicos " "electrónicos para lograr un sonido extra-abrasivo." #: doc/classes/AudioEffectEQ.xml msgid "" "Base class for audio equalizers. Gives you control over frequencies.\n" "Use it to create a custom equalizer if [AudioEffectEQ6], [AudioEffectEQ10] " "or [AudioEffectEQ21] don't fit your needs." msgstr "" "Clase base para ecualizadores de audio. Te da control sobre las " "frecuencias.\n" "Úsalo para crear un ecualizador personalizado si [AudioEffectEQ6], " "[AudioEffectEQ10] o [AudioEffectEQ21] no se ajusta a tus necesidades." #: doc/classes/AudioEffectEQ.xml msgid "" "AudioEffectEQ gives you control over frequencies. Use it to compensate for " "existing deficiencies in audio. AudioEffectEQs are useful on the Master bus " "to completely master a mix and give it more character. They are also useful " "when a game is run on a mobile device, to adjust the mix to that kind of " "speakers (it can be added but disabled when headphones are plugged)." msgstr "" "AudioEffectEQ te da control sobre las frecuencias. Utilícelo para compensar " "las deficiencias existentes en el audio. Los AudioEffectEQs son útiles en el " "bus maestro para dominar completamente una mezcla y darle más carácter. " "También son útiles cuando se ejecuta un juego en un dispositivo móvil, para " "ajustar la mezcla a ese tipo de altavoces (se puede añadir pero se desactiva " "cuando se conectan los auriculares)." #: doc/classes/AudioEffectEQ.xml msgid "Returns the number of bands of the equalizer." msgstr "Devuelve el número de bandas del ecualizador." #: doc/classes/AudioEffectEQ.xml msgid "Returns the band's gain at the specified index, in dB." msgstr "Devuelve la ganancia de la banda en el índice especificado, en dB." #: doc/classes/AudioEffectEQ.xml msgid "Sets band's gain at the specified index, in dB." msgstr "Establece la ganancia de la banda en el índice especificado, en dB." #: doc/classes/AudioEffectEQ10.xml msgid "" "Adds a 10-band equalizer audio effect to an Audio bus. Gives you control " "over frequencies from 31 Hz to 16000 Hz.\n" "Each frequency can be modulated between -60/+24 dB." msgstr "" "Añade un efecto de audio ecualizador de 10 bandas a un bus de audio. Te da " "control sobre las frecuencias de 31 Hz a 16000 Hz.\n" "Cada frecuencia puede ser modulada entre -60/+24 dB." #: doc/classes/AudioEffectEQ10.xml msgid "" "Frequency bands:\n" "Band 1: 31 Hz\n" "Band 2: 62 Hz\n" "Band 3: 125 Hz\n" "Band 4: 250 Hz\n" "Band 5: 500 Hz\n" "Band 6: 1000 Hz\n" "Band 7: 2000 Hz\n" "Band 8: 4000 Hz\n" "Band 9: 8000 Hz\n" "Band 10: 16000 Hz\n" "See also [AudioEffectEQ], [AudioEffectEQ6], [AudioEffectEQ21]." msgstr "" "Bandas de frecuencia:\n" "Banda 1: 31 Hz\n" "Banda 2: 62 Hz\n" "Banda 3: 125 Hz\n" "Banda 4: 250 Hz\n" "Banda 5: 500 Hz\n" "Banda 6: 1000 Hz\n" "Banda 7: 2000 Hz\n" "Banda 8: 4000 Hz\n" "Banda 9: 8000 Hz\n" "Banda 10: 16000 Hz\n" "Ver también [AudioEffectEQ], [AudioEffectEQ6], [AudioEffectEQ21]." #: doc/classes/AudioEffectEQ21.xml msgid "" "Adds a 21-band equalizer audio effect to an Audio bus. Gives you control " "over frequencies from 22 Hz to 22000 Hz.\n" "Each frequency can be modulated between -60/+24 dB." msgstr "" "Añade un efecto de audio ecualizador de 21 bandas a un Audiobus. Te da " "control sobre las frecuencias de 22 Hz a 22000 Hz.\n" "Cada frecuencia puede ser modulada entre -60/+24 dB." #: doc/classes/AudioEffectEQ21.xml msgid "" "Frequency bands:\n" "Band 1: 22 Hz\n" "Band 2: 32 Hz\n" "Band 3: 44 Hz\n" "Band 4: 63 Hz\n" "Band 5: 90 Hz\n" "Band 6: 125 Hz\n" "Band 7: 175 Hz\n" "Band 8: 250 Hz\n" "Band 9: 350 Hz\n" "Band 10: 500 Hz\n" "Band 11: 700 Hz\n" "Band 12: 1000 Hz\n" "Band 13: 1400 Hz\n" "Band 14: 2000 Hz\n" "Band 15: 2800 Hz\n" "Band 16: 4000 Hz\n" "Band 17: 5600 Hz\n" "Band 18: 8000 Hz\n" "Band 19: 11000 Hz\n" "Band 20: 16000 Hz\n" "Band 21: 22000 Hz\n" "See also [AudioEffectEQ], [AudioEffectEQ6], [AudioEffectEQ10]." msgstr "" "Bandas de frecuencia:\n" "Banda 1: 22 Hz\n" "Banda 2: 32 Hz\n" "Banda 3: 44 Hz\n" "Banda 4: 63 Hz\n" "Banda 5: 90 Hz\n" "Banda 6: 125 Hz\n" "Banda 7: 175 Hz\n" "Banda 8: 250 Hz\n" "Banda 9: 350 Hz\n" "Banda 10: 500 Hz\n" "Banda 11: 700 Hz\n" "Banda 12: 1000 Hz\n" "Banda 13: 1400 Hz\n" "Banda 14: 2000 Hz\n" "Banda 15: 2800 Hz\n" "Banda 16: 4000 Hz\n" "Banda 17: 5600 Hz\n" "Banda 18: 8000 Hz\n" "Banda 19: 11000 Hz\n" "Banda 20: 16000 Hz\n" "Banda 21: 22000 Hz\n" "Ver también [AudioEffectEQ], [AudioEffectEQ6], [AudioEffectEQ10]." #: doc/classes/AudioEffectEQ6.xml msgid "" "Adds a 6-band equalizer audio effect to an Audio bus. Gives you control over " "frequencies from 32 Hz to 10000 Hz.\n" "Each frequency can be modulated between -60/+24 dB." msgstr "" "Añade un efecto de audio ecualizador de 6 bandas a un bus de Audio. Te da " "control sobre las frecuencias de 32 Hz a 10.000 Hz.\n" "Cada frecuencia puede ser modulada entre -60/+24 dB." #: doc/classes/AudioEffectEQ6.xml msgid "" "Frequency bands:\n" "Band 1: 32 Hz\n" "Band 2: 100 Hz\n" "Band 3: 320 Hz\n" "Band 4: 1000 Hz\n" "Band 5: 3200 Hz\n" "Band 6: 10000 Hz\n" "See also [AudioEffectEQ], [AudioEffectEQ10], [AudioEffectEQ21]." msgstr "" "Bandas de frecuencia:\n" "Banda 1: 32 Hz\n" "Banda 2: 100 Hz\n" "Banda 3: 320 Hz\n" "Banda 4: 1000 Hz\n" "Banda 5: 3200 Hz\n" "Banda 6: 10000 Hz\n" "Ver también [AudioEffectEQ], [AudioEffectEQ10], [AudioEffectEQ21]." #: doc/classes/AudioEffectFilter.xml msgid "Adds a filter to the audio bus." msgstr "Añade un filtro al bus de audio." #: doc/classes/AudioEffectFilter.xml msgid "Allows frequencies other than the [member cutoff_hz] to pass." msgstr "" "Permite que pasen otras frecuencias distintas a la de [member cutoff_hz]." #: doc/classes/AudioEffectFilter.xml msgid "Threshold frequency for the filter, in Hz." msgstr "Frecuencia de umbral para el filtro, en Hz." #: doc/classes/AudioEffectFilter.xml msgid "Gain amount of the frequencies after the filter." msgstr "Ganar cantidad de frecuencias después del filtro." #: doc/classes/AudioEffectFilter.xml #, fuzzy msgid "Amount of boost in the frequency range near the cutoff frequency." msgstr "Cantidad de aumento en los sobretonos cerca de la frecuencia de corte." #: doc/classes/AudioEffectHighPassFilter.xml msgid "Adds a high-pass filter to the Audio Bus." msgstr "Añade un filtro de paso alto al Audio Bus." #: doc/classes/AudioEffectHighPassFilter.xml msgid "" "Cuts frequencies lower than the [member AudioEffectFilter.cutoff_hz] and " "allows higher frequencies to pass." msgstr "" "Corta las frecuencias más bajas que el [member AudioEffectFilter.cutoff_hz] " "y permite que pasen las frecuencias más altas." #: doc/classes/AudioEffectHighShelfFilter.xml #, fuzzy msgid "Reduces all frequencies above the [member AudioEffectFilter.cutoff_hz]." msgstr "" "Corta las frecuencias más bajas que el [member AudioEffectFilter.cutoff_hz] " "y permite que pasen las frecuencias más altas." #: doc/classes/AudioEffectLimiter.xml msgid "Adds a soft-clip limiter audio effect to an Audio bus." msgstr "Añade un efecto de audio limitador soft-clip a un bus de Audio." #: doc/classes/AudioEffectLimiter.xml msgid "" "A limiter is similar to a compressor, but it's less flexible and designed to " "disallow sound going over a given dB threshold. Adding one in the Master bus " "is always recommended to reduce the effects of clipping.\n" "Soft clipping starts to reduce the peaks a little below the threshold level " "and progressively increases its effect as the input level increases such " "that the threshold is never exceeded." msgstr "" "Un limitador es similar a un compresor, pero es menos flexible y está " "diseñado para no permitir que el sonido supere un determinado umbral de dB. " "Siempre se recomienda añadir un limitador en el bus maestro para reducir los " "efectos del recorte.\n" "El soft clipping comienza a reducir los picos un poco por debajo del nivel " "de umbral y aumenta progresivamente su efecto a medida que el nivel de " "entrada aumenta de tal manera que el umbral nunca se supera." #: doc/classes/AudioEffectLimiter.xml msgid "" "The waveform's maximum allowed value, in decibels. Value can range from -20 " "to -0.1." msgstr "" "El valor máximo permitido de la forma de onda, en decibeles. El valor puede " "ir de -20 a -0,1." #: doc/classes/AudioEffectLimiter.xml msgid "" "Applies a gain to the limited waves, in decibels. Value can range from 0 to " "6." msgstr "" "Aplica una ganancia a las ondas limitadas, en decibelios. El valor puede " "variar entre 0 y 6." #: doc/classes/AudioEffectLimiter.xml msgid "" "Threshold from which the limiter begins to be active, in decibels. Value can " "range from -30 to 0." msgstr "" "Umbral a partir del cual el limitador comienza a estar activo, en " "decibelios. El valor puede ir de -30 a 0." #: doc/classes/AudioEffectLowPassFilter.xml msgid "Adds a low-pass filter to the Audio bus." msgstr "Añade un filtro de paso bajo al bus de Audio." #: doc/classes/AudioEffectLowPassFilter.xml msgid "" "Cuts frequencies higher than the [member AudioEffectFilter.cutoff_hz] and " "allows lower frequencies to pass." msgstr "" "Corta las frecuencias más altas que el [member AudioEffectFilter.cutoff_hz] " "y permite que pasen las frecuencias más bajas." #: doc/classes/AudioEffectLowShelfFilter.xml #, fuzzy msgid "Reduces all frequencies below the [member AudioEffectFilter.cutoff_hz]." msgstr "" "Corta las frecuencias más bajas que el [member AudioEffectFilter.cutoff_hz] " "y permite que pasen las frecuencias más altas." #: doc/classes/AudioEffectNotchFilter.xml msgid "Adds a notch filter to the Audio bus." msgstr "Añade un filtro eliminador de banda al bus de Audio." #: doc/classes/AudioEffectNotchFilter.xml msgid "" "Attenuates frequencies in a narrow band around the [member AudioEffectFilter." "cutoff_hz] and cuts frequencies outside of this range." msgstr "" "Atenúa las frecuencias en una banda estrecha alrededor del [member " "AudioEffectFilter.cutoff_hz] y corta las frecuencias fuera de este rango." #: doc/classes/AudioEffectPanner.xml msgid "Adds a panner audio effect to an Audio bus. Pans sound left or right." msgstr "" "Añade un efecto de audio de panorámica a un Audiobus. Las cacerolas suenan a " "la izquierda o a la derecha." #: doc/classes/AudioEffectPanner.xml msgid "" "Determines how much of an audio signal is sent to the left and right buses." msgstr "" "Determina cuánta señal de audio se envía a los buses izquierdo y derecho." #: doc/classes/AudioEffectPanner.xml msgid "Pan position. Value can range from -1 (fully left) to 1 (fully right)." msgstr "" "Posición de panoramica. El valor puede variar entre -1 (completamente a la " "izquierda) y 1 (completamente a la derecha)." #: doc/classes/AudioEffectPhaser.xml msgid "" "Adds a phaser audio effect to an Audio bus.\n" "Combines the original signal with a copy that is slightly out of phase with " "the original." msgstr "" "Añade un efecto de audio phaser a un bus de Audio.\n" "Combina la señal original con una copia que está ligeramente fuera de fase " "con la señal original." #: doc/classes/AudioEffectPhaser.xml msgid "" "Combines phase-shifted signals with the original signal. The movement of the " "phase-shifted signals is controlled using a low-frequency oscillator." msgstr "" "Combina las señales de desplazamiento de fase con la señal original. El " "movimiento de las señales de desplazamiento de fase se controla mediante un " "oscilador de baja frecuencia." #: doc/classes/AudioEffectPhaser.xml msgid "" "Governs how high the filter frequencies sweep. Low value will primarily " "affect bass frequencies. High value can sweep high into the treble. Value " "can range from 0.1 to 4." msgstr "" "Gobierna cuán altas son las frecuencias de los filtros de barrido. El valor " "bajo afectará principalmente a las frecuencias bajas. El valor alto puede " "barrer alto en el triple. El valor puede variar entre 0,1 y 4." #: doc/classes/AudioEffectPhaser.xml msgid "Output percent of modified sound. Value can range from 0.1 to 0.9." msgstr "" "El porcentaje de salida del sonido modificado. El valor puede variar entre " "0,1 y 0,9." #: doc/classes/AudioEffectPhaser.xml msgid "" "Determines the maximum frequency affected by the LFO modulations, in Hz. " "Value can range from 10 to 10000." msgstr "" "Determina la máxima frecuencia afectada por las modulaciones del LFO, en Hz. " "El valor puede variar entre 10 y 10.000." #: doc/classes/AudioEffectPhaser.xml msgid "" "Determines the minimum frequency affected by the LFO modulations, in Hz. " "Value can range from 10 to 10000." msgstr "" "Determina la frecuencia mínima afectada por las modulaciones del LFO, en Hz. " "El valor puede variar entre 10 y 10.000." #: doc/classes/AudioEffectPhaser.xml msgid "" "Adjusts the rate in Hz at which the effect sweeps up and down across the " "frequency range." msgstr "" "Ajusta la tasa en Hz a la que el efecto barre hacia arriba y hacia abajo a " "través del rango de frecuencias." #: doc/classes/AudioEffectPitchShift.xml msgid "" "Adds a pitch-shifting audio effect to an Audio bus.\n" "Raises or lowers the pitch of original sound." msgstr "" "Añade un efecto de audio de cambio de tono a un bus de Audio.\n" "Sube o baja el tono del sonido original." #: doc/classes/AudioEffectPitchShift.xml msgid "" "Allows modulation of pitch independently of tempo. All frequencies can be " "increased/decreased with minimal effect on transients." msgstr "" "Permite la modulación del tono independientemente del tempo. Todas las " "frecuencias pueden ser aumentadas/disminuidas con un efecto mínimo en los " "transitorios." #: doc/classes/AudioEffectPitchShift.xml msgid "" "The size of the [url=https://en.wikipedia.org/wiki/" "Fast_Fourier_transform]Fast Fourier transform[/url] buffer. Higher values " "smooth out the effect over time, but have greater latency. The effects of " "this higher latency are especially noticeable on sounds that have sudden " "amplitude changes." msgstr "" #: doc/classes/AudioEffectPitchShift.xml msgid "" "The oversampling factor to use. Higher values result in better quality, but " "are more demanding on the CPU and may cause audio cracking if the CPU can't " "keep up." msgstr "" #: doc/classes/AudioEffectPitchShift.xml msgid "" "The pitch scale to use. [code]1.0[/code] is the default pitch and plays " "sounds unaltered. [member pitch_scale] can range from [code]0.0[/code] " "(infinitely low pitch, inaudible) to [code]16[/code] (16 times higher than " "the initial pitch)." msgstr "" #: doc/classes/AudioEffectPitchShift.xml #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "" "Use a buffer of 256 samples for the Fast Fourier transform. Lowest latency, " "but least stable over time." msgstr "" #: doc/classes/AudioEffectPitchShift.xml #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "" "Use a buffer of 512 samples for the Fast Fourier transform. Low latency, but " "less stable over time." msgstr "" #: doc/classes/AudioEffectPitchShift.xml #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "" "Use a buffer of 1024 samples for the Fast Fourier transform. This is a " "compromise between latency and stability over time." msgstr "" #: doc/classes/AudioEffectPitchShift.xml #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "" "Use a buffer of 2048 samples for the Fast Fourier transform. High latency, " "but stable over time." msgstr "" #: doc/classes/AudioEffectPitchShift.xml #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "" "Use a buffer of 4096 samples for the Fast Fourier transform. Highest " "latency, but most stable over time." msgstr "" #: doc/classes/AudioEffectPitchShift.xml #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "Represents the size of the [enum FFT_Size] enum." msgstr "Representa el tamaño del enum [enum FFT_Size]." #: doc/classes/AudioEffectRecord.xml #, fuzzy msgid "Audio effect used for recording the sound from an audio bus." msgstr "Efecto de audio usado para grabar el sonido de un micrófono." #: doc/classes/AudioEffectRecord.xml #, fuzzy msgid "" "Allows the user to record the sound from an audio bus. This can include all " "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, " "and if it is, records the sound. It then returns the recorded sample." msgstr "" "Permite al usuario grabar el sonido desde un micrófono. Establece y obtiene " "el formato en el que se grabará el archivo de audio (8-bit, 16-bit o " "comprimido). Comprueba si la grabación está activa o no, y si lo está, graba " "el sonido. Luego devuelve la muestra grabada." #: doc/classes/AudioEffectRecord.xml msgid "Recording with microphone" msgstr "" #: doc/classes/AudioEffectRecord.xml msgid "Returns the recorded sample." msgstr "Devuelve la muestra registrada." #: doc/classes/AudioEffectRecord.xml msgid "Returns whether the recording is active or not." msgstr "Devuelve si la grabación está activa o no." #: doc/classes/AudioEffectRecord.xml msgid "" "If [code]true[/code], the sound will be recorded. Note that restarting the " "recording will remove the previously recorded sample." msgstr "" "Si [code]true[/code], el sonido será grabado. Tenga en cuenta que al " "reiniciar la grabación se eliminará la muestra previamente grabada." #: doc/classes/AudioEffectRecord.xml msgid "" "Specifies the format in which the sample will be recorded. See [enum " "AudioStreamSample.Format] for available formats." msgstr "" "Especifica el formato en el que se registrará la muestra. Véase [enum " "AudioStreamSample.Format] para los formatos disponibles." #: doc/classes/AudioEffectReverb.xml msgid "" "Adds a reverberation audio effect to an Audio bus.\n" "Simulates the sound of acoustic environments such as rooms, concert halls, " "caverns, or an open spaces." msgstr "" "Añade un efecto de audio de reverberación a un bus de Audio.\n" "Simula el sonido de ambientes acústicos como salas, salones de conciertos, " "cavernas o un espacio abierto." #: doc/classes/AudioEffectReverb.xml msgid "" "Simulates rooms of different sizes. Its parameters can be adjusted to " "simulate the sound of a specific room." msgstr "" "Simula habitaciones de diferentes tamaños. Sus parámetros pueden ser " "ajustados para simular el sonido de una habitación específica." #: doc/classes/AudioEffectReverb.xml msgid "" "Defines how reflective the imaginary room's walls are. Value can range from " "0 to 1." msgstr "" "Define cuán reflexivas son las paredes de la sala imaginaria. El valor puede " "variar entre 0 y 1." #: doc/classes/AudioEffectReverb.xml msgid "" "Output percent of original sound. At 0, only modified sound is outputted. " "Value can range from 0 to 1." msgstr "" "El porcentaje de salida del sonido original. A 0, sólo se emite el sonido " "modificado. El valor puede variar entre 0 y 1." #: doc/classes/AudioEffectReverb.xml msgid "" "High-pass filter passes signals with a frequency higher than a certain " "cutoff frequency and attenuates signals with frequencies lower than the " "cutoff frequency. Value can range from 0 to 1." msgstr "" "El filtro de paso alto pasa señales con una frecuencia superior a una " "determinada frecuencia de corte y atenúa las señales con frecuencias " "inferiores a la frecuencia de corte. El valor puede variar entre 0 y 1." #: doc/classes/AudioEffectReverb.xml msgid "Output percent of predelay. Value can range from 0 to 1." msgstr "" "El porcentaje de salida de la preretardo. El valor puede variar entre 0 y 1." #: doc/classes/AudioEffectReverb.xml msgid "" "Time between the original signal and the early reflections of the reverb " "signal, in milliseconds." msgstr "" "Tiempo entre la señal original y las primeras reflexiones de la señal de " "reverberación, en milisegundos." #: doc/classes/AudioEffectReverb.xml msgid "" "Dimensions of simulated room. Bigger means more echoes. Value can range from " "0 to 1." msgstr "" "Dimensiones de la habitación simulada. Más grande significa más ecos. El " "valor puede variar entre 0 y 1." #: doc/classes/AudioEffectReverb.xml msgid "" "Widens or narrows the stereo image of the reverb tail. 1 means fully widens. " "Value can range from 0 to 1." msgstr "" "Amplía o estrecha la imagen estéreo de la cola de reverberación. 1 significa " "que se ensancha completamente. El valor puede variar entre 0 y 1." #: doc/classes/AudioEffectReverb.xml msgid "" "Output percent of modified sound. At 0, only original sound is outputted. " "Value can range from 0 to 1." msgstr "" "El porcentaje de salida del sonido modificado. A 0, sólo se emite el sonido " "original. El valor puede variar entre 0 y 1." #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "Audio effect that can be used for real-time audio visualizations." msgstr "" #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "" "This audio effect does not affect sound output, but can be used for real-" "time audio visualizations.\n" "See also [AudioStreamGenerator] for procedurally generating sounds." msgstr "" #: doc/classes/AudioEffectSpectrumAnalyzer.xml doc/classes/AudioServer.xml #: doc/classes/AudioStream.xml doc/classes/AudioStreamPlayer.xml #: doc/classes/CanvasItem.xml msgid "Audio Spectrum Demo" msgstr "" #: doc/classes/AudioEffectSpectrumAnalyzer.xml #: doc/classes/AudioStreamGenerator.xml #: doc/classes/AudioStreamGeneratorPlayback.xml msgid "Godot 3.2 will get new audio features" msgstr "" #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "" "The length of the buffer to keep (in seconds). Higher values keep data " "around for longer, but require more memory." msgstr "" #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "" "The size of the [url=https://en.wikipedia.org/wiki/" "Fast_Fourier_transform]Fast Fourier transform[/url] buffer. Higher values " "smooth out the spectrum analysis over time, but have greater latency. The " "effects of this higher latency are especially noticeable with sudden " "amplitude changes." msgstr "" #: doc/classes/AudioEffectSpectrumAnalyzerInstance.xml msgid "Use the average value as magnitude." msgstr "Utilice el valor promedio como magnitud." #: doc/classes/AudioEffectSpectrumAnalyzerInstance.xml msgid "Use the maximum value as magnitude." msgstr "Utilice el valor máximo como magnitud." #: doc/classes/AudioServer.xml msgid "Server interface for low-level audio access." msgstr "Interfaz de servidor para acceso de audio de bajo nivel." #: doc/classes/AudioServer.xml msgid "" "[AudioServer] is a low-level server interface for audio access. It is in " "charge of creating sample data (playable audio) as well as its playback via " "a voice interface." msgstr "" "[AudioServer] es una interfaz de servidor de bajo nivel para el acceso al " "audio. Se encarga de crear datos de muestra (audio reproducible) así como de " "su reproducción a través de una interfaz de voz." #: doc/classes/AudioServer.xml doc/classes/AudioStreamPlayer.xml msgid "Audio Device Changer Demo" msgstr "" #: doc/classes/AudioServer.xml msgid "Adds a bus at [code]at_position[/code]." msgstr "Añade un bus en [code]at_position[/code]." #: doc/classes/AudioServer.xml msgid "" "Adds an [AudioEffect] effect to the bus [code]bus_idx[/code] at " "[code]at_position[/code]." msgstr "" "Añade un efecto [AudioEffect] al bus [code]bus_idx[/code] en " "[code]at_position[/code]." #: doc/classes/AudioServer.xml 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 msgid "Generates an [AudioBusLayout] using the available buses and effects." msgstr "Genera un [AudioBusLayout] usando los buses y efectos disponibles." #: doc/classes/AudioServer.xml msgid "" "Returns the amount of channels of the bus at index [code]bus_idx[/code]." msgstr "" "Devuelve la cantidad de canales del bus en el índice [code]bus_idx[/code]." #: doc/classes/AudioServer.xml msgid "" "Returns the [AudioEffect] at position [code]effect_idx[/code] in bus " "[code]bus_idx[/code]." msgstr "" "Devuelve el [AudioEffect] en la posición [code]effect_idx[/code] en el bus " "[code]bus_idx[/code]." #: doc/classes/AudioServer.xml msgid "Returns the number of effects on the bus at [code]bus_idx[/code]." msgstr "Devuelve el número de efectos en el bus en [code]bus_idx[/code]." #: doc/classes/AudioServer.xml msgid "" "Returns the [AudioEffectInstance] assigned to the given bus and effect " "indices (and optionally channel)." msgstr "" "Devuelve la [AudioEffectInstance] asignada al bus dado y los indices de " "efecto (y opcionalmente el canal)." #: doc/classes/AudioServer.xml msgid "Returns the index of the bus with the name [code]bus_name[/code]." msgstr "Devuelve el índice del bus con el nombre [code]bus_name[/code]." #: doc/classes/AudioServer.xml msgid "Returns the name of the bus with the index [code]bus_idx[/code]." msgstr "Devuelve el nombre del bus con el índice [code]bus_idx[/code]." #: doc/classes/AudioServer.xml msgid "" "Returns the peak volume of the left speaker at bus index [code]bus_idx[/" "code] and channel index [code]channel[/code]." msgstr "" "Devuelve el volumen máximo del altavoz izquierdo en el índice de bus " "[code]bus_idx[/code] y el índice de canal [code]channel[/code]." #: doc/classes/AudioServer.xml msgid "" "Returns the peak volume of the right speaker at bus index [code]bus_idx[/" "code] and channel index [code]channel[/code]." msgstr "" "Devuelve el volumen máximo del altavoz derecho en el índice de bus " "[code]bus_idx[/code] y el índice de canal [code]channel[/code]." #: doc/classes/AudioServer.xml msgid "" "Returns the name of the bus that the bus at index [code]bus_idx[/code] sends " "to." msgstr "" "Devuelve el nombre del bus al que el bus en el índice [code]bus_idx[/code] " "envía." #: doc/classes/AudioServer.xml msgid "Returns the volume of the bus at index [code]bus_idx[/code] in dB." msgstr "Devuelve el volumen del bus con el índice [code]bus_idx[/code] en dB." #: doc/classes/AudioServer.xml msgid "Returns the names of all audio devices detected on the system." msgstr "" "Devuelve los nombres de todos los dispositivos de audio detectados en el " "sistema." #: doc/classes/AudioServer.xml msgid "Returns the sample rate at the output of the [AudioServer]." msgstr "Devuelve la frecuencia de muestreo a la salida del [AudioServer]." #: doc/classes/AudioServer.xml msgid "Returns the audio driver's output latency." msgstr "Devuelve la latencia de salida del controlador de audio." #: doc/classes/AudioServer.xml msgid "Returns the speaker configuration." msgstr "Devuelve la configuración de los altavoces." #: doc/classes/AudioServer.xml msgid "Returns the relative time since the last mix occurred." msgstr "Devuelve el tiempo relativo desde que se produjo la última mezcla." #: doc/classes/AudioServer.xml msgid "Returns the relative time until the next mix occurs." msgstr "Devuelve el tiempo relativo hasta que se produce la siguiente mezcla." #: doc/classes/AudioServer.xml msgid "" "If [code]true[/code], the bus at index [code]bus_idx[/code] is bypassing " "effects." msgstr "" "Si [code]true[/code], el bus en el índice [code]bus_idx[/code] está " "ignorando los efectos." #: doc/classes/AudioServer.xml msgid "" "If [code]true[/code], the effect at index [code]effect_idx[/code] on the bus " "at index [code]bus_idx[/code] is enabled." msgstr "" "Si [code]true[/code], se activa el efecto en el índice [code]effect_idx[/" "code] del bus en al índice [code]bus_idx[/code] de bus habilidato." #: doc/classes/AudioServer.xml msgid "If [code]true[/code], the bus at index [code]bus_idx[/code] is muted." msgstr "" "Si [code]true[/code], el bus en el índice [code]bus_idx[/code] se silencia." #: doc/classes/AudioServer.xml msgid "" "If [code]true[/code], the bus at index [code]bus_idx[/code] is in solo mode." msgstr "" "Si [code]true[/code], el bus en el índice [code]bus_idx[/code] está en modo " "solo." #: doc/classes/AudioServer.xml msgid "" "Locks the audio driver's main loop.\n" "[b]Note:[/b] Remember to unlock it afterwards." msgstr "" "Bloquea el bucle principal del controlador de audio.\n" "[b]Nota:[/b] Recuerde desbloquearlo después." #: doc/classes/AudioServer.xml msgid "" "Moves the bus from index [code]index[/code] to index [code]to_index[/code]." msgstr "" "Mueve el bus desde el índice [code]index[/code] a índice [code]to_index[/" "code]." #: doc/classes/AudioServer.xml msgid "Removes the bus at index [code]index[/code]." msgstr "Elimina el bus en el índice [code]index[/code]." #: doc/classes/AudioServer.xml msgid "" "Removes the effect at index [code]effect_idx[/code] from the bus at index " "[code]bus_idx[/code]." msgstr "" "Elimina el efecto en el índice [code]effect_idx[/code] del bus en el índice " "[code]bus_idx[/code]." #: doc/classes/AudioServer.xml msgid "Overwrites the currently used [AudioBusLayout]." msgstr "Sobrescribe el [AudioBusLayout] actualmente utilizado." #: doc/classes/AudioServer.xml msgid "" "Sets the name of the bus at index [code]bus_idx[/code] to [code]name[/code]." msgstr "" "Establece el nombre del bus en el índice [code]bus_idx[/code] a [code]name[/" "code]." #: doc/classes/AudioServer.xml msgid "" "Connects the output of the bus at [code]bus_idx[/code] to the bus named " "[code]send[/code]." msgstr "" "Conecta la salida del bus en [code]bus_idx[/code] al bus llamado [code]send[/" "code]." #: doc/classes/AudioServer.xml msgid "" "Sets the volume of the bus at index [code]bus_idx[/code] to [code]volume_db[/" "code]." msgstr "" "Establece el volumen del bus en el índice [code]bus_idx[/code] a " "[code]volume_db[/code]." #: doc/classes/AudioServer.xml msgid "Swaps the position of two effects in bus [code]bus_idx[/code]." msgstr "Cambia la posición de dos efectos en el bus [code]bus_idx[/code]." #: doc/classes/AudioServer.xml msgid "" "Unlocks the audio driver's main loop. (After locking it, you should always " "unlock it.)" msgstr "" "Desbloquea el bucle principal del controlador de audio. (Después de " "cerrarlo, siempre debes abrirlo.)" #: doc/classes/AudioServer.xml msgid "Number of available audio buses." msgstr "Número de buses de audio disponibles." #: doc/classes/AudioServer.xml msgid "" "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 msgid "" "Name of the current device for audio output (see [method get_device_list]). " "On systems with multiple audio outputs (such as analog, USB and HDMI audio), " "this can be used to select the audio output device. The value " "[code]\"Default\"[/code] will play audio on the system-wide default audio " "output. If an invalid device name is set, the value will be reverted back to " "[code]\"Default\"[/code]." msgstr "" #: doc/classes/AudioServer.xml msgid "" "Scales the rate at which audio is played (i.e. setting it to [code]0.5[/" "code] will make the audio be played twice as fast)." msgstr "" "Escala la velocidad a la que se reproduce el audio (es decir, si se ajusta a " "[code]0,5[/code] el audio se reproducirá el doble de rápido)." #: doc/classes/AudioServer.xml msgid "Emitted when the [AudioBusLayout] changes." msgstr "Se emite cuando cambia el [AudioBusLayout]." #: doc/classes/AudioServer.xml msgid "Two or fewer speakers were detected." msgstr "Se detectaron dos o menos altavoces." #: doc/classes/AudioServer.xml msgid "A 3.1 channel surround setup was detected." msgstr "Se detectó una configuración de sonido envolvente de 3.1 canales." #: doc/classes/AudioServer.xml msgid "A 5.1 channel surround setup was detected." msgstr "Se detectó una configuración de sonido envolvente de 5.1 canales." #: doc/classes/AudioServer.xml msgid "A 7.1 channel surround setup was detected." msgstr "Se detectó una configuración de sonido envolvente de 7.1 canales." #: doc/classes/AudioStream.xml msgid "Base class for audio streams." msgstr "Clase base para las transmisiones de audio." #: doc/classes/AudioStream.xml msgid "" "Base class for audio streams. Audio streams are used for sound effects and " "music playback, and support WAV (via [AudioStreamSample]) and OGG (via " "[AudioStreamOGGVorbis]) file formats." msgstr "" "Clase base para las transmisiones de audio. Los flujos de audio se usan para " "efectos de sonido y reproducción de música, y soportan los formatos de " "archivo WAV (a través de [AudioStreamSample]) y OGG (a través de " "[AudioStreamOGGVorbis])." #: doc/classes/AudioStream.xml doc/classes/AudioStreamPlayer.xml msgid "Audio streams" msgstr "" #: doc/classes/AudioStream.xml doc/classes/AudioStreamGenerator.xml #: doc/classes/AudioStreamGeneratorPlayback.xml #: doc/classes/AudioStreamPlayback.xml doc/classes/AudioStreamPlayer.xml #, fuzzy msgid "Audio Generator Demo" msgstr "Efecto de audio para audio." #: doc/classes/AudioStream.xml msgid "Returns the length of the audio stream in seconds." msgstr "Devuelve la duración del flujo de audio en segundos." #: doc/classes/AudioStreamGenerator.xml msgid "Audio stream that generates sounds procedurally." msgstr "" #: doc/classes/AudioStreamGenerator.xml msgid "" "This audio stream does not play back sounds, but expects a script to " "generate audio data for it instead. See also " "[AudioStreamGeneratorPlayback].\n" "See also [AudioEffectSpectrumAnalyzer] for performing real-time audio " "spectrum analysis.\n" "[b]Note:[/b] Due to performance constraints, this class is best used from C# " "or from a compiled language via GDNative. If you still want to use this " "class from GDScript, consider using a lower [member mix_rate] such as 11,025 " "Hz or 22,050 Hz." msgstr "" #: doc/classes/AudioStreamGenerator.xml msgid "" "The length of the buffer to generate (in seconds). Lower values result in " "less latency, but require the script to generate audio data faster, " "resulting in increased CPU usage and more risk for audio cracking if the CPU " "can't keep up." msgstr "" #: doc/classes/AudioStreamGenerator.xml msgid "" "The sample rate to use (in Hz). Higher values are more demanding for the CPU " "to generate, but result in better quality.\n" "In games, common sample rates in use are [code]11025[/code], [code]16000[/" "code], [code]22050[/code], [code]32000[/code], [code]44100[/code], and " "[code]48000[/code].\n" "According to the [url=https://en.wikipedia.org/wiki/" "Nyquist%E2%80%93Shannon_sampling_theorem]Nyquist-Shannon sampling theorem[/" "url], there is no quality difference to human hearing when going past 40,000 " "Hz (since most humans can only hear up to ~20,000 Hz, often less). If you " "are generating lower-pitched sounds such as voices, lower sample rates such " "as [code]32000[/code] or [code]22050[/code] may be usable with no loss in " "quality." msgstr "" #: doc/classes/AudioStreamGeneratorPlayback.xml msgid "Plays back audio generated using [AudioStreamGenerator]." msgstr "" #: doc/classes/AudioStreamGeneratorPlayback.xml msgid "" "This class is meant to be used with [AudioStreamGenerator] to play back the " "generated audio in real-time." msgstr "" #: doc/classes/AudioStreamGeneratorPlayback.xml #, fuzzy msgid "" "Returns [code]true[/code] if a buffer of the size [code]amount[/code] can be " "pushed to the audio sample data buffer without overflowing it, [code]false[/" "code] otherwise." msgstr "" "Devuelve [code]true[/code] si el [code]layer[/code] dado en el [member " "cull_mask] está activado, [code]false[/code] en caso contrario." #: doc/classes/AudioStreamGeneratorPlayback.xml #, fuzzy msgid "Clears the audio sample data buffer." msgstr "Contiene los datos de audio en bytes." #: doc/classes/AudioStreamGeneratorPlayback.xml #, fuzzy msgid "" "Returns the number of frames that can be pushed to the audio sample data " "buffer without overflowing it. If the result is [code]0[/code], the buffer " "is full." msgstr "" "Devuelve [code]true[/code] si el [code]layer[/code] dado en el [member " "cull_mask] está activado, [code]false[/code] en caso contrario." #: doc/classes/AudioStreamGeneratorPlayback.xml msgid "" "Pushes several audio data frames to the buffer. This is usually more " "efficient than [method push_frame] in C# and compiled languages via " "GDNative, but [method push_buffer] may be [i]less[/i] efficient in GDScript." msgstr "" #: doc/classes/AudioStreamGeneratorPlayback.xml msgid "" "Pushes a single audio data frame to the buffer. This is usually less " "efficient than [method push_buffer] in C# and compiled languages via " "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 #, fuzzy msgid "MP3 audio stream driver." msgstr "Controlador de flujo de audio OGG Vorbis." #: modules/minimp3/doc_classes/AudioStreamMP3.xml #: modules/stb_vorbis/doc_classes/AudioStreamOGGVorbis.xml msgid "Contains the audio data in bytes." msgstr "Contiene los datos de audio en bytes." #: modules/minimp3/doc_classes/AudioStreamMP3.xml #: modules/stb_vorbis/doc_classes/AudioStreamOGGVorbis.xml msgid "" "If [code]true[/code], the stream will automatically loop when it reaches the " "end." msgstr "" "Si [code]true[/code], el stream se repite automáticamente cuando llega al " "final." #: modules/minimp3/doc_classes/AudioStreamMP3.xml #: modules/stb_vorbis/doc_classes/AudioStreamOGGVorbis.xml msgid "Time in seconds at which the stream starts after being looped." msgstr "" "Tiempo en segundos en el que el stream comienza después de ser enlazada." #: modules/stb_vorbis/doc_classes/AudioStreamOGGVorbis.xml msgid "OGG Vorbis audio stream driver." msgstr "Controlador de flujo de audio OGG Vorbis." #: doc/classes/AudioStreamPlayback.xml msgid "Meta class for playing back audio." msgstr "Meta clase para reproducir el audio." #: doc/classes/AudioStreamPlayback.xml msgid "" "Can play, loop, pause a scroll through audio. See [AudioStream] and " "[AudioStreamOGGVorbis] for usage." msgstr "" "Puede reproducir, hacer un bucle, pausar un desplazamiento a través del " "audio. Ver [AudioStream] y [AudioStreamOGGVorbis] para su uso." #: doc/classes/AudioStreamPlayer.xml msgid "Plays back audio non-positionally." msgstr "Reproduce el audio sin posición." #: doc/classes/AudioStreamPlayer.xml msgid "" "Plays an audio stream non-positionally.\n" "To play audio positionally, use [AudioStreamPlayer2D] or " "[AudioStreamPlayer3D] instead of [AudioStreamPlayer]." msgstr "" #: doc/classes/AudioStreamPlayer.xml msgid "Returns the position in the [AudioStream] in seconds." msgstr "Devuelve la posición en el [AudioStream] en segundos." #: doc/classes/AudioStreamPlayer.xml msgid "" "Returns the [AudioStreamPlayback] object associated with this " "[AudioStreamPlayer]." msgstr "" "Devuelve el objeto [AudioStreamPlayback] asociado a este [AudioStreamPlayer]." #: doc/classes/AudioStreamPlayer.xml msgid "Plays the audio from the given [code]from_position[/code], in seconds." msgstr "Reproduce el audio del [code]from_position[/code] dado, en segundos." #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml #: doc/classes/AudioStreamPlayer3D.xml msgid "Sets the position from which audio will be played, in seconds." msgstr "" "Establece la posición desde la que se reproducirá el audio, en segundos." #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml #: doc/classes/AudioStreamPlayer3D.xml msgid "Stops the audio." msgstr "Detiene el audio." #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml msgid "If [code]true[/code], audio plays when added to scene tree." msgstr "" "Si [code]true[/code], el audio se reproduce cuando se añade al árbol de la " "escena." #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml 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 msgid "" "If the audio configuration has more than two speakers, this sets the target " "channels. See [enum MixTarget] constants." msgstr "" "Si la configuración de audio tiene más de dos altavoces, esto establece los " "canales de destino. Ver las constantes de [enum MixTarget]." #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml #: doc/classes/AudioStreamPlayer3D.xml msgid "" "The pitch and the tempo of the audio, as a multiplier of the audio sample's " "sample rate." msgstr "" "El tono y el tempo del audio, como multiplicador de la tasa de muestreo de " "la muestra de audio." #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml #: doc/classes/AudioStreamPlayer3D.xml msgid "If [code]true[/code], audio is playing." msgstr "Si [code]true[/code], el audio se está reproduciendo." #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml msgid "The [AudioStream] object to be played." msgstr "El objeto [AudioStream] que se va a reproducir." #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml msgid "" "If [code]true[/code], the playback is paused. You can resume it by setting " "[code]stream_paused[/code] to [code]false[/code]." msgstr "" "Si [code]true[/code], la reproducción se interrumpe. Puede reanudarla " "ajustando [code]stream_paused[/code] a [code]false[/code]." #: doc/classes/AudioStreamPlayer.xml msgid "Volume of sound, in dB." msgstr "Volumen del sonido, en dB." #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml #: doc/classes/AudioStreamPlayer3D.xml msgid "Emitted when the audio stops playing." msgstr "Emitido cuando el audio deja de reproducirse." #: doc/classes/AudioStreamPlayer.xml msgid "The audio will be played only on the first channel." msgstr "El audio se reproducirá sólo en el primer canal." #: doc/classes/AudioStreamPlayer.xml msgid "The audio will be played on all surround channels." msgstr "El audio se reproducirá en todos los canales de sonido envolvente." #: doc/classes/AudioStreamPlayer.xml msgid "" "The audio will be played on the second channel, which is usually the center." msgstr "" "El audio se reproducirá en el segundo canal, que suele ser el del centro." #: doc/classes/AudioStreamPlayer2D.xml #, fuzzy msgid "Plays positional sound in 2D space." msgstr "Reproduce el sonido 3D en el espacio 3D." #: doc/classes/AudioStreamPlayer2D.xml msgid "" "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 " "[member volume_db] to a very low value like [code]-100[/code] (which isn't " "audible to human hearing)." msgstr "" #: doc/classes/AudioStreamPlayer2D.xml doc/classes/AudioStreamPlayer3D.xml msgid "Returns the position in the [AudioStream]." msgstr "Devuelve la posición en el [AudioStream]." #: doc/classes/AudioStreamPlayer2D.xml msgid "" "Returns the [AudioStreamPlayback] object associated with this " "[AudioStreamPlayer2D]." msgstr "" "Devuelve el objeto [AudioStreamPlayback] asociado a este " "[AudioStreamPlayer2D]." #: doc/classes/AudioStreamPlayer2D.xml doc/classes/AudioStreamPlayer3D.xml msgid "" "Plays the audio from the given position [code]from_position[/code], in " "seconds." msgstr "" "Reproduce el audio desde la posición dada [code]de_posición[/code], en " "segundos." #: doc/classes/AudioStreamPlayer2D.xml msgid "" "Determines which [Area2D] layers affect the sound for reverb and audio bus " "effects. Areas can be used to redirect [AudioStream]s so that they play in a " "certain audio bus. An example of how you might use this is making a " "\"water\" area so that sounds played in the water are redirected through an " "audio bus to make them sound like they are being played underwater." msgstr "" #: doc/classes/AudioStreamPlayer2D.xml msgid "Dampens audio over distance with this as an exponent." msgstr "Amortigua el audio a distancia con esto como exponente." #: doc/classes/AudioStreamPlayer2D.xml msgid "Maximum distance from which audio is still hearable." msgstr "Distancia máxima desde la que se puede oír el audio." #: doc/classes/AudioStreamPlayer2D.xml msgid "Base volume without dampening." msgstr "Volumen de la base sin amortiguar." #: doc/classes/AudioStreamPlayer3D.xml #, fuzzy msgid "Plays positional sound in 3D space." msgstr "Reproduce el sonido 3D en el espacio 3D." #: doc/classes/AudioStreamPlayer3D.xml msgid "" "Plays a sound effect with directed sound effects, dampens with distance if " "needed, generates effect of hearable position in space. For greater realism, " "a low-pass filter is automatically applied to distant sounds. This can be " "disabled by setting [member attenuation_filter_cutoff_hz] to [code]20500[/" "code].\n" "By default, audio is heard from the camera position. This can be changed by " "adding a [Listener] node to the scene and enabling it by calling [method " "Listener.make_current] on it.\n" "See also [AudioStreamPlayer] to play a sound non-positionally.\n" "[b]Note:[/b] Hiding an [AudioStreamPlayer3D] node does not disable its audio " "output. To temporarily disable an [AudioStreamPlayer3D]'s audio output, set " "[member unit_db] to a very low value like [code]-100[/code] (which isn't " "audible to human hearing)." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "" "Returns the [AudioStreamPlayback] object associated with this " "[AudioStreamPlayer3D]." msgstr "" "Devuelve el objeto [AudioStreamPlayback] asociado a este " "[AudioStreamPlayer3D]." #: doc/classes/AudioStreamPlayer3D.xml msgid "" "Determines which [Area] layers affect the sound for reverb and audio bus " "effects. Areas can be used to redirect [AudioStream]s so that they play in a " "certain audio bus. An example of how you might use this is making a " "\"water\" area so that sounds played in the water are redirected through an " "audio bus to make them sound like they are being played underwater." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "" "Dampens audio using a low-pass filter above this frequency, in Hz. To " "disable the dampening effect entirely, set this to [code]20500[/code] as " "this frequency is above the human hearing limit." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml #, fuzzy msgid "Amount how much the filter affects the loudness, in decibels." msgstr "Cantidad que muestra cuánto afecta el filtro al volumen, en dB." #: doc/classes/AudioStreamPlayer3D.xml msgid "" "Decides if audio should get quieter with distance linearly, quadratically, " "logarithmically, or not be affected by distance, effectively disabling " "attenuation." msgstr "" "Decide si el audio debe ser más silencioso con la distancia lineal, " "cuadrática, logarítmica, o no ser afectado por la distancia, desactivando " "efectivamente la atenuación." #: doc/classes/AudioStreamPlayer3D.xml #, fuzzy msgid "" "If [code]true[/code], audio plays when the AudioStreamPlayer3D node is added " "to scene tree." msgstr "" "Si [code]true[/code], el audio se reproduce cuando se añade al árbol de la " "escena." #: doc/classes/AudioStreamPlayer3D.xml 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 msgid "" "Decides in which step the [url=https://en.wikipedia.org/wiki/" "Doppler_effect]Doppler effect[/url] should be calculated.\n" "[b]Note:[/b] Only effective if the current [Camera]'s [member Camera." "doppler_tracking] property is set to a value other than [constant Camera." "DOPPLER_TRACKING_DISABLED]." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "The angle in which the audio reaches cameras undampened." msgstr "El ángulo en el que el audio llega a las cámaras sin amortiguar." #: doc/classes/AudioStreamPlayer3D.xml msgid "" "If [code]true[/code], the audio should be dampened according to the " "direction of the sound." msgstr "" "Si [code]true[/code], el audio debe ser amortiguado de acuerdo a la " "dirección del sonido." #: doc/classes/AudioStreamPlayer3D.xml #, fuzzy msgid "" "Dampens audio if camera is outside of [member emission_angle_degrees] and " "[member emission_angle_enabled] is set by this factor, in decibels." msgstr "" "Amortigua el audio si la cámara está fuera de [member " "emission_angle_degrees] y [member emission_angle_enabled] se establece por " "este factor, en dB." #: doc/classes/AudioStreamPlayer3D.xml #, fuzzy msgid "Sets the absolute maximum of the soundlevel, in decibels." msgstr "Establece el máximo absoluto del nivel de sonido, en dB." #: doc/classes/AudioStreamPlayer3D.xml msgid "" "Sets the distance from which the [member out_of_range_mode] takes effect. " "Has no effect if set to 0." msgstr "" "Establece la distancia a partir de la cual el [member out_of_range_mode] " "tiene efecto. No tiene efecto si se pone a 0." #: doc/classes/AudioStreamPlayer3D.xml msgid "" "Decides if audio should pause when source is outside of [member " "max_distance] range." msgstr "" "Decide si el audio debe hacer una pausa cuando la fuente está fuera del " "rango de [member max_distance]." #: doc/classes/AudioStreamPlayer3D.xml #, fuzzy msgid "The [AudioStream] resource to be played." msgstr "El objeto [AudioStream] que se va a reproducir." #: doc/classes/AudioStreamPlayer3D.xml #, fuzzy msgid "" "If [code]true[/code], the playback is paused. You can resume it by setting " "[member stream_paused] to [code]false[/code]." msgstr "" "Si [code]true[/code], la reproducción se interrumpe. Puede reanudarla " "ajustando [code]stream_paused[/code] a [code]false[/code]." #: doc/classes/AudioStreamPlayer3D.xml #, fuzzy msgid "The base sound level unaffected by dampening, in decibels." msgstr "Nivel de sonido base no afectado por la amortiguación, en dB." #: doc/classes/AudioStreamPlayer3D.xml msgid "" "The factor for the attenuation effect. Higher values make the sound audible " "over a larger distance." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "Linear dampening of loudness according to distance." msgstr "Amortiguación lineal de la sonido según la distancia." #: doc/classes/AudioStreamPlayer3D.xml msgid "Squared dampening of loudness according to distance." msgstr "Amortiguación cuadrada del sonido según la distancia." #: doc/classes/AudioStreamPlayer3D.xml msgid "Logarithmic dampening of loudness according to distance." msgstr "Amortiguación logarítmica del sonido según la distancia." #: doc/classes/AudioStreamPlayer3D.xml msgid "" "No dampening of loudness according to distance. The sound will still be " "heard positionally, unlike an [AudioStreamPlayer]. [constant " "ATTENUATION_DISABLED] can be combined with a [member max_distance] value " "greater than [code]0.0[/code] to achieve linear attenuation clamped to a " "sphere of a defined size." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "" "Mix this audio in, even when it's out of range. This increases CPU usage, " "but keeps the sound playing at the correct position if the camera leaves and " "enters the [AudioStreamPlayer3D]'s [member max_distance] radius." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "" "Pause this audio when it gets out of range. This decreases CPU usage, but " "will cause the sound to restart if the camera leaves and enters the " "[AudioStreamPlayer3D]'s [member max_distance] radius." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "Disables doppler tracking." msgstr "Desactiva el rastreo doppler." #: doc/classes/AudioStreamPlayer3D.xml #, fuzzy msgid "Executes doppler tracking in idle step (every rendered frame)." msgstr "Ejecuta el rastreo doppler en el paso ocioso." #: doc/classes/AudioStreamPlayer3D.xml #, fuzzy msgid "" "Executes doppler tracking in physics step (every simulated physics frame)." msgstr "Ejecuta el rastreo doppler en el paso de la física." #: doc/classes/AudioStreamRandomPitch.xml msgid "Plays audio with random pitch shifting." msgstr "Reproduce el audio con un cambio de tono aleatorio." #: doc/classes/AudioStreamRandomPitch.xml msgid "Randomly varies pitch on each start." msgstr "Varía aleatoriamente el tono en cada inicio." #: doc/classes/AudioStreamRandomPitch.xml msgid "The current [AudioStream]." msgstr "El actual [AudioStream]." #: doc/classes/AudioStreamRandomPitch.xml msgid "The intensity of random pitch variation." msgstr "La intensidad de la variación del tono aleatorio." #: doc/classes/AudioStreamSample.xml msgid "Stores audio data loaded from WAV files." msgstr "Almacena datos de audio cargados desde archivos WAV." #: doc/classes/AudioStreamSample.xml #, fuzzy msgid "" "AudioStreamSample stores sound samples loaded from WAV files. To play the " "stored sound, use an [AudioStreamPlayer] (for non-positional audio) or " "[AudioStreamPlayer2D]/[AudioStreamPlayer3D] (for positional audio). The " "sound can be looped.\n" "This class can also be used to store dynamically-generated PCM audio data. " "See also [AudioStreamGenerator] for procedural audio generation." msgstr "" "AudioStreamSample almacena muestras de sonido cargadas desde archivos WAV. " "Para reproducir el sonido almacenado, utilice un [AudioStreamPlayer] (para " "audio no posicional) o [AudioStreamPlayer2D]/[AudioStreamPlayer3D] (para " "audio posicional). El sonido se puede reproducir en bucle.\n" "Esta clase también puede ser usada para almacenar datos de audio PCM " "generados dinámicamente." #: doc/classes/AudioStreamSample.xml msgid "" "Saves the AudioStreamSample as a WAV file to [code]path[/code]. Samples with " "IMA ADPCM format can't be saved.\n" "[b]Note:[/b] A [code].wav[/code] extension is automatically appended to " "[code]path[/code] if it is missing." msgstr "" "Guarda el AudioStreamSample como un archivo WAV en [code]path[/code]. Las " "muestras con formato IMA ADPCM no pueden ser guardadas.\n" "[b]Nota:[/b] Una extensión [code].wav[/code] se añade automáticamente a " "[code]path[/code] si falta." #: doc/classes/AudioStreamSample.xml msgid "" "Contains the audio data in bytes.\n" "[b]Note:[/b] This property expects signed PCM8 data. To convert unsigned " "PCM8 to signed PCM8, subtract 128 from each byte." msgstr "" "Contiene los datos de audio en bytes.\n" "[b]Nota:[/b] Esta propiedad espera datos firmados de PCM8. Para convertir " "PCM8 sin firmar en PCM8 firmado, reste 128 de cada byte." #: doc/classes/AudioStreamSample.xml msgid "Audio format. See [enum Format] constants for values." msgstr "Formato de audio. Véase las constantes [enum Format] para los valores." #: doc/classes/AudioStreamSample.xml msgid "" "The loop start point (in number of samples, relative to the beginning of the " "sample). This information will be imported automatically from the WAV file " "if present." msgstr "" "El punto de inicio del bucle (en número de muestras, en relación con el " "inicio de la muestra). Esta información se importará automáticamente desde " "el archivo WAV si está presente." #: doc/classes/AudioStreamSample.xml msgid "" "The loop end point (in number of samples, relative to the beginning of the " "sample). This information will be imported automatically from the WAV file " "if present." msgstr "" "El punto final del bucle (en número de muestras, relativo al comienzo de la " "muestra). Esta información se importará automáticamente desde el archivo WAV " "si está presente." #: doc/classes/AudioStreamSample.xml msgid "" "The loop mode. This information will be imported automatically from the WAV " "file if present. See [enum LoopMode] constants for values." msgstr "" "El modo de bucle. Esta información se importará automáticamente desde el " "archivo WAV si está presente. Ver las constantes [enum LoopMode] para los " "valores." #: doc/classes/AudioStreamSample.xml msgid "" "The sample rate for mixing this audio. Higher values require more storage " "space, but result in better quality.\n" "In games, common sample rates in use are [code]11025[/code], [code]16000[/" "code], [code]22050[/code], [code]32000[/code], [code]44100[/code], and " "[code]48000[/code].\n" "According to the [url=https://en.wikipedia.org/wiki/" "Nyquist%E2%80%93Shannon_sampling_theorem]Nyquist-Shannon sampling theorem[/" "url], there is no quality difference to human hearing when going past 40,000 " "Hz (since most humans can only hear up to ~20,000 Hz, often less). If you " "are using lower-pitched sounds such as voices, lower sample rates such as " "[code]32000[/code] or [code]22050[/code] may be usable with no loss in " "quality." msgstr "" #: doc/classes/AudioStreamSample.xml msgid "If [code]true[/code], audio is stereo." msgstr "Si [code]true[/code], el audio es estéreo." #: doc/classes/AudioStreamSample.xml msgid "8-bit audio codec." msgstr "Códec de audio de 8 bits." #: doc/classes/AudioStreamSample.xml msgid "16-bit audio codec." msgstr "Códec de audio de 16 bits." #: doc/classes/AudioStreamSample.xml msgid "Audio is compressed using IMA ADPCM." msgstr "El audio se comprime usando IMA ADPCM." #: doc/classes/AudioStreamSample.xml msgid "Audio does not loop." msgstr "El audio no se reproduce en bucle." #: doc/classes/AudioStreamSample.xml msgid "" "Audio loops the data between [member loop_begin] and [member loop_end], " "playing forward only." msgstr "" "El audio hace un bucle con los datos entre [member loop_begin] y [member " "loop_end], reproduciéndose sólo hacia adelante." #: doc/classes/AudioStreamSample.xml msgid "" "Audio loops the data between [member loop_begin] and [member loop_end], " "playing back and forth." msgstr "" "El audio hace un bucle con los datos entre [member loop_begin] y [member " "loop_end], reproduciéndose hacia adelante y hacia atrás." #: doc/classes/AudioStreamSample.xml msgid "" "Audio loops the data between [member loop_begin] and [member loop_end], " "playing backward only." msgstr "" "El audio hace un bucle con los datos entre [member loop_begin] y [member " "loop_end], reproduciéndose sólo hacia atrás." #: doc/classes/BackBufferCopy.xml msgid "" "Copies a region of the screen (or the whole screen) to a buffer so it can be " "accessed in your shader scripts through the " "[code]texture(SCREEN_TEXTURE, ...)[/code] function." msgstr "" "Copia una región de la pantalla (o toda la pantalla) a un búfer para que se " "pueda acceder a ella en sus shader scripts a través de la función " "[code]texture(SCREEN_TEXTURE, ...)[/code]." #: doc/classes/BackBufferCopy.xml #, fuzzy msgid "" "Node for back-buffering the currently-displayed screen. The region defined " "in the [BackBufferCopy] node is buffered with the content of the screen it " "covers, or the entire screen according to the copy mode set. Use the " "[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to " "access the buffer.\n" "[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), " "anchors and margins won't apply to child [Control]-derived nodes. This can " "be problematic when resizing the window. To avoid this, add [Control]-" "derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of " "adding them as children." msgstr "" "Nodo para hacer un back-buffer en la pantalla que se muestra actualmente. La " "región definida en el nodo BackBufferCopy se almacena en un búfer con el " "contenido de la pantalla que cubre, o la pantalla entera según el modo de " "copia establecido. Usa la función [code]texture(SCREEN_TEXTURE, ...)[/code] " "en tus shader scripts para acceder al buffer.\n" "[b]Nota:[/b] Como este nodo hereda de [Nodo2D] (y no de [Control]), los " "anclajes y márgenes no se aplicarán a los nodos derivados de [Control]. Esto " "puede ser problemático al redimensionar la ventana. Para evitar esto, " "agregue los nodos derivados de [Control] como [i]hermanos[/i] al nodo " "BackBufferCopy en lugar de agregarlos como niños." #: doc/classes/BackBufferCopy.xml msgid "Buffer mode. See [enum CopyMode] constants." msgstr "Modo de búfer. Ver las constantes de [enum CopyMode]." #: doc/classes/BackBufferCopy.xml #, fuzzy msgid "" "The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is " "[constant COPY_MODE_RECT]." msgstr "" "El área cubierta por el BackBufferCopy. Sólo se usa si [member copy_mode] es " "[constant COPY_MODE_RECT]." #: doc/classes/BackBufferCopy.xml #, fuzzy msgid "" "Disables the buffering mode. This means the [BackBufferCopy] node will " "directly use the portion of screen it covers." msgstr "" "Deshabilita el modo de almacenamiento intermedio. Esto significa que el nodo " "BackBufferCopy utilizará directamente la parte de la pantalla que cubre." #: doc/classes/BackBufferCopy.xml #, fuzzy msgid "[BackBufferCopy] buffers a rectangular region." msgstr "BackBufferCopy almacena una región rectangular." #: doc/classes/BackBufferCopy.xml #, fuzzy msgid "[BackBufferCopy] buffers the entire screen." msgstr "BackBufferCopy almacena toda la pantalla." #: doc/classes/BakedLightmap.xml msgid "Prerendered indirect light map for a scene." msgstr "" #: doc/classes/BakedLightmap.xml msgid "" "Baked lightmaps are an alternative workflow for adding indirect (or baked) " "lighting to a scene. Unlike the [GIProbe] approach, baked lightmaps work " "fine on low-end PCs and mobile devices as they consume almost no resources " "in run-time.\n" "[b]Procedural generation:[/b] Lightmap baking functionality is only " "available in the editor. This means [BakedLightmap] is not suited to " "procedurally generated or user-built levels. For procedurally generated or " "user-built levels, use [GIProbe] instead.\n" "[b]Note:[/b] Due to how lightmaps work, most properties only have a visible " "effect once lightmaps are baked again." msgstr "" #: doc/classes/BakedLightmap.xml msgid "" "Bakes the lightmap, scanning from the given [code]from_node[/code] root and " "saves the resulting [BakedLightmapData] in [code]data_save_path[/code]. If " "no root node is provided, parent of this node will be used as root instead. " "If no save path is provided it will try to match the path from the current " "[member light_data]." msgstr "" #: doc/classes/BakedLightmap.xml msgid "" "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 msgid "" "Maximum size of each lightmap layer, only used when [member atlas_generate] " "is enabled." msgstr "" #: doc/classes/BakedLightmap.xml msgid "" "Raycasting bias used during baking to avoid floating point precision issues." msgstr "" #: doc/classes/BakedLightmap.xml msgid "" "The energy multiplier for each bounce. Higher values will make indirect " "lighting brighter. A value of [code]1.0[/code] represents physically " "accurate behavior, but higher values can be used to make indirect lighting " "propagate more visibly when using a low number of bounces. This can be used " "to speed up bake times by lowering the number of [member bounces] then " "increasing [member bounce_indirect_energy]. Unlike [member BakedLightmapData." "energy], this property does not affect direct lighting emitted by light " "nodes, emissive materials and the environment.\n" "[b]Note:[/b] [member bounce_indirect_energy] only has an effect if [member " "bounces] is set to a value greater than or equal to [code]1[/code]." msgstr "" #: doc/classes/BakedLightmap.xml msgid "" "Number of light bounces that are taken into account during baking. See also " "[member bounce_indirect_energy]." msgstr "" #: doc/classes/BakedLightmap.xml msgid "Grid size used for real-time capture information on dynamic objects." msgstr "" #: doc/classes/BakedLightmap.xml msgid "" "When enabled, an octree containing the scene's lighting information will be " "computed. This octree will then be used to light dynamic objects in the " "scene." msgstr "" #: doc/classes/BakedLightmap.xml msgid "" "Bias value to reduce the amount of light propagation in the captured octree." msgstr "" #: doc/classes/BakedLightmap.xml msgid "Bake quality of the capture data." msgstr "" #: doc/classes/BakedLightmap.xml msgid "" "If a baked mesh doesn't have a UV2 size hint, this value will be used to " "roughly compute a suitable lightmap size." msgstr "" #: doc/classes/BakedLightmap.xml msgid "" "The environment color when [member environment_mode] is set to [constant " "ENVIRONMENT_MODE_CUSTOM_COLOR]." msgstr "" #: doc/classes/BakedLightmap.xml msgid "" "The energy scaling factor when when [member environment_mode] is set to " "[constant ENVIRONMENT_MODE_CUSTOM_COLOR] or [constant " "ENVIRONMENT_MODE_CUSTOM_SKY]." msgstr "" #: doc/classes/BakedLightmap.xml #, fuzzy msgid "" "The [Sky] resource to use when [member environment_mode] is set o [constant " "ENVIRONMENT_MODE_CUSTOM_SKY]." msgstr "" "El fondo utilizado cuando [member overlay] se establece en [constant " "OVERLAY_POSITION]." #: doc/classes/BakedLightmap.xml #, fuzzy msgid "The rotation of the baked custom sky." msgstr "La raíz de la escena editada." #: doc/classes/BakedLightmap.xml msgid "" "Minimum ambient light for all the lightmap texels. This doesn't take into " "account any occlusion from the scene's geometry, it simply ensures a minimum " "amount of light on all the lightmap texels. Can be used for artistic control " "on shadow color." msgstr "" #: doc/classes/BakedLightmap.xml msgid "Decides which environment to use during baking." msgstr "" #: doc/classes/BakedLightmap.xml msgid "" "Size of the baked lightmap. Only meshes inside this region will be included " "in the baked lightmap, also used as the bounds of the captured region for " "dynamic lighting." msgstr "" #: doc/classes/BakedLightmap.xml msgid "" "Deprecated, in previous versions it determined the location where lightmaps " "were be saved." msgstr "" #: doc/classes/BakedLightmap.xml #, fuzzy msgid "The calculated light data." msgstr "La altura de la cápsula." #: doc/classes/BakedLightmap.xml msgid "" "Determines the amount of samples per texel used in indirect light baking. " "The amount of samples for each quality level can be configured in the " "project settings." msgstr "" #: doc/classes/BakedLightmap.xml msgid "" "Store full color values in the lightmap textures. When disabled, lightmap " "textures will store a single brightness channel. Can be disabled to reduce " "disk usage if the scene contains only white lights or you don't mind losing " "color information in indirect lighting." msgstr "" #: doc/classes/BakedLightmap.xml msgid "" "When enabled, a lightmap denoiser will be used to reduce the noise inherent " "to Monte Carlo based global illumination." msgstr "" #: doc/classes/BakedLightmap.xml msgid "" "If [code]true[/code], stores the lightmap textures in a high dynamic range " "format (EXR). If [code]false[/code], stores the lightmap texture in a low " "dynamic range PNG image. This can be set to [code]false[/code] to reduce " "disk usage, but light values over 1.0 will be clamped and you may see " "banding caused by the reduced precision.\n" "[b]Note:[/b] Setting [member use_hdr] to [code]true[/code] will decrease " "lightmap banding even when using the GLES2 backend or if [member " "ProjectSettings.rendering/quality/depth/hdr] is [code]false[/code]." msgstr "" #: doc/classes/BakedLightmap.xml msgid "The lowest bake quality mode. Fastest to calculate." msgstr "" #: doc/classes/BakedLightmap.xml #, fuzzy msgid "The default bake quality mode." msgstr "La fuente por defecto." #: doc/classes/BakedLightmap.xml msgid "A higher bake quality mode. Takes longer to calculate." msgstr "" #: doc/classes/BakedLightmap.xml msgid "The highest bake quality mode. Takes the longest to calculate." msgstr "" #: doc/classes/BakedLightmap.xml #, fuzzy msgid "Baking was successful." msgstr "La conexion tuvo éxito." #: doc/classes/BakedLightmap.xml msgid "" "Returns if no viable save path is found. This can happen where an [member " "image_path] is not specified or when the save location is invalid." msgstr "" #: doc/classes/BakedLightmap.xml doc/classes/SpatialMaterial.xml msgid "Currently unused." msgstr "Actualmente sin uso." #: doc/classes/BakedLightmap.xml #, fuzzy msgid "Returns when the baker cannot save per-mesh textures to file." msgstr "Devuelve el número de formas asignadas a un tile." #: doc/classes/BakedLightmap.xml #, fuzzy msgid "The size of the generated lightmaps is too large." msgstr "El tamaño del plano generado." #: doc/classes/BakedLightmap.xml msgid "Some mesh contains UV2 values outside the [code][0,1][/code] range." msgstr "" #: doc/classes/BakedLightmap.xml #, fuzzy msgid "Returns if user cancels baking." msgstr "Devuelve el botón de cancelación." #: doc/classes/BakedLightmap.xml msgid "" "Returns if lightmapper can't be created. Unless you are using a custom " "lightmapper, please report this as bug." msgstr "" #: doc/classes/BakedLightmap.xml msgid "" "There is no root node to start baking from. Either provide [code]from_node[/" "code] argument or attach this node to a parent that should be used as root." msgstr "" #: doc/classes/BakedLightmap.xml msgid "No environment is used during baking." msgstr "" #: doc/classes/BakedLightmap.xml msgid "The baked environment is automatically picked from the current scene." msgstr "" #: doc/classes/BakedLightmap.xml msgid "A custom sky is used as environment during baking." msgstr "" #: doc/classes/BakedLightmap.xml #, fuzzy msgid "A custom solid color is used as environment during baking." msgstr "" "La [World2D] personalizada que puede ser usada como fuente de entorno 2D." #: doc/classes/BakedLightmapData.xml msgid "" "Global energy multiplier for baked and dynamic capture objects. This can be " "changed at run-time without having to bake lightmaps again.\n" "To adjust only the energy of indirect lighting (without affecting direct " "lighting or emissive materials), adjust [member BakedLightmap." "bounce_indirect_energy] and bake lightmaps again." msgstr "" #: doc/classes/BakedLightmapData.xml msgid "" "Controls whether dynamic capture objects receive environment lighting or not." msgstr "" #: doc/classes/BaseButton.xml msgid "Base class for different kinds of buttons." msgstr "Clase base para diferentes tipos de botones." #: doc/classes/BaseButton.xml msgid "" "BaseButton is the abstract base class for buttons, so it shouldn't be used " "directly (it doesn't display anything). Other types of buttons inherit from " "it." msgstr "" "BaseButton es la clase base abstracta para los botones, por lo que no debe " "usarse directamente (no muestra nada). Otros tipos de botones heredan de " "ella." #: doc/classes/BaseButton.xml msgid "" "Called when the button is pressed. If you need to know the button's pressed " "state (and [member toggle_mode] is active), use [method _toggled] instead." msgstr "" "Se llama cuando se presiona el botón. Si necesita saber el estado de " "pulsación del botón (y [member toggle_mode] está activo), utilice en su " "lugar el [method _toggled]." #: doc/classes/BaseButton.xml msgid "" "Called when the button is toggled (only if [member toggle_mode] is active)." msgstr "" "Se llama cuando se cambia el estado del botón(Activado/Desactivado) (sólo si " "[member toggle_mode] está activo)." #: doc/classes/BaseButton.xml msgid "" "Returns the visual state used to draw the button. This is useful mainly when " "implementing your own draw code by either overriding _draw() or connecting " "to \"draw\" signal. The visual state of the button is defined by the [enum " "DrawMode] enum." msgstr "" "Devuelve el estado visual utilizado para dibujar el botón. Esto es útil " "principalmente cuando implementas tu propio código de dibujo, ya sea " "anulando _draw() o conectando la señal de \"dibujo\". El estado visual del " "botón está definido por el enum [enum DrawMode]." #: doc/classes/BaseButton.xml msgid "" "Returns [code]true[/code] if the mouse has entered the button and has not " "left it yet." msgstr "" "Devuelve [code]true[/code] si el ratón ha entrado en el botón y no lo ha " "dejado todavía." #: doc/classes/BaseButton.xml msgid "" "Changes the [member pressed] state of the button, without emitting [signal " "toggled]. Use when you just want to change the state of the button without " "sending the pressed event (e.g. when initializing scene). Only works if " "[member toggle_mode] is [code]true[/code].\n" "[b]Note:[/b] This method doesn't unpress other buttons in its button [member " "group]." msgstr "" #: doc/classes/BaseButton.xml msgid "" "Determines when the button is considered clicked, one of the [enum " "ActionMode] constants." msgstr "" "Determina cuándo se considera que se ha hecho clic en el botón, una de las " "constantes de [enum ActionMode]." #: doc/classes/BaseButton.xml msgid "" "Binary mask to choose which mouse buttons this button will respond to.\n" "To allow both left-click and right-click, use [code]BUTTON_MASK_LEFT | " "BUTTON_MASK_RIGHT[/code]." msgstr "" "Máscara binaria para elegir a qué botones del ratón este botón responderá .\n" "Para permitir tanto el clic izquierdo como el derecho, use el " "[code]BUTTON_MASK_LEFT | BUTTON_MASK_RIGHT[/code]." #: doc/classes/BaseButton.xml msgid "" "If [code]true[/code], the button is in disabled state and can't be clicked " "or toggled." msgstr "" "Si [code]true[/code], el botón está en estado de desactivación y no se puede " "hacer clic o alternar el estado." #: doc/classes/BaseButton.xml msgid "" "[i]Deprecated.[/i] This property has been deprecated due to redundancy and " "will be removed in Godot 4.0. This property no longer has any effect when " "set. Please use [member Control.focus_mode] instead." msgstr "" #: doc/classes/BaseButton.xml msgid "[ButtonGroup] associated to the button." msgstr "[ButtonGroup] asociado al botón." #: doc/classes/BaseButton.xml msgid "" "If [code]true[/code], the button stays pressed when moving the cursor " "outside the button while pressing it.\n" "[b]Note:[/b] This property only affects the button's visual appearance. " "Signals will be emitted at the same moment regardless of this property's " "value." msgstr "" "Si [code]true[/code], el botón permanecee pulsado cuando el cursor se mueve " "fuera mientras se presiona.\n" "[b]Nota:[/b] Esta propiedad solo afecta la apariencia visual del botón. Se " "emitirán señales en el mismo momento sin tener en cuenta el valor de esta " "propiedad." #: doc/classes/BaseButton.xml msgid "" "If [code]true[/code], the button's state is pressed. Means the button is " "pressed down or toggled (if [member toggle_mode] is active). Only works if " "[member toggle_mode] is [code]true[/code].\n" "[b]Note:[/b] Setting [member pressed] will result in [signal toggled] to be " "emitted. If you want to change the pressed state without emitting that " "signal, use [method set_pressed_no_signal]." msgstr "" #: doc/classes/BaseButton.xml msgid "[ShortCut] associated to the button." msgstr "Atajo de teclado asociado al botón." #: doc/classes/BaseButton.xml msgid "" "If [code]true[/code], the button will add information about its shortcut in " "the tooltip." msgstr "" "Si [code]true[/code], el botón añadirá información sobre su atajo en el " "mensaje de ayuda." #: doc/classes/BaseButton.xml msgid "" "If [code]true[/code], the button is in toggle mode. Makes the button flip " "state between pressed and unpressed each time its area is clicked." msgstr "" "Si [code]true[/code], el botón está en modo de conmutación. Hace que el " "botón cambie de estado entre presionado y no presionado cada vez que se hace " "clic en su área." #: doc/classes/BaseButton.xml msgid "Emitted when the button starts being held down." msgstr "Emitido cuando el botón comienza a ser presionado." #: doc/classes/BaseButton.xml msgid "Emitted when the button stops being held down." msgstr "Emitido cuando el botón deja de ser presionado." #: doc/classes/BaseButton.xml msgid "" "Emitted when the button is toggled or pressed. This is on [signal " "button_down] if [member action_mode] is [constant ACTION_MODE_BUTTON_PRESS] " "and on [signal button_up] otherwise.\n" "If you need to know the button's pressed state (and [member toggle_mode] is " "active), use [signal toggled] instead." msgstr "" "Se emite cuando el botón se conmuta o se presiona. Esto está en [signal " "button_down] si el [member action_mode] es [constant " "ACTION_MODE_BUTTON_PRESS] y en [signal button_up] en caso contrario.\n" "Si necesita saber el estado de pulsación del botón (y [member toggle_mode] " "está activo), utilice [signal toggled] en su lugar." #: doc/classes/BaseButton.xml msgid "" "Emitted when the button was just toggled between pressed and normal states " "(only if [member toggle_mode] is active). The new state is contained in the " "[code]button_pressed[/code] argument." msgstr "" "Emitido cuando el botón acaba de conmutar entre los estados de pulsado y " "normal (sólo si [member toggle_mode] está activo). El nuevo estado está " "contenido en el argumento [code]button_pressed[/code]." #: doc/classes/BaseButton.xml msgid "" "The normal state (i.e. not pressed, not hovered, not toggled and enabled) of " "buttons." msgstr "" "El estado normal (es decir, no presionado, no encima del botón, no activado " "y activado) de los botones." #: doc/classes/BaseButton.xml msgid "The state of buttons are pressed." msgstr "El estado de los botones se presiona." #: doc/classes/BaseButton.xml msgid "The state of buttons are hovered." msgstr "El estado de los botones que tienen el cursor encima." #: doc/classes/BaseButton.xml msgid "The state of buttons are disabled." msgstr "El estado de los botones está desactivado." #: doc/classes/BaseButton.xml msgid "The state of buttons are both hovered and pressed." msgstr "El estado de los botones cuyo cursor esta encima y se presiona." #: doc/classes/BaseButton.xml msgid "Require just a press to consider the button clicked." msgstr "Requiere sólo una pulsación para considerar el botón pulsado." #: doc/classes/BaseButton.xml msgid "" "Require a press and a subsequent release before considering the button " "clicked." msgstr "" "Requiere de una pulsación y una posterior liberación antes de considerar el " "botón pulsado." #: doc/classes/Basis.xml msgid "3×3 matrix datatype." msgstr "Tipo de datos de matriz 3×3." #: doc/classes/Basis.xml msgid "" "3×3 matrix used for 3D rotation and scale. Almost always used as an " "orthogonal basis for a Transform.\n" "Contains 3 vector fields X, Y and Z as its columns, which are typically " "interpreted as the local basis vectors of a transformation. For such use, it " "is composed of a scaling and a rotation matrix, in that order (M = R.S).\n" "Can also be accessed as array of 3D vectors. These vectors are normally " "orthogonal to each other, but are not necessarily normalized (due to " "scaling).\n" "For more information, read the \"Matrices and transforms\" documentation " "article." msgstr "" "Matriz de 3×3 usada para la rotación y la escala 3D. Casi siempre se usa " "como base ortogonal para una Transformación.\n" "Contiene 3 campos vectoriales X, Y y Z como sus columnas, que son " "típicamente interpretados como los vectores base locales de una " "transformación. Para tal uso, se compone de una matriz de escalamiento y " "rotación, en ese orden (M = R.S).\n" "También se puede acceder a ella como matriz de vectores tridimensionales. " "Estos vectores son normalmente ortogonales entre sí, pero no están " "necesariamente normalizados (debido a la escala).\n" "Para más información, lea el artículo de documentación \"Matrices y " "transformaciones\"." #: doc/classes/Basis.xml doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "Matrices and transforms" msgstr "" #: doc/classes/Basis.xml doc/classes/Quat.xml doc/classes/Transform.xml #, fuzzy msgid "Using 3D transforms" msgstr "Utiliza esto cuando uses las transformadas 3D." #: doc/classes/Basis.xml doc/classes/Line2D.xml doc/classes/Transform.xml #: doc/classes/Transform2D.xml doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "Matrix Transform Demo" msgstr "" #: doc/classes/Basis.xml doc/classes/CylinderShape.xml #: doc/classes/Dictionary.xml doc/classes/DynamicFont.xml #: doc/classes/DynamicFontData.xml doc/classes/File.xml doc/classes/Input.xml #: doc/classes/InputEvent.xml doc/classes/InputEventAction.xml #: doc/classes/InputEventMouseMotion.xml doc/classes/KinematicBody.xml #: doc/classes/RayCast.xml doc/classes/StaticBody.xml #: doc/classes/SurfaceTool.xml doc/classes/TextureButton.xml #: doc/classes/TextureRect.xml doc/classes/Thread.xml #: doc/classes/VBoxContainer.xml msgid "3D Voxel Demo" msgstr "" #: doc/classes/Basis.xml doc/classes/Line2D.xml doc/classes/Transform.xml #: doc/classes/Transform2D.xml msgid "2.5D Demo" msgstr "" #: doc/classes/Basis.xml msgid "Constructs a pure rotation basis matrix from the given quaternion." msgstr "" "Construye una matriz de base de rotación pura a partir del cuaternario dado." #: doc/classes/Basis.xml 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 [Quat] constructor instead, which uses a quaternion " "instead of Euler angles." msgstr "" "Construye una matriz de base de rotación pura a partir de los ángulos de " "Euler dados (en la convención YXZ: al *componer*, primero Y, luego X y Z en " "último lugar), dados en el formato vectorial como (ángulo X, ángulo Y, " "ángulo Z).\n" "Considere el uso del constructor [Quat] en su lugar, que utiliza un " "cuaternio en lugar de los ángulos de Euler." #: doc/classes/Basis.xml #, fuzzy msgid "" "Constructs a pure rotation basis matrix, rotated around the given " "[code]axis[/code] by [code]angle[/code] (in radians). The axis must be a " "normalized vector." msgstr "" "Construye una matriz de base de rotación pura, rotada alrededor del " "[code]axis[/code] dado por el [code]phi[/code], en radianes. El eje debe ser " "un vector normalizado." #: doc/classes/Basis.xml msgid "Constructs a basis matrix from 3 axis vectors (matrix columns)." msgstr "" "Construye una matriz base a partir de vectores de 3 ejes (columnas de la " "matriz)." #: doc/classes/Basis.xml msgid "" "Returns the determinant of the basis matrix. If the basis is uniformly " "scaled, its determinant is the square of the scale.\n" "A negative determinant means the basis has a negative scale. A zero " "determinant means the basis isn't invertible, and is usually considered " "invalid." msgstr "" "Devuelve el determinante de la matriz base. Si la base está uniformemente " "escalada, su determinante es el cuadrado de la escala.\n" "Un determinante negativo significa que la base tiene una escala negativa. Un " "determinante cero significa que la base no es invertible, y normalmente se " "considera inválida." #: doc/classes/Basis.xml msgid "" "Returns the basis's rotation in the form of Euler angles (in the YXZ " "convention: when decomposing, first Z, then X, and Y last). The returned " "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 [Quat] quaternion instead of Euler angles." msgstr "" "Devuelve la rotación de la base en forma de ángulos de Euler (en la " "convención YXZ: al descomponerse, primero Z, luego X, y por último Y). El " "vector devuelto contiene los ángulos de rotación en el formato (ángulo X, " "ángulo Y, ángulo Z).\n" "Considera usar el método [method get_rotation_quat] en su lugar, que " "devuelve una cuaternión [Quat] en lugar de ángulos Euler." #: doc/classes/Basis.xml msgid "" "This function considers a discretization of rotations into 24 points on unit " "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 Godot source code." msgstr "" "Esta función considera una discretización de las rotaciones en 24 puntos de " "la unidad de la esfera, situados a lo largo de los vectores (x,y,z), siendo " "cada componente -1, 0, o 1, y devuelve el índice del punto que mejor " "representa la orientación del objeto. Es utilizado principalmente por el " "editor [GridMap]. Para más detalles, consulte el código fuente de Godot." #: doc/classes/Basis.xml msgid "" "Returns the basis's rotation in the form of a quaternion. See [method " "get_euler] if you need Euler angles, but keep in mind quaternions should " "generally be preferred to Euler angles." msgstr "" "Devuelve la rotación de la base en forma de cuaternario. Véase [method " "get_euler] si necesita ángulos de Euler, pero tenga en cuenta que las " "cuaterniones generalmente deben ser preferidas a los ángulos de Euler." #: doc/classes/Basis.xml msgid "" "Assuming that the matrix is the combination of a rotation and scaling, " "return the absolute value of scaling factors along each axis." msgstr "" "Asumiendo que la matriz es la combinación de una rotación y un escalado, " "devuelve el valor absoluto de los factores de escala a lo largo de cada eje." #: doc/classes/Basis.xml msgid "Returns the inverse of the matrix." msgstr "Devuelve el inverso de la matriz." #: doc/classes/Basis.xml #, fuzzy msgid "" "Returns [code]true[/code] if this basis and [code]b[/code] are approximately " "equal, by calling [code]is_equal_approx[/code] on each component.\n" "[b]Note:[/b] For complicated reasons, the epsilon argument is always " "discarded. Don't use the epsilon argument, it does nothing." msgstr "" "Devuelve [code]true[/code] si esta base y [code]b[/code] son aproximadamente " "iguales, llamando a [code]is_equal_approx[/code] en cada componente." #: doc/classes/Basis.xml msgid "" "Returns the orthonormalized version of the matrix (useful to call from time " "to time to avoid rounding error for orthogonal matrices). This performs a " "Gram-Schmidt orthonormalization on the basis of the matrix." msgstr "" "Devuelve la versión ortonormalizada de la matriz (útil para llamar de vez en " "cuando para evitar el error de redondeo de las matrices ortogonales). " "Realiza una ortonormalización de Gram-Schmidt sobre la base de la matriz." #: doc/classes/Basis.xml #, fuzzy msgid "" "Introduce an additional rotation around the given axis by [code]angle[/code] " "(in radians). The axis must be a normalized vector." msgstr "" "Introducir una rotación adicional alrededor del eje dado por phi (radianes). " "El eje debe ser un vector normalizado." #: doc/classes/Basis.xml msgid "" "Introduce an additional scaling specified by the given 3D scaling factor." msgstr "" "Introducir una escalado adicional especificada por el factor de escala 3D " "dado." #: doc/classes/Basis.xml msgid "" "Assuming that the matrix is a proper rotation matrix, slerp performs a " "spherical-linear interpolation with another rotation matrix." msgstr "" "Asumiendo que la matriz es una matriz de rotación adecuada, slerp realiza " "una interpolación esférica-lineal con otra matriz de rotación." #: doc/classes/Basis.xml msgid "Transposed dot product with the X axis of the matrix." msgstr "Producto vectorial transpuesto con el eje X de la matriz." #: doc/classes/Basis.xml msgid "Transposed dot product with the Y axis of the matrix." msgstr "Producto vectorial transpuesto con el eje Y de la matriz." #: doc/classes/Basis.xml msgid "Transposed dot product with the Z axis of the matrix." msgstr "Producto vectorial transpuesto con el eje Z de la matriz." #: doc/classes/Basis.xml msgid "Returns the transposed version of the matrix." msgstr "Devuelve la versión transpuesta de la matriz." #: doc/classes/Basis.xml msgid "Returns a vector transformed (multiplied) by the matrix." msgstr "Devuelve un vector transformado (multiplicado) por la matriz." #: doc/classes/Basis.xml msgid "" "Returns a vector transformed (multiplied) by the transposed basis matrix.\n" "[b]Note:[/b] This results in a multiplication by the inverse of the matrix " "only if it represents a rotation-reflection." msgstr "" "Devuelve un vector transformado (multiplicado) por la matriz base " "transpuesta.\n" "[b]Nota:[/b] Esto da como resultado una multiplicación por el inverso de la " "matriz sólo si representa una rotación-reflexión." #: doc/classes/Basis.xml doc/classes/Transform2D.xml msgid "" "The basis matrix's X vector (column 0). Equivalent to array index [code]0[/" "code]." msgstr "" "El vector X de la matriz base (columna 0). Equivalente al índice de la " "matriz [code]0[/code]." #: doc/classes/Basis.xml doc/classes/Transform2D.xml msgid "" "The basis matrix's Y vector (column 1). Equivalent to array index [code]1[/" "code]." msgstr "" "El vector Y de la matriz base (columna 1). Equivalente al índice de la " "matriz [code]1[/code]." #: doc/classes/Basis.xml msgid "" "The basis matrix's Z vector (column 2). Equivalent to array index [code]2[/" "code]." msgstr "" "El vector Z de la matriz base (columna 2). Equivalente al índice de la " "matriz [code]2[/code]." #: doc/classes/Basis.xml msgid "" "The identity basis, with no rotation or scaling applied.\n" "This is identical to calling [code]Basis()[/code] without any parameters. " "This constant can be used to make your code clearer, and for consistency " "with C#." msgstr "" "La base de la identidad, sin rotación ni escalonamiento aplicado.\n" "Esto es idéntico a llamar a [code]Basis()[/code] sin ningún parámetro. Esta " "constante puede ser usada para hacer su código más claro, y para la " "consistencia con C#." #: doc/classes/Basis.xml msgid "" "The basis that will flip something along the X axis when used in a " "transformation." msgstr "" "La base que volteará algo a lo largo del eje X cuando se use en una " "transformación." #: doc/classes/Basis.xml msgid "" "The basis that will flip something along the Y axis when used in a " "transformation." msgstr "" "La base que volteará algo a lo largo del eje Y cuando se use en una " "transformación." #: doc/classes/Basis.xml msgid "" "The basis that will flip something along the Z axis when used in a " "transformation." msgstr "" "La base que volteará algo a lo largo del eje Z cuando se use en una " "transformación." #: doc/classes/BitMap.xml msgid "Boolean matrix." msgstr "Matriz booleana." #: doc/classes/BitMap.xml msgid "" "A two-dimensional array of boolean values, can be used to efficiently store " "a binary matrix (every matrix element takes only one bit) and query the " "values using natural cartesian coordinates." msgstr "" "Una matriz bidimensional de valores booleanos, puede ser usada para " "almacenar eficientemente una matriz binaria (cada elemento de la matriz toma " "sólo un bit) y consultar los valores usando coordenadas cartesianas " "naturales." #: doc/classes/BitMap.xml msgid "" "Returns an image of the same size as the bitmap and with a [enum Image." "Format] of type [code]FORMAT_L8[/code]. [code]true[/code] bits of the bitmap " "are being converted into white pixels, and [code]false[/code] bits into " "black." msgstr "" #: doc/classes/BitMap.xml msgid "" "Creates a bitmap with the specified size, filled with [code]false[/code]." msgstr "" "Crea un mapa de bits con el tamaño especificado, lleno de [code]false[/code]." #: doc/classes/BitMap.xml msgid "" "Creates a bitmap that matches the given image dimensions, every element of " "the bitmap is set to [code]false[/code] if the alpha value of the image at " "that position is equal to [code]threshold[/code] or less, and [code]true[/" "code] in other case." msgstr "" "Crea un mapa de bits que coincide con las dimensiones de la imagen dada, " "cada elemento del mapa de bits se establece en [code]false[/code] si el " "valor alfa de la imagen en esa posición es igual al umbral [code]threshold[/" "code] o menor, y [code]true[/code] en otro caso." #: doc/classes/BitMap.xml msgid "Returns bitmap's value at the specified position." msgstr "Devuelve el valor del mapa de bits en la posición especificada." #: doc/classes/BitMap.xml msgid "Returns bitmap's dimensions." msgstr "Devuelve las dimensiones del mapa de bits." #: doc/classes/BitMap.xml msgid "" "Returns the amount of bitmap elements that are set to [code]true[/code]." msgstr "" "Devuelve la cantidad de elementos de mapa de bits que están configurados a " "[code]true[/code]." #: doc/classes/BitMap.xml msgid "" "Applies morphological dilation or erosion to the bitmap. If [code]pixels[/" "code] is positive, dilation is applied to the bitmap. If [code]pixels[/code] " "is negative, erosion is applied to the bitmap. [code]rect[/code] defines the " "area where the morphological operation is applied. Pixels located outside " "the [code]rect[/code] are unaffected by [method grow_mask]." msgstr "" #: doc/classes/BitMap.xml #, fuzzy msgid "Resizes the image to [code]new_size[/code]." msgstr "Llena la imagen con un determinado [Color]." #: doc/classes/BitMap.xml msgid "" "Sets the bitmap's element at the specified position, to the specified value." msgstr "" "Establece el elemento del mapa de bits en la posición especificada, al valor " "especificado." #: doc/classes/BitMap.xml msgid "Sets a rectangular portion of the bitmap to the specified value." msgstr "" "Establece una porción rectangular del mapa de bits al valor especificado." #: doc/classes/BitmapFont.xml msgid "" "Renders text using fonts under the [url=https://www.angelcode.com/products/" "bmfont/]BMFont[/url] format.\n" "Handles files with the [code].fnt[/code] extension." msgstr "" "Renderiza el texto usando fuentes en el formato [url=https://www.angelcode." "com/products/bmfont/]BMFont[/url].\n" "Maneja archivos con la extensión [code].fnt[/code]." #: doc/classes/BitmapFont.xml msgid "" "Renders text using [code]*.fnt[/code] fonts containing texture atlases. " "Supports distance fields. For using vector font files like TTF directly, see " "[DynamicFont]." msgstr "" "Presenta el texto usando fuentes [code]*.fnt[/code] que contienen atlas de " "texturas. Soporta campos de distancia. Para usar directamente archivos de " "fuentes vectoriales como TTF, ver [DynamicFont]." #: doc/classes/BitmapFont.xml msgid "" "Adds a character to the font, where [code]character[/code] is the Unicode " "value, [code]texture[/code] is the texture index, [code]rect[/code] is the " "region in the texture (in pixels!), [code]align[/code] is the (optional) " "alignment for the character and [code]advance[/code] is the (optional) " "advance." msgstr "" "Añade un carácter a la fuente, donde [code]character[/code] es el valor " "Unicode, [code]texture[/code] es el índice de la textura, [code]rect[/code] " "es la región de la textura (¡en píxeles!), [code]align[/code] es la " "alineación (opcional) del carácter y [code]advance[/code] es el avance " "(opcional)." #: doc/classes/BitmapFont.xml msgid "" "Adds a kerning pair to the [BitmapFont] as a difference. Kerning pairs are " "special cases where a typeface advance is determined by the next character." msgstr "" "Añade un par de kerning a la [BitmapFont] como diferencia. Los pares de " "Kerning son casos especiales en los que el avance de un tipo de letra viene " "determinado por el siguiente carácter." #: doc/classes/BitmapFont.xml msgid "Adds a texture to the [BitmapFont]." msgstr "Añade una textura al [BitmapFont]." #: doc/classes/BitmapFont.xml msgid "Clears all the font data and settings." msgstr "Borra todos los datos y ajustes de la fuente." #: doc/classes/BitmapFont.xml msgid "" "Creates a BitmapFont from the [code]*.fnt[/code] file at [code]path[/code]." msgstr "" "Crea una fuente de mapa de bits a partir del archivo [code]*.fnt[/code] en " "[code]path[/code]." #: doc/classes/BitmapFont.xml msgid "Returns a kerning pair as a difference." msgstr "Devuelve un par de kerning como diferencia." #: doc/classes/BitmapFont.xml msgid "Returns the font atlas texture at index [code]idx[/code]." msgstr "" "Devuelve la textura de la fuente del atlas en el índice [code]idx[/code]." #: doc/classes/BitmapFont.xml msgid "Returns the number of textures in the BitmapFont atlas." msgstr "Devuelve el número de texturas en el atlas de BitmapFont." #: doc/classes/BitmapFont.xml msgid "Ascent (number of pixels above the baseline)." msgstr "Ascenso (número de píxeles por encima de la línea de base)." #: doc/classes/BitmapFont.xml msgid "If [code]true[/code], distance field hint is enabled." msgstr "" "Si [code]true[/code], la sugerencia de campo de distancia está activada." #: doc/classes/BitmapFont.xml msgid "The fallback font." msgstr "La fuente alternativa." #: doc/classes/BitmapFont.xml msgid "Total font height (ascent plus descent) in pixels." msgstr "Altura total de la fuente (ascenso más descenso) en píxeles." #: doc/classes/Bone2D.xml msgid "Joint used with [Skeleton2D] to control and animate other nodes." msgstr "" "Articulación usada con [Skeleton2D] para controlar y animar otros nodos." #: doc/classes/Bone2D.xml msgid "" "Use a hierarchy of [code]Bone2D[/code] bound to a [Skeleton2D] to control, " "and animate other [Node2D] nodes.\n" "You can use [code]Bone2D[/code] and [code]Skeleton2D[/code] nodes to animate " "2D meshes created with the Polygon 2D UV editor.\n" "Each bone has a [member rest] transform that you can reset to with [method " "apply_rest]. These rest poses are relative to the bone's parent.\n" "If in the editor, you can set the rest pose of an entire skeleton using a " "menu option, from the code, you need to iterate over the bones to set their " "individual rest poses." msgstr "" "Usar una jerarquía de [code]Bone2D[/code] unido a un [Skeleton2D] para " "controlar, y animar otros nodos [Node2D].\n" "Puedes usar [code]Bone2D[/code] y [code]Skeleton2D[/code] nodos para animar " "mallas 2D creadas con el editor UV de Polygon 2D.\n" "Cada hueso tiene una transformación [member rest] a la que puedes volver con " "[method apply_rest]. Estas poses de reposo son relativas al padre del " "hueso.\n" "Si en el editor puedes establecer la pose de reposo de un esqueleto entero " "usando una opción del menú, desde el código, necesitas iterar sobre los " "huesos para establecer sus poses de reposo individuales." #: doc/classes/Bone2D.xml msgid "Stores the node's current transforms in [member rest]." msgstr "Almacena las transformaciones del nodo actual en [member rest]." #: doc/classes/Bone2D.xml msgid "" "Returns the node's index as part of the entire skeleton. See [Skeleton2D]." msgstr "" "Devuelve el índice del nodo como parte de todo el esqueleto. Ver " "[Skeleton2D]." #: doc/classes/Bone2D.xml msgid "" "Returns the node's [member rest] [code]Transform2D[/code] if it doesn't have " "a parent, or its rest pose relative to its parent." msgstr "" "Devuelve el [member rest] [code]Transform2D[/code] del nodo si no tiene un " "padre, o su pose de reposo en relación con su padre." #: doc/classes/Bone2D.xml msgid "" "Length of the bone's representation drawn in the editor's viewport in pixels." msgstr "" "La longitud de la representación del hueso dibujada en la vista del editor " "en píxeles." #: doc/classes/Bone2D.xml msgid "" "Rest transform of the bone. You can reset the node's transforms to this " "value using [method apply_rest]." msgstr "" "La transformación en reposo del hueso. Puedes reajustar las transformaciones " "del nodo a este valor usando [method apply_rest]." #: doc/classes/BoneAttachment.xml msgid "A node that will attach to a bone." msgstr "Un nodo que se unirá a un hueso." #: doc/classes/BoneAttachment.xml #, fuzzy msgid "" "This node must be the child of a [Skeleton] node. You can then select a bone " "for this node to attach to. The BoneAttachment node will copy the transform " "of the selected bone." msgstr "" "Este nodo debe ser hijo de un nodo [Skeleton]. Entonces puedes seleccionar " "un hueso para este nodo para que se una a él. El nodo BoneAttachment3D " "copiará la transformación del hueso seleccionado." #: doc/classes/BoneAttachment.xml msgid "The name of the attached bone." msgstr "El nombre del hueso unido." #: doc/classes/bool.xml msgid "Boolean built-in type." msgstr "Tipo booleano incorporado." #: doc/classes/bool.xml #, fuzzy msgid "" "Boolean is a built-in type. There are two boolean values: [code]true[/code] " "and [code]false[/code]. You can think of it as a switch with on or off (1 or " "0) setting. Booleans are used in programming for logic in condition " "statements, like [code]if[/code] statements.\n" "Booleans can be directly used in [code]if[/code] statements. The code below " "demonstrates this on the [code]if can_shoot:[/code] line. You don't need to " "use [code]== true[/code], you only need [code]if can_shoot:[/code]. " "Similarly, use [code]if not can_shoot:[/code] rather than [code]== false[/" "code].\n" "[codeblock]\n" "var can_shoot = true\n" "\n" "func shoot():\n" " if can_shoot:\n" " pass # Perform shooting actions here.\n" "[/codeblock]\n" "The following code will only create a bullet if both conditions are met: " "action \"shoot\" is pressed and if [code]can_shoot[/code] is [code]true[/" "code].\n" "[b]Note:[/b] [code]Input.is_action_pressed(\"shoot\")[/code] is also a " "boolean that is [code]true[/code] when \"shoot\" is pressed and [code]false[/" "code] when \"shoot\" isn't pressed.\n" "[codeblock]\n" "var can_shoot = true\n" "\n" "func shoot():\n" " if can_shoot and Input.is_action_pressed(\"shoot\"):\n" " create_bullet()\n" "[/codeblock]\n" "The following code will set [code]can_shoot[/code] to [code]false[/code] and " "start a timer. This will prevent player from shooting until the timer runs " "out. Next [code]can_shoot[/code] will be set to [code]true[/code] again " "allowing player to shoot once again.\n" "[codeblock]\n" "var can_shoot = true\n" "onready var cool_down = $CoolDownTimer\n" "\n" "func shoot():\n" " if can_shoot and Input.is_action_pressed(\"shoot\"):\n" " create_bullet()\n" " can_shoot = false\n" " cool_down.start()\n" "\n" "func _on_CoolDownTimer_timeout():\n" " can_shoot = true\n" "[/codeblock]" msgstr "" "El booleano es un tipo incorporado. Hay dos valores booleanos: [code]true[/" "code] y [code]false[/code]. Puedes pensar en ello como un interruptor con un " "ajuste de encendido o apagado (1 o 0). Los valores booleanos se usan en la " "programación de la lógica de las declaraciones de condición, como las " "declaraciones [code]if[/code].\n" "Los booleanos se pueden utilizar directamente en las sentencias [code]if[/" "code]. El código que se muestra a continuación lo demuestra en la línea " "[code]if puede_disparar:[/code]. No es necesario usar [code]== true[/code], " "sólo necesitas [code]if puede_disparar:[/code]. De manera similar, usa " "[code]if not puede_dispara:[/code] en lugar de [code]== false[/code].\n" "[codeblock]\n" "var puede_disparar = true\n" "\n" "func dispara():\n" " si puede disparar:\n" " pass # Realizar acciones de disparo aquí.\n" "[/codeblock]\n" "El siguiente código sólo creará una bala si se cumplen ambas condiciones: se " "pulsa la acción \"disparar\" y si [code]puede_disparar[/code] es [code]true[/" "code].\n" "[b]Nota:[/b] [code]Input.is_action_pressed(\"disparar\")[/code] es también " "un booleano que es [code]true[/code] cuando se pulsa \"disparar\" y " "[code]false[/code] cuando no se pulsa \"disparar\".\n" "[codeblock]\n" "var puede_disparar = true\n" "\n" "func shoot():\n" " if puede disparar and Input.is_action_pressed(\"dispara\"):\n" " crear_bala()\n" "[/codeblock]\n" "El siguiente código pondrá [code]puede_disparar[/code] en [code]false[/code] " "e iniciará un temporizador. Esto evitará que el jugador dispare hasta que el " "temporizador se agote. El siguiente [code]puede_disparar[/code] se ajustará " "a [code]true[/code] de nuevo permitiendo al jugador disparar una vez más.\n" "[codeblock]\n" "var puede_disparar = true\n" "onready var enfriado = $CoolDownTimer\n" "\n" "func disparar():\n" " if puede_disparar y Input.is_action_pressed(\"dispara\"):\n" " crear_bala()\n" " puede_disparar = false\n" " enfriado.start()\n" "\n" "func _on_CoolDownTimer_timeout():\n" " puede_disparar = true\n" "[/codeblock]" #: doc/classes/bool.xml msgid "" "Cast an [int] value to a boolean value, this method will return [code]false[/" "code] if [code]0[/code] is passed in, and [code]true[/code] for all other " "ints." msgstr "" "Convierte un valor [int] a un valor booleano, este método devolverá " "[code]false[/code] si se pasa [code]0[/code], y [code]true[/code] para todos " "los demás valores enteros." #: doc/classes/bool.xml msgid "" "Cast a [float] value to a boolean value, this method will return " "[code]false[/code] if [code]0.0[/code] is passed in, and [code]true[/code] " "for all other floats." msgstr "" "Convierte un [float] a un valor booleano, este método devolverá [code]false[/" "code] si se pasa [code]0.0[/code], y [code]true[/code] para todos los demás " "números reales." #: doc/classes/bool.xml msgid "" "Cast a [String] value to a boolean value, this method will return " "[code]false[/code] if [code]\"\"[/code] is passed in, and [code]true[/code] " "for all non-empty strings.\n" "Examples: [code]bool(\"False\")[/code] returns [code]true[/code], " "[code]bool(\"\")[/code] returns [code]false[/code]." msgstr "" "Convierte un valor [String] a un valor booleano, este método devolverá " "[code]false[/code] si se pasa [code]\"[/code], y [code]true[/code] para " "todas las cadenas no vacías.\n" "Ejemplos: [code]bool(\"False\")[/code] devuelve [code]true[/code], " "[code]bool(\"\")[/code] devuelve [code]false[/code]." #: doc/classes/BoxContainer.xml msgid "Base class for box containers." msgstr "Clase de base para contenedores de caja." #: doc/classes/BoxContainer.xml #, fuzzy msgid "" "Arranges child controls vertically or horizontally, and rearranges the " "controls automatically when their minimum size changes." msgstr "" "Dispone los nodos infantiles [Control] vertical u horizontalmente, y los " "reordena automáticamente cuando cambia su tamaño mínimo." #: doc/classes/BoxContainer.xml #, fuzzy msgid "" "Adds a control to the box as a spacer. If [code]true[/code], [code]begin[/" "code] will insert the spacer control in front of other children." msgstr "" "Añade un nodo [Control] a la caja como espaciador. Si [code]begin[/code] es " "[code]true[/code], insertará el nodo [Control] delante de todos los demás " "niños." #: doc/classes/BoxContainer.xml #, fuzzy msgid "" "The alignment of the container's children (must be one of [constant " "ALIGN_BEGIN], [constant ALIGN_CENTER] or [constant ALIGN_END])." msgstr "" "La alineación de los hijos del contenedor (debe ser una de [constant " "ALIGN_BEGIN], [constant ALIGN_CENTER], o [constant ALIGN_END])." #: doc/classes/BoxContainer.xml msgid "Aligns children with the beginning of the container." msgstr "Alinea a los niños con el principio del contenedor." #: doc/classes/BoxContainer.xml msgid "Aligns children with the center of the container." msgstr "Alinea a los niños con el centro del contenedor." #: doc/classes/BoxContainer.xml msgid "Aligns children with the end of the container." msgstr "Alinea a los niños con el final del contenedor." #: doc/classes/BoxShape.xml msgid "Box shape resource." msgstr "Recurso en forma de caja." #: doc/classes/BoxShape.xml #, fuzzy msgid "3D box shape that can be a child of a [PhysicsBody] or [Area]." msgstr "Forma de caja 3D que puede ser un hijo de un [PhysicsBody] o [Area]." #: doc/classes/BoxShape.xml doc/classes/CapsuleShape.xml #: doc/classes/ConcavePolygonShape.xml doc/classes/ConvexPolygonShape.xml #: doc/classes/CylinderShape.xml doc/classes/ProjectSettings.xml #: doc/classes/RigidBody.xml doc/classes/SphereShape.xml #: doc/classes/StaticBody.xml msgid "3D Physics Tests Demo" msgstr "" #: doc/classes/BoxShape.xml doc/classes/CollisionShape.xml #: modules/gridmap/doc_classes/GridMap.xml doc/classes/KinematicBody.xml #: doc/classes/Mesh.xml doc/classes/MeshInstance.xml #: doc/classes/MeshLibrary.xml msgid "3D Kinematic Character Demo" msgstr "" #: doc/classes/BoxShape.xml msgid "" "The box's half extents. The width, height and depth of this shape is twice " "the half extents." msgstr "" "La caja es la mitad de la extensión. El ancho, la altura y la profundidad de " "esta forma es el doble de la mitad de la extensión." #: doc/classes/Button.xml msgid "Standard themed Button." msgstr "Botón temático estándar." #: doc/classes/Button.xml #, fuzzy msgid "" "Button is the standard themed button. It can contain text and an icon, and " "will display them according to the current [Theme].\n" "[b]Example of creating a button and assigning an action when pressed by code:" "[/b]\n" "[codeblock]\n" "func _ready():\n" " var button = Button.new()\n" " button.text = \"Click me\"\n" " button.connect(\"pressed\", self, \"_button_pressed\")\n" " add_child(button)\n" "\n" "func _button_pressed():\n" " print(\"Hello world!\")\n" "[/codeblock]\n" "Buttons (like all Control nodes) can also be created in the editor, but some " "situations may require creating them from code.\n" "See also [BaseButton] which contains common properties and methods " "associated with this node.\n" "[b]Note:[/b] Buttons do not interpret touch input and therefore don't " "support multitouch, since mouse emulation can only press one button at a " "given time. Use [TouchScreenButton] for buttons that trigger gameplay " "movement or actions, as [TouchScreenButton] supports multitouch." msgstr "" "El botón es el botón temático estándar. Puede contener texto y un icono, y " "los mostrará de acuerdo con el [Theme] actual.\n" "[b]Ejemplo de creación de un botón y asignación de una acción cuando se " "presiona por código:[/b]\n" "[codeblock]\n" "func _ready():\n" " var button = Button.new()\n" " button.text = \"Clickame\"\n" " button.connect(\"pressed\", self, \"_button_pressed\")\n" " add_child(button)\n" "\n" "func _button_pressed():\n" " print(\"Hola Mundo!\")\n" "[/codeblock]\n" "Los botones (como todos los nodos de Control) también pueden ser creados en " "el editor, pero algunas situaciones pueden requerir crearlos desde el código." #: doc/classes/Button.xml doc/classes/Dictionary.xml #: doc/classes/GridContainer.xml doc/classes/OS.xml #: doc/classes/PoolStringArray.xml doc/classes/ProjectSettings.xml #: doc/classes/ResourceLoader.xml doc/classes/RichTextLabel.xml msgid "OS Test Demo" msgstr "" #: doc/classes/Button.xml msgid "" "Text alignment policy for the button's text, use one of the [enum TextAlign] " "constants." msgstr "" "Política de alineación de texto para el texto del botón, usa una de las " "constantes [enum TextAlign]." #: doc/classes/Button.xml msgid "" "When this property is enabled, text that is too large to fit the button is " "clipped, when disabled the Button will always be wide enough to hold the " "text." msgstr "" "Cuando esta propiedad está activada, el texto que es demasiado grande para " "caber en el botón se recorta, cuando está desactivada el botón siempre será " "lo suficientemente ancho para contener el texto." #: doc/classes/Button.xml msgid "" "When enabled, the button's icon will expand/shrink to fit the button's size " "while keeping its aspect." msgstr "" "Cuando se habilita, el icono del botón se expandirá o encogerá para " "adaptarse al tamaño del botón, manteniendo su aspecto." #: doc/classes/Button.xml msgid "Flat buttons don't display decoration." msgstr "Los botones planos no muestran decoración." #: doc/classes/Button.xml msgid "" "Button's icon, if text is present the icon will be placed before the text.\n" "To edit margin and spacing of the icon, use [code]hseparation[/code] theme " "property of [Button] and [code]content_margin_*[/code] properties of the " "used [StyleBox]es." msgstr "" #: doc/classes/Button.xml msgid "" "Specifies if the icon should be aligned to the left, right, or center of a " "button. Uses the same [enum TextAlign] constants as the text alignment. If " "centered, text will draw on top of the icon." msgstr "" #: doc/classes/Button.xml doc/classes/LinkButton.xml msgid "The button's text that will be displayed inside the button's area." msgstr "El texto del botón que se mostrará dentro del área del botón." #: doc/classes/Button.xml msgid "Align the text to the left." msgstr "Alinea el texto a la izquierda." #: doc/classes/Button.xml msgid "Align the text to the center." msgstr "Alinea el texto con el centro." #: doc/classes/Button.xml msgid "Align the text to the right." msgstr "Alinea el texto a la derecha." #: doc/classes/Button.xml msgid "Default text [Color] of the [Button]." msgstr "[Color] del texto predeterminado del [Button]." #: doc/classes/Button.xml msgid "Text [Color] used when the [Button] is disabled." msgstr "[Color] del texto utilizado cuando el [Button] está desactivado." #: doc/classes/Button.xml msgid "" "Text [Color] used when the [Button] is focused. Only replaces the normal " "text color of the button. Disabled, hovered, and pressed states take " "precedence over this color." msgstr "" #: doc/classes/Button.xml msgid "Text [Color] used when the [Button] is being hovered." msgstr "[Color] del texto usado cuando el [Button] tiene encima el cursor." #: doc/classes/Button.xml msgid "Text [Color] used when the [Button] is being pressed." msgstr "[Color] del texto utilizado cuando se pulsa el [Button]." #: doc/classes/Button.xml msgid "The horizontal space between [Button]'s icon and text." msgstr "El espacio horizontal entre el icono y el texto de [Button]." #: doc/classes/Button.xml msgid "[Font] of the [Button]'s text." msgstr "[Font] del texto del [Button]." #: doc/classes/Button.xml msgid "[StyleBox] used when the [Button] is disabled." msgstr "[StyleBox] usado cuando el [Button] está desactivado." #: doc/classes/Button.xml msgid "" "[StyleBox] used when the [Button] is focused. It is displayed over the " "current [StyleBox], so using [StyleBoxEmpty] will just disable the focus " "visual effect." msgstr "" "[StyleBox] que se usa cuando el [Button] está enfocado. Se muestra sobre el " "[StyleBox] actual, por lo que al usar [StyleBoxEmpty] sólo desactivará el " "efecto visual de enfoque." #: doc/classes/Button.xml msgid "[StyleBox] used when the [Button] is being hovered." msgstr "[StyleBox] que se usa cuando el [Button] tiene encima el cursor." #: doc/classes/Button.xml msgid "Default [StyleBox] for the [Button]." msgstr "[StyleBox] por defecto para el [Button]." #: doc/classes/Button.xml msgid "[StyleBox] used when the [Button] is being pressed." msgstr "[StyleBox] que se usa cuando se presiona el [Button]." #: doc/classes/ButtonGroup.xml msgid "Group of Buttons." msgstr "Grupo de Botones." #: doc/classes/ButtonGroup.xml msgid "" "Group of [Button]. All direct and indirect children buttons become radios. " "Only one allows being pressed.\n" "[member BaseButton.toggle_mode] should be [code]true[/code]." msgstr "" "Grupo de [Button]. Todos los botones hijos directos e indirectos se " "convierten en radios. Sólo se permite a uno estar seleccionado.\n" "[member BaseButton.toggle_mode] debe ser [code]true[/code]." #: doc/classes/ButtonGroup.xml msgid "" "Returns an [Array] of [Button]s who have this as their [ButtonGroup] (see " "[member BaseButton.group])." msgstr "" "Devuelve una [Array] de [Button] que tiene esto como su [ButtonGroup] (ver " "[member BaseButton.group])." #: doc/classes/ButtonGroup.xml msgid "Returns the current pressed button." msgstr "Devuelve el botón pulsado." #: doc/classes/ButtonGroup.xml #, fuzzy msgid "Emitted when one of the buttons of the group is pressed." msgstr "Se emite cuando se presiona un botón de este controlador." #: doc/classes/CallbackTweener.xml #, fuzzy msgid "Calls the specified method after optional delay." msgstr "Bloquea el eje lineal o rotacional especificado." #: 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 "Nodo de cámara, muestra desde un punto de vista." #: doc/classes/Camera.xml #, fuzzy msgid "" "Camera is a special node that displays what is visible from its current " "location. Cameras register themselves in the nearest [Viewport] node (when " "ascending the tree). Only one camera can be active per viewport. If no " "viewport is available ascending the tree, the camera will register in the " "global viewport. In other words, a camera just provides 3D display " "capabilities to a [Viewport], and, without one, a scene registered in that " "[Viewport] (or higher viewports) can't be displayed." msgstr "" "[Camera] es un nodo especial que muestra lo que es visible desde su " "ubicación actual. Las cámaras se registran en el nodo [Viewport] más cercano " "(al ascender al árbol). Sólo una cámara puede estar activa por cada " "Viewport. Si no hay ninguna ventana disponible al ascender el árbol, la " "cámara se registrará en la ventana global. En otras palabras, una cámara " "sólo proporciona capacidades de visualización 3D a un [Viewport], y sin uno, " "una escena registrada en ese [Viewport] (o en los Viewports superiores) no " "puede visualizarse." #: doc/classes/Camera.xml msgid "" "If this is the current camera, remove it from being current. If " "[code]enable_next[/code] is [code]true[/code], request to make the next " "camera current, if any." msgstr "" "Si esta es la cámara actual, quítala de ser la actul. Si [code]enable_next[/" "code] es [code]true[/code], pide que se actualice la siguiente cámara, si la " "hay." #: doc/classes/Camera.xml #, fuzzy msgid "Returns the camera's RID from the [VisualServer]." msgstr "Devuelve el RID de la cámara del [VisualServer]." #: doc/classes/Camera.xml msgid "" "Returns the transform of the camera plus the vertical ([member v_offset]) " "and horizontal ([member h_offset]) offsets; and any other adjustments made " "to the position and orientation of the camera by subclassed cameras such as " "[ClippedCamera], [InterpolatedCamera] and [ARVRCamera]." msgstr "" #: doc/classes/Camera.xml msgid "" "Returns [code]true[/code] if the given [code]layer[/code] in the [member " "cull_mask] is enabled, [code]false[/code] otherwise." msgstr "" "Devuelve [code]true[/code] si el [code]layer[/code] dado en el [member " "cull_mask] está activado, [code]false[/code] en caso contrario." #: doc/classes/Camera.xml #, fuzzy msgid "" "Returns the camera's frustum planes in world space units as an array of " "[Plane]s in the following order: near, far, left, top, right, bottom. Not to " "be confused with [member frustum_offset]." msgstr "" "Devuelve los planos de frustum de la cámara en unidades del espacio mundo " "como un conjunto de [Plane]s en el siguiente orden: cerca, lejos, izquierda, " "arriba, derecha, abajo. No debe confundirse con [member frustum_offset]." #: doc/classes/Camera.xml msgid "" "Returns [code]true[/code] if the given position is behind the camera.\n" "[b]Note:[/b] A position which returns [code]false[/code] may still be " "outside the camera's field of view." msgstr "" "Devuelve [code]true[/code] si la posición dada está detrás de la cámara.\n" "[b]Nota:[/b] Una posición que devuelva [code]false[/code] puede seguir " "estando fuera del campo de visión de la camara." #: doc/classes/Camera.xml msgid "" "Makes this camera the current camera for the [Viewport] (see class " "description). If the camera node is outside the scene tree, it will attempt " "to become current once it's added." msgstr "" "Hace que esta cámara sea la cámara actual para el [Viewport] (ver " "descripción de la clase). Si el nodo de la cámara está fuera del árbol de la " "escena, intentará convertirse en actual una vez que se añada." #: doc/classes/Camera.xml msgid "" "Returns a normal vector from the screen point location directed along the " "camera. Orthogonal cameras are normalized. Perspective cameras account for " "perspective, screen width/height, etc." msgstr "" "Devuelve un vector normal de la ubicación del punto de la pantalla dirigido " "a lo largo de la cámara. Las cámaras ortogonales están normalizadas. Las " "cámaras de perspectiva tienen en cuenta la perspectiva, la anchura y la " "altura de la pantalla, etc." #: doc/classes/Camera.xml #, fuzzy msgid "" "Returns the 3D point in world space that maps to the given 2D coordinate in " "the [Viewport] rectangle on a plane that is the given [code]z_depth[/code] " "distance into the scene away from the camera." msgstr "" "Devuelve el punto 3D en el espacio del mundo que se mapea a la coordenada 2D " "dada en el rectángulo [Viewport] en un plano que es la distancia " "[code]z_profundidad[/code] dada en la escena lejos de la cámara." #: doc/classes/Camera.xml #, fuzzy msgid "" "Returns a normal vector in world space, that is the result of projecting a " "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 "" "Devuelve un vector normal en el espacio del mundo, que es el resultado de " "proyectar un punto en el rectángulo [Viewport] por la proyección de la " "cámara. Esto es útil para proyectar rayos en forma de (origen, normal) para " "la intersección o recolección de objetos." #: doc/classes/Camera.xml #, fuzzy msgid "" "Returns a 3D position in world space, that is the result of projecting a " "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 "" "Devuelve una posición 3D en el espacio mundo, que es el resultado de " "proyectar un punto en el rectángulo [Viewport] por la proyección de la " "cámara. Esto es útil para proyectar rayos en forma de (origen, normal) para " "la intersección o recolección de objetos." #: doc/classes/Camera.xml msgid "" "Enables or disables the given [code]layer[/code] in the [member cull_mask]." msgstr "" "Habilita o deshabilita la [code]layer[/code] dada en el [member cull_mask]." #: doc/classes/Camera.xml #, fuzzy 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. See also [member frustum_offset]." msgstr "" "Establece la proyección de la cámara en modo frustum (ver [constant " "PROJECTION_FRUSTUM]), especificando un [code]size[/code], un [code]offset[/" "code], y los planos de corte [code]z_near[/code] y [code]z_far[/code] en " "unidades del espacio mundo." #: doc/classes/Camera.xml #, fuzzy msgid "" "Sets the camera projection to orthogonal mode (see [constant " "PROJECTION_ORTHOGONAL]), by specifying a [code]size[/code], and the " "[code]z_near[/code] and [code]z_far[/code] clip planes in world space units. " "(As a hint, 2D games often use this projection, with values specified in " "pixels.)" msgstr "" "Establece la proyección de la cámara en modo ortogonal (ver [constant " "PROJECTION_ORTHOGONAL]), especificando un [code]tamaño[/code], y los planos " "de corte [code]z_near[/code] y [code]z_far[/code] en unidades del espacio " "mundo. (Como pista, los juegos 2D suelen utilizar esta proyección, con " "valores especificados en píxeles.)" #: doc/classes/Camera.xml #, fuzzy msgid "" "Sets the camera projection to perspective mode (see [constant " "PROJECTION_PERSPECTIVE]), by specifying a [code]fov[/code] (field of view) " "angle in degrees, and the [code]z_near[/code] and [code]z_far[/code] clip " "planes in world space units." msgstr "" "Establece la proyección de la cámara en modo de perspectiva (ver [constant " "PROJECTION_PERSPECTIVE]), especificando un ángulo [code]fov[/code] (campo de " "visión) en grados, y los planos de corte [code]z_near[/code] y [code]z_far[/" "code] en unidades del espacio mundo." #: doc/classes/Camera.xml msgid "" "Returns the 2D coordinate in the [Viewport] rectangle that maps to the given " "3D point in world space.\n" "[b]Note:[/b] When using this to position GUI elements over a 3D viewport, " "use [method is_position_behind] to prevent them from appearing if the 3D " "point is behind the camera:\n" "[codeblock]\n" "# This code block is part of a script that inherits from Spatial.\n" "# `control` is a reference to a node inheriting from Control.\n" "control.visible = not get_viewport().get_camera()." "is_position_behind(global_transform.origin)\n" "control.rect_position = get_viewport().get_camera()." "unproject_position(global_transform.origin)\n" "[/codeblock]" msgstr "" #: doc/classes/Camera.xml msgid "" "The culling mask that describes which 3D render layers are rendered by this " "camera." msgstr "" "La máscara de selección que describe qué capas de renderizado 3D son " "renderizadas por esta cámara." #: doc/classes/Camera.xml msgid "" "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 msgid "" "If not [constant DOPPLER_TRACKING_DISABLED], this camera will simulate the " "[url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/url] for " "objects changed in particular [code]_process[/code] methods. The Doppler " "effect is only simulated for [AudioStreamPlayer3D] nodes that have [member " "AudioStreamPlayer3D.doppler_tracking] set to a value other than [constant " "AudioStreamPlayer3D.DOPPLER_TRACKING_DISABLED].\n" "[b]Note:[/b] To toggle the Doppler effect preview in the editor, use the " "Perspective menu in the top-left corner of the 3D viewport and toggle " "[b]Enable Doppler[/b]." msgstr "" #: doc/classes/Camera.xml msgid "The [Environment] to use for this camera." msgstr "El [Environment] a utilizar para esta cámara." #: doc/classes/Camera.xml msgid "" "The distance to the far culling boundary for this camera relative to its " "local Z axis." msgstr "" "La distancia al límite lejano de selección de esta cámara en relación con su " "eje Z local." #: doc/classes/Camera.xml #, fuzzy msgid "" "The camera's field of view angle (in degrees). Only applicable in " "perspective mode. Since [member keep_aspect] locks one axis, [code]fov[/" "code] sets the other axis' field of view angle.\n" "For reference, the default vertical field of view value ([code]70.0[/code]) " "is equivalent to a horizontal FOV of:\n" "- ~86.07 degrees in a 4:3 viewport\n" "- ~96.50 degrees in a 16:10 viewport\n" "- ~102.45 degrees in a 16:9 viewport\n" "- ~117.06 degrees in a 21:9 viewport" msgstr "" "El ángulo del campo de visión de la cámara (en grados). Sólo aplicable en " "modo de perspectiva. Dado que [member keep_aspect] bloquea un eje, " "[code]fov[/code] establece el ángulo de campo de visión del otro eje.\n" "Como referencia, el valor por defecto del campo de visión vertical " "([code]75.0[/code]) es equivalente a un FOV horizontal de:\n" "- ~91.31 grados en una vista de 4:3\n" "- ~101.67 grados en un ángulo de visión de 16:10\n" "- ~107,51 grados en una vista de 16:9\n" "- ~121,63 grados en una vista de 21:9" #: doc/classes/Camera.xml #, fuzzy 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].\n" "[b]Note:[/b] Only effective if [member projection] is [constant " "PROJECTION_FRUSTUM]." msgstr "" "El desplazamiento de la cámara de frustum. Se puede cambiar desde el valor " "predeterminado para crear efectos de \"frustum inclinado\" como [url=https://" "zdoom.org/wiki/Y-shearing]Y-shearing[/url]." #: doc/classes/Camera.xml msgid "The horizontal (X) offset of the camera viewport." msgstr "El desplazamiento horizontal (X) de la vista de la cámara." #: doc/classes/Camera.xml msgid "" "The axis to lock during [member fov]/[member size] adjustments. Can be " "either [constant KEEP_WIDTH] or [constant KEEP_HEIGHT]." msgstr "" "El eje a bloquear durante los ajustes de [member fov]/[member size]. Puede " "ser [constant KEEP_WIDTH] o [constant KEEP_HEIGHT]." #: doc/classes/Camera.xml msgid "" "The distance to the near culling boundary for this camera relative to its " "local Z axis." msgstr "" "La distancia al límite cercano de selección de esta cámara en relación con " "su eje Z local." #: doc/classes/Camera.xml msgid "" "The camera's projection mode. In [constant PROJECTION_PERSPECTIVE] mode, " "objects' Z distance from the camera's local space scales their perceived " "size." msgstr "" "El modo de proyección de la cámara. En el modo [constant " "PROJECTION_PERSPECTIVE], la distancia Z de los objetos al espacio local de " "la cámara escala su tamaño percibido." #: doc/classes/Camera.xml msgid "" "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 msgid "The vertical (Y) offset of the camera viewport." msgstr "El desplazamiento vertical (Y) del viewport de la cámara." #: doc/classes/Camera.xml msgid "" "Perspective projection. Objects on the screen becomes smaller when they are " "far away." msgstr "" "Proyección de la perspectiva. Los objetos en la pantalla se hacen más " "pequeños cuando están lejos." #: doc/classes/Camera.xml msgid "" "Orthogonal projection, also known as orthographic projection. Objects remain " "the same size on the screen no matter how far away they are." msgstr "" "Proyección ortogonal, también conocida como proyección ortográfica. Los " "objetos permanecen del mismo tamaño en la pantalla sin importar lo lejos que " "estén." #: doc/classes/Camera.xml msgid "" "Frustum projection. This mode allows adjusting [member frustum_offset] to " "create \"tilted frustum\" effects." msgstr "" "Proyección de Frustum. Este modo permite ajustar [member frustum_offset] " "para crear efectos de \"frustum inclinado\"." #: doc/classes/Camera.xml msgid "" "Preserves the horizontal aspect ratio; also known as Vert- scaling. This is " "usually the best option for projects running in portrait mode, as taller " "aspect ratios will benefit from a wider vertical FOV." msgstr "" "Preserva la relación de aspecto horizontal; también conocida como escala de " "Vert-. Esta suele ser la mejor opción para los proyectos que se ejecutan en " "modo de retrato, ya que las proporciones de aspecto más altas se " "beneficiarán de un mayor FOV vertical." #: doc/classes/Camera.xml msgid "" "Preserves the vertical aspect ratio; also known as Hor+ scaling. This is " "usually the best option for projects running in landscape mode, as wider " "aspect ratios will automatically benefit from a wider horizontal FOV." msgstr "" "Preserva la relación de aspecto vertical; también conocida como escala Hor+. " "Esta suele ser la mejor opción para los proyectos que se ejecutan en modo " "paisaje, ya que las relaciones de aspecto más amplias se beneficiarán " "automáticamente de un FOV horizontal más amplio." #: doc/classes/Camera.xml msgid "" "Disables [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/" "url] simulation (default)." msgstr "" "Desactiva la simulación del [url=https://en.wikipedia.org/wiki/" "Doppler_effect]efecto Doppler[/url] (por defecto)." #: doc/classes/Camera.xml #, fuzzy msgid "" "Simulate [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/" "url] by tracking positions of objects that are changed in [code]_process[/" "code]. Changes in the relative velocity of this camera compared to those " "objects affect how audio is perceived (changing the audio's [member " "AudioStreamPlayer3D.pitch_scale])." msgstr "" "Simular el [url=https://en.wikipedia.org/wiki/Doppler_effect]efecto Doppler[/" "url] rastreando las posiciones de los objetos que se cambian en el " "[code]_process[/code]. Los cambios en la velocidad relativa de esta cámara " "comparada con esos objetos afectan a la forma en que se percibe el Audio " "(cambiando el [code]pitch shift[/code] del Audio)." #: doc/classes/Camera.xml #, fuzzy msgid "" "Simulate [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/" "url] by tracking positions of objects that are changed in " "[code]_physics_process[/code]. Changes in the relative velocity of this " "camera compared to those objects affect how audio is perceived (changing the " "audio's [member AudioStreamPlayer3D.pitch_scale])." msgstr "" "Simular el [url=https://en.wikipedia.org/wiki/Doppler_effect]efecto Doppler[/" "url] rastreando las posiciones de los objetos que se cambian en el " "[code]_physics_process[/code]. Los cambios en la velocidad relativa de esta " "cámara comparada con esos objetos afectan a la forma en que se percibe el " "Audio (cambiando el [code]pitch shift[/code] del Audio)." #: doc/classes/Camera2D.xml msgid "Camera node for 2D scenes." msgstr "Nodo de cámara para escenas 2D." #: doc/classes/Camera2D.xml #, fuzzy msgid "" "Camera node for 2D scenes. It forces the screen (current layer) to scroll " "following this node. This makes it easier (and faster) to program scrollable " "scenes than manually changing the position of [CanvasItem]-based nodes.\n" "This node is intended to be a simple helper to get things going quickly, but " "more functionality may be desired to change how the camera works. To make " "your own custom camera node, inherit it from [Node2D] and change the " "transform of the canvas by setting [member Viewport.canvas_transform] in " "[Viewport] (you can obtain the current [Viewport] by using [method Node." "get_viewport]).\n" "Note that the [Camera2D] node's [code]position[/code] doesn't represent the " "actual position of the screen, which may differ due to applied smoothing or " "limits. You can use [method get_camera_screen_center] to get the real " "position." msgstr "" "Nodo de cámara para escenas 2D. Obliga a la pantalla (capa actual) a " "desplazarse siguiendo este nodo. Esto hace que sea más fácil (y rápido) " "programar escenas desplazables que cambiar manualmente la posición de los " "nodos basados en [CanvasItem].\n" "Este nodo pretende ser un simple ayudante para poner las cosas en marcha " "rápidamente y puede suceder que se desee más funcionalidad para cambiar el " "funcionamiento de la cámara. Para hacer tu propio nodo de cámara " "personalizado, hereda de [Node2D] y cambia la transformación del lienzo " "estableciendo [member Viewport.canvas_transform] en [Viewport] (puedes " "obtener el [Viewport] actual usando el [method Node.get_viewport]).\n" "Tenga en cuenta que la[code]position[/code] del nodo [Camera2D] no " "representa la posición real de la pantalla, que puede diferir debido al " "suavizado o a los límites aplicados. Puedes usar [method " "get_camera_screen_center] para obtener la posición real." #: doc/classes/Camera2D.xml doc/classes/TileMap.xml doc/classes/TileSet.xml msgid "2D Isometric Demo" msgstr "" #: doc/classes/Camera2D.xml doc/classes/Environment.xml #: doc/classes/WorldEnvironment.xml msgid "2D HDR Demo" msgstr "" #: doc/classes/Camera2D.xml msgid "Aligns the camera to the tracked node." msgstr "Alinea la cámara con el nodo de seguimiento." #: doc/classes/Camera2D.xml msgid "" "Removes any [Camera2D] from the ancestor [Viewport]'s internal currently-" "assigned camera." msgstr "" "Quita cualquier [Camera2D] de la cámara interna del antepasado [Viewport] " "actualmente asignada." #: doc/classes/Camera2D.xml msgid "Forces the camera to update scroll immediately." msgstr "Obliga a la cámara a actualizar el scroll inmediatamente." #: doc/classes/Camera2D.xml msgid "" "Returns the camera's [code]position[/code] (the tracked point the camera " "attempts to follow), relative to the origin.\n" "[b]Note:[/b] The returned value is not the same as [member Node2D.position] " "or [member Node2D.global_position], as it is affected by the [code]drag[/" "code] properties." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Returns the location of the [Camera2D]'s screen-center, relative to the " "origin.\n" "[b]Note:[/b] The real [code]position[/code] of the camera may be different, " "see [method get_camera_position]." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Returns the specified margin. See also [member drag_margin_bottom], [member " "drag_margin_top], [member drag_margin_left], and [member drag_margin_right]." msgstr "" "Devuelve el margen especificado. Véase también [member drag_margin_bottom], " "[member drag_margin_top], [member drag_margin_left], y [member " "drag_margin_right]." #: doc/classes/Camera2D.xml msgid "" "Returns the specified camera limit. See also [member limit_bottom], [member " "limit_top], [member limit_left], and [member limit_right]." msgstr "" "Devuelve el límite de cámara especificado. Consulte también [member " "limit_bottom], [member limit_top], [member limit_left] y [member " "limit_right]." #: doc/classes/Camera2D.xml msgid "" "Make this the current 2D camera for the scene (viewport and layer), in case " "there are many cameras in the scene." msgstr "" "Haz que esta sea la cámara 2D actual para la escena (viewport y layer), en " "caso de que haya muchas cámaras en la escena." #: doc/classes/Camera2D.xml #, fuzzy msgid "" "Sets the camera's position immediately to its current smoothing " "destination.\n" "This method has no effect if [member smoothing_enabled] is [code]false[/" "code]." msgstr "" "Establece la posición de la cámara inmediatamente a su destino de suavizado " "actual.\n" "Esto no tiene ningún efecto si el suavizado está desactivado." #: doc/classes/Camera2D.xml msgid "" "Sets the specified margin. See also [member drag_margin_bottom], [member " "drag_margin_top], [member drag_margin_left], and [member drag_margin_right]." msgstr "" "Establece el margen especificado. Véase también [member drag_margin_bottom], " "[member drag_margin_top], [member drag_margin_left], y [member " "drag_margin_right]." #: doc/classes/Camera2D.xml msgid "" "Sets the specified camera limit. See also [member limit_bottom], [member " "limit_top], [member limit_left], and [member limit_right]." msgstr "" "Establece el límite de cámara especificado. Consulte también [member " "limit_bottom], [member limit_top], [member limit_left] y [member " "limit_right]." #: doc/classes/Camera2D.xml msgid "The Camera2D's anchor point. See [enum AnchorMode] constants." msgstr "" "El punto de anclaje de Camera2D. Ver las constantes de [enum AnchorMode]." #: doc/classes/Camera2D.xml msgid "" "If [code]true[/code], the camera is the active camera for the current scene. " "Only one camera can be current, so setting a different camera [code]current[/" "code] will disable this one." msgstr "" "Si [code]true[/code], la cámara es la cámara activa para la escena actual. " "Sólo una cámara puede ser actual, por lo que configurar una cámara diferente " "[code]current[/code] deshabilitará ésta." #: doc/classes/Camera2D.xml msgid "" "The custom [Viewport] node attached to the [Camera2D]. If [code]null[/code] " "or not a [Viewport], uses the default viewport instead." msgstr "" "El nodo personalizado de [Viewport] unido a [Camera2D]. Si [code]null[/code] " "o no es un [Viewport], usa el viewport por defecto en su lugar." #: doc/classes/Camera2D.xml msgid "" "Bottom margin needed to drag the camera. A value of [code]1[/code] makes the " "camera move only when reaching the edge of the screen." msgstr "" "El margen inferior se necesita para arrastrar la cámara. Un valor de " "[code]1[/code] hace que la cámara se mueva sólo cuando llega al borde de la " "pantalla." #: doc/classes/Camera2D.xml msgid "" "If [code]true[/code], the camera only moves when reaching the horizontal " "drag margins. If [code]false[/code], the camera moves horizontally " "regardless of margins." msgstr "" "Si [code]true[/code], la cámara sólo se mueve cuando alcanza los márgenes de " "arrastre horizontal. Si [code]false[/code], la cámara se mueve " "horizontalmente independientemente de los márgenes." #: doc/classes/Camera2D.xml msgid "" "Left margin needed to drag the camera. A value of [code]1[/code] makes the " "camera move only when reaching the edge of the screen." msgstr "" "El margen izquierdo se necesita para arrastrar la cámara. Un valor de " "[code]1[/code] hace que la cámara se mueva sólo cuando llega al borde de la " "pantalla." #: doc/classes/Camera2D.xml msgid "" "Right margin needed to drag the camera. A value of [code]1[/code] makes the " "camera move only when reaching the edge of the screen." msgstr "" "Se necesita un margen derecho para arrastrar la cámara. Un valor de [code]1[/" "code] hace que la cámara se mueva sólo cuando llega al borde de la pantalla." #: doc/classes/Camera2D.xml msgid "" "Top margin needed to drag the camera. A value of [code]1[/code] makes the " "camera move only when reaching the edge of the screen." msgstr "" "Se necesita un margen superior para arrastrar la cámara. Un valor de " "[code]1[/code] hace que la cámara se mueva sólo cuando llega al borde de la " "pantalla." #: doc/classes/Camera2D.xml msgid "" "If [code]true[/code], the camera only moves when reaching the vertical drag " "margins. If [code]false[/code], the camera moves vertically regardless of " "margins." msgstr "" "Si [code]true[/code], la cámara sólo se mueve cuando alcanza los márgenes de " "arrastre vertical. Si [code]false[/code], la cámara se mueve verticalmente " "sin importar los márgenes." #: doc/classes/Camera2D.xml msgid "" "If [code]true[/code], draws the camera's drag margin rectangle in the editor." msgstr "" "Si [code]true[/code], dibuja el rectángulo de margen de arrastre de la " "cámara en el editor." #: doc/classes/Camera2D.xml msgid "" "If [code]true[/code], draws the camera's limits rectangle in the editor." msgstr "" "Si [code]true[/code], dibuja el rectángulo de límites de la cámara en el " "editor." #: doc/classes/Camera2D.xml msgid "" "If [code]true[/code], draws the camera's screen rectangle in the editor." msgstr "" "Si [code]true[/code], dibuja el rectángulo de la pantalla de la cámara en el " "editor." #: doc/classes/Camera2D.xml msgid "" "Bottom scroll limit in pixels. The camera stops moving when reaching this " "value." msgstr "" "Límite inferior de desplazamiento en píxeles. La cámara deja de moverse " "cuando alcanza este valor." #: doc/classes/Camera2D.xml msgid "" "Left scroll limit in pixels. The camera stops moving when reaching this " "value." msgstr "" "Límite de scroll izquierdo en píxeles. La cámara deja de moverse cuando " "alcanza este valor." #: doc/classes/Camera2D.xml msgid "" "Right scroll limit in pixels. The camera stops moving when reaching this " "value." msgstr "" "Límite de scroll derecho en píxeles. La cámara deja de moverse cuando " "alcanza este valor." #: doc/classes/Camera2D.xml msgid "" "If [code]true[/code], the camera smoothly stops when reaches its limits.\n" "This property has no effect if [member smoothing_enabled] is [code]false[/" "code].\n" "[b]Note:[/b] To immediately update the camera's position to be within limits " "without smoothing, even with this setting enabled, invoke [method " "reset_smoothing]." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Top scroll limit in pixels. The camera stops moving when reaching this value." msgstr "" "Límite superior de scroll en píxeles. La cámara deja de moverse cuando " "alcanza este valor." #: doc/classes/Camera2D.xml msgid "" "The camera's offset, useful for looking around or camera shake animations." msgstr "" "El desplazamiento de la camara, útil para mirar alrededor o para las " "animaciones de agitación de la camara." #: doc/classes/Camera2D.xml msgid "" "The horizontal offset of the camera, relative to the drag margins.\n" "[b]Note:[/b] Offset H is used only to force offset relative to margins. It's " "not updated in any way if drag margins are enabled and can be used to set " "initial offset." msgstr "" "El desplazamiento horizontal de la cámara, relativo a los márgenes de " "arrastre.\n" "[b]Nota:[/b] El desplazamiento H se utiliza sólo para forzar el " "desplazamiento relativo a los márgenes. No se actualiza de ninguna manera si " "los márgenes de arrastre están activados y puede utilizarse para establecer " "el desplazamiento inicial." #: doc/classes/Camera2D.xml msgid "" "The vertical offset of the camera, relative to the drag margins.\n" "[b]Note:[/b] Used the same as [member offset_h]." msgstr "" "El desplazamiento vertical de la cámara, relativo a los márgenes de " "arrastre.\n" "[b]Nota:[/b] Se utiliza igual que [member offset_h]." #: doc/classes/Camera2D.xml msgid "The camera's process callback. See [enum Camera2DProcessMode]." msgstr "La llamada al proceso de la cámara. Ver [enum Camera2DProcessMode]." #: doc/classes/Camera2D.xml #, fuzzy msgid "If [code]true[/code], the camera view rotates with the target." msgstr "Si [code]true[/code], la cámara gira con el objetivo." #: doc/classes/Camera2D.xml msgid "" "If [code]true[/code], the camera smoothly moves towards the target at " "[member smoothing_speed]." msgstr "" "Si [code]true[/code], la cámara se mueve suavemente hacia el objetivo a " "[member smoothing_speed]." #: doc/classes/Camera2D.xml msgid "" "Speed in pixels per second of the camera's smoothing effect when [member " "smoothing_enabled] is [code]true[/code]." msgstr "" "Velocidad en píxeles por segundo del efecto de suavizado de la cámara cuando " "[member smoothing_enabled] es [code]true[/code]." #: doc/classes/Camera2D.xml msgid "" "The camera's zoom relative to the viewport. Values larger than " "[code]Vector2(1, 1)[/code] zoom out and smaller values zoom in. For an " "example, use [code]Vector2(0.5, 0.5)[/code] for a 2× zoom-in, and " "[code]Vector2(4, 4)[/code] for a 4× zoom-out." msgstr "" "El zoom de la cámara en relación con el punto de vista. Los valores mayores " "que [code]Vector2(1, 1)[/code] se alejan y los valores menores se acercan. " "Para un ejemplo, use [code]Vector2(0,5, 0,5)[/code] para un zoom invertido " "de 2×, y [code]Vector2(4, 4)[/code] para un zoom de 4×." #: doc/classes/Camera2D.xml msgid "" "The camera's position is fixed so that the top-left corner is always at the " "origin." msgstr "" "La posición de la cámara está fijada de tal manera que la esquina superior " "izquierda está siempre en el origen." #: doc/classes/Camera2D.xml msgid "" "The camera's position takes into account vertical/horizontal offsets and the " "screen size." msgstr "" "La posición de la cámara tiene en cuenta los desplazamientos verticales/" "horizontales y el tamaño de la pantalla." #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml #: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_physics_process[/code] callback." msgstr "La cámara se actualiza con la llamada [code]_physics_process[/code]." #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml #: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_process[/code] callback." msgstr "La cámara se actualiza con la llamada de [code]_process[/code]." #: doc/classes/CameraFeed.xml msgid "" "A camera feed gives you access to a single physical camera attached to your " "device." msgstr "" "La alimentación de la cámara le da acceso a una única cámara física " "conectada a tu dispositivo." #: doc/classes/CameraFeed.xml #, fuzzy msgid "" "A camera feed gives you access to a single physical camera attached to your " "device. When enabled, Godot will start capturing frames from the camera " "which can then be used. See also [CameraServer].\n" "[b]Note:[/b] Many cameras will return YCbCr images which are split into two " "textures and need to be combined in a shader. Godot does this automatically " "for you if you set the environment to show the camera image in the " "background." msgstr "" "La alimentación de la cámara le da acceso a una única cámara física " "conectada a su dispositivo. Cuando se habilita, Godot comenzará a capturar " "fotogramas de la cámara que luego pueden ser utilizados. Véase también " "[CameraServer].\n" "[b]Nota:[/b] Muchas cámaras devolverán imágenes YCbCr que están divididas en " "dos texturas y necesitan ser combinadas en un sombreador. Godot hace esto " "automáticamente para ti, si configuras el entorno para mostrar la imagen de " "la cámara en el fondo." #: doc/classes/CameraFeed.xml #, fuzzy msgid "Returns the unique ID for this feed." msgstr "Devuelve la IP de este par." #: doc/classes/CameraFeed.xml #, fuzzy msgid "Returns the camera's name." msgstr "Devuelve el nombre del artículo." #: doc/classes/CameraFeed.xml #, fuzzy msgid "Returns the position of camera on the device." msgstr "Devuelve el rastreador de posición en la identificación dada." #: doc/classes/CameraFeed.xml #, fuzzy msgid "If [code]true[/code], the feed is active." msgstr "Si [code]true[/code], el video se pausa." #: doc/classes/CameraFeed.xml #, fuzzy msgid "The transform applied to the camera's image." msgstr "Devuelve la transformada aplicada a la malla de navegación del objeto." #: doc/classes/CameraFeed.xml #, fuzzy msgid "No image set for the feed." msgstr "No hay sugerencias para la propiedad editada." #: doc/classes/CameraFeed.xml msgid "Feed supplies RGB images." msgstr "" #: doc/classes/CameraFeed.xml msgid "Feed supplies YCbCr images that need to be converted to RGB." msgstr "" #: doc/classes/CameraFeed.xml msgid "" "Feed supplies separate Y and CbCr images that need to be combined and " "converted to RGB." msgstr "" #: doc/classes/CameraFeed.xml #, fuzzy msgid "Unspecified position." msgstr "La posición de arrastre." #: doc/classes/CameraFeed.xml msgid "Camera is mounted at the front of the device." msgstr "" #: doc/classes/CameraFeed.xml msgid "Camera is mounted at the back of the device." msgstr "" #: doc/classes/CameraServer.xml msgid "Server keeping track of different cameras accessible in Godot." msgstr "" "El servidor mantiene un seguimiento de las diferentes cámaras accesibles en " "Godot." #: doc/classes/CameraServer.xml #, fuzzy msgid "" "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 " "other platforms, no [CameraFeed]s will be available." msgstr "" "El [CameraServer] lleva un registro de las diferentes cámaras accesibles en " "Godot. Estas son cámaras externas como las webcams o las cámaras de su " "teléfono.\n" "Se utiliza principalmente para proporcionar a los módulos de AR una " "alimentación de vídeo de la cámara.\n" "[b]Nota:[/b] Esta clase sólo se implementa actualmente en macOS e iOS. En " "otras plataformas, no habrá [CameraFeed]s disponibles." #: doc/classes/CameraServer.xml #, fuzzy msgid "Adds the camera [code]feed[/code] to the camera server." msgstr "Añade la cámara [code]feed[/code] al servidor de la cámara." #: doc/classes/CameraServer.xml msgid "Returns an array of [CameraFeed]s." msgstr "Devuelve una array de [CameraFeed]s." #: doc/classes/CameraServer.xml #, fuzzy msgid "" "Returns the [CameraFeed] corresponding to the camera with the given " "[code]index[/code]." msgstr "Devuelve el índice del artículo con el [code]id[/code] dado." #: doc/classes/CameraServer.xml msgid "Returns the number of [CameraFeed]s registered." msgstr "Devuelve el número de [CameraFeed]s registrados." #: doc/classes/CameraServer.xml #, fuzzy msgid "Removes the specified camera [code]feed[/code]." msgstr "Elimina el elemento en el índice [code]idx[/code]." #: doc/classes/CameraServer.xml #, fuzzy msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)." msgstr "" "Se emite cuando se agrega una [CameraFeed] (por ejemplo, se conecta una " "cámara web)." #: doc/classes/CameraServer.xml #, fuzzy msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" "Se emite cuando se retira una [CameraFeed] (por ejemplo, se desenchufa una " "cámara web)." #: doc/classes/CameraServer.xml msgid "The RGBA camera image." msgstr "La imagen de la cámara RGBA." #: doc/classes/CameraServer.xml #, fuzzy msgid "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image." msgstr "" "Utiliza el método de compresión [url=https://en.wikipedia.org/wiki/" "DEFLATE]DEFLATE[/url]." #: doc/classes/CameraServer.xml msgid "The Y component camera image." msgstr "La imagen de la cámara del componente Y." #: doc/classes/CameraServer.xml msgid "The CbCr component camera image." msgstr "La imagen de la cámara del componente CbCr." #: doc/classes/CameraTexture.xml msgid "Texture provided by a [CameraFeed]." msgstr "Textura proporcionada por un [CameraFeed]." #: doc/classes/CameraTexture.xml msgid "" "This texture gives access to the camera texture provided by a [CameraFeed].\n" "[b]Note:[/b] Many cameras supply YCbCr images which need to be converted in " "a shader." msgstr "" "Esta textura da acceso a la textura de la cámara proporcionada por un " "[CameraFeed].\n" "[b]Nota:[/b] Muchas cámaras suministran imágenes YCbCr que necesitan ser " "convertidas en un sombreador." #: doc/classes/CameraTexture.xml msgid "The ID of the [CameraFeed] for which we want to display the image." msgstr "El ID del [CameraFeed] para el cual queremos mostrar la imagen." #: doc/classes/CameraTexture.xml msgid "" "Convenience property that gives access to the active property of the " "[CameraFeed]." msgstr "" "Propiedad de conveniencia que da acceso a la propiedad activa de la " "[CameraFeed]." #: doc/classes/CameraTexture.xml msgid "" "Which image within the [CameraFeed] we want access to, important if the " "camera image is split in a Y and CbCr component." msgstr "" "La imagen dentro de la [CameraFeed] a la que queremos acceder, es importante " "si la imagen de la cámara está dividida en un componente Y y CbCr." #: doc/classes/CanvasItem.xml msgid "Base class of anything 2D." msgstr "Clase base de cualquier cosa 2D." #: doc/classes/CanvasItem.xml #, fuzzy msgid "" "Base class of anything 2D. Canvas items are laid out in a tree; children " "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] 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 [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" "A [CanvasItem] can also be hidden, which will also hide its children. It " "provides many ways to change parameters such as modulation (for itself and " "its children) and self modulation (only for itself), as well as its blend " "mode.\n" "Ultimately, a transform notification can be requested, which will notify the " "node that its global position changed in case the parent tree changed.\n" "[b]Note:[/b] Unless otherwise specified, all methods that have angle " "parameters must have angles specified as [i]radians[/i]. To convert degrees " "to radians, use [method @GDScript.deg2rad]." msgstr "" "Clase base de cualquier cosa 2D. Los objetos de Canvas se colocan en un " "árbol; los niños heredan y extienden la la transformada de su padre. " "[CanvasItem] se extiende por [Control] para cualquier cosa relacionada con " "la GUI, y por [Node2D] para cualquier cosa relacionada con el motor 2D.\n" "Cualquier [CanvasItem] puede dibujar. Para ello, se debe llamar a [method " "update], luego se recibirá [constant NOTIFICATION_DRAW] en tiempo de " "inactividad para solicitar el redibujo. Debido a esto, los elementos de " "canvas no necesitan ser redibujados en cada cuadro, mejorando el rendimiento " "significativamente. Se proporcionan varias funciones para dibujar en el " "[CanvasItem] (ver las funciones [code]draw_*[/code]). Sin embargo, sólo " "pueden utilizarse dentro de las funciones virtuales [method Object." "_notification], de señal o [method _draw].\n" "Los elementos de Canvas se dibujan en orden del árbol. Por defecto, los " "niños están encima de sus padres, por lo que una raíz [CanvasItem] se " "dibujará detrás de todo. Este comportamiento puede ser cambiado por cada " "elemento.\n" "Un [CanvasItem] también puede ser escondido, lo que también esconderá a sus " "hijos. Proporciona muchas maneras de cambiar parámetros como la modulación " "(para sí mismo y sus hijos) y la auto-modulación (sólo para sí mismo), así " "como su modo de mezcla.\n" "En última instancia, se puede solicitar una notificación de transformación, " "que notificará al nodo que su posición global ha cambiado en caso de que el " "árbol padre haya cambiado.\n" "[b]Nota:[/b] A menos que se especifique lo contrario, todos los métodos que " "tienen parámetros de ángulo deben tener ángulos especificados como " "[i]radianes[/i]. Para convertir los grados a radianes, use [method @GDScript." "deg2rad]." #: doc/classes/CanvasItem.xml doc/classes/CanvasLayer.xml #: doc/classes/InputEvent.xml doc/classes/Viewport.xml msgid "Viewport and canvas transforms" msgstr "" #: doc/classes/CanvasItem.xml doc/classes/Control.xml doc/classes/Node2D.xml msgid "Custom drawing in 2D" msgstr "" #: doc/classes/CanvasItem.xml #, fuzzy msgid "" "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 "" "Llamado cuando el nodo entra en el [SceneTree] (por ejemplo, al instalarse, " "al cambiar de escena o después de llamar a [method add_child] en un script). " "Si el nodo tiene hijos, su llamada a [method _enter_tree] se llamará " "primero, y luego la de los hijos.\n" "Corresponde a la notificación [constant NOTIFICATION_ENTER_TREE] en [method " "Object._notification]." #: 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].\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 msgid "" "Draws a string character using a custom font. Returns the advance, depending " "on the character width and kerning with an optional next character." msgstr "" "Dibuja un carácter de cadena usando una fuente personalizada. Devuelve el " "avance, dependiendo del ancho del carácter y del kerning con un opcional " "siguiente carácter." #: doc/classes/CanvasItem.xml #, fuzzy msgid "" "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 "" "Dibuja múltiples líneas paralelas con un [code]width[/code] uniforme y " "coloración segmento por segmento. Los colores asignados a los segmentos de " "línea coinciden por índice entre [code]points[/code] y [code]colors[/code]." #: 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.\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].\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 msgid "" "Draws a [Mesh] in 2D, using the provided texture. See [MeshInstance2D] for " "related documentation." msgstr "" "Dibuja una [Mesh] en 2D, usando la textura proporcionada. Ver " "[MeshInstance2D] para la documentación relacionada." #: doc/classes/CanvasItem.xml #, fuzzy msgid "" "Draws multiple disconnected lines with a uniform [code]color[/code]. When " "drawing large amounts of lines, this is faster than using individual [method " "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. 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 "" "Dibuja múltiples líneas paralelas con un [code]width[/code] uniforme y " "coloración segmento por segmento. Los colores asignados a los segmentos de " "línea coinciden por índice entre [code]points[/code] y [code]colors[/code]." #: doc/classes/CanvasItem.xml #, fuzzy msgid "" "Draws multiple disconnected lines with a uniform [code]width[/code] and " "segment-by-segment coloring. Colors assigned to 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 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. 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 "" "Dibuja múltiples líneas paralelas con un [code]width[/code] uniforme y " "coloración segmento por segmento. Los colores asignados a los segmentos de " "línea coinciden por índice entre [code]points[/code] y [code]colors[/code]." #: doc/classes/CanvasItem.xml msgid "" "Draws a [MultiMesh] in 2D with the provided texture. See " "[MultiMeshInstance2D] for related documentation." msgstr "" "Dibuja una [MultiMesh] en 2D con la textura proporcionada. Ver " "[MultiMeshInstance2D] para la documentación relacionada." #: doc/classes/CanvasItem.xml 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].\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 interconnected line segments with a uniform [code]color[/code] and " "[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].\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 #, fuzzy msgid "" "Draws interconnected line segments with a uniform [code]width[/code] and " "segment-by-segment coloring, and optional antialiasing. Colors assigned to " "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].\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 "" "Dibuja segmentos de líneas interconectadas con un [code]width[/code] " "uniforme y coloración segmento por segmento. Los colores asignados a los " "segmentos de línea coinciden por índice entre [code]points[/code] y " "[code]colors[/code]." #: doc/classes/CanvasItem.xml msgid "" "Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points " "for a triangle, and 4 points for a quad. If 0 points or more than 4 points " "are specified, nothing will be drawn and an error message will be printed. " "See also [method draw_line], [method draw_polyline], [method draw_polygon], " "and [method draw_rect]." msgstr "" #: doc/classes/CanvasItem.xml #, fuzzy msgid "" "Draws a rectangle. If [code]filled[/code] is [code]true[/code], the " "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 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].\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 "" "Dibuja un rectángulo. Si [code]filled[/code] es [code]true[/code], el " "rectángulo se llenará con el [code]color[/code] especificado. Si " "[code]filled[/code] es [code]false[/code], el rectángulo se dibujará como un " "trazo con el [code]color[/code] y el [code]width[/code] especificados.\n" "[b]Nota: [/b] [code]width[/code] sólo es efectivo si [code]filled[/code] es " "[code]false[/code]." #: doc/classes/CanvasItem.xml msgid "" "Sets a custom transform for drawing via components. Anything drawn " "afterwards will be transformed by this." msgstr "" "Establece una transformación personalizada para el dibujo a través de los " "componentes. Todo lo que se dibuje después será transformado por esto." #: doc/classes/CanvasItem.xml msgid "" "Sets a custom transform for drawing via matrix. Anything drawn afterwards " "will be transformed by this." msgstr "" "Establece una transformación personalizada para dibujar a través de la " "matriz. Todo lo que se dibuje después será transformado por esto." #: doc/classes/CanvasItem.xml #, fuzzy msgid "" "Draws [code]text[/code] using the specified [code]font[/code] at the " "[code]position[/code] (bottom-left corner using the baseline of the font). " "The text will have its color multiplied by [code]modulate[/code]. If " "[code]clip_w[/code] is greater than or equal to 0, the text will be clipped " "if it exceeds the specified width.\n" "[b]Example using the default project font:[/b]\n" "[codeblock]\n" "# If using this method in a script that redraws constantly, move the\n" "# `default_font` declaration to a member variable assigned in `_ready()`\n" "# so the Control is only created once.\n" "var default_font = Control.new().get_font(\"font\")\n" "draw_string(default_font, Vector2(64, 64), \"Hello world\")\n" "[/codeblock]\n" "See also [method Font.draw]." msgstr "" "Dibuja [code]text[/code] usando la fuente [code]font[/code] especificada en " "la posición [code]position[/code] (esquina superior izquierda). El texto " "tendrá su color multiplicado por [code]modulate[/code]. Si [code]clip_w[/" "code] es mayor o igual a 0, el texto será recortado si excede el ancho " "especificado.\n" "[b]Ejemplo utilizando la fuente del proyecto por defecto:[/b]\n" "[codeblock]\n" "# Si se usa este método en un script que se redibuja constantemente, mueve \n" "# declaración \"default_font\" a una variable de miembro asignada en " "\"ready()`\n" "# así que el Control sólo se crea una vez.\n" "var fuente_por_defecto = Control.new().get_font(\"font\")\n" "draw_string(fuente_por_defecto, Vector2(64, 64), \"Hola Mundo\")\n" "[/codeblock]\n" "Ver también [method Font.draw]." #: doc/classes/CanvasItem.xml msgid "Draws a styled rectangle." msgstr "Dibuja un rectángulo con estilo." #: doc/classes/CanvasItem.xml msgid "Draws a texture at a given position." msgstr "Dibuja una textura en una posición determinada." #: doc/classes/CanvasItem.xml msgid "" "Draws a textured rectangle at a given position, optionally modulated by a " "color. If [code]transpose[/code] is [code]true[/code], the texture will have " "its X and Y coordinates swapped." msgstr "" "Dibuja un rectángulo con textura en una posición determinada, opcionalmente " "modulada por un color. Si [code]transpose[/code] es [code]true[/code], la " "textura tendrá sus coordenadas X e Y intercambiadas." #: doc/classes/CanvasItem.xml msgid "" "Draws a textured rectangle region at a given position, optionally modulated " "by a color. If [code]transpose[/code] is [code]true[/code], the texture will " "have its X and Y coordinates swapped." msgstr "" "Dibuja una región de rectángulo con textura en una posición determinada, " "opcionalmente modulada por un color. Si [code]transpose[/code] es " "[code]true[/code], la textura tendrá sus coordenadas X e Y intercambiadas." #: doc/classes/CanvasItem.xml doc/classes/Spatial.xml msgid "" "Forces the transform to update. Transform changes in physics are not instant " "for performance reasons. Transforms are accumulated and then set. Use this " "if you need an up-to-date transform when doing physics operations." msgstr "" "Obliga a la transformación a actualizarse. Los cambios en la física de las " "transformaciones no son instantáneos por razones de rendimiento. Las " "transformaciones se acumulan y luego se fijan. Usa esto si necesitas una " "transformación actualizada cuando hagas operaciones de física." #: doc/classes/CanvasItem.xml msgid "Returns the [RID] of the [World2D] canvas where this item is in." msgstr "Devuelve el [RID] del canvas [World2D] donde el objeto esta contenido." #: doc/classes/CanvasItem.xml #, fuzzy msgid "Returns the canvas item RID used by [VisualServer] for this item." msgstr "" "Devuelve el RID del objecto canvas utilizado por [VisualServer] para este " "objeto." #: doc/classes/CanvasItem.xml msgid "Returns the transform matrix of this item's canvas." msgstr "Devuelve la matriz de transformación de este objeto canvas." #: doc/classes/CanvasItem.xml msgid "" "Returns the mouse's position in the [CanvasLayer] that this [CanvasItem] is " "in using the coordinate system of the [CanvasLayer]." msgstr "" #: doc/classes/CanvasItem.xml msgid "Returns the global transform matrix of this item." msgstr "Devuelve la matriz de transformación global de este objeto." #: doc/classes/CanvasItem.xml msgid "" "Returns the global transform matrix of this item in relation to the canvas." msgstr "" "Devuelve la matriz de transformación global de este objeto en relación con " "el canvas." #: doc/classes/CanvasItem.xml msgid "" "Returns the mouse's position in this [CanvasItem] using the local coordinate " "system of this [CanvasItem]." msgstr "" #: doc/classes/CanvasItem.xml msgid "Returns the transform matrix of this item." msgstr "Devuelve la matriz de transformación de este objecto." #: doc/classes/CanvasItem.xml msgid "Returns the viewport's boundaries as a [Rect2]." msgstr "" "Devuelve los límites del viewport como un [Rect2].Devuelve los límites del " "viewport como un [Rect2]." #: doc/classes/CanvasItem.xml msgid "Returns this item's transform in relation to the viewport." msgstr "Devuelve la transformación de este objeto en relación con el viewport." #: doc/classes/CanvasItem.xml msgid "Returns the [World2D] where this item is in." msgstr "Devuelve el [World2D] donde está este objeto." #: doc/classes/CanvasItem.xml #, fuzzy msgid "" "Hide the [CanvasItem] if it's currently visible. This is equivalent to " "setting [member visible] to [code]false[/code]." msgstr "" "Limpia el array. Esto es equivalente a usar [method resize] con un tamaño de " "[code]0[/code]." #: doc/classes/CanvasItem.xml msgid "" "Returns [code]true[/code] if local transform notifications are communicated " "to children." msgstr "" "Devuelve [code]true[/code] si se comunican notificaciones de transformación " "local a los hijos." #: doc/classes/CanvasItem.xml msgid "" "Returns [code]true[/code] if the node is set as top-level. See [method " "set_as_toplevel]." msgstr "" "Devuelve [code]true[/code] si el nodo está configurado como de nivel " "superior. Ver [method set_as_toplevel]." #: doc/classes/CanvasItem.xml msgid "" "Returns [code]true[/code] if global transform notifications are communicated " "to children." msgstr "" "Devuelve [code]true[/code] si las notificaciones de transformación global se " "comunican a los hijos." #: doc/classes/CanvasItem.xml #, fuzzy 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, and is consequently not drawn (see [method _draw])." msgstr "" "Devuelve [code]true[/code] si el nodo está presente en el [SceneTree], su " "propiedad [member visible] es [code]true[/code] y todos sus antecedentes " "también son visibles. Si algún antecedente está oculto, este nodo no será " "visible en el árbol de la escena." #: doc/classes/CanvasItem.xml msgid "Assigns [code]screen_point[/code] as this node's new local transform." msgstr "" "Asigna [code]screen_point[/code] como la nueva transformación local de este " "nodo." #: doc/classes/CanvasItem.xml msgid "" "Transformations issued by [code]event[/code]'s inputs are applied in local " "space instead of global space." msgstr "" "Las transformaciones emitidas por los [code]event[/code]s de entrada se " "aplican en el espacio local en lugar del espacio global." #: doc/classes/CanvasItem.xml msgid "" "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 #, fuzzy msgid "" "If [code]enable[/code] is [code]true[/code], this node will receive " "[constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform " "changes." msgstr "" "Si [code]enable[/code] es [code]true[/code], los hijos serán actualizados " "con datos de transformación local." #: doc/classes/CanvasItem.xml #, fuzzy msgid "" "If [code]enable[/code] is [code]true[/code], this node will receive " "[constant NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes." msgstr "" "Si [code]enable[/code] es [code]true[/code], los hijos serán actualizados " "con los datos de transformación global." #: doc/classes/CanvasItem.xml #, fuzzy msgid "" "Show the [CanvasItem] if it's currently hidden. This is equivalent to " "setting [member visible] to [code]true[/code]. For controls that inherit " "[Popup], the correct way to make them visible is to call one of the multiple " "[code]popup*()[/code] functions instead." msgstr "" "Muestra el [CanvasItem] si está actualmente oculto. Para los controles que " "heredan [Popup], la forma correcta de hacerlos visibles es llamar a una de " "las múltiples funciones [code]popup*()[/code] en su lugar." #: doc/classes/CanvasItem.xml msgid "" "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 msgid "" "The rendering layers in which this [CanvasItem] responds to [Light2D] nodes." msgstr "" "Las capas de renderización en las que este [CanvasItem] responde a los nodos " "[Light2D]." #: doc/classes/CanvasItem.xml msgid "The material applied to textures on this [CanvasItem]." msgstr "El material aplicado a las texturas en este [CanvasItem]." #: doc/classes/CanvasItem.xml msgid "The color applied to textures on this [CanvasItem]." msgstr "El color aplicado a las texturas en este [CanvasItem]." #: doc/classes/CanvasItem.xml msgid "" "The color applied to textures on this [CanvasItem]. This is not inherited by " "children [CanvasItem]s." msgstr "" "El color aplicado a las texturas en este [CanvasItem]. Esto no es heredado " "por los hijos de [CanvasItem]." #: doc/classes/CanvasItem.xml msgid "If [code]true[/code], the object draws behind its parent." msgstr "Si [code]true[/code], el objeto se dibuja detrás de su padre." #: doc/classes/CanvasItem.xml msgid "If [code]true[/code], the object draws on top of its parent." msgstr "Si [code]true[/code], el objeto se dibuja encima de su padre." #: doc/classes/CanvasItem.xml msgid "" "If [code]true[/code], the parent [CanvasItem]'s [member material] property " "is used as this one's material." msgstr "" "Si [code]true[/code], la propiedad del [member material] de [CanvasItem] se " "utiliza como el material para este elemento." #: doc/classes/CanvasItem.xml msgid "" "If [code]true[/code], this [CanvasItem] is drawn. The node is only visible " "if all of its antecedents are visible as well (in other words, [method " "is_visible_in_tree] must return [code]true[/code]).\n" "[b]Note:[/b] For controls that inherit [Popup], the correct way to make them " "visible is to call one of the multiple [code]popup*()[/code] functions " "instead." msgstr "" "Si [code]true[/code], se dibuja este [CanvasItem]. El nodo sólo es visible " "si todos sus antecedentes también lo son (en otras palabras, [method " "is_visible_in_tree] debe devolver [code]true[/code]).\n" "[b]Nota:[/b] Para los controles que heredan [Popup], la forma correcta de " "hacerlos visibles es llamar a una de las múltiples funciones [code]popup*()[/" "code] en su lugar." #: doc/classes/CanvasItem.xml msgid "" "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 msgid "Emitted when becoming hidden." msgstr "Emitido al ocultarse." #: doc/classes/CanvasItem.xml msgid "" "Emitted when the item's [Rect2] boundaries (position or size) have changed, " "or when an action is taking place that may have impacted these boundaries (e." "g. changing [member Sprite.texture])." msgstr "" #: doc/classes/CanvasItem.xml msgid "Emitted when the visibility (hidden/visible) changes." msgstr "Emitido cuando la visibilidad (oculta/visible) cambia." #: doc/classes/CanvasItem.xml doc/classes/CanvasItemMaterial.xml msgid "" "Mix blending mode. Colors are assumed to be independent of the alpha " "(opacity) value." msgstr "" "Modo de mezcla. Se supone que los colores son independientes del valor alfa " "(opacidad)." #: doc/classes/CanvasItem.xml doc/classes/CanvasItemMaterial.xml msgid "Additive blending mode." msgstr "Modo de mezcla de añadidos." #: doc/classes/CanvasItem.xml doc/classes/CanvasItemMaterial.xml msgid "Subtractive blending mode." msgstr "Modo de mezcla de substracción." #: doc/classes/CanvasItem.xml doc/classes/CanvasItemMaterial.xml msgid "Multiplicative blending mode." msgstr "Modo de mezcla multiplicativo." #: doc/classes/CanvasItem.xml doc/classes/CanvasItemMaterial.xml msgid "" "Mix blending mode. Colors are assumed to be premultiplied by the alpha " "(opacity) value." msgstr "" "Modo de mezcla Mix. Se supone que los colores se premultiplican por el valor " "alfa (opacidad)." #: doc/classes/CanvasItem.xml msgid "" "Disables blending mode. Colors including alpha are written as-is. Only " "applicable for render targets with a transparent background. No lighting " "will be applied." msgstr "" #: doc/classes/CanvasItem.xml #, fuzzy msgid "" "The [CanvasItem]'s global transform has changed. This notification is only " "received if enabled by [method set_notify_transform]." msgstr "" "La transformada del [CanvasItem] ha cambiado. Esta notificación sólo se " "recibe si está habilitada por [method set_notify_transform] o [method " "set_notify_local_transform]." #: doc/classes/CanvasItem.xml #, fuzzy msgid "" "The [CanvasItem]'s local transform has changed. This notification is only " "received if enabled by [method set_notify_local_transform]." msgstr "" "La transformada del [CanvasItem] ha cambiado. Esta notificación sólo se " "recibe si está habilitada por [method set_notify_transform] o [method " "set_notify_local_transform]." #: doc/classes/CanvasItem.xml #, fuzzy msgid "The [CanvasItem] is requested to draw (see [method _draw])." msgstr "Se solicita al [CanvasItem] que dibuje." #: doc/classes/CanvasItem.xml msgid "The [CanvasItem]'s visibility has changed." msgstr "La visibilidad del [CanvasItem] ha cambiado." #: doc/classes/CanvasItem.xml msgid "The [CanvasItem] has entered the canvas." msgstr "El [CanvasItem] ha entrado en el canvas." #: doc/classes/CanvasItem.xml msgid "The [CanvasItem] has exited the canvas." msgstr "El [CanvasItem] ha salido del canvas." #: doc/classes/CanvasItemMaterial.xml msgid "A material for [CanvasItem]s." msgstr "Un material para [CanvasItem]s." #: doc/classes/CanvasItemMaterial.xml msgid "" "[CanvasItemMaterial]s provide a means of modifying the textures associated " "with a CanvasItem. They specialize in describing blend and lighting " "behaviors for textures. Use a [ShaderMaterial] to more fully customize a " "material's interactions with a [CanvasItem]." msgstr "" "Los [CanvasItemMaterial]s proporcionan un medio de modificar las texturas " "asociadas a un CanvasItem. Se especializan en describir los comportamientos " "de mezcla e iluminación de las texturas. Utiliza un [ShaderMaterial] para " "personalizar más completamente las interacciones de un material con un " "[CanvasItem]." #: doc/classes/CanvasItemMaterial.xml msgid "" "The manner in which a material's rendering is applied to underlying textures." msgstr "" "La manera en que la representación de un material se aplica a las texturas " "inferiores." #: doc/classes/CanvasItemMaterial.xml msgid "The manner in which material reacts to lighting." msgstr "La manera en que el material reacciona a la iluminación." #: doc/classes/CanvasItemMaterial.xml #, fuzzy msgid "" "The number of columns in the spritesheet assigned as [Texture] for a " "[Particles2D] or [CPUParticles2D].\n" "[b]Note:[/b] This property is only used and visible in the editor if [member " "particles_animation] is [code]true[/code]." msgstr "" "El número de columnas en la spritesheet asignada como [Texture2D] para un " "[GPUParticles2D] o [CPUParticles2D].\n" "[b]Nota:[/b] Esta propiedad sólo se utiliza y es visible en el editor si " "[member particles_animation] es [code]true[/code]." #: doc/classes/CanvasItemMaterial.xml msgid "" "If [code]true[/code], the particles animation will loop.\n" "[b]Note:[/b] This property is only used and visible in the editor if [member " "particles_animation] is [code]true[/code]." msgstr "" "Si [code]true[/code], la animación de las partículas se hará en bucle.\n" "[b]Nota:[/b] Esta propiedad sólo se usa y es visible en el editor si [member " "particles_animation] es [code]true[/code]." #: doc/classes/CanvasItemMaterial.xml #, fuzzy msgid "" "The number of rows in the spritesheet assigned as [Texture] for a " "[Particles2D] or [CPUParticles2D].\n" "[b]Note:[/b] This property is only used and visible in the editor if [member " "particles_animation] is [code]true[/code]." msgstr "" "El número de filas en la spriteheet asignado como [Texture2D] para un " "[GPUParticles2D] o [CPUParticles2D].\n" "[b]Nota:[/b] Esta propiedad sólo se usa y es visible en el editor si [member " "particles_animation] es [code]true[/code]." #: doc/classes/CanvasItemMaterial.xml #, fuzzy msgid "" "If [code]true[/code], enable spritesheet-based animation features when " "assigned to [Particles2D] and [CPUParticles2D] nodes. The [member " "ParticlesMaterial.anim_speed] or [member CPUParticles2D.anim_speed] should " "also be set to a positive value for the animation to play.\n" "This property (and other [code]particles_anim_*[/code] properties that " "depend on it) has no effect on other types of nodes." msgstr "" "Si [code]true[/code], habilitar las características de animación basadas en " "spritesheets cuando se asignen a los nodos [GPUParticles2D] y " "[CPUParticles2D]. El [member ParticlesMaterial.anim_speed] o el [member " "CPUParticles2D.anim_speed] también debe estar configurado con un valor " "positivo para que la animación se reproduzca.\n" "Esta propiedad (y otras propiedades [code]particles_anim_*[/code] que " "dependen de ella) no tiene ningún efecto sobre otros tipos de nodos." #: doc/classes/CanvasItemMaterial.xml msgid "" "Render the material using both light and non-light sensitive material " "properties." msgstr "" "Renderizar el material utilizando tanto las propiedades de los materiales " "sensibles a la luz como las que no lo son." #: doc/classes/CanvasItemMaterial.xml msgid "Render the material as if there were no light." msgstr "Renderiza el material como si no hubiera luz." #: doc/classes/CanvasItemMaterial.xml msgid "Render the material as if there were only light." msgstr "Renderizar el material como si sólo hubiera luz." #: doc/classes/CanvasLayer.xml msgid "Canvas drawing layer." msgstr "Capa de dibujo de canvas." #: doc/classes/CanvasLayer.xml msgid "" "Canvas drawing layer. [CanvasItem] nodes that are direct or indirect " "children of a [CanvasLayer] will be drawn in that layer. The layer is a " "numeric index that defines the draw order. The default 2D scene renders with " "index 0, so a [CanvasLayer] with index -1 will be drawn below, and one with " "index 1 will be drawn above. This is very useful for HUDs (in layer 1+ or " "above), or backgrounds (in layer -1 or below)." msgstr "" "Capa de dibujo de canvas. Los nodos que son hijos directos o indirectos de " "una [CanvasLayer] serán dibujados en esa capa. La capa es un índice numérico " "que define el orden de dibujo. La escena 2D por defecto se dibuja con el " "índice 0, por lo que una [CanvasLayer] con índice -1 se dibujará abajo, y " "una con índice 1 se dibujará arriba. Esto es muy útil para los HUD (en la " "capa 1+ o superior), o para los fondos (en la capa -1 o inferior)." #: doc/classes/CanvasLayer.xml #, fuzzy msgid "Canvas layers" msgstr "Capa de dibujo de canvas." #: doc/classes/CanvasLayer.xml msgid "Returns the RID of the canvas used by this layer." msgstr "Devuelve el RID del canvas usado por esta capa." #: doc/classes/CanvasLayer.xml #, fuzzy msgid "" "Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to " "setting [member visible] to [code]false[/code]." msgstr "" "Limpia el array. Esto es equivalente a usar [method resize] con un tamaño de " "[code]0[/code]." #: doc/classes/CanvasLayer.xml #, fuzzy msgid "" "Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to " "setting [member visible] to [code]true[/code]." msgstr "" "Limpia el array. Esto es equivalente a usar [method resize] con un tamaño de " "[code]0[/code]." #: doc/classes/CanvasLayer.xml msgid "" "The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/" "code], uses the default viewport instead." msgstr "" "El nodo personalizado [Viewport] asignado al [CanvasLayer]. Si [code]null[/" "code], utiliza en su lugar la vista por defecto." #: doc/classes/CanvasLayer.xml msgid "" "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 "" #: doc/classes/CanvasLayer.xml msgid "" "Scales the layer when using [member follow_viewport_enable]. Layers moving " "into the foreground should have increasing scales, while layers moving into " "the background should have decreasing scales." msgstr "" "Escala la capa cuando utiliza [member follow_viewport_enable]. Las capas que " "se mueven en el primer plano deben tener escalas crecientes, mientras que " "las capas que se mueven en el fondo deben tener escalas decrecientes." #: doc/classes/CanvasLayer.xml msgid "Layer index for draw order. Lower values are drawn first." msgstr "" "Índice de capas para el orden de dibujado. Los valores más bajos se dibujan " "primero." #: doc/classes/CanvasLayer.xml msgid "The layer's base offset." msgstr "El desplazamiento de la capa base." #: doc/classes/CanvasLayer.xml msgid "The layer's rotation in radians." msgstr "La rotación de la capa en radianes." #: doc/classes/CanvasLayer.xml msgid "The layer's rotation in degrees." msgstr "La rotación de la capa en grados." #: doc/classes/CanvasLayer.xml msgid "The layer's scale." msgstr "La escala de la capa." #: doc/classes/CanvasLayer.xml msgid "The layer's transform." msgstr "La transformada de la capa." #: doc/classes/CanvasLayer.xml msgid "" "If [code]false[/code], any [CanvasItem] under this [CanvasLayer] will be " "hidden.\n" "Unlike [member CanvasItem.visible], visibility of a [CanvasLayer] isn't " "propagated to underlying layers." msgstr "" #: doc/classes/CanvasLayer.xml #, fuzzy msgid "Emitted when visibility of the layer is changed. See [member visible]." msgstr "Emitido cuando el VisibilityNotifier sale de la vista de una [Camera]." #: doc/classes/CanvasModulate.xml msgid "Tint the entire canvas." msgstr "Tiñe todo el canvas." #: doc/classes/CanvasModulate.xml msgid "" "[CanvasModulate] tints the canvas elements using its assigned [member color]." msgstr "" "[CanvasModulate] tiñe los elementos del lienzo usando su [member color] " "asignado." #: doc/classes/CanvasModulate.xml msgid "The tint color to apply." msgstr "El color del tinte a aplicar." #: doc/classes/CapsuleMesh.xml msgid "Class representing a capsule-shaped [PrimitiveMesh]." msgstr "Clase que representa una forma de capsula [PrimitiveMesh]." #: doc/classes/CapsuleMesh.xml msgid "" "Height of the middle cylindrical part of the capsule (without the " "hemispherical ends).\n" "[b]Note:[/b] The capsule's total height is equal to [member mid_height] + 2 " "* [member radius]." msgstr "" #: doc/classes/CapsuleMesh.xml msgid "Number of radial segments on the capsule mesh." msgstr "Número de segmentos radiales en la malla de la cápsula." #: doc/classes/CapsuleMesh.xml msgid "Radius of the capsule mesh." msgstr "El radio de la malla de la cápsula." #: doc/classes/CapsuleMesh.xml msgid "Number of rings along the height of the capsule." msgstr "Número de anillos a lo largo de la altura de la cápsula." #: doc/classes/CapsuleShape.xml msgid "Capsule shape for collisions." msgstr "Forma cápsula para las colisiones." #: doc/classes/CapsuleShape.xml doc/classes/CapsuleShape2D.xml msgid "The capsule's height." msgstr "La altura de la cápsula." #: doc/classes/CapsuleShape.xml doc/classes/CapsuleShape2D.xml msgid "The capsule's radius." msgstr "El radio de la cápsula." #: doc/classes/CapsuleShape2D.xml msgid "Capsule shape for 2D collisions." msgstr "Forma de la cápsula para colisiones en 2D." #: doc/classes/CenterContainer.xml msgid "Keeps children controls centered." msgstr "Mantiene los controles de los hijos centrados." #: doc/classes/CenterContainer.xml msgid "" "CenterContainer keeps children controls centered. This container keeps all " "children to their minimum size, in the center." msgstr "" "CenterContainer mantiene los controles de los niños centrados. Este " "contenedor mantiene a todos los niños a su tamaño mínimo, en el centro." #: doc/classes/CenterContainer.xml msgid "" "If [code]true[/code], centers children relative to the [CenterContainer]'s " "top left corner." msgstr "" "Si [code]true[/code], centra a los hijos en relación con la esquina superior " "izquierda del [CenterContainer]." #: doc/classes/CharFXTransform.xml msgid "" "Controls how an individual character will be displayed in a [RichTextEffect]." msgstr "" "Controla cómo se mostrará un personaje individual en un [RichTextEffect]." #: doc/classes/CharFXTransform.xml msgid "" "By setting various properties on this object, you can control how individual " "characters will be displayed in a [RichTextEffect]." msgstr "" "Al establecer varias propiedades en este objeto, puede controlar cómo se " "mostrarán los caracteres individuales en un [RichTextEffect]." #: doc/classes/CharFXTransform.xml #, fuzzy msgid "" "The index of the current character (starting from 0) for the " "[RichTextLabel]'s BBCode text. Setting this property won't affect drawing." msgstr "" "El índice del carácter actual (a partir de 0). Establecer esta propiedad no " "afectará al dibujo." #: doc/classes/CharFXTransform.xml msgid "" "The Unicode codepoint the character will use. This only affects non-" "whitespace characters. [method @GDScript.ord] can be useful here. For " "example, the following will replace all characters with asterisks:\n" "[codeblock]\n" "# `char_fx` is the CharFXTransform parameter from `_process_custom_fx()`.\n" "# See the RichTextEffect documentation for details.\n" "char_fx.character = ord(\"*\")\n" "[/codeblock]" msgstr "" "El código Unicode que el carácter usará. Esto sólo afecta a los caracteres " "no blancos. El [method @GDScript.ord] puede ser útil aquí. Por ejemplo, lo " "siguiente reemplazará todos los caracteres con asteriscos:\n" "[codeblock]\n" "# \"Char_fx\" es el parámetro CharFXTransform de \"process_custom_fx()`.\n" "# Ver la documentación de RichTextEffect para más detalles.\n" "char_fx.character = ord(\"*\")\n" "[/codeblock]" #: doc/classes/CharFXTransform.xml msgid "The color the character will be drawn with." msgstr "El color con el que se dibujará el carácter." #: doc/classes/CharFXTransform.xml #, fuzzy msgid "" "The time elapsed since the [RichTextLabel] was added to the scene tree (in " "seconds). Time stops when the [RichTextLabel] is paused (see [member Node." "pause_mode]). Resets when the text in the [RichTextLabel] is changed.\n" "[b]Note:[/b] Time still passes while the [RichTextLabel] is hidden." msgstr "" "El tiempo transcurrido desde que el [RichTextLabel] fue añadido al árbol de " "la escena (en segundos). El tiempo se detiene cuando el proyecto se pausa, a " "menos que el [RichTextLabel] del [member Node.pause_mode] esté ajustado a " "[constant Node.PAUSE_MODE_PROCESS].\n" "[b]Nota:[/b] El tiempo sigue pasando mientras el [RichTextLabel] está oculto." #: doc/classes/CharFXTransform.xml msgid "" "Contains the arguments passed in the opening BBCode tag. By default, " "arguments are strings; if their contents match a type such as [bool], [int] " "or [float], they will be converted automatically. Color codes in the form " "[code]#rrggbb[/code] or [code]#rgb[/code] will be converted to an opaque " "[Color]. String arguments may not contain spaces, even if they're quoted. If " "present, quotes will also be present in the final string.\n" "For example, the opening BBCode tag [code][example foo=hello bar=true baz=42 " "color=#ffffff][/code] will map to the following [Dictionary]:\n" "[codeblock]\n" "{\"foo\": \"hello\", \"bar\": true, \"baz\": 42, \"color\": Color(1, 1, 1, " "1)}\n" "[/codeblock]" msgstr "" "Contiene los argumentos pasados en la etiqueta de apertura de BBCode. Por " "defecto, los argumentos son cadenas; si su contenido coincide con un tipo " "como [bool], [int] o [float], se convertirán automáticamente. Los códigos de " "color en la forma [code]#rrggbb[/code] o [code]#rgb[/code] se convertirán en " "un [Color] opaco. Los argumentos de string pueden no contener espacios, " "incluso si son citados. Si están presentes, las comillas también estarán " "presentes en la string final.\n" "Por ejemplo, la etiqueta de apertura de BBCode [code][example foo=hello " "bar=true baz=42 color=#ffffff][/code] se asignará al siguiente " "[Dictionary]:\n" "[codeblock]\n" "{\"foo\": \"hola\", \"bar\": true, \"baz\": 42, \"color\": Color(1, 1, 1, " "1)}\n" "[/codeblock]" #: doc/classes/CharFXTransform.xml msgid "The position offset the character will be drawn with (in pixels)." msgstr "" "La posición de desplazamiento con el que el carácter será dibujado (en " "píxeles)." #: doc/classes/CharFXTransform.xml #, fuzzy msgid "" "The index of the current character (starting from 0) for this " "[RichTextEffect] custom block. Setting this property won't affect drawing." msgstr "" "El índice del carácter actual (a partir de 0). Establecer esta propiedad no " "afectará al dibujo." #: doc/classes/CharFXTransform.xml msgid "" "If [code]true[/code], the character will be drawn. If [code]false[/code], " "the character will be hidden. Characters around hidden characters will " "reflow to take the space of hidden characters. If this is not desired, set " "their [member color] to [code]Color(1, 1, 1, 0)[/code] instead." msgstr "" "Si [code]true[/code], el carácter será dibujado. Si [code]false[/code], el " "carácter se ocultará. Los caracteres alrededor de los caracteres ocultos se " "posicionarán para tomar el espacio de los caracteres ocultos. Si no se desea " "esto, establezca su [member color] a [code]Color(1, 1, 1, 0)[/code] en su " "lugar." #: doc/classes/CheckBox.xml msgid "Binary choice user interface widget. See also [CheckButton]." msgstr "" "Widget de interfaz de usuario de elección binaria. Véase también " "[CheckButton]." #: doc/classes/CheckBox.xml #, fuzzy msgid "" "A checkbox allows the user to make a binary choice (choosing only one of two " "possible options). It's similar to [CheckButton] in functionality, but it " "has a different appearance. To follow established UX patterns, it's " "recommended to use CheckBox when toggling it has [b]no[/b] immediate effect " "on something. For instance, it should be used when toggling it will only do " "something once a confirmation button is pressed.\n" "See also [BaseButton] which contains common properties and methods " "associated with this node." msgstr "" "Un checkbox permite al usuario hacer una elección binaria (eligiendo sólo " "una de las dos opciones posibles). Es similar a [CheckButton] en " "funcionalidad, pero tiene una apariencia diferente. Para seguir los patrones " "UX establecidos, se recomienda usar CheckBox cuando la selección [b]no[/b] " "tiene efecto inmediato en algo. Por ejemplo, debería usarse cuando al " "seleccionar, sólo se hará algo una vez que se pulse un botón de confirmación." #: doc/classes/CheckBox.xml msgid "The [CheckBox] text's font color." msgstr "El color de la fuente del texto [CheckBox]." #: doc/classes/CheckBox.xml msgid "The [CheckBox] text's font color when it's disabled." msgstr "El color de la fuente del texto [CheckBox] cuando está desactivado." #: doc/classes/CheckBox.xml msgid "" "The [CheckBox] text's font color when it's focused. Only replaces the normal " "text color of the checkbox. Disabled, hovered, and pressed states take " "precedence over this color." msgstr "" #: doc/classes/CheckBox.xml msgid "The [CheckBox] text's font color when it's hovered." msgstr "" "El color de la fuente del texto [CheckBox] cuando es cursor esta encima de " "él." #: doc/classes/CheckBox.xml msgid "The [CheckBox] text's font color when it's hovered and pressed." msgstr "" "El color de la fuente del texto del [CheckBox] cuando el cursor se encuentra " "encima de él y se presiona." #: doc/classes/CheckBox.xml msgid "The [CheckBox] text's font color when it's pressed." msgstr "El color de la fuente del texto [CheckBox] cuando se presiona." #: doc/classes/CheckBox.xml msgid "The vertical offset used when rendering the check icons (in pixels)." msgstr "" "El desplazamiento vertical utilizado al renderizar los check icons (en " "píxeles)." #: doc/classes/CheckBox.xml msgid "The separation between the check icon and the text (in pixels)." msgstr "La separación entre el check icon y el texto (en píxeles)." #: doc/classes/CheckBox.xml msgid "The [Font] to use for the [CheckBox] text." msgstr "La [Font] a usar para el texto de [CheckBox]." #: doc/classes/CheckBox.xml msgid "The check icon to display when the [CheckBox] is checked." msgstr "El check icon que se muestra cuando se marca el [CheckBox]." #: doc/classes/CheckBox.xml #, fuzzy msgid "The check icon to display when the [CheckBox] is checked and disabled." msgstr "" "El icono que se muestra cuando el [CheckButton] está seleccionado y " "desactivado." #: doc/classes/CheckBox.xml msgid "" "If the [CheckBox] is configured as a radio button, the icon to display when " "the [CheckBox] is checked." msgstr "" "Si el [CheckBox] está configurado como un botón de radio, el icono que se " "muestra cuando se marca el [CheckBox]." #: doc/classes/CheckBox.xml msgid "" "If the [CheckBox] is configured as a radio button, the icon to display when " "the [CheckBox] is unchecked." msgstr "" "Si el [CheckBox] está configurado como un botón de radio, el icono que " "aparece cuando el [CheckBox] esta deseleccionado." #: doc/classes/CheckBox.xml msgid "The check icon to display when the [CheckBox] is unchecked." msgstr "El check icon que aparece cuando el [CheckBox] está deseleccionado." #: doc/classes/CheckBox.xml #, fuzzy msgid "" "The check icon to display when the [CheckBox] is unchecked and disabled." msgstr "" "El icono que se muestra cuando el [CheckButton] está deseleccionado y " "desactivado." #: doc/classes/CheckBox.xml msgid "" "The [StyleBox] to display as a background when the [CheckBox] is disabled." msgstr "" "El [StyleBox] a mostrar como fondo cuando el [CheckBox] está desactivado." #: doc/classes/CheckBox.xml msgid "" "The [StyleBox] to display as a background when the [CheckBox] is focused." msgstr "El [StyleBox] a mostrar como fondo cuando se enfoca el [CheckBox]." #: doc/classes/CheckBox.xml msgid "" "The [StyleBox] to display as a background when the [CheckBox] is hovered." msgstr "" "El [StyleBox] para mostrar como fondo cuando el cursor esta encima de el " "[CheckBox]." #: doc/classes/CheckBox.xml msgid "" "The [StyleBox] to display as a background when the [CheckBox] is hovered and " "pressed." msgstr "" "El [StyleBox] a mostrar como fondo cuando el cursor se encuentra encima de " "el [CheckBox] y se presiona." #: doc/classes/CheckBox.xml doc/classes/CheckButton.xml msgid "The [StyleBox] to display as a background." msgstr "El [StyleBox] para mostrar como fondo." #: doc/classes/CheckBox.xml msgid "" "The [StyleBox] to display as a background when the [CheckBox] is pressed." msgstr "El [StyleBox] para mostrar como fondo cuando se pulsa el [CheckBox]." #: doc/classes/CheckButton.xml msgid "Checkable button. See also [CheckBox]." msgstr "Botón chequeable. Véase también [CheckBox]." #: doc/classes/CheckButton.xml #, fuzzy msgid "" "CheckButton is a toggle button displayed as a check field. It's similar to " "[CheckBox] in functionality, but it has a different appearance. To follow " "established UX patterns, it's recommended to use CheckButton when toggling " "it has an [b]immediate[/b] effect on something. For instance, it should be " "used if toggling it enables/disables a setting without requiring the user to " "press a confirmation button.\n" "See also [BaseButton] which contains common properties and methods " "associated with this node." msgstr "" "CheckButton es un botón de selección que se muestra como un campo de " "selección. Es similar a [CheckBox] en funcionalidad, pero tiene una " "apariencia diferente. Para seguir los patrones UX establecidos, se " "recomienda usar CheckButton cuando al conmutar se tiene un efecto " "[b]inmediato[/b] sobre algo. Por ejemplo, debería usarse si al conmutar se " "activa/desactiva una configuración sin necesidad de que el usuario pulse un " "botón de confirmación." #: doc/classes/CheckButton.xml msgid "The [CheckButton] text's font color." msgstr "El color de la fuente del texto del [CheckButton]." #: doc/classes/CheckButton.xml msgid "The [CheckButton] text's font color when it's disabled." msgstr "" "El color de la fuente del texto del [CheckButton] cuando esté esta " "desactivado." #: doc/classes/CheckButton.xml msgid "" "The [CheckButton] text's font color when it's focused. Only replaces the " "normal text color of the button. Disabled, hovered, and pressed states take " "precedence over this color." msgstr "" #: doc/classes/CheckButton.xml msgid "The [CheckButton] text's font color when it's hovered." msgstr "" "El color de la fuente del texto del [CheckButton] cuando el cursor esta " "encima de él." #: doc/classes/CheckButton.xml msgid "The [CheckButton] text's font color when it's hovered and pressed." msgstr "" "El color de la fuente del texto del [CheckButton] cuando el cursor se " "mantiene encima de él y se presiona." #: doc/classes/CheckButton.xml msgid "The [CheckButton] text's font color when it's pressed." msgstr "El color de la fuente del texto del [CheckButton] cuando se presiona." #: doc/classes/CheckButton.xml msgid "The vertical offset used when rendering the toggle icons (in pixels)." msgstr "" "El desplazamiento vertical que se utiliza al renderizar los iconos de " "conmutación (en píxeles)." #: doc/classes/CheckButton.xml msgid "The separation between the toggle icon and the text (in pixels)." msgstr "La separación entre el icono de conmutación y el texto (en píxeles)." #: doc/classes/CheckButton.xml msgid "The [Font] to use for the [CheckButton] text." msgstr "La [Font] que se usará para el texto del [CheckButton]." #: doc/classes/CheckButton.xml msgid "The icon to display when the [CheckButton] is unchecked." msgstr "El icono que se muestra cuando el [CheckButton] está deseleccionado." #: doc/classes/CheckButton.xml msgid "The icon to display when the [CheckButton] is unchecked and disabled." msgstr "" "El icono que se muestra cuando el [CheckButton] está deseleccionado y " "desactivado." #: doc/classes/CheckButton.xml msgid "The icon to display when the [CheckButton] is checked." msgstr "El icono que se muestra cuando se selecciona el [CheckButton]." #: doc/classes/CheckButton.xml msgid "The icon to display when the [CheckButton] is checked and disabled." msgstr "" "El icono que se muestra cuando el [CheckButton] está seleccionado y " "desactivado." #: doc/classes/CheckButton.xml msgid "" "The [StyleBox] to display as a background when the [CheckButton] is disabled." msgstr "" "El [StyleBox] a mostrar como fondo cuando el [CheckButton] está desactivado." #: doc/classes/CheckButton.xml msgid "" "The [StyleBox] to display as a background when the [CheckButton] is focused." msgstr "" "El [StyleBox] a mostrar como fondo cuando el [CheckButton] está enfocado." #: doc/classes/CheckButton.xml msgid "" "The [StyleBox] to display as a background when the [CheckButton] is hovered." msgstr "" "El [StyleBox] a mostrar como fondo cuando el cursor esta encima de el " "[CheckButton]." #: doc/classes/CheckButton.xml msgid "" "The [StyleBox] to display as a background when the [CheckButton] is hovered " "and pressed." msgstr "" "El [StyleBox] para mostrar como fondo cuando el cursor esta encima del " "[CheckButton] y se presiona." #: doc/classes/CheckButton.xml msgid "" "The [StyleBox] to display as a background when the [CheckButton] is pressed." msgstr "" "El [StyleBox] para mostrar como fondo cuando se pulsa el [CheckButton]." #: doc/classes/CircleShape2D.xml msgid "Circular shape for 2D collisions." msgstr "Forma circular para colisiones 2D." #: doc/classes/CircleShape2D.xml msgid "" "Circular shape for 2D collisions. This shape is useful for modeling balls or " "small characters and its collision detection with everything else is very " "fast." msgstr "" "Forma circular para colisiones 2D. Esta forma es útil para modelar bolas o " "pequeños personajes y su detección de colisiones con todo lo demás es muy " "rápida." #: doc/classes/CircleShape2D.xml msgid "The circle's radius." msgstr "El radio del círculo." #: doc/classes/ClassDB.xml msgid "Class information repository." msgstr "Clase Depósito Información." #: doc/classes/ClassDB.xml msgid "Provides access to metadata stored for every available class." msgstr "" "Proporciona acceso a los metadatos almacenados para cada clase disponible." #: doc/classes/ClassDB.xml msgid "" "Returns [code]true[/code] if you can instance objects from the specified " "[code]class[/code], [code]false[/code] in other case." msgstr "" "Devuelve [code]true[/code] si se pueden incluir objetos de la clase " "[code]class[/code] especificada, [code]false[/code] en otro caso." #: doc/classes/ClassDB.xml msgid "Returns whether the specified [code]class[/code] is available or not." msgstr "Devuelve si la [code]class[/code] especificada está disponible o no." #: doc/classes/ClassDB.xml msgid "" "Returns a category associated with the class for use in documentation and " "the Asset Library. Debug mode required." msgstr "" "Devuelve una categoría asociada a la clase para su uso en la documentación y " "la Biblioteca de recursos. Se requiere el modo de depuración." #: doc/classes/ClassDB.xml #, fuzzy msgid "" "Returns an array with all the keys in [code]enum[/code] of [code]class[/" "code] or its ancestry." msgstr "" "Devuelve un arrayt con los nombres de todas las constantes enteras de " "[code]class[/code] o su ascendencia." #: doc/classes/ClassDB.xml #, fuzzy msgid "" "Returns an array with all the enums of [code]class[/code] or its ancestry." msgstr "" "Devuelve un arrayt con los nombres de todas las constantes enteras de " "[code]class[/code] o su ascendencia." #: doc/classes/ClassDB.xml msgid "" "Returns the value of the integer constant [code]name[/code] of [code]class[/" "code] or its ancestry. Always returns 0 when the constant could not be found." msgstr "" "Devuelve el valor de la constante entera [code]name[/code] de [code]class[/" "code] o su ascendencia. Siempre devuelve 0 cuando la constante no se ha " "podido encontrar." #: doc/classes/ClassDB.xml #, fuzzy msgid "" "Returns which enum the integer constant [code]name[/code] of [code]class[/" "code] or its ancestry belongs to." msgstr "" "Devuelve el valor de la constante entera [code]name[/code] de [code]class[/" "code] o su ascendencia. Siempre devuelve 0 cuando la constante no se ha " "podido encontrar." #: doc/classes/ClassDB.xml msgid "" "Returns an array with the names all the integer constants of [code]class[/" "code] or its ancestry." msgstr "" "Devuelve un arrayt con los nombres de todas las constantes enteras de " "[code]class[/code] o su ascendencia." #: doc/classes/ClassDB.xml #, fuzzy msgid "" "Returns an array with all the methods of [code]class[/code] or its ancestry " "if [code]no_inheritance[/code] is [code]false[/code]. Every element of the " "array is a [Dictionary] with the following keys: [code]args[/code], " "[code]default_args[/code], [code]flags[/code], [code]id[/code], [code]name[/" "code], [code]return: (class_name, hint, hint_string, name, type, usage)[/" "code].\n" "[b]Note:[/b] In exported release builds the debug info is not available, so " "the returned dictionaries will contain only method names." msgstr "" "Devuelve un array con todos los métodos de [code]class[/code] o su " "ascendencia si [code]no_inheritance[/code] es [code]false[/code]. Cada " "elemento del array es un [Dictionary] con las siguientes claves: [code]args[/" "code], [code]default_args[/code], [code]flags[/code], [code]id[/code], " "[code]name[/code], [code]return: (class_name, hint, hint_string, name, type, " "usage)[/code]." #: doc/classes/ClassDB.xml msgid "" "Returns the value of [code]property[/code] of [code]class[/code] or its " "ancestry." msgstr "" "Devuelve el valor de la [code]property[/code] de la [code]class[/code] o de " "sus ancestros." #: doc/classes/ClassDB.xml msgid "" "Returns an array with all the properties of [code]class[/code] or its " "ancestry if [code]no_inheritance[/code] is [code]false[/code]." msgstr "" "Devuelve un array con todas las propiedades de [code]class[/code] o su " "ascendencia si [code]no_inheritance[/code] es [code]false[/code]." #: doc/classes/ClassDB.xml msgid "" "Returns the [code]signal[/code] data of [code]class[/code] or its ancestry. " "The returned value is a [Dictionary] with the following keys: [code]args[/" "code], [code]default_args[/code], [code]flags[/code], [code]id[/code], " "[code]name[/code], [code]return: (class_name, hint, hint_string, name, type, " "usage)[/code]." msgstr "" "Devuelve los datos de la [code]signal[/code] de la [code]class[/code] o su " "ascendencia. El valor devuelto es un [Dictionary] con las siguientes claves: " "[code]args[/code], [code]default_args[/code], [code]flags[/code], [code]id[/" "code], [code]name[/code], [code]return: (class_name, hint, hint_string, " "name, type, usage)[/code]." #: doc/classes/ClassDB.xml msgid "" "Returns an array with all the signals of [code]class[/code] or its ancestry " "if [code]no_inheritance[/code] is [code]false[/code]. Every element of the " "array is a [Dictionary] as described in [method class_get_signal]." msgstr "" "Devuelve un array con todas las señales de [code]class[/code] o su " "ascendencia si [code]no_inheritance[/code] es [code]false[/code]. Cada " "elemento del array es un [Dictionary] como se describe en [method " "class_get_signal]." #: doc/classes/ClassDB.xml #, fuzzy msgid "" "Returns whether [code]class[/code] or its ancestry has an enum called " "[code]name[/code] or not." msgstr "" "Devuelve si [code]class[/code] o su ascendencia tiene una señal llamada " "[code]signal[/code] o no." #: doc/classes/ClassDB.xml msgid "" "Returns whether [code]class[/code] or its ancestry has an integer constant " "called [code]name[/code] or not." msgstr "" "Devuelve si [code]class[/code] o su ascendencia tiene una constante entera " "llamada [code]name[/code] o no." #: doc/classes/ClassDB.xml msgid "" "Returns whether [code]class[/code] (or its ancestry if [code]no_inheritance[/" "code] is [code]false[/code]) has a method called [code]method[/code] or not." msgstr "" "Devuelve si [code]class[/code] (o su ascendencia si [code]no_inheritance[/" "code] es [code]false[/code]) tiene un método llamado [code]method[/code] o " "no." #: doc/classes/ClassDB.xml msgid "" "Returns whether [code]class[/code] or its ancestry has a signal called " "[code]signal[/code] or not." msgstr "" "Devuelve si [code]class[/code] o su ascendencia tiene una señal llamada " "[code]signal[/code] o no." #: doc/classes/ClassDB.xml msgid "" "Sets [code]property[/code] value of [code]class[/code] to [code]value[/code]." msgstr "" "Establece el valor de [code]property[/code] de [code]class[/code] a " "[code]value[/code]." #: doc/classes/ClassDB.xml msgid "Returns the names of all the classes available." msgstr "Devuelve los nombres de todas las clases disponibles." #: doc/classes/ClassDB.xml msgid "" "Returns the names of all the classes that directly or indirectly inherit " "from [code]class[/code]." msgstr "" "Devuelve los nombres de todas las clases que directa o indirectamente " "heredan de [code]class[/code]." #: doc/classes/ClassDB.xml msgid "Returns the parent class of [code]class[/code]." msgstr "Devuelve la clase padre de [code]class[/code]." #: doc/classes/ClassDB.xml msgid "Creates an instance of [code]class[/code]." msgstr "Crea una instancia de [code]class[/code]." #: doc/classes/ClassDB.xml msgid "Returns whether this [code]class[/code] is enabled or not." msgstr "Devuelve si esta [code]clase[/code] está habilitada o no." #: doc/classes/ClassDB.xml msgid "" "Returns whether [code]inherits[/code] is an ancestor of [code]class[/code] " "or not." msgstr "" "Devuelve si [code]inherits[/code] es un ancestro de [code]class[/code] o no." #: doc/classes/ClippedCamera.xml #, fuzzy msgid "A [Camera] that includes collision." msgstr "Una [Camera] que incluye colisión." #: doc/classes/ClippedCamera.xml #, fuzzy msgid "" "This node extends [Camera] to add collisions with [Area] and/or " "[PhysicsBody] nodes. The camera cannot move through colliding objects." msgstr "" "Este nodo extiende la [Camera] para añadir colisiones con los nodos [Area] y/" "o [PhysicsBody]. La cámara no puede moverse a través de los objetos que " "colisionan." #: doc/classes/ClippedCamera.xml msgid "" "Adds a collision exception so the camera does not collide with the specified " "node." msgstr "" "Añade una excepción de colisión para que la cámara no colisione con el nodo " "especificado." #: doc/classes/ClippedCamera.xml msgid "" "Adds a collision exception so the camera does not collide with the specified " "[RID]." msgstr "" "Añade una excepción de colisión para que la cámara no colisione con el [RID] " "especificado." #: doc/classes/ClippedCamera.xml msgid "Removes all collision exceptions." msgstr "Elimina todas las excepciones de colisión." #: doc/classes/ClippedCamera.xml msgid "Returns the distance the camera has been offset due to a collision." msgstr "" "Devuelve la distancia a la que la cámara ha sido desplazada debido a una " "colisión." #: doc/classes/ClippedCamera.xml msgid "" "Returns [code]true[/code] if the specified bit index is on.\n" "[b]Note:[/b] Bit indices range from 0-19." msgstr "" "Devuelve [code]true[/code] si el índice de bits especificado está activado.\n" "[b]Nota:[/b] Los índices de bits van de 0 a 19." #: doc/classes/ClippedCamera.xml msgid "Removes a collision exception with the specified node." msgstr "Elimina una excepción de colisión con el nodo especificado." #: doc/classes/ClippedCamera.xml msgid "Removes a collision exception with the specified [RID]." msgstr "Elimina una excepción de colisión con el [RID] especificado." #: doc/classes/ClippedCamera.xml msgid "" "Sets the specified bit index to the [code]value[/code].\n" "[b]Note:[/b] Bit indices range from 0-19." msgstr "" "Establece el índice de bits especificado en el [code]value[/code].\n" "[b]Nota:[/b] Los índices de bits van de 0 a 19." #: doc/classes/ClippedCamera.xml #, fuzzy msgid "If [code]true[/code], the camera stops on contact with [Area]s." msgstr "" "Si [code]true[/code], la cámara se detiene al contacto con la o las [Area]s." #: doc/classes/ClippedCamera.xml #, fuzzy msgid "If [code]true[/code], the camera stops on contact with [PhysicsBody]s." msgstr "" "Si [code]true[/code], la cámara se detiene al contacto con el o los " "[PhysicsBody]s." #: doc/classes/ClippedCamera.xml #, fuzzy msgid "" "The camera's collision mask. Only objects in at least one collision layer " "matching the mask will be detected. See [url=$DOCS_URL/tutorials/physics/" "physics_introduction.html#collision-layers-and-masks]Collision layers and " "masks[/url] in the documentation for more information." msgstr "" "La(s) capa(s) física(s) del área. Los objetos coleccionables pueden existir " "en cualquiera de las 32 capas diferentes. Se detecta un contacto si el " "objeto A está en cualquiera de las capas que el objeto B escanea, o si el " "objeto B está en cualquiera de las capas que el objeto A escanea. Véase " "también [member collision_mask]." #: doc/classes/ClippedCamera.xml msgid "" "The camera's collision margin. The camera can't get closer than this " "distance to a colliding object." msgstr "" "El margen de colisión de la cámara. La cámara no puede acercarse más que " "esta distancia a un objeto en colisión." #: doc/classes/ClippedCamera.xml msgid "The camera's process callback. See [enum ProcessMode]." msgstr "El proceso de llamada de la cámara. Ver [enum ProcessMode]." #: doc/classes/CollisionObject.xml msgid "Base node for collision objects." msgstr "Nodo base para objetos de colisión." #: doc/classes/CollisionObject.xml #, fuzzy msgid "" "CollisionObject is the base class for physics objects. It can hold any " "number of collision [Shape]s. Each shape must be assigned to a [i]shape " "owner[/i]. The CollisionObject 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." msgstr "" "CollisionObject3D es la clase base de los objetos de física. Puede contener " "cualquier número de colisiones [Shape]. Cada forma debe ser asignada a un " "[i]propietario de la forma[/i]. El CollisionObject3D puede tener cualquier " "número de propietarios de formas. Los propietarios de formas no son nodos y " "no aparecen en el editor, pero son accesibles a través del código usando los " "métodos [code]shape_owner_*[/code]." #: doc/classes/CollisionObject.xml #, fuzzy msgid "" "Receives unhandled [InputEvent]s. [code]position[/code] is the location in " "world space of the mouse pointer on the surface of the shape with index " "[code]shape_idx[/code] and [code]normal[/code] is the normal vector of the " "surface at that point. Connect to the [signal input_event] signal to easily " "pick up these events." msgstr "" "Acepta [InputEvent]s no manipulados. [code]click_position[/code] es la " "ubicación seleccionada en el espacio del mundo y [code]click_normal[/code] " "es el vector normal que se extiende desde la superficie seleccionada de la " "[Shape] en [code]shape_idx[/code]. Conéctese a la señal [code]input_event[/" "code] para recoger fácilmente estos eventos." #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml msgid "" "Creates a new shape owner for the given object. Returns [code]owner_id[/" "code] of the new owner for future reference." msgstr "" "Crea un nuevo dueño de la forma para el objeto dado. Devuelve " "[code]owner_id[/code] del nuevo propietario para futuras referencias." #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml #, fuzzy msgid "" "Returns whether or not the specified [code]bit[/code] of the [member " "collision_layer] is set." msgstr "Devuelve si la [code]class[/code] especificada está disponible o no." #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml #, fuzzy msgid "" "Returns whether or not the specified [code]bit[/code] of the [member " "collision_mask] is set." msgstr "" "Devuelve [code]true[/code] si el bit de la máscara de colisión dada está " "configurado." #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml #: doc/classes/Navigation2D.xml msgid "Returns the object's [RID]." msgstr "Devuelve el [RID] del objeto." #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml msgid "" "Returns an [Array] of [code]owner_id[/code] identifiers. You can use these " "ids in other methods that take [code]owner_id[/code] as an argument." msgstr "" "Devuelve un [Array] de identificadores [code]owner_id[/code]. Puedes usar " "estos identificadores en otros métodos que toman [code]owner_id[/code] como " "argumento." #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml msgid "If [code]true[/code], the shape owner and its shapes are disabled." msgstr "" "Si [code]true[/code], el propietario de la forma y sus formas se desactivan." #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml msgid "Removes the given shape owner." msgstr "Elimina al dueño de la forma dada." #: 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 [member collision_layer].\n" "If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/" "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 [member collision_mask].\n" "If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/" "code] in the [member collision_mask]." msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml msgid "Returns the [code]owner_id[/code] of the given shape." msgstr "Devuelve el [code]owner_id[/code] de la forma dada." #: doc/classes/CollisionObject.xml #, fuzzy msgid "Adds a [Shape] to the shape owner." msgstr "Añade un [Shape2D] al dueño de la forma." #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml msgid "Removes all shapes from the shape owner." msgstr "Elimina todas las formas del dueño de la forma." #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml msgid "Returns the parent object of the given shape owner." msgstr "Devuelve el objeto padre del propietario de la forma dada." #: doc/classes/CollisionObject.xml #, fuzzy msgid "Returns the [Shape] with the given id from the given shape owner." msgstr "" "Devuelve el [Shape2D] con la identificación dada por el dueño de la forma." #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml msgid "Returns the number of shapes the given shape owner contains." msgstr "" "Devuelve el número de formas que contiene el propietario de la forma dada." #: doc/classes/CollisionObject.xml #, fuzzy msgid "" "Returns the child index of the [Shape] with the given id from the given " "shape owner." msgstr "" "Devuelve el índice de hijos de la [Shape2D] con el id dado del propietario " "de la forma." #: doc/classes/CollisionObject.xml msgid "Returns the shape owner's [Transform]." msgstr "Devuelve el [Transform] del dueño de la forma." #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml msgid "Removes a shape from the given shape owner." msgstr "Quita una forma del dueño de la forma dada." #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml msgid "If [code]true[/code], disables the given shape owner." msgstr "Si [code]true[/code], deshabilita al dueño de la forma dada." #: doc/classes/CollisionObject.xml msgid "Sets the [Transform] of the given shape owner." msgstr "Establece la [Transform] del dueño de la forma dada." #: doc/classes/CollisionObject.xml #, fuzzy msgid "" "The physics layers this CollisionObject3D is in. Collision objects can exist " "in one or more of 32 different layers. See also [member collision_mask].\n" "[b]Note:[/b] A contact is detected if object A is in any of the layers that " "object B scans, or object B is in any layers that object A scans. See " "[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-" "and-masks]Collision layers and masks[/url] in the documentation for more " "information." msgstr "" "La(s) capa(s) física(s) del área. Los objetos coleccionables pueden existir " "en cualquiera de las 32 capas diferentes. Se detecta un contacto si el " "objeto A está en cualquiera de las capas que el objeto B escanea, o si el " "objeto B está en cualquiera de las capas que el objeto A escanea. Véase " "también [member collision_mask]." #: doc/classes/CollisionObject.xml #, fuzzy msgid "" "The physics layers this CollisionObject3D scans. Collision objects can scan " "one or more of 32 different layers. See also [member collision_layer].\n" "[b]Note:[/b] A contact is detected if object A is in any of the layers that " "object B scans, or object B is in any layers that object A scans. See " "[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-" "and-masks]Collision layers and masks[/url] in the documentation for more " "information." msgstr "" "La(s) capa(s) física(s) del área. Los objetos coleccionables pueden existir " "en cualquiera de las 32 capas diferentes. Se detecta un contacto si el " "objeto A está en cualquiera de las capas que el objeto B escanea, o si el " "objeto B está en cualquiera de las capas que el objeto A escanea. Véase " "también [member collision_mask]." #: doc/classes/CollisionObject.xml #, fuzzy msgid "" "If [code]true[/code], the [CollisionObject] will continue to receive input " "events as the mouse is dragged across its shapes." msgstr "" "Si [code]true[/code], el [CollisionObject] continuará recibiendo eventos de " "entrada mientras el ratón es arrastrado a través de sus formas." #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml #, fuzzy msgid "" "If [code]true[/code], this object is pickable. A pickable object can detect " "the mouse pointer entering/leaving, and if the mouse is inside it, report " "input events. Requires at least one [member collision_layer] bit to be set." msgstr "" "Si [code]true[/code], este objeto es seleccionable. Un objeto seleccionable " "puede detectar el puntero del ratón entrando y saliendo, y si el ratón está " "dentro de él, informar de los eventos de entrada. Requiere al menos un bit " "[code]collision_layer[/code] para ser establecido." #: doc/classes/CollisionObject.xml #, fuzzy msgid "" "Emitted when the object receives an unhandled [InputEvent]. [code]position[/" "code] is the location in world space of the mouse pointer on the surface of " "the shape with index [code]shape_idx[/code] and [code]normal[/code] is the " "normal vector of the surface at that point." msgstr "" "Acepta [InputEvent]s no manipulados. [code]click_position[/code] es la " "ubicación seleccionada en el espacio del mundo y [code]click_normal[/code] " "es el vector normal que se extiende desde la superficie seleccionada de la " "[Shape] en [code]shape_idx[/code]. Conéctese a la señal [code]input_event[/" "code] para recoger fácilmente estos eventos." #: doc/classes/CollisionObject.xml msgid "Emitted when the mouse pointer enters any of this object's shapes." msgstr "" "Emitido cuando el puntero del ratón entra en cualquiera de las formas de " "este objeto." #: doc/classes/CollisionObject.xml msgid "Emitted when the mouse pointer exits all this object's shapes." msgstr "" "Emitido cuando el puntero del ratón sale de todas las formas de este objeto." #: doc/classes/CollisionObject2D.xml msgid "Base node for 2D collision objects." msgstr "Nodo base para objetos de colisión 2D." #: doc/classes/CollisionObject2D.xml #, fuzzy msgid "" "CollisionObject2D is the base class for 2D physics objects. It can hold any " "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.\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 "" "CollisionObject2D es la clase base de los objetos de física 2D. Puede " "contener cualquier número de colisiones 2D [Shape2D]. Cada forma debe ser " "asignada a un [i]propietario de la forma[/i]. El CollisionObject2D puede " "tener cualquier número de propietarios de formas. Los propietarios de formas " "no son nodos y no aparecen en el editor, pero son accesibles a través del " "código usando los métodos [code]shape_owner_*[/code]." #: doc/classes/CollisionObject2D.xml msgid "" "Accepts unhandled [InputEvent]s. Requires [member input_pickable] to be " "[code]true[/code]. [code]shape_idx[/code] is the child index of the clicked " "[Shape2D]. Connect to the [code]input_event[/code] signal to easily pick up " "these events." msgstr "" "Acepta [InputEvent]s no manipulados. Requiere que [member input_pickable] " "sea [code]true[/code]. [code]shape_idx[/code] es el índice hijo de la " "[Shape2D] seleccionada. Conecta con la señal [code]input_event[/code] para " "recoger fácilmente estos eventos." #: doc/classes/CollisionObject2D.xml msgid "" "Returns the [code]one_way_collision_margin[/code] of the shape owner " "identified by given [code]owner_id[/code]." msgstr "" "Devuelve el [code]one_way_collision_margin[/code] del propietario de la " "forma identificado por el [code]owner_id[/code] dado." #: doc/classes/CollisionObject2D.xml msgid "" "Returns [code]true[/code] if collisions for the shape owner originating from " "this [CollisionObject2D] will not be reported to collided with " "[CollisionObject2D]s." msgstr "" "Devuelve [code]true[/code] si las colisiones para el propietario de la forma " "originadas por este [CollisionObject2D] no serán reportadas como " "colisionadas con los [CollisionObject2D]s." #: doc/classes/CollisionObject2D.xml msgid "Adds a [Shape2D] to the shape owner." msgstr "Añade un [Shape2D] al dueño de la forma." #: doc/classes/CollisionObject2D.xml msgid "Returns the [Shape2D] with the given id from the given shape owner." msgstr "" "Devuelve el [Shape2D] con la identificación dada por el dueño de la forma." #: doc/classes/CollisionObject2D.xml msgid "" "Returns the child index of the [Shape2D] with the given id from the given " "shape owner." msgstr "" "Devuelve el índice de hijos de la [Shape2D] con el id dado del propietario " "de la forma." #: doc/classes/CollisionObject2D.xml msgid "Returns the shape owner's [Transform2D]." msgstr "Devuelve la forma del dueño [Transform2D]." #: doc/classes/CollisionObject2D.xml msgid "" "If [code]enable[/code] is [code]true[/code], collisions for the shape owner " "originating from this [CollisionObject2D] will not be reported to collided " "with [CollisionObject2D]s." msgstr "" "Si [code]enable[/code] es [code]true[/code], las colisiones para el " "propietario de la forma originadas por este [CollisionObject2D] no se " "comunicarán como colisiones con las de [CollisionObject2D]." #: doc/classes/CollisionObject2D.xml msgid "" "Sets the [code]one_way_collision_margin[/code] of the shape owner identified " "by given [code]owner_id[/code] to [code]margin[/code] pixels." msgstr "" "Establece el [code]one_way_collision_margin[/code] del propietario de la " "forma identificado por el [code]owner_id[/code] dado a los píxeles del " "[code]margin[/code]." #: doc/classes/CollisionObject2D.xml msgid "Sets the [Transform2D] of the given shape owner." msgstr "Establece la [Transform2D] del propietario de la forma dada." #: doc/classes/CollisionObject2D.xml #, fuzzy msgid "" "The physics layers this CollisionObject2D is in. Collision objects can exist " "in one or more of 32 different layers. See also [member collision_mask].\n" "[b]Note:[/b] A contact is detected if object A is in any of the layers that " "object B scans, or object B is in any layers that object A scans. See " "[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-" "and-masks]Collision layers and masks[/url] in the documentation for more " "information." msgstr "" "La(s) capa(s) física(s) del área. Los objetos coleccionables pueden existir " "en cualquiera de las 32 capas diferentes. Se detecta un contacto si el " "objeto A está en cualquiera de las capas que el objeto B escanea, o si el " "objeto B está en cualquiera de las capas que el objeto A escanea. Véase " "también [member collision_mask]." #: doc/classes/CollisionObject2D.xml #, fuzzy msgid "" "The physics layers this CollisionObject2D scans. Collision objects can scan " "one or more of 32 different layers. See also [member collision_layer].\n" "[b]Note:[/b] A contact is detected if object A is in any of the layers that " "object B scans, or object B is in any layers that object A scans. See " "[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-" "and-masks]Collision layers and masks[/url] in the documentation for more " "information." msgstr "" "La(s) capa(s) física(s) del área. Los objetos coleccionables pueden existir " "en cualquiera de las 32 capas diferentes. Se detecta un contacto si el " "objeto A está en cualquiera de las capas que el objeto B escanea, o si el " "objeto B está en cualquiera de las capas que el objeto A escanea. Véase " "también [member collision_mask]." #: doc/classes/CollisionObject2D.xml msgid "" "Emitted when an input event occurs. Requires [member input_pickable] to be " "[code]true[/code] and at least one [code]collision_layer[/code] bit to be " "set. See [method _input_event] for details." msgstr "" "Emitido cuando ocurre un evento de entrada. Requiere que [member " "input_pickable] sea [code]true[/code] y que se establezca al menos un bit " "[code]collision_layer[/code]. Ver [method _input_event] para más detalles." #: doc/classes/CollisionObject2D.xml msgid "" "Emitted when the mouse pointer enters any of this object's shapes. Requires " "[member input_pickable] to be [code]true[/code] and at least one " "[code]collision_layer[/code] bit to be set." msgstr "" "Emitido cuando el puntero del ratón entra en cualquiera de las formas de " "este objeto. Requiere que [member input_pickable] sea [code]true[/code] y " "que al menos un bit [code]collision_layer[/code] sea establecido." #: doc/classes/CollisionObject2D.xml msgid "" "Emitted when the mouse pointer exits all this object's shapes. Requires " "[member input_pickable] to be [code]true[/code] and at least one " "[code]collision_layer[/code] bit to be set." msgstr "" "Emitido cuando el puntero del ratón sale de todas las formas de este objeto. " "Requiere que [member input_pickable] sea [code]true[/code] y que al menos un " "bit [code]collision_layer[/code] esté activado." #: doc/classes/CollisionPolygon.xml msgid "Editor-only class for defining a collision polygon in 3D space." msgstr "" "Clase de edición para definir un polígono de colisión en el espacio 3D." #: doc/classes/CollisionPolygon.xml #, fuzzy msgid "" "Allows editing a collision polygon's vertices on a selected plane. Can also " "set a depth perpendicular to that plane. This class is only available in the " "editor. It will not appear in the scene tree at run-time. Creates a [Shape] " "for gameplay. Properties modified during gameplay will have no effect." msgstr "" "Permite editar los vértices de un polígono de colisión en un plano " "seleccionado. También puede establecer una profundidad perpendicular a ese " "plano. Esta clase sólo está disponible en el editor. No aparecerá en el " "árbol de la escena en tiempo de ejecución. Crea una [Shape] para el juego. " "Las propiedades modificadas durante el juego no tendrán ningún efecto." #: doc/classes/CollisionPolygon.xml msgid "" "Length that the resulting collision extends in either direction " "perpendicular to its polygon." msgstr "" "Longitud que la colisión resultante se extiende en cualquier dirección " "perpendicular a su polígono." #: doc/classes/CollisionPolygon.xml msgid "If [code]true[/code], no collision will be produced." msgstr "Si [code]true[/code], no se producirá ninguna colisión." #: doc/classes/CollisionPolygon.xml msgid "" "The collision margin for the generated [Shape]. See [member Shape.margin] " "for more details." msgstr "" #: doc/classes/CollisionPolygon.xml msgid "" "Array of vertices which define the polygon.\n" "[b]Note:[/b] The returned value is a copy of the original. Methods which " "mutate the size or properties of the return value will not impact the " "original polygon. To change properties of the polygon, assign it to a " "temporary variable and make changes before reassigning the [code]polygon[/" "code] member." msgstr "" "Conjunto de vértices que definen el polígono.\n" "[b]Nota:[/b] El valor devuelto es una copia del original. Los métodos que " "mutan el tamaño o las propiedades del valor de retorno no afectarán al " "polígono original. Para cambiar las propiedades del polígono, asígnalo a una " "variable temporal y haz los cambios antes de reasignar el miembro " "[code]polygon[/code]." #: doc/classes/CollisionPolygon2D.xml msgid "Defines a 2D collision polygon." msgstr "Define un polígono de colisión en 2D." #: doc/classes/CollisionPolygon2D.xml msgid "" "Provides a 2D collision polygon to a [CollisionObject2D] parent. Polygons " "can be drawn in the editor or specified by a list of vertices." msgstr "" "Proporciona un polígono de colisión 2D a un padre [CollisionObject2D]. Los " "polígonos pueden ser dibujados en el editor o especificados por una lista de " "vértices." #: doc/classes/CollisionPolygon2D.xml msgid "Collision build mode. Use one of the [enum BuildMode] constants." msgstr "" "Modo de construcción de colisión. Use una de las constantes de [enum " "BuildMode]." #: doc/classes/CollisionPolygon2D.xml msgid "If [code]true[/code], no collisions will be detected." msgstr "Si [code]true[/code], no se detectarán colisiones." #: doc/classes/CollisionPolygon2D.xml #, fuzzy msgid "" "If [code]true[/code], only edges that face up, relative to " "[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 "" "Si [code]true[/code], sólo los bordes que están boca arriba, en relación con " "la rotación de [CollisionPolygon2D], colisionarán con otros objetos." #: doc/classes/CollisionPolygon2D.xml msgid "" "The margin used for one-way collision (in pixels). Higher values will make " "the shape thicker, and work better for colliders that enter the polygon at a " "high velocity." msgstr "" "El margen utilizado para la colisión en un sentido (en píxeles). Valores más " "altos harán la forma más gruesa, y funcionará mejor para los colisionadores " "que entran en el polígono a alta velocidad." #: doc/classes/CollisionPolygon2D.xml #, fuzzy msgid "" "The polygon's list of vertices. The final point will be connected to the " "first. The returned value is a clone of the [PoolVector2Array], not a " "reference." msgstr "" "La lista de vértices del polígono. El punto final estará conectado al " "primero. El valor devuelto es un clon del [PackedVector2Array], no una " "referencia." #: doc/classes/CollisionPolygon2D.xml msgid "Collisions will include the polygon and its contained area." msgstr "Las colisiones incluirán el polígono y su área de contención." #: doc/classes/CollisionPolygon2D.xml msgid "Collisions will only include the polygon edges." msgstr "Las colisiones sólo incluirán los bordes del polígono." #: doc/classes/CollisionShape.xml msgid "Node that represents collision shape data in 3D space." msgstr "" "Nodo que representa los datos de la forma de la colisión en el espacio 3D." #: doc/classes/CollisionShape.xml #, fuzzy msgid "" "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 "" "Servicio de edición para crear y editar formas de colisión en el espacio 3D. " "Puede usar este nodo para representar todo tipo de formas de colisión, por " "ejemplo, añadirlo a un [Area] para darle una forma de detección, o añadirlo " "a un [PhysicsBody] para crear un objeto sólido. [b]IMPORTANTE[/b]: este es " "un ayudante sólo para el editor para crear formas, usa el [method " "CollisionObject.shape_owner_get_shape] para obtener la forma real." #: doc/classes/CollisionShape.xml doc/classes/CollisionShape2D.xml #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/Physics2DDirectSpaceState.xml #: doc/classes/PhysicsDirectBodyState.xml #: doc/classes/PhysicsDirectSpaceState.xml doc/classes/RigidBody.xml #, fuzzy msgid "Physics introduction" msgstr "Interpolación cúbica." #: doc/classes/CollisionShape.xml #, fuzzy msgid "" "Sets the collision shape's shape to the addition of all its convexed " "[MeshInstance] siblings geometry." msgstr "" "Establece la forma de la colisión a la suma de toda la geometría convexa de " "sus hermanos [MeshInstance]." #: doc/classes/CollisionShape.xml msgid "" "If this method exists within a script it will be called whenever the shape " "resource has been modified." msgstr "" "Si este método existe dentro de un script se llamará siempre que el recurso " "de forma haya sido modificado." #: doc/classes/CollisionShape.xml msgid "A disabled collision shape has no effect in the world." msgstr "Una forma de colisión desactivada no tiene ningún efecto en el mundo." #: doc/classes/CollisionShape.xml doc/classes/CollisionShape2D.xml msgid "The actual shape owned by this collision shape." msgstr "La forma actual que posee esta forma de colisión." #: doc/classes/CollisionShape2D.xml msgid "Node that represents collision shape data in 2D space." msgstr "" "Nodo que representa los datos de la forma de colisión en el espacio 2D." #: doc/classes/CollisionShape2D.xml #, fuzzy msgid "" "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 "" "Servicio de edición para crear y editar formas de colisión en el espacio 2D. " "Puede usar este nodo para representar todo tipo de formas de colisión, por " "ejemplo, añadirlo a un [Area2D] para darle una forma de detección, o " "añadirlo a un [PhysicsBody2D] para crear un objeto sólido. [b]IMPORTANTE[/" "b]: este es un ayudante sólo para el editor para crear formas, usa el " "[method CollisionObject2D.shape_owner_get_shape] para obtener la forma real." #: doc/classes/CollisionShape2D.xml doc/classes/KinematicBody2D.xml #: doc/classes/RectangleShape2D.xml doc/classes/TileMap.xml #: doc/classes/TileSet.xml msgid "2D Kinematic Character Demo" msgstr "" #: doc/classes/CollisionShape2D.xml #, fuzzy msgid "" "A disabled collision shape has no effect in the world. This property should " "be changed with [method Object.set_deferred]." msgstr "Una forma de colisión desactivada no tiene ningún efecto en el mundo." #: doc/classes/CollisionShape2D.xml #, fuzzy msgid "" "Sets whether this collision shape should only detect collision on one side " "(top or bottom).\n" "[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a " "child of an [Area2D] node." msgstr "" "Establece si esta forma de colisión sólo debe detectar la colisión en un " "lado (superior o inferior)." #: doc/classes/CollisionShape2D.xml msgid "" "The margin used for one-way collision (in pixels). Higher values will make " "the shape thicker, and work better for colliders that enter the shape at a " "high velocity." msgstr "" "El margen utilizado para la colisión en un sentido (en píxeles). Valores más " "altos harán la forma más gruesa, y funcionará mejor para los colisionadores " "que entran en la forma a alta velocidad." #: doc/classes/Color.xml msgid "Color in RGBA format using floats on the range of 0 to 1." msgstr "Color en formato RGBA usando reales en el rango de 0 a 1." #: doc/classes/Color.xml #, fuzzy msgid "" "A color represented by red, green, blue, and alpha (RGBA) components. The " "alpha component is often used for opacity. Values are in floating-point and " "usually range from 0 to 1. Some properties (such as CanvasItem.modulate) may " "accept values greater than 1 (overbright or HDR colors).\n" "You can also create a color from standardized color names by using [method " "@GDScript.ColorN] or directly using the color constants defined here. The " "standardized color set is based on the [url=https://en.wikipedia.org/wiki/" "X11_color_names]X11 color names[/url].\n" "If you want to supply values in a range of 0 to 255, you should use [method " "@GDScript.Color8].\n" "[b]Note:[/b] In a boolean context, a Color will evaluate to [code]false[/" "code] if it's equal to [code]Color(0, 0, 0, 1)[/code] (opaque black). " "Otherwise, a Color will always evaluate to [code]true[/code].\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "color_constants.png]Color constants cheatsheet[/url]" msgstr "" "Un color representado por los componentes rojo, verde, azul y alfa (RGBA). " "El componente alfa se utiliza a menudo para la transparencia. Los valores " "están en punto flotante y normalmente van de 0 a 1. Algunas propiedades " "(como CanvasItem.modulate) pueden aceptar valores superiores a 1 (colores " "con sobrebrillo o HDR).\n" "También puede crear un color a partir de nombres de colores estandarizados " "utilizando [method @GDScript.ColorN] o directamente utilizando las " "constantes de color definidas aquí. El conjunto de colores estandarizados se " "basa en los nombres de colores [url=https://en.wikipedia.org/wiki/" "X11_color_names]X11[/url].\n" "Si desea suministrar valores en un rango de 0 a 255, debe utilizar [method " "@GDScript.Color8].\n" "[b]Nota:[/b] En un contexto booleano, un Color evaluará a [code]false[/code] " "si es igual a [code]Color(0, 0, 0, 1)[/code] (negro opaco). De lo contrario, " "un Color siempre se evaluará a [code]true[/code]." #: doc/classes/Color.xml doc/classes/ColorPickerButton.xml msgid "2D GD Paint Demo" msgstr "" #: doc/classes/Color.xml doc/classes/ColorPicker.xml msgid "Tween Demo" msgstr "" #: doc/classes/Color.xml doc/classes/ColorPickerButton.xml msgid "GUI Drag And Drop Demo" msgstr "" #: doc/classes/Color.xml msgid "" "Constructs a color from an HTML hexadecimal color string in ARGB or RGB " "format. See also [method @GDScript.ColorN].\n" "[codeblock]\n" "# Each of the following creates the same color RGBA(178, 217, 10, 255).\n" "var c1 = Color(\"#ffb2d90a\") # ARGB format with \"#\".\n" "var c2 = Color(\"ffb2d90a\") # ARGB format.\n" "var c3 = Color(\"#b2d90a\") # RGB format with \"#\".\n" "var c4 = Color(\"b2d90a\") # RGB format.\n" "[/codeblock]" msgstr "" "Construye un color a partir de una cadena de color hexadecimal HTML en " "formato ARGB o RGB. Véase también [method @GDScript.ColorN].\n" "[codeblock]\n" "# Cada uno de los siguientes crea el mismo color RGBA(178, 217, 10, 255).\n" "var c1 = Color(\"#ffb2d90a\") # Formato ARGB con \"#\".\n" "var c2 = Color(\"ffb2d90a\") # Formato ARGB.\n" "var c3 = Color(\"#b2d90a\") # Formato RGB con \"#\".\n" "var c4 = Color(\"b2d90a\") # Formato RGB.\n" "[/codeblock]" #: doc/classes/Color.xml #, fuzzy msgid "" "Constructs a color from a 32-bit integer in RGBA format (each byte " "represents a color channel).\n" "[codeblock]\n" "var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" "[/codeblock]" msgstr "" "Construye un color a partir de un entero de 32 bits (cada byte representa un " "componente del perfil RGBA).\n" "[codeblock]\n" "var c = Color(274) # Equivalente a RGBA(0, 0, 1, 18)\n" "[/codeblock]" #: doc/classes/Color.xml #, fuzzy msgid "" "Constructs a color from RGB values, typically between 0 and 1. Alpha will be " "1.\n" "[codeblock]\n" "var color = Color(0.2, 1.0, 0.7) # Similar to Color8(51, 255, 178, 255)\n" "[/codeblock]" msgstr "" "Construye un color a partir de un perfil RGB usando valores entre 0 y 1. " "Alfa siempre será 1.\n" "[codeblock]\n" "var c = Color(0.2, 1.0, 0.7) # Equivalente a RGBA(51, 255, 178, 255)\n" "[/codeblock]" #: doc/classes/Color.xml #, fuzzy msgid "" "Constructs a color from RGBA values, typically between 0 and 1.\n" "[codeblock]\n" "var color = Color(0.2, 1.0, 0.7, 0.8) # Similar to Color8(51, 255, 178, " "204)\n" "[/codeblock]" msgstr "" "Construye un color a partir de un perfil RGBA usando valores entre 0 y 1.\n" "[codeblock]\n" "var c = Color(0.2, 1.0, 0.7, 0.8) # Equivalente a RGBA(51, 255, 178, 204)\n" "[/codeblock]" #: doc/classes/Color.xml msgid "" "Returns a new color resulting from blending this color over another. If the " "color is opaque, the result is also opaque. The second color may have a " "range of alpha values.\n" "[codeblock]\n" "var bg = Color(0.0, 1.0, 0.0, 0.5) # Green with alpha of 50%\n" "var fg = Color(1.0, 0.0, 0.0, 0.5) # Red with alpha of 50%\n" "var blended_color = bg.blend(fg) # Brown with alpha of 75%\n" "[/codeblock]" msgstr "" "Devuelve un nuevo color resultante de mezclar este color con otro. Si el " "color es opaco, el resultado también es opaco. El segundo color puede tener " "un rango de valores alfa.\n" "[codeblock]\n" "var bg = Color(0.0, 1.0, 0.0, 0.5) # Verde con alfa a 50%\n" "var fg = Color(1.0, 0.0, 0.0, 0.5) # Rojo con alfa a 50%\n" "var blended_color = bg.blend(fg) # Marron con alfa a 75%\n" "[/codeblock]" #: doc/classes/Color.xml #, fuzzy msgid "" "Returns the most contrasting color.\n" "[codeblock]\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 "" "Devuelve el color más contrastado.\n" "[codeblock]\n" "var c = Color(0.3, 0.4, 0.9)\n" "var color_constrastado = c.contrasted() # Equivalente a RGBA(204, 229, 102, " "255)\n" "[/codeblock]" #: doc/classes/Color.xml msgid "" "Returns a new color resulting from making this color darker by the specified " "percentage (ratio from 0 to 1).\n" "[codeblock]\n" "var green = Color(0.0, 1.0, 0.0)\n" "var darkgreen = green.darkened(0.2) # 20% darker than regular green\n" "[/codeblock]" msgstr "" "Devuelve un nuevo color resultante de oscurecer este color en el porcentaje " "especificado (proporción de 0 a 1).\n" "[codeblock]\n" "var verde = Color(0.0, 1.0, 0.0)\n" "var verdeoscuro = green.darkened(0.2) # 20% más oscuro que el verde\n" "[/codeblock]" #: doc/classes/Color.xml #, fuzzy 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 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 "" "Construye un color a partir de un perfil de HSV. [code]h[/code], [code]s[/" "code], y [code]v[/code] son valores entre 0 y 1.\n" "[codeblock]\n" "var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalente a HSV(210, 50, " "79, 0.8) or Color8(100, 151, 201, 0.8)\n" "[/codeblock]" #: doc/classes/Color.xml msgid "" "Returns the luminance of the color in the [code][0.0, 1.0][/code] range.\n" "This is useful when determining light or dark color. Colors with a luminance " "smaller than 0.5 can be generally considered dark." msgstr "" #: doc/classes/Color.xml #, fuzzy msgid "" "Returns the color's grayscale representation.\n" "The gray value is calculated as [code](r + g + b) / 3[/code].\n" "[codeblock]\n" "var color = Color(0.2, 0.45, 0.82)\n" "var gray = color.gray() # A value of 0.466667\n" "[/codeblock]" msgstr "" "Devuelve el color invertido [code](1 - r, 1 - g, 1 - b, a)[/code].\n" "[codeblock]\n" "var c = Color(0.3, 0.4, 0.9)\n" "var color_invertido = c.inverted() # Un color de un RGBA(178, 153, 26, 255)\n" "[/codeblock]" #: doc/classes/Color.xml #, fuzzy msgid "" "Returns the inverted color [code](1 - r, 1 - g, 1 - b, a)[/code].\n" "[codeblock]\n" "var color = Color(0.3, 0.4, 0.9)\n" "var inverted_color = color.inverted() # Equivalent to Color(0.7, 0.6, 0.1)\n" "[/codeblock]" msgstr "" "Devuelve el color invertido [code](1 - r, 1 - g, 1 - b, a)[/code].\n" "[codeblock]\n" "var c = Color(0.3, 0.4, 0.9)\n" "var color_invertido = c.inverted() # Un color de un RGBA(178, 153, 26, 255)\n" "[/codeblock]" #: doc/classes/Color.xml msgid "" "Returns [code]true[/code] if this color and [code]color[/code] are " "approximately equal, by running [method @GDScript.is_equal_approx] on each " "component." msgstr "" "Devuelve [code]true[/code] si este color y [code]color[/code] son " "aproximadamente iguales, ejecutando [method @GDScript.is_equal_approx] en " "cada componente." #: doc/classes/Color.xml msgid "" "Returns a new color resulting from making this color lighter by the " "specified percentage (ratio from 0 to 1).\n" "[codeblock]\n" "var green = Color(0.0, 1.0, 0.0)\n" "var lightgreen = green.lightened(0.2) # 20% lighter than regular green\n" "[/codeblock]" msgstr "" "Devuelve un nuevo color resultante de hacer este color más claro en el " "porcentaje especificado (proporción de 0 a 1).\n" "[codeblock]\n" "var verde = Color(0.0, 1.0, 0.0)\n" "var verdeclaro = green.lightened(0.2) # 20% más claro que el verde regular\n" "[/codeblock]" #: doc/classes/Color.xml #, fuzzy msgid "" "Returns the linear interpolation with another color. The interpolation " "factor [code]weight[/code] is between 0 and 1.\n" "[codeblock]\n" "var c1 = Color(1.0, 0.0, 0.0)\n" "var c2 = Color(0.0, 1.0, 0.0)\n" "var li_c = c1.linear_interpolate(c2, 0.5) # Equivalent to Color(0.5, 0.5, " "0.0)\n" "[/codeblock]" msgstr "" "Devuelve la interpolación lineal con otro color. El factor de interpolación " "[code]t[/code] está entre 0 y 1.\n" "[codeblock]\n" "var c1 = Color(1.0, 0.0, 0.0)\n" "var c2 = Color(0.0, 1.0, 0.0)\n" "var li_c = c1.lerp(c2, 0.5) # Un color de un RGBA(128, 128, 0, 255)\n" "[/codeblock]" #: doc/classes/Color.xml #, fuzzy msgid "" "Returns the color converted to a 32-bit integer in ABGR format (each byte " "represents a color channel). ABGR is the reversed version of the default " "format.\n" "[codeblock]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_abgr32()) # Prints 4281565439\n" "[/codeblock]" msgstr "" "Devuelve el entero de 32 bits del color en formato ABGR (cada byte " "representa un componente del perfil ABGR). ABGR es la versión invertida del " "formato por defecto.\n" "[codeblock]\n" "var c = Color(1, 0.5, 0.2)\n" "print(c.to_abgr32()) # Imprime 4281565439\n" "[/codeblock]" #: doc/classes/Color.xml #, fuzzy msgid "" "Returns the color converted to a 64-bit integer in ABGR format (each word " "represents a color channel). ABGR is the reversed version of the default " "format.\n" "[codeblock]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_abgr64()) # Prints -225178692812801\n" "[/codeblock]" msgstr "" "Devuelve el entero de 64 bits del color en formato ABGR (cada palabra " "representa un componente del perfil ABGR). ABGR es la versión invertida del " "formato por defecto.\n" "[codeblock]\n" "var c = Color(1, 0.5, 0.2)\n" "print(c.to_abgr64()) # Imprime -225178692812801\n" "[/codeblock]" #: doc/classes/Color.xml #, fuzzy msgid "" "Returns the color converted to a 32-bit integer in ARGB format (each byte " "represents a color channel). ARGB is more compatible with DirectX.\n" "[codeblock]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_argb32()) # Prints 4294934323\n" "[/codeblock]" msgstr "" "Devuelve el entero de 32 bits del color en formato ARGB (cada byte " "representa un componente del perfil ARGB). ARGB es más compatible con " "DirectX.\n" "[codeblock]\n" "var c = Color(1, 0.5, 0.2)\n" "print(c.to_argb32()) # Imprime 4294934323\n" "[/codeblock]" #: doc/classes/Color.xml #, fuzzy msgid "" "Returns the color converted to a 64-bit integer in ARGB format (each word " "represents a color channel). ARGB is more compatible with DirectX.\n" "[codeblock]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_argb64()) # Prints -2147470541\n" "[/codeblock]" msgstr "" "Devuelve el entero de 64 bits del color en formato ARGB (cada palabra " "representa un componente del perfil ARGB). ARGB es más compatible con " "DirectX.\n" "[codeblock]\n" "var c = Color(1, 0.5, 0.2)\n" "print(c.to_argb64()) # Imprime -2147470541\n" "[/codeblock]" #: doc/classes/Color.xml #, fuzzy msgid "" "Returns the color's HTML hexadecimal color string in ARGB format (ex: " "[code]ff34f822[/code]).\n" "Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from " "the hexadecimal string.\n" "[codeblock]\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 "" "Devuelve la cadena de color hexadecimal HTML del color en formato ARGB (ex: " "[code]ff34f822[/code]).\n" "Poniendo [code]with_alpha[/code] en [code]false[/code] se excluye el alfa de " "la cadena hexadecimal.\n" "[codeblock]\n" "var c = Color(1, 1, 1, 0.5)\n" "var s1 = c.to_html() # Devuelve \"7fffffff\"\n" "var s2 = c.to_html(false) # Devuelve \"ffffff\"\n" "[/codeblock]" #: doc/classes/Color.xml #, fuzzy msgid "" "Returns the color converted to a 32-bit integer in RGBA format (each byte " "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" "[/codeblock]" msgstr "" "Devuelve el entero de 32 bits del color en formato RGBA (cada byte " "representa un componente del perfil RGBA). RGBA es el formato por defecto de " "Godot.\n" "[codeblock]\n" "var c = Color(1, 0.5, 0.2)\n" "print(c.to_rgba32()) # Imprime 4286526463\n" "[/codeblock]" #: doc/classes/Color.xml #, fuzzy msgid "" "Returns the color converted to a 64-bit integer in RGBA format (each word " "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" "[/codeblock]" msgstr "" "Devuelve el entero de 64 bits del color en formato RGBA (cada palabra " "representa un componente del perfil RGBA). RGBA es el formato por defecto de " "Godot.\n" "[codeblock]\n" "var c = Color(1, 0.5, 0.2)\n" "print(c.to_rgba64()) # Imprime -140736629309441\n" "[/codeblock]" #: doc/classes/Color.xml msgid "" "The color's alpha component, typically on the range of 0 to 1. A value of 0 " "means that the color is fully transparent. A value of 1 means that the color " "is fully opaque." msgstr "" #: doc/classes/Color.xml msgid "Wrapper for [member a] that uses the range 0 to 255 instead of 0 to 1." msgstr "" "Envoltura para [member a] que utiliza el rango de 0 a 255 en lugar de 0 a 1." #: doc/classes/Color.xml msgid "The color's blue component, typically on the range of 0 to 1." msgstr "El componente azul del color, típicamente en el rango de 0 a 1." #: doc/classes/Color.xml msgid "Wrapper for [member b] that uses the range 0 to 255 instead of 0 to 1." msgstr "" "Envoltura para [member b] que utiliza el rango de 0 a 255 en lugar de 0 a 1." #: doc/classes/Color.xml msgid "The color's green component, typically on the range of 0 to 1." msgstr "El componente verde del color, típicamente en el rango de 0 a 1." #: doc/classes/Color.xml msgid "Wrapper for [member g] that uses the range 0 to 255 instead of 0 to 1." msgstr "" "Envoltura para [member g] que utiliza el rango de 0 a 255 en lugar de 0 a 1." #: doc/classes/Color.xml msgid "The HSV hue of this color, on the range 0 to 1." msgstr "El tono del HSV de este color, en el rango de 0 a 1.." #: doc/classes/Color.xml msgid "The color's red component, typically on the range of 0 to 1." msgstr "El componente rojo del color, típicamente en el rango de 0 a 1." #: doc/classes/Color.xml msgid "Wrapper for [member r] that uses the range 0 to 255 instead of 0 to 1." msgstr "" "Envoltura para [member r] que utiliza el rango de 0 a 255 en lugar de 0 a 1." #: doc/classes/Color.xml msgid "The HSV saturation of this color, on the range 0 to 1." msgstr "La saturación del HSV de este color, en el rango de 0 a 1." #: doc/classes/Color.xml msgid "The HSV value (brightness) of this color, on the range 0 to 1." msgstr "El valor HSV (brillo) de este color, en el rango de 0 a 1." #: doc/classes/Color.xml msgid "Alice blue color." msgstr "El color azul Alicia." #: doc/classes/Color.xml msgid "Antique white color." msgstr "Color blanco antiguo." #: doc/classes/Color.xml msgid "Aqua color." msgstr "Color agua." #: doc/classes/Color.xml msgid "Aquamarine color." msgstr "Color aguamarina." #: doc/classes/Color.xml msgid "Azure color." msgstr "Color Azure." #: doc/classes/Color.xml msgid "Beige color." msgstr "Color beige." #: doc/classes/Color.xml msgid "Bisque color." msgstr "Color bizcocho." #: doc/classes/Color.xml msgid "Black color." msgstr "Color negro." #: doc/classes/Color.xml msgid "Blanche almond color." msgstr "Color almendra blanca." #: doc/classes/Color.xml msgid "Blue color." msgstr "Color azul." #: doc/classes/Color.xml msgid "Blue violet color." msgstr "Color azul violáceo." #: doc/classes/Color.xml msgid "Brown color." msgstr "Color marrón." #: doc/classes/Color.xml msgid "Burly wood color." msgstr "El color de la madera fuerte." #: doc/classes/Color.xml msgid "Cadet blue color." msgstr "Color azul cadete." #: doc/classes/Color.xml msgid "Chartreuse color." msgstr "Color cartujo." #: doc/classes/Color.xml msgid "Chocolate color." msgstr "Color chocolate." #: doc/classes/Color.xml msgid "Coral color." msgstr "Color coral." #: doc/classes/Color.xml msgid "Cornflower color." msgstr "Color aciano." #: doc/classes/Color.xml msgid "Corn silk color." msgstr "Color de seda de maíz." #: doc/classes/Color.xml msgid "Crimson color." msgstr "Color carmesí." #: doc/classes/Color.xml msgid "Cyan color." msgstr "Color cian." #: doc/classes/Color.xml msgid "Dark blue color." msgstr "Color azul oscuro." #: doc/classes/Color.xml msgid "Dark cyan color." msgstr "Color cian oscuro." #: doc/classes/Color.xml msgid "Dark goldenrod color." msgstr "Color de vara dorada oscura." #: doc/classes/Color.xml msgid "Dark gray color." msgstr "Color gris oscuro." #: doc/classes/Color.xml msgid "Dark green color." msgstr "Color verde oscuro." #: doc/classes/Color.xml msgid "Dark khaki color." msgstr "Color caqui oscuro." #: doc/classes/Color.xml msgid "Dark magenta color." msgstr "Color magenta oscuro." #: doc/classes/Color.xml msgid "Dark olive green color." msgstr "Color verde oliva oscuro." #: doc/classes/Color.xml msgid "Dark orange color." msgstr "Color naranja oscuro." #: doc/classes/Color.xml msgid "Dark orchid color." msgstr "Color de orquídea oscura." #: doc/classes/Color.xml msgid "Dark red color." msgstr "Color rojo oscuro." #: doc/classes/Color.xml msgid "Dark salmon color." msgstr "Color salmón oscuro." #: doc/classes/Color.xml msgid "Dark sea green color." msgstr "Color verde mar oscuro." #: doc/classes/Color.xml msgid "Dark slate blue color." msgstr "Color azul pizarra oscuro." #: doc/classes/Color.xml msgid "Dark slate gray color." msgstr "Color gris pizarra oscuro." #: doc/classes/Color.xml msgid "Dark turquoise color." msgstr "Color turquesa oscuro." #: doc/classes/Color.xml msgid "Dark violet color." msgstr "Color violeta oscuro." #: doc/classes/Color.xml msgid "Deep pink color." msgstr "Color rosa intenso." #: doc/classes/Color.xml msgid "Deep sky blue color." msgstr "Color azul cielo profundo." #: doc/classes/Color.xml msgid "Dim gray color." msgstr "Color gris oscuro." #: doc/classes/Color.xml msgid "Dodger blue color." msgstr "Color azul de los Dodgers." #: doc/classes/Color.xml msgid "Firebrick color." msgstr "Color de ladrillo de fuego." #: doc/classes/Color.xml msgid "Floral white color." msgstr "Color blanco floral." #: doc/classes/Color.xml msgid "Forest green color." msgstr "Color verde del bosque." #: doc/classes/Color.xml msgid "Fuchsia color." msgstr "Color fucsia." #: doc/classes/Color.xml msgid "Gainsboro color." msgstr "Color Gainsboro." #: doc/classes/Color.xml msgid "Ghost white color." msgstr "Color blanco fantasma." #: doc/classes/Color.xml msgid "Gold color." msgstr "Color oro." #: doc/classes/Color.xml msgid "Goldenrod color." msgstr "Color de la vara de oro." #: doc/classes/Color.xml msgid "Gray color." msgstr "Color gris." #: doc/classes/Color.xml msgid "Green color." msgstr "Color verde." #: doc/classes/Color.xml msgid "Green yellow color." msgstr "Color amarillo verde." #: doc/classes/Color.xml msgid "Honeydew color." msgstr "Color melón." #: doc/classes/Color.xml msgid "Hot pink color." msgstr "Color rosa vivo." #: doc/classes/Color.xml msgid "Indian red color." msgstr "Color rojo indio." #: doc/classes/Color.xml msgid "Indigo color." msgstr "Color índigo." #: doc/classes/Color.xml msgid "Ivory color." msgstr "Color marfil." #: doc/classes/Color.xml msgid "Khaki color." msgstr "Color caqui." #: doc/classes/Color.xml msgid "Lavender color." msgstr "Color lavanda." #: doc/classes/Color.xml msgid "Lavender blush color." msgstr "Color de rubor lavanda." #: doc/classes/Color.xml msgid "Lawn green color." msgstr "Color verde césped." #: doc/classes/Color.xml msgid "Lemon chiffon color." msgstr "Color chifón limón." #: doc/classes/Color.xml msgid "Light blue color." msgstr "Color azul claro." #: doc/classes/Color.xml msgid "Light coral color." msgstr "Color coral claro." #: doc/classes/Color.xml msgid "Light cyan color." msgstr "Color cian claro." #: doc/classes/Color.xml msgid "Light goldenrod color." msgstr "Color de vara de oro claro." #: doc/classes/Color.xml msgid "Light gray color." msgstr "Color gris claro." #: doc/classes/Color.xml msgid "Light green color." msgstr "Color verde claro." #: doc/classes/Color.xml msgid "Light pink color." msgstr "Color rosa claro." #: doc/classes/Color.xml msgid "Light salmon color." msgstr "Color salmón claro." #: doc/classes/Color.xml msgid "Light sea green color." msgstr "Color verde mar claro." #: doc/classes/Color.xml msgid "Light sky blue color." msgstr "Color azul celeste." #: doc/classes/Color.xml msgid "Light slate gray color." msgstr "Color gris pizarra claro." #: doc/classes/Color.xml msgid "Light steel blue color." msgstr "Color azul acero claro." #: doc/classes/Color.xml msgid "Light yellow color." msgstr "Color amarillo claro." #: doc/classes/Color.xml msgid "Lime color." msgstr "Color lima." #: doc/classes/Color.xml msgid "Lime green color." msgstr "Color verde lima." #: doc/classes/Color.xml msgid "Linen color." msgstr "Color lino." #: doc/classes/Color.xml msgid "Magenta color." msgstr "Color magenta." #: doc/classes/Color.xml msgid "Maroon color." msgstr "Color granate." #: doc/classes/Color.xml msgid "Medium aquamarine color." msgstr "Color aguamarina medio." #: doc/classes/Color.xml msgid "Medium blue color." msgstr "Color azul medio." #: doc/classes/Color.xml msgid "Medium orchid color." msgstr "Color de orquídea medio." #: doc/classes/Color.xml msgid "Medium purple color." msgstr "Color púrpura medio." #: doc/classes/Color.xml msgid "Medium sea green color." msgstr "Color verde marino medio." #: doc/classes/Color.xml msgid "Medium slate blue color." msgstr "Color azul pizarra medio." #: doc/classes/Color.xml msgid "Medium spring green color." msgstr "Color verde primaveral medio." #: doc/classes/Color.xml msgid "Medium turquoise color." msgstr "Color turquesa medio." #: doc/classes/Color.xml msgid "Medium violet red color." msgstr "Color rojo violáceo medio." #: doc/classes/Color.xml msgid "Midnight blue color." msgstr "Color azul medianoche." #: doc/classes/Color.xml msgid "Mint cream color." msgstr "Color crema de menta." #: doc/classes/Color.xml msgid "Misty rose color." msgstr "Color rosa niebla." #: doc/classes/Color.xml msgid "Moccasin color." msgstr "Color mocasín." #: doc/classes/Color.xml msgid "Navajo white color." msgstr "Color blanco navajo." #: doc/classes/Color.xml msgid "Navy blue color." msgstr "Color azul marino." #: doc/classes/Color.xml msgid "Old lace color." msgstr "Color de encaje antiguo." #: doc/classes/Color.xml msgid "Olive color." msgstr "Color oliva." #: doc/classes/Color.xml msgid "Olive drab color." msgstr "Color aceituna monótono." #: doc/classes/Color.xml msgid "Orange color." msgstr "Color naranja." #: doc/classes/Color.xml msgid "Orange red color." msgstr "Color rojo anaranjado." #: doc/classes/Color.xml msgid "Orchid color." msgstr "Color orquídea." #: doc/classes/Color.xml msgid "Pale goldenrod color." msgstr "Color de vara de oro pálido." #: doc/classes/Color.xml msgid "Pale green color." msgstr "Color verde pálido." #: doc/classes/Color.xml msgid "Pale turquoise color." msgstr "Color turquesa pálido." #: doc/classes/Color.xml msgid "Pale violet red color." msgstr "Color rojo violeta pálido." #: doc/classes/Color.xml msgid "Papaya whip color." msgstr "Color del látigo de papaya." #: doc/classes/Color.xml msgid "Peach puff color." msgstr "Color melocotón." #: doc/classes/Color.xml msgid "Peru color." msgstr "Color Perú." #: doc/classes/Color.xml msgid "Pink color." msgstr "Color rosa." #: doc/classes/Color.xml msgid "Plum color." msgstr "Color ciruela." #: doc/classes/Color.xml msgid "Powder blue color." msgstr "Color azul de polvo." #: doc/classes/Color.xml msgid "Purple color." msgstr "Color púrpura." #: doc/classes/Color.xml msgid "Rebecca purple color." msgstr "Color púrpura de Rebecca." #: doc/classes/Color.xml msgid "Red color." msgstr "Color rojo." #: doc/classes/Color.xml msgid "Rosy brown color." msgstr "Color marrón rosado." #: doc/classes/Color.xml msgid "Royal blue color." msgstr "Color azul real." #: doc/classes/Color.xml msgid "Saddle brown color." msgstr "Color marrón silla de montar." #: doc/classes/Color.xml msgid "Salmon color." msgstr "Color salmón." #: doc/classes/Color.xml msgid "Sandy brown color." msgstr "Color marrón arenoso." #: doc/classes/Color.xml msgid "Sea green color." msgstr "Color verde mar." #: doc/classes/Color.xml msgid "Seashell color." msgstr "Color de la concha marina." #: doc/classes/Color.xml msgid "Sienna color." msgstr "Color siena." #: doc/classes/Color.xml msgid "Silver color." msgstr "Color plata." #: doc/classes/Color.xml msgid "Sky blue color." msgstr "Color azul cielo." #: doc/classes/Color.xml msgid "Slate blue color." msgstr "Color azul pizarra." #: doc/classes/Color.xml msgid "Slate gray color." msgstr "Color gris pizarra." #: doc/classes/Color.xml msgid "Snow color." msgstr "Color nieve." #: doc/classes/Color.xml msgid "Spring green color." msgstr "Color verde primaveral." #: doc/classes/Color.xml msgid "Steel blue color." msgstr "Color azul acero." #: doc/classes/Color.xml msgid "Tan color." msgstr "Color bronceado." #: doc/classes/Color.xml msgid "Teal color." msgstr "Color verde azulado." #: doc/classes/Color.xml msgid "Thistle color." msgstr "Color cardo." #: doc/classes/Color.xml msgid "Tomato color." msgstr "Color tomate." #: doc/classes/Color.xml msgid "Transparent color (white with no alpha)." msgstr "Color transparente (blanco sin alfa)." #: doc/classes/Color.xml msgid "Turquoise color." msgstr "Color turquesa." #: doc/classes/Color.xml msgid "Violet color." msgstr "Color violeta." #: doc/classes/Color.xml msgid "Web gray color." msgstr "Color gris web." #: doc/classes/Color.xml msgid "Web green color." msgstr "Color verde web." #: doc/classes/Color.xml msgid "Web maroon color." msgstr "Color granate web." #: doc/classes/Color.xml msgid "Web purple color." msgstr "Color púrpura web." #: doc/classes/Color.xml msgid "Wheat color." msgstr "Color trigo." #: doc/classes/Color.xml msgid "White color." msgstr "Color blanco." #: doc/classes/Color.xml msgid "White smoke color." msgstr "Color humo blanco." #: doc/classes/Color.xml msgid "Yellow color." msgstr "Color amarillo." #: doc/classes/Color.xml msgid "Yellow green color." msgstr "Color verde amarillo." #: doc/classes/ColorPicker.xml msgid "Color picker control." msgstr "Control de selección de color." #: doc/classes/ColorPicker.xml msgid "" "Displays a color picker widget. Useful for selecting a color from an RGB/" "RGBA colorspace.\n" "[b]Note:[/b] This control is the color picker widget itself. You can use a " "[ColorPickerButton] instead if you need a button that brings up a " "[ColorPicker] in a pop-up." msgstr "" #: doc/classes/ColorPicker.xml #, fuzzy msgid "" "Adds the given color to a list of color presets. The presets are displayed " "in the color picker and the user will be able to select them.\n" "[b]Note:[/b] The presets list is only for [i]this[/i] color picker." msgstr "" "Añade el color dado a una lista de preselecciones de color. Los preajustes " "se muestran en el selector de colores y el usuario podrá seleccionarlos.\n" "[b]Nota:[/b] la lista de preajustes es sólo para [i]este[/i] selector de " "colores." #: doc/classes/ColorPicker.xml msgid "" "Removes the given color from the list of color presets of this color picker." msgstr "" "Elimina el color dado de la lista de colores predefinidos de este selector " "de colores." #: doc/classes/ColorPicker.xml msgid "Returns the list of colors in the presets of the color picker." msgstr "" "Devuelve la lista de colores en los preajustes del selector de colores." #: doc/classes/ColorPicker.xml doc/classes/ColorPickerButton.xml msgid "The currently selected color." msgstr "El color actualmente seleccionado." #: doc/classes/ColorPicker.xml msgid "" "If [code]true[/code], the color will apply only after the user releases the " "mouse button, otherwise it will apply immediately even in mouse motion event " "(which can cause performance issues)." msgstr "" "Si [code]true[/code], el color se aplicará sólo después de que el usuario " "suelte el botón del ratón, de lo contrario se aplicará inmediatamente " "incluso en el evento de movimiento del ratón (lo que puede causar problemas " "de rendimiento)." #: doc/classes/ColorPicker.xml #, fuzzy msgid "If [code]true[/code], shows an alpha channel slider (opacity)." msgstr "" "Si [code]true[/code], muestra un deslizador de canal alfa (transparencia)." #: doc/classes/ColorPicker.xml msgid "" "If [code]true[/code], allows editing the color with Hue/Saturation/Value " "sliders.\n" "[b]Note:[/b] Cannot be enabled if raw mode is on." msgstr "" "Si [code]true[/code], permite editar el color con los deslizadores de Tono/" "Saturación/Valor.\n" "[b]Nota:[/b] No puede ser activado si el modo raw está activado." #: doc/classes/ColorPicker.xml msgid "If [code]true[/code], the \"add preset\" button is enabled." msgstr "Si [code]true[/code], el botón \"añadir preajuste\" está activado." #: doc/classes/ColorPicker.xml msgid "If [code]true[/code], saved color presets are visible." msgstr "Si [code]true[/code], los preajustes de color guardados son visibles." #: doc/classes/ColorPicker.xml msgid "" "If [code]true[/code], allows the color R, G, B component values to go beyond " "1.0, which can be used for certain special operations that require it (like " "tinting without darkening or rendering sprites in HDR).\n" "[b]Note:[/b] Cannot be enabled if HSV mode is on." msgstr "" "Si [code]true[/code], permite que los valores de los componentes de color R, " "G, B vayan más allá de 1.0, lo que puede ser usado para ciertas operaciones " "especiales que lo requieran (como teñir sin oscurecer o renderizar sprites " "en HDR).\n" "[b]Nota:[/b] No se puede activar si el modo HSV está activado." #: doc/classes/ColorPicker.xml msgid "Emitted when the color is changed." msgstr "Emitido cuando se cambia el color." #: doc/classes/ColorPicker.xml msgid "Emitted when a preset is added." msgstr "Emitido cuando se añade un preajuste." #: doc/classes/ColorPicker.xml msgid "Emitted when a preset is removed." msgstr "Se emite cuando se elimina una preajuste." #: doc/classes/ColorPicker.xml msgid "The width of the hue selection slider." msgstr "El ancho del deslizador de selección de tonos." #: doc/classes/ColorPicker.xml msgid "The margin around the [ColorPicker]." msgstr "El margen alrededor del [ColorPicker]." #: doc/classes/ColorPicker.xml msgid "The height of the saturation-value selection box." msgstr "La altura del cuadro de selección del valor de la saturación." #: doc/classes/ColorPicker.xml msgid "The width of the saturation-value selection box." msgstr "El ancho de la caja de selección del valor de saturación." #: doc/classes/ColorPicker.xml msgid "The icon for the \"Add Preset\" button." msgstr "El icono del botón \"Añadir Preajuste\"." #: doc/classes/ColorPicker.xml msgid "Custom texture for the hue selection slider on the right." msgstr "" "Textura personalizada para el deslizador de selección de tonos de la derecha." #: doc/classes/ColorPicker.xml msgid "" "The indicator used to signalize that the color value is outside the 0-1 " "range." msgstr "" "El indicador utilizado para señalar que el valor del color está fuera del " "rango de 0-1." #: doc/classes/ColorPicker.xml msgid "The icon for the screen color picker button." msgstr "El icono del botón del selector de color de la pantalla." #: doc/classes/ColorPickerButton.xml msgid "Button that pops out a [ColorPicker]." msgstr "Botón que hace aparecer un [ColorPicker]." #: doc/classes/ColorPickerButton.xml msgid "" "Encapsulates a [ColorPicker] making it accessible by pressing a button. " "Pressing the button will toggle the [ColorPicker] visibility.\n" "See also [BaseButton] which contains common properties and methods " "associated with this node.\n" "[b]Note:[/b] By default, the button may not be wide enough for the color " "preview swatch to be visible. Make sure to set [member Control." "rect_min_size] to a big enough value to give the button enough space." msgstr "" #: doc/classes/ColorPickerButton.xml msgid "" "Returns the [ColorPicker] that this node toggles.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" #: doc/classes/ColorPickerButton.xml #, fuzzy msgid "" "Returns the control's [PopupPanel] which allows you to connect to popup " "signals. This allows you to handle events when the ColorPicker is shown or " "hidden.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" "Devuelve el [PopupPanel] del control que le permite conectarse a las señales " "popup. Esto le permite manejar los eventos cuando el ColorPicker se muestra " "u oculta." #: doc/classes/ColorPickerButton.xml msgid "" "If [code]true[/code], the alpha channel in the displayed [ColorPicker] will " "be visible." msgstr "" "Si [code]true[/code], el canal alfa en el [ColorPicker] visualizado será " "visible." #: doc/classes/ColorPickerButton.xml msgid "Emitted when the color changes." msgstr "Emitido cuando el color cambia." #: doc/classes/ColorPickerButton.xml msgid "" "Emitted when the [ColorPicker] is created (the button is pressed for the " "first time)." msgstr "" "Se emite cuando se crea el [ColorPicker] (se pulsa el botón por primera vez)." #: doc/classes/ColorPickerButton.xml msgid "Emitted when the [ColorPicker] is closed." msgstr "Emitido cuando el [ColorPicker] está cerrado." #: doc/classes/ColorPickerButton.xml msgid "Default text [Color] of the [ColorPickerButton]." msgstr "El [Color] del texto predeterminado para el [ColorPickerButton]." #: doc/classes/ColorPickerButton.xml msgid "Text [Color] used when the [ColorPickerButton] is disabled." msgstr "" "[Color] del texto utilizado cuando el [ColorPickerButton] está desactivado." #: doc/classes/ColorPickerButton.xml msgid "" "Text [Color] used when the [ColorPickerButton] is focused. Only replaces the " "normal text color of the button. Disabled, hovered, and pressed states take " "precedence over this color." msgstr "" #: doc/classes/ColorPickerButton.xml msgid "Text [Color] used when the [ColorPickerButton] is being hovered." msgstr "" "[Color] del texto usado cuando el [ColorPickerButton] tiene el cursor encima." #: doc/classes/ColorPickerButton.xml msgid "Text [Color] used when the [ColorPickerButton] is being pressed." msgstr "[Color] del texto utilizado cuando se pulsa el [ColorPickerButton]." #: doc/classes/ColorPickerButton.xml msgid "The horizontal space between [ColorPickerButton]'s icon and text." msgstr "" "El espacio horizontal entre el icono y el texto de [ColorPickerButton]." #: doc/classes/ColorPickerButton.xml msgid "[Font] of the [ColorPickerButton]'s text." msgstr "[Font] del texto de [ColorPickerButton]." #: doc/classes/ColorPickerButton.xml msgid "The background of the color preview rect on the button." msgstr "El fondo del rectángulo de vista previa de color en el botón." #: doc/classes/ColorPickerButton.xml msgid "[StyleBox] used when the [ColorPickerButton] is disabled." msgstr "[StyleBox] utilizado cuando el [ColorPickerButton] está desactivado." #: doc/classes/ColorPickerButton.xml msgid "" "[StyleBox] used when the [ColorPickerButton] is focused. It is displayed " "over the current [StyleBox], so using [StyleBoxEmpty] will just disable the " "focus visual effect." msgstr "" "[StyleBox] usado cuando el [ColorPickerButton] está enfocado. Se muestra " "sobre el [StyleBox] actual, por lo que al usar [StyleBoxEmpty] sólo se " "desactivará el efecto visual de enfoque." #: doc/classes/ColorPickerButton.xml msgid "[StyleBox] used when the [ColorPickerButton] is being hovered." msgstr "[StyleBox] usado cuando el [ColorPickerButton] tiene el cursor encima." #: doc/classes/ColorPickerButton.xml msgid "Default [StyleBox] for the [ColorPickerButton]." msgstr "[StyleBox] por defecto para el [ColorPickerButton]." #: doc/classes/ColorPickerButton.xml msgid "[StyleBox] used when the [ColorPickerButton] is being pressed." msgstr "[StyleBox] que se utiliza cuando se pulsa el [ColorPickerButton]." #: doc/classes/ColorRect.xml msgid "Colored rectangle." msgstr "Rectángulo coloreado." #: doc/classes/ColorRect.xml msgid "" "Displays a rectangle filled with a solid [member color]. If you need to " "display the border alone, consider using [ReferenceRect] instead." msgstr "" #: doc/classes/ColorRect.xml msgid "" "The fill color.\n" "[codeblock]\n" "$ColorRect.color = Color(1, 0, 0, 1) # Set ColorRect's color to red.\n" "[/codeblock]" msgstr "" "El color de relleno.\n" "[codeblock]\n" "$ColorRect.color = Color(1, 0, 0, 1) # Establece el color de ColorRect a " "rojo.\n" "[/codeblock]" #: doc/classes/ConcavePolygonShape.xml msgid "Concave polygon shape." msgstr "Forma de polígono cóncavo." #: doc/classes/ConcavePolygonShape.xml msgid "" "Concave polygon shape resource, which can be set into a [PhysicsBody] or " "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.\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 msgid "Returns the faces (an array of triangles)." msgstr "Devuelve las caras (un array de triángulos)." #: doc/classes/ConcavePolygonShape.xml msgid "Sets the faces (an array of triangles)." msgstr "Establece las caras (un array de triángulos)." #: doc/classes/ConcavePolygonShape2D.xml msgid "Concave polygon 2D shape resource for physics." msgstr "Forma 2D polígonal cóncavo es un recurso para la física." #: doc/classes/ConcavePolygonShape2D.xml #, fuzzy msgid "" "Concave polygon 2D shape resource for physics. It is made out of segments " "and is optimal for complex polygonal concave collisions. However, it is not " "advised to use for [RigidBody2D] nodes. A CollisionPolygon2D in convex " "decomposition mode (solids) or several convex objects are advised for that " "instead. Otherwise, a concave polygon 2D shape is better for static " "collisions.\n" "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.\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 "" "Forma 2D polígonal cóncavo es un recurso para la física. Está hecho de " "segmentos y es óptimo para colisiones poligonales cóncavas complejas. Sin " "embargo, no se aconseja su uso para nodos [RigidBody2D]. Un " "CollisionPolygon2D en modo de descomposición convexa (sólidos) o varios " "objetos convexos se aconsejan para ello. De lo contrario, una forma cóncava " "de polígono 2D es mejor para colisiones estáticas.\n" "La principal diferencia entre un [ConvexPolygonShape2D] y un " "[ConcavePolygonShape2D] es que un polígono cóncavo asume que es cóncavo y " "utiliza un método más complejo de detección de colisiones, y uno convexo se " "fuerza a sí mismo a ser convexo para acelerar la detección de colisiones." #: doc/classes/ConcavePolygonShape2D.xml msgid "" "The array of points that make up the [ConcavePolygonShape2D]'s line segments." msgstr "" "El array de puntos que forman los segmentos de línea de un " "[ConcavePolygonShape2D]." #: doc/classes/ConeTwistJoint.xml #, fuzzy msgid "A twist joint between two 3D PhysicsBodies." msgstr "Una articulación de torsión entre dos cuerpos 3D." #: doc/classes/ConeTwistJoint.xml #, fuzzy msgid "" "The joint can rotate the bodies across an axis defined by the local x-axes " "of the [Joint].\n" "The twist axis is initiated as the X axis of the [Joint].\n" "Once the Bodies swing, the twist axis is calculated as the middle of the x-" "axes of the Joint in the local space of the two Bodies. See also " "[Generic6DOFJoint]." msgstr "" "La articulación puede rotar los cuerpos a través de un eje definido por los " "ejes x locales de la [Joint].\n" "El eje de giro se inicia como el eje X de la [Joint].\n" "Una vez que los cuerpos giran, el eje de giro se calcula como el medio de " "los ejes x de la [Joint] en el espacio local de los dos cuerpos." #: doc/classes/ConeTwistJoint.xml doc/classes/PhysicsServer.xml msgid "" "The speed with which the swing or twist will take place.\n" "The higher, the faster." msgstr "" "La velocidad con la que se producirá la oscilación o la torsión.\n" "Cuanto más alto, más rápido." #: doc/classes/ConeTwistJoint.xml doc/classes/PhysicsServer.xml msgid "" "Defines, how fast the swing- and twist-speed-difference on both sides gets " "synced." msgstr "" "Define cuán rápido se sincroniza la diferencia de velocidad de giro en ambos " "lados." #: doc/classes/ConeTwistJoint.xml msgid "" "The ease with which the joint starts to twist. If it's too low, it takes " "more force to start twisting the joint." msgstr "" "La facilidad con la que la articulación comienza a girar. Si es demasiado " "baja, se necesita más fuerza para empezar a torcer la articulación." #: doc/classes/ConeTwistJoint.xml doc/classes/PhysicsServer.xml #, fuzzy msgid "" "Swing is rotation from side to side, around the axis perpendicular to the " "twist axis.\n" "The swing span defines, how much rotation will not get corrected along the " "swing axis.\n" "Could be defined as looseness in the [ConeTwistJoint].\n" "If below 0.05, this behavior is locked." msgstr "" "La oscilación es la rotación de lado a lado, alrededor del eje perpendicular " "al eje de giro.\n" "La amplitud de la oscilación define, cuánta rotación no se corregirá a lo " "largo del eje de oscilación.\n" "Podría definirse como la holgura en el [ConeTwistJoint].\n" "Si está por debajo de 0,05, este comportamiento se bloquea." #: doc/classes/ConeTwistJoint.xml doc/classes/PhysicsServer.xml msgid "" "Twist is the rotation around the twist axis, this value defined how far the " "joint can twist.\n" "Twist is locked if below 0.05." msgstr "" "La torsión es la rotación alrededor del eje de la torsión, este valor " "definió cuán lejos puede torcerse la articulación.\n" "La torsión se bloquea si está por debajo de 0,05." #: doc/classes/ConeTwistJoint.xml doc/classes/Generic6DOFJoint.xml #: doc/classes/HingeJoint.xml doc/classes/Light.xml doc/classes/SliderJoint.xml msgid "Represents the size of the [enum Param] enum." msgstr "Representa el tamaño del enum [enum Param]." #: doc/classes/ConfigFile.xml msgid "Helper class to handle INI-style files." msgstr "Clase de ayuda para manejar los archivos de tipo INI." #: doc/classes/ConfigFile.xml #, fuzzy msgid "" "This helper class can be used to store [Variant] values on the filesystem " "using INI-style formatting. The stored values are identified by a section " "and a key:\n" "[codeblock]\n" "[section]\n" "some_key=42\n" "string_example=\"Hello World!\"\n" "a_vector=Vector3( 1, 0, 2 )\n" "[/codeblock]\n" "The stored data can be saved to or parsed from a file, though ConfigFile " "objects can also be used directly without accessing the filesystem.\n" "The following example shows how to create a simple [ConfigFile] and save it " "on disk:\n" "[codeblock]\n" "# Create new ConfigFile object.\n" "var config = ConfigFile.new()\n" "\n" "# Store some values.\n" "config.set_value(\"Player1\", \"player_name\", \"Steve\")\n" "config.set_value(\"Player1\", \"best_score\", 10)\n" "config.set_value(\"Player2\", \"player_name\", \"V3geta\")\n" "config.set_value(\"Player2\", \"best_score\", 9001)\n" "\n" "# Save it to a file (overwrite if already exists).\n" "config.save(\"user://scores.cfg\")\n" "[/codeblock]\n" "This example shows how the above file could be loaded:\n" "[codeblock]\n" "var score_data = {}\n" "var config = ConfigFile.new()\n" "\n" "# Load data from a file.\n" "var err = config.load(\"user://scores.cfg\")\n" "\n" "# If the file didn't load, ignore it.\n" "if err != OK:\n" " return\n" "\n" "# Iterate over all sections.\n" "for player in config.get_sections():\n" " # Fetch the data for each section.\n" " var player_name = config.get_value(player, \"player_name\")\n" " var player_score = config.get_value(player, \"best_score\")\n" " score_data[player_name] = player_score\n" "[/codeblock]\n" "Any operation that mutates the ConfigFile such as [method set_value], " "[method clear], or [method erase_section], only changes what is loaded in " "memory. If you want to write the change to a file, you have to save the " "changes with [method save], [method save_encrypted], or [method " "save_encrypted_pass].\n" "Keep in mind that section and property names can't contain spaces. Anything " "after a space will be ignored on save and on load.\n" "ConfigFiles can also contain manually written comment lines starting with a " "semicolon ([code];[/code]). Those lines will be ignored when parsing the " "file. Note that comments will be lost when saving the ConfigFile. This can " "still be useful for dedicated server configuration files, which are " "typically never overwritten without explicit user action.\n" "[b]Note:[/b] The file extension given to a ConfigFile does not have any " "impact on its formatting or behavior. By convention, the [code].cfg[/code] " "extension is used here, but any other extension such as [code].ini[/code] is " "also valid. Since neither [code].cfg[/code] nor [code].ini[/code] are " "standardized, Godot's ConfigFile formatting may differ from files written by " "other programs." msgstr "" "Esta clase de ayuda se puede utilizar para almacenar los valores [Variant] " "en el sistema de archivos utilizando el formato de estilo INI. Los valores " "almacenados se identifican por una sección y una clave:\n" "[codeblock]\n" "[section]\n" "alguna_clave=42\n" "string_ejemplo=\"Hola Mundo 3D!\"\n" "a_vector=Vector3( 1, 0, 2 )\n" "[/codeblock]\n" "Los datos almacenados pueden guardarse en un archivo o analizarse desde él, " "aunque los objetos ConfigFile también pueden utilizarse directamente sin " "acceder al sistema de archivos.\n" "El siguiente ejemplo muestra cómo analizar un archivo de tipo INI del " "sistema, leer su contenido y almacenar nuevos valores en él:\n" "[codeblock]\n" "var configuracion = ConfigFile.new()\n" "var error = configuracion.load(\"user://ajustes.cfg\")\n" "if error == OK: # Si no , algo fue mal con la carga del archivo\n" " # Mira al par pantalla/ancho, por defecto es 1024 si no se encuentra el " "par\n" " var pantalla_ancho = configuracion.get_value(\"pantalla\", \"ancho\", " "1024)\n" " # Almacena un variable sí y solo sí no ha sido definida\n" " if not configuracion.has_section_key(\"audio\", \"silenciadomute\"):\n" " configuracion.set_value(\"audio\", \"silenciado\", false)\n" " # Guarda los cambios sobreescribiendo el archivo previo\n" " configuracion.save(\"user://ajustes.cfg\")\n" "[/codeblock]\n" "Tengan en cuenta que los nombres de las secciones y propiedades no pueden " "contener espacios. Cualquier cosa después de un espacio será ignorada al " "guardarla y al cargarla.\n" "Los archivos de configuración también pueden contener líneas de comentarios " "escritas manualmente que empiecen con un punto y coma ([code];[/code]). Esas " "líneas serán ignoradas al analizar el archivo. Tenga en cuenta que los " "comentarios se perderán al guardar el ConfigFile. Esto puede ser útil para " "los archivos de configuración del servidor dedicado, que normalmente nunca " "se sobrescriben sin una acción explícita del usuario." #: doc/classes/ConfigFile.xml #, fuzzy msgid "Removes the entire contents of the config." msgstr "Devuelve el desplazamiento de la textura del tile." #: doc/classes/ConfigFile.xml msgid "" "Deletes the specified section along with all the key-value pairs inside. " "Raises an error if the section does not exist." msgstr "" "Borra la sección especificada junto con todos los pares clave-valor que hay " "dentro. Provoca un error si la sección no existe." #: doc/classes/ConfigFile.xml msgid "" "Deletes the specified key in a section. Raises an error if either the " "section or the key do not exist." msgstr "" "Borra la clave especificada en una sección. Provoca un error si la sección o " "la clave no existen." #: doc/classes/ConfigFile.xml msgid "" "Returns an array of all defined key identifiers in the specified section. " "Raises an error and returns an empty array if the section does not exist." msgstr "" "Devuelve un array de todos los identificadores clave definidos en la sección " "especificada. Levanta un error y devuelve un array vacío si la sección no " "existe." #: doc/classes/ConfigFile.xml msgid "Returns an array of all defined section identifiers." msgstr "Devuelve un array de todos los identificadores de sección definidos." #: doc/classes/ConfigFile.xml msgid "" "Returns the current value for the specified section and key. If either the " "section or the key do not exist, the method returns the fallback " "[code]default[/code] value. If [code]default[/code] is not specified or set " "to [code]null[/code], an error is also raised." msgstr "" "Devuelve el valor actual de la sección y la clave especificadas. Si la " "sección o la clave no existen, el método devuelve el valor de reserva " "[code]default[/code]. Si no se especifica [code]default[/code] o se " "establece en [code]null[/code], también se produce un error." #: doc/classes/ConfigFile.xml msgid "Returns [code]true[/code] if the specified section exists." msgstr "Devuelve [code]true[/code] si existe la sección especificada." #: doc/classes/ConfigFile.xml msgid "Returns [code]true[/code] if the specified section-key pair exists." msgstr "" "Devuelve [code]true[/code] si existe el par de claves de lasección " "especificada." #: doc/classes/ConfigFile.xml msgid "" "Loads the config file specified as a parameter. The file's contents are " "parsed and loaded in the [ConfigFile] object which the method was called " "on.\n" "Returns one of the [enum Error] code constants ([code]OK[/code] on success)." msgstr "" "Carga el archivo de configuración especificado como parámetro. El contenido " "del archivo es analizado y cargado en el objeto [ConfigFile] al que se llamó " "el método.\n" "Devuelve una de las constantes de código [enum Error] ([code]OK[/code] en " "caso de éxito)." #: doc/classes/ConfigFile.xml msgid "" "Loads the encrypted config file specified as a parameter, using the provided " "[code]key[/code] to decrypt it. The file's contents are parsed and loaded in " "the [ConfigFile] object which the method was called on.\n" "Returns one of the [enum Error] code constants ([code]OK[/code] on success)." msgstr "" "Carga el archivo de configuración cifrado especificado como parámetro, " "utilizando la [code]clave[/code] proporcionada para descifrarlo. El " "contenido del archivo es analizado y cargado en el objeto [ConfigFile] al " "que el método fue llamado.\n" "Devuelve una de las constantes de código [enum Error] ([code]OK[/code] en " "caso de éxito)." #: doc/classes/ConfigFile.xml msgid "" "Loads the encrypted config file specified as a parameter, using the provided " "[code]password[/code] to decrypt it. The file's contents are parsed and " "loaded in the [ConfigFile] object which the method was called on.\n" "Returns one of the [enum Error] code constants ([code]OK[/code] on success)." msgstr "" "Carga el archivo de configuración cifrado especificado como parámetro, " "utilizando la [code]password[/code] proporcionado para descifrarlo. El " "contenido del archivo es analizado y cargado en el objeto [ConfigFile] al " "que el método fue llamado.\n" "Devuelve una de las constantes de código [enum Error] ([code]OK[/code] en " "caso de éxito)." #: doc/classes/ConfigFile.xml #, fuzzy msgid "" "Parses the passed string as the contents of a config file. The string is " "parsed and loaded in the ConfigFile object which the method was called on.\n" "Returns one of the [enum Error] code constants ([code]OK[/code] on success)." msgstr "" "Analiza la string pasada como el contenido de un archivo de configuración. " "La string es analizada y cargada en el objeto ConfigFile en el que el método " "fue llamado.\n" "Devuelve una de las constantes de código [enum Error] ([code]OK[/code] en " "caso de éxito)." #: doc/classes/ConfigFile.xml msgid "" "Saves the contents of the [ConfigFile] object to the file specified as a " "parameter. The output file uses an INI-style structure.\n" "Returns one of the [enum Error] code constants ([code]OK[/code] on success)." msgstr "" "Guarda el contenido del objeto [ConfigFile] en el archivo especificado como " "parámetro. El archivo de salida utiliza una estructura tipo INI.\n" "Devuelve una de las constantes de código [enum Error] ([code]OK[/code] en el " "éxito)." #: doc/classes/ConfigFile.xml msgid "" "Saves the contents of the [ConfigFile] object to the AES-256 encrypted file " "specified as a parameter, using the provided [code]key[/code] to encrypt it. " "The output file uses an INI-style structure.\n" "Returns one of the [enum Error] code constants ([code]OK[/code] on success)." msgstr "" "Guarda el contenido del objeto [ConfigFile] en el archivo cifrado AES-256 " "especificado como parámetro, utilizando la [code]key[/code] proporcionada " "para cifrarlo. El archivo de salida utiliza una estructura tipo INI.\n" "Devuelve una de las constantes de código [enum Error] ([code]OK[/code] en " "caso de éxito)." #: doc/classes/ConfigFile.xml msgid "" "Saves the contents of the [ConfigFile] object to the AES-256 encrypted file " "specified as a parameter, using the provided [code]password[/code] to " "encrypt it. The output file uses an INI-style structure.\n" "Returns one of the [enum Error] code constants ([code]OK[/code] on success)." msgstr "" "Guarda el contenido del objeto [ConfigFile] en el archivo encriptado AES-256 " "especificado como parámetro, utilizando la [code]password[/code] " "proporcionada para encriptarlo. El archivo de salida utiliza una estructura " "de tipo INI.\n" "Devuelve una de las constantes de código [enum Error] ([code]OK[/code] en " "caso de éxito)." #: doc/classes/ConfigFile.xml msgid "" "Assigns a value to the specified key of the specified section. If either the " "section or the key do not exist, they are created. Passing a [code]null[/" "code] value deletes the specified key if it exists, and deletes the section " "if it ends up empty once the key has been removed." msgstr "" "Asigna un valor a la clave especificada de la sección especificada. Si la " "sección o la clave no existen, se crean. Al pasar un valor [code]null[/code] " "se borra la clave especificada si existe, y se borra la sección si termina " "vacía una vez que se ha eliminado la clave." #: doc/classes/ConfirmationDialog.xml msgid "Dialog for confirmation of actions." msgstr "Diálogo para la confirmación de las acciones." #: doc/classes/ConfirmationDialog.xml msgid "" "Dialog for confirmation of actions. This dialog inherits from " "[AcceptDialog], but has by default an OK and Cancel button (in host OS " "order).\n" "To get cancel action, you can use:\n" "[codeblock]\n" "get_cancel().connect(\"pressed\", self, \"cancelled\")\n" "[/codeblock]." msgstr "" "Diálogo para la confirmación de las acciones. Este diálogo hereda de " "[AcceptDialog], pero tiene por defecto un botón de OK y Cancelar (en el " "orden del sistema operativo).\n" "Para obtener la acción de cancelación, puedes usar:\n" "[codeblock]\n" "get_cancel().connect(\"pressed\", self, \"cancelled\")\n" "[/codeblock]." #: doc/classes/ConfirmationDialog.xml msgid "" "Returns the cancel button.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" #: doc/classes/Container.xml msgid "Base node for containers." msgstr "Nodo base para los contenedores." #: doc/classes/Container.xml msgid "" "Base node for containers. A [Container] contains other controls and " "automatically arranges them in a certain way.\n" "A Control can inherit this to create custom container classes." msgstr "" "Nodo base para los contenedores. Un [Container] contiene otros controles y " "los ordena automáticamente de cierta manera.\n" "Un Control puede heredar esto para crear clases de contenedores " "personalizados." #: doc/classes/Container.xml msgid "" "Fit a child control in a given rect. This is mainly a helper for creating " "custom container classes." msgstr "" "Ajustar un control hijo en un rectángulo dado. Esto es principalmente una " "ayuda para crear clases de contenedores personalizados." #: doc/classes/Container.xml msgid "" "Queue resort of the contained children. This is called automatically anyway, " "but can be called upon request." msgstr "" "Encolar la reorganización de los hijos contenidos. Este método es llamado " "automáticamente, pero también puede ser llamado manualmente." #: doc/classes/Container.xml msgid "Emitted when sorting the children is needed." msgstr "Emitido cuando se necesita ordenar a los hijos." #: doc/classes/Container.xml msgid "" "Notification for when sorting the children, it must be obeyed immediately." msgstr "" "La notificación, para cuando se ordenan los hijos, debe ser obedecida " "inmediatamente." #: doc/classes/Control.xml msgid "" "All user interface nodes inherit from Control. A control's anchors and " "margins adapt its position and size relative to its parent." msgstr "" "Todos los nodos de la interfaz de usuario heredan de Control. Los anclajes y " "márgenes de un control adaptan su posición y tamaño en relación con su " "padre.." #: doc/classes/Control.xml #, fuzzy msgid "" "Base class for all UI-related nodes. [Control] features a bounding rectangle " "that defines its extents, an anchor position relative to its parent control " "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 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" "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 " "receives the event. Once you accept an input, it becomes handled so [method " "Node._unhandled_input] will not process it.\n" "Only one [Control] node can be in keyboard focus. Only the node in focus " "will receive keyboard events. To get the focus, call [method grab_focus]. " "[Control] nodes lose focus when another node grabs it, or if you hide the " "node in focus.\n" "Sets [member mouse_filter] to [constant MOUSE_FILTER_IGNORE] to tell a " "[Control] node to ignore mouse or touch events. You'll need it if you place " "an icon on top of a button.\n" "[Theme] resources change the Control's appearance. If you change the [Theme] " "on a [Control] node, it affects all of its children. To override some of the " "theme's parameters, call one of the [code]add_*_override[/code] methods, " "like [method add_font_override]. You can override the theme with the " "inspector.\n" "[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_icon], [method get_stylebox], and the [code]add_*_override[/" "code] methods provided by this class." msgstr "" "Clase base para todos los nodos relacionados con la UI. [Control] presenta " "un rectángulo delimitador que define su extensión, una posición de anclaje " "relativa a su control padre o a la vista actual, y márgenes que representan " "un desplazamiento al ancla. Los márgenes se actualizan automáticamente " "cuando el nodo, cualquiera de sus padres o el tamaño de la pantalla " "cambian.\n" "Para obtener más información sobre el sistema de interfaz de usuario de " "Godot, los anclajes, los márgenes y los contenedores, consulte los " "tutoriales relacionados en el manual. Para construir interfaces flexibles, " "necesitarás una mezcla de elementos de interfaz de usuario que heredan de " "los nodos [Control] y [Container].\n" "[b]Nodos de la interfaz de usuario y entrada[/b]\n" "Godot envía los eventos de entrada al nodo raíz de la escena primero, " "llamando a [Nodo de método._input]. [method Node._input] reenvía el evento " "por el árbol de nodos a los nodos bajo el cursor del ratón, o en el foco del " "teclado. Para ello, llama a [method MainLoop._input_event]. Llama a [method " "accept_event] para que ningún otro nodo reciba el evento. Una vez que se " "acepta una entrada, ésta se maneja de manera que [method Node." "_unhandled_input] no la procesará.\n" "Sólo un nodo [Control] puede estar en el foco del teclado. Sólo el nodo en " "foco recibirá eventos de teclado. Para obtener el foco, llama a [method " "grab_focus]. Los nodos [Control] pierden el foco cuando otro nodo lo agarra, " "o si ocultas el nodo en foco.\n" "Establece [member mouse_filter] en [constant MOUSE_FILTER_IGNORE] para " "decirle al nodo [Control] que ignore el ratón o que toque los eventos. Lo " "necesitarás si colocas un icono encima de un botón.\n" "Los recursos [Theme] cambian la apariencia del Control. Si cambia el [Theme] " "de un nodo [Control], afecta a todos sus hijos. Para anular algunos de los " "parámetros del tema, llama a uno de los métodos [code]add_*_override[/code], " "como [method add_font_override]. Puedes anular el tema con el inspector." #: doc/classes/Control.xml msgid "GUI tutorial index" msgstr "" #: doc/classes/Control.xml #, fuzzy msgid "Control node gallery" msgstr "Tecla Control." #: doc/classes/Control.xml msgid "All GUI Demos" msgstr "" #: doc/classes/Control.xml msgid "" "Virtual method to be implemented by the user. Returns whether [method " "_gui_input] should not be called for children controls outside this " "control's rectangle. Input will be clipped to the Rect of this [Control]. " "Similar to [member rect_clip_content], but doesn't affect visibility.\n" "If not overridden, defaults to [code]false[/code]." msgstr "" "Método virtual a ser implementado por el usuario. Devuelve si [method " "_gui_input] no debe ser llamado para los controles hijos fuera del " "rectángulo de este control. La entrada será recortada al rectángulo de este " "[Control]. Similar a [member rect_clip_content], pero no afecta a la " "visibilidad.\n" "Si no se anula, el valor por defecto es [code]false[/code]." #: doc/classes/Control.xml #, fuzzy msgid "" "Virtual method to be implemented by the user. Returns the minimum size for " "this control. Alternative to [member rect_min_size] for controlling minimum " "size via code. The actual minimum size will be the max value of these two " "(in each axis separately).\n" "If not overridden, defaults to [constant Vector2.ZERO].\n" "[b]Note:[/b] This method will not be called when the script is attached to a " "[Control] node that already overrides its minimum size (e.g. [Label], " "[Button], [PanelContainer] etc.). It can only be used with most basic GUI " "nodes, like [Control], [Container], [Panel] etc." msgstr "" "Método virtual a ser implementado por el usuario. Devuelve el tamaño mínimo " "para este control. Alternativa a [member rect_min_size] para controlar el " "tamaño mínimo mediante código. El tamaño mínimo real será el valor máximo de " "estos dos (en cada eje por separado).\n" "Si no se anula, el valor por defecto es [constant Vector2.ZERO]." #: doc/classes/Control.xml #, fuzzy msgid "" "Virtual method to be implemented by the user. Use this method to process and " "accept inputs on UI elements. See [method accept_event].\n" "Example: clicking a control.\n" "[codeblock]\n" "func _gui_input(event):\n" " if event is InputEventMouseButton:\n" " if event.button_index == BUTTON_LEFT and event.pressed:\n" " print(\"I've been clicked D:\")\n" "[/codeblock]\n" "The event won't trigger if:\n" "* clicking outside the control (see [method has_point]);\n" "* control has [member mouse_filter] set to [constant MOUSE_FILTER_IGNORE];\n" "* control is obstructed by another [Control] on top of it, which doesn't " "have [member mouse_filter] set to [constant MOUSE_FILTER_IGNORE];\n" "* control's parent has [member mouse_filter] set to [constant " "MOUSE_FILTER_STOP] or has accepted the event;\n" "* it happens outside the parent's rectangle and the parent has either " "[member rect_clip_content] or [method _clips_input] enabled.\n" "[b]Note:[/b] Event position is relative to the control origin." msgstr "" "Método virtual a ser implementado por el usuario. Utilice este método para " "procesar y aceptar entradas en los elementos de la interfaz de usuario. " "Véase [method accept_event].\n" "Ejemplo: hacer clic en un control.\n" "[codeblock]\n" "func _gui_input(event):\n" " if event is InputEventMouseButton:\n" " if event.button_index == BUTTON_LEFT and event.pressed:\n" " print(\"Me han hecho click D:\")\n" "[/codeblock]\n" "El evento no se desencadenará si:\n" "* haciendo clic fuera del control (ver [method point]);\n" "* el control tiene [member mouse_filter] establecido en [constant " "MOUSE_FILTER_IGNORE];\n" "* el control está obstruido por otro [Control] encima de él, que no tiene el " "[member mouse_filter] puesto a [constant MOUSE_FILTER_IGNORE];\n" "* El padre de control tiene el [member mouse_filter] ajustado a [constant " "MOUSE_FILTER_STOP] o ha aceptado el evento;\n" "* sucede fuera del rectángulo del padre y el padre tiene o bien [member " "rect_clip_content] o [method _clips_input] activado." #: doc/classes/Control.xml #, fuzzy msgid "" "Virtual method to be implemented by the user. Returns a [Control] node that " "should be used as a tooltip instead of the default one. The [code]for_text[/" "code] includes the contents of the [member hint_tooltip] property.\n" "The returned node must be of type [Control] or Control-derived. It can have " "child nodes of any type. It is freed when the tooltip disappears, so make " "sure you always provide a new instance (if you want to use a pre-existing " "node from your scene tree, you can duplicate it and pass the duplicated " "instance). When [code]null[/code] or a non-Control node is returned, the " "default tooltip will be used instead.\n" "The returned node will be added as child to a [PopupPanel], so you should " "only provide the contents of that panel. That [PopupPanel] can be themed " "using [method Theme.set_stylebox] for the type [code]\"TooltipPanel\"[/code] " "(see [member hint_tooltip] for an example).\n" "[b]Note:[/b] The tooltip is shrunk to minimal size. If you want to ensure " "it's fully visible, you might want to set its [member rect_min_size] to some " "non-zero value.\n" "Example of usage with a custom-constructed node:\n" "[codeblock]\n" "func _make_custom_tooltip(for_text):\n" " var label = Label.new()\n" " label.text = for_text\n" " return label\n" "[/codeblock]\n" "Example of usage with a custom scene instance:\n" "[codeblock]\n" "func _make_custom_tooltip(for_text):\n" " var tooltip = preload(\"res://SomeTooltipScene.tscn\").instance()\n" " tooltip.get_node(\"Label\").text = for_text\n" " return tooltip\n" "[/codeblock]" msgstr "" "Método virtual a ser implementado por el usuario. Devuelve un nodo [Control] " "que debe ser usado como un tooltip en lugar del predeterminado. Utilice el " "parámetro [code]for_text[/code] para determinar qué texto debe contener la " "sugerencia (probablemente el contenido de [member hint_tooltip]).\n" "El nodo devuelto debe ser de tipo [Control] o derivado de Control. Puede " "tener nodos hijos de cualquier tipo. Se libera cuando la \"sugerencia\" " "desaparece, así que asegúrese de proporcionar siempre una nueva instancia, " "no por ejemplo un nodo de la escena. Cuando se devuelve [code]null[/code] o " "un nodo no Control, se utilizará en su lugar la sugerencia por defecto.\n" "[b]Nota:[/b] La sugerencia se ha reducido a un tamaño mínimo. Si quiere " "asegurarse de que sea completamente visible, puede establecer su [member " "rect_min_size] a algún valor distinto de cero.\n" "Ejemplo de uso con un nodo construido a medida:\n" "[codeblock]\n" "func _make_custom_tooltip(for_text):\n" " var etiqueta = Label.new()\n" " etiqueta.text = para_texto\n" " return etiqueta\n" "[/codeblock]\n" "Ejemplo de uso con una instancia de una escena personalizada<\n" "[codeblock]\n" "func _make_custom_tooltip(for_text):\n" " var sugerencia = preload(\"algunaEscenaSugerencia.tscn\").instance()\n" " tooltip.get_node(\"etiqueta\").text = para_texto\n" " return sugerencia\n" "[/codeblock]" #: doc/classes/Control.xml msgid "" "Marks an input event as handled. Once you accept an input event, it stops " "propagating, even to nodes listening to [method Node._unhandled_input] or " "[method Node._unhandled_key_input]." msgstr "" "Marca un evento de entrada como manejado. Una vez que aceptas un evento de " "entrada, deja de propagarse, incluso a los nodos que escuchan [method Node." "_unhandled_input] o [method Node._unhandled_key_input]." #: doc/classes/Control.xml msgid "" "Creates a local override for a theme [Color] with the specified [code]name[/" "code]. Local overrides always take precedence when fetching theme items for " "the control.\n" "See also [method get_color], [method remove_color_override].\n" "[b]Example of overriding a label's color and resetting it later:[/b]\n" "[codeblock]\n" "# Given the child Label node \"MyLabel\", override its font color with a " "custom value.\n" "$MyLabel.add_color_override(\"font_color\", Color(1, 0.5, 0))\n" "# Reset the font color of the child label.\n" "$MyLabel.add_color_override(\"font_color\", get_color(\"font_color\", " "\"Label\"))\n" "[/codeblock]" msgstr "" #: doc/classes/Control.xml #, fuzzy msgid "" "Creates a local override for a theme constant with the specified [code]name[/" "code]. Local overrides always take precedence when fetching theme items for " "the control.\n" "See also [method get_constant], [method remove_constant_override]." msgstr "" "Devuelve [code]true[/code] si existe el ajuste especificado por [code]name[/" "code], [code]false[/code] en caso contrario." #: doc/classes/Control.xml msgid "" "Creates a local override for a theme [Font] with the specified [code]name[/" "code]. Local overrides always take precedence when fetching theme items for " "the control.\n" "[b]Note:[/b] An override can be removed by assigning it a [code]null[/code] " "value. This behavior is deprecated and will be removed in 4.0, use [method " "remove_font_override] instead.\n" "See also [method get_font]." msgstr "" #: doc/classes/Control.xml msgid "" "Creates a local override for a theme icon with the specified [code]name[/" "code]. Local overrides always take precedence when fetching theme items for " "the control.\n" "[b]Note:[/b] An override can be removed by assigning it a [code]null[/code] " "value. This behavior is deprecated and will be removed in 4.0, use [method " "remove_icon_override] instead.\n" "See also [method get_icon]." msgstr "" #: doc/classes/Control.xml msgid "" "Creates a local override for a theme shader with the specified [code]name[/" "code]. Local overrides always take precedence when fetching theme items for " "the control.\n" "[b]Note:[/b] An override can be removed by assigning it a [code]null[/code] " "value. This behavior is deprecated and will be removed in 4.0, use [method " "remove_shader_override] instead." msgstr "" #: doc/classes/Control.xml msgid "" "Creates a local override for a theme [StyleBox] with the specified " "[code]name[/code]. Local overrides always take precedence when fetching " "theme items for the control.\n" "[b]Note:[/b] An override can be removed by assigning it a [code]null[/code] " "value. This behavior is deprecated and will be removed in 4.0, use [method " "remove_stylebox_override] instead.\n" "See also [method get_stylebox].\n" "[b]Example of modifying a property in a StyleBox by duplicating it:[/b]\n" "[codeblock]\n" "# The snippet below assumes the child node MyButton has a StyleBoxFlat " "assigned.\n" "# Resources are shared across instances, so we need to duplicate it\n" "# to avoid modifying the appearance of all other buttons.\n" "var new_stylebox_normal = $MyButton.get_stylebox(\"normal\").duplicate()\n" "new_stylebox_normal.border_width_top = 3\n" "new_stylebox_normal.border_color = Color(0, 1, 0.5)\n" "$MyButton.add_stylebox_override(\"normal\", new_stylebox_normal)\n" "# Remove the stylebox override.\n" "$MyButton.add_stylebox_override(\"normal\", null)\n" "[/codeblock]" msgstr "" #: doc/classes/Control.xml msgid "" "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 " "[method drop_data].\n" "[codeblock]\n" "func can_drop_data(position, data):\n" " # Check position if it is relevant to you\n" " # Otherwise, just check data\n" " return typeof(data) == TYPE_DICTIONARY and data.has(\"expected\")\n" "[/codeblock]" msgstr "" "Godot llama a este método para probar si [code]data[/code] de un control " "[method get_drag_data] puede ser lanzado en [code]position[/code]. " "[code]position[/code] es local a este control.\n" "Este método sólo debe usarse para probar los datos. Procesa los datos en " "[method drop_data].\n" "[codeblock]\n" "func can_drop_data(position, data):\n" " # Cheque la posición is es relevante para ti\n" " # De otra forma solo chequea los datos\n" " return typeof(data) == TYPE_DICTIONARY and data.has(\"esperado\")\n" "[/codeblock]" #: doc/classes/Control.xml msgid "" "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" "func can_drop_data(position, data):\n" " return typeof(data) == TYPE_DICTIONARY and data.has(\"color\")\n" "\n" "func drop_data(position, data):\n" " color = data[\"color\"]\n" "[/codeblock]" msgstr "" "Godot llama a este método para pasarle el [code]data[/code] del resultado " "del [method get_drag_data] de un control. Godot primero llama a [method " "can_drop_data] para probar si [code]data[/code] puede caer en " "[code]position[/code] donde [code]position[/code] es local a este control.\n" "[codeblock]\n" "func can_drop_data(position, data):\n" " return typeof(data) == TYPE_DICTIONARY and data.has(\"color\")\n" "\n" "func drop_data(position, data):\n" " color = data[\"color\"]\n" "[/codeblock]" #: doc/classes/Control.xml msgid "" "Finds the next (below in the tree) [Control] that can receive the focus." msgstr "" #: doc/classes/Control.xml #, fuzzy msgid "" "Finds the previous (above in the tree) [Control] that can receive the focus." msgstr "" "Devuelve el TreeItem anterior del árbol o un objeto nulo si no hay ninguno." #: doc/classes/Control.xml msgid "" "Forces drag and bypasses [method get_drag_data] and [method " "set_drag_preview] by passing [code]data[/code] and [code]preview[/code]. " "Drag will start even if the mouse is neither over nor pressed on this " "control.\n" "The methods [method can_drop_data] and [method drop_data] must be " "implemented on controls that want to receive drop data." msgstr "" "Fuerza el arrastre y desvía [method get_drag_data] y [method " "set_drag_preview] pasando [code]data[/code] y [code]preview[/code]. El " "arrastre se iniciará incluso si el ratón no está encima ni presionado en " "este control.\n" "Los métodos [method can_drop_data] y [method drop_data] deben ser " "implementados en los controles que quieran recibir datos de arrastre." #: doc/classes/Control.xml msgid "" "Returns the anchor identified by [code]margin[/code] constant from [enum " "Margin] enum. A getter method for [member anchor_bottom], [member " "anchor_left], [member anchor_right] and [member anchor_top]." msgstr "" "Devuelve el ancla identificada por la constante [code]margin[/code] de enum " "[enum Margin]. Un método de obtención para [member anchor_bottom], [member " "anchor_left], [member anchor_right] y [member anchor_top]." #: doc/classes/Control.xml msgid "" "Returns [member margin_left] and [member margin_top]. See also [member " "rect_position]." msgstr "" "Devuelve [member margin_left] y [member margin_top]. Véase también [member " "rect_position]." #: doc/classes/Control.xml msgid "" "Returns a [Color] from the first matching [Theme] in the tree if that " "[Theme] has a color item with the specified [code]name[/code] and " "[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class " "name of the current control is used as the type, or [member " "theme_type_variation] if it is defined. If the type is a class name its " "parent classes are also checked, in order of inheritance.\n" "For the current control its local overrides are considered first (see " "[method add_color_override]), then its assigned [member theme]. After the " "current control, each parent control and its assigned [member theme] are " "considered; controls without a [member theme] assigned are skipped. If no " "matching [Theme] is found in the tree, a custom project [Theme] (see [member " "ProjectSettings.gui/theme/custom]) and the default [Theme] are used.\n" "[codeblock]\n" "func _ready():\n" " # Get the font color defined for the current Control's class, if it " "exists.\n" " modulate = get_color(\"font_color\")\n" " # Get the font color defined for the Button class.\n" " modulate = get_color(\"font_color\", \"Button\")\n" "[/codeblock]" msgstr "" #: doc/classes/Control.xml msgid "" "Returns combined minimum size from [member rect_min_size] and [method " "get_minimum_size]." msgstr "" "Devuelve el tamaño mínimo combinado de [member rect_min_size] y [method " "get_minimum_size]." #: doc/classes/Control.xml msgid "" "Returns a constant from the first matching [Theme] in the tree if that " "[Theme] has a constant item with the specified [code]name[/code] and " "[code]theme_type[/code].\n" "See [method get_color] for details." msgstr "" #: doc/classes/Control.xml msgid "" "Returns the mouse cursor shape the control displays on mouse hover. See " "[enum CursorShape]." msgstr "" "Devuelve la forma del cursor del ratón que el control muestra al pasar el " "ratón por encima. Ver [enum CursorShape]." #: doc/classes/Control.xml msgid "" "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 " "local to this control. Drag may be forced with [method force_drag].\n" "A preview that will follow the mouse that should represent the data can be " "set with [method set_drag_preview]. A good time to set the preview is in " "this method.\n" "[codeblock]\n" "func get_drag_data(position):\n" " var mydata = make_data()\n" " set_drag_preview(make_preview(mydata))\n" " return mydata\n" "[/codeblock]" msgstr "" "Godot llama a este método para obtener datos que pueden ser arrastrados y " "soltados en los controles que esperan datos de caída. Devuelve [code]null[/" "code] si no hay datos que arrastrar. Los controles que quieran recibir datos " "de arrastre deben implementar [method can_drop_data] y [method drop_data]. " "[code]position[/code] es local para este control. El arrastre puede ser " "forzado con [method force_drag].\n" "Una vista previa que seguirá al ratón que debe representar los datos se " "puede fijar con [method set_drag_preview]. Un buen momento para establecer " "la vista previa es en este método.\n" "[codeblock]\n" "func get_drag_data(position):\n" " var misdatos = fabricar_datos()\n" " set_drag_preview(make_preview(mydata))\n" " return misdatos\n" "[/codeblock]" #: doc/classes/Control.xml msgid "Returns [member margin_right] and [member margin_bottom]." msgstr "Devuelve [member margin_right] y [member margin_bottom]." #: doc/classes/Control.xml msgid "" "Returns the focus neighbour identified by [code]margin[/code] constant from " "[enum Margin] enum. A getter method for [member focus_neighbour_bottom], " "[member focus_neighbour_left], [member focus_neighbour_right] and [member " "focus_neighbour_top]." msgstr "" "Devuelve el vecino de enfocado identificado por la constante [code]margin[/" "code] del enum [enum Margin]. Un método de obtención para [member " "focus_neighbour_bottom], [member focus_neighbour_left], [member " "focus_neighbour_right] y [member focus_neighbour_top]." #: doc/classes/Control.xml msgid "" "Returns the control that has the keyboard focus or [code]null[/code] if none." msgstr "" "Devuelve el control que tiene el foco del teclado o [code]null[/code] si no " "hay ninguno." #: doc/classes/Control.xml msgid "" "Returns a [Font] from the first matching [Theme] in the tree if that [Theme] " "has a font item with the specified [code]name[/code] and [code]theme_type[/" "code].\n" "See [method get_color] for details." msgstr "" #: doc/classes/Control.xml msgid "" "Returns the position and size of the control relative to the top-left corner " "of the screen. See [member rect_position] and [member rect_size]." msgstr "" "Devuelve la posición y el tamaño del control en relación con la esquina " "superior izquierda de la pantalla. Ver [member rect_position] y [member " "rect_size]." #: doc/classes/Control.xml msgid "" "Returns an icon from the first matching [Theme] in the tree if that [Theme] " "has an icon item with the specified [code]name[/code] and [code]theme_type[/" "code].\n" "See [method get_color] for details." msgstr "" #: doc/classes/Control.xml msgid "" "Returns the anchor identified by [code]margin[/code] constant from [enum " "Margin] enum. A getter method for [member margin_bottom], [member " "margin_left], [member margin_right] and [member margin_top]." msgstr "" "Devuelve el ancla identificada por la constante [code]margin[/code] del enum " "[enum Margin]. Un método de obtención para [member margin_bottom], [member " "margin_left], [member margin_right] y [member margin_top]." #: doc/classes/Control.xml msgid "Returns the minimum size for this control. See [member rect_min_size]." msgstr "" "Devuelve el tamaño mínimo para este control. Ver [member rect_min_size]." #: doc/classes/Control.xml msgid "Returns the width/height occupied in the parent control." msgstr "Devuelve la anchura/altura ocupada en el control parental." #: doc/classes/Control.xml msgid "Returns the parent control node." msgstr "Devuelve el nodo de control del padre." #: doc/classes/Control.xml msgid "" "Returns the position and size of the control relative to the top-left corner " "of the parent Control. See [member rect_position] and [member rect_size]." msgstr "" "Devuelve la posición y el tamaño del control en relación con la esquina " "superior izquierda del control principal. Ver [member rect_position] y " "[member rect_size]." #: doc/classes/Control.xml msgid "Returns the rotation (in radians)." msgstr "Devuelve la rotación (en radianes)." #: doc/classes/Control.xml msgid "" "Returns a [StyleBox] from the first matching [Theme] in the tree if that " "[Theme] has a stylebox item with the specified [code]name[/code] and " "[code]theme_type[/code].\n" "See [method get_color] for details." msgstr "" #: doc/classes/Control.xml msgid "" "Returns the default font from the first matching [Theme] in the tree if that " "[Theme] has a valid [member Theme.default_font] value.\n" "See [method get_color] for details." msgstr "" #: doc/classes/Control.xml msgid "" "Returns the tooltip, which will appear when the cursor is resting over this " "control. See [member hint_tooltip]." msgstr "" "Devuelve la sugerencia, que aparecerá cuando el cursor se apoye sobre este " "control. Ver [member hint_tooltip]." #: doc/classes/Control.xml msgid "" "Creates an [InputEventMouseButton] that attempts to click the control. If " "the event is received, the control acquires focus.\n" "[codeblock]\n" "func _process(delta):\n" " grab_click_focus() #when clicking another Control node, this node will " "be clicked instead\n" "[/codeblock]" msgstr "" "Crea un [InputEventMouseButton] que intenta hacer clic en el control. Si se " "recibe el evento, el control adquiere el enfoque.\n" "[codeblock]\n" "func _process(delta):\n" " grab_click_focus() # cuando se hace click otro nodo control, este nodo " "sera clickado en vez del previo\n" "[/codeblock]" #: doc/classes/Control.xml msgid "" "Steal the focus from another control and become the focused control (see " "[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 #, fuzzy msgid "" "Returns [code]true[/code] if there is a matching [Theme] in the tree that " "has a color item with the specified [code]name[/code] and [code]theme_type[/" "code].\n" "See [method get_color] for details." msgstr "" "Devuelve [code]true[/code] si se pueden incluir objetos de la clase " "[code]class[/code] especificada, [code]false[/code] en otro caso." #: doc/classes/Control.xml #, fuzzy msgid "" "Returns [code]true[/code] if there is a local override for a theme [Color] " "with the specified [code]name[/code] in this [Control] node.\n" "See [method add_color_override]." msgstr "" "Devuelve [code]true[/code] si [Color] con el [code]name[/code] dado tiene " "una sobreescritura válida en este nodo [Control]." #: doc/classes/Control.xml #, fuzzy msgid "" "Returns [code]true[/code] if there is a matching [Theme] in the tree that " "has a constant item with the specified [code]name[/code] and " "[code]theme_type[/code].\n" "See [method get_color] for details." msgstr "" "Devuelve [code]true[/code] si se pueden incluir objetos de la clase " "[code]class[/code] especificada, [code]false[/code] en otro caso." #: doc/classes/Control.xml #, fuzzy msgid "" "Returns [code]true[/code] if there is a local override for a theme constant " "with the specified [code]name[/code] in this [Control] node.\n" "See [method add_constant_override]." msgstr "" "Devuelve [code]true[/code] si existe el ajuste especificado por [code]name[/" "code], [code]false[/code] en caso contrario." #: doc/classes/Control.xml msgid "" "Returns [code]true[/code] if this is the current focused control. See " "[member focus_mode]." msgstr "" "Devuelve [code]true[/code] si este es el control enfocado actual. Ver " "[member focus_mode]." #: doc/classes/Control.xml #, fuzzy msgid "" "Returns [code]true[/code] if there is a matching [Theme] in the tree that " "has a font item with the specified [code]name[/code] and [code]theme_type[/" "code].\n" "See [method get_color] for details." msgstr "" "Devuelve [code]true[/code] si se pueden incluir objetos de la clase " "[code]class[/code] especificada, [code]false[/code] en otro caso." #: doc/classes/Control.xml #, fuzzy msgid "" "Returns [code]true[/code] if there is a local override for a theme [Font] " "with the specified [code]name[/code] in this [Control] node.\n" "See [method add_font_override]." msgstr "" "Devuelve [code]true[/code] si existe el ajuste especificado por [code]name[/" "code], [code]false[/code] en caso contrario." #: doc/classes/Control.xml #, fuzzy msgid "" "Returns [code]true[/code] if there is a matching [Theme] in the tree that " "has an icon item with the specified [code]name[/code] and [code]theme_type[/" "code].\n" "See [method get_color] for details." msgstr "" "Devuelve [code]true[/code] si se pueden incluir objetos de la clase " "[code]class[/code] especificada, [code]false[/code] en otro caso." #: doc/classes/Control.xml #, fuzzy msgid "" "Returns [code]true[/code] if there is a local override for a theme icon with " "the specified [code]name[/code] in this [Control] node.\n" "See [method add_icon_override]." msgstr "" "Devuelve [code]true[/code] si existe el ajuste especificado por [code]name[/" "code], [code]false[/code] en caso contrario." #: doc/classes/Control.xml msgid "" "Virtual method to be implemented by the user. Returns whether the given " "[code]point[/code] is inside this control.\n" "If not overridden, default behavior is checking if the point is within " "control's Rect.\n" "[b]Note:[/b] If you want to check if a point is inside the control, you can " "use [code]get_rect().has_point(point)[/code]." msgstr "" "Método virtual a ser implementado por el usuario. Devuelve si el " "[code]point[/code] dado está dentro de este control.\n" "Si no está sobreescrito, el comportamiento por defecto es comprobar si el " "punto está dentro del Rectángulo del control.\n" "[b]Nota:[/b] Si quieres comprobar si un punto está dentro del control, " "puedes usar [code]get_rect().has_point(point)[/code]." #: doc/classes/Control.xml #, fuzzy msgid "" "Returns [code]true[/code] if there is a local override for a theme shader " "with the specified [code]name[/code] in this [Control] node.\n" "See [method add_shader_override]." msgstr "" "Devuelve [code]true[/code] si existe el ajuste especificado por [code]name[/" "code], [code]false[/code] en caso contrario." #: doc/classes/Control.xml #, fuzzy msgid "" "Returns [code]true[/code] if there is a matching [Theme] in the tree that " "has a stylebox item with the specified [code]name[/code] and " "[code]theme_type[/code].\n" "See [method get_color] for details." msgstr "" "Devuelve [code]true[/code] si se pueden incluir objetos de la clase " "[code]class[/code] especificada, [code]false[/code] en otro caso." #: doc/classes/Control.xml #, fuzzy msgid "" "Returns [code]true[/code] if there is a local override for a theme " "[StyleBox] with the specified [code]name[/code] in this [Control] node.\n" "See [method add_stylebox_override]." msgstr "" "Devuelve [code]true[/code] si el [StyleBox] con el nombre [code]name[/code] " "dado tiene una sobreescritura válida en este nodo [Control]." #: 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. " "Intended to be used with [method get_minimum_size] when the return value is " "changed. Setting [member rect_min_size] directly calls this method " "automatically." msgstr "" "Invalida el tamaño de la memoria caché en este nodo y en los nodos padres " "hasta el nivel superior. Está pensado para ser usado con [method " "get_minimum_size] cuando se cambia el valor de retorno. Si se establece " "[member rect_min_size] se llama directamente a este método de forma " "automática." #: doc/classes/Control.xml msgid "" "Give up the focus. No other control will be able to receive keyboard input." msgstr "" "Deje el enfoque. Ningún otro control podrá recibir la entrada del teclado." #: doc/classes/Control.xml #, fuzzy msgid "" "Removes a theme override for a [Color] with the given [code]name[/code]." msgstr "Elimina la animación con la clave [code]name[/code]." #: doc/classes/Control.xml #, fuzzy msgid "" "Removes a theme override for a constant with the given [code]name[/code]." msgstr "Elimina la animación con la clave [code]name[/code]." #: doc/classes/Control.xml #, fuzzy msgid "Removes a theme override for a [Font] with the given [code]name[/code]." msgstr "Elimina la animación con la clave [code]name[/code]." #: doc/classes/Control.xml #, fuzzy msgid "Removes a theme override for an icon with the given [code]name[/code]." msgstr "Elimina la animación con la clave [code]name[/code]." #: doc/classes/Control.xml #, fuzzy msgid "Removes a theme override for a shader with the given [code]name[/code]." msgstr "Devuelve el índice del artículo con el [code]id[/code] dado." #: doc/classes/Control.xml #, fuzzy msgid "" "Removes a theme override for a [StyleBox] with the given [code]name[/code]." msgstr "Devuelve el índice del artículo con el [code]id[/code] dado." #: doc/classes/Control.xml msgid "" "Sets the anchor identified by [code]margin[/code] constant from [enum " "Margin] enum to value [code]anchor[/code]. A setter method for [member " "anchor_bottom], [member anchor_left], [member anchor_right] and [member " "anchor_top].\n" "If [code]keep_margin[/code] is [code]true[/code], margins aren't updated " "after this operation.\n" "If [code]push_opposite_anchor[/code] is [code]true[/code] and the opposite " "anchor overlaps this anchor, the opposite one will have its value " "overridden. For example, when setting left anchor to 1 and the right anchor " "has value of 0.5, the right anchor will also get value of 1. If " "[code]push_opposite_anchor[/code] was [code]false[/code], the left anchor " "would get value 0.5." msgstr "" "Establece el ancla identificada por la constante [code]margin[/code] del " "enum [enum Margin] al valor [code]anchor[/code]. Un método de fijación para " "[member anchor_bottom], [member anchor_left], [member anchor_right] y " "[member anchor_top].\n" "Si [code]keep_margin[/code] es [code]true[/code], los márgenes no se " "actualizan después de esta operación.\n" "Si [code]push_opposite_anchor[/code] es [code]true[/code] y el ancla opuesta " "se superpone a esta ancla, la opuesta tendrá su valor sobreescrito. Por " "ejemplo, cuando se ajusta el ancla izquierda a 1 y el ancla derecha tiene el " "valor de 0,5, el ancla derecha también obtendrá el valor de 1. Si " "[code]push_opposite_anchor[/code] fuera [code]false[/code], el ancla " "izquierda obtendría el valor 0,5." #: doc/classes/Control.xml msgid "" "Works the same as [method set_anchor], but instead of [code]keep_margin[/" "code] argument and automatic update of margin, it allows to set the margin " "offset yourself (see [method set_margin])." msgstr "" "Funciona igual que [method set_anchor], pero en lugar del argumento " "[code]keep_margin[/code] y la actualización automática del margen, permite " "establecer el desplazamiento del margen por sí mismo (ver [method " "set_margin])." #: doc/classes/Control.xml msgid "" "Sets both anchor preset and margin preset. See [method set_anchors_preset] " "and [method set_margins_preset]." msgstr "" "Establece tanto la preselección del ancla como la preselección del margen. " "Ver [method set_anchors_preset] y [method set_margins_preset]." #: doc/classes/Control.xml #, fuzzy msgid "" "Sets the anchors to a [code]preset[/code] from [enum Control.LayoutPreset] " "enum. This is the code equivalent to using the Layout menu in the 2D " "editor.\n" "If [code]keep_margins[/code] is [code]true[/code], control's position will " "also be updated." msgstr "" "Establece los anclajes a un [code]preestablecido[/code] del enum [enum " "Control.LayoutPreset]. Este es el código equivalente a usar el menú de " "diseño en el editor 2D.\n" "Si [code]keep_margins[/code] es [code]true[/code], la posición del control " "también se actualizará." #: doc/classes/Control.xml msgid "" "Sets [member margin_left] and [member margin_top] at the same time. " "Equivalent of changing [member rect_position]." msgstr "" "Establece [member margin_left] y [member margin_top] al mismo tiempo. " "Equivale a cambiar [member rect_position]." #: doc/classes/Control.xml msgid "" "Forwards the handling of this control's drag and drop to [code]target[/code] " "control.\n" "Forwarding can be implemented in the target control similar to the methods " "[method get_drag_data], [method can_drop_data], and [method drop_data] but " "with two differences:\n" "1. The function name must be suffixed with [b]_fw[/b]\n" "2. The function must take an extra argument that is the control doing the " "forwarding\n" "[codeblock]\n" "# ThisControl.gd\n" "extends Control\n" "func _ready():\n" " set_drag_forwarding(target_control)\n" "\n" "# TargetControl.gd\n" "extends Control\n" "func can_drop_data_fw(position, data, from_control):\n" " return true\n" "\n" "func drop_data_fw(position, data, from_control):\n" " my_handle_data(data)\n" "\n" "func get_drag_data_fw(position, from_control):\n" " set_drag_preview(my_preview)\n" " return my_data()\n" "[/codeblock]" msgstr "" "Adelanta el manejo del arrastre y suelta de este control al control de " "[code]target[/code].\n" "El reenvío puede ser implementado en el control de destino de manera similar " "a los métodos [method get_drag_data], [method can_drop_data], y [method " "drop_data] pero con dos diferencias:\n" "1. El nombre de la función debe ser sufijado con [b]_fw[/b]\n" "2. La función debe tener un argumento extra que es el control que hace el " "reenvío\n" "[codeblock]\n" "# EsteControl.gd\n" "extends Control\n" "func _ready():\n" " set_drag_forwarding(control_objetivo)\n" "\n" "# ControlObjetivo.gd\n" "extends Control\n" "func puede_arrastrar_datos_fw(posicion, datos, desde_control):\n" " return true\n" "\n" "func arrastra_datos_fw(posicion, datos, desde_control):\n" " mi_manejo_de_datos(data)\n" "\n" "func obtener_datos_arrastrados_fw(posicion, datos, desde_control):\n" " set_drag_preview(mi_prevista)\n" " return misdatos()\n" "[/codeblock]" #: doc/classes/Control.xml #, fuzzy msgid "" "Shows the given control at the mouse pointer. A good time to call this " "method is in [method get_drag_data]. The control must not be in the scene " "tree. You should not free the control, and you should not keep a reference " "to the control beyond the duration of the drag. It will be deleted " "automatically after the drag has ended.\n" "[codeblock]\n" "export (Color, RGBA) var color = Color(1, 0, 0, 1)\n" "\n" "func get_drag_data(position):\n" " # Use a control that is not in the tree\n" " var cpb = ColorPickerButton.new()\n" " cpb.color = color\n" " cpb.rect_size = Vector2(50, 50)\n" " set_drag_preview(cpb)\n" " return color\n" "[/codeblock]" msgstr "" "Muestra el control dado en el puntero del ratón. Un buen momento para llamar " "a este método es en [method get_drag_data]. El control no debe estar en el " "árbol de la escena.\n" "[codeblock]\n" "export (Color, RGBA) var color = Color(1, 0, 0, 1)\n" "\n" "func get_drag_data(position):\n" " # Usa un control que no esta en el arbol\n" " var cpb = ColorPickerButton.new()\n" " cpb.color = color\n" " cpb.rect_size = Vector2(50, 50)\n" " set_drag_preview(cpb)\n" " return color\n" "[/codeblock]" #: doc/classes/Control.xml msgid "Sets [member margin_right] and [member margin_bottom] at the same time." msgstr "" "Establece [member margin_right] y [member margin_bottom] al mismo tiempo." #: doc/classes/Control.xml msgid "" "Sets the anchor identified by [code]margin[/code] constant from [enum " "Margin] enum to [Control] at [code]neighbor[/code] node path. A setter " "method for [member focus_neighbour_bottom], [member focus_neighbour_left], " "[member focus_neighbour_right] and [member focus_neighbour_top]." msgstr "" "Establece el ancla identificada por la constante [code]margin[/code] desde " "el [enum Margin] hasta [Control] en la ruta del nodo [code]neighbour[/code]. " "Un método de fijación para [member focus_neighbour_bottom], [member " "focus_neighbour_left], [member focus_neighbour_right] y [member " "focus_neighbour_top]." #: doc/classes/Control.xml msgid "" "Sets the [member rect_global_position] to given [code]position[/code].\n" "If [code]keep_margins[/code] is [code]true[/code], control's anchors will be " "updated instead of margins." msgstr "" "Establece el [member rect_global_position] a la [code]position[/code] dada.\n" "Si [code]keep_margins[/code] es [code]true[/code], los anclajes del control " "se actualizarán en lugar de los márgenes." #: doc/classes/Control.xml msgid "" "Sets the margin identified by [code]margin[/code] constant from [enum " "Margin] enum to given [code]offset[/code]. A setter method for [member " "margin_bottom], [member margin_left], [member margin_right] and [member " "margin_top]." msgstr "" "Establece el margen identificado por [code]margin[/code] constante desde el " "enum [enum Margin] hasta determinado [code]offset[/code]. Un método de " "fijación para [member margin_bottom], [member margin_left], [member " "margin_right] y [member margin_top]." #: doc/classes/Control.xml #, fuzzy msgid "" "Sets the margins to a [code]preset[/code] from [enum Control.LayoutPreset] " "enum. This is the code equivalent to using the Layout menu in the 2D " "editor.\n" "Use parameter [code]resize_mode[/code] with constants from [enum Control." "LayoutPresetMode] to better determine the resulting size of the [Control]. " "Constant size will be ignored if used with presets that change size, e.g. " "[code]PRESET_LEFT_WIDE[/code].\n" "Use parameter [code]margin[/code] to determine the gap between the [Control] " "and the edges." msgstr "" "Establece los márgenes a un [code]preset[/code] del enum [enum Control." "LayoutPreset]. Esto es un código equivalente a usar el menú de diseño en el " "editor 2D.\n" "Utilice el parámetro [code]resize_mode[/code] con las constantes de [enum " "Control.LayoutPresetMode] para determinar mejor el tamaño resultante del " "[Control]. El tamaño constante será ignorado si se usa con preajustes que " "cambian de tamaño, por ejemplo, [code]PRESET_LEFT_WIDE[/code].\n" "Utilice el parámetro [code]margin[/code] para determinar el espacio entre el " "[Control] y los bordes." #: doc/classes/Control.xml msgid "" "Sets the [member rect_position] to given [code]position[/code].\n" "If [code]keep_margins[/code] is [code]true[/code], control's anchors will be " "updated instead of margins." msgstr "" "Establece la [member rect_position] a la [code]position[/code] dada.\n" "Si [code]keep_margins[/code] es [code]true[/code], los anclajes del control " "se actualizarán en lugar de los márgenes." #: doc/classes/Control.xml msgid "Sets the rotation (in radians)." msgstr "Establece la rotación (en radianes)." #: doc/classes/Control.xml msgid "" "Sets the size (see [member rect_size]).\n" "If [code]keep_margins[/code] is [code]true[/code], control's anchors will be " "updated instead of margins." msgstr "" "Establece el tamaño (ver [member rect_size]).\n" "Si [code]keep_margins[/code] es [code]true[/code], los anclajes del control " "se actualizarán en lugar de los márgenes." #: doc/classes/Control.xml msgid "" "Displays a control as modal. Control must be a subwindow. Modal controls " "capture the input signals until closed or the area outside them is accessed. " "When a modal control loses focus, or the ESC key is pressed, they " "automatically hide. Modal controls are used extensively for popup dialogs " "and menus.\n" "If [code]exclusive[/code] is [code]true[/code], other controls will not " "receive input and clicking outside this control will not close it." msgstr "" #: doc/classes/Control.xml msgid "" "Moves the mouse cursor to [code]to_position[/code], relative to [member " "rect_position] of this [Control]." msgstr "" "Mueve el cursor del ratón a [code]to_position[/code], relativo a la [member " "rect_position] de este [Control]." #: doc/classes/Control.xml msgid "" "Anchors the bottom edge of the node to the origin, the center, or the end of " "its parent control. It changes how the bottom margin updates when the node " "moves or changes size. You can use one of the [enum Anchor] constants for " "convenience." msgstr "" "Ancla el borde inferior del nodo al origen, el centro o el final de su " "control parental. Cambia la forma en que el margen inferior se actualiza " "cuando el nodo se mueve o cambia de tamaño. Puedes usar una de las " "constantes [enum Anchor] por conveniencia." #: doc/classes/Control.xml msgid "" "Anchors the left edge of the node to the origin, the center or the end of " "its parent control. It changes how the left margin updates when the node " "moves or changes size. You can use one of the [enum Anchor] constants for " "convenience." msgstr "" "Ancla el borde izquierdo del nodo al origen, el centro o el final de su " "control parental. Cambia la forma en que el margen izquierdo se actualiza " "cuando el nodo se mueve o cambia de tamaño. Puedes usar una de las " "constantes [enum Anchor] por conveniencia." #: doc/classes/Control.xml msgid "" "Anchors the right edge of the node to the origin, the center or the end of " "its parent control. It changes how the right margin updates when the node " "moves or changes size. You can use one of the [enum Anchor] constants for " "convenience." msgstr "" "Ancla el borde derecho del nodo al origen, el centro o el final de su " "control parental. Cambia la forma en que el margen derecho se actualiza " "cuando el nodo se mueve o cambia de tamaño. Puedes usar una de las " "constantes [enum Anchor] por conveniencia." #: doc/classes/Control.xml #, fuzzy msgid "" "Anchors the top edge of the node to the origin, the center or the end of its " "parent control. It changes how the top margin updates when the node moves or " "changes size. You can use one of the [enum Anchor] constants for convenience." msgstr "" "Ancla el borde superior del nodo al origen, el centro o el final de su " "control parental. Cambia la forma en que el margen superior se actualiza " "cuando el nodo se mueve o cambia de tamaño. Puedes usar una de las " "constantes [enum Anchor] por conveniencia." #: doc/classes/Control.xml msgid "" "The focus access mode for the control (None, Click or All). Only one Control " "can be focused at the same time, and it will receive keyboard signals." msgstr "" "El modo de acceso de enfoque para el control (Ninguno, Clic o Todos). Sólo " "un Control puede ser enfocado al mismo tiempo, y recibirá señales del " "teclado." #: doc/classes/Control.xml msgid "" "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, Godot will give focus to " "the closest [Control] to the bottom of this one." msgstr "" "Le dice a Godot a qué nodo debe darle enfoque de teclado si el usuario " "presiona la flecha hacia abajo en el teclado o hacia abajo en un gamepad por " "defecto. Puede cambiar la tecla editando la acción de entrada [code]ui_down[/" "code]. El nodo debe ser un [Control]. Si no se establece esta propiedad, " "Godot dará el foco al [Control] más cercano a la parte inferior de éste." #: doc/classes/Control.xml msgid "" "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, Godot will give focus to " "the closest [Control] to the left of this one." msgstr "" "Le dice a Godot a qué nodo debe dar enfoque de teclado si el usuario " "presiona la flecha izquierda en el teclado o la izquierda en un gamepad por " "defecto. Puede cambiar la tecla editando la acción de entrada [code]ui_left[/" "code]. El nodo debe ser un [Control]. Si no se establece esta propiedad, " "Godot dará el foco al [Control] más cercano a la izquierda de éste." #: doc/classes/Control.xml #, fuzzy msgid "" "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, Godot will give focus to " "the closest [Control] to the bottom of this one." msgstr "" "Le dice a Godot a qué nodo debe darle enfoque de teclado si el usuario " "presiona la flecha derecha en el teclado o la derecha en un gamepad por " "defecto. Puede cambiar la tecla editando la acción de entrada " "[code]ui_right[/code]. El nodo debe ser un [Control]. Si no se establece " "esta propiedad, Godot dará el foco al [Control] más cercano a la parte " "inferior de éste." #: doc/classes/Control.xml msgid "" "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, Godot will give focus to the closest " "[Control] to the bottom of this one." msgstr "" "Le dice a Godot a qué nodo debe darle enfoque de teclado si el usuario " "presiona la flecha superior del teclado o el arriba de un gamepad por " "defecto. Puede cambiar la tecla editando la acción de entrada [code]ui_top[/" "code]. El nodo debe ser un [Control]. Si no se establece esta propiedad, " "Godot dará el foco al [Control] más cercano a la parte inferior de éste." #: doc/classes/Control.xml #, fuzzy msgid "" "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, Godot will select a \"best guess\" based on " "surrounding nodes in the scene tree." msgstr "" "Le dice a Godot a qué nodo debe dar enfoque de teclado si el usuario " "presiona [kbd]Tab[/kbd] en un teclado por defecto. Puede cambiar la tecla " "editando la acción de entrada [code]ui_focus_next[/code].\n" "Si esta propiedad no está establecida, Godot seleccionará una \"mejor " "suposición\" basada en los nodos circundantes en el árbol de la escena." #: doc/classes/Control.xml #, fuzzy msgid "" "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, Godot will select a \"best guess\" based on " "surrounding nodes in the scene tree." msgstr "" "Le dice a Godot a qué nodo debe dar enfoque de teclado si el usuario " "presiona [kbd]Shift + Tab[/kbd] en un teclado por defecto. Puede cambiar la " "tecla editando la acción de entrada [code]ui_focus_prev[/code].\n" "Si esta propiedad no está establecida, Godot seleccionará una \"mejor " "suposición\" basada en los nodos circundantes en el árbol de la escena." #: doc/classes/Control.xml msgid "" "Controls the direction on the horizontal axis in which the control should " "grow if its horizontal minimum size is changed to be greater than its " "current size, as the control always has to be at least the minimum size." msgstr "" "Controla la dirección en el eje horizontal en la que el control debe crecer " "si su tamaño mínimo horizontal se cambia para que sea mayor que su tamaño " "actual, ya que el control siempre tiene que ser al menos del tamaño mínimo." #: doc/classes/Control.xml msgid "" "Controls the direction on the vertical axis in which the control should grow " "if its vertical minimum size is changed to be greater than its current size, " "as the control always has to be at least the minimum size." msgstr "" "Controla la dirección en el eje vertical en la que el control debe crecer si " "su tamaño mínimo vertical se cambia para que sea mayor que su tamaño actual, " "ya que el control siempre tiene que ser al menos del tamaño mínimo." #: doc/classes/Control.xml msgid "" "Changes the tooltip text. The tooltip appears when the user's mouse cursor " "stays idle over this control for a few moments, provided that the [member " "mouse_filter] property is not [constant MOUSE_FILTER_IGNORE]. You can change " "the time required for the tooltip to appear with [code]gui/timers/" "tooltip_delay_sec[/code] option in Project Settings.\n" "The tooltip popup will use either a default implementation, or a custom one " "that you can provide by overriding [method _make_custom_tooltip]. The " "default tooltip includes a [PopupPanel] and [Label] whose theme properties " "can be customized using [Theme] methods with the [code]\"TooltipPanel\"[/" "code] and [code]\"TooltipLabel\"[/code] respectively. For example:\n" "[codeblock]\n" "var style_box = StyleBoxFlat.new()\n" "style_box.set_bg_color(Color(1, 1, 0))\n" "style_box.set_border_width_all(2)\n" "# We assume here that the `theme` property has been assigned a custom Theme " "beforehand.\n" "theme.set_stylebox(\"panel\", \"TooltipPanel\", style_box)\n" "theme.set_color(\"font_color\", \"TooltipLabel\", Color(0, 1, 1))\n" "[/codeblock]" msgstr "" #: doc/classes/Control.xml msgid "" "Enables whether input should propagate when you close the control as modal.\n" "If [code]false[/code], stops event handling at the viewport input event " "handling. The viewport first hides the modal and after marks the input as " "handled." msgstr "" #: doc/classes/Control.xml msgid "" "Distance between the node's bottom edge and its parent control, based on " "[member anchor_bottom].\n" "Margins are often controlled by one or multiple parent [Container] nodes, so " "you should not modify them manually if your node is a direct child of a " "[Container]. Margins update automatically when you move or resize the node." msgstr "" "Distancia entre el borde inferior del nodo y su control padre, basado en " "[member anchor_bottom].\n" "Los márgenes suelen estar controlados por uno o varios nodos padre " "[Container], por lo que no debe modificarlos manualmente si su nodo es hijo " "directo de un [Container]. Los márgenes se actualizan automáticamente cuando " "mueve o cambia el tamaño del nodo." #: doc/classes/Control.xml msgid "" "Distance between the node's left edge and its parent control, based on " "[member anchor_left].\n" "Margins are often controlled by one or multiple parent [Container] nodes, so " "you should not modify them manually if your node is a direct child of a " "[Container]. Margins update automatically when you move or resize the node." msgstr "" "Distancia entre el borde izquierdo del nodo y su control padre, basado en " "[member anchor_left].\n" "Los márgenes suelen estar controlados por uno o varios nodos padre " "[Container], por lo que no debe modificarlos manualmente si su nodo es hijo " "directo de un [Container]. Los márgenes se actualizan automáticamente cuando " "mueve o cambia el tamaño del nodo." #: doc/classes/Control.xml msgid "" "Distance between the node's right edge and its parent control, based on " "[member anchor_right].\n" "Margins are often controlled by one or multiple parent [Container] nodes, so " "you should not modify them manually if your node is a direct child of a " "[Container]. Margins update automatically when you move or resize the node." msgstr "" "Distancia entre el borde derecho del nodo y su control padre, basado en " "[member anchor_right].\n" "Los márgenes suelen estar controlados por uno o varios nodos padre " "[Container], por lo que no debe modificarlos manualmente si su nodo es hijo " "directo de un [Container]. Los márgenes se actualizan automáticamente cuando " "mueve o cambia el tamaño del nodo." #: doc/classes/Control.xml msgid "" "Distance between the node's top edge and its parent control, based on " "[member anchor_top].\n" "Margins are often controlled by one or multiple parent [Container] nodes, so " "you should not modify them manually if your node is a direct child of a " "[Container]. Margins update automatically when you move or resize the node." msgstr "" "Distancia entre el borde superior del nodo y su control padre, basado en " "[member anchor_top].\n" "Los márgenes suelen estar controlados por uno o varios nodos padre " "[Container], por lo que no debe modificarlos manualmente si su nodo es hijo " "directo de un [Container]. Los márgenes se actualizan automáticamente cuando " "mueve o cambia el tamaño del nodo." #: doc/classes/Control.xml msgid "" "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." msgstr "" "La forma del cursor por defecto para este control. Útil para los plugins de " "Godot y las aplicaciones o juegos que utilizan los cursores del ratón del " "sistema.\n" "[b]Nota:[/b] En Linux, las formas pueden variar dependiendo del tema del " "cursor del sistema." #: doc/classes/Control.xml msgid "" "Controls whether the control will be able to receive mouse button input " "events through [method _gui_input] and how these events should be handled. " "Also controls whether the control can receive the [signal mouse_entered], " "and [signal mouse_exited] signals. See the constants to learn what each does." msgstr "" "Controla si el control será capaz de recibir eventos de entrada del botón " "del ratón a través del [method _gui_input] y cómo estos eventos deben ser " "manejados. También controla si el control puede recibir las señales [signal " "mouse_entered], y [signal mouse_exited]. Mira las constantes para aprender " "lo que hace cada una." #: doc/classes/Control.xml msgid "" "Enables whether rendering of [CanvasItem] based children should be clipped " "to this control's rectangle. If [code]true[/code], parts of a child which " "would be visibly outside of this control's rectangle will not be rendered." msgstr "" "Permite si la representación de los hijos basados en [CanvasItem] debe ser " "recortada al rectángulo de este control. Si [code]true[/code], no se " "renderizarán las partes de un hijo que estarían visiblemente fuera del " "rectángulo de este control." #: doc/classes/Control.xml msgid "" "The node's global position, relative to the world (usually to the top-left " "corner of the window)." msgstr "" "La posición global del nodo, en relación con el mundo (normalmente en la " "esquina superior izquierda de la ventana)." #: doc/classes/Control.xml msgid "" "The minimum size of the node's bounding rectangle. If you set it to a value " "greater than (0, 0), the node's bounding rectangle will always have at least " "this size, even if its content is smaller. If it's set to (0, 0), the node " "sizes automatically to fit its content, be it a texture or child nodes." msgstr "" "El tamaño mínimo del rectángulo delimitador del nodo. Si lo fijas en un " "valor mayor que (0, 0), el rectángulo delimitador del nodo siempre tendrá al " "menos este tamaño, aunque su contenido sea menor. Si se establece en (0, 0), " "el nodo se dimensiona automáticamente para ajustarse a su contenido, ya sea " "una textura o un nodo hijo." #: doc/classes/Control.xml #, fuzzy msgid "" "By default, the node's pivot is its top-left corner. When you change its " "[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 "" "Por defecto, el pivote del nodo es su esquina superior izquierda. Cuando " "cambias su [member rect_scale], se escalará alrededor de este pivote. " "Establezca esta propiedad en [member rect_size] / 2 para centrar el pivote " "en el rectángulo del nodo." #: doc/classes/Control.xml msgid "" "The node's position, relative to its parent. It corresponds to the " "rectangle's top-left corner. The property is not affected by [member " "rect_pivot_offset]." msgstr "" "La posición del nodo, en relación con su padre. Corresponde a la esquina " "superior izquierda del rectángulo. La propiedad no se ve afectada por " "[member rect_pivot_offset]." #: doc/classes/Control.xml msgid "" "The node's rotation around its pivot, in degrees. See [member " "rect_pivot_offset] to change the pivot's position." msgstr "" "La rotación del nodo alrededor de su pivote, en grados. Ver [member " "rect_pivot_offset] para cambiar la posición del pivote." #: doc/classes/Control.xml #, fuzzy msgid "" "The node's scale, relative to its [member rect_size]. Change this property " "to scale the node around its [member rect_pivot_offset]. The Control's " "[member hint_tooltip] will also scale according to this value.\n" "[b]Note:[/b] This property is mainly intended to be used for animation " "purposes. Text inside the Control will look pixelated or blurry when the " "Control is scaled. To support multiple resolutions in your project, use an " "appropriate viewport stretch mode as described in the [url=$DOCS_URL/" "tutorials/rendering/multiple_resolutions.html]documentation[/url] instead of " "scaling Controls individually.\n" "[b]Note:[/b] If the Control node is a child of a [Container] node, the scale " "will be reset to [code]Vector2(1, 1)[/code] when the scene is instanced. To " "set the Control's scale when it's instanced, wait for one frame using " "[code]yield(get_tree(), \"idle_frame\")[/code] then set its [member " "rect_scale] property." msgstr "" "La escala del nodo, relativa a su [member rect_size]. Cambie esta propiedad " "para escalar el nodo alrededor de su [member rect_pivot_offset]. La [member " "hint_tooltip] del Control también escalará de acuerdo con este valor.\n" "[b]Nota:[/b] Esta propiedad está pensada principalmente para ser usada con " "fines de animación. El texto dentro del Control se verá pixelado o borroso " "cuando el Control esté escalado. Para soportar múltiples resoluciones en su " "proyecto, utilice un modo apropiado de estiramiento de la vista como se " "describe en la documentación [url=https://docs.godotengine.org/es/latest/" "tutorials/viewports/multiple_resolutions.html]documentation[/url] en lugar " "de escalar los Controles individualmente.\n" "[b]Nota:[/b] Si el nodo de Control es hijo de un nodo [Container], la escala " "se reajustará a [code]Vector2(1, 1)[/code] cuando la escena se instale. Para " "establecer la escala del Control cuando está instanciado, espera un cuadro " "usando [code]yield(get_tree(), \"idle_frame\")[/code] y luego establece su " "propiedad [member rect_scale]." #: doc/classes/Control.xml msgid "" "The size of the node's bounding rectangle, in pixels. [Container] nodes " "update this property automatically." msgstr "" "El tamaño del rectángulo delimitador del nodo, en píxeles. Los nodos " "[Container] actualizan esta propiedad automáticamente." #: doc/classes/Control.xml msgid "" "Tells the parent [Container] nodes how they should resize and place the node " "on the X axis. Use one of the [enum SizeFlags] constants to change the " "flags. See the constants to learn what each does." msgstr "" "Le dice a los nodos padre [Container] cómo deben cambiar de tamaño y colocar " "el nodo en el eje X. Usa una de las constantes [enum SizeFlags] para cambiar " "los flags. Vea las constantes para aprender lo que hace cada una." #: doc/classes/Control.xml msgid "" "If the node and at least one of its neighbours uses the [constant " "SIZE_EXPAND] size flag, the parent [Container] will let it take more or less " "space depending on this property. If this node has a stretch ratio of 2 and " "its neighbour a ratio of 1, this node will take two thirds of the available " "space." msgstr "" "Si el nodo y al menos uno de sus vecinos utiliza el flag de tamaño [constant " "SIZE_EXPAND], el padre [Container] le dejará ocupar más o menos espacio " "dependiendo de esta propiedad. Si este nodo tiene un ratio de estiramiento " "de 2 y su vecino un ratio de 1, este nodo tomará dos tercios del espacio " "disponible." #: doc/classes/Control.xml msgid "" "Tells the parent [Container] nodes how they should resize and place the node " "on the Y axis. Use one of the [enum SizeFlags] constants to change the " "flags. See the constants to learn what each does." msgstr "" "Le dice a los nodos padres [Container] cómo deben cambiar de tamaño y " "colocar el nodo en el eje Y. Usa una de las constantes [enum SizeFlags] para " "cambiar los flags. Vea las constantes para aprender lo que hace cada una." #: doc/classes/Control.xml msgid "" "Changing this property replaces the current [Theme] resource this node and " "all its [Control] children use." msgstr "" "Cambiar esta propiedad reemplaza el actual recurso [Theme] que este nodo y " "todos sus hijos [Control] utilizan." #: doc/classes/Control.xml msgid "" "The name of a theme type variation used by this [Control] to look up its own " "theme items. When empty, the class name of the node is used (e.g. " "[code]Button[/code] for the [Button] control), as well as the class names of " "all parent classes (in order of inheritance).\n" "When set, this property gives the highest priority to the type of the " "specified name. This type can in turn extend another type, forming a " "dependency chain. See [method Theme.set_type_variation]. If the theme item " "cannot be found using this type or its base types, lookup falls back on the " "class names.\n" "[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] " "methods without specifying [code]theme_type[/code].\n" "[b]Note:[/b] Theme items are looked for in the tree order, from branch to " "root, where each [Control] node is checked for its [member theme] property. " "The earliest match against any type/class name is returned. The project-" "level Theme and the default Theme are checked last." msgstr "" #: doc/classes/Control.xml msgid "Emitted when the node gains keyboard focus." msgstr "Se emite cuando el nodo obtiene el foco del teclado." #: doc/classes/Control.xml msgid "Emitted when the node loses keyboard focus." msgstr "Emitido cuando el nodo pierde el foco del teclado." #: doc/classes/Control.xml msgid "Emitted when the node receives an [InputEvent]." msgstr "Emitido cuando el nodo recibe un [InputEvent]." #: doc/classes/Control.xml msgid "Emitted when the node's minimum size changes." msgstr "Emitido cuando el tamaño mínimo del nodo cambia." #: doc/classes/Control.xml #, fuzzy msgid "Emitted when a modal [Control] is closed. See [method show_modal]." msgstr "" "Se emite cuando se presiona un botón personalizado. Ver [method add_button]." #: doc/classes/Control.xml msgid "" "Emitted when the mouse enters the control's [code]Rect[/code] area, provided " "its [member mouse_filter] lets the event reach it.\n" "[b]Note:[/b] [signal mouse_entered] will not be emitted if the mouse enters " "a child [Control] node before entering the parent's [code]Rect[/code] area, " "at least until the mouse is moved to reach the parent's [code]Rect[/code] " "area." msgstr "" #: doc/classes/Control.xml msgid "" "Emitted when the mouse leaves the control's [code]Rect[/code] area, provided " "its [member mouse_filter] lets the event reach it.\n" "[b]Note:[/b] [signal mouse_exited] will be emitted if the mouse enters a " "child [Control] node, even if the mouse cursor is still inside the parent's " "[code]Rect[/code] area.\n" "If you want to check whether the mouse truly left the area, ignoring any top " "nodes, you can use code like this:\n" "[codeblock]\n" "func _on_mouse_exited():\n" " if not Rect2(Vector2(), rect_size)." "has_point(get_local_mouse_position()):\n" " # Not hovering over area.\n" "[/codeblock]" msgstr "" #: doc/classes/Control.xml msgid "Emitted when the control changes size." msgstr "Emitido cuando el control cambia de tamaño." #: doc/classes/Control.xml msgid "" "Emitted when one of the size flags changes. See [member " "size_flags_horizontal] and [member size_flags_vertical]." msgstr "" "Emitido cuando una de las flags de tamaño cambia. Ver [member " "size_flags_horizontal] y [member size_flags_vertical]." #: doc/classes/Control.xml msgid "The node cannot grab focus. Use with [member focus_mode]." msgstr "El nodo no puede captar el foco. Usar con [member focus_mode]." #: doc/classes/Control.xml msgid "" "The node can only grab focus on mouse clicks. Use with [member focus_mode]." msgstr "" "El nodo sólo puede captar el foco en los clics del ratón. Usar con [member " "focus_mode]." #: doc/classes/Control.xml msgid "" "The node can grab focus on mouse click or using the arrows and the Tab keys " "on the keyboard. Use with [member focus_mode]." msgstr "" "El nodo sólo puede captar el foco en los clics del ratón. Usar con [member " "focus_mode]." #: doc/classes/Control.xml msgid "" "Sent when the node changes size. Use [member rect_size] to get the new size." msgstr "" "Enviado cuando el nodo cambia de tamaño. Usa [member rect_size] para obtener " "el nuevo tamaño." #: doc/classes/Control.xml msgid "Sent when the mouse pointer enters the node." msgstr "Se envía cuando el puntero del ratón entra en el nodo." #: doc/classes/Control.xml msgid "Sent when the mouse pointer exits the node." msgstr "Se envía cuando el puntero del ratón sale del nodo." #: doc/classes/Control.xml msgid "Sent when the node grabs focus." msgstr "Enviado cuando el nodo agarra el foco." #: doc/classes/Control.xml msgid "Sent when the node loses focus." msgstr "Enviado cuando el nodo pierde el enfoque." #: doc/classes/Control.xml #, fuzzy msgid "" "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 "" "Enviado cuando el nodo [member theme] cambia, justo antes de que Godot " "redibuje el control. Ocurre cuando llamas a uno de los métodos " "[code]add_theme_*_override[/code]." #: doc/classes/Control.xml msgid "Sent when an open modal dialog closes. See [method show_modal]." msgstr "" #: doc/classes/Control.xml msgid "" "Sent when this node is inside a [ScrollContainer] which has begun being " "scrolled." msgstr "" "Enviado cuando este nodo está dentro de un [ScrollContainer] que ha " "comenzado a ser desplazado." #: doc/classes/Control.xml msgid "" "Sent when this node is inside a [ScrollContainer] which has stopped being " "scrolled." msgstr "" "Enviado cuando este nodo está dentro de un [ScrollContainer] que ha dejado " "de ser desplazado." #: doc/classes/Control.xml msgid "" "Show the system's arrow mouse cursor when the user hovers the node. Use with " "[member mouse_default_cursor_shape]." msgstr "" "Mostrar el cursor del ratón de la flecha del sistema cuando el usuario pasa " "por encima del nodo. Usar con [member mouse_default_cursor_shape]." #: doc/classes/Control.xml msgid "" "Show the system's I-beam mouse cursor when the user hovers the node. The I-" "beam pointer has a shape similar to \"I\". It tells the user they can " "highlight or insert text." msgstr "" "Muestra el cursor del ratón del sistema I-beam cuando el usuario pasa por " "encima del nodo. El puntero del I-beam tiene una forma similar a la de la " "\"I\". Le dice al usuario que puede resaltar o insertar texto." #: doc/classes/Control.xml msgid "" "Show the system's pointing hand mouse cursor when the user hovers the node." msgstr "" "Muestra el cursor del ratón de la mano del sistema cuando el usuario pasa " "por encima del nodo." #: doc/classes/Control.xml msgid "Show the system's cross mouse cursor when the user hovers the node." msgstr "" "Muestra el cursor cruzado del ratón del sistema cuando el usuario pasa por " "encima del nodo." #: doc/classes/Control.xml #, fuzzy msgid "" "Show the system's wait mouse cursor when the user hovers the node. Often an " "hourglass." msgstr "" "Muestra el cursor del ratón ocupado del sistema cuando el usuario pasa por " "encima del nodo. A menudo un reloj de arena." #: doc/classes/Control.xml #, fuzzy msgid "" "Show the system's busy mouse cursor when the user hovers the node. Often an " "arrow with a small hourglass." msgstr "" "Muestra el cursor del ratón ocupado del sistema cuando el usuario pasa por " "encima del nodo. A menudo un reloj de arena." #: doc/classes/Control.xml msgid "" "Show the system's drag mouse cursor, often a closed fist or a cross symbol, " "when the user hovers the node. It tells the user they're currently dragging " "an item, like a node in the Scene dock." msgstr "" "Muestra el cursor del ratón de arrastre del sistema, a menudo un puño " "cerrado o un símbolo de cruz, cuando el usuario pasa por encima del nodo. Le " "dice al usuario que está arrastrando un elemento, como un nodo en el Dock de " "la escena." #: doc/classes/Control.xml msgid "" "Show the system's drop mouse cursor when the user hovers the node. It can be " "an open hand. It tells the user they can drop an item they're currently " "grabbing, like a node in the Scene dock." msgstr "" "Muestra el cursor del ratón del sistema cuando el usuario pasa por encima " "del nodo. Puede ser una mano abierta. Le dice al usuario que puede soltar un " "elemento que está agarrando, como un nodo en el Dock de la escena." #: doc/classes/Control.xml msgid "" "Show the system's forbidden mouse cursor when the user hovers the node. " "Often a crossed circle." msgstr "" "Muestra el cursor del ratón prohibido del sistema cuando el usuario pasa por " "encima del nodo. A menudo un círculo cruzado." #: doc/classes/Control.xml msgid "" "Show the system's vertical resize mouse cursor when the user hovers the " "node. A double-headed vertical arrow. It tells the user they can resize the " "window or the panel vertically." msgstr "" "Muestra el cursor del ratón de tamaño vertical del sistema cuando el usuario " "pasa por encima del nodo. Una flecha vertical de doble punta. Le dice al " "usuario que puede cambiar el tamaño de la ventana o del panel verticalmente." #: doc/classes/Control.xml msgid "" "Show the system's horizontal resize mouse cursor when the user hovers the " "node. A double-headed horizontal arrow. It tells the user they can resize " "the window or the panel horizontally." msgstr "" "Muestra el cursor del ratón de tamaño horizontal del sistema cuando el " "usuario pasa por encima del nodo. Una flecha horizontal de doble punta. Le " "dice al usuario que puede cambiar el tamaño de la ventana o del panel " "horizontalmente." #: doc/classes/Control.xml msgid "" "Show the system's window resize mouse cursor when the user hovers the node. " "The cursor is a double-headed arrow that goes from the bottom left to the " "top right. It tells the user they can resize the window or the panel both " "horizontally and vertically." msgstr "" "Muestra el cursor de cambio de tamaño de la ventana del sistema del ratón " "cuando el usuario pasa por encima del nodo. El cursor es una flecha de doble " "punta que va de abajo a la izquierda a arriba a la derecha. Le dice al " "usuario que puede cambiar el tamaño de la ventana o del panel tanto " "horizontal como verticalmente." #: doc/classes/Control.xml msgid "" "Show the system's window resize mouse cursor when the user hovers the node. " "The cursor is a double-headed arrow that goes from the top left to the " "bottom right, the opposite of [constant CURSOR_BDIAGSIZE]. It tells the user " "they can resize the window or the panel both horizontally and vertically." msgstr "" "Muestra el cursor del cambio de tamaño de la ventana del sistema cuando el " "usuario pasa por encima del nodo. El cursor es una flecha de doble punta que " "va de arriba a la izquierda a abajo a la derecha, lo opuesto a [constant " "CURSOR_BDIAGSIZE]. Le dice al usuario que puede cambiar el tamaño de la " "ventana o del panel tanto horizontal como verticalmente." #: doc/classes/Control.xml msgid "" "Show the system's move mouse cursor when the user hovers the node. It shows " "2 double-headed arrows at a 90 degree angle. It tells the user they can move " "a UI element freely." msgstr "" "Muestra el cursor del ratón del sistema cuando el usuario pasa por encima " "del nodo. Muestra 2 flechas de doble cabeza en un ángulo de 90 grados. Le " "dice al usuario que puede mover libremente un elemento de la interfaz de " "usuario." #: doc/classes/Control.xml msgid "" "Show the system's vertical split mouse cursor when the user hovers the node. " "On Windows, it's the same as [constant CURSOR_VSIZE]." msgstr "" "Muestra el cursor del ratón dividido verticalmente del sistema cuando el " "usuario pasa por encima del nodo. En Windows, es lo mismo que [constant " "CURSOR_VSIZE]." #: doc/classes/Control.xml msgid "" "Show the system's horizontal split mouse cursor when the user hovers the " "node. On Windows, it's the same as [constant CURSOR_HSIZE]." msgstr "" "Muestra el cursor del ratón dividido horizontalmente del sistema cuando el " "usuario pasa por encima del nodo. En Windows, es lo mismo que [constante " "CURSOR_HSIZE]." #: doc/classes/Control.xml msgid "" "Show the system's help mouse cursor when the user hovers the node, a " "question mark." msgstr "" "Mostrar el cursor del ratón de ayuda del sistema cuando el usuario pasa por " "encima del nodo, un signo de interrogación." #: doc/classes/Control.xml msgid "" "Snap all 4 anchors to the top-left of the parent control's bounds. Use with " "[method set_anchors_preset]." msgstr "" "Pone las cuatro anclas en la parte superior izquierda de los límites del " "control parental. Usar con [method set_anchors_preset]." #: doc/classes/Control.xml msgid "" "Snap all 4 anchors to the top-right of the parent control's bounds. Use with " "[method set_anchors_preset]." msgstr "" "Pone las cuatro anclas en la parte superior derecha de los límites del " "control parental. Usar con [method set_anchors_preset]." #: doc/classes/Control.xml msgid "" "Snap all 4 anchors to the bottom-left of the parent control's bounds. Use " "with [method set_anchors_preset]." msgstr "" "Pone las cuatro anclas en la parte inferior izquierda de los límites del " "control parental. Usar con [method set_anchors_preset]." #: doc/classes/Control.xml msgid "" "Snap all 4 anchors to the bottom-right of the parent control's bounds. Use " "with [method set_anchors_preset]." msgstr "" "Pone las cuatro anclas en la parte inferior derecha de los límites del " "control parental. Usar con [method set_anchors_preset]." #: doc/classes/Control.xml msgid "" "Snap all 4 anchors to the center of the left edge of the parent control's " "bounds. Use with [method set_anchors_preset]." msgstr "" "Pone las 4 anclas en el centro del borde izquierdo de los límites del " "control parental. Usar con [method set_anchors_preset]." #: doc/classes/Control.xml msgid "" "Snap all 4 anchors to the center of the top edge of the parent control's " "bounds. Use with [method set_anchors_preset]." msgstr "" "Pone las 4 anclas en el centro del borde superior de los límites del control " "parental. Usar con [method set_anchors_preset]." #: doc/classes/Control.xml msgid "" "Snap all 4 anchors to the center of the right edge of the parent control's " "bounds. Use with [method set_anchors_preset]." msgstr "" "Pone las 4 anclas en el centro del borde derecho de los límites del control " "parental. Usar con [method set_anchors_preset]." #: doc/classes/Control.xml msgid "" "Snap all 4 anchors to the center of the bottom edge of the parent control's " "bounds. Use with [method set_anchors_preset]." msgstr "" "Pone las 4 anclas en el centro del borde inferior de los límites del control " "parental. Usar con [method set_anchors_preset]." #: doc/classes/Control.xml msgid "" "Snap all 4 anchors to the center of the parent control's bounds. Use with " "[method set_anchors_preset]." msgstr "" "Pone las cuatro anclas en el centro de los límites del control parental. " "Usar con [method set_anchors_preset]." #: doc/classes/Control.xml msgid "" "Snap all 4 anchors to the left edge of the parent control. The left margin " "becomes relative to the left edge and the top margin relative to the top " "left corner of the node's parent. Use with [method set_anchors_preset]." msgstr "" "Pone las 4 anclas en el borde izquierdo del control parental. El margen " "izquierdo se convierte en relativo al borde izquierdo y el margen superior " "en relativo a la esquina superior izquierda del nodo padre. Usar con [method " "set_anchors_preset]." #: doc/classes/Control.xml msgid "" "Snap all 4 anchors to the top edge of the parent control. The left margin " "becomes relative to the top left corner, the top margin relative to the top " "edge, and the right margin relative to the top right corner of the node's " "parent. Use with [method set_anchors_preset]." msgstr "" "Pone las 4 anclas en el borde superior del control parental. El margen " "izquierdo se convierte en relativo a la esquina superior izquierda, el " "margen superior relativo al borde superior, y el margen derecho relativo a " "la esquina superior derecha del nodo padre. Usar con [method " "set_anchors_preset]." #: doc/classes/Control.xml msgid "" "Snap all 4 anchors to the right edge of the parent control. The right margin " "becomes relative to the right edge and the top margin relative to the top " "right corner of the node's parent. Use with [method set_anchors_preset]." msgstr "" "Pone las 4 anclas en el borde derecho del control parental. El margen " "derecho se convierte en relativo al borde derecho y el margen superior en " "relativo a la esquina superior derecha del nodo padre. Usar con [method " "set_anchors_preset]." #: doc/classes/Control.xml msgid "" "Snap all 4 anchors to the bottom edge of the parent control. The left margin " "becomes relative to the bottom left corner, the bottom margin relative to " "the bottom edge, and the right margin relative to the bottom right corner of " "the node's parent. Use with [method set_anchors_preset]." msgstr "" "Pone las 4 anclas en el borde inferior del control parental. El margen " "izquierdo se convierte en relativo a la esquina inferior izquierda, el " "margen inferior relativo al borde inferior, y el margen derecho relativo a " "la esquina inferior derecha del nodo padre. Usar con [method " "set_anchors_preset]." #: doc/classes/Control.xml msgid "" "Snap all 4 anchors to a vertical line that cuts the parent control in half. " "Use with [method set_anchors_preset]." msgstr "" "Pone las 4 anclas en una línea vertical que corta el control parental por la " "mitad. Usar con [method set_anchors_preset]." #: doc/classes/Control.xml msgid "" "Snap all 4 anchors to a horizontal line that cuts the parent control in " "half. Use with [method set_anchors_preset]." msgstr "" "Pone las 4 anclas en una línea horizontal que corta el control parental por " "la mitad. Usar con [method set_anchors_preset]." #: doc/classes/Control.xml msgid "" "Snap all 4 anchors to the respective corners of the parent control. Set all " "4 margins to 0 after you applied this preset and the [Control] will fit its " "parent control. This is equivalent to the \"Full Rect\" layout option in the " "editor. Use with [method set_anchors_preset]." msgstr "" "Pone las 4 anclas en las respectivas esquinas del control parental. Ponga " "los 4 márgenes a 0 después de aplicar este preajuste y el [Control] se " "ajustará a su control de padres. Esto equivale a la opción de diseño \"Full " "Rect\" del editor. Utilícela con [method set_anchors_preset]." #: doc/classes/Control.xml msgid "The control will be resized to its minimum size." msgstr "El control será redimensionado a su tamaño mínimo." #: doc/classes/Control.xml msgid "The control's width will not change." msgstr "El ancho del control no cambiará." #: doc/classes/Control.xml msgid "The control's height will not change." msgstr "La altura del control no cambiará." #: doc/classes/Control.xml msgid "The control's size will not change." msgstr "El tamaño del control no cambiará." #: doc/classes/Control.xml msgid "" "Tells the parent [Container] to expand the bounds of this node to fill all " "the available space without pushing any other node. Use with [member " "size_flags_horizontal] and [member size_flags_vertical]." msgstr "" "Le dice al padre [Container] que expanda los límites de este nodo para " "llenar todo el espacio disponible sin empujar ningún otro nodo. Usar con " "[member size_flags_horizontal] y [member size_flags_vertical]." #: doc/classes/Control.xml msgid "" "Tells the parent [Container] to let this node take all the available space " "on the axis you flag. If multiple neighboring nodes are set to expand, " "they'll share the space based on their stretch ratio. See [member " "size_flags_stretch_ratio]. Use with [member size_flags_horizontal] and " "[member size_flags_vertical]." msgstr "" "Le dice al padre [Container] que deje que este nodo tome todo el espacio " "disponible en el eje que marque. Si varios nodos vecinos están configurados " "para expandirse, compartirán el espacio basado en su relación de " "estiramiento. Ver [member size_flags_stretch_ratio]. Utilízalo con [member " "size_flags_horizontal] y [member size_flags_vertical]." #: doc/classes/Control.xml msgid "" "Sets the node's size flags to both fill and expand. See the 2 constants " "above for more information." msgstr "" "Establece las flags de tamaño del nodo para que se llenen y se expandan. Vea " "las 2 constantes anteriores para más información." #: doc/classes/Control.xml msgid "" "Tells the parent [Container] to center the node in itself. It centers the " "control based on its bounding box, so it doesn't work with the fill or " "expand size flags. Use with [member size_flags_horizontal] and [member " "size_flags_vertical]." msgstr "" "Le dice al padre [Container] que centre el nodo en sí mismo. Centra el " "control basado en su caja delimitadora, por lo que no funciona con las flags " "de tamaño de relleno o expansión. Úsalo con [member size_flags_horizontal] y " "[member size_flags_vertical]." #: doc/classes/Control.xml msgid "" "Tells the parent [Container] to align the node with its end, either the " "bottom or the right edge. It doesn't work with the fill or expand size " "flags. Use with [member size_flags_horizontal] and [member " "size_flags_vertical]." msgstr "" "Le dice al padre [Container] que alinee el nodo con su extremo, ya sea el " "inferior o el derecho. No funciona con las flags de tamaño de relleno o " "expansión. Úsalo con [member size_flags_horizontal] y [member " "size_flags_vertical]." #: doc/classes/Control.xml msgid "" "The control will receive mouse button input events through [method " "_gui_input] if clicked on. And the control will receive the [signal " "mouse_entered] and [signal mouse_exited] signals. These events are " "automatically marked as handled, and they will not propagate further to " "other controls. This also results in blocking signals in other controls." msgstr "" "El control recibirá los eventos de entrada del botón del ratón a través del " "[method _gui_input] si se hace clic en él. Y el control recibirá las señales " "[signal mouse_entered] y [signal mouse_exited]. Estos eventos se marcan " "automáticamente como manejados, y no se propagarán más a otros controles. " "Esto también resulta en el bloqueo de señales en otros controles." #: doc/classes/Control.xml msgid "" "The control will receive mouse button input events through [method " "_gui_input] if clicked on. And the control will receive the [signal " "mouse_entered] and [signal mouse_exited] signals. If this control does not " "handle the event, the parent control (if any) will be considered, and so on " "until there is no more parent control to potentially handle it. This also " "allows signals to fire in other controls. Even if no control handled it at " "all, the event will still be handled automatically, so unhandled input will " "not be fired." msgstr "" "El control recibirá los eventos de entrada del botón del ratón a través del " "[method _gui_input] si se hace clic en él. Y el control recibirá las señales " "[signal mouse_entered] y [signal mouse_exited]. Si este control no maneja el " "evento, se considerará el control padre (si lo hay), y así sucesivamente " "hasta que no haya más control padre para manejarlo potencialmente. Esto " "también permite que las señales se disparen en otros controles. Incluso si " "ningún control lo maneja, el evento será manejado automáticamente, por lo " "que las entradas no manejadas no se dispararán." #: doc/classes/Control.xml msgid "" "The control will not receive mouse button input events through [method " "_gui_input]. The control will also not receive the [signal mouse_entered] " "nor [signal mouse_exited] signals. This will not block other controls from " "receiving these events or firing the signals. Ignored events will not be " "handled automatically." msgstr "" "El control no recibirá eventos de entrada del botón del ratón a través del " "[method _gui_input]. El control tampoco recibirá las señales [signal " "mouse_entered] ni [signal mouse_exited]. Esto no bloqueará a otros controles " "para que no reciban estos eventos o para que no disparen las señales. Los " "eventos ignorados no se manejarán automáticamente." #: doc/classes/Control.xml msgid "" "The control will grow to the left or top to make up if its minimum size is " "changed to be greater than its current size on the respective axis." msgstr "" "El control crecerá hacia la izquierda o hacia arriba para compensar si su " "tamaño mínimo se cambia para que sea mayor que su tamaño actual en el eje " "respectivo." #: doc/classes/Control.xml msgid "" "The control will grow to the right or bottom to make up if its minimum size " "is changed to be greater than its current size on the respective axis." msgstr "" "El control crecerá hacia la derecha o hacia abajo para compensar si su " "tamaño mínimo se cambia para que sea mayor que su tamaño actual en el eje " "respectivo." #: doc/classes/Control.xml msgid "" "The control will grow in both directions equally to make up if its minimum " "size is changed to be greater than its current size." msgstr "" "El control crecerá en ambas direcciones por igual para compensar si su " "tamaño mínimo se cambia para que sea mayor que su tamaño actual." #: doc/classes/Control.xml msgid "" "Snaps one of the 4 anchor's sides to the origin of the node's [code]Rect[/" "code], in the top left. Use it with one of the [code]anchor_*[/code] member " "variables, like [member anchor_left]. To change all 4 anchors at once, use " "[method set_anchors_preset]." msgstr "" "Encaja uno de los 4 lados del ancla en el origen del nodo [code]Rect[/code], " "en la parte superior izquierda. Úsalo con una de las variables miembro " "[code]anchor_*[/code], como [member anchor_left]. Para cambiar las 4 anclas " "a la vez, usa [method set_anchors_preset]." #: doc/classes/Control.xml msgid "" "Snaps one of the 4 anchor's sides to the end of the node's [code]Rect[/" "code], in the bottom right. Use it with one of the [code]anchor_*[/code] " "member variables, like [member anchor_left]. To change all 4 anchors at " "once, use [method set_anchors_preset]." msgstr "" "Pone uno de los 4 lados del ancla al final del nodo [code]Rect[/code], en la " "parte inferior derecha. Úsalo con una de las variables miembros " "[code]anchor_*[/code], como [member anchor_left]. Para cambiar las 4 anclas " "a la vez, usa [method set_anchors_preset]." #: doc/classes/ConvexPolygonShape.xml msgid "Convex polygon shape for 3D physics." msgstr "Forma de polígono convexo para la física 3D." #: doc/classes/ConvexPolygonShape.xml #, fuzzy msgid "" "Convex polygon shape resource, which can be added to a [PhysicsBody] or area." msgstr "" "Recurso de forma poligonal convexa, que puede añadirse a un [PhysicsBody] o " "área." #: doc/classes/ConvexPolygonShape.xml msgid "The list of 3D points forming the convex polygon shape." msgstr "La lista de puntos 3D que forman la forma de polígono convexo." #: doc/classes/ConvexPolygonShape2D.xml msgid "Convex polygon shape for 2D physics." msgstr "Forma de polígono convexo para la física 2D." #: doc/classes/ConvexPolygonShape2D.xml msgid "" "Convex polygon shape for 2D physics. A convex polygon, whatever its shape, " "is internally decomposed into as many convex polygons as needed to ensure " "all collision checks against it are always done on convex polygons (which " "are faster to check).\n" "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." msgstr "" "Forma de polígono convexo para la física 2D. Un polígono convexo, sea cual " "sea su forma, se descompone internamente en tantos polígonos convexos como " "sea necesario para asegurar que todas las comprobaciones de colisión contra " "él se hagan siempre en polígonos convexos (que son más rápidos de " "comprobar).\n" "La principal diferencia entre un [ConvexPolygonShape2D] y un " "[ConcavePolygonShape2D] es que un polígono cóncavo asume que es cóncavo y " "utiliza un método más complejo de detección de colisiones, y uno convexo se " "fuerza a sí mismo a ser convexo para acelerar la detección de colisiones." #: doc/classes/ConvexPolygonShape2D.xml #, fuzzy msgid "" "Based on the set of points provided, this creates and assigns the [member " "points] property using the convex hull algorithm. Removing all unneeded " "points. See [method Geometry.convex_hull_2d] for details." msgstr "" "Basándose en el conjunto de puntos proporcionados, esto crea y asigna la " "propiedad [member points] utilizando el algoritmo de envolvente convexa. " "Eliminando todos los puntos innecesarios. Ver [method Geometry2D." "convex_hull] para más detalles." #: doc/classes/ConvexPolygonShape2D.xml msgid "" "The polygon's list of vertices. Can be in either clockwise or " "counterclockwise order. Only set this property with convex hull points, use " "[method set_point_cloud] to generate a convex hull shape from concave shape " "points." msgstr "" #: doc/classes/CPUParticles.xml msgid "CPU-based 3D particle emitter." msgstr "Emisor de partículas 3D que utiliza la CPU." #: doc/classes/CPUParticles.xml #, fuzzy msgid "" "CPU-based 3D particle node used to create a variety of particle systems and " "effects.\n" "See also [Particles], which provides the same functionality with hardware " "acceleration, but may not run on older devices.\n" "[b]Note:[/b] Unlike [Particles], the visibility rect is generated on-the-fly " "and doesn't need to be configured by the user." msgstr "" "Nodo de partículas 3D que utiliza la CPU usado para crear una variedad de " "sistemas de partículas y efectos.\n" "Véase también [GPUParticles], que proporciona la misma funcionalidad con la " "aceleración por hardware, pero puede no funcionar en dispositivos más " "antiguos." #: doc/classes/CPUParticles.xml #, fuzzy msgid "" "Sets this node's properties to match a given [Particles] node with an " "assigned [ParticlesMaterial]." msgstr "" "Establece las propiedades de este nodo para hacer coincidir un nodo " "[GPUParticles2D] dado con un [ParticlesMaterial] asignado." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Returns the base value of the parameter specified by [enum Parameter]." msgstr "" "Devuelve el valor base del parámetro especificado por [enum Parameter]." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Returns the [Curve] of the parameter specified by [enum Parameter]." msgstr "Devuelve la [Curve] del parámetro especificado por [enum Parameter]." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Returns the randomness factor of the parameter specified by [enum Parameter]." msgstr "" "Devuelve el factor de aleatoriedad del parámetro especificado por [enum " "Parameter]." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Returns the enabled state of the given flag (see [enum Flags] for options)." msgstr "" "Devuelve el estado habilitado del flag dado (véase [enum Flags] para las " "opciones)." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Restarts the particle emitter." msgstr "Reinicia el emisor de partículas." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Sets the base value of the parameter specified by [enum Parameter]." msgstr "" "Establece el valor base del parámetro especificado por [enum Parameter]." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Sets the [Curve] of the parameter specified by [enum Parameter]." msgstr "Establece la [Curve] del parámetro especificado por [enum Parameter]." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Sets the randomness factor of the parameter specified by [enum Parameter]." msgstr "" "Establece el factor de aleatoriedad del parámetro especificado por [enum " "Parameter]." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Enables or disables the given flag (see [enum Flags] for options)." msgstr "" "Habilita o deshabilita la flag dada (véase [enum Flags] para las opciones)." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/Particles.xml doc/classes/Particles2D.xml msgid "" "The number of particles emitted in one emission cycle (corresponding to the " "[member lifetime]).\n" "[b]Note:[/b] Changing [member amount] will reset the particle emission, " "therefore removing all particles that were already emitted before changing " "[member amount]." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Initial rotation applied to each particle, in degrees." msgstr "Rotación inicial aplicada a cada partícula, en grados." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Each particle's rotation will be animated along this [Curve]." msgstr "La rotación de cada partícula será animada a lo largo de esta [Curve]." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Rotation randomness ratio." msgstr "Ratio de aleatoriedad de la rotación." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #, fuzzy msgid "" "Initial angular velocity applied to each particle in [i]degrees[/i] per " "second. Sets the speed of rotation of the particle." msgstr "" "Velocidad angular inicial aplicada a cada partícula. Establece la velocidad " "de rotación de la partícula." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Each particle's angular velocity will vary along this [Curve]." msgstr "" "La velocidad angular de cada partícula variará a lo largo de esta [Curve]." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Angular velocity randomness ratio." msgstr "Relación de aleatoriedad de la velocidad angular." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Particle animation offset." msgstr "Desplazamiento de la animación de partículas." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Each particle's animation offset will vary along this [Curve]." msgstr "" "El desplazamiento de la animación de cada partícula variará a lo largo de " "esta [Curve]." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Animation offset randomness ratio." msgstr "La animación desplaza la proporción de aleatoriedad." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Particle animation speed." msgstr "Velocidad de animación de partículas." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Each particle's animation speed will vary along this [Curve]." msgstr "" "La velocidad de animación de cada partícula variará a lo largo de esta " "[Curve]." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Animation speed randomness ratio." msgstr "Ratio de aleatoriedad de la velocidad de la animación." #: doc/classes/CPUParticles.xml #, fuzzy msgid "" "Each particle's initial color. To have particle display color in a " "[SpatialMaterial] make sure to set [member SpatialMaterial." "vertex_color_use_as_albedo] to [code]true[/code]." msgstr "" "El color inicial de cada partícula. Si se define la [GPUParticles2D] de " "[code]texture[/code], se multiplicará por este color. Para que una partícula " "muestre el color en un [MaterialBase] asegúrese de establecer el [member " "SpatialMaterial.vertex_color_use_as_albedo] en [code]true[/code]." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml #, fuzzy msgid "" "Each particle's initial color will vary along this [GradientTexture] " "(multiplied with [member color])." msgstr "" "El color de cada partícula variará a lo largo de esta [GradientTexture]." #: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml #, fuzzy msgid "" "Each particle's color will vary along this [GradientTexture] over its " "lifetime (multiplied with [member color])." msgstr "" "El color de cada partícula variará a lo largo de esta [GradientTexture]." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "The rate at which particles lose velocity." msgstr "La velocidad a la que las partículas pierden velocidad." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Damping will vary along this [Curve]." msgstr "La amortiguación variará a lo largo de esta [Curve]." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Damping randomness ratio." msgstr "Amortiguando la proporción de aleatoriedad." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Unit vector specifying the particles' emission direction." msgstr "" "Vector unitario que especifica la dirección de emisión de las partículas." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/Particles.xml doc/classes/Particles2D.xml msgid "Particle draw order. Uses [enum DrawOrder] values." msgstr "" "Orden de dibujo de las partículas. Utiliza los valores de [enum DrawOrder]." #: doc/classes/CPUParticles.xml msgid "" "The rectangle's extents if [member emission_shape] is set to [constant " "EMISSION_SHAPE_BOX]." msgstr "" "La extensión del rectángulo si [member emission_shape] se fija en [constant " "EMISSION_SHAPE_BOX]." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Sets the [Color]s to modulate particles by when using [constant " "EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS]." msgstr "" "Establece los [Color]s para modular las partículas al usar [constant " "EMISSION_SHAPE_POINTS] o [constant EMISSION_SHAPE_DIRECTED_POINTS]." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Sets the direction the particles will be emitted in when using [constant " "EMISSION_SHAPE_DIRECTED_POINTS]." msgstr "" "Establece la dirección en la que las partículas serán emitidas cuando se use " "[constant EMISSION_SHAPE_DIRECTED_POINTS]." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Sets the initial positions to spawn particles when using [constant " "EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS]." msgstr "" "Establece las posiciones iniciales para generar partículas cuando se utiliza " "[constant EMISSION_SHAPE_POINTS] o [constant EMISSION_SHAPE_DIRECTED_POINTS]." #: doc/classes/CPUParticles.xml #, fuzzy msgid "" "The axis for the ring shaped emitter when using [constant " "EMISSION_SHAPE_RING]." msgstr "" "Establece la dirección en la que las partículas serán emitidas cuando se use " "[constant EMISSION_SHAPE_DIRECTED_POINTS]." #: doc/classes/CPUParticles.xml #, fuzzy msgid "" "The height for the ring shaped emitter when using [constant " "EMISSION_SHAPE_RING]." msgstr "" "Establece la dirección en la que las partículas serán emitidas cuando se use " "[constant EMISSION_SHAPE_DIRECTED_POINTS]." #: doc/classes/CPUParticles.xml #, fuzzy msgid "" "The inner radius for the ring shaped emitter when using [constant " "EMISSION_SHAPE_RING]." msgstr "" "Establece la dirección en la que las partículas serán emitidas cuando se use " "[constant EMISSION_SHAPE_DIRECTED_POINTS]." #: doc/classes/CPUParticles.xml #, fuzzy msgid "" "The radius for the ring shaped emitter when using [constant " "EMISSION_SHAPE_RING]." msgstr "" "Establece la dirección en la que las partículas serán emitidas cuando se use " "[constant EMISSION_SHAPE_DIRECTED_POINTS]." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Particles will be emitted inside this region. See [enum EmissionShape] for " "possible values." msgstr "" "Se emitirán partículas dentro de esta región. Ver [enum EmissionShape] para " "los posibles valores." #: doc/classes/CPUParticles.xml msgid "" "The sphere's radius if [enum EmissionShape] is set to [constant " "EMISSION_SHAPE_SPHERE]." msgstr "" "El radio de la esfera si [enum EmissionShape] se fija en [constant " "EMISSION_SHAPE_SPHERE]." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/Particles.xml doc/classes/Particles2D.xml msgid "If [code]true[/code], particles are being emitted." msgstr "Si [code]true[/code], se están emitiendo partículas." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/Particles2D.xml msgid "" "How rapidly particles in an emission cycle are emitted. If greater than " "[code]0[/code], there will be a gap in emissions before the next cycle " "begins." msgstr "" "La rapidez con la que se emiten las partículas en un ciclo de emisión. Si es " "mayor que [code]0[/code], habrá una espacio de tiempo en las emisiones antes " "de que comience el siguiente ciclo." #: doc/classes/CPUParticles.xml msgid "" "The particle system's frame rate is fixed to a value. For instance, changing " "the value to 2 will make the particles render at 2 frames per second. Note " "this does not slow down the particle system itself." msgstr "" "La velocidad de fotogramas del sistema de partículas está fijada en un " "valor. Por ejemplo, cambiando el valor a 2 hará que las partículas se " "rendericen a 2 fotogramas por segundo. Ten en cuenta que esto no ralentiza " "el sistema de partículas en sí mismo." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Align Y axis of particle with the direction of its velocity." msgstr "Alinea el eje Y de la partícula con la dirección de su velocidad." #: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml msgid "If [code]true[/code], particles will not move on the z axis." msgstr "Si [code]true[/code], las partículas no se moverán en el eje z." #: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml msgid "If [code]true[/code], particles rotate around Y axis by [member angle]." msgstr "" "Si [code]true[/code], las partículas giran alrededor del eje Y por [member " "angle]." #: doc/classes/CPUParticles.xml msgid "" "Amount of [member spread] in Y/Z plane. A value of [code]1[/code] restricts " "particles to X/Z plane." msgstr "" "Cantidad de [member spread] en el plano Y/Z. Un valor de [code]1[/code] " "restringe las partículas al plano X/Z." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/Particles.xml doc/classes/Particles2D.xml msgid "" "If [code]true[/code], results in fractional delta calculation which has a " "smoother particles display effect." msgstr "" "Si [code]true[/code], resulta en un cálculo delta fraccionario que tiene un " "efecto de visualización de partículas más suave." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Gravity applied to every particle." msgstr "La gravedad aplicada a cada partícula." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Initial hue variation applied to each particle." msgstr "Variación de tono inicial aplicada a cada partícula." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Each particle's hue will vary along this [Curve]." msgstr "El tono de cada partícula variará a lo largo de esta [Curve]." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Hue variation randomness ratio." msgstr "Relación de aleatoriedad de la variación del tono." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "" "Initial velocity magnitude for each particle. Direction comes from [member " "spread] and the node's orientation." msgstr "" "La magnitud de la velocidad inicial de cada partícula. La dirección viene de " "[member spread] y la orientación del nodo." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Initial velocity randomness ratio." msgstr "Ratio de aleatoriedad de la velocidad inicial." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/Particles.xml doc/classes/Particles2D.xml #, fuzzy msgid "The amount of time each particle will exist (in seconds)." msgstr "La cantidad de tiempo que cada partícula existirá." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Particle lifetime randomness ratio." msgstr "El ratio de aleatoriedad del tiempo de vida de las partículas." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "" "Linear acceleration applied to each particle in the direction of motion." msgstr "" "Aceleración lineal aplicada a cada partícula en la dirección del movimiento." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Each particle's linear acceleration will vary along this [Curve]." msgstr "" "La aceleración lineal de cada partícula variará a lo largo de esta [Curve]." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Linear acceleration randomness ratio." msgstr "Ratio de aleatoriedad de aceleración lineal." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/Particles.xml doc/classes/Particles2D.xml msgid "" "If [code]true[/code], particles use the parent node's coordinate space. If " "[code]false[/code], they use global coordinates." msgstr "" "Si [code]true[/code], las partículas usan el espacio de coordenadas del nodo " "padre. Si [code]false[/code], usan las coordenadas globales." #: doc/classes/CPUParticles.xml msgid "" "The [Mesh] used for each particle. If [code]null[/code], particles will be " "spheres." msgstr "" "La [Mesh] usada para cada partícula. Si [code]null[/code], las partículas " "serán esferas." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/Particles2D.xml msgid "" "If [code]true[/code], only one emission cycle occurs. If set [code]true[/" "code] during a cycle, emission will stop at the cycle's end." msgstr "" "Si [code]true[/code], sólo se produce un ciclo de emisión. Si se establece " "[code]true[/code] durante un ciclo, la emisión se detendrá al final del " "ciclo." #: doc/classes/CPUParticles.xml msgid "" "Orbital velocity applied to each particle. Makes the particles circle around " "origin in the local XY plane. Specified in number of full rotations around " "origin per second.\n" "This property is only available when [member flag_disable_z] is [code]true[/" "code]." msgstr "" "Velocidad orbital aplicada a cada partícula. Hace que las partículas giren " "alrededor de su origen en el plano XY local. Se especifica en el número de " "rotaciones completas alrededor del origen por segundo.\n" "Esta propiedad sólo está disponible cuando [member flag_disable_z] es " "[code]true[/code]." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Each particle's orbital velocity will vary along this [Curve]." msgstr "" "La velocidad orbital de cada partícula variará a lo largo de esta [Curve]." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Orbital velocity randomness ratio." msgstr "Ratio de aleatoriedad de la velocidad orbital." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/Particles2D.xml msgid "Particle system starts as if it had already run for this many seconds." msgstr "" "El sistema de partículas se inicia como si ya hubiera funcionado durante " "este número de segundos." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "" "Radial acceleration applied to each particle. Makes particle accelerate away " "from origin." msgstr "" "Aceleración radial aplicada a cada partícula. Hace que la partícula se " "acelere lejos de su origen." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Each particle's radial acceleration will vary along this [Curve]." msgstr "" "La aceleración radial de cada partícula variará a lo largo de esta [Curve]." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Radial acceleration randomness ratio." msgstr "Ratio de aleatoriedad de la aceleración radial." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/Particles2D.xml msgid "Emission lifetime randomness ratio." msgstr "Proporción de aleatoriedad de la vida útil de las emisiones." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Initial scale applied to each particle." msgstr "Escala inicial aplicada a cada partícula." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Each particle's scale will vary along this [Curve]." msgstr "Escala inicial aplicada a cada partícula." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Scale randomness ratio." msgstr "Ratio de la aleatoriedad de la escala." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/Particles2D.xml msgid "" "Particle system's running speed scaling ratio. A value of [code]0[/code] can " "be used to pause the particles." msgstr "" "El sistema de partículas está funcionando a una velocidad de escalada. Un " "valor de [code]0[/code] puede ser usado para pausar las partículas." #: doc/classes/CPUParticles.xml msgid "" "Each particle's initial direction range from [code]+spread[/code] to [code]-" "spread[/code] degrees. Applied to X/Z plane and Y/Z planes." msgstr "" "La dirección inicial de cada partícula va desde [code]+spread[/code] hasta " "[code]-spread[/code] grados. Aplicado a los planos X/Z y Y/Z." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "" "Tangential acceleration applied to each particle. Tangential acceleration is " "perpendicular to the particle's velocity giving the particles a swirling " "motion." msgstr "" "Aceleración tangencial aplicada a cada partícula. La aceleración tangencial " "es perpendicular a la velocidad de la partícula, lo que le da a las " "partículas un movimiento giratorio." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Each particle's tangential acceleration will vary along this [Curve]." msgstr "" "La aceleración tangencial de cada partícula variará a lo largo de esta " "[Curve]." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Tangential acceleration randomness ratio." msgstr "Ratio de aleatoriedad de la aceleración tangencial." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/Particles.xml doc/classes/Particles2D.xml msgid "Particles are drawn in the order emitted." msgstr "Las partículas se dibujan en el orden en que se emiten." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/Particles.xml doc/classes/Particles2D.xml msgid "Particles are drawn in order of remaining lifetime." msgstr "Las partículas se dibujan en orden según el tiempo de vida restante." #: doc/classes/CPUParticles.xml doc/classes/Particles.xml msgid "Particles are drawn in order of depth." msgstr "Las partículas se dibujan en orden de profundidad." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set initial velocity properties." msgstr "" "Utilízalo con [method set_param], [method set_param_randomness], y [method " "set_param_curve] para establecer las propiedades iniciales de la velocidad." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set angular velocity properties." msgstr "" "Utilízalo con [method set_param], [method set_param_randomness], y [method " "set_param_curve] para establecer las propiedades de la velocidad angular." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set orbital velocity properties." msgstr "" "Utilízalo con [method set_param], [method set_param_randomness], y [method " "set_param_curve] para establecer las propiedades de la velocidad orbital." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set linear acceleration properties." msgstr "" "Utilízalo con [method set_param], [method set_param_randomness], y [method " "set_param_curve] para establecer las propiedades de la aceleración lineal." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set radial acceleration properties." msgstr "" "Utilízalo con [method set_param], [method set_param_randomness], y [method " "set_param_curve] para establecer las propiedades de la aceleración radial." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set tangential acceleration properties." msgstr "" "Utilízalo con [method set_param], [method set_param_randomness], y [method " "set_param_curve] para establecer las propiedades de la aceleración " "tangencial." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set damping properties." msgstr "" "Utilízalo con [method set_param], [method set_param_randomness], y [method " "set_param_curve] para establecer las propiedades de amortiguación." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set angle properties." msgstr "" "Utilízalo con [method set_param], [method set_param_randomness], y [method " "set_param_curve] para establecer las propiedades de los ángulos." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set scale properties." msgstr "" "Utilízalo con [method set_param], [method set_param_randomness], y [method " "set_param_curve] para establecer las propiedades de la escala." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set hue variation properties." msgstr "" "Utilízalo con [method set_param], [method set_param_randomness], y [method " "set_param_curve] para establecer las propiedades de la variación del tono." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set animation speed properties." msgstr "" "Utilízalo con [method set_param], [method set_param_randomness], y [method " "set_param_curve] para establecer las propiedades de velocidad de la " "animación." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set animation offset properties." msgstr "" "Utilízalo con [method set_param], [method set_param_randomness], y [method " "set_param_curve] para establecer las propiedades de desplazamiento de la " "animación." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Represents the size of the [enum Parameter] enum." msgstr "Representa el tamaño del enum [enum Parameter]." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Use with [method set_particle_flag] to set [member flag_align_y]." msgstr "" "Utilízalo con [method set_particle_flag] para establecer [member " "flag_align_y]." #: doc/classes/CPUParticles.xml msgid "Use with [method set_particle_flag] to set [member flag_rotate_y]." msgstr "" "Utilícelo con [method set_particle_flag] para establecer [member " "flag_rotate_y]." #: doc/classes/CPUParticles.xml msgid "Use with [method set_particle_flag] to set [member flag_disable_z]." msgstr "" "Usar con [method set_particle_flag] para establecer [member flag_disable_z]." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/GeometryInstance.xml doc/classes/ParticlesMaterial.xml #: doc/classes/SpatialMaterial.xml msgid "Represents the size of the [enum Flags] enum." msgstr "Representa el tamaño del enum [enum Flags]." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "All particles will be emitted from a single point." msgstr "Todas las partículas serán emitidas desde un único punto." #: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml msgid "Particles will be emitted in the volume of a sphere." msgstr "Las partículas se emitirán en el volumen de una esfera." #: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml msgid "Particles will be emitted in the volume of a box." msgstr "Se emitirán partículas en el volumen de una caja." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Particles will be emitted at a position chosen randomly among [member " "emission_points]. Particle color will be modulated by [member " "emission_colors]." msgstr "" "Las partículas se emitirán en una posición elegida al azar entre [member " "emission_points]. El color de las partículas será modulado por [member " "emission_colors]." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Particles will be emitted at a position chosen randomly among [member " "emission_points]. Particle velocity and rotation will be set based on " "[member emission_normals]. Particle color will be modulated by [member " "emission_colors]." msgstr "" "Las partículas se emitirán en una posición elegida al azar entre [member " "emission_points]. La velocidad y rotación de las partículas se fijarán en " "base a [member emission_normals]. El color de las partículas será modulado " "por [member emission_colors]." #: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml #, fuzzy msgid "Particles will be emitted in a ring or cylinder." msgstr "Se emitirán partículas en el área de un rectángulo." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Represents the size of the [enum EmissionShape] enum." msgstr "Representa el tamaño del enum [enum EmissionShape]." #: doc/classes/CPUParticles2D.xml msgid "CPU-based 2D particle emitter." msgstr "Emisor de partículas 2D basado en la CPU." #: doc/classes/CPUParticles2D.xml #, fuzzy msgid "" "CPU-based 2D particle node used to create a variety of particle systems and " "effects.\n" "See also [Particles2D], which provides the same functionality with hardware " "acceleration, but may not run on older devices.\n" "[b]Note:[/b] Unlike [Particles2D], the visibility rect is generated on-the-" "fly and doesn't need to be configured by the user." msgstr "" "Nodo de partículas 2D basado en la CPU utilizado para crear una variedad de " "sistemas de partículas y efectos.\n" "Véase también [GPUParticles2D], que proporciona la misma funcionalidad con " "la aceleración por hardware, pero puede no funcionar en dispositivos más " "antiguos." #: doc/classes/CPUParticles2D.xml #, fuzzy msgid "" "Sets this node's properties to match a given [Particles2D] node with an " "assigned [ParticlesMaterial]." msgstr "" "Establece las propiedades de este nodo para hacer coincidir un nodo " "[GPUParticles2D] dado con un [ParticlesMaterial] asignado." #: doc/classes/CPUParticles2D.xml msgid "" "Each particle's initial color. If [member texture] is defined, it will be " "multiplied by this color." msgstr "" "El color inicial de cada partícula. Si se define [member texture], se " "multiplicará por este color." #: doc/classes/CPUParticles2D.xml #, fuzzy msgid "" "Each particle's color will vary along this [Gradient] (multiplied with " "[member color])." msgstr "" "El color de cada partícula variará a lo largo de esta [GradientTexture]." #: doc/classes/CPUParticles2D.xml msgid "" "The rectangle's extents if [member emission_shape] is set to [constant " "EMISSION_SHAPE_RECTANGLE]." msgstr "" "La extensión del rectángulo si [member emission_shape] se fija en [constant " "EMISSION_SHAPE_RECTANGLE]." #: doc/classes/CPUParticles2D.xml msgid "" "The sphere's radius if [member emission_shape] is set to [constant " "EMISSION_SHAPE_SPHERE]." msgstr "" "El radio de la esfera si [member emission_shape] se fija en [constant " "EMISSION_SHAPE_SPHERE]." #: doc/classes/CPUParticles2D.xml doc/classes/Particles.xml #: doc/classes/Particles2D.xml msgid "" "The particle system's frame rate is fixed to a value. For instance, changing " "the value to 2 will make the particles render at 2 frames per second. Note " "this does not slow down the simulation of the particle system itself." msgstr "" "La velocidad de fotogramas del sistema de partículas está fijada a un valor. " "Por ejemplo, cambiando el valor a 2 hará que las partículas se rendericen a " "2 fotogramas por segundo. Ten en cuenta que esto no ralentiza la simulación " "del sistema de partículas en sí." #: doc/classes/CPUParticles2D.xml doc/classes/Particles2D.xml msgid "" "Normal map to be used for the [member texture] property.\n" "[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 "" "Mapa normal para ser usado por la propiedad [member texture].\n" "[b]Nota:[/b] Godot espera que el mapa normal utilice las coordenadas X+, Y-, " "y Z+. Ver [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]esta página[/url] " "para una comparación de las coordenadas del mapa normal esperadas por los " "motores más populares." #: doc/classes/CPUParticles2D.xml msgid "" "Orbital velocity applied to each particle. Makes the particles circle around " "origin. Specified in number of full rotations around origin per second." msgstr "" "Velocidad orbital aplicada a cada partícula. Hace que las partículas giren " "alrededor de su origen. Especificada en el número de rotaciones completas " "alrededor del origen por segundo." #: doc/classes/CPUParticles2D.xml doc/classes/ParticlesMaterial.xml msgid "" "Each particle's initial direction range from [code]+spread[/code] to [code]-" "spread[/code] degrees." msgstr "" "La dirección inicial de cada partícula va desde [code]+spread[/code] hasta " "[code]-spread[/code] grados." #: doc/classes/CPUParticles2D.xml doc/classes/Particles2D.xml msgid "Particle texture. If [code]null[/code], particles will be squares." msgstr "" "La textura de las partículas. Si [code]null[/code], las partículas serán " "cuadradas." #: doc/classes/CPUParticles2D.xml msgid "Present for consistency with 3D particle nodes, not used in 2D." msgstr "" "Presente por coherencia con los nodos de partículas en 3D, no usado en 2D." #: doc/classes/CPUParticles2D.xml msgid "" "Particles will be emitted on the surface of a sphere flattened to two " "dimensions." msgstr "" "Se emitirán partículas en la superficie de una esfera aplanada en dos " "dimensiones." #: doc/classes/CPUParticles2D.xml msgid "Particles will be emitted in the area of a rectangle." msgstr "Se emitirán partículas en el área de un rectángulo." #: doc/classes/Crypto.xml msgid "Access to advanced cryptographic functionalities." msgstr "Acceso a funcionalidades criptográficas avanzadas." #: doc/classes/Crypto.xml msgid "" "The Crypto class allows you to access some more advanced cryptographic " "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" "[codeblock]\n" "extends Node\n" "\n" "var crypto = Crypto.new()\n" "var key = CryptoKey.new()\n" "var cert = X509Certificate.new()\n" "\n" "func _ready():\n" " # Generate new RSA key.\n" " key = crypto.generate_rsa(4096)\n" " # Generate new self-signed certificate with the given key.\n" " cert = crypto.generate_self_signed_certificate(key, \"CN=mydomain.com," "O=My Game Company,C=IT\")\n" " # Save key and certificate in the user folder.\n" " key.save(\"user://generated.key\")\n" " cert.save(\"user://generated.crt\")\n" " # Encryption\n" " var data = \"Some data\"\n" " var encrypted = crypto.encrypt(key, data.to_utf8())\n" " # Decryption\n" " var decrypted = crypto.decrypt(key, encrypted)\n" " # Signing\n" " var signature = crypto.sign(HashingContext.HASH_SHA256, data." "sha256_buffer(), key)\n" " # Verifying\n" " var verified = crypto.verify(HashingContext.HASH_SHA256, data." "sha256_buffer(), signature, key)\n" " # Checks\n" " assert(verified)\n" " assert(data.to_utf8() == decrypted)\n" "[/codeblock]\n" "[b]Note:[/b] Not available in HTML5 exports." msgstr "" "La clase Criptográfica le permite acceder a algunas funcionalidades " "criptográficas más avanzadas en Godot.\n" "Por ahora, esto incluye la generación de bytes aleatorios criptográficamente " "seguros, claves RSA y generación de certificados X509 autofirmados, " "encriptación/desencriptación de claves asimétricas y firma/verificación.\n" "[codeblock]\n" "extends Node\n" "\n" "var crypto = Crypto.new()\n" "var clave = CryptoKey.new()\n" "var certificado = X509Certificate.new()\n" "\n" "func _ready():\n" " # Genera una clave nueva RSA.\n" " clave = crypto.generate_rsa(4096)\n" " # Genera un certificado autofirmado con la clave dada.\n" " certificado = crypto.generate_self_signed_certificate(clave, " "\"CN=mydomain.com,O=My Game Company,C=IT\")\n" " # Guarda la clave y el certificado en un directorio del usuario.\n" " clave.save(\"user://generada.key\")\n" " certificado.save(\"user://generada.crt\")\n" " # Encripción\n" " var datos = \"Algunos datos\"\n" " var encriptado = crypto.encrypt(clave, datos.to_utf8())\n" " # Desencriptado\n" " var desencriptado = crypto.decrypt(clave, encriptado)\n" " # Firmada\n" " var firma = crypto.sign(HashingContext.HASH_SHA256, datos." "sha256_buffer(), clave)\n" " # Verificar\n" " var verificado = crypto.verify(HashingContext.HASH_SHA256, datos." "sha256_buffer(), firma, clave)\n" " # Cheque\n" " assert(verificado)\n" " assert(datos.to_utf8() == desencriptado)\n" "[/codeblock]\n" "[b]Nota:[/b] No disponible en los exportables HTML5." #: doc/classes/Crypto.xml msgid "" "Compares two [PoolByteArray]s for equality without leaking timing " "information in order to prevent timing attacks.\n" "See [url=https://paragonie.com/blog/2015/11/preventing-timing-attacks-on-" "string-comparison-with-double-hmac-strategy]this blog post[/url] for more " "information." msgstr "" #: doc/classes/Crypto.xml #, fuzzy msgid "" "Decrypt the given [code]ciphertext[/code] with the provided private " "[code]key[/code].\n" "[b]Note:[/b] The maximum size of accepted ciphertext is limited by the key " "size." msgstr "" "Descifrar el [code]ciphertext[/code] dado con la [code]key[/code] privada " "proporcionada.\n" "[b]Nota[/b]: El tamaño máximo del texto cifrado aceptado está limitado por " "el tamaño de la clave." #: doc/classes/Crypto.xml #, fuzzy msgid "" "Encrypt the given [code]plaintext[/code] with the provided public [code]key[/" "code].\n" "[b]Note:[/b] The maximum size of accepted plaintext is limited by the key " "size." msgstr "" "Cifrar el [code]plaintext[/code] dado con la [code]key[/code] pública " "proporcionada.\n" "[b]Nota[/b]: El tamaño máximo del texto plano aceptado está limitado por el " "tamaño de la clave." #: doc/classes/Crypto.xml #, fuzzy msgid "" "Generates a [PoolByteArray] of cryptographically secure random bytes with " "given [code]size[/code]." msgstr "" "Genera un [PackedByteArray] de bytes aleatorios criptográficamente seguros " "con un [code]size[/code] dado." #: doc/classes/Crypto.xml msgid "" "Generates an RSA [CryptoKey] that can be used for creating self-signed " "certificates and passed to [method StreamPeerSSL.accept_stream]." msgstr "" "Genera una RSA [CryptoKey] que puede ser utilizada para crear certificados " "autofirmados y pasarla a [method StreamPeerSSL.accept_stream]." #: doc/classes/Crypto.xml msgid "" "Generates a self-signed [X509Certificate] from the given [CryptoKey] and " "[code]issuer_name[/code]. The certificate validity will be defined by " "[code]not_before[/code] and [code]not_after[/code] (first valid date and " "last valid date). The [code]issuer_name[/code] must contain at least " "\"CN=\" (common name, i.e. the domain name), \"O=\" (organization, i.e. your " "company name), \"C=\" (country, i.e. 2 lettered ISO-3166 code of the country " "the organization is based in).\n" "A small example to generate an RSA key and a X509 self-signed certificate.\n" "[codeblock]\n" "var crypto = Crypto.new()\n" "# Generate 4096 bits RSA key.\n" "var key = crypto.generate_rsa(4096)\n" "# Generate self-signed certificate using the given key.\n" "var cert = crypto.generate_self_signed_certificate(key, \"CN=example.com,O=A " "Game Company,C=IT\")\n" "[/codeblock]" msgstr "" "Genera un [X509Certificate] autofirmado a partir de la [CryptoKey] y el " "[code]issuer_name[/code] dados. La validez del certificado se definirá " "mediante [code]not_before[/code] y [code]not_after[/code] (primera fecha de " "validez y última fecha de validez). El [code]issuer_name[/code] debe " "contener al menos \"CN=\" (nombre común, es decir, el nombre del dominio), " "\"O=\" (organización, es decir, el nombre de su empresa), \"C=\" (país, es " "decir, el código ISO-3166 de dos letras del país en el que la organización " "tiene su sede).\n" "Un pequeño ejemplo para generar una clave RSA y un certificado autofirmado " "X509.\n" "[codeblock]\n" "var criptografia = Crypto.new()\n" "# Genera una clave de 4096 bits RSA.\n" "var clave = criptografia.generate_rsa(4096)\n" "# Genera un certificado autofirmado usando la clave.\n" "var certificado = criptografia.generate_self_signed_certificate(key, " "\"CN=example.com,O=A Game Company,C=IT\")\n" "[/codeblock]" #: doc/classes/Crypto.xml msgid "" "Generates an [url=https://en.wikipedia.org/wiki/HMAC]HMAC[/url] digest of " "[code]msg[/code] using [code]key[/code]. The [code]hash_type[/code] " "parameter is the hashing algorithm that is used for the inner and outer " "hashes.\n" "Currently, only [constant HashingContext.HASH_SHA256] and [constant " "HashingContext.HASH_SHA1] are supported." msgstr "" #: doc/classes/Crypto.xml msgid "" "Sign a given [code]hash[/code] of type [code]hash_type[/code] with the " "provided private [code]key[/code]." msgstr "" "Firma un [code]hash[/code] de tipo [code]hash_type[/code] con la [code]key[/" "code] privada proporcionada." #: doc/classes/Crypto.xml msgid "" "Verify that a given [code]signature[/code] for [code]hash[/code] of type " "[code]hash_type[/code] against the provided public [code]key[/code]." msgstr "" "Verifique que un [code]signature[/code] dado para [code]hash[/code] de tipo " "[code]hash_tipo[/code] contra el [code]key[/code] público proporcionado." #: doc/classes/CryptoKey.xml msgid "A cryptographic key (RSA)." msgstr "Una clave criptográfica (RSA)." #: doc/classes/CryptoKey.xml #, fuzzy msgid "" "The CryptoKey class represents a cryptographic key. Keys can be loaded and " "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." msgstr "" "La clase CryptoKey representa una clave criptográfica. Las claves pueden ser " "cargadas y guardadas como cualquier otro [Resource].\n" "Pueden utilizarse para generar un [X509Certificate] autofirmado a través del " "[method Crypto.generate_self_signed_certificate] y como clave privada en el " "[method StreamPeerSSL.accept_stream] junto con el certificado " "correspondiente.\n" "[b]Nota:[/b] No está disponible en los exportados en HTML5." #: doc/classes/CryptoKey.xml msgid "" "Return [code]true[/code] if this CryptoKey only has the public part, and not " "the private one." msgstr "" "Devuelve [code]true[/code] si esta CryptoKey sólo tiene la parte pública, y " "no la privada." #: doc/classes/CryptoKey.xml #, fuzzy msgid "" "Loads a key from [code]path[/code]. If [code]public_only[/code] is " "[code]true[/code], only the public key will be loaded.\n" "[b]Note:[/b] [code]path[/code] should be a \"*.pub\" file if " "[code]public_only[/code] is [code]true[/code], a \"*.key\" file otherwise." msgstr "" "Carga una clave de [code]path[/code]. Si [code]public_only[/code] es " "[code]true[/code], sólo se cargará la clave pública.\n" "[b]Nota[/b]: [code]path[/code] debe ser un archivo \"*.pub\" si " "[code]public_only[/code] es [code]true[/code], un archivo \"*.key\" en caso " "contrario." #: doc/classes/CryptoKey.xml msgid "" "Loads a key from the given [code]string[/code]. If [code]public_only[/code] " "is [code]true[/code], only the public key will be loaded." msgstr "" "Carga una clave de la [code]string[/code] dada. Si [code]public_only[/code] " "es [code]true[/code], sólo se cargará la clave pública." #: doc/classes/CryptoKey.xml #, fuzzy msgid "" "Saves a key to the given [code]path[/code]. If [code]public_only[/code] is " "[code]true[/code], only the public key will be saved.\n" "[b]Note:[/b] [code]path[/code] should be a \"*.pub\" file if " "[code]public_only[/code] is [code]true[/code], a \"*.key\" file otherwise." msgstr "" "Guarda una clave para el camino [code]path[/code]. Si [code]public_only[/" "code] es [code]true[/code], sólo se guardará la clave pública.\n" "[b]Nota[/b]: [code]path[/code] debe ser un archivo \"*.pub\" si " "[code]public_only[/code] es [code]true[/code], un archivo \"*.key\" en caso " "contrario." #: doc/classes/CryptoKey.xml msgid "" "Returns a string containing the key in PEM format. If [code]public_only[/" "code] is [code]true[/code], only the public key will be included." msgstr "" "Devuelve una string que contiene la clave en formato PEM. Si " "[code]public_only[/code] es [code]true[/code], sólo se incluirá la clave " "pública." #: modules/csg/doc_classes/CSGBox.xml msgid "A CSG Box shape." msgstr "Una forma de caja CSG." #: modules/csg/doc_classes/CSGBox.xml msgid "" "This node allows you to create a box for use with the CSG system.\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 " "node also has a significant CPU cost, so it should be avoided during " "gameplay." msgstr "" #: modules/csg/doc_classes/CSGBox.xml modules/csg/doc_classes/CSGCombiner.xml #: modules/csg/doc_classes/CSGCylinder.xml modules/csg/doc_classes/CSGMesh.xml #: modules/csg/doc_classes/CSGPolygon.xml #: modules/csg/doc_classes/CSGPrimitive.xml #: modules/csg/doc_classes/CSGShape.xml modules/csg/doc_classes/CSGSphere.xml #: modules/csg/doc_classes/CSGTorus.xml msgid "Prototyping levels with CSG" msgstr "" #: modules/csg/doc_classes/CSGBox.xml msgid "Depth of the box measured from the center of the box." msgstr "Profundidad de la caja medida desde el centro de la caja." #: modules/csg/doc_classes/CSGBox.xml msgid "Height of the box measured from the center of the box." msgstr "La altura de la caja medida desde el centro de la caja." #: modules/csg/doc_classes/CSGBox.xml msgid "The material used to render the box." msgstr "El material utilizado para fabricar la caja." #: modules/csg/doc_classes/CSGBox.xml msgid "Width of the box measured from the center of the box." msgstr "El ancho de la caja medido desde el centro de la caja." #: modules/csg/doc_classes/CSGCombiner.xml msgid "A CSG node that allows you to combine other CSG modifiers." msgstr "Un nodo CSG que permite combinar otros modificadores CSG." #: modules/csg/doc_classes/CSGCombiner.xml #, fuzzy msgid "" "For complex arrangements of shapes, it is sometimes needed to add structure " "to your CSG nodes. The CSGCombiner node allows you to create this structure. " "The node encapsulates the result of the CSG operations of its children. In " "this way, it is possible to do operations on one set of shapes that are " "children of one CSGCombiner node, and a set of separate operations on a " "second set of shapes that are children of a second CSGCombiner node, and " "then do an operation that takes the two end results as its input to create " "the final shape.\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 " "node also has a significant CPU cost, so it should be avoided during " "gameplay." msgstr "" "Para arreglos complejos de formas, a veces es necesario añadir estructura a " "sus nodos CSG. El nodo CSGCombiner3D te permite crear esta estructura. El " "nodo encapsula el resultado de las operaciones CSG de sus hijos. De esta " "manera, es posible hacer operaciones en un conjunto de figuras que son hijos " "de un nodo CSGCombiner3D, y un conjunto de operaciones separadas en un " "segundo conjunto de figuras que son hijos de un segundo nodo CSGCombiner3D, " "y luego hacer una operación que toma los dos resultados finales como su " "entrada para crear la forma final." #: modules/csg/doc_classes/CSGCylinder.xml msgid "A CSG Cylinder shape." msgstr "Una forma de cilindro CSG." #: modules/csg/doc_classes/CSGCylinder.xml msgid "" "This node allows you to create a cylinder (or cone) for use with the CSG " "system.\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 " "node also has a significant CPU cost, so it should be avoided during " "gameplay." msgstr "" #: modules/csg/doc_classes/CSGCylinder.xml msgid "" "If [code]true[/code] a cone is created, the [member radius] will only apply " "to one side." msgstr "" "Si se crea un cono de [code]true[/code], el [member radius] sólo se aplicará " "a un lado." #: modules/csg/doc_classes/CSGCylinder.xml msgid "The height of the cylinder." msgstr "La altura del cilindro." #: modules/csg/doc_classes/CSGCylinder.xml msgid "The material used to render the cylinder." msgstr "El material utilizado para la renderización del cilindro." #: modules/csg/doc_classes/CSGCylinder.xml msgid "The radius of the cylinder." msgstr "El radio del cilindro." #: modules/csg/doc_classes/CSGCylinder.xml msgid "" "The number of sides of the cylinder, the higher this number the more detail " "there will be in the cylinder." msgstr "" "Cuanto más alto sea el número de lados del cilindro, más detalles habrá en " "él." #: modules/csg/doc_classes/CSGCylinder.xml msgid "" "If [code]true[/code] the normals of the cylinder are set to give a smooth " "effect making the cylinder seem rounded. If [code]false[/code] the cylinder " "will have a flat shaded look." msgstr "" "Si [code]true[/code] las normales del cilindro se ajustan para dar un efecto " "suave haciendo que el cilindro parezca redondeado. Si [code]false[/code] el " "cilindro tendrá un aspecto de sombra plana." #: modules/csg/doc_classes/CSGMesh.xml msgid "A CSG Mesh shape that uses a mesh resource." msgstr "Una forma de malla de CSG que utiliza un recurso de malla." #: modules/csg/doc_classes/CSGMesh.xml msgid "" "This CSG node allows you to use any mesh resource as a CSG shape, provided " "it is closed, does not self-intersect, does not contain internal faces and " "has no edges that connect to more than two faces. See also [CSGPolygon] for " "drawing 2D extruded polygons to be used as CSG nodes.\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 " "node also has a significant CPU cost, so it should be avoided during " "gameplay." msgstr "" #: modules/csg/doc_classes/CSGMesh.xml msgid "The [Material] used in drawing the CSG shape." msgstr "El [Material] utilizado en el dibujo de la forma CSG." #: modules/csg/doc_classes/CSGMesh.xml msgid "" "The [Mesh] resource to use as a CSG shape.\n" "[b]Note:[/b] When using an [ArrayMesh], avoid meshes with vertex normals " "unless a flat shader is required. By default, CSGMesh will ignore the mesh's " "vertex normals and use a smooth shader calculated using the faces' normals. " "If a flat shader is required, ensure that all faces' vertex normals are " "parallel." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml msgid "Extrudes a 2D polygon shape to create a 3D mesh." msgstr "Extrae una forma de polígono 2D para crear una malla 3D." #: modules/csg/doc_classes/CSGPolygon.xml msgid "" "An array of 2D points is extruded to quickly and easily create a variety of " "3D meshes. See also [CSGMesh] for using 3D meshes as CSG nodes.\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 " "node also has a significant CPU cost, so it should be avoided during " "gameplay." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml #, fuzzy msgid "" "When [member mode] is [constant MODE_DEPTH], the depth of the extrusion." msgstr "" "Profundidad de extrusión cuando el [member mode] es [constant MODE_DEPTH]." #: modules/csg/doc_classes/CSGPolygon.xml msgid "" "Material to use for the resulting mesh. The UV maps the top half of the " "material to the extruded shape (U along the the length of the extrusions and " "V around the outline of the [member polygon]), the bottom-left quarter to " "the front end face, and the bottom-right quarter to the back end face." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml msgid "The [member mode] used to extrude the [member polygon]." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml msgid "" "When [member mode] is [constant MODE_PATH], by default, the top half of the " "[member material] is stretched along the entire length of the extruded " "shape. If [code]false[/code] the top half of the material is repeated every " "step of the extrusion." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml msgid "" "When [member mode] is [constant MODE_PATH], the path interval or ratio of " "path points to extrusions." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml msgid "" "When [member mode] is [constant MODE_PATH], this will determine if the " "interval should be by distance ([constant PATH_INTERVAL_DISTANCE]) or " "subdivision fractions ([constant PATH_INTERVAL_SUBDIVIDE])." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml msgid "" "When [member mode] is [constant MODE_PATH], if [code]true[/code] the ends of " "the path are joined, by adding an extrusion between the last and first " "points of the path." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml msgid "" "When [member mode] is [constant MODE_PATH], if [code]true[/code] the " "[Transform] of the [CSGPolygon] is used as the starting point for the " "extrusions, not the [Transform] of the [member path_node]." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml msgid "" "When [member mode] is [constant MODE_PATH], the location of the [Path] " "object used to extrude the [member polygon]." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml msgid "" "When [member mode] is [constant MODE_PATH], the [enum PathRotation] method " "used to rotate the [member polygon] as it is extruded." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml msgid "" "When [member mode] is [constant MODE_PATH], extrusions that are less than " "this angle, will be merged together to reduce polygon count." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml msgid "" "When [member mode] is [constant MODE_PATH], this is the distance along the " "path, in meters, the texture coordinates will tile. When set to 0, texture " "coordinates will match geometry exactly with no tiling." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml msgid "" "The point array that defines the 2D polygon that is extruded. This can be a " "convex or concave polygon with 3 or more points. The polygon must [i]not[/i] " "have any intersecting edges. Otherwise, triangulation will fail and no mesh " "will be generated.\n" "[b]Note:[/b] If only 1 or 2 points are defined in [member polygon], no mesh " "will be generated." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml #, fuzzy msgid "If [code]true[/code], applies smooth shading to the extrusions." msgstr "Si [code]true[/code], oculta la línea del índice especificado." #: modules/csg/doc_classes/CSGPolygon.xml msgid "" "When [member mode] is [constant MODE_SPIN], the total number of degrees the " "[member polygon] is rotated when extruding." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml #, fuzzy msgid "" "When [member mode] is [constant MODE_SPIN], the number of extrusions made." msgstr "Número de extrusiónes cuando el [member mode] es [constant MODE_SPIN]." #: modules/csg/doc_classes/CSGPolygon.xml msgid "The [member polygon] shape is extruded along the negative Z axis." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml #, fuzzy msgid "" "The [member polygon] shape is extruded by rotating it around the Y axis." msgstr "Shape3D se extruye girándolo alrededor de un eje." #: modules/csg/doc_classes/CSGPolygon.xml #, fuzzy msgid "" "The [member polygon] shape is extruded along the [Path] specified in [member " "path_node]." msgstr "" "Shape3D es extruido a lo largo de un camino establecido por una [Shape] " "establecido en [member path_node]." #: modules/csg/doc_classes/CSGPolygon.xml msgid "" "The [member polygon] shape is not rotated.\n" "[b]Note:[/b] Requires the path's Z coordinates to continually decrease to " "ensure viable shapes." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml msgid "" "The [member polygon] shape is rotated along the path, but it is not rotated " "around the path axis.\n" "[b]Note:[/b] Requires the path's Z coordinates to continually decrease to " "ensure viable shapes." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml #, fuzzy msgid "" "The [member polygon] shape follows the path and its rotations around the " "path axis." msgstr "" "La máxima cantidad de fuerza que puede ocurrir, al girar alrededor del eje X." #: modules/csg/doc_classes/CSGPolygon.xml msgid "" "When [member mode] is set to [constant MODE_PATH], [member path_interval] " "will determine the distance, in meters, each interval of the path will " "extrude." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml msgid "" "When [member mode] is set to [constant MODE_PATH], [member path_interval] " "will subdivide the polygons along the path." msgstr "" #: modules/csg/doc_classes/CSGPrimitive.xml msgid "Base class for CSG primitives." msgstr "Clase base para primitivas CSG." #: modules/csg/doc_classes/CSGPrimitive.xml msgid "" "Parent class for various CSG primitives. It contains code and functionality " "that is common between them. It cannot be used directly. Instead use one of " "the various classes that inherit from it.\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 " "node also has a significant CPU cost, so it should be avoided during " "gameplay." msgstr "" #: modules/csg/doc_classes/CSGPrimitive.xml msgid "Invert the faces of the mesh." msgstr "Invierte las caras de la malla." #: modules/csg/doc_classes/CSGShape.xml msgid "The CSG base class." msgstr "La clase base del CSG." #: modules/csg/doc_classes/CSGShape.xml msgid "" "This is the CSG base class that provides CSG operation support to the " "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 " "node also has a significant CPU cost, so it should be avoided during " "gameplay." msgstr "" #: modules/csg/doc_classes/CSGShape.xml doc/classes/RayCast2D.xml #: doc/classes/SoftBody.xml msgid "Returns an individual bit on the collision mask." msgstr "Devuelve un bit individual de la máscara de colisión." #: modules/csg/doc_classes/CSGShape.xml msgid "" "Returns an [Array] with two elements, the first is the [Transform] of this " "node and the second is the root [Mesh] of this node. Only works when this " "node is the root shape." msgstr "" "Devuelve un [Array] con dos elementos, el primero es la [Transform] de este " "nodo y el segundo es la raíz [Mesh] de este nodo. Sólo funciona cuando este " "nodo es la forma raíz." #: modules/csg/doc_classes/CSGShape.xml msgid "" "Returns [code]true[/code] if this is a root shape and is thus the object " "that is rendered." msgstr "" "Devuelve [code]true[/code] si se trata de una forma de raíz y por lo tanto " "es el objeto que se renderiza." #: modules/csg/doc_classes/CSGShape.xml doc/classes/SoftBody.xml msgid "" "Sets individual bits on the layer mask. Use this if you only need to change " "one layer's value." msgstr "" "Establece bits individuales en la máscara de la capa. Utilízala si sólo " "necesitas cambiar el valor de una capa." #: modules/csg/doc_classes/CSGShape.xml doc/classes/SoftBody.xml msgid "" "Sets individual bits on the collision mask. Use this if you only need to " "change one layer's value." msgstr "" "Establece bits individuales en la máscara de colisión. Utilízala si sólo " "necesitas cambiar el valor de una capa." #: modules/csg/doc_classes/CSGShape.xml msgid "" "Calculate tangents for the CSG shape which allows the use of normal maps. " "This is only applied on the root shape, this setting is ignored on any child." msgstr "" "Calcular las tangentes para la forma CSG que permite el uso de mapas " "normales. Esto sólo se aplica a la forma de la raíz, este ajuste se ignora " "en cualquier hijo." #: modules/csg/doc_classes/CSGShape.xml #, fuzzy msgid "" "The physics layers this area is in.\n" "Collidable objects can exist in any of 32 different layers. These layers " "work like a tagging system, and are not visual. A collidable can use these " "layers to select with which objects it can collide, using the collision_mask " "property.\n" "A contact is detected if object A is in any of the layers that object B " "scans, or object B is in any layer scanned by object A. See [url=$DOCS_URL/" "tutorials/physics/physics_introduction.html#collision-layers-and-" "masks]Collision layers and masks[/url] in the documentation for more " "information." msgstr "" "Las capas físicas en las que se encuentra esta área.\n" "Los objetos coleccionables pueden existir en cualquiera de las 32 capas " "diferentes. Estas capas funcionan como un sistema de etiquetado, y no son " "visuales. Un colisionable puede usar estas capas para seleccionar con qué " "objetos puede colisionar, usando la propiedad collision_mask.\n" "Se detecta un contacto si el objeto A está en cualquiera de las capas que el " "objeto B explora, o si el objeto B está en cualquier capa explorada por el " "objeto A." #: modules/csg/doc_classes/CSGShape.xml msgid "" "The physics layers this CSG shape scans for collisions. See [url=$DOCS_URL/" "tutorials/physics/physics_introduction.html#collision-layers-and-" "masks]Collision layers and masks[/url] in the documentation for more " "information." msgstr "" #: modules/csg/doc_classes/CSGShape.xml msgid "" "The operation that is performed on this shape. This is ignored for the first " "CSG child node as the operation is between this node and the previous child " "of this nodes parent." msgstr "" "La operación que se realiza en esta forma. Esto se ignora para el primer " "nodo hijo de CSG ya que la operación es entre este nodo y el hijo previo a " "este nodo padre." #: modules/csg/doc_classes/CSGShape.xml msgid "" "Snap makes the mesh snap to a given distance so that the faces of two meshes " "can be perfectly aligned. A lower value results in greater precision but may " "be harder to adjust." msgstr "" "El recorte hace que la malla se ajuste a una distancia determinada para que " "las caras de dos mallas puedan estar perfectamente alineadas. Un valor más " "bajo da como resultado una mayor precisión pero puede ser más difícil de " "ajustar." #: modules/csg/doc_classes/CSGShape.xml msgid "" "Adds a collision shape to the physics engine for our CSG shape. This will " "always act like a static body. Note that the collision shape is still active " "even if the CSG shape itself is hidden." msgstr "" "Añade una forma de colisión al motor de física para nuestra forma CSG. Esto " "siempre actuará como un cuerpo estático. Ten en cuenta que la forma de " "colisión sigue activa incluso si la propia forma CSG está oculta." #: modules/csg/doc_classes/CSGShape.xml msgid "" "Geometry of both primitives is merged, intersecting geometry is removed." msgstr "" "La geometría de ambas primitivas se fusiona, la geometría que se intersecta " "se elimina." #: modules/csg/doc_classes/CSGShape.xml msgid "Only intersecting geometry remains, the rest is removed." msgstr "Sólo queda la geometría de intersección, el resto se elimina." #: modules/csg/doc_classes/CSGShape.xml msgid "" "The second shape is subtracted from the first, leaving a dent with its shape." msgstr "" "La segunda forma se resta de la primera, dejando una depresión con su forma." #: modules/csg/doc_classes/CSGSphere.xml msgid "A CSG Sphere shape." msgstr "Una forma de esfera CSG." #: modules/csg/doc_classes/CSGSphere.xml msgid "" "This node allows you to create a sphere for use with the CSG system.\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 " "node also has a significant CPU cost, so it should be avoided during " "gameplay." msgstr "" #: modules/csg/doc_classes/CSGSphere.xml msgid "The material used to render the sphere." msgstr "El material utilizado para la fabricación de la esfera." #: modules/csg/doc_classes/CSGSphere.xml msgid "Number of vertical slices for the sphere." msgstr "Número de cortes verticales para la esfera." #: modules/csg/doc_classes/CSGSphere.xml msgid "Radius of the sphere." msgstr "Radio de la esfera." #: modules/csg/doc_classes/CSGSphere.xml msgid "Number of horizontal slices for the sphere." msgstr "Número de cortes horizontales para la esfera." #: modules/csg/doc_classes/CSGSphere.xml msgid "" "If [code]true[/code] the normals of the sphere are set to give a smooth " "effect making the sphere seem rounded. If [code]false[/code] the sphere will " "have a flat shaded look." msgstr "" "Si [code]true[/code] los normales de la esfera se fijan para dar un efecto " "suave haciendo que la esfera parezca redondeada. Si [code]false[/code] la " "esfera tendrá un aspecto de sombra plana." #: modules/csg/doc_classes/CSGTorus.xml msgid "A CSG Torus shape." msgstr "Una forma de Toroide CSG." #: modules/csg/doc_classes/CSGTorus.xml msgid "" "This node allows you to create a torus for use with the CSG system.\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 " "node also has a significant CPU cost, so it should be avoided during " "gameplay." msgstr "" #: modules/csg/doc_classes/CSGTorus.xml msgid "The inner radius of the torus." msgstr "El radio interior del toroide." #: modules/csg/doc_classes/CSGTorus.xml msgid "The material used to render the torus." msgstr "El material utilizado para la fabricación del toroide." #: modules/csg/doc_classes/CSGTorus.xml msgid "The outer radius of the torus." msgstr "El radio exterior del toroide." #: modules/csg/doc_classes/CSGTorus.xml msgid "The number of edges each ring of the torus is constructed of." msgstr "El número de bordes con que se construye cada anillo del toroide." #: modules/csg/doc_classes/CSGTorus.xml msgid "The number of slices the torus is constructed of." msgstr "El número de piezas de las que está construido el toroide." #: modules/csg/doc_classes/CSGTorus.xml msgid "" "If [code]true[/code] the normals of the torus are set to give a smooth " "effect making the torus seem rounded. If [code]false[/code] the torus will " "have a flat shaded look." msgstr "" "Si [code]true[/code] las normales del toro se fijan para dar un efecto suave " "haciendo que el toro parezca redondeado. Si [code]false[/code] el toro " "tendrá un aspecto de sombra plana." #: modules/mono/doc_classes/CSharpScript.xml msgid "" "A script implemented in the C# programming language (Mono-enabled builds " "only)." msgstr "" "Un script implementado en el lenguaje de programación C# (sólo para " "construcciones habilitadas en mono)." #: 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 "" "Esta clase representa un guión de C#. Es el equivalente en C# de la clase " "[GDScript] y sólo está disponible en construcciones Godot habilitadas para " "Mono.\n" "Vea también [GodotSharp]." #: modules/mono/doc_classes/CSharpScript.xml #: modules/gdnative/doc_classes/PluginScript.xml msgid "Returns a new instance of the script." msgstr "Devuelve una nueva instancia del script." #: doc/classes/CubeMap.xml msgid "A CubeMap is a 6-sided 3D texture." msgstr "" #: doc/classes/CubeMap.xml msgid "" "A 6-sided 3D texture typically used for faking reflections. It can be used " "to make an object look as if it's reflecting its surroundings. This usually " "delivers much better performance than other reflection methods." msgstr "" #: doc/classes/CubeMap.xml #, fuzzy msgid "Returns the [CubeMap]'s height." msgstr "Devuelve la altura de la imagen." #: doc/classes/CubeMap.xml #, fuzzy msgid "" "Returns an [Image] for a side of the [CubeMap] using one of the [enum Side] " "constants." msgstr "" "Establece el modo corporal usando una de las constantes de [enum BodyMode]." #: doc/classes/CubeMap.xml #, fuzzy msgid "Returns the [CubeMap]'s width." msgstr "Devuelve el ancho de la imagen." #: doc/classes/CubeMap.xml #, fuzzy msgid "" "Sets an [Image] for a side of the [CubeMap] using one of the [enum Side] " "constants." msgstr "" "Establece el modo corporal usando una de las constantes de [enum BodyMode]." #: doc/classes/CubeMap.xml #, fuzzy msgid "" "The render flags for the [CubeMap]. See the [enum Flags] constants for " "details." msgstr "" "La alineación de todas las pestañas en el contenedor de pestañas. Vea las " "constantes [enum TabAlign] para más detalles." #: doc/classes/CubeMap.xml msgid "" "The lossy storage quality of the [CubeMap] if the storage mode is set to " "[constant STORAGE_COMPRESS_LOSSY]." msgstr "" #: doc/classes/CubeMap.xml #, fuzzy msgid "The [CubeMap]'s storage mode. See [enum Storage] constants." msgstr "" "El punto de anclaje de Camera2D. Ver las constantes de [enum AnchorMode]." #: doc/classes/CubeMap.xml msgid "Store the [CubeMap] without any compression." msgstr "" #: doc/classes/CubeMap.xml msgid "Store the [CubeMap] with strong compression that reduces image quality." msgstr "" #: doc/classes/CubeMap.xml msgid "" "Store the [CubeMap] with moderate compression that doesn't reduce image " "quality." msgstr "" #: doc/classes/CubeMap.xml #, fuzzy msgid "Identifier for the left face of the [CubeMap]." msgstr "Invierte las caras de la malla." #: doc/classes/CubeMap.xml #, fuzzy msgid "Identifier for the right face of the [CubeMap]." msgstr "Invierte las caras de la malla." #: doc/classes/CubeMap.xml msgid "Identifier for the bottom face of the [CubeMap]." msgstr "" #: doc/classes/CubeMap.xml #, fuzzy msgid "Identifier for the top face of the [CubeMap]." msgstr "Invierte las caras de la malla." #: doc/classes/CubeMap.xml #, fuzzy msgid "Identifier for the front face of the [CubeMap]." msgstr "Invierte las caras de la malla." #: doc/classes/CubeMap.xml #, fuzzy msgid "Identifier for the back face of the [CubeMap]." msgstr "Invierte las caras de la malla." #: doc/classes/CubeMap.xml msgid "Generate mipmaps, to enable smooth zooming out of the texture." msgstr "" #: doc/classes/CubeMap.xml msgid "Repeat (instead of clamp to edge)." msgstr "" #: doc/classes/CubeMap.xml msgid "Turn on magnifying filter, to enable smooth zooming in of the texture." msgstr "" #: doc/classes/CubeMap.xml msgid "Default flags. Generate mipmaps, repeat, and filter are enabled." msgstr "" #: doc/classes/CubeMesh.xml msgid "Generate an axis-aligned cuboid [PrimitiveMesh]." msgstr "Generar un cuboide alineado con el eje [PrimitiveMesh]." #: doc/classes/CubeMesh.xml #, fuzzy msgid "" "Generate an axis-aligned cuboid [PrimitiveMesh].\n" "The cube's UV layout is arranged in a 3×2 layout that allows texturing each " "face individually. To apply the same texture on all faces, change the " "material's UV property to [code]Vector3(3, 2, 1)[/code].\n" "[b]Note:[/b] When using a large textured [CubeMesh] (e.g. as a floor), you " "may stumble upon UV jittering issues depending on the camera angle. To solve " "this, increase [member subdivide_depth], [member subdivide_height] and " "[member subdivide_width] until you no longer notice UV jittering." msgstr "" "Generar un cuboide alineado con el eje [PrimitiveMesh].\n" "El diseño UV del cubo está dispuesto en una disposición de 3×2 que permite " "texturizar cada cara individualmente. Para aplicar la misma textura en todas " "las caras, cambia la propiedad UV del material a [code]Vector3(3, 2, 1)[/" "code]." #: doc/classes/CubeMesh.xml msgid "Size of the cuboid mesh." msgstr "El tamaño de la malla del cuboide." #: doc/classes/CubeMesh.xml msgid "Number of extra edge loops inserted along the Z axis." msgstr "Número de bucles de borde extra insertados a lo largo del eje Z." #: doc/classes/CubeMesh.xml msgid "Number of extra edge loops inserted along the Y axis." msgstr "Número de bucles de borde extra insertados a lo largo del eje Y." #: doc/classes/CubeMesh.xml msgid "Number of extra edge loops inserted along the X axis." msgstr "Número de bucles de borde extra insertados a lo largo del eje X." #: doc/classes/CullInstance.xml msgid "Parent of all nodes that can be culled by the Portal system." msgstr "" #: doc/classes/CullInstance.xml msgid "" "Provides common functionality to nodes that can be culled by the [Portal] " "system.\n" "[code]Static[/code] and [code]Dynamic[/code] objects are the most " "efficiently managed objects in the system, but there are some caveats. They " "are expected to be present initially when [Room]s are converted using the " "[RoomManager] [code]rooms_convert[/code] function, and their lifetime should " "be the same as the game level (i.e. present until you call " "[code]rooms_clear[/code] on the [RoomManager]. Although you shouldn't " "create / delete these objects during gameplay, you can manage their " "visibility with the standard [code]hide[/code] and [code]show[/code] " "commands.\n" "[code]Roaming[/code] objects on the other hand, require extra processing to " "keep track of which [Room] they are within. This enables them to be culled " "effectively, wherever they are.\n" "[code]Global[/code] objects are not culled by the portal system, and use " "view frustum culling only.\n" "Objects that are not [code]Static[/code] or [code]Dynamic[/code] can be " "freely created and deleted during the lifetime of the game level." msgstr "" #: doc/classes/CullInstance.xml msgid "" "This allows fine control over the mesh merging feature in the " "[RoomManager].\n" "Setting this option to [code]false[/code] can be used to prevent an instance " "being merged." msgstr "" #: doc/classes/CullInstance.xml msgid "" "When set to [code]0[/code], [CullInstance]s will be autoplaced in the [Room] " "with the highest priority.\n" "When set to a value other than [code]0[/code], the system will attempt to " "autoplace in a [Room] with the [code]autoplace_priority[/code], if it is " "present.\n" "This can be used to control autoplacement of building exteriors in an outer " "[RoomGroup]." msgstr "" #: doc/classes/CullInstance.xml msgid "" "When a manual bound has not been explicitly specified for a [Room], the " "convex hull bound will be estimated from the geometry of the objects within " "the room. This setting determines whether the geometry of an object is " "included in this estimate of the room bound.\n" "[b]Note:[/b] This setting is only relevant when the object is set to " "[code]PORTAL_MODE_STATIC[/code] or [code]PORTAL_MODE_DYNAMIC[/code], and for " "[Portal]s." msgstr "" #: doc/classes/CullInstance.xml msgid "" "When using [Room]s and [Portal]s, this specifies how the [CullInstance] is " "processed in the system." msgstr "" #: doc/classes/CullInstance.xml msgid "" "Use for instances within [Room]s that will [b]not move[/b] - e.g. walls, " "floors.\n" "[b]Note:[/b] If you attempt to delete a [code]PORTAL_MODE_STATIC[/code] " "instance while the room graph is loaded (converted), it will unload the room " "graph and deactivate portal culling. This is because the [b]room graph[/b] " "data has been invalidated. You will need to reconvert the rooms using the " "[RoomManager] to activate the system again." msgstr "" #: doc/classes/CullInstance.xml msgid "" "Use for instances within rooms that will move but [b]not change room[/b] - e." "g. moving platforms.\n" "[b]Note:[/b] If you attempt to delete a [code]PORTAL_MODE_DYNAMIC[/code] " "instance while the room graph is loaded (converted), it will unload the room " "graph and deactivate portal culling. This is because the [b]room graph[/b] " "data has been invalidated. You will need to reconvert the rooms using the " "[RoomManager] to activate the system again." msgstr "" #: doc/classes/CullInstance.xml msgid "Use for instances that will move [b]between[/b] [Room]s - e.g. players." msgstr "" #: doc/classes/CullInstance.xml msgid "" "Use for instances that will be frustum culled only - e.g. first person " "weapon, debug." msgstr "" #: doc/classes/CullInstance.xml msgid "" "Use for instances that will not be shown at all - e.g. [b]manual room " "bounds[/b] (specified by prefix [i]'Bound_'[/i])." msgstr "" #: doc/classes/Curve.xml msgid "A mathematic curve." msgstr "Una curva matemática." #: doc/classes/Curve.xml #, fuzzy 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.\n" "See also [Gradient] which is designed for color interpolation. See also " "[Curve2D] and [Curve3D]." msgstr "" "Una curva que puede ser guardada y reutilizada para otros objetos. Por " "defecto, oscila entre [code]0[/code] y [code]1[/code] en el eje Y y " "posiciona los puntos relativos a la posición [code]0,5[/code] Y." #: doc/classes/Curve.xml msgid "" "Adds a point to the curve. For each side, if the [code]*_mode[/code] is " "[constant TANGENT_LINEAR], the [code]*_tangent[/code] angle (in degrees) " "uses the slope of the curve halfway to the adjacent point. Allows custom " "assignments to the [code]*_tangent[/code] angle if [code]*_mode[/code] is " "set to [constant TANGENT_FREE]." msgstr "" "Añade un punto a la curva. Para cada lado, si el [code]*_mode[/code] es " "[constant TANGENT_LINEAR], el ángulo [code]*_tangent[/code] (en grados) " "utiliza la pendiente de la curva a mitad de camino del punto adyacente. " "Permite asignaciones personalizadas al ángulo [code]*_tangent[/code] si " "[code]*_mode[/code] se establece en [constant TANGENT_FREE]." #: doc/classes/Curve.xml msgid "Recomputes the baked cache of points for the curve." msgstr "Recompone la ca ché de puntos cocinada para la curva." #: doc/classes/Curve.xml msgid "" "Removes points that are closer than [code]CMP_EPSILON[/code] (0.00001) units " "to their neighbor on the curve." msgstr "" "Elimina los puntos que están más cerca de las unidades [code]CMP_EPSILON[/" "code] (0.00001) de su vecino en la curva." #: doc/classes/Curve.xml doc/classes/Curve2D.xml doc/classes/Curve3D.xml msgid "Removes all points from the curve." msgstr "Elimina todos los puntos de la curva." #: doc/classes/Curve.xml doc/classes/Curve2D.xml doc/classes/Curve3D.xml msgid "Returns the number of points describing the curve." msgstr "Devuelve el número de puntos que describen la curva." #: doc/classes/Curve.xml msgid "" "Returns the left [enum TangentMode] for the point at [code]index[/code]." msgstr "" "Devuelve la izquierda [enum TangentMode] para el punto en [code]index[/code]." #: doc/classes/Curve.xml msgid "" "Returns the left tangent angle (in degrees) for the point at [code]index[/" "code]." msgstr "" "Devuelve el ángulo de la tangente izquierda (en grados) para el punto en " "[code]index[/code]." #: doc/classes/Curve.xml msgid "Returns the curve coordinates for the point at [code]index[/code]." msgstr "" "Devuelve las coordenadas de la curva para el punto en [code]index[/code]." #: doc/classes/Curve.xml msgid "" "Returns the right [enum TangentMode] for the point at [code]index[/code]." msgstr "" "Devuelve el derecho [enum TangentMode] para el punto en [code]index[/code]." #: doc/classes/Curve.xml msgid "" "Returns the right tangent angle (in degrees) for the point at [code]index[/" "code]." msgstr "" "Devuelve el ángulo de la tangente derecha (en grados) para el punto en " "[code]index[/code]." #: doc/classes/Curve.xml msgid "" "Returns the Y value for the point that would exist at the X position " "[code]offset[/code] along the curve." msgstr "" "Devuelve el valor de Y para el punto que existiría en la posición X " "[code]offset[/code] a lo largo de la curva." #: doc/classes/Curve.xml msgid "" "Returns the Y value for the point that would exist at the X position " "[code]offset[/code] along the curve using the baked cache. Bakes the curve's " "points if not already baked." msgstr "" "Devuelve el valor de Y para el punto que existiría en la posición X " "[code]offset[/code] a lo largo de la curva usando la caché cocinada. Cocina " "los puntos de la curva si no están ya cocinados." #: doc/classes/Curve.xml msgid "Removes the point at [code]index[/code] from the curve." msgstr "Elimina el punto de [code]index[/code] de la curva." #: doc/classes/Curve.xml msgid "" "Sets the left [enum TangentMode] for the point at [code]index[/code] to " "[code]mode[/code]." msgstr "" "Establece el [enum TangentMode] izquierdo para el punto en [code]index[/" "code] a [code]mode[/code]." #: doc/classes/Curve.xml msgid "" "Sets the left tangent angle for the point at [code]index[/code] to " "[code]tangent[/code]." msgstr "" "Establece el ángulo de la tangente izquierda del punto en [code]index[/code] " "a [code]tangent[/code]." #: doc/classes/Curve.xml msgid "Sets the offset from [code]0.5[/code]." msgstr "Establece el desplazamiento a [code]0.5[/code]." #: doc/classes/Curve.xml msgid "" "Sets the right [enum TangentMode] for the point at [code]index[/code] to " "[code]mode[/code]." msgstr "" "Establece el [enum TangentMode] derecho para el punto de [code]index[/code] " "a [code]mode[/code]." #: doc/classes/Curve.xml msgid "" "Sets the right tangent angle for the point at [code]index[/code] to " "[code]tangent[/code]." msgstr "" "Establece el ángulo de la tangente derecha para el punto en [code]index[/" "code] a [code]tangent[/code]." #: doc/classes/Curve.xml msgid "" "Assigns the vertical position [code]y[/code] to the point at [code]index[/" "code]." msgstr "" "Asigna la posición vertical [code]y[/code] al punto de [code]index[/code]." #: doc/classes/Curve.xml msgid "The number of points to include in the baked (i.e. cached) curve data." msgstr "" "El número de puntos a incluir en los datos de la curva cocinados (es decir, " "en caché)." #: doc/classes/Curve.xml msgid "The maximum value the curve can reach." msgstr "El valor máximo que puede alcanzar la curva." #: doc/classes/Curve.xml msgid "The minimum value the curve can reach." msgstr "El valor mínimo que la curva puede alcanzar." #: doc/classes/Curve.xml msgid "Emitted when [member max_value] or [member min_value] is changed." msgstr "Emitido cuando se cambia [member max_value] o [member min_value]." #: doc/classes/Curve.xml msgid "The tangent on this side of the point is user-defined." msgstr "La tangente de este lado del punto es definida por el usuario." #: doc/classes/Curve.xml msgid "" "The curve calculates the tangent on this side of the point as the slope " "halfway towards the adjacent point." msgstr "" "La curva calcula la tangente de este lado del punto como la pendiente a " "mitad de camino hacia el punto adyacente." #: doc/classes/Curve.xml msgid "The total number of available tangent modes." msgstr "El número total de modos tangentes disponibles." #: doc/classes/Curve2D.xml msgid "Describes a Bézier curve in 2D space." msgstr "Describe una curva de Bézier en el espacio 2D." #: doc/classes/Curve2D.xml msgid "" "This class describes a Bézier curve in 2D space. It is mainly used to give a " "shape to a [Path2D], but can be manually sampled for other purposes.\n" "It keeps a cache of precalculated points along the curve, to speed up " "further calculations." msgstr "" "Esta clase describe una curva de Bézier en el espacio 2D. Se utiliza " "principalmente para dar una forma a un [Path2D], pero puede ser muestreada " "manualmente para otros propósitos.\n" "Mantiene un cacheo de puntos precalculados a lo largo de la curva, para " "acelerar los cálculos." #: doc/classes/Curve2D.xml doc/classes/Curve3D.xml #, fuzzy msgid "" "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 "" "Añade un punto a una curva en la posición [code]position[/code], con puntos " "de control [code]in[/code] y [code]out[/code].\n" "Si se da [code]at_position[/code], el punto se inserta antes del número de " "punto [code]at_position[/code], desplazando ese punto (y todos los puntos " "posteriores) después del punto insertado. Si no se da [code]at_position[/" "code], o es un valor ilegal ([code]at_position <0[/code] o [code]at_position " ">= [method get_point_count][/code]), el punto se añadirá al final de la " "lista de puntos." #: doc/classes/Curve2D.xml doc/classes/Curve3D.xml msgid "" "Returns the total length of the curve, based on the cached points. Given " "enough density (see [member bake_interval]), it should be approximate enough." msgstr "" "Devuelve la longitud total de la curva, basada en los puntos cacheados. Si " "se le da suficiente densidad (ver [member bake_interval]), debe ser bastante " "aproximada." #: doc/classes/Curve2D.xml #, fuzzy msgid "Returns the cache of points as a [PoolVector2Array]." msgstr "Devuelve el caché de puntos como un [PackedVector2Array]." #: doc/classes/Curve2D.xml msgid "" "Returns the closest offset to [code]to_point[/code]. This offset is meant to " "be used in [method interpolate_baked].\n" "[code]to_point[/code] must be in this curve's local space." msgstr "" "Devuelve el desplazamiento más cercano a [code]to_point[/code]. Este " "desplazamiento está destinado a ser utilizado en [method " "interpolate_baked].\n" "[code]to_point[/code] debe estar en el espacio local de esta curva." #: doc/classes/Curve2D.xml doc/classes/Curve3D.xml #, fuzzy msgid "" "Returns the closest baked point (in curve's local space) to [code]to_point[/" "code].\n" "[code]to_point[/code] must be in this curve's local space." msgstr "" "Devuelve el punto más cercano (en el espacio local de la curva) a " "[code]to_point[/code].\n" "[code]to_point[/code] debe estar en el espacio local de esta curva." #: doc/classes/Curve2D.xml #, fuzzy msgid "" "Returns the position of the control point leading to the vertex [code]idx[/" "code]. The returned position is relative to the vertex [code]idx[/code]. If " "the index is out of bounds, the function sends an error to the console, and " "returns [code](0, 0)[/code]." msgstr "" "Devuelve la posición del punto de control que sale del vértice [code]idx[/" "code]. Si el índice está fuera de los límites, la función envía un error a " "la consola, y devuelve [code](0, 0)[/code]." #: doc/classes/Curve2D.xml #, fuzzy msgid "" "Returns the position of the control point leading out of the vertex " "[code]idx[/code]. The returned position is relative to the vertex [code]idx[/" "code]. If the index is out of bounds, the function sends an error to the " "console, and returns [code](0, 0)[/code]." msgstr "" "Devuelve la posición del punto de control que sale del vértice [code]idx[/" "code]. Si el índice está fuera de los límites, la función envía un error a " "la consola, y devuelve [code](0, 0)[/code]." #: doc/classes/Curve2D.xml msgid "" "Returns the position of the vertex [code]idx[/code]. If the index is out of " "bounds, the function sends an error to the console, and returns [code](0, 0)" "[/code]." msgstr "" "Devuelve la posición del vértice [code]idx[/code]. Si el índice está fuera " "de los límites, la función envía un error a la consola, y devuelve [code](0, " "0)[/code]." #: doc/classes/Curve2D.xml msgid "" "Returns the position between the vertex [code]idx[/code] and the vertex " "[code]idx + 1[/code], where [code]t[/code] controls if the point is the " "first vertex ([code]t = 0.0[/code]), the last vertex ([code]t = 1.0[/code]), " "or in between. Values of [code]t[/code] outside the range ([code]0.0 >= t " "<=1[/code]) give strange, but predictable results.\n" "If [code]idx[/code] is out of bounds it is truncated to the first or last " "vertex, and [code]t[/code] is ignored. If the curve has no points, the " "function sends an error to the console, and returns [code](0, 0)[/code]." msgstr "" "Devuelve la posición entre el vértice [code]idx[/code] y el vértice " "[code]idx + 1[/code], donde [code]t[/code] controla si el punto es el primer " "vértice ([code]t = 0.0[/code]), el último vértice ([code]t = 1.0[/code]), o " "en medio. Los valores de [code]t[/code] fuera del rango ([code]0.0 >= t <=1[/" "code]) dan resultados extraños, pero predecibles.\n" "Si [code]idx[/code] está fuera de los límites se trunca el primer o último " "vértice, y [code]t[/code] se ignora. Si la curva no tiene puntos, la función " "envía un error a la consola, y devuelve [code](0, 0)[/code]." #: doc/classes/Curve2D.xml msgid "" "Returns a point within the curve at position [code]offset[/code], where " "[code]offset[/code] is measured as a pixel distance along the curve.\n" "To do that, it finds the two cached points where the [code]offset[/code] " "lies between, then interpolates the values. This interpolation is cubic if " "[code]cubic[/code] is set to [code]true[/code], or linear if set to " "[code]false[/code].\n" "Cubic interpolation tends to follow the curves better, but linear is faster " "(and often, precise enough)." msgstr "" "Devuelve un punto dentro de la curva en la posición [code]offset[/code], " "donde [code]offset[/code] se mide como una distancia en píxeles a lo largo " "de la curva.\n" "Para ello, encuentra los dos puntos en caché entre los que se encuentra " "[code]offset[/code], e interpola los valores. Esta interpolación es cúbica " "si [code]cubic[/code] se establece en [code]true[/code], o lineal si se " "establece en [code]false[/code].\n" "La interpolación cúbica tiende a seguir mejor las curvas, pero la lineal es " "más rápida (y a menudo, suficientemente precisa)." #: doc/classes/Curve2D.xml doc/classes/Curve3D.xml msgid "" "Returns the position at the vertex [code]fofs[/code]. It calls [method " "interpolate] using the integer part of [code]fofs[/code] as [code]idx[/" "code], and its fractional part as [code]t[/code]." msgstr "" "Devuelve la posición en el vértice [code]fofs[/code]. Llama a [method " "interpolate] usando la parte entera de [code]fofs[/code] como [code]idx[/" "code], y su parte fraccionaria como [code]t[/code]." #: doc/classes/Curve2D.xml doc/classes/Curve3D.xml msgid "" "Deletes the point [code]idx[/code] from the curve. Sends an error to the " "console if [code]idx[/code] is out of bounds." msgstr "" "Suprime el punto [code]idx[/code] de la curva. Envía un error a la consola " "si [code]idx[/code] está fuera de los límites." #: doc/classes/Curve2D.xml doc/classes/Curve3D.xml #, fuzzy msgid "" "Sets the position of the control point leading to the vertex [code]idx[/" "code]. If the index is out of bounds, the function sends an error to the " "console. The position is relative to the vertex." msgstr "" "Establece la posición del punto de control que conduce al vértice [code]idx[/" "code]. Si el índice está fuera de los límites, la función envía un error a " "la consola." #: doc/classes/Curve2D.xml doc/classes/Curve3D.xml #, fuzzy msgid "" "Sets the position of the control point leading out of the vertex [code]idx[/" "code]. If the index is out of bounds, the function sends an error to the " "console. The position is relative to the vertex." msgstr "" "Establece la posición del punto de control que sale del vértice [code]idx[/" "code]. Si el índice está fuera de los límites, la función envía un error a " "la consola." #: doc/classes/Curve2D.xml doc/classes/Curve3D.xml msgid "" "Sets the position for the vertex [code]idx[/code]. If the index is out of " "bounds, the function sends an error to the console." msgstr "" "Establece la posición del vértice [code]idx[/code]. Si el índice está fuera " "de los límites, la función envía un error a la consola." #: doc/classes/Curve2D.xml doc/classes/Curve3D.xml msgid "" "Returns a list of points along the curve, with a curvature controlled point " "density. That is, the curvier parts will have more points than the " "straighter parts.\n" "This approximation makes straight segments between each point, then " "subdivides those segments until the resulting shape is similar enough.\n" "[code]max_stages[/code] controls how many subdivisions a curve segment may " "face before it is considered approximate enough. Each subdivision splits the " "segment in half, so the default 5 stages may mean up to 32 subdivisions per " "curve segment. Increase with care!\n" "[code]tolerance_degrees[/code] controls how many degrees the midpoint of a " "segment may deviate from the real curve, before the segment has to be " "subdivided." msgstr "" "Devuelve una lista de puntos a lo largo de la curva, con una densidad de " "puntos controlada por la curvatura. Es decir, las partes más curvadas " "tendrán más puntos que las partes más rectas.\n" "Esta aproximación hace segmentos rectos entre cada punto, luego subdivide " "esos segmentos hasta que la forma resultante es lo suficientemente similar.\n" "[code]max_stages[/code] controla cuántas subdivisiones puede afrontar un " "segmento de curva antes de que se considere suficientemente aproximado. Cada " "subdivisión divide el segmento por la mitad, por lo que las 5 etapas " "predeterminadas pueden significar hasta 32 subdivisiones por segmento de " "curva. Aumenta con cuidado!\n" "[code]tolerance_degrees[/code] controla cuántos grados puede desviarse el " "punto medio de un segmento de la curva real, antes de que el segmento tenga " "que ser subdividido." #: doc/classes/Curve2D.xml msgid "" "The distance in pixels between two adjacent cached points. Changing it " "forces the cache to be recomputed the next time the [method " "get_baked_points] or [method get_baked_length] function is called. The " "smaller the distance, the more points in the cache and the more memory it " "will consume, so use with care." msgstr "" "La distancia en píxeles entre dos puntos cacheados adyacentes. Cambiarlo " "obliga a recomponer la caché la próxima vez que se llame a la función " "[method get_baked_points] o [method get_baked_length]. Cuanto menor sea la " "distancia, más puntos en el cache y más memoria consumirá, así que úsala con " "cuidado." #: doc/classes/Curve3D.xml msgid "Describes a Bézier curve in 3D space." msgstr "Describe una curva de Bézier en el espacio 3D." #: doc/classes/Curve3D.xml #, fuzzy msgid "" "This class describes a Bézier curve in 3D space. It is mainly used to give a " "shape to a [Path], but can be manually sampled for other purposes.\n" "It keeps a cache of precalculated points along the curve, to speed up " "further calculations." msgstr "" "Esta clase describe una curva Bézier en el espacio 3D. Se utiliza " "principalmente para dar una forma a un [Path], pero puede ser muestreada " "manualmente para otros propósitos.\n" "Mantiene un cacheo de puntos precalculados a lo largo de la curva, para " "acelerar los cálculos posteriores." #: doc/classes/Curve3D.xml #, fuzzy msgid "Returns the cache of points as a [PoolVector3Array]." msgstr "Devuelve el caché de puntos como un [PackedVector3Array]." #: doc/classes/Curve3D.xml #, fuzzy msgid "Returns the cache of tilts as a [PoolRealArray]." msgstr "Devuelve el caché de inclinaciones como un [PackedFloat32Array]." #: doc/classes/Curve3D.xml #, fuzzy msgid "" "Returns the cache of up vectors as a [PoolVector3Array].\n" "If [member up_vector_enabled] is [code]false[/code], the cache will be empty." msgstr "" "Devuelve la caché de los vectores como un [PackedVector3Array].\n" "Si [member up_vector_enabled] es [code]false[/code], el caché estará vacío." #: doc/classes/Curve3D.xml msgid "" "Returns the closest offset to [code]to_point[/code]. This offset is meant to " "be used in [method interpolate_baked] or [method " "interpolate_baked_up_vector].\n" "[code]to_point[/code] must be in this curve's local space." msgstr "" "Devuelve el desplazamiento más cercano a [code]to_point[/code]. Este " "desplazamiento está destinado a ser utilizado en [method interpolate_baked] " "o [method interpolate_baked_up_vector].\n" "[code]to_point[/code] debe estar en el espacio local de esta curva." #: doc/classes/Curve3D.xml #, fuzzy msgid "" "Returns the position of the control point leading to the vertex [code]idx[/" "code]. The returned position is relative to the vertex [code]idx[/code]. If " "the index is out of bounds, the function sends an error to the console, and " "returns [code](0, 0, 0)[/code]." msgstr "" "Devuelve la posición del punto de control que sale del vértice [code]idx[/" "code]. Si el índice está fuera de los límites, la función envía un error a " "la consola, y devuelve [code](0, 0, 0)[/code]." #: doc/classes/Curve3D.xml #, fuzzy msgid "" "Returns the position of the control point leading out of the vertex " "[code]idx[/code]. The returned position is relative to the vertex [code]idx[/" "code]. If the index is out of bounds, the function sends an error to the " "console, and returns [code](0, 0, 0)[/code]." msgstr "" "Devuelve la posición del punto de control que sale del vértice [code]idx[/" "code]. Si el índice está fuera de los límites, la función envía un error a " "la consola, y devuelve [code](0, 0, 0)[/code]." #: doc/classes/Curve3D.xml msgid "" "Returns the position of the vertex [code]idx[/code]. If the index is out of " "bounds, the function sends an error to the console, and returns [code](0, 0, " "0)[/code]." msgstr "" "Devuelve la posición del vértice [code]idx[/code]. Si el índice está fuera " "de los límites, la función envía un error a la consola, y devuelve [code](0, " "0, 0)[/code]." #: doc/classes/Curve3D.xml msgid "" "Returns the tilt angle in radians for the point [code]idx[/code]. If the " "index is out of bounds, the function sends an error to the console, and " "returns [code]0[/code]." msgstr "" "Devuelve el ángulo de inclinación en radianes para el punto [code]idx[/" "code]. Si el índice está fuera de los límites, la función envía un error a " "la consola, y devuelve [code]0[/code]." #: doc/classes/Curve3D.xml msgid "" "Returns the position between the vertex [code]idx[/code] and the vertex " "[code]idx + 1[/code], where [code]t[/code] controls if the point is the " "first vertex ([code]t = 0.0[/code]), the last vertex ([code]t = 1.0[/code]), " "or in between. Values of [code]t[/code] outside the range ([code]0.0 >= t " "<=1[/code]) give strange, but predictable results.\n" "If [code]idx[/code] is out of bounds it is truncated to the first or last " "vertex, and [code]t[/code] is ignored. If the curve has no points, the " "function sends an error to the console, and returns [code](0, 0, 0)[/code]." msgstr "" "Devuelve la posición entre el vértice [code]idx[/code] y el vértice " "[code]idx + 1[/code], donde [code]t[/code] controla si el punto es el primer " "vértice ([code]t = 0.0[/code]), el último vértice ([code]t = 1.0[/code]), o " "en medio. Los valores de [code]t[/code] fuera del rango ([code]0.0 >= t <=1[/" "code]) dan resultados extraños, pero predecibles.\n" "Si [code]idx[/code] está fuera de los límites se trunca al primer o último " "vértice, y [code]t[/code] se ignora. Si la curva no tiene puntos, la función " "envía un error a la consola, y devuelve [code](0, 0, 0)[/code]." #: doc/classes/Curve3D.xml #, fuzzy msgid "" "Returns a point within the curve at position [code]offset[/code], where " "[code]offset[/code] is measured as a distance in 3D units along the curve.\n" "To do that, it finds the two cached points where the [code]offset[/code] " "lies between, then interpolates the values. This interpolation is cubic if " "[code]cubic[/code] is set to [code]true[/code], or linear if set to " "[code]false[/code].\n" "Cubic interpolation tends to follow the curves better, but linear is faster " "(and often, precise enough)." msgstr "" "Devuelve un punto dentro de la curva en la posición [code]offset[/code], " "donde [code]offset[/code] se mide como una distancia en píxeles a lo largo " "de la curva.\n" "Para ello, encuentra los dos puntos en caché entre los que se encuentra " "[code]offset[/code], e interpola los valores. Esta interpolación es cúbica " "si [code]cubic[/code] se establece en [code]true[/code], o lineal si se " "establece en [code]false[/code].\n" "La interpolación cúbica tiende a seguir mejor las curvas, pero la lineal es " "más rápida (y a menudo, suficientemente precisa)." #: doc/classes/Curve3D.xml msgid "" "Returns an up vector within the curve at position [code]offset[/code], where " "[code]offset[/code] is measured as a distance in 3D units along the curve.\n" "To do that, it finds the two cached up vectors where the [code]offset[/code] " "lies between, then interpolates the values. If [code]apply_tilt[/code] is " "[code]true[/code], an interpolated tilt is applied to the interpolated up " "vector.\n" "If the curve has no up vectors, the function sends an error to the console, " "and returns [code](0, 1, 0)[/code]." msgstr "" "Devuelve un vector ascendente dentro de la curva en la posición " "[code]offset[/code], donde [code]offset[/code] se mide como una distancia en " "unidades 3D a lo largo de la curva.\n" "Para ello, encuentra los dos vectores ascendentes donde se encuentra el " "[code]offset[/code] entre ellos, y luego interpola los valores. Si " "[code]apply_tilt[/code] es [code]true[/code], se aplica una inclinación " "interpolada al vector interpolado hacia arriba.\n" "Si la curva no tiene vectores ascendentes, la función envía un error a la " "consola, y devuelve [code](0, 1, 0)[/code]." #: doc/classes/Curve3D.xml #, fuzzy msgid "" "Sets the tilt angle in radians for the point [code]idx[/code]. If the index " "is out of bounds, the function sends an error to the console.\n" "The tilt controls the rotation along the look-at axis an object traveling " "the path would have. In the case of a curve controlling a [PathFollow], this " "tilt is an offset over the natural tilt the [PathFollow] calculates." msgstr "" "Establece el ángulo de inclinación en radianes para el punto [code]idx[/" "code]. Si el índice está fuera de los límites, la función envía un error a " "la consola.\n" "La inclinación controla la rotación a lo largo del eje de observación que " "tendría un objeto que viajara por el camino. En el caso de una curva que " "controla un [PathFollow], esta inclinación es un desplazamiento sobre la " "inclinación natural que calcula el [PathFollow]." #: doc/classes/Curve3D.xml msgid "" "The distance in meters between two adjacent cached points. Changing it " "forces the cache to be recomputed the next time the [method " "get_baked_points] or [method get_baked_length] function is called. The " "smaller the distance, the more points in the cache and the more memory it " "will consume, so use with care." msgstr "" "La distancia en metros entre dos puntos cacheados adyacentes. Cambiarlo " "obliga a recomponer la caché la próxima vez que se llame a la función " "[method get_baked_points] o [method get_baked_length]. Cuanto más pequeña " "sea la distancia, más puntos en el cache y más memoria consumirá, así que " "úsala con cuidado." #: doc/classes/Curve3D.xml #, fuzzy msgid "" "If [code]true[/code], the curve will bake up vectors used for orientation. " "This is used when [member PathFollow.rotation_mode] is set to [constant " "PathFollow.ROTATION_ORIENTED]. Changing it forces the cache to be recomputed." msgstr "" "Si [code]true[/code], la curva cocinará los vectores utilizados para la " "orientación. Esto se utiliza cuando [member PathFollow3D.rotation_mode] se " "establece en [constant PathFollow3D.ROTATION_ORIENTED]. Al cambiarlo se " "fuerza a la caché a ser recalculada." #: doc/classes/CurveTexture.xml msgid "A texture that shows a curve." msgstr "Una textura que muestra una curva." #: doc/classes/CurveTexture.xml msgid "" "Renders a given [Curve] provided to it. Simplifies the task of drawing " "curves and/or saving them as image files." msgstr "" "Hace que una determinada [Curve] le sea proporcionada. Simplifica la tarea " "de dibujar curvas y/o guardarlas como archivos de imagen." #: doc/classes/CurveTexture.xml #, fuzzy msgid "The [Curve] that is rendered onto the texture." msgstr "La [code]curve[/code] renderizada en la textura." #: doc/classes/CurveTexture.xml 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 msgid "Class representing a cylindrical [PrimitiveMesh]." msgstr "Clase que representa un cilindro [PrimitiveMesh]." #: doc/classes/CylinderMesh.xml #, fuzzy msgid "" "Class representing a cylindrical [PrimitiveMesh]. This class can be used to " "create cones by setting either the [member top_radius] or [member " "bottom_radius] properties to [code]0.0[/code]." msgstr "" "Clase que representa un cilindro [PrimitiveMesh]. Esta clase puede ser usada " "para crear conos estableciendo las propiedades [member top_radius] o [member " "bottom_radius] a 0.0." #: doc/classes/CylinderMesh.xml msgid "" "Bottom radius of the cylinder. If set to [code]0.0[/code], the bottom faces " "will not be generated, resulting in a conic shape." msgstr "" #: doc/classes/CylinderMesh.xml msgid "Full height of the cylinder." msgstr "La altura total del cilindro." #: doc/classes/CylinderMesh.xml msgid "" "Number of radial segments on the cylinder. Higher values result in a more " "detailed cylinder/cone at the cost of performance." msgstr "" #: doc/classes/CylinderMesh.xml msgid "" "Number of edge rings along the height of the cylinder. Changing [member " "rings] does not have any visual impact unless a shader or procedural mesh " "tool is used to alter the vertex data. Higher values result in more " "subdivisions, which can be used to create smoother-looking effects with " "shaders or procedural mesh tools (at the cost of performance). When not " "altering the vertex data using a shader or procedural mesh tool, [member " "rings] should be kept to its default value." msgstr "" #: doc/classes/CylinderMesh.xml msgid "" "Top radius of the cylinder. If set to [code]0.0[/code], the top faces will " "not be generated, resulting in a conic shape." msgstr "" #: doc/classes/CylinderShape.xml msgid "Cylinder shape for collisions." msgstr "Forma de cilindro para colisiones." #: doc/classes/CylinderShape.xml msgid "" "Cylinder shape for collisions.\n" "[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics " "engine, there are several known bugs with cylinder collision shapes. Using " "[CapsuleShape] or [BoxShape] instead is recommended." msgstr "" #: doc/classes/CylinderShape.xml msgid "The cylinder's height." msgstr "La altura del cilindro." #: doc/classes/CylinderShape.xml msgid "The cylinder's radius." msgstr "El radio del cilindro." #: doc/classes/DampedSpringJoint2D.xml msgid "Damped spring constraint for 2D physics." msgstr "Restricción de muelle amortiguado para la física 2D." #: doc/classes/DampedSpringJoint2D.xml msgid "" "Damped spring constraint for 2D physics. This resembles a spring joint that " "always wants to go back to a given length." msgstr "" "Restricción de muelle amortiguado para la física 2D. Esto se asemeja a una " "articulación de resorte que siempre quiere volver a una longitud determinada." #: doc/classes/DampedSpringJoint2D.xml msgid "" "The spring joint's damping ratio. A value between [code]0[/code] and " "[code]1[/code]. When the two bodies move into different directions the " "system tries to align them to the spring axis again. A high [code]damping[/" "code] value forces the attached bodies to align faster." msgstr "" "El ratio de amortiguación de la articulación del resorte. Un valor entre " "[code]0[/code] y [code]1[/code]. Cuando los dos cuerpos se mueven en " "direcciones diferentes el sistema intenta alinearlos de nuevo al eje del " "resorte. Un valor alto de [code]damping[/code] obliga a los cuerpos adjuntos " "a alinearse más rápido." #: doc/classes/DampedSpringJoint2D.xml msgid "" "The spring joint's maximum length. The two attached bodies cannot stretch it " "past this value." msgstr "" "La longitud máxima de la articulación del resorte. Los dos cuerpos unidos no " "pueden estirarse más allá de este valor." #: doc/classes/DampedSpringJoint2D.xml msgid "" "When the bodies attached to the spring joint move they stretch or squash it. " "The joint always tries to resize towards this length." msgstr "" "Cuando los cuerpos unidos a la articulación de resorte se mueven, se estiran " "o se aplastan. La articulación siempre trata de redimensionarse hacia esta " "longitud." #: doc/classes/DampedSpringJoint2D.xml msgid "" "The higher the value, the less the bodies attached to the joint will deform " "it. The joint applies an opposing force to the bodies, the product of the " "stiffness multiplied by the size difference from its resting length." msgstr "" "Cuanto más alto sea el valor, menos los cuerpos adheridos a la articulación " "la deformarán. La articulación aplica una fuerza opuesta a los cuerpos, " "producto de la rigidez multiplicada por la diferencia de tamaño de su " "longitud en reposo." #: doc/classes/Dictionary.xml msgid "Dictionary type." msgstr "Tipo diccionario." #: doc/classes/Dictionary.xml #, fuzzy msgid "" "Dictionary type. Associative container which contains values referenced by " "unique keys. Dictionaries are composed of pairs of keys (which must be " "unique) and values. Dictionaries will preserve the insertion order when " "adding elements, even though this may not be reflected when printing the " "dictionary. In other programming languages, this data structure is sometimes " "referred to as a hash map or associative array.\n" "You can define a dictionary by placing a comma-separated list of [code]key: " "value[/code] pairs in curly braces [code]{}[/code].\n" "Erasing elements while iterating over them [b]is not supported[/b] and will " "result in undefined behavior.\n" "[b]Note:[/b] Dictionaries are always passed by reference. To get a copy of a " "dictionary which can be modified independently of the original dictionary, " "use [method duplicate].\n" "Creating a dictionary:\n" "[codeblock]\n" "var my_dict = {} # Creates an empty dictionary.\n" "\n" "var dict_variable_key = \"Another key name\"\n" "var dict_variable_value = \"value2\"\n" "var another_dict = {\n" " \"Some key name\": \"value1\",\n" " dict_variable_key: dict_variable_value,\n" "}\n" "\n" "var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n" "\n" "# Alternative Lua-style syntax.\n" "# Doesn't require quotes around keys, but only string constants can be used " "as key names.\n" "# Additionally, key names must start with a letter or an underscore.\n" "# Here, `some_key` is a string literal, not a variable!\n" "another_dict = {\n" " some_key = 42,\n" "}\n" "[/codeblock]\n" "You can access a dictionary's values by referencing the appropriate key. In " "the above example, [code]points_dict[\"White\"][/code] will return [code]50[/" "code]. You can also write [code]points_dict.White[/code], which is " "equivalent. However, you'll have to use the bracket syntax if the key you're " "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" "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" " var points = points_dict[my_color]\n" "[/codeblock]\n" "In the above code, [code]points[/code] will be assigned the value that is " "paired with the appropriate color selected in [code]my_color[/code].\n" "Dictionaries can contain more complex data:\n" "[codeblock]\n" "my_dict = {\"First Array\": [1, 2, 3, 4]} # Assigns an Array to a String " "key.\n" "[/codeblock]\n" "To add a key to an existing dictionary, access it like an existing key and " "assign to it:\n" "[codeblock]\n" "var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n" "points_dict[\"Blue\"] = 150 # Add \"Blue\" as a key and assign 150 as its " "value.\n" "[/codeblock]\n" "Finally, dictionaries can contain different types of keys and values in the " "same dictionary:\n" "[codeblock]\n" "# This is a valid dictionary.\n" "# To access the string \"Nested value\" below, use `my_dict.sub_dict." "sub_key` or `my_dict[\"sub_dict\"][\"sub_key\"]`.\n" "# Indexing styles can be mixed and matched depending on your needs.\n" "var my_dict = {\n" " \"String Key\": 5,\n" " 4: [1, 2, 3],\n" " 7: \"Hello\",\n" " \"sub_dict\": {\"sub_key\": \"Nested value\"},\n" "}\n" "[/codeblock]\n" "[b]Note:[/b] Unlike [Array]s, you can't compare dictionaries directly:\n" "[codeblock]\n" "array1 = [1, 2, 3]\n" "array2 = [1, 2, 3]\n" "\n" "func compare_arrays():\n" " print(array1 == array2) # Will print true.\n" "\n" "var dict1 = {\"a\": 1, \"b\": 2, \"c\": 3}\n" "var dict2 = {\"a\": 1, \"b\": 2, \"c\": 3}\n" "\n" "func compare_dictionaries():\n" " print(dict1 == dict2) # Will NOT print true.\n" "[/codeblock]\n" "You need to first calculate the dictionary's hash with [method hash] before " "you can compare them:\n" "[codeblock]\n" "var dict1 = {\"a\": 1, \"b\": 2, \"c\": 3}\n" "var dict2 = {\"a\": 1, \"b\": 2, \"c\": 3}\n" "\n" "func compare_dictionaries():\n" " print(dict1.hash() == dict2.hash()) # Will print true.\n" "[/codeblock]\n" "[b]Note:[/b] When declaring a dictionary with [code]const[/code], the " "dictionary itself can still be mutated by defining the values of individual " "keys. Using [code]const[/code] will only prevent assigning the constant with " "another value after it was initialized." msgstr "" "Tipo de diccionario. Contenedor asociativo que contiene valores " "referenciados por claves únicas. Los diccionarios se componen de pares de " "claves (que deben ser únicas) y valores. Los diccionarios conservarán el " "orden de inserción al agregar elementos, aunque esto puede no reflejarse al " "imprimir el diccionario. En otros lenguajes de programación, esta estructura " "de datos a veces se denomina mapa hash o matriz asociativa. \n" "Puede definir un diccionario colocando una lista separada por comas de pares " "[code]clave: valor[/code] entre llaves [code]{}[/code].\n" "Borrar elementos mientras se itera sobre ellos [b]no es compatible[/b] y " "resultará en un comportamiento indefinido.\n" "[b]Nota:[/b] Los diccionarios siempre se pasan por referencia. Para obtener " "una copia de un diccionario que se pueda modificar independientemente del " "diccionario original, utilice [method duplicate].\n" "Crear un diccionario:\n" "[codeblock]\n" "var my_dir = {} # Crea un diccionario vacío.\n" "var puntos_dict = {\"Blanco\": 50, \"Amarillo\": 75, \"Naranja\": 100}\n" "var otro_dict = {\n" " key1: value1,\n" " key2: value2,\n" " key3: value3,\n" "}\n" "[/codeblock]\n" "Puede acceder a los valores de un diccionario haciendo referencia a la clave " "adecuada. En el ejemplo anterior, [code]puntos_dict[\"Blanco\"][/code] " "devolverá [code]50[/code]. También puede escribir [code]puntos_dict.Blanco[/" "code], que es equivalente. Sin embargo, tendrá que usar la sintaxis de " "corchetes si la clave con la que accede al diccionario no es una cadena fija " "(como un número o una variable).\n" "[codeblock]\n" "export (String, \"Blanco\", \"Amarillo\", \"Naranja\") var my_color\n" "var puntos_dict = {\"Blanco\": 50, \"Amarillo\": 75, \"Naranja\": 100}\n" "\n" "func _ready():\n" " # No podemos usar la sintaxis de puntos aquí ya que `my_color` es una " "variable.\n" " var puntos = puntos_dict[my_color]\n" "[/codeblock]\n" "En el código anterior, a los [code]puntos[/code] se les asignará el valor " "que se empareja con el color apropiado seleccionado en [code]my_color[/" "code].\n" "Los diccionarios pueden contener datos más complejos:\n" "[codeblock]\n" "my_dict = {\"First Array\": [1, 2, 3, 4]} # Asigna una matriz a una clave de " "cadena.\n" "[/codeblock]\n" "Para agregar una clave a un diccionario existente, acceda a él como una " "clave existente y asígnele:\n" "[codeblock]\n" "var puntos_dict = {\"Blanco\": 50, \"Amarillo\": 75, \"Naranja\": 100}\n" "puntos_dict[\"Blue\"] = 150 # Agrega \"Blue\" como clave y asigna 150 como " "su valor.\n" "[/codeblock]\n" "Finalmente, los diccionarios pueden contener diferentes tipos de claves y " "valores en el mismo diccionario:\n" "[codeblock]\n" "# Este es un diccionario válido.\n" "# Para acceder a la cadena \"Valor anidado\" a continuación, use `my_dict." "sub_dir.sub_key` o `my_dict[\"sub_dir\"][\"sub_key\"]`.\n" "# Los estilos de indexación se pueden mezclar y combinar según sus " "necesidades.\n" "var my_dict = {\n" " \"Clave de cadena\": 5,\n" " 4: [1, 2, 3],\n" " 7: \"Hola\",\n" " \"sub_dict\": {\"sub_key\": \"Valor anidado\"},\n" "}\n" "[/codeblock]\n" "[b]Nota:[/b] A diferencia de los [Array], no puede comparar diccionarios " "directamente:\n" "[codeblock]\n" "array1 = [1, 2, 3]\n" "array2 = [1, 2, 3]\n" "\n" "func compare_arrays():\n" " print(array1 == array2) # Imprimirá verdadero.\n" "\n" "dict1 = {\"a\": 1, \"b\": 2, \"c\": 3}\n" "dict2 = {\"a\": 1, \"b\": 2, \"c\": 3}\n" "\n" "func compare_dictionaries():\n" " print(dict1 == dict2) # NO imprimirá verdadero.\n" "[/codeblock]\n" "Primero debes calcular el hash del diccionario con [method hash] antes de " "poder compararlos:\n" "[codeblock]\n" "dict1 = {\"a\": 1, \"b\": 2, \"c\": 3}\n" "dict2 = {\"a\": 1, \"b\": 2, \"c\": 3}\n" "\n" "func compare_dictionaries():\n" " print(dict1.hash() == dict2.hash()) # Se imprimirá verdadero.\n" "[/codeblock]" #: doc/classes/Dictionary.xml msgid "GDScript basics: Dictionary" msgstr "" #: doc/classes/Dictionary.xml msgid "Clear the dictionary, removing all key/value pairs." msgstr "Limpia el diccionario, eliminando todos los pares clave/valor." #: doc/classes/Dictionary.xml msgid "" "Creates a copy of the dictionary, and returns it. The [code]deep[/code] " "parameter causes inner dictionaries and arrays to be copied recursively, but " "does not apply to objects." msgstr "" "Crea una copia del diccionario y la devuelve. El parámetro [code]deep[/code] " "hace que los diccionarios y arrays internos se copien de forma recursiva, " "pero no se aplica a los objetos." #: doc/classes/Dictionary.xml msgid "Returns [code]true[/code] if the dictionary is empty." msgstr "Devuelve [code]true[/code] si el diccionario está vacío." #: doc/classes/Dictionary.xml #, fuzzy msgid "" "Erase a dictionary key/value pair by key. Returns [code]true[/code] if the " "given key was present in the dictionary, [code]false[/code] otherwise.\n" "[b]Note:[/b] Don't erase elements while iterating over the dictionary. You " "can iterate over the [method keys] array instead." msgstr "" "Borra un par clave/valor del diccionario por clave. Devuelve [code]true[/" "code] si la clave dada estaba presente en el diccionario, [code]false[/code] " "en caso contrario. No borra elementos mientras itera sobre el diccionario." #: doc/classes/Dictionary.xml msgid "" "Returns the current value for the specified key in the [Dictionary]. If the " "key does not exist, the method returns the value of the optional default " "argument, or [code]null[/code] if it is omitted." msgstr "" "Devuelve el valor actual de la clave especificada en el [Dictionary]. Si la " "clave no existe, el método devuelve el valor del argumento opcional por " "defecto, o [code]null[/code] si se omite." #: doc/classes/Dictionary.xml msgid "" "Returns [code]true[/code] if the dictionary has a given key.\n" "[b]Note:[/b] This is equivalent to using the [code]in[/code] operator as " "follows:\n" "[codeblock]\n" "# Will evaluate to `true`.\n" "if \"godot\" in {\"godot\": \"engine\"}:\n" " pass\n" "[/codeblock]\n" "This method (like the [code]in[/code] operator) will evaluate to [code]true[/" "code] as long as the key exists, even if the associated value is [code]null[/" "code]." msgstr "" "Devuelve [code]true[/code] si el diccionario tiene una clave determinada.\n" "[b]Nota:[/b] Esto equivale a utilizar el operador [code]en[/code] de la " "siguiente manera:\n" "[codeblock]\n" "# Evaluará a \"true\".\n" "if \"godot\" en {\"godot\": \"motor\":}\n" " pass\n" "[/codeblock]\n" "Este método (como el operador [code]in[/code]) evaluará a [code]true[/code] " "mientras exista la clave, incluso si el valor asociado es [code]null[/code]." #: doc/classes/Dictionary.xml #, fuzzy msgid "" "Returns [code]true[/code] if the dictionary has all the keys in the given " "array." msgstr "" "Devuelve [code]true[/code] si el diccionario tiene todas las claves del " "array dada." #: doc/classes/Dictionary.xml #, fuzzy msgid "" "Returns a hashed 32-bit integer value representing the dictionary contents. " "This can be used to compare dictionaries by value:\n" "[codeblock]\n" "var dict1 = {0: 10}\n" "var dict2 = {0: 10}\n" "# The line below prints `true`, whereas it would have printed `false` if " "both variables were compared directly.\n" "print(dict1.hash() == dict2.hash())\n" "[/codeblock]\n" "[b]Note:[/b] Dictionaries with the same keys/values but in a different order " "will have a different hash.\n" "[b]Note:[/b] Dictionaries with equal content will always produce identical " "hash values. However, the reverse is not true. Returning identical hash " "values does [i]not[/i] imply the dictionaries are equal, because different " "dictionaries can have identical hash values due to hash collisions." msgstr "" "Devuelve un valor entero hash que representa el contenido del diccionario. " "Esto puede ser usado para comparar los diccionarios por su valor:\n" "[codeblock]\n" "var diccionario1 = {0: 10}\n" "var diccionario2 = {0: 10}\n" "# La línea de abajo imprime \"true\", mientras que habría impreso \"false\" " "si ambas variables se compararan directamente.\n" "print(dict1.hash() == dict2.hash())\n" "[/codeblock]\n" "[b]Nota:[/b] Los diccionarios con las mismas claves/valores pero en un orden " "diferente tendrán un hash diferente." #: doc/classes/Dictionary.xml msgid "Returns the list of keys in the [Dictionary]." msgstr "Devuelve la lista de claves en el [Dictionary]." #: 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 #, fuzzy msgid "Returns the number of keys in the dictionary." msgstr "Devuelve el número de archivos en este directorio." #: doc/classes/Dictionary.xml msgid "Returns the list of values in the [Dictionary]." msgstr "Devuelve la lista de valores del [Dictionary]." #: doc/classes/DirectionalLight.xml msgid "Directional light from a distance, as from the Sun." msgstr "Luz direccional desde una distancia, como desde el Sol." #: doc/classes/DirectionalLight.xml #, fuzzy msgid "" "A directional light is a type of [Light] node that models an infinite number " "of parallel rays covering the entire scene. It is used for lights with " "strong intensity that are located far away from the scene to model sunlight " "or moonlight. The worldspace location of the DirectionalLight transform " "(origin) is ignored. Only the basis is used to determine light direction." msgstr "" "Una luz direccional es un tipo de nodo [Light] que modela un número infinito " "de rayos paralelos que cubren toda la escena. Se utiliza para luces de gran " "intensidad que se ubican lejos de la escena para modelar la luz del sol o la " "luz de la luna. Se ignora la ubicación en el espacio del mundo de la " "transformada DirectionalLight3D (origen). Sólo se utiliza la base para " "determinar la dirección de la luz." #: 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. 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. 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 msgid "" "Optimizes shadow rendering for detail versus movement. See [enum " "ShadowDepthRange]." msgstr "" "Optimiza la representación de las sombras para los detalles frente al " "movimiento. Ver [enum ShadowDepthRange]." #: doc/classes/DirectionalLight.xml 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 msgid "The light's shadow rendering algorithm. See [enum ShadowMode]." msgstr "" "El algoritmo de renderizado de las sombras de la luz. Ver [enum ShadowMode]." #: doc/classes/DirectionalLight.xml msgid "" "Can be used to fix special cases of self shadowing when objects are " "perpendicular to the light." msgstr "" #: doc/classes/DirectionalLight.xml #, fuzzy msgid "" "The distance from camera to shadow split 1. Relative to [member " "directional_shadow_max_distance]. Only used when [member " "directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " "SHADOW_PARALLEL_4_SPLITS]." msgstr "" "La distancia de la cámara a la sombra se divide en 1. Relativo a [member " "directional_shadow_max_distance]. Sólo se utiliza cuando [member " "directional_shadow_mode] es [code]SHADOW_PARALLEL_2_SPLITS[/code] o " "[code]SHADOW_PARALLEL_4_SPLITS[/code]." #: doc/classes/DirectionalLight.xml #, fuzzy 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 [constant SHADOW_PARALLEL_2_SPLITS] or [constant " "SHADOW_PARALLEL_4_SPLITS]." msgstr "" "La distancia de la sombra se divide en dos. Relativo a [member " "directional_shadow_max_distance]. Sólo se utiliza cuando [member " "directional_shadow_mode] es [code]SHADOW_PARALLEL_2_SPLITS[/code] o " "[code]SHADOW_PARALLEL_4_SPLITS[/code]." #: doc/classes/DirectionalLight.xml #, fuzzy 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 [constant SHADOW_PARALLEL_4_SPLITS]." msgstr "" "La distancia de la sombra se divide en dos y tres. Relativo a [member " "directional_shadow_max_distance]. Sólo se usa cuando [member " "directional_shadow_mode] es [code]SHADOW_PARALLEL_4_SPLITS[/code]." #: doc/classes/DirectionalLight.xml msgid "" "Renders the entire scene's shadow map from an orthogonal point of view. This " "is the fastest directional shadow mode. May result in blurrier shadows on " "close objects." msgstr "" "Renderiza el mapa de sombras de toda la escena desde un punto de vista " "ortogonal. Este es el modo de sombra de dirección más rápida. Puede dar " "lugar a sombras más borrosas en objetos cercanos." #: doc/classes/DirectionalLight.xml msgid "" "Splits the view frustum in 2 areas, each with its own shadow map. This " "shadow mode is a compromise between [constant SHADOW_ORTHOGONAL] and " "[constant SHADOW_PARALLEL_4_SPLITS] in terms of performance." msgstr "" "Divide la vista del frustum en 2 áreas, cada una con su propio mapa de " "sombras. Este modo de sombra es un compromiso entre [constant " "SHADOW_ORTHOGONAL] y [constant SHADOW_PARALLEL_4_SPLITS] en términos de " "rendimiento." #: doc/classes/DirectionalLight.xml msgid "" "Splits the view frustum in 4 areas, each with its own shadow map. This is " "the slowest directional shadow mode." msgstr "" "Divide el frustum de la vista en 4 áreas, cada una con su propio mapa de " "sombras. Este es el modo de sombra direccional más lento." #: doc/classes/DirectionalLight.xml msgid "" "Keeps the shadow stable when the camera moves, at the cost of lower " "effective shadow resolution." msgstr "" "Mantiene la sombra estable cuando la cámara se mueve, a costa de una menor " "resolución efectiva de la sombra." #: doc/classes/DirectionalLight.xml msgid "" "Tries to achieve maximum shadow resolution. May result in saw effect on " "shadow edges. This mode typically works best in games where the camera will " "often move at high speeds, such as most racing games." msgstr "" "Intenta conseguir la máxima resolución de las sombras. Puede resultar en un " "efecto de sierra en los bordes de la sombra. Este modo suele funcionar mejor " "en juegos en los que la cámara suele moverse a altas velocidades, como la " "mayoría de los juegos de carreras." #: doc/classes/Directory.xml msgid "Type used to handle the filesystem." msgstr "Tipo utilizado para manejar el sistema de archivos." #: doc/classes/Directory.xml #, fuzzy msgid "" "Directory type. It is used to manage directories and their content (not " "restricted to the project folder).\n" "When creating a new [Directory], its default opened directory will be " "[code]res://[/code]. This may change in the future, so it is advised to " "always use [method open] to initialize your [Directory] where you want to " "operate, with explicit error checking.\n" "[b]Note:[/b] Many resources types are imported (e.g. textures or sound " "files), and their source asset will not be included in the exported game, as " "only the imported version is used. Use [ResourceLoader] to access imported " "resources.\n" "Here is an example on how to iterate through the files of a directory:\n" "[codeblock]\n" "func dir_contents(path):\n" " var dir = Directory.new()\n" " if dir.open(path) == OK:\n" " dir.list_dir_begin()\n" " var file_name = dir.get_next()\n" " while file_name != \"\":\n" " if dir.current_is_dir():\n" " print(\"Found directory: \" + file_name)\n" " else:\n" " print(\"Found file: \" + file_name)\n" " file_name = dir.get_next()\n" " else:\n" " print(\"An error occurred when trying to access the path.\")\n" "[/codeblock]" msgstr "" "Tipo de directorio. Se utiliza para gestionar los directorios y su contenido " "(no se limita a la carpeta de proyectos).\n" "Cuando se crea un nuevo [Directory], debe ser abierto explícitamente usando " "[method open] antes de que la mayoría de los métodos puedan ser usados. Sin " "embargo, [method file_exists] y [method dir_exists] pueden ser utilizados " "sin abrir un directorio. Si es así, utilizan una ruta relativa a [code]res://" "[/code].\n" "Aquí hay un ejemplo de cómo iterar a través de los archivos de un " "directorio:\n" "[codeblock]\n" "func dir_contents(path):\n" " var dir = Directory.new()\n" " si dir.open(path) == OK:\n" " dir.list_dir_begin()\n" " var nombre_de_fichero = dir.get_next()\n" " while dir.current_is_dir != \"\":\n" " if dir.current_is_dir():\n" " print(\"Directorio encontrado: \" + nombre_de_fichero)\n" " else:\n" " print(\"Archivo encontrado: \" + file_name)\n" " nombre_de_fichero = dir.get_next()\n" " ...sino..:\n" " print(\"Se produjo un error al intentar acceder al camino.\")\n" "[/codeblock]" #: doc/classes/Directory.xml msgid "" "Changes the currently opened directory to the one passed as an argument. The " "argument can be relative to the current directory (e.g. [code]newdir[/code] " "or [code]../newdir[/code]), or an absolute path (e.g. [code]/tmp/newdir[/" "code] or [code]res://somedir/newdir[/code]).\n" "Returns one of the [enum Error] code constants ([code]OK[/code] on success)." msgstr "" "Cambia el directorio actualmente abierto por el que se pasa como argumento. " "El argumento puede ser una ruta relativa al directorio actual (por ejemplo, " "[code]newdir[/code] o [code]../newdir[/code]), o una ruta absoluta (por " "ejemplo, [code]/tmp/newdir[/code] o [code]res://somedir/newdir[/code]).\n" "Devuelve una de las constantes del código [enum Error] o si tiene éxito " "[code]OK[/code]." #: doc/classes/Directory.xml msgid "" "Copies the [code]from[/code] file to the [code]to[/code] destination. Both " "arguments should be paths to files, either relative or absolute. If the " "destination file exists and is not access-protected, it will be " "overwritten.\n" "Returns one of the [enum Error] code constants ([code]OK[/code] on success)." msgstr "" "Copia el archivo [code]from[/code] al destino [code]to[/code]. Ambos " "argumentos deben ser rutas de acceso a los archivos, ya sea relativas o " "absolutas. Si el archivo de destino existe y no está protegido contra el " "acceso, será sobrescrito.\n" "Devuelve una de las constantes del código [enum Error] o en caso de éxito " "[code]OK[/code]." #: doc/classes/Directory.xml msgid "" "Returns whether the current item processed with the last [method get_next] " "call is a directory ([code].[/code] and [code]..[/code] are considered " "directories)." msgstr "" "Devuelve si el objeto actual procesado con la última llamada a [method " "get_next] es un directorio. [code].[/code] y [code]..[/code] son " "considerados directorios." #: doc/classes/Directory.xml #, fuzzy msgid "" "Returns whether the target directory exists. The argument can be relative to " "the current directory, or an absolute path." msgstr "" "Devuelve si el directorio de destino existe. El argumento puede ser relativo " "al directorio actual, o una ruta absoluta.\n" "Si el [Directory] no está abierto, la ruta es relativa a [code]res://[/code]." #: doc/classes/Directory.xml #, fuzzy msgid "" "Returns whether the target file exists. The argument can be relative to the " "current directory, or an absolute path." msgstr "" "Devuelve si el archivo de destino existe. El argumento puede ser relativo al " "directorio actual, o una ruta absoluta.\n" "Si el [Directory] no está abierto, la ruta es relativa a [code]res://[/code]." #: doc/classes/Directory.xml msgid "" "Returns the absolute path to the currently opened directory (e.g. " "[code]res://folder[/code] or [code]C:\\tmp\\folder[/code])." msgstr "" "Devuelve la ruta absoluta del directorio abierto actualmente (por ejemplo, " "[code]res://folder[/code] o [code]C:\\tmp\\folder[/code])." #: doc/classes/Directory.xml msgid "" "Returns the currently opened directory's drive index. See [method get_drive] " "to convert returned index to the name of the drive." msgstr "" "Devuelve el índice de la unidad de disco del directorio abierto actualmente. " "Vea [method get_drive] para convertir el índice devuelto al nombre de la " "unidad." #: doc/classes/Directory.xml #, fuzzy msgid "" "On Windows, returns the name of the drive (partition) passed as an argument " "(e.g. [code]C:[/code]).\n" "On macOS, returns the path to the mounted volume passed as an argument.\n" "On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as " "an argument.\n" "On other platforms, or if the requested drive does not exist, the method " "returns an empty String." msgstr "" "En Windows, devuelve el nombre de la unidad (partición) pasado como " "argumento (por ejemplo, [code]C:[/code]). En otras plataformas, o si la " "unidad de disco solicitada no existe, el método devuelve un String vacío." #: doc/classes/Directory.xml #, fuzzy msgid "" "On Windows, returns the number of drives (partitions) mounted on the current " "filesystem.\n" "On macOS, returns the number of mounted volumes.\n" "On Linux, returns the number of mounted volumes and GTK 3 bookmarks.\n" "On other platforms, the method returns 0." msgstr "" "En Windows, devuelve el número de unidades (particiones) montadas en el " "sistema de archivos actual. En otras plataformas, el método devuelve 0." #: doc/classes/Directory.xml msgid "" "Returns the next element (file or directory) in the current directory " "(including [code].[/code] and [code]..[/code], unless " "[code]skip_navigational[/code] was given to [method list_dir_begin]).\n" "The name of the file or directory is returned (and not its full path). Once " "the stream has been fully processed, the method returns an empty String and " "closes the stream automatically (i.e. [method list_dir_end] would not be " "mandatory in such a case)." msgstr "" "Devuelve el siguiente elemento (archivo o directorio) en el directorio " "actual (incluyendo [code].[/code] y [code]..[/code], a menos que " "[code]skip_navigational[/code] haya sido dado a [method list_dir_begin]).\n" "Se devuelve el nombre del archivo o directorio (y no su ruta completa). Una " "vez que la secuencia se ha procesado completamente, el método devuelve una " "cadena vacía y cierra la secuencia automáticamente (es decir, [method " "list_dir_end] no sería obligatorio en tal caso)." #: doc/classes/Directory.xml msgid "" "On UNIX desktop systems, returns the available space on the current " "directory's disk. On other platforms, this information is not available and " "the method returns 0 or -1." msgstr "" "En los sistemas de escritorio UNIX, devuelve el espacio disponible en el " "disco del directorio actual. En otras plataformas, esta información no está " "disponible y el método devuelve 0 o -1." #: doc/classes/Directory.xml #, fuzzy msgid "" "Initializes the stream used to list all files and directories using the " "[method get_next] function, closing the currently opened stream if needed. " "Once the stream has been processed, it should typically be closed with " "[method list_dir_end].\n" "If [code]skip_navigational[/code] is [code]true[/code], [code].[/code] and " "[code]..[/code] are filtered out.\n" "If [code]skip_hidden[/code] is [code]true[/code], hidden files are filtered " "out." msgstr "" "Inicializa el stream usado para listar todos los archivos y directorios " "usando la función [method get_next], cerrando el flujo abierto actual si es " "necesario. Una vez que la secuencia ha sido procesada, típicamente debería " "ser cerrada con [method list_dir_end].\n" "Si [code]skip_navigational[/code] es [code]true[/code], [code].[/code] y " "[code]..[/code] son filtrados.\n" "Si [code]skip_hidden[/code] es [code]true[/code], los archivos ocultos se " "filtran." #: doc/classes/Directory.xml #, fuzzy msgid "" "Closes the current stream opened with [method list_dir_begin] (whether it " "has been fully processed with [method get_next] does not matter)." msgstr "" "Cierra el stream actual abierto con [method list_dir_begin] (no importa si " "se ha procesado completamente con [method get_next] o no)." #: doc/classes/Directory.xml msgid "" "Creates a directory. The argument can be relative to the current directory, " "or an absolute path. The target directory should be placed in an already " "existing directory (to create the full path recursively, see [method " "make_dir_recursive]).\n" "Returns one of the [enum Error] code constants ([code]OK[/code] on success)." msgstr "" "Crea un directorio. El argumento puede ser relativo al directorio actual, o " "una ruta absoluta. El directorio de destino debe colocarse en un directorio " "ya existente (para crear la ruta completa de forma recursiva, véase [method " "make_dir_recursive]).\n" "Devuelve una de las constantes de código de [enum Error] ([code]OK[/code] en " "el éxito)." #: doc/classes/Directory.xml msgid "" "Creates a target directory and all necessary intermediate directories in its " "path, by calling [method make_dir] recursively. The argument can be relative " "to the current directory, or an absolute path.\n" "Returns one of the [enum Error] code constants ([code]OK[/code] on success)." msgstr "" "Crea un directorio de destino y todos los directorios intermedios necesarios " "en su camino, llamando a [method make_dir] recursivamente. El argumento " "puede ser relativo al directorio actual, o un camino absoluto.\n" "Devuelve una de las constantes de código de [enum Error] ([code]OK[/code] en " "el éxito)." #: doc/classes/Directory.xml msgid "" "Opens an existing directory of the filesystem. The [code]path[/code] " "argument can be within the project tree ([code]res://folder[/code]), the " "user directory ([code]user://folder[/code]) or an absolute path of the user " "filesystem (e.g. [code]/tmp/folder[/code] or [code]C:\\tmp\\folder[/code]).\n" "Returns one of the [enum Error] code constants ([code]OK[/code] on success)." msgstr "" "Abre un directorio existente del sistema de archivos. El argumento " "[code]path[/code] puede estar dentro del árbol del proyecto ([code]res://" "folder[/code]), el directorio de usuario ([code]user://folder[/code]) o una " "ruta absoluta del sistema de archivos de usuario (por ejemplo, [code]/tmp/" "folder[/code] o [code]C:\\tmp\\folder[/code]).\n" "Devuelve una de las constantes del código [enum Error] ([code]OK[/code] en " "caso de éxito)." #: doc/classes/Directory.xml #, fuzzy msgid "" "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 "" "Borra el archivo de destino o un directorio vacío. El argumento puede ser " "relativo al directorio actual, o una ruta absoluta. Si el directorio de " "destino no está vacío, la operación fallará.\n" "Devuelve una de las constantes del código [enum Error] ([code]OK[/code] en " "caso de éxito)." #: doc/classes/Directory.xml #, fuzzy msgid "" "Renames (move) the [code]from[/code] file or directory to the [code]to[/" "code] destination. Both arguments should be paths to files or directories, " "either relative or absolute. If the destination file or directory exists and " "is not access-protected, it will be overwritten.\n" "Returns one of the [enum Error] code constants ([code]OK[/code] on success)." msgstr "" "Renombra (mueve) el [code]from [/code] archivo al destino [code]to[/code]. " "Ambos argumentos deben ser rutas a los archivos, ya sea relativas o " "absolutas. Si el archivo de destino existe y no está protegido contra el " "acceso, se sobrescribirá.\n" "Devuelve una de las constantes del código [enum Error] ([code]OK[/code] en " "caso de éxito)." #: doc/classes/DTLSServer.xml msgid "Helper class to implement a DTLS server." msgstr "Clase de ayuda para implementar un servidor DTLS." #: doc/classes/DTLSServer.xml msgid "" "This class is used to store the state of a DTLS server. Upon [method setup] " "it converts connected [PacketPeerUDP] to [PacketPeerDTLS] accepting them via " "[method take_connection] as DTLS clients. Under the hood, this class is used " "to store the DTLS state and cookies of the server. The reason of why the " "state and cookies are needed is outside of the scope of this documentation.\n" "Below a small example of how to use it:\n" "[codeblock]\n" "# server.gd\n" "extends Node\n" "\n" "var dtls := DTLSServer.new()\n" "var server := UDPServer.new()\n" "var peers = []\n" "\n" "func _ready():\n" " server.listen(4242)\n" " var key = load(\"key.key\") # Your private key.\n" " var cert = load(\"cert.crt\") # Your X509 certificate.\n" " dtls.setup(key, cert)\n" "\n" "func _process(delta):\n" " while server.is_connection_available():\n" " var peer : PacketPeerUDP = server.take_connection()\n" " var dtls_peer : PacketPeerDTLS = dtls.take_connection(peer)\n" " if dtls_peer.get_status() != PacketPeerDTLS.STATUS_HANDSHAKING:\n" " continue # It is normal that 50% of the connections fails due to " "cookie exchange.\n" " print(\"Peer connected!\")\n" " peers.append(dtls_peer)\n" " for p in peers:\n" " p.poll() # Must poll to update the state.\n" " if p.get_status() == PacketPeerDTLS.STATUS_CONNECTED:\n" " while p.get_available_packet_count() > 0:\n" " print(\"Received message from client: %s\" % p.get_packet()." "get_string_from_utf8())\n" " p.put_packet(\"Hello DTLS client\".to_utf8())\n" "[/codeblock]\n" "[codeblock]\n" "# client.gd\n" "extends Node\n" "\n" "var dtls := PacketPeerDTLS.new()\n" "var udp := PacketPeerUDP.new()\n" "var connected = false\n" "\n" "func _ready():\n" " udp.connect_to_host(\"127.0.0.1\", 4242)\n" " dtls.connect_to_peer(udp, false) # Use true in production for " "certificate validation!\n" "\n" "func _process(delta):\n" " dtls.poll()\n" " if dtls.get_status() == PacketPeerDTLS.STATUS_CONNECTED:\n" " if !connected:\n" " # Try to contact server\n" " dtls.put_packet(\"The answer is... 42!\".to_utf8())\n" " while dtls.get_available_packet_count() > 0:\n" " print(\"Connected: %s\" % dtls.get_packet()." "get_string_from_utf8())\n" " connected = true\n" "[/codeblock]" msgstr "" "Esta clase se utiliza para almacenar el estado de un servidor DTLS. Al " "[method setup] convierte los [PacketPeerUDP] conectados a [PacketPeerDTLS] " "aceptándolos a través del [method take_connection] como clientes DTLS. Bajo " "el capó, esta clase se utiliza para almacenar el estado de DTLS y las " "cookies del servidor. La razón por la que el estado y las cookies son " "necesarios está fuera del alcance de esta documentación.\n" "A continuación un pequeño ejemplo de cómo utilizarlo:\n" "[codeblock]\n" "# server.gd\n" "extends Node\n" "\n" "var dtlsServidor := DTLSServer.new()\n" "var udpServidor := UDPServer.new()\n" "var pares = []\n" "\n" "func _ready():\n" " UDPServidor.listen(4242)\n" " var clave = load(\"clave.key\") # Tu clave privada.\n" " var certificado = load(\"certificado.crt\") # Tu certificado X509.\n" " dtlsServidor.setup(clave, certificado)\n" "\n" "func _process(delta):\n" " while udpServidor.is_connection_available():\n" " var par : PacketPeerUDP = udpServidor.take_connection()\n" " var dtls_par : PacketPeerDTLS = dtlsServidor.take_connection(par)\n" " if dtls_par.get_status() != PacketPeerDTLS.STATUS_HANDSHAKING:\n" " continue # Es normal que aproximadamente la mitad de las " "conexiones fallen debido al intercambio de cookies.\n" " print(\"Par conectado!\")\n" " pares.append(dtls_par)\n" " for p in pares:\n" " p.poll() # Debe hacer poll para actualizar el estado.\n" " if p.get_status() == PacketPeerDTLS.STATUS_CONNECTED:\n" " while p.get_available_packet_count() > 0:\n" " print(\"Mensaje recibido desde el cliente: %s\" % p." "get_packet().get_string_from_utf8())\n" " p.put_packet(\"Hola cliente DTLS\".to_utf8())\n" "[/codeblock]\n" "[codeblock]\n" "# client.gd\n" "extends Node\n" "\n" "var dtls := PacketPeerDTLS.new()\n" "var udp := PacketPeerUDP.new()\n" "var conectado = false\n" "\n" "func _ready():\n" " udp.connect_to_host(\"127.0.0.1\", 4242)\n" " dtls.connect_to_peer(udp, false) # Usa verdadero en producción para la " "validación del certifícado!\n" "\n" "func _process(delta):\n" " dtls.poll()\n" " if dtls.get_status() == PacketPeerDTLS.STATUS_CONNECTED:\n" " if !conectado:\n" " # Intenta conectar con el servidor\n" " dtls.put_packet(\"La respuesta es ... 42!\".to_utf8())\n" " while dtls.get_available_packet_count() > 0:\n" " print(\"Conectado: %s\" % dtls.get_packet()." "get_string_from_utf8())\n" " conectado = true\n" "[/codeblock]" #: doc/classes/DTLSServer.xml msgid "" "Setup the DTLS server to use the given [code]private_key[/code] and provide " "the given [code]certificate[/code] to clients. You can pass the optional " "[code]chain[/code] parameter to provide additional CA chain information " "along with the certificate." msgstr "" "Configurar el servidor de DTLS para usar el [code]private_key[/code] dado y " "proporcionar el [code]certificate[/code] dado a los clientes. Puede pasar el " "parámetro opcional [code]chain[/code] para proporcionar información " "adicional de la cadena de CA junto con el certificado." #: doc/classes/DTLSServer.xml #, fuzzy msgid "" "Try to initiate the DTLS handshake with the given [code]udp_peer[/code] " "which must be already connected (see [method PacketPeerUDP." "connect_to_host]).\n" "[b]Note:[/b] You must check that the state of the return PacketPeerUDP is " "[constant PacketPeerDTLS.STATUS_HANDSHAKING], as it is normal that 50% of " "the new connections will be invalid due to cookie exchange." msgstr "" "Intente iniciar el handshake de DTLS con el [code]udp_peer[/code] dado que " "debe estar ya conectado (ver [method PacketPeerUDP.connect_to_host]).\n" "[b]Nota[/b]: Debe comprobar que el estado del retorno PacketPeerUDP es " "[constant PacketPeerDTLS.STATUS_HANDSHAKING], ya que es normal que el 50% de " "las nuevas conexiones sean inválidas debido al intercambio de cookies." #: doc/classes/DynamicFont.xml msgid "DynamicFont renders vector font files at runtime." msgstr "" "DynamicFont renderiza archivos de fuentes vectoriales en tiempo de ejecución." #: doc/classes/DynamicFont.xml #, fuzzy msgid "" "DynamicFont renders vector font files dynamically at runtime instead of " "using a prerendered texture atlas like [BitmapFont]. This trades the faster " "loading time of [BitmapFont]s for the ability to change font parameters like " "size and spacing during runtime. [DynamicFontData] is used for referencing " "the font file paths. DynamicFont also supports defining one or more fallback " "fonts, which will be used when displaying a character not supported by the " "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]), 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" "dynamic_font.size = 64\n" "$\"Label\".set(\"custom_fonts/font\", dynamic_font)\n" "[/codeblock]\n" "[b]Note:[/b] DynamicFont doesn't support features such as kerning, right-to-" "left typesetting, ligatures, text shaping, variable fonts and optional font " "features yet. If you wish to \"bake\" an optional font feature into a TTF " "font file, you can use [url=https://fontforge.org/]FontForge[/url] to do so. " "In FontForge, use [b]File > Generate Fonts[/b], click [b]Options[/b], choose " "the desired features then generate the font." msgstr "" "DynamicFont renderiza los archivos de fuentes vectoriales (como TTF u OTF) " "dinámicamente en tiempo de ejecución en lugar de usar un atlas de texturas " "pre-renderizado como [BitmapFont]. Esto cambia el tiempo de carga más rápido " "de [BitmapFont] por la capacidad de cambiar los parámetros de la fuente como " "el tamaño y el espaciado durante el tiempo de ejecución. [DynamicFontData] " "se utiliza para referenciar las rutas de los archivos de fuentes. " "DynamicFont también soporta la definición de una o más fuentes alternativas, " "que se utilizarán cuando se muestre un carácter no soportado por la fuente " "principal.\n" "DynamicFont utiliza la biblioteca [url=https://www.freetype.org/]FreeType[/" "url] para la rasterización.\n" "[codeblock]\n" "var fuente_dinamica = DynamicFont.new()\n" "fuente_dinamica.font_data = load(\"res://BarlowCondensed-Bold.ttf\")\n" "fuente_dinamica.size = 64\n" "$\"Etiqueta\".set(\"custom_fonts/font\", fuernte_dinamica)\n" "[/codeblock]\n" "[b]Nota:[/b] DynamicFont no soporta aún características como composición " "tipográfica de derecha a izquierda, ligaduras, formación de texto, fuentes " "variables y características de fuentes opcionales. Si deseas \"cocinar\" una " "característica de fuente opcional en un archivo de fuente TTF, puedes usar " "[url=https://fontforge.org/]FontForge[/url] para hacerlo. En FontForge, usa " "[b]File > Generate Fonts[/b], haz clic en [b]Options[/b], elige las " "características deseadas y luego genera la fuente." #: doc/classes/DynamicFont.xml msgid "Adds a fallback font." msgstr "Añade una fuente alternativa." #: doc/classes/DynamicFont.xml msgid "" "Returns a string containing all the characters available in the main and all " "the fallback fonts.\n" "If a given character is included in more than one font, it appears only once " "in the returned string." msgstr "" "Devuelve una string que contiene todos los caracteres disponibles en la " "fuente principal y en todas las fuentes secundarias.\n" "Si un carácter determinado se incluye en más de una fuente, aparece sólo una " "vez en la cadena devuelta." #: doc/classes/DynamicFont.xml msgid "Returns the fallback font at index [code]idx[/code]." msgstr "Devuelve la fuente de reserva en el índice [code]idx[/code]." #: doc/classes/DynamicFont.xml msgid "Returns the number of fallback fonts." msgstr "Devuelve el número de fuentes de reserva." #: doc/classes/DynamicFont.xml msgid "" "Returns the spacing for the given [code]type[/code] (see [enum SpacingType])." msgstr "" "Devuelve el espacio para el [code]type[/code] dado (véase [enum " "SpacingType])." #: doc/classes/DynamicFont.xml msgid "Removes the fallback font at index [code]idx[/code]." msgstr "Elimina la fuente de reserva en el índice [code]idx[/code]." #: doc/classes/DynamicFont.xml msgid "Sets the fallback font at index [code]idx[/code]." msgstr "Establece la fuente alternativa en el índice [code]idx[/code]." #: doc/classes/DynamicFont.xml msgid "" "Sets the spacing for [code]type[/code] (see [enum SpacingType]) to " "[code]value[/code] in pixels (not relative to the font size)." msgstr "" "Establece el espacio para [code]type[/code] (véase [enum SpacingType]) en " "[code]value[/code] en píxeles (no en relación con el tamaño de la fuente)." #: doc/classes/DynamicFont.xml msgid "Extra spacing at the bottom in pixels." msgstr "Espacio extra en la parte inferior en píxeles." #: doc/classes/DynamicFont.xml msgid "" "Extra spacing for each character in pixels.\n" "This can be a negative number to make the distance between characters " "smaller." msgstr "" #: doc/classes/DynamicFont.xml msgid "" "Extra spacing for the space character (in addition to [member " "extra_spacing_char]) in pixels.\n" "This can be a negative number to make the distance between words smaller." msgstr "" #: doc/classes/DynamicFont.xml msgid "Extra spacing at the top in pixels." msgstr "Espacio extra en la parte superior en píxeles." #: doc/classes/DynamicFont.xml msgid "The font data." msgstr "Los datos de la fuente." #: doc/classes/DynamicFont.xml msgid "" "The font outline's color.\n" "[b]Note:[/b] It's recommended to leave this at the default value so that you " "can adjust it in individual controls. For example, if the outline is made " "black here, it won't be possible to change its color using a Label's font " "outline modulate theme item." msgstr "" "El color del contorno de la fuente.\n" "[b]Nota:[/b] Se recomienda dejar este valor por defecto para poder ajustarlo " "en los controles individuales. Por ejemplo, si el contorno se hace negro " "aquí, no será posible cambiar su color usando un elemento del tema modular " "el contorno de la fuente de una etiqueta." #: doc/classes/DynamicFont.xml msgid "The font outline's thickness in pixels (not relative to the font size)." msgstr "" "El grosor del contorno de la fuente en píxeles (no en relación con el tamaño " "de la fuente)." #: doc/classes/DynamicFont.xml msgid "The font size in pixels." msgstr "El tamaño de la fuente en píxeles." #: doc/classes/DynamicFont.xml msgid "" "If [code]true[/code], filtering is used. This makes the font blurry instead " "of pixelated when scaling it if font oversampling is disabled or " "ineffective. It's recommended to enable this when using the font in a " "control whose size changes over time, unless a pixel art aesthetic is " "desired." msgstr "" #: doc/classes/DynamicFont.xml msgid "" "If [code]true[/code], mipmapping is used. This improves the font's " "appearance when downscaling it if font oversampling is disabled or " "ineffective." msgstr "" #: doc/classes/DynamicFont.xml msgid "Spacing at the top." msgstr "El espacio en la parte superior." #: doc/classes/DynamicFont.xml msgid "Spacing at the bottom." msgstr "El espacio en la parte inferior." #: doc/classes/DynamicFont.xml msgid "Spacing for each character." msgstr "" #: doc/classes/DynamicFont.xml msgid "Spacing for the space character." msgstr "" #: doc/classes/DynamicFontData.xml msgid "Used with [DynamicFont] to describe the location of a font file." msgstr "" "Se usa con [DynamicFont] para describir la ubicación de un archivo de " "fuentes." #: doc/classes/DynamicFontData.xml msgid "" "Used with [DynamicFont] to describe the location of a vector font file for " "dynamic rendering at runtime." msgstr "" "Se utiliza con [DynamicFont] para describir la ubicación de un archivo de " "fuente vectorial para la representación dinámica en tiempo de ejecución." #: doc/classes/DynamicFontData.xml msgid "" "If [code]true[/code], the font is rendered with anti-aliasing. This property " "applies both to the main font and its outline (if it has one)." msgstr "" "Si [code]true[/code], la fuente se renderiza con anti-aliasing. Esta " "propiedad se aplica tanto a la fuente principal como a su contorno (si lo " "tiene)." #: doc/classes/DynamicFontData.xml msgid "The path to the vector font file." msgstr "La ruta del archivo de la fuente vectorial." #: doc/classes/DynamicFontData.xml msgid "The font hinting mode used by FreeType. See [enum Hinting] for options." msgstr "" "El modo de sugerencia de fuentes usado por FreeType. Ver [enum Hinting] para " "las opciones." #: doc/classes/DynamicFontData.xml msgid "" "If set to a value greater than [code]0.0[/code], it will override default " "font oversampling, ignoring [member SceneTree.use_font_oversampling] value " "and viewport stretch mode." msgstr "" #: doc/classes/DynamicFontData.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "Desactiva la indicación de la fuente (más suave pero menos nítida)." #: doc/classes/DynamicFontData.xml msgid "Use the light font hinting mode." msgstr "Utilice el modo de indicación de la fuente de luz." #: doc/classes/DynamicFontData.xml msgid "Use the default font hinting mode (crisper but less smooth)." msgstr "" "Utilice el modo de sugerencia de fuentes predeterminado (más nítido pero " "menos suave)." #: doc/classes/EditorExportPlugin.xml #, fuzzy msgid "A script that is executed when exporting the project." msgstr "Un script que se ejecuta al exportar proyectos." #: doc/classes/EditorExportPlugin.xml msgid "" "[EditorExportPlugin]s are automatically invoked whenever the user exports " "the project. Their most common use is to determine what files are being " "included in the exported project. For each plugin, [method _export_begin] is " "called at the beginning of the export process and then [method _export_file] " "is called for each exported file.\n" "To use [EditorExportPlugin], register it using the [method EditorPlugin." "add_export_plugin] method first." msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" "Virtual method to be overridden by the user. It is called when the export " "starts and provides all information about the export. [code]features[/code] " "is the list of features for the export, [code]is_debug[/code] is [code]true[/" "code] for debug builds, [code]path[/code] is the target path for the " "exported project. [code]flags[/code] is only used when running a runnable " "profile, e.g. when using native run on Android." msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" "Virtual method to be overridden by the user. Called when the export is " "finished." msgstr "" "Método virtual que debe ser sobrescrito por el usuario. Llamado cuando la " "exportación esté terminada." #: doc/classes/EditorExportPlugin.xml msgid "" "Virtual method to be overridden by the user. Called for each exported file, " "providing arguments that can be used to identify the file. [code]path[/code] " "is the path of the file, [code]type[/code] is the [Resource] represented by " "the file (e.g. [PackedScene]) and [code]features[/code] is the list of " "features for the export.\n" "Calling [method skip] inside this callback will make the file not included " "in the export." msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" "Adds a custom file to be exported. [code]path[/code] is the virtual path " "that can be used to load the file, [code]file[/code] is the binary data of " "the file. If [code]remap[/code] is [code]true[/code], file will not be " "exported, but instead remapped to the given [code]path[/code]." msgstr "" #: doc/classes/EditorExportPlugin.xml #, fuzzy msgid "" "Adds an iOS bundle file from the given [code]path[/code] to the exported " "project." msgstr "" "Guarda un certificado en el [code]path[/code] dado (debe ser un archivo \"*." "crt\")." #: doc/classes/EditorExportPlugin.xml msgid "" "Adds a C++ code to the iOS export. The final code is created from the code " "appended by each active export plugin." msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" "Adds a dynamic library (*.dylib, *.framework) to Linking Phase in iOS's " "Xcode project and embeds it into resulting binary.\n" "[b]Note:[/b] For static libraries (*.a) works in same way as [method " "add_ios_framework].\n" "This method should not be used for System libraries as they are already " "present on the device." msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" "Adds a static library (*.a) or dynamic library (*.dylib, *.framework) to " "Linking Phase in iOS's Xcode project." msgstr "" #: doc/classes/EditorExportPlugin.xml #, fuzzy msgid "Adds linker flags for the iOS export." msgstr "Añade una etiqueta de nueva línea a la pila de etiquetas." #: doc/classes/EditorExportPlugin.xml msgid "Adds content for iOS Property List files." msgstr "" #: doc/classes/EditorExportPlugin.xml #, fuzzy msgid "Adds a static lib from the given [code]path[/code] to the iOS project." msgstr "" "Guarda un certificado en el [code]path[/code] dado (debe ser un archivo \"*." "crt\")." #: doc/classes/EditorExportPlugin.xml msgid "" "Adds file or directory matching [code]path[/code] to [code]PlugIns[/code] " "directory of macOS app bundle.\n" "[b]Note:[/b] This is useful only for macOS exports." msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" "Adds a shared object or a directory containing only shared objects with the " "given [code]tags[/code] and destination [code]path[/code].\n" "[b]Note:[/b] In case of macOS exports, those shared objects will be added to " "[code]Frameworks[/code] directory of app bundle.\n" "In case of a directory code-sign will error if you place non code object in " "directory." msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" "To be called inside [method _export_file]. Skips the current file, so it's " "not included in the export." msgstr "" #: doc/classes/EditorFeatureProfile.xml msgid "" "An editor feature profile which can be used to disable specific features." msgstr "" "Un perfil de características del editor que puede ser usado para " "deshabilitar características específicas." #: doc/classes/EditorFeatureProfile.xml msgid "" "An editor feature profile can be used to disable specific features of the " "Godot editor. When disabled, the features won't appear in the editor, which " "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 " "avoid accidentally making changes to files they aren't supposed to edit.\n" "To manage editor feature profiles visually, use [b]Editor > Manage Feature " "Profiles...[/b] at the top of the editor window." msgstr "" "Un perfil de características del editor puede ser usado para deshabilitar " "características específicas del editor de Godot. Cuando se deshabilita, las " "características no aparecen en el editor, lo que hace que el editor esté " "menos desordenado. Esto es útil en entornos educativos para reducir la " "confusión o cuando se trabaja en equipo. Por ejemplo, los artistas y los " "diseñadores de niveles podrían utilizar un perfil de características que " "deshabilite el editor de scripts para evitar hacer accidentalmente cambios " "en los archivos que no deben editar.\n" "Para gestionar visualmente los perfiles de característica del editor, " "utiliza [b]Editor > Manage Feature Profiles...[/b] en la parte superior de " "la ventana del editor." #: doc/classes/EditorFeatureProfile.xml msgid "Returns the specified [code]feature[/code]'s human-readable name." msgstr "" "Devuelve el nombre legible para los humanos de la [code]feature[/code]." #: doc/classes/EditorFeatureProfile.xml msgid "" "Returns [code]true[/code] if the class specified by [code]class_name[/code] " "is disabled. When disabled, the class won't appear in the Create New Node " "dialog." msgstr "" "Devuelve [code]true[/code] si la clase especificada por [code]class_name[/" "code] está desactivada. Cuando esté desactivada, la clase no aparecerá en el " "diálogo Crear nuevo nodo." #: doc/classes/EditorFeatureProfile.xml msgid "" "Returns [code]true[/code] if editing for the class specified by " "[code]class_name[/code] is disabled. When disabled, the class will still " "appear in the Create New Node dialog but the inspector will be read-only " "when selecting a node that extends the class." msgstr "" "Devuelve [code]true[/code] si la edición para la clase especificada por " "[code]class_name[/code] está desactivada. Cuando esté deshabilitada, la " "clase seguirá apareciendo en el diálogo Crear nuevo nodo, pero el inspector " "será de sólo lectura cuando seleccione un nodo que extienda la clase." #: doc/classes/EditorFeatureProfile.xml msgid "" "Returns [code]true[/code] if [code]property[/code] is disabled in the class " "specified by [code]class_name[/code]. When a property is disabled, it won't " "appear in the inspector when selecting a node that extends the class " "specified by [code]class_name[/code]." msgstr "" "Devuelve [code]true[/code] si [code]property[/code] está desactivado en la " "clase especificada por [code]class_name[/code]. Cuando una propiedad está " "deshabilitada, no aparecerá en el inspector cuando se seleccione un nodo que " "extienda la clase especificada por [code]class_name[/code]." #: doc/classes/EditorFeatureProfile.xml msgid "" "Returns [code]true[/code] if the [code]feature[/code] is disabled. When a " "feature is disabled, it will disappear from the editor entirely." msgstr "" "Devuelve [code]true[/code] si la función [code]feature[/code] está " "desactivada. Cuando una característica está deshabilitada, desaparecerá por " "completo del editor." #: doc/classes/EditorFeatureProfile.xml msgid "" "Loads an editor feature profile from a file. The file must follow the JSON " "format obtained by using the feature profile manager's [b]Export[/b] button " "or the [method save_to_file] method." msgstr "" "Carga un perfil de características de editor desde un archivo. El archivo " "debe seguir el formato JSON obtenido mediante el botón [b]Exportar[/b] del " "administrador de perfiles de características o el método [method " "save_to_file]." #: doc/classes/EditorFeatureProfile.xml #, fuzzy 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] method." msgstr "" "Guarda el perfil de características del editor en un archivo en formato " "JSON. Luego puede ser importado usando el botón [b]Import[/b] del " "administrador del perfil de característica o el botón [method " "load_from_file]." #: doc/classes/EditorFeatureProfile.xml msgid "" "If [code]disable[/code] is [code]true[/code], disables the class specified " "by [code]class_name[/code]. When disabled, the class won't appear in the " "Create New Node dialog." msgstr "" "Si [code]disable[/code] es [code]true[/code], se desactiva la clase " "especificada por [code]class_name[/code]. Cuando esté desactivada, la clase " "no aparecerá en el diálogo Crear nuevo nodo." #: doc/classes/EditorFeatureProfile.xml msgid "" "If [code]disable[/code] is [code]true[/code], disables editing for the class " "specified by [code]class_name[/code]. When disabled, the class will still " "appear in the Create New Node dialog but the inspector will be read-only " "when selecting a node that extends the class." msgstr "" "Si [code]disable[/code] es [code]true[/code], desactiva la edición para la " "clase especificada por [code]class_name[/code]. Cuando esté desactivada, la " "clase seguirá apareciendo en el diálogo Crear nuevo nodo, pero el inspector " "será de sólo lectura cuando seleccione un nodo que extienda la clase." #: doc/classes/EditorFeatureProfile.xml msgid "" "If [code]disable[/code] is [code]true[/code], disables editing for " "[code]property[/code] in the class specified by [code]class_name[/code]. " "When a property is disabled, it won't appear in the inspector when selecting " "a node that extends the class specified by [code]class_name[/code]." msgstr "" "Si [code]disable[/code] es [code]true[/code], desactiva la edición para " "[code]property[/code] en la clase especificada por [code]class_name[/code]. " "Cuando una propiedad está deshabilitada, no aparecerá en el inspector cuando " "se seleccione un nodo que extienda la clase especificada por " "[code]class_name[/code]." #: doc/classes/EditorFeatureProfile.xml msgid "" "If [code]disable[/code] is [code]true[/code], disables the editor feature " "specified in [code]feature[/code]. When a feature is disabled, it will " "disappear from the editor entirely." msgstr "" "Si [code]disable[/code] es [code]true[/code], se desactiva la función de " "edición especificada en [code]feature[/code]. Cuando una característica está " "deshabilitada, desaparecerá por completo del editor." #: doc/classes/EditorFeatureProfile.xml msgid "" "The 3D editor. If this feature is disabled, the 3D editor won't display but " "3D nodes will still display in the Create New Node dialog." msgstr "" "El editor 3D. Si esta característica está desactivada, el editor 3D no se " "mostrará, pero los nodos 3D seguirán mostrándose en el diálogo Crear nuevo " "nodo." #: doc/classes/EditorFeatureProfile.xml msgid "" "The Script tab, which contains the script editor and class reference " "browser. If this feature is disabled, the Script tab won't display." msgstr "" "La pestaña Script, que contiene el editor de scripts y el navegador de " "referencia de clases. Si esta característica está desactivada, la pestaña " "Script no se mostrará." #: doc/classes/EditorFeatureProfile.xml msgid "" "The AssetLib tab. If this feature is disabled, the AssetLib tab won't " "display." msgstr "" "La pestaña AssetLib. Si esta función está desactivada, la pestaña AssetLib " "no se mostrará." #: doc/classes/EditorFeatureProfile.xml msgid "" "Scene tree editing. If this feature is disabled, the Scene tree dock will " "still be visible but will be read-only." msgstr "" "Edición del árbol de la escena. Si esta función está desactivada, el " "acoplamiento del árbol de escenas seguirá siendo visible pero será de sólo " "lectura." #: doc/classes/EditorFeatureProfile.xml msgid "" "The Node dock. If this feature is disabled, signals and groups won't be " "visible and modifiable from the editor." msgstr "" "El nodo dock. Si esta característica está desactivada, las señales y grupos " "no serán visibles y modificables desde el editor." #: doc/classes/EditorFeatureProfile.xml msgid "" "The FileSystem dock. If this feature is disabled, the FileSystem dock won't " "be visible." msgstr "" "El dock del Sistema de Archivo. Si esta función está desactivada, el " "acoplamiento del Sistema de archivos no será visible." #: doc/classes/EditorFeatureProfile.xml msgid "" "The Import dock. If this feature is disabled, the Import dock won't be " "visible." msgstr "" "El Import dock. Si esta función está desactivada, el muelle de importación " "no será visible." #: doc/classes/EditorFeatureProfile.xml doc/classes/SpatialMaterial.xml msgid "Represents the size of the [enum Feature] enum." msgstr "Representa el tamaño del enum [enum Feature]." #: doc/classes/EditorFileDialog.xml msgid "A modified version of [FileDialog] used by the editor." msgstr "Una versión modificada de [FileDialog] utilizada por el editor." #: doc/classes/EditorFileDialog.xml msgid "" "Adds a comma-delimited file extension filter option to the " "[EditorFileDialog] with an optional semi-colon-delimited label.\n" "For example, [code]\"*.tscn, *.scn; Scenes\"[/code] results in filter text " "\"Scenes (*.tscn, *.scn)\"." msgstr "" "Añade una opción de filtro de extensión de archivo delimitada por comas al " "[EditorFileDialog] con una etiqueta opcional delimitada por punto y coma.\n" "Por ejemplo, [code]\"*.tscn, *.scn; Scenes\"[/code] da como resultado el " "texto del filtro \"Scenes (*.tscn, *.scn)\"." #: doc/classes/EditorFileDialog.xml msgid "Removes all filters except for \"All Files (*)\"." msgstr "Elimina todos los filtros excepto el de \"Todos los archivos (*)\"." #: doc/classes/EditorFileDialog.xml msgid "" "Returns the [code]VBoxContainer[/code] used to display the file system.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" #: doc/classes/EditorFileDialog.xml msgid "" "Notify the [EditorFileDialog] that its view of the data is no longer " "accurate. Updates the view contents on next view update." msgstr "" "Notifique al [EditorFileDialog] que su visión de los datos ya no es precisa. " "Actualiza el contenido de la vista en la próxima actualización de la misma." #: doc/classes/EditorFileDialog.xml msgid "" "The location from which the user may select a file, including [code]res://[/" "code], [code]user://[/code], and the local file system." msgstr "" "La ubicación desde la cual el usuario puede seleccionar un archivo, " "incluyendo [code]res://[/code], [code]user://[/code], y el sistema de " "archivos local." #: doc/classes/EditorFileDialog.xml msgid "The currently occupied directory." msgstr "El directorio actualmente ocupado." #: doc/classes/EditorFileDialog.xml msgid "The currently selected file." msgstr "El archivo actualmente seleccionado." #: doc/classes/EditorFileDialog.xml msgid "The file system path in the address bar." msgstr "La ruta del sistema de archivos en la barra de direcciones." #: doc/classes/EditorFileDialog.xml msgid "" "If [code]true[/code], the [EditorFileDialog] will not warn the user before " "overwriting files." msgstr "" "Si [code]true[/code], el [EditorFileDialog] no avisará al usuario antes de " "sobrescribir los archivos." #: doc/classes/EditorFileDialog.xml msgid "" "The view format in which the [EditorFileDialog] displays resources to the " "user." msgstr "" "El formato de visualización en el que el [EditorFileDialog] muestra los " "recursos al usuario." #: doc/classes/EditorFileDialog.xml msgid "" "The purpose of the [EditorFileDialog], which defines the allowed behaviors." msgstr "" #: doc/classes/EditorFileDialog.xml msgid "" "If [code]true[/code], hidden files and directories will be visible in the " "[EditorFileDialog]." msgstr "" "Si [code]true[/code], los archivos y directorios ocultos serán visibles en " "el [EditorFileDialog]." #: doc/classes/EditorFileDialog.xml msgid "Emitted when a directory is selected." msgstr "Emitido cuando se selecciona un directorio." #: doc/classes/EditorFileDialog.xml msgid "Emitted when a file is selected." msgstr "Emitido cuando se selecciona un archivo." #: doc/classes/EditorFileDialog.xml msgid "Emitted when multiple files are selected." msgstr "Emitido cuando se seleccionan varios archivos." #: doc/classes/EditorFileDialog.xml msgid "" "The [EditorFileDialog] can select only one file. Accepting the window will " "open the file." msgstr "" "El [EditorFileDialog] puede seleccionar sólo un archivo. Al aceptar la " "ventana se abrirá el archivo." #: doc/classes/EditorFileDialog.xml msgid "" "The [EditorFileDialog] can select multiple files. Accepting the window will " "open all files." msgstr "" "El [EditorFileDialog] puede seleccionar varios archivos. Al aceptar la " "ventana se abrirán todos los archivos." #: doc/classes/EditorFileDialog.xml msgid "" "The [EditorFileDialog] can select only one directory. Accepting the window " "will open the directory." msgstr "" "El [EditorFileDialog] puede seleccionar sólo un directorio. Al aceptar la " "ventana se abrirá el directorio." #: doc/classes/EditorFileDialog.xml msgid "" "The [EditorFileDialog] can select a file or directory. Accepting the window " "will open it." msgstr "" "El [EditorFileDialog] puede seleccionar un archivo o directorio. Aceptando " "la ventana se abrirá." #: doc/classes/EditorFileDialog.xml msgid "" "The [EditorFileDialog] can select only one file. Accepting the window will " "save the file." msgstr "" "El [EditorFileDialog] puede seleccionar sólo un archivo. Al aceptar la " "ventana se guardará el archivo." #: doc/classes/EditorFileDialog.xml msgid "" "The [EditorFileDialog] can only view [code]res://[/code] directory contents." msgstr "" "El [EditorFileDialog] sólo puede ver el contenido del directorio [code]res://" "[/code]." #: doc/classes/EditorFileDialog.xml msgid "" "The [EditorFileDialog] can only view [code]user://[/code] directory contents." msgstr "" "El [EditorFileDialog] sólo puede ver el contenido del directorio " "[code]user://[/code]." #: doc/classes/EditorFileDialog.xml msgid "The [EditorFileDialog] can view the entire local file system." msgstr "El [EditorFileDialog] puede ver todo el sistema de archivos locales." #: doc/classes/EditorFileDialog.xml msgid "The [EditorFileDialog] displays resources as thumbnails." msgstr "El [EditorFileDialog] muestra los recursos como miniaturas." #: doc/classes/EditorFileDialog.xml msgid "The [EditorFileDialog] displays resources as a list of filenames." msgstr "" "El [EditorFileDialog] muestra los recursos como una lista de nombres de " "archivos." #: doc/classes/EditorFileSystem.xml msgid "Resource filesystem, as the editor sees it." msgstr "Sistema de archivos de recursos, como lo ve el editor." #: doc/classes/EditorFileSystem.xml msgid "" "This object holds information of all resources in the filesystem, their " "types, etc.\n" "[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "the singleton using [method EditorInterface.get_resource_filesystem]." msgstr "" "Este objeto contiene información de todos los recursos del sistema de " "archivos, sus tipos, etc.\n" "[b]Nota:[/b] Esta clase no debe ser instanciada directamente. En su lugar, " "accede al singleton usando [method EditorInterface.get_resource_filesystem]." #: doc/classes/EditorFileSystem.xml msgid "" "Returns the resource type of the file, given the full path. This returns a " "string such as [code]\"Resource\"[/code] or [code]\"GDScript\"[/code], " "[i]not[/i] a file extension such as [code]\".gd\"[/code]." msgstr "" #: doc/classes/EditorFileSystem.xml msgid "Gets the root directory object." msgstr "Obtiene el objeto del directorio raíz." #: doc/classes/EditorFileSystem.xml msgid "Returns a view into the filesystem at [code]path[/code]." msgstr "Devuelve una vista en el sistema de archivos en [code]path[/code]." #: doc/classes/EditorFileSystem.xml msgid "Returns the scan progress for 0 to 1 if the FS is being scanned." msgstr "" "Devuelve el progreso del escaneo de 0 a 1 si el FS está siendo escaneado." #: doc/classes/EditorFileSystem.xml #, fuzzy msgid "Returns [code]true[/code] if the filesystem is being scanned." msgstr "" "Devuelve [code]true[/code] del sistema de archivos está siendo escaneado." #: doc/classes/EditorFileSystem.xml msgid "Scan the filesystem for changes." msgstr "Escanea el sistema de archivos en busca de cambios." #: doc/classes/EditorFileSystem.xml msgid "Check if the source of any imported resource changed." msgstr "Compruebe si ha cambiado la fuente de algún recurso importado." #: doc/classes/EditorFileSystem.xml msgid "" "Update a file information. Call this if an external program (not Godot) " "modified the file." msgstr "" "Actualizar la información de un archivo. Llámalo si un programa externo (no " "Godot) modificó el archivo." #: doc/classes/EditorFileSystem.xml msgid "Scans the script files and updates the list of custom class names." msgstr "" "Escanea los archivos de script y actualiza la lista de nombres de clase " "personalizados." #: doc/classes/EditorFileSystem.xml msgid "Emitted if the filesystem changed." msgstr "Emitido si el sistema de archivos cambió." #: doc/classes/EditorFileSystem.xml #, fuzzy msgid "Emitted if a resource is reimported." msgstr "Remitido si un recurso es reimportado." #: doc/classes/EditorFileSystem.xml msgid "" "Emitted if at least one resource is reloaded when the filesystem is scanned." msgstr "" "Emitido si al menos un recurso se recarga cuando el sistema de archivos es " "escaneado." #: doc/classes/EditorFileSystem.xml msgid "Emitted if the source of any imported file changed." msgstr "Emitido si la fuente de cualquier archivo importado cambia." #: doc/classes/EditorFileSystemDirectory.xml msgid "A directory for the resource filesystem." msgstr "Un directorio para el sistema de archivos de recursos." #: doc/classes/EditorFileSystemDirectory.xml msgid "A more generalized, low-level variation of the directory concept." msgstr "" "Una variación más generalizada y de bajo nivel del concepto de directorio." #: doc/classes/EditorFileSystemDirectory.xml msgid "" "Returns the index of the directory with name [code]name[/code] or [code]-1[/" "code] if not found." msgstr "" "Devuelve el índice del directorio con el nombre [code]name[/code] o " "[code]-1[/code] si no se encuentra." #: doc/classes/EditorFileSystemDirectory.xml msgid "" "Returns the index of the file with name [code]name[/code] or [code]-1[/code] " "if not found." msgstr "" "Devuelve el índice del archivo con el nombre [code]name[/code] o [code]-1[/" "code] si no se encuentra." #: doc/classes/EditorFileSystemDirectory.xml msgid "Returns the name of the file at index [code]idx[/code]." msgstr "Devuelve el nombre del archivo en el índice [code]idx[/code]." #: doc/classes/EditorFileSystemDirectory.xml msgid "Returns the number of files in this directory." msgstr "Devuelve el número de archivos en este directorio." #: doc/classes/EditorFileSystemDirectory.xml msgid "" "Returns [code]true[/code] if the file at index [code]idx[/code] imported " "properly." msgstr "" "Devuelve [code]true[/code] si el archivo en el índice [code]idx[/code] se " "importó correctamente." #: doc/classes/EditorFileSystemDirectory.xml msgid "Returns the path to the file at index [code]idx[/code]." msgstr "Devuelve la ruta del archivo en el índice [code]idx[/code]." #: doc/classes/EditorFileSystemDirectory.xml msgid "" "Returns the base class of the script class defined in the file at index " "[code]idx[/code]. If the file doesn't define a script class using the " "[code]class_name[/code] syntax, this will return an empty string." msgstr "" "Devuelve la clase base de la clase de script definida en el archivo en el " "índice [code]idx[/code]. Si el archivo no define una clase de script " "utilizando la sintaxis [code]class_name[/code], esto devolverá una string " "vacía." #: doc/classes/EditorFileSystemDirectory.xml msgid "" "Returns the name of the script class defined in the file at index [code]idx[/" "code]. If the file doesn't define a script class using the [code]class_name[/" "code] syntax, this will return an empty string." msgstr "" "Devuelve el nombre de la clase de guión definida en el archivo en el índice " "[code]idx[/code]. Si el archivo no define una clase de guión utilizando la " "sintaxis [code]class_name[/code], esto devolverá una cadena vacía." #: doc/classes/EditorFileSystemDirectory.xml msgid "" "Returns the resource type of the file at index [code]idx[/code]. This " "returns a string such as [code]\"Resource\"[/code] or [code]\"GDScript\"[/" "code], [i]not[/i] a file extension such as [code]\".gd\"[/code]." msgstr "" #: doc/classes/EditorFileSystemDirectory.xml msgid "Returns the name of this directory." msgstr "Devuelve el nombre de este directorio." #: doc/classes/EditorFileSystemDirectory.xml msgid "" "Returns the parent directory for this directory or [code]null[/code] if " "called on a directory at [code]res://[/code] or [code]user://[/code]." msgstr "" "Devuelve el directorio principal de este directorio o [code]null[/code] si " "se llama a un directorio en [code]res://[/code] o [code]user://[/code]." #: doc/classes/EditorFileSystemDirectory.xml msgid "Returns the path to this directory." msgstr "Devuelve la ruta de este directorio." #: doc/classes/EditorFileSystemDirectory.xml msgid "Returns the subdirectory at index [code]idx[/code]." msgstr "Devuelve el subdirectorio en el índice [code]idx[/code]." #: doc/classes/EditorFileSystemDirectory.xml msgid "Returns the number of subdirectories in this directory." msgstr "Devuelve el número de subdirectorios en este directorio." #: doc/classes/EditorImportPlugin.xml msgid "" "Registers a custom resource importer in the editor. Use the class to parse " "any file and import it as a new resource type." msgstr "" "Registra un importador de recursos personalizados en el editor. Usa la clase " "para analizar cualquier archivo e importarlo como un nuevo tipo de recurso." #: doc/classes/EditorImportPlugin.xml #, fuzzy msgid "" "[EditorImportPlugin]s provide a way to extend the editor's resource import " "functionality. Use them to import resources from custom files or to provide " "alternatives to the editor's existing importers.\n" "EditorImportPlugins work by associating with specific file extensions and a " "resource type. See [method get_recognized_extensions] and [method " "get_resource_type]. They may optionally specify some import presets that " "affect the import process. EditorImportPlugins are responsible for creating " "the resources and saving them in the [code].import[/code] directory (see " "[member ProjectSettings.application/config/" "use_hidden_project_data_directory]).\n" "Below is an example EditorImportPlugin that imports a [Mesh] from a file " "with the extension \".special\" or \".spec\":\n" "[codeblock]\n" "tool\n" "extends EditorImportPlugin\n" "\n" "func get_importer_name():\n" " return \"my.special.plugin\"\n" "\n" "func get_visible_name():\n" " return \"Special Mesh\"\n" "\n" "func get_recognized_extensions():\n" " return [\"special\", \"spec\"]\n" "\n" "func get_save_extension():\n" " return \"mesh\"\n" "\n" "func get_resource_type():\n" " return \"Mesh\"\n" "\n" "func get_preset_count():\n" " return 1\n" "\n" "func get_preset_name(i):\n" " return \"Default\"\n" "\n" "func get_import_options(i):\n" " return [{\"name\": \"my_option\", \"default_value\": false}]\n" "\n" "func import(source_file, save_path, options, platform_variants, gen_files):\n" " var file = File.new()\n" " if file.open(source_file, File.READ) != OK:\n" " return FAILED\n" "\n" " var mesh = Mesh.new()\n" " # Fill the Mesh with data read in \"file\", left as an exercise to the " "reader\n" "\n" " var filename = save_path + \".\" + get_save_extension()\n" " return ResourceSaver.save(filename, mesh)\n" "[/codeblock]\n" "To use [EditorImportPlugin], register it using the [method EditorPlugin." "add_import_plugin] method first." msgstr "" "EditorImportPlugins proporcionan una forma de ampliar la funcionalidad de " "importación de recursos del editor. Utilícelos para importar recursos de " "archivos personalizados o para proporcionar alternativas a los importadores " "existentes del editor. Registra tu [EditorPlugin] con el [method " "EditorPlugin.add_import_plugin].\n" "Los EditorImportPlugins funcionan asociándose a extensiones de archivo " "específicas y a un tipo de recurso. Ver [method get_recognized_extensions] y " "[method get_resource_type]. Opcionalmente, pueden especificar algunos " "preajustes de importación que afectan al proceso de importación. Los " "EditorImportPlugins se encargan de crear los recursos y de guardarlos en el " "directorio [code].import[/code].\n" "A continuación se muestra un ejemplo de EditorImportPlugin que importa un " "[Mesh] de un archivo con la extensión \".special\" o \".spec\":\n" "[codeblock]\n" "tool\n" "extends EditorImportPlugin\n" "\n" "func get_importer_name():\n" " return \"my.special.plugin\"\n" "\n" "func get_visible_name():\n" " return \"Importador de malla especial\"\n" "\n" "func get_recognized_extensions():\n" " return [\"special\", \"spec\"]\n" "\n" "func get_save_extension():\n" " return \"malla\"\n" "\n" "func get_resource_type():\n" " return \"Malla\"\n" "\n" "func get_preset_count():\n" " return 1\n" "\n" "func get_preset_name(i):\n" " return \"Default\"\n" "\n" "func get_import_options(i):\n" " return [{\"name\": \"mi_opcion\", \"default_value\": false}]\n" "\n" "func import(archivo_fuente, salvar_ruta, opciones, variables_plataforma, " "archivos_generados):\n" " var archivo = File.new()\n" " if archivo.open(archivo_fuente, File.READ) != OK:\n" " return FAILED\n" "\n" " var malla = Mesh.new()\n" " # Rellena la malla con los datos leidos de archivo, se deje como un " "ejecicio al lector\n" "\n" " var nombreArchivo = salvar_ruta + \".\" + get_save_extension()\n" " ResourceSaver.save(nombreArchivo, malla)\n" " return OK\n" "[/codeblock]" #: doc/classes/EditorImportPlugin.xml msgid "" "Gets the options and default values for the preset at this index. Returns an " "Array of Dictionaries with the following keys: [code]name[/code], " "[code]default_value[/code], [code]property_hint[/code] (optional), " "[code]hint_string[/code] (optional), [code]usage[/code] (optional)." msgstr "" "Obtiene las opciones y los valores por defecto para el preajuste en este " "índice. Devuelve un array de diccionarios con las siguientes claves: " "[code]name[/code], [code]default_value[/code], [code]property_hint[/code] " "(opcional), [code]hint_string[/code] (opcional), [code]uso[/code] (opcional)." #: doc/classes/EditorImportPlugin.xml #, fuzzy msgid "" "Gets the order of this importer to be run when importing resources. " "Importers with [i]lower[/i] import orders will be called first, and higher " "values will be called later. Use this to ensure the importer runs after the " "dependencies are already imported. The default import order is [code]0[/" "code] unless overridden by a specific importer. See [enum ResourceImporter." "ImportOrder] for some predefined values." msgstr "" "Se ejecuta el orden de este importador al importar recursos. Los valores más " "altos serán llamados más tarde. Utiliza esto para asegurar que el importador " "se ejecuta después de que las dependencias ya han sido importadas." #: doc/classes/EditorImportPlugin.xml msgid "Gets the unique name of the importer." msgstr "Obtiene el nombre único del importador." #: doc/classes/EditorImportPlugin.xml msgid "" "This method can be overridden to hide specific import options if conditions " "are met. This is mainly useful for hiding options that depend on others if " "one of them is disabled. For example:\n" "[codeblock]\n" "func get_option_visibility(option, options):\n" " # Only show the lossy quality setting if the compression mode is set to " "\"Lossy\".\n" " if option == \"compress/lossy_quality\" and options.has(\"compress/" "mode\"):\n" " return int(options[\"compress/mode\"]) == COMPRESS_LOSSY\n" "\n" " return true\n" "[/codeblock]\n" "Return [code]true[/code] to make all options always visible." msgstr "" "Este método puede anularse para ocultar opciones de importación específicas " "si se cumplen las condiciones. Esto es principalmente útil para ocultar " "opciones que dependen de otras si una de ellas está desactivada. Por " "ejemplo:\n" "[codeblock]\n" "func get_option_visibility(option, options):\n" " # Sólo muestra el ajuste de calidad de pérdida si el modo de compresión " "está ajustado a \"pérdida\".\n" " if option == \"compress/lossy_quality\" y options.has(\"compress/" "mode\"):\n" " return int(options[\"compress/mode\"]) == COMPRESS_LOSSY\n" "\n" " retorno true\n" "[/codeblock]\n" "Devuelve [code]true[/code] para que todas las opciones estén siempre " "visibles." #: doc/classes/EditorImportPlugin.xml msgid "" "Gets the number of initial presets defined by the plugin. Use [method " "get_import_options] to get the default options for the preset and [method " "get_preset_name] to get the name of the preset." msgstr "" "Obtiene el número de preajustes iniciales definidos por el plugin. Usa " "[method get_import_options] para obtener las opciones por defecto de " "preajuste y [method get_preset_name] para obtener el nombre del preajuste." #: doc/classes/EditorImportPlugin.xml msgid "Gets the name of the options preset at this index." msgstr "Obtiene el nombre de las opciones de preajuste en este índice." #: doc/classes/EditorImportPlugin.xml msgid "" "Gets the priority of this plugin for the recognized extension. Higher " "priority plugins will be preferred. The default priority is [code]1.0[/code]." msgstr "" "Obtiene la prioridad de este plugin para la extensión reconocida. Se " "preferirán los plugins de mayor prioridad. La prioridad por defecto es " "[code]1.0[/code]." #: doc/classes/EditorImportPlugin.xml msgid "" "Gets the list of file extensions to associate with this loader (case-" "insensitive). e.g. [code][\"obj\"][/code]." msgstr "" "Obtiene la lista de extensiones de archivos para asociar con este cargador " "(sin distinción de mayúsculas y minúsculas). Por ejemplo, [code][\"obj\"][/" "code]." #: doc/classes/EditorImportPlugin.xml msgid "" "Gets the Godot resource type associated with this loader. e.g. " "[code]\"Mesh\"[/code] or [code]\"Animation\"[/code]." msgstr "" "Obtiene el tipo de recurso Godot asociado a este cargador. Por ejemplo, " "[code]\"Mesh\"[/code] o [code]\"Animation\"[/code]." #: doc/classes/EditorImportPlugin.xml #, fuzzy msgid "" "Gets the extension used to save this resource in the [code].import[/code] " "directory (see [member ProjectSettings.application/config/" "use_hidden_project_data_directory])." msgstr "" "Obtiene la extensión utilizada para guardar este recurso en el directorio " "[code].import[/code]." #: doc/classes/EditorImportPlugin.xml msgid "" "Gets the name to display in the import window. You should choose this name " "as a continuation to \"Import as\", e.g. \"Import as Special Mesh\"." msgstr "" #: doc/classes/EditorImportPlugin.xml msgid "" "Imports [code]source_file[/code] into [code]save_path[/code] with the import " "[code]options[/code] specified. The [code]platform_variants[/code] and " "[code]gen_files[/code] arrays will be modified by this function.\n" "This method must be overridden to do the actual importing work. See this " "class' description for an example of overriding this method." msgstr "" "Importa el [code]source_file[/code] en [code]save_path[/code] con las " "opciones de importación [code]options[/code] especificadas. Los arrays " "[code]platform_variants[/code] y [code]gen_files[/code] serán modificadas " "por esta función.\n" "Este método debe ser anulado para hacer el trabajo de importación real. Ver " "la descripción de esta clase para un ejemplo de cómo sobreescribir este " "método." #: doc/classes/EditorInspector.xml #, fuzzy msgid "A control used to edit properties of an object." msgstr "" "Una pestaña que se utiliza para editar las propiedades del nodo seleccionado." #: doc/classes/EditorInspector.xml msgid "" "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 msgid "" "Refreshes the inspector.\n" "[b]Note:[/b] To save on CPU resources, calling this method will do nothing " "if the time specified in [code]docks/property_editor/auto_refresh_interval[/" "code] editor setting hasn't passed yet since this method was last called. " "(By default, this interval is set to 0.3 seconds.)" msgstr "" "Refresca al inspector.\n" "[b]Nota:[/b] Para ahorrar recursos de la CPU, llamar a este método no hará " "nada si el tiempo especificado en el ajuste del editor [code]docks/" "property_editor/auto_refresh_interval[/code] no ha pasado aún desde la " "última vez que se llamó a este método. (Por defecto, este intervalo está " "establecido en 0,3 segundos.)" #: doc/classes/EditorInspector.xml msgid "" "Emitted when the Edit button of an [Object] has been pressed in the " "inspector. This is mainly used in the remote scene tree inspector." msgstr "" "Emitido cuando se ha pulsado el botón de edición de un [Object] en el " "inspector. Esto se utiliza principalmente en el inspector de árbol de escena " "remota." #: doc/classes/EditorInspector.xml msgid "Emitted when a property is edited in the inspector." msgstr "Emitido cuando una propiedad es editada en el inspector." #: doc/classes/EditorInspector.xml msgid "" "Emitted when a property is keyed in the inspector. Properties can be keyed " "by clicking the \"key\" icon next to a property when the Animation panel is " "toggled." msgstr "" "Emitido cuando una propiedad es puesta en clave por el inspector. Las " "propiedades pueden ser tecleadas haciendo clic en el icono \"tecla\" junto a " "una propiedad cuando el panel de animación se conmuta." #: doc/classes/EditorInspector.xml msgid "Emitted when a property is selected in the inspector." msgstr "Emitido cuando una propiedad es seleccionada en el inspector." #: doc/classes/EditorInspector.xml msgid "" "Emitted when a boolean property is toggled in the inspector.\n" "[b]Note:[/b] This signal is never emitted if the internal [code]autoclear[/" "code] property enabled. Since this property is always enabled in the editor " "inspector, this signal is never emitted by the editor itself." msgstr "" "Emitido cuando una propiedad booleana se conmuta en el inspector.\n" "[b]Nota:[/b] Esta señal nunca se emite si la propiedad interna " "[code]autoclear[/code] está activada. Dado que esta propiedad siempre está " "activada en el inspector del editor, esta señal nunca es emitida por el " "propio editor." #: doc/classes/EditorInspector.xml msgid "Emitted when a resource is selected in the inspector." msgstr "Emitido cuando se selecciona un recurso en el inspector." #: doc/classes/EditorInspector.xml msgid "" "Emitted when a property that requires a restart to be applied is edited in " "the inspector. This is only used in the Project Settings and Editor Settings." msgstr "" "Emitido cuando una propiedad que requiere un reinicio para ser aplicada es " "editada en el inspector. Esto sólo se usa en los ajustes del proyecto y en " "los ajustes del editor." #: doc/classes/EditorInspectorPlugin.xml msgid "Plugin for adding custom property editors on inspector." msgstr "" "Plugin para añadir editores de propiedades personalizados en el inspector." #: doc/classes/EditorInspectorPlugin.xml #, fuzzy msgid "" "[EditorInspectorPlugin] allows adding custom property editors to " "[EditorInspector].\n" "When an object is edited, the [method can_handle] function is called and " "must return [code]true[/code] if the object type is supported.\n" "If supported, the function [method parse_begin] will be called, allowing to " "place custom controls at the beginning of the class.\n" "Subsequently, the [method parse_category] and [method parse_property] are " "called for every category and property. They offer the ability to add custom " "controls to the inspector too.\n" "Finally, [method parse_end] will be called.\n" "On each of these calls, the \"add\" functions can be called.\n" "To use [EditorInspectorPlugin], register it using the [method EditorPlugin." "add_inspector_plugin] method first." msgstr "" "Este plugin permite añadir editores de propiedades personalizados a " "[EditorInspector].\n" "Los plugins se registran a través del [method EditorPlugin." "add_inspector_plugin].\n" "Cuando se edita un objeto, se llama a la función [method can_handle] y debe " "devolver [code]true[/code] si el tipo de objeto está soportado.\n" "Si está soportada, se llamará a la función [method parse_begin], lo que " "permitirá colocar controles personalizados al principio de la clase.\n" "Posteriormente, el [method parse_category] y el [method parse_property] son " "llamados para cada categoría y propiedad. Ofrecen la posibilidad de añadir " "controles personalizados al inspector también.\n" "Finalmente, se llamará a [method parse_end].\n" "En cada una de estas llamadas, las funciones \"add\" pueden ser llamadas." #: doc/classes/EditorInspectorPlugin.xml msgid "Inspector plugins" msgstr "" #: doc/classes/EditorInspectorPlugin.xml #, fuzzy msgid "Adds a custom control, which is not necessarily a property editor." msgstr "" "Añade un control personalizado, no necesariamente un editor de propiedades." #: doc/classes/EditorInspectorPlugin.xml #, fuzzy msgid "" "Adds a property editor for an individual property. The [code]editor[/code] " "control must extend [EditorProperty]." msgstr "Añade un editor de propiedades, este debe heredar [EditorPropiedad]." #: doc/classes/EditorInspectorPlugin.xml #, fuzzy msgid "" "Adds an editor that allows modifying multiple properties. The [code]editor[/" "code] control must extend [EditorProperty]." msgstr "" "Añade un editor que permite modificar múltiples propiedades, este debe " "heredar [EditorProperty]." #: doc/classes/EditorInspectorPlugin.xml msgid "Returns [code]true[/code] if this object can be handled by this plugin." msgstr "" "Devuelve [code]true[/code] si este objeto puede ser manejado por este plugin." #: doc/classes/EditorInspectorPlugin.xml msgid "Called to allow adding controls at the beginning of the list." msgstr "" "Llamado para permitir la adición de controles al principio de la lista." #: doc/classes/EditorInspectorPlugin.xml msgid "Called to allow adding controls at the beginning of the category." msgstr "" "Llamado para permitir la adición de controles al principio de la categoría." #: doc/classes/EditorInspectorPlugin.xml msgid "Called to allow adding controls at the end of the list." msgstr "Llamado para permitir la adición de controles al final de la lista." #: doc/classes/EditorInspectorPlugin.xml msgid "" "Called to allow adding property specific editors to the inspector. Usually " "these inherit [EditorProperty]. Returning [code]true[/code] removes the " "built-in editor for this property, otherwise allows to insert a custom " "editor before the built-in one." msgstr "" "Llamado a permitir que se añadan editores de propiedades específicas al " "inspector. Normalmente estos heredan [EditorProperty]. Devolver [code]true[/" "code] elimina el editor incorporado para esta propiedad, de lo contrario " "permite insertar un editor personalizado antes del incorporado." #: doc/classes/EditorInterface.xml msgid "Godot editor's interface." msgstr "La interfaz del editor de Godot." #: doc/classes/EditorInterface.xml msgid "" "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], " "[ScriptEditor], the editor viewport, and information about scenes.\n" "[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "the singleton using [method EditorPlugin.get_editor_interface]." msgstr "" "EditorInterface te da el control sobre la ventana del editor de Godot. " "Permite personalizar la ventana, guardar y (re)cargar escenas, renderizar " "vistas previas de la malla, inspeccionar y editar recursos y objetos, y " "proporciona acceso a [EditorSettings], [EditorFileSystem], " "[EditorResourcePreview], [ScriptEditor], la vista del editor e información " "sobre las escenas.\n" "[b]Nota:[/b] Esta clase no debe ser instanciada directamente. En lugar de " "eso, accede al singleton usando el [method EditorPlugin." "get_editor_interface]." #: doc/classes/EditorInterface.xml msgid "" "Edits the given [Node]. The node will be also selected if it's inside the " "scene tree." msgstr "" #: doc/classes/EditorInterface.xml msgid "" "Edits the given [Resource]. If the resource is a [Script] you can also edit " "it with [method edit_script] to specify the line and column position." msgstr "" #: doc/classes/EditorInterface.xml msgid "" "Edits the given [Script]. The line and column on which to open the script " "can also be specified. The script will be open with the user-configured " "editor for the script's language which may be an external editor." msgstr "" #: doc/classes/EditorInterface.xml #, fuzzy msgid "" "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 " "useless and may cause a crash." msgstr "" "Devuelve el contenedor principal de la ventana del editor de Godot. Por " "ejemplo, puedes usarlo para recuperar el tamaño del contenedor y colocar los " "controles en consecuencia." #: doc/classes/EditorInterface.xml msgid "Returns the current path being viewed in the [FileSystemDock]." msgstr "Devuelve la ruta actual que se está viendo en el [FileSystemDock]." #: doc/classes/EditorInterface.xml msgid "Returns the edited (current) scene's root [Node]." msgstr "Devuelve la raíz de la escena editada (actual) [Node]." #: doc/classes/EditorInterface.xml msgid "" "Returns the actual scale of the editor UI ([code]1.0[/code] being 100% " "scale). This can be used to adjust position and dimensions of the UI added " "by plugins.\n" "[b]Note:[/b] This value is set via the [code]interface/editor/display_scale[/" "code] and [code]interface/editor/custom_display_scale[/code] editor " "settings. Editor must be restarted for changes to be properly applied." msgstr "" #: doc/classes/EditorInterface.xml msgid "Returns the editor's [EditorSettings] instance." msgstr "Devuelve la instancia del editor [EditorSettings]." #: doc/classes/EditorInterface.xml #, fuzzy msgid "" "Returns the main editor control. Use this as a parent for main screens.\n" "[b]Note:[/b] This returns the main editor control containing the whole " "editor, not the 2D or 3D viewports specifically.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." msgstr "" "Devuelve el control del editor principal. Utilízalo como padre para las " "pantallas principales.\n" "[b]Nota:[/b] Esto devuelve el control de editor principal que contiene todo " "el editor, no las vistas 2D o 3D específicamente." #: doc/classes/EditorInterface.xml msgid "" "Returns the editor's [FileSystemDock] instance.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." msgstr "" #: doc/classes/EditorInterface.xml msgid "" "Returns the editor's [EditorInspector] instance.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." msgstr "" #: doc/classes/EditorInterface.xml msgid "Returns an [Array] with the file paths of the currently opened scenes." msgstr "" "Devuelve una [Array] con las rutas de archivo de las escenas abiertas " "actualmente." #: doc/classes/EditorInterface.xml msgid "" "Returns the name of the scene that is being played. If no scene is currently " "being played, returns an empty string." msgstr "" "Devuelve el nombre de la escena que se está reproduciendo. Si no se está " "reproduciendo ninguna escena, devuelve una string vacía." #: doc/classes/EditorInterface.xml msgid "Returns the editor's [EditorFileSystem] instance." msgstr "Devuelve la instancia del editor [EditorFileSystem]." #: doc/classes/EditorInterface.xml msgid "Returns the editor's [EditorResourcePreview] instance." msgstr "Devuelve la instancia del editor [EditorResourcePreview]." #: doc/classes/EditorInterface.xml msgid "" "Returns the editor's [ScriptEditor] instance.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." msgstr "" #: doc/classes/EditorInterface.xml msgid "" "Returns the path of the directory currently selected in the " "[FileSystemDock]. If a file is selected, its base directory will be returned " "using [method String.get_base_dir] instead." msgstr "" "Devuelve la ruta del directorio actualmente seleccionado en el " "[FileSystemDock]. Si se selecciona un archivo, su directorio base será " "devuelto usando el [method String.get_base_dir] en su lugar." #: doc/classes/EditorInterface.xml msgid "Returns the editor's [EditorSelection] instance." msgstr "Devuelve la instancia del editor [EditorSelection]." #: doc/classes/EditorInterface.xml #, fuzzy msgid "" "Shows the given property on the given [code]object[/code] in the editor's " "Inspector dock. If [code]inspector_only[/code] is [code]true[/code], plugins " "will not attempt to edit [code]object[/code]." msgstr "" "Muestra la propiedad dada en el [code]object[/code] dado en el muelle " "inspector del editor." #: doc/classes/EditorInterface.xml msgid "" "Returns [code]true[/code] if a scene is currently being played, [code]false[/" "code] otherwise. Paused scenes are considered as being played." msgstr "" "Devuelve [code]true[/code] si se está reproduciendo una escena, [code]false[/" "code] en caso contrario. Las escenas en pausa se consideran como si " "estuvieran siendo reproducidas." #: doc/classes/EditorInterface.xml msgid "" "Returns [code]true[/code] if the specified [code]plugin[/code] is enabled. " "The plugin name is the same as its directory name." msgstr "" "Devuelve [code]true[/code] si el [code]plugin[/code] especificado está " "activado. El nombre del plugin es el mismo que su nombre de directorio." #: doc/classes/EditorInterface.xml #, fuzzy msgid "" "Returns mesh previews rendered at the given size as an [Array] of [Texture]s." msgstr "" "Devuelve las previsualizaciones de la malla renderizadas al tamaño dado como " "una [Array] de [Texture2D]." #: doc/classes/EditorInterface.xml msgid "Opens the scene at the given path." msgstr "Abre la escena en de la ruta dada." #: doc/classes/EditorInterface.xml msgid "Plays the currently active scene." msgstr "Reproduce la escena actualmente activa." #: doc/classes/EditorInterface.xml msgid "Plays the scene specified by its filepath." msgstr "Reproduce la escena especificada por su ruta de acceso." #: doc/classes/EditorInterface.xml msgid "Plays the main scene." msgstr "Reproduce la escena principal." #: doc/classes/EditorInterface.xml msgid "Reloads the scene at the given path." msgstr "Recarga la escena de la ruta dada." #: doc/classes/EditorInterface.xml msgid "" "Saves the scene. Returns either [code]OK[/code] or [code]ERR_CANT_CREATE[/" "code] (see [@GlobalScope] constants)." msgstr "" "Guarda la escena. Devuelve [code]OK[/code] o [code]ERR_CANT_CREATE[/code] " "(ver las constantes de [@GlobalScope])." #: doc/classes/EditorInterface.xml msgid "Saves the scene as a file at [code]path[/code]." msgstr "Guarda la escena como un archivo en [code]path[/code]." #: doc/classes/EditorInterface.xml msgid "" "Selects the file, with the path provided by [code]file[/code], in the " "FileSystem dock." msgstr "" "Selecciona el archivo, con la ruta proporcionada por [code]file[/code], en " "el dock de archivos del sistema." #: doc/classes/EditorInterface.xml msgid "" "Sets the editor's current main screen to the one specified in [code]name[/" "code]. [code]name[/code] must match the text of the tab in question exactly " "([code]2D[/code], [code]3D[/code], [code]Script[/code], [code]AssetLib[/" "code])." msgstr "" "Establece la pantalla principal actual del editor a la especificada en " "[code]name[/code]. [code]name[/code] debe coincidir exactamente con el texto " "de la pestaña en cuestión ([code]2D[/code], [code]3D[/code], [code]Script[/" "code], [code]AssetLib[/code])." #: doc/classes/EditorInterface.xml msgid "" "Sets the enabled status of a plugin. The plugin name is the same as its " "directory name." msgstr "" "Establece el estado habilitado de un plugin. El nombre del plugin es el " "mismo que su nombre de directorio." #: doc/classes/EditorInterface.xml msgid "Stops the scene that is currently playing." msgstr "Detiene la escena que se está reproduciendo actualmente." #: doc/classes/EditorInterface.xml msgid "" "If [code]true[/code], enables distraction-free mode which hides side docks " "to increase the space available for the main view." msgstr "" "Si [code]true[/code], permite el modo libre de distracción que oculta los " "muelles laterales para aumentar el espacio disponible para la vista " "principal." #: doc/classes/EditorPlugin.xml msgid "Used by the editor to extend its functionality." msgstr "Utilizado por el editor para ampliar su funcionalidad." #: doc/classes/EditorPlugin.xml msgid "" "Plugins are used by the editor to extend functionality. The most common " "types of plugins are those which edit a given node or resource type, import " "plugins and export plugins. See also [EditorScript] to add functions to the " "editor." msgstr "" "Los plugins son usados por el editor para extender la funcionalidad. Los " "tipos más comunes de plugins son los que editan un determinado nodo o tipo " "de recurso, importan plugins y exportan plugins. Véase también " "[EditorScript] para añadir funciones al editor." #: doc/classes/EditorPlugin.xml msgid "" "Adds a script at [code]path[/code] to the Autoload list as [code]name[/code]." msgstr "" "Añade un script en [code]path[/code] a la lista de Autoload como [code]name[/" "code]." #: doc/classes/EditorPlugin.xml msgid "" "Adds a control to the bottom panel (together with Output, Debug, Animation, " "etc). Returns a reference to the button added. It's up to you to hide/show " "the button when needed. When your plugin is deactivated, make sure to remove " "your custom control with [method remove_control_from_bottom_panel] and free " "it with [method Node.queue_free]." msgstr "" "Añade un control al panel inferior (junto con la salida, depuración, " "animación, etc.). Devuelve una referencia al botón añadido. Depende de ti " "ocultar/mostrar el botón cuando sea necesario. Cuando tu plugin está " "desactivado, asegúrate de quitar tu control personalizado con [method " "remove_control_from_bottom_panel] y libéralo con [method Node.queue_free]." #: doc/classes/EditorPlugin.xml msgid "" "Adds a custom control to a container (see [enum CustomControlContainer]). " "There are many locations where custom controls can be added in the editor " "UI.\n" "Please remember that you have to manage the visibility of your custom " "controls yourself (and likely hide it after adding it).\n" "When your plugin is deactivated, make sure to remove your custom control " "with [method remove_control_from_container] and free it with [method Node." "queue_free]." msgstr "" "Añade un control personalizado a un contenedor (véase [enum " "CustomControlContainer]). Hay muchas ubicaciones donde se pueden agregar " "controles personalizados en la interfaz de usuario del editor.\n" "Por favor, recuerde que tiene que gestionar la visibilidad de sus controles " "personalizados usted mismo (y probablemente lo oculte después de añadirlo).\n" "Cuando tu plugin esté desactivado, asegúrate de eliminar tu control " "personalizado con [method remove_control_from_container] y libéralo con " "[method Node.queue_free]." #: doc/classes/EditorPlugin.xml msgid "" "Adds the control to a specific dock slot (see [enum DockSlot] for options).\n" "If the dock is repositioned and as long as the plugin is active, the editor " "will save the dock position on further sessions.\n" "When your plugin is deactivated, make sure to remove your custom control " "with [method remove_control_from_docks] and free it with [method Node." "queue_free]." msgstr "" "Añade el control a una ranura específica del dock (ver [enum DockSlot] para " "las opciones).\n" "Si se reposiciona el dock y mientras el plugin esté activo, el editor " "guardará la posición del dock en sesiones posteriores.\n" "Cuando tu plugin esté desactivado, asegúrate de eliminar tu control " "personalizado con [method remove_control_from_docks] y libéralo con [method " "Node.queue_free]." #: doc/classes/EditorPlugin.xml #, fuzzy msgid "" "Adds a custom type, which will appear in the list of nodes or resources. An " "icon can be optionally passed.\n" "When given node or resource is selected, the base type will be instanced " "(ie, \"Spatial\", \"Control\", \"Resource\"), then the script will be loaded " "and set to this object.\n" "You can use the virtual method [method handles] to check if your custom " "object is being edited by checking the script or using the [code]is[/code] " "keyword.\n" "During run-time, this will be a simple object with a script so this function " "does not need to be called then." msgstr "" "Añade un tipo personalizado, que aparecerá en la lista de nodos o recursos. " "Opcionalmente se puede pasar un icono.\n" "Cuando se selecciona un nodo o recurso dado, se instanciará el tipo base " "(por ejemplo, \"Nodo3D\", \"Control\", \"Recurso\"), luego el script se " "cargará y se establecerá en este objeto.\n" "Puedes usar el método virtual [method handles] para comprobar si tu objeto " "personalizado se está editando comprobando el script o usando la palabra " "clave [code]is[/code].\n" "Durante el tiempo de ejecución, este será un objeto simple con un script, " "por lo que esta función no necesita ser llamada entonces." #: doc/classes/EditorPlugin.xml msgid "" "Registers a new [EditorExportPlugin]. Export plugins are used to perform " "tasks when the project is being exported.\n" "See [method add_inspector_plugin] for an example of how to register a plugin." msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "Registers a new [EditorImportPlugin]. Import plugins are used to import " "custom and unsupported assets as a custom [Resource] type.\n" "[b]Note:[/b] If you want to import custom 3D asset formats use [method " "add_scene_import_plugin] instead.\n" "See [method add_inspector_plugin] for an example of how to register a plugin." msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "Registers a new [EditorInspectorPlugin]. Inspector plugins are used to " "extend [EditorInspector] and provide custom configuration tools for your " "object's properties.\n" "[b]Note:[/b] Always use [method remove_inspector_plugin] to remove the " "registered [EditorInspectorPlugin] when your [EditorPlugin] is disabled to " "prevent leaks and an unexpected behavior.\n" "[codeblock]\n" "const MyInspectorPlugin = preload(\"res://addons/your_addon/path/to/your/" "script.gd\")\n" "var inspector_plugin = MyInspectorPlugin.new()\n" "\n" "func _enter_tree():\n" " add_inspector_plugin(inspector_plugin)\n" "\n" "func _exit_tree():\n" " remove_inspector_plugin(inspector_plugin)\n" "[/codeblock]" msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "Registers a new [EditorSceneImporter]. Scene importers are used to import " "custom 3D asset formats as scenes." msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "Registers a new [EditorSpatialGizmoPlugin]. Gizmo plugins are used to add " "custom gizmos to the 3D preview viewport for a [Spatial].\n" "See [method add_inspector_plugin] for an example of how to register a plugin." msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "Adds a custom menu item to [b]Project > Tools[/b] as [code]name[/code] that " "calls [code]callback[/code] on an instance of [code]handler[/code] with a " "parameter [code]ud[/code] when user activates it." msgstr "" "Añade un elemento de menú personalizado a [b]Proyecto > Herramientas[/b] " "como [code]name[/code] que llama a [code]callback[/code] en una instancia de " "[code]handler[/code] con un parámetro [code]ud[/code] cuando el usuario lo " "activa." #: doc/classes/EditorPlugin.xml msgid "" "Adds a custom submenu under [b]Project > Tools >[/b] [code]name[/code]. " "[code]submenu[/code] should be an object of class [PopupMenu]. This submenu " "should be cleaned up using [code]remove_tool_menu_item(name)[/code]." msgstr "" "Añade un submenú personalizado en [b]Proyecto > Herramientas >[/b] " "[code]name[/code]. El [code]submenu[/code] debe ser un objeto de la clase " "[PopupMenu]. Este submenú debe ser limpiado usando " "[code]remove_tool_menu_item(name)[/code]." #: doc/classes/EditorPlugin.xml msgid "" "This method is called when the editor is about to save the project, switch " "to another tab, etc. It asks the plugin to apply any pending state changes " "to ensure consistency.\n" "This is used, for example, in shader editors to let the plugin know that it " "must apply the shader code being written by the user to the object." msgstr "" "Este método se llama cuando el editor está a punto de guardar el proyecto, " "cambiar a otra pestaña, etc. Le pide al plugin que aplique cualquier cambio " "de estado pendiente para asegurar la consistencia.\n" "Se utiliza, por ejemplo, en los editores de sombreadores para que el plugin " "sepa que debe aplicar el código de sombreado que está escribiendo el usuario " "al objeto." #: doc/classes/EditorPlugin.xml msgid "" "This method is called when the editor is about to run the project. The " "plugin can then perform required operations before the project runs.\n" "This method must return a boolean. If this method returns [code]false[/" "code], the project will not run. The run is aborted immediately, so this " "also prevents all other plugins' [method build] methods from running." msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "Clear all the state and reset the object being edited to zero. This ensures " "your plugin does not keep editing a currently existing node, or a node from " "the wrong scene." msgstr "" "Borra todo el estado y pone a cero el objeto que se está editando. Esto " "asegura que tu plugin no siga editando un nodo existente o un nodo de la " "escena equivocada." #: doc/classes/EditorPlugin.xml msgid "" "Called by the engine when the user disables the [EditorPlugin] in the Plugin " "tab of the project settings window." msgstr "" "Llamado por el motor cuando el usuario desactiva el [EditorPlugin] en la " "pestaña Plugin de la ventana de configuración del proyecto." #: doc/classes/EditorPlugin.xml msgid "" "This function is used for plugins that edit specific object types (nodes or " "resources). It requests the editor to edit the given object." msgstr "" "Esta función se utiliza para los plugins que editan tipos de objetos " "específicos (nodos o recursos). Solicita al editor que edite el objeto dado." #: doc/classes/EditorPlugin.xml msgid "" "Called by the engine when the user enables the [EditorPlugin] in the Plugin " "tab of the project settings window." msgstr "" "Llamado por el motor cuando el usuario habilita el [EditorPlugin] en la " "pestaña Plugin de la ventana de configuración del proyecto." #: doc/classes/EditorPlugin.xml msgid "" "Called by the engine when the 2D editor's viewport is updated. Use the " "[code]overlay[/code] [Control] for drawing. You can update the viewport " "manually by calling [method update_overlays].\n" "[codeblock]\n" "func forward_canvas_draw_over_viewport(overlay):\n" " # Draw a circle at cursor position.\n" " overlay.draw_circle(overlay.get_local_mouse_position(), 64, Color." "white)\n" "\n" "func forward_canvas_gui_input(event):\n" " if event is InputEventMouseMotion:\n" " # Redraw viewport when cursor is moved.\n" " update_overlays()\n" " return true\n" " return false\n" "[/codeblock]" msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "This method is the same as [method forward_canvas_draw_over_viewport], " "except it draws on top of everything. Useful when you need an extra layer " "that shows over anything else.\n" "You need to enable calling of this method by using [method " "set_force_draw_over_forwarding_enabled]." msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "Called when there is a root node in the current edited scene, [method " "handles] is implemented and an [InputEvent] happens in the 2D viewport. " "Intercepts the [InputEvent], if [code]return true[/code] [EditorPlugin] " "consumes the [code]event[/code], otherwise forwards [code]event[/code] to " "other Editor classes. Example:\n" "[codeblock]\n" "# Prevents the InputEvent to reach other Editor classes\n" "func forward_canvas_gui_input(event):\n" " var forward = true\n" " return forward\n" "[/codeblock]\n" "Must [code]return false[/code] in order to forward the [InputEvent] to other " "Editor classes. Example:\n" "[codeblock]\n" "# Consumes InputEventMouseMotion and forwards other InputEvent types\n" "func forward_canvas_gui_input(event):\n" " var forward = false\n" " if event is InputEventMouseMotion:\n" " forward = true\n" " return forward\n" "[/codeblock]" msgstr "" "Llamado cuando hay un nodo raíz en la escena editada actual, se implementa " "[method handles] y se produce un [InputEvent] en la vista 2D. Intercepta el " "[InputEvent], si [code]return true[/code] [EditorPlugin] consume el " "[code]event[/code], de lo contrario reenvía el [code]event[/code] a otras " "clases de Editor. Ejemplo:\n" "[codeblock]\n" "# Previene que el InputEvent se reenvie a otras clases Editor\n" "func forward_canvas_gui_input(event):\n" " var adelante = true\n" " return adelante\n" "[/codeblock]\n" "Obliga [code]return false[/code] para reenviar a otras clases Editor el " "[InputEvent]. Ejemplo:\n" "[codeblock]\n" "# Consume InputEventMouseMotion y lo reenvia hacia otros tipos InputEvent\n" "func forward_canvas_gui_input(event):\n" " var adelante = false\n" " if event is InputEventMouseMotion:\n" " adelante = true\n" " return adelante\n" "[/codeblock]" #: doc/classes/EditorPlugin.xml msgid "" "Called by the engine when the 3D editor's viewport is updated. Use the " "[code]overlay[/code] [Control] for drawing. You can update the viewport " "manually by calling [method update_overlays].\n" "[codeblock]\n" "func forward_spatial_draw_over_viewport(overlay):\n" " # Draw a circle at cursor position.\n" " overlay.draw_circle(overlay.get_local_mouse_position(), 64)\n" "\n" "func forward_spatial_gui_input(camera, event):\n" " if event is InputEventMouseMotion:\n" " # Redraw viewport when cursor is moved.\n" " update_overlays()\n" " return true\n" " return false\n" "[/codeblock]" msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "This method is the same as [method forward_spatial_draw_over_viewport], " "except it draws on top of everything. Useful when you need an extra layer " "that shows over anything else.\n" "You need to enable calling of this method by using [method " "set_force_draw_over_forwarding_enabled]." msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "Called when there is a root node in the current edited scene, [method " "handles] is implemented and an [InputEvent] happens in the 3D viewport. " "Intercepts the [InputEvent], if [code]return true[/code] [EditorPlugin] " "consumes the [code]event[/code], otherwise forwards [code]event[/code] to " "other Editor classes. Example:\n" "[codeblock]\n" "# Prevents the InputEvent to reach other Editor classes\n" "func forward_spatial_gui_input(camera, event):\n" " var forward = true\n" " return forward\n" "[/codeblock]\n" "Must [code]return false[/code] in order to forward the [InputEvent] to other " "Editor classes. Example:\n" "[codeblock]\n" "# Consumes InputEventMouseMotion and forwards other InputEvent types\n" "func forward_spatial_gui_input(camera, event):\n" " var forward = false\n" " if event is InputEventMouseMotion:\n" " forward = true\n" " return forward\n" "[/codeblock]" msgstr "" "Llamado cuando hay un nodo raíz en la escena editada actual, se implementa " "[method handles] y se produce un [InputEvent] en el puerto de visualización " "3D. Intercepta el [InputEvent], si [code]devuelve true[/code] [EditorPlugin] " "consume el [code]event[/code], de lo contrario reenvía el [code]event[/code] " "a otras clases de Editor. Ejemplo:\n" "[codeblock]\n" "# Evita que el InputEvent llegue a otras clases de editores\n" "func forward_spatial_gui_input(camera, event):\n" " var adelante = true\n" " return adelante\n" "[/codeblock]\n" "Debe [code]return false[/code] para reenviar el [InputEvent] a otras clases " "de editores. Ejemplo:\n" "[codeblock]\n" "# Consume el InputEventMouseMotion y reenvía otros tipos de InputEvent\n" "func forward_spatial_gui_input(camera, event):\n" " var adelante = false\n" " if event is InputEventMouseMotion:\n" " adelante = true\n" " return adelante\n" "[/codeblock]" #: doc/classes/EditorPlugin.xml msgid "" "This is for editors that edit script-based objects. You can return a list of " "breakpoints in the format ([code]script:line[/code]), for example: " "[code]res://path_to_script.gd:25[/code]." msgstr "" "Esto es para los editores que editan objetos basados en scripts. Puede " "devolver una lista de puntos de interrupción en el formato ([code]script:" "line[/code]), por ejemplo: [code]res://ruta_a_script.gd:25[/code]." #: doc/classes/EditorPlugin.xml msgid "" "Returns the [EditorInterface] object that gives you control over Godot " "editor's window and its functionalities." msgstr "" "Devuelve el objeto [EditorInterface] que le da el control sobre la ventana " "del editor de Godot y sus funcionalidades." #: doc/classes/EditorPlugin.xml #, fuzzy msgid "" "Override this method in your plugin to return a [Texture] in order to give " "it an icon.\n" "For main screen plugins, this appears at the top of the screen, to the right " "of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons.\n" "Ideally, the plugin icon should be white with a transparent background and " "16x16 pixels in size.\n" "[codeblock]\n" "func get_plugin_icon():\n" " # You can use a custom icon:\n" " return preload(\"res://addons/my_plugin/my_plugin_icon.svg\")\n" " # Or use a built-in icon:\n" " return get_editor_interface().get_base_control().get_icon(\"Node\", " "\"EditorIcons\")\n" "[/codeblock]" msgstr "" "Sobrrescribe este método en tu plugin para devolver un [Texture2D] para " "darle un icono.\n" "Para los plugins de la pantalla principal, esto aparece en la parte superior " "de la pantalla, a la derecha de los botones \"2D\", \"3D\", \"Script\" y " "\"AssetLib\".\n" "Lo ideal es que el icono del plugin sea blanco con un fondo transparente y " "un tamaño de 16x16 píxeles.\n" "[codeblock]\n" "func get_plugin_icon():\n" " # Puedes usar un icono personalizado:\n" " return preload(\"res://addons/my_plugin/my_plugin_icon.svg\")\n" " # O usar uno interno:\n" " return get_editor_interface().get_base_control().get_icon(\"Node\", " "\"EditorIcons\")\n" "[/codeblock]" #: doc/classes/EditorPlugin.xml msgid "" "Override this method in your plugin to provide the name of the plugin when " "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 "" "Sobrescribe este método en tu plugin para proporcionar el nombre del plugin " "cuando se muestra en el editor de Godot.\n" "Para los plugins de la pantalla principal, esto aparece en la parte superior " "de la pantalla, a la derecha de los botones \"2D\", \"3D\", \"Script\" y " "\"AssetLib\"." #: doc/classes/EditorPlugin.xml #, fuzzy msgid "" "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." msgstr "" "Hace que el diálogo del editor se use para hacer los guiones.\n" "[b]Nota:[/b] Los usuarios pueden configurarlo antes de su uso." #: doc/classes/EditorPlugin.xml msgid "" "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 msgid "" "Gets the undo/redo object. Most actions in the editor can be undoable, so " "use this object to make sure this happens when it's worth it." msgstr "" "Consigue el objeto deshacer/rehacer. La mayoría de las acciones del editor " "pueden deshacerse, así que usa este objeto para asegurarte de que esto " "ocurra cuando valga la pena." #: doc/classes/EditorPlugin.xml msgid "" "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 msgid "" "Implement this function if your plugin edits a specific type of object " "(Resource or Node). If you return [code]true[/code], then you will get the " "functions [method edit] and [method make_visible] called when the editor " "requests them. If you have declared the methods [method " "forward_canvas_gui_input] and [method forward_spatial_gui_input] these will " "be called too." msgstr "" "Implementa esta función si tu plugin edita un tipo específico de objeto " "(Recurso o Nodo). Si devuelves [code]true[/code], entonces obtendrás las " "funciones [method edit] y [method make_visible] llamadas cuando el editor " "las solicite. Si has declarado los métodos [method forward_canvas_gui_input] " "y [method forward_spatial_gui_input] estos serán llamados también." #: doc/classes/EditorPlugin.xml msgid "" "Returns [code]true[/code] if this is a main screen editor plugin (it goes in " "the workspace selector together with [b]2D[/b], [b]3D[/b], [b]Script[/b] and " "[b]AssetLib[/b])." msgstr "" "Devuelve [code]true[/code] si se trata de un plugin de editor de pantalla " "principal (va en el selector de espacio de trabajo junto con [b]2D[/b], " "[b]3D[/b], [b]Script[/b] y [b]AssetLib[/b])." #: doc/classes/EditorPlugin.xml msgid "Minimizes the bottom panel." msgstr "" #: doc/classes/EditorPlugin.xml #, fuzzy msgid "Makes a specific item in the bottom panel visible." msgstr "Guarda un tipo de recurso específico en un archivo." #: doc/classes/EditorPlugin.xml msgid "" "This function will be called when the editor is requested to become visible. " "It is used for plugins that edit a specific object type.\n" "Remember that you have to manage the visibility of all your editor controls " "manually." msgstr "" "Esta función será llamada cuando se solicite que el editor se haga visible. " "Se utiliza para los plugins que editan un tipo de objeto específico.\n" "Recuerda que tienes que gestionar la visibilidad de todos los controles del " "editor de forma manual." #: doc/classes/EditorPlugin.xml msgid "Queue save the project's editor layout." msgstr "La cola guarda el diseño del editor del proyecto." #: doc/classes/EditorPlugin.xml msgid "Removes an Autoload [code]name[/code] from the list." msgstr "Elimina un Autoload [code]name[/code] de la lista." #: doc/classes/EditorPlugin.xml msgid "" "Removes the control from the bottom panel. You have to manually [method Node." "queue_free] the control." msgstr "" "Quita el control del panel inferior. Tienes que manualmente [method Node." "queue_free] el control." #: doc/classes/EditorPlugin.xml msgid "" "Removes the control from the specified container. You have to manually " "[method Node.queue_free] the control." msgstr "" "Retira el control del contenedor especificado. Tienes que hacer manualmente " "[method Node.queue_free] el control." #: doc/classes/EditorPlugin.xml msgid "" "Removes the control from the dock. You have to manually [method Node." "queue_free] the control." msgstr "" "Quita el control del dock. Tienes que manualmente [method Node.queue_free] " "el control." #: doc/classes/EditorPlugin.xml msgid "Removes a custom type added by [method add_custom_type]." msgstr "Elimina un tipo personalizado añadido por [method add_custom_type]." #: doc/classes/EditorPlugin.xml #, fuzzy msgid "Removes an export plugin registered by [method add_export_plugin]." msgstr "Elimina un tipo personalizado añadido por [method add_custom_type]." #: doc/classes/EditorPlugin.xml #, fuzzy msgid "Removes an import plugin registered by [method add_import_plugin]." msgstr "Elimina un tipo personalizado añadido por [method add_custom_type]." #: doc/classes/EditorPlugin.xml #, fuzzy msgid "Removes an inspector plugin registered by [method add_import_plugin]" msgstr "Elimina un tipo personalizado añadido por [method add_custom_type]." #: doc/classes/EditorPlugin.xml #, fuzzy msgid "" "Removes a scene importer registered by [method add_scene_import_plugin]." msgstr "Elimina un tipo personalizado añadido por [method add_custom_type]." #: doc/classes/EditorPlugin.xml #, fuzzy msgid "Removes a gizmo plugin registered by [method add_spatial_gizmo_plugin]." msgstr "Elimina un tipo personalizado añadido por [method add_custom_type]." #: doc/classes/EditorPlugin.xml msgid "Removes a menu [code]name[/code] from [b]Project > Tools[/b]." msgstr "Elimina un menú [code]name[/code] de [b]Proyecto > Herramientas[/b]." #: doc/classes/EditorPlugin.xml msgid "" "This method is called after the editor saves the project or when it's " "closed. It asks the plugin to save edited external scenes/resources." msgstr "" "Este método se llama después de que el editor guarda el proyecto o cuando se " "cierra. Le pide al plugin que guarde las escenas/recursos externos editados." #: doc/classes/EditorPlugin.xml msgid "" "Enables calling of [method forward_canvas_force_draw_over_viewport] for the " "2D editor and [method forward_spatial_force_draw_over_viewport] for the 3D " "editor when their viewports are updated. You need to call this method only " "once and it will work permanently for this plugin." msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "Use this method if you always want to receive inputs from 3D view screen " "inside [method forward_spatial_gui_input]. It might be especially usable if " "your plugin will want to use raycast in the scene." msgstr "" "Utilice este método si siempre quiere recibir entradas de la pantalla de " "vista 3D dentro de [method forward_spatial_gui_input]. Puede ser " "especialmente útil si tu plugin quiere usar raycast en la escena." #: doc/classes/EditorPlugin.xml 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 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 msgid "" "Updates the overlays of the 2D and 3D editor viewport. Causes methods " "[method forward_canvas_draw_over_viewport], [method " "forward_canvas_force_draw_over_viewport], [method " "forward_spatial_draw_over_viewport] and [method " "forward_spatial_force_draw_over_viewport] to be called." msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "Emitted when user changes the workspace ([b]2D[/b], [b]3D[/b], [b]Script[/" "b], [b]AssetLib[/b]). Also works with custom screens defined by plugins." msgstr "" "Emitido cuando el usuario cambia el espacio de trabajo ([b]2D[/b], [b]3D[/" "b], [b]Script[/b], [b]AssetLib[/b]). También funciona con pantallas " "personalizadas definidas por plugins." #: doc/classes/EditorPlugin.xml msgid "" "Emitted when the scene is changed in the editor. The argument will return " "the root node of the scene that has just become active. If this scene is new " "and empty, the argument will be [code]null[/code]." msgstr "" "Emitido cuando se cambia la escena en el editor. El argumento devolverá el " "nodo raíz de la escena que se acaba de activar. Si esta escena es nueva y " "está vacía, el argumento será [code]null[/code]." #: doc/classes/EditorPlugin.xml msgid "" "Emitted when user closes a scene. The argument is file path to a closed " "scene." msgstr "" "Emitido cuando el usuario cierra una escena. El argumento es la ruta de " "archivo a una escena cerrada." #: doc/classes/EditorPlugin.xml msgid "Represents the size of the [enum DockSlot] enum." msgstr "Representa el tamaño del enum [enum DockSlot]." #: doc/classes/EditorProperty.xml msgid "Custom control to edit properties for adding into the inspector." msgstr "" "Control personalizado para editar las propiedades para añadirlas al " "inspector." #: doc/classes/EditorProperty.xml msgid "" "This control allows property editing for one or multiple properties into " "[EditorInspector]. It is added via [EditorInspectorPlugin]." msgstr "" "Este control permite la edición de propiedades para una o varias propiedades " "en [EditorInspector]. Se agrega a través de [EditorInspectorPlugin]." #: doc/classes/EditorProperty.xml msgid "" "If any of the controls added can gain keyboard focus, add it here. This " "ensures that focus will be restored if the inspector is refreshed." msgstr "" "Si alguno de los controles añadidos puede obtener el enfoque del teclado, " "añádalo aquí. Esto asegura que el enfoque se restaurará si el inspector se " "refresca." #: doc/classes/EditorProperty.xml msgid "" "If one or several properties have changed, this must be called. [code]field[/" "code] is used in case your editor can modify fields separately (as an " "example, Vector3.x). The [code]changing[/code] argument avoids the editor " "requesting this property to be refreshed (leave as [code]false[/code] if " "unsure)." msgstr "" "Si una o varias propiedades han cambiado, esto debe ser llamado. " "[code]field[/code] se utiliza en caso de que tu editor pueda modificar los " "campos por separado (como ejemplo, Vector3.x). El argumento [code]changing[/" "code] evita que el editor pida que se actualice esta propiedad (deja como " "[code]false[/code] si no estás seguro)." #: doc/classes/EditorProperty.xml msgid "Gets the edited object." msgstr "Obtiene el objeto editado." #: doc/classes/EditorProperty.xml msgid "" "Gets the edited property. If your editor is for a single property (added via " "[method EditorInspectorPlugin.parse_property]), then this will return the " "property." msgstr "" "Obtiene la propiedad editada. Si tu editor es para una sola propiedad " "(añadida mediante el método [method EditorInspectorPlugin.parse_property]), " "entonces esto devolverá la propiedad." #: doc/classes/EditorProperty.xml msgid "Must be implemented to provide a custom tooltip to the property editor." msgstr "" #: doc/classes/EditorProperty.xml msgid "" "Puts the [code]editor[/code] control below the property label. The control " "must be previously added using [method Node.add_child]." msgstr "" #: doc/classes/EditorProperty.xml msgid "When this virtual function is called, you must update your editor." msgstr "Cuando se llama a esta función virtual, tu debes actualizar tu editor." #: doc/classes/EditorProperty.xml msgid "" "Used by the inspector, set to [code]true[/code] when the property is " "checkable." msgstr "" "Usado por el inspector, establecido en [code]true[/code] cuando la propiedad " "es comprobable." #: doc/classes/EditorProperty.xml msgid "" "Used by the inspector, set to [code]true[/code] when the property is checked." msgstr "" "Usado por el inspector, establecido en [code]true[/code] cuando se comprueba " "la propiedad." #: doc/classes/EditorProperty.xml #, fuzzy msgid "" "Used by the inspector, set to [code]true[/code] when the property is drawn " "with the editor theme's warning color. This is used for editable children's " "properties." msgstr "" "Usado por el inspector, establecido en [code]true[/code] cuando la propiedad " "debe dibujar con color de error. Se utiliza para las propiedades infantiles " "editables." #: doc/classes/EditorProperty.xml msgid "" "Used by the inspector, set to [code]true[/code] when the property can add " "keys for animation." msgstr "" "Usado por el inspector, establecido en [code]true[/code] cuando la propiedad " "puede añadir teclas para la animación." #: doc/classes/EditorProperty.xml msgid "Set this property to change the label (if you want to show one)." msgstr "" "Establezca esta propiedad para cambiar la etiqueta (si quiere mostrar una)." #: doc/classes/EditorProperty.xml msgid "" "Used by the inspector, set to [code]true[/code] when the property is read-" "only." msgstr "" "Usado por el inspector, establecido en [code]true[/code] cuando la propiedad " "es de sólo lectura." #: doc/classes/EditorProperty.xml msgid "" "Emit it if you want multiple properties modified at the same time. Do not " "use if added via [method EditorInspectorPlugin.parse_property]." msgstr "" "Emitelo si quieres que se modifiquen varias propiedades al mismo tiempo. No " "lo utilice si se agrega a través de [method EditorInspectorPlugin." "parse_property]." #: doc/classes/EditorProperty.xml msgid "Used by sub-inspectors. Emit it if what was selected was an Object ID." msgstr "" "Utilizado por los subinspectores. Emitelo si lo que se seleccionó fue una " "idde objeto." #: doc/classes/EditorProperty.xml msgid "" "Do not emit this manually, use the [method emit_changed] method instead." msgstr "" "No lo emita manualmente, utilice en su lugar el método [method emit_changed]." #: doc/classes/EditorProperty.xml msgid "Emitted when a property was checked. Used internally." msgstr "Emitido cuando una propiedad fue comprobada. Usado internamente." #: doc/classes/EditorProperty.xml msgid "" "Emit it if you want to add this value as an animation key (check for keying " "being enabled first)." msgstr "" "Emite si quieres añadir este valor como una clave de animación (comprueba " "que la clave esté activada primero)." #: doc/classes/EditorProperty.xml msgid "Emit it if you want to key a property with a single value." msgstr "Emitelo si quieres poner una llave en una propiedad con un solo valor." #: doc/classes/EditorProperty.xml msgid "" "Emit it if you want to mark (or unmark) the value of a property for being " "saved regardless of being equal to the default value.\n" "The default value is the one the property will get when the node is just " "instantiated and can come from an ancestor scene in the inheritance/" "instancing chain, a script or a builtin class." msgstr "" #: doc/classes/EditorProperty.xml msgid "" "If you want a sub-resource to be edited, emit this signal with the resource." msgstr "Si quiere que se edite un subrecurso, emita esta señal con el recurso." #: doc/classes/EditorProperty.xml msgid "Emitted when selected. Used internally." msgstr "Emitido cuando se selecciona. Se utiliza internamente." #: doc/classes/EditorResourcePicker.xml msgid "Godot editor's control for selecting [Resource] type properties." msgstr "" #: doc/classes/EditorResourcePicker.xml msgid "" "This [Control] node is used in the editor's Inspector dock to allow editing " "of [Resource] type properties. It provides options for creating, loading, " "saving and converting resources. Can be used with [EditorInspectorPlugin] to " "recreate the same behavior.\n" "[b]Note:[/b] This [Control] does not include any editor for the resource, as " "editing is controlled by the Inspector dock itself or sub-Inspectors." msgstr "" #: doc/classes/EditorResourcePicker.xml msgid "" "Returns a list of all allowed types and subtypes corresponding to the " "[member base_type]. If the [member base_type] is empty, an empty list is " "returned." msgstr "" #: doc/classes/EditorResourcePicker.xml msgid "" "This virtual method can be implemented to handle context menu items not " "handled by default. See [method set_create_options]." msgstr "" #: doc/classes/EditorResourcePicker.xml msgid "" "This virtual method is called when updating the context menu of " "[EditorResourcePicker]. Implement this method to override the \"New ...\" " "items with your own options. [code]menu_node[/code] is a reference to the " "[PopupMenu] node.\n" "[b]Note:[/b] Implement [method handle_menu_selected] to handle these custom " "items." msgstr "" #: doc/classes/EditorResourcePicker.xml msgid "" "Sets the toggle mode state for the main button. Works only if [member " "toggle_mode] is set to [code]true[/code]." msgstr "" #: doc/classes/EditorResourcePicker.xml msgid "" "The base type of allowed resource types. Can be a comma-separated list of " "several options." msgstr "" #: doc/classes/EditorResourcePicker.xml #, fuzzy msgid "If [code]true[/code], the value can be selected and edited." msgstr "Si [code]true[/code], el cuerpo puede ser detectado por los rayos." #: doc/classes/EditorResourcePicker.xml #, fuzzy msgid "The edited resource value." msgstr "El recurso [NavigationMesh] a utilizar." #: doc/classes/EditorResourcePicker.xml msgid "" "If [code]true[/code], the main button with the resource preview works in the " "toggle mode. Use [method set_toggle_pressed] to manually set the state." msgstr "" #: doc/classes/EditorResourcePicker.xml #, fuzzy msgid "Emitted when the value of the edited resource was changed." msgstr "Emitido cada vez que el recurso cambia." #: doc/classes/EditorResourcePicker.xml msgid "" "Emitted when the resource value was set and user clicked to edit it. When " "[code]edit[/code] is [code]true[/code], the signal was caused by the context " "menu \"Edit\" option." msgstr "" #: doc/classes/EditorResourcePreview.xml msgid "Helper to generate previews of resources or files." msgstr "Ayudante para generar vistas previas de recursos o archivos." #: doc/classes/EditorResourcePreview.xml msgid "" "This object is used to generate previews for resources of files.\n" "[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "the singleton using [method EditorInterface.get_resource_previewer]." msgstr "" "Este objeto se utiliza para generar vistas previas de los recursos de los " "archivos.\n" "[b]Nota:[/b] Esta clase no debe ser instanciada directamente. En su lugar, " "accede al singleton usando [method EditorInterface.get_resource_previewer]." #: doc/classes/EditorResourcePreview.xml msgid "Create an own, custom preview generator." msgstr "Crear un generador de previsualización propio y personalizado." #: doc/classes/EditorResourcePreview.xml msgid "" "Check if the resource changed, if so, it will be invalidated and the " "corresponding signal emitted." msgstr "" "Compruebe si el recurso ha cambiado, si es así, se invalidará y se emitirá " "la señal correspondiente." #: doc/classes/EditorResourcePreview.xml msgid "" "Queue the [code]resource[/code] being edited for preview. Once the preview " "is ready, the [code]receiver[/code]'s [code]receiver_func[/code] will be " "called. The [code]receiver_func[/code] must take the following four " "arguments: [String] path, [Texture] preview, [Texture] thumbnail_preview, " "[Variant] userdata. [code]userdata[/code] can be anything, and will be " "returned when [code]receiver_func[/code] is called.\n" "[b]Note:[/b] If it was not possible to create the preview the " "[code]receiver_func[/code] will still be called, but the preview will be " "null." msgstr "" #: doc/classes/EditorResourcePreview.xml msgid "" "Queue a resource file located at [code]path[/code] for preview. Once the " "preview is ready, the [code]receiver[/code]'s [code]receiver_func[/code] " "will be called. The [code]receiver_func[/code] must take the following four " "arguments: [String] path, [Texture] preview, [Texture] thumbnail_preview, " "[Variant] userdata. [code]userdata[/code] can be anything, and will be " "returned when [code]receiver_func[/code] is called.\n" "[b]Note:[/b] If it was not possible to create the preview the " "[code]receiver_func[/code] will still be called, but the preview will be " "null." msgstr "" #: doc/classes/EditorResourcePreview.xml msgid "Removes a custom preview generator." msgstr "Elimina un generador de previsualización personalizado." #: doc/classes/EditorResourcePreview.xml msgid "" "Emitted if a preview was invalidated (changed). [code]path[/code] " "corresponds to the path of the preview." msgstr "" "Emitido si se invalida (cambia) una vista previa. [code]path[/code] " "corresponde a la ruta de la vista previa." #: doc/classes/EditorResourcePreviewGenerator.xml msgid "Custom generator of previews." msgstr "Generador personalizado de vistas previas." #: doc/classes/EditorResourcePreviewGenerator.xml msgid "" "Custom code to generate previews. Please check [code]file_dialog/" "thumbnail_size[/code] in [EditorSettings] to find out the right size to do " "previews at." msgstr "" "Código personalizado para generar vistas previas. Por favor, comprueba " "[code]file_dialog/thumbnail_size[/code] en [EditorSettings] para saber el " "tamaño adecuado para hacer las vistas previas." #: doc/classes/EditorResourcePreviewGenerator.xml msgid "" "If this function returns [code]true[/code], the generator will call [method " "generate] or [method generate_from_path] for small previews as well.\n" "By default, it returns [code]false[/code]." msgstr "" "Si esta función devuelve [code]true[/code], el generador llamará a [method " "generate] o [method generate_from_path] para pequeñas vistas previas " "también.\n" "Por defecto, devuelve [code]false[/code]." #: doc/classes/EditorResourcePreviewGenerator.xml msgid "" "Generate a preview from a given resource with the specified size. This must " "always be implemented.\n" "Returning an empty texture is an OK way to fail and let another generator " "take care.\n" "Care must be taken because this function is always called from a thread (not " "the main thread)." msgstr "" "Generar una vista previa de un recurso dado con el tamaño especificado. Esto " "siempre debe ser implementado.\n" "Devolver una textura vacía es una buena manera de fallar y dejar que otro " "generador se encargue.\n" "Hay que tener cuidado porque esta función siempre se llama desde un hilo (no " "desde el hilo principal)." #: doc/classes/EditorResourcePreviewGenerator.xml msgid "" "Generate a preview directly from a path with the specified size. " "Implementing this is optional, as default code will load and call [method " "generate].\n" "Returning an empty texture is an OK way to fail and let another generator " "take care.\n" "Care must be taken because this function is always called from a thread (not " "the main thread)." msgstr "" "Generar una vista previa directamente de una ruta con el tamaño " "especificado. La implementación de esto es opcional, ya que el código por " "defecto se cargará y llamará [method generate].\n" "Devolver una textura vacía es una buena manera de fallar y dejar que otro " "generador se encargue.\n" "Hay que tener cuidado porque esta función siempre se llama desde un hilo (no " "desde el hilo principal)." #: doc/classes/EditorResourcePreviewGenerator.xml msgid "" "If this function returns [code]true[/code], the generator will automatically " "generate the small previews from the normal preview texture generated by the " "methods [method generate] or [method generate_from_path].\n" "By default, it returns [code]false[/code]." msgstr "" "Si esta función devuelve [code]true[/code], el generador generará " "automáticamente las pequeñas vistas previas de la textura de vista previa " "normal generada por los métodos [method generate] o [method " "generate_from_path].\n" "Por defecto, devuelve [code]false[/code]." #: doc/classes/EditorResourcePreviewGenerator.xml msgid "" "Returns [code]true[/code] if your generator supports the resource of type " "[code]type[/code]." msgstr "" "Devuelve [code]true[/code] si tu generador soporta el recurso de tipo " "[code]type[/code]." #: doc/classes/EditorSceneImporter.xml msgid "Imports scenes from third-parties' 3D files." msgstr "Importa escenas de archivos 3D de terceros." #: doc/classes/EditorSceneImporter.xml msgid "" "[EditorSceneImporter] allows to define an importer script for a third-party " "3D format.\n" "To use [EditorSceneImporter], register it using the [method EditorPlugin." "add_scene_import_plugin] method first." msgstr "" #: modules/fbx/doc_classes/EditorSceneImporterFBX.xml msgid "FBX 3D asset importer." msgstr "" #: modules/fbx/doc_classes/EditorSceneImporterFBX.xml #, fuzzy msgid "" "This is an FBX 3D asset importer with full support for most FBX features.\n" "If exporting a FBX scene from Autodesk Maya, use these FBX export settings:\n" "[codeblock]\n" "- Smoothing Groups\n" "- Smooth Mesh\n" "- Triangluate (for meshes with blend shapes)\n" "- Bake Animation\n" "- Resample All\n" "- Deformed Models\n" "- Skins\n" "- Blend Shapes\n" "- Curve Filters\n" "- Constant Key Reducer\n" "- Auto Tangents Only\n" "- *Do not check* Constraints (as it will break the file)\n" "- Can check Embed Media (embeds textures into the exported FBX file)\n" " - Note that when importing embedded media, the texture and mesh will be a " "single immutable file.\n" " - You will have to re-export then re-import the FBX if the texture has " "changed.\n" "- Units: Centimeters\n" "- Up Axis: Y\n" "- Binary format in FBX 2017\n" "[/codeblock]" msgstr "" "Este es un importador de recursos FBX 3D basado en [url=http://assimp." "org/]Assimp[/url]. Actualmente tiene muchas limitaciones conocidas y " "funciona mejor con mallas estáticas. La mayoría de las mallas animadas no se " "importan correctamente.\n" "Si exporta una escena FBX desde Autodesk Maya, use estos ajustes de " "exportación FBX:\n" "[codeblock]\n" "- Smoothing Groups -Suavizado de grupos\n" "- Smooth Mesh - Suavizado de malla.\n" "- Triangulate (for meshes with blend shapes) - Triangular (para mallas con " "formas mezcladas)\n" "- Bake Animation -Cocinado de animación\n" "- Resample All\n" "- Deformed Models - Modelos deformados\n" "- Skins -Pieles\n" "- Blend Shapes - Formas mezcladas\n" "- Curve Filters -Filtros de Curvas\n" "- Constant Key Reducer - Reductor clave Constante\n" "- Auto Tangents Only - Solo auto tangentes\n" "- No compruebe las Constraints (ya que romperá el archivo)\n" "- Puede checkear la media embebida (texturas incrustadas en el archivo FBX " "exportado)\n" "- Note que cuando se importa media incrustada, las textura y malla estará " "contenida en únicor archivo immutable.\n" "- Tendrás que reexportar y despues reimportar a FBX si la textura ha " "cambiado.\n" "- Unidades: Centímetros\n" "- Eje superior: Y\n" "- Formatio Binario en FBX 2017\n" "[/codeblock]" #: 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 "Post-procesa las escenas después de la importación." #: doc/classes/EditorScenePostImport.xml msgid "" "Imported scenes can be automatically modified right after import by setting " "their [b]Custom Script[/b] Import property to a [code]tool[/code] script " "that inherits from this class.\n" "The [method post_import] callback receives the imported scene's root node " "and returns the modified version of the scene. Usage example:\n" "[codeblock]\n" "tool # Needed so it runs in editor\n" "extends EditorScenePostImport\n" "\n" "# This sample changes all node names\n" "\n" "# Called right after the scene is imported and gets the root node\n" "func post_import(scene):\n" " # Change all node names to \"modified_[oldnodename]\"\n" " iterate(scene)\n" " return scene # Remember to return the imported scene\n" "\n" "func iterate(node):\n" " if node != null:\n" " node.name = \"modified_\" + node.name\n" " for child in node.get_children():\n" " iterate(child)\n" "[/codeblock]" msgstr "" "Las escenas importadas pueden ser modificadas automáticamente justo después " "de la importación estableciendo su propiedad de importación [b]Custom " "Script[/b] a un script [code]tool[/code] que herede de esta clase.\n" "La llamada de retorno [method post_import] recibe el nodo raíz de la escena " "importada y devuelve la versión modificada de la escena. Ejemplo de uso:\n" "[codeblock]\n" "tool # Necesita ser ejecutado en el editor\n" "extends EditorScenePostImport\n" "\n" "# Este ejemplo cambia todos los nombres de los nodos\n" "\n" "# Llamado justo despues de que la escena sea importada y llegue al nodo " "raiz\n" "func post_import(scene):\n" " # Cambia todos los nombres de nodos a modificado_[antiguonombrenodo]\"\n" " iterate(scene)\n" " return scene # Recuerda devolver la escena importada\n" "\n" "func iterate(node):\n" " if node != null:\n" " node.name = \"modificado_\" + node.name\n" " for child in node.get_children():\n" " iterate(child)\n" "[/codeblock]" #: doc/classes/EditorScenePostImport.xml msgid "" "Returns the source file path which got imported (e.g. [code]res://scene.dae[/" "code])." msgstr "" "Devuelve la ruta del archivo de origen que se importó (por ejemplo, " "[code]res://scene.dae[/code])." #: doc/classes/EditorScenePostImport.xml msgid "Returns the resource folder the imported scene file is located in." msgstr "" "Devuelve la carpeta de recursos en la que se encuentra el archivo de la " "escena importada." #: doc/classes/EditorScenePostImport.xml msgid "" "Called after the scene was imported. This method must return the modified " "version of the scene." msgstr "" "Llamado después de que la escena sea importada. Este método debe devolver la " "versión modificada de la escena." #: doc/classes/EditorScript.xml msgid "Base script that can be used to add extension functions to the editor." msgstr "" "Script base que puede ser usado para añadir funciones de extensión al editor." #: doc/classes/EditorScript.xml #, fuzzy 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 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" "[codeblock]\n" "tool\n" "extends EditorScript\n" "\n" "func _run():\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 Godot [b]Output[/b] dock.\n" "[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when " "nothing references it. This can cause errors during asynchronous operations " "if there are no references to the script." msgstr "" "Los scripts que extienden esta clase e implementan su método [method _run] " "pueden ser ejecutados desde la opción de menú [b]File > Run[/b] del editor " "de scripts (o presionando [kbd]Ctrl + Shift + X[/kbd]) mientras el editor " "está funcionando. Esto es útil para añadir funcionalidad personalizada en el " "editor a Godot. Para adiciones más complejas, considera la posibilidad de " "usar [EditorPlugin]s en su lugar.\n" "[b]Nota:[/b] Los scripts de extensión necesitan tener el modo [code]tool[/" "code] habilitado.\n" "[b]Script de ejemplo:[/b]\n" "[codeblock]\n" "tool\n" "extends EditorScript\n" "\n" "func _run():\n" " print(\"Hola desde el Editor de Godot!\")\n" "[/codeblock]\n" "[b]Nota:[/b] El guión se ejecuta en el contexto del Editor, lo que significa " "que la salida es visible en la ventana de la consola iniciada con el Editor " "(stdout) en lugar del habitual dock de Godot [b]Salida[/b]." #: doc/classes/EditorScript.xml msgid "This method is executed by the Editor when [b]File > Run[/b] is used." msgstr "" "Este método es ejecutado por el Editor cuando se utiliza [b]Archivo > " "Ejecutar[/b]." #: doc/classes/EditorScript.xml msgid "" "Adds [code]node[/code] as a child of the root node in the editor context.\n" "[b]Warning:[/b] The implementation of this method is currently disabled." msgstr "" "Añade el [code]node[/code] como hijo del nodo raíz en el contexto del " "editor.\n" "[b]Advertencia:[/b] La implementación de este método está actualmente " "desactivada." #: doc/classes/EditorScript.xml msgid "Returns the [EditorInterface] singleton instance." msgstr "Devuelve la instancia del singleton [EditorInterface]." #: doc/classes/EditorScript.xml msgid "Returns the Editor's currently active scene." msgstr "Devuelve la escena actualmente activa del editor." #: doc/classes/EditorScriptPicker.xml msgid "" "Godot editor's control for selecting the [code]script[/code] property of a " "[Node]." msgstr "" #: doc/classes/EditorScriptPicker.xml msgid "" "Similar to [EditorResourcePicker] this [Control] node is used in the " "editor's Inspector dock, but only to edit the [code]script[/code] property " "of a [Node]. Default options for creating new resources of all possible " "subtypes are replaced with dedicated buttons that open the \"Attach Node " "Script\" dialog. Can be used with [EditorInspectorPlugin] to recreate the " "same behavior.\n" "[b]Note:[/b] You must set the [member script_owner] for the custom context " "menu items to work." msgstr "" #: doc/classes/EditorScriptPicker.xml msgid "The owner [Node] of the script property that holds the edited resource." msgstr "" #: doc/classes/EditorSelection.xml msgid "Manages the SceneTree selection in the editor." msgstr "Gestiona la selección de SceneTree en el editor." #: doc/classes/EditorSelection.xml msgid "" "This object manages the SceneTree selection in the editor.\n" "[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "the singleton using [method EditorInterface.get_selection]." msgstr "" "Este objeto gestiona la selección de SceneTree en el editor.\n" "[b]Nota:[/b] Esta clase no debe ser instanciada directamente. En su lugar, " "accede al singleton usando [method EditorInterface.get_selection]." #: doc/classes/EditorSelection.xml msgid "" "Adds a node to the selection.\n" "[b]Note:[/b] The newly selected node will not be automatically edited in the " "inspector. If you want to edit a node, use [method EditorInterface." "edit_node]." msgstr "" #: doc/classes/EditorSelection.xml msgid "Clear the selection." msgstr "Despeja la selección." #: doc/classes/EditorSelection.xml msgid "Gets the list of selected nodes." msgstr "Obtiene la lista de nodos seleccionados." #: doc/classes/EditorSelection.xml msgid "" "Gets the list of selected nodes, optimized for transform operations (i.e. " "moving them, rotating, etc). This list avoids situations where a node is " "selected and also child/grandchild." msgstr "" "Obtiene la lista de nodos seleccionados, optimizada para operaciones de " "transformación (es decir, moverlos, rotarlos, etc.). Esta lista evita las " "situaciones en las que un nodo es seleccionado y también el hijo/nieto." #: doc/classes/EditorSelection.xml msgid "Removes a node from the selection." msgstr "Elimina un nodo de la selección." #: doc/classes/EditorSelection.xml msgid "Emitted when the selection changes." msgstr "Emitido cuando la selección cambia." #: doc/classes/EditorSettings.xml msgid "Object that holds the project-independent editor settings." msgstr "" "Objeto que contiene la configuración del editor independiente del proyecto." #: doc/classes/EditorSettings.xml msgid "" "Object that holds the project-independent editor settings. These settings " "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 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 " "overrides `_set()` internally.\n" "settings.set_setting(\"some/property\",value)\n" "\n" "# `settings.get(\"some/property\", value)` also works as this class " "overrides `_get()` internally.\n" "settings.get_setting(\"some/property\")\n" "\n" "var list_of_settings = settings.get_property_list()\n" "[/codeblock]\n" "[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "the singleton using [method EditorInterface.get_editor_settings]." msgstr "" "Objeto que contiene la configuración del editor independiente del proyecto. " "Estos ajustes son generalmente visibles en el menú [b]Editor > Ajustes del " "editor[/b].\n" "Los nombres de las propiedades utilizan delimitadores de barra para " "distinguir las secciones. Los valores de los ajustes pueden ser de cualquier " "tipo [Variant]. Se recomienda utilizar [code]snake_case[/code] para que los " "ajustes del editor sean coherentes con el propio editor Godot.\n" "Se puede acceder a los ajustes mediante los siguientes métodos, como por " "ejemplo:\n" "[codeblock]\n" "# `settings.set(\"alguna/propiedade\", valor)` también funciona ya que esta " "clase anula `_set()` internamente.\n" "settings.set_setting(\"some/property\",value)\n" "\n" "# `settings.get(\"alguna/propiedad\", value)` también funciona ya que esta " "clase anula `_get()` internamente.\n" "settings.get_setting(\"alguna/propiedad\")\n" "\n" "var lista_de_configuracion = settings.get_property_list()\n" "[/codeblock]\n" "[b]Nota:[/b] Esta clase no debe ser instanciada directamente. En su lugar, " "accede al singleton usando [method EditorInterface.get_editor_settings]." #: doc/classes/EditorSettings.xml msgid "" "Adds a custom property info to a property. The dictionary must contain:\n" "- [code]name[/code]: [String] (the name of the property)\n" "- [code]type[/code]: [int] (see [enum Variant.Type])\n" "- optionally [code]hint[/code]: [int] (see [enum PropertyHint]) and " "[code]hint_string[/code]: [String]\n" "[b]Example:[/b]\n" "[codeblock]\n" "editor_settings.set(\"category/property_name\", 0)\n" "\n" "var property_info = {\n" " \"name\": \"category/property_name\",\n" " \"type\": TYPE_INT,\n" " \"hint\": PROPERTY_HINT_ENUM,\n" " \"hint_string\": \"one,two,three\"\n" "}\n" "\n" "editor_settings.add_property_info(property_info)\n" "[/codeblock]" msgstr "" "Añade una información de propiedad personalizada a una propiedad. El " "diccionario debe contener:\n" "- [code]name[/code]: [String] (el nombre de la propiedad)\n" "- [code]type[/code]: [int] (véase [enum Variant.Type])\n" "- opcionalmente [code]sugerencia[/code]: [int] (ver [enum PropertyHint]) y " "[code]hint_string[/code]: [String]\n" "[b]Ejemplo:[/b]\n" "[codeblock]\n" "editor_settings.set(\"category/property_name\", 0)\n" "\n" "var informacion_propiedad = {\n" " \"name\": \"categoria/nombre_propiedad\",\n" " \"type\": TYPE_INT,\n" " \"hint\": PROPERTY_HINT_ENUM,\n" " \"hint_string\": \"uno, dos, tres\"\n" "}\n" "\n" "editor_settings.add_property_info(property_info)\n" "[/codeblock]" #: doc/classes/EditorSettings.xml msgid "Erases the setting whose name is specified by [code]property[/code]." msgstr "Borra el ajuste cuyo nombre se especifica en [code]property[/code]." #: doc/classes/EditorSettings.xml msgid "Returns the list of favorite files and directories for this project." msgstr "" "Devuelve la lista de archivos y directorios favoritos para este proyecto." #: doc/classes/EditorSettings.xml msgid "" "Returns project-specific metadata for the [code]section[/code] and " "[code]key[/code] specified. If the metadata doesn't exist, [code]default[/" "code] will be returned instead. See also [method set_project_metadata]." msgstr "" "Devuelve los metadatos específicos del proyecto para la [code]section[/code] " "y la [code]key[/code] especificados. Si los metadatos no existen, se " "devolverá en su lugar [code]default[/code]. Véase también [method " "set_project_metadata]." #: doc/classes/EditorSettings.xml msgid "" "Returns the project-specific settings path. Projects all have a unique " "subdirectory inside the settings path where project-specific settings are " "saved." msgstr "" "Devuelve la ruta de configuración específica del proyecto. Todos los " "proyectos tienen un subdirectorio único dentro de la ruta de ajustes donde " "se guardan los ajustes específicos del proyecto." #: doc/classes/EditorSettings.xml msgid "" "Returns the list of recently visited folders in the file dialog for this " "project." msgstr "" "Devuelve la lista de carpetas visitadas recientemente en el diálogo de " "archivos de este proyecto." #: doc/classes/EditorSettings.xml msgid "" "Returns the value of the setting specified by [code]name[/code]. This is " "equivalent to using [method Object.get] on the EditorSettings instance." msgstr "" "Devuelve el valor del ajuste especificado por [code]name[/code]. Esto " "equivale a usar [method Object.get] en la instancia EditorSettings." #: doc/classes/EditorSettings.xml msgid "" "Gets the global settings path for the engine. Inside this path, you can find " "some standard paths such as:\n" "[code]settings/tmp[/code] - Used for temporary storage of files\n" "[code]settings/templates[/code] - Where export templates are located" msgstr "" "Obtiene la ruta de configuración global para el motor. Dentro de esta ruta, " "puedes encontrar algunas rutas estándar como:\n" "[code]settings/tmp[/code] - Se utiliza para el almacenamiento temporal de " "archivos\n" "[code]settings/templates[/code] - Donde se encuentran las plantillas de " "exportación" #: doc/classes/EditorSettings.xml msgid "" "Returns [code]true[/code] if the setting specified by [code]name[/code] " "exists, [code]false[/code] otherwise." msgstr "" "Devuelve [code]true[/code] si existe el ajuste especificado por [code]name[/" "code], [code]false[/code] en caso contrario." #: doc/classes/EditorSettings.xml msgid "" "Returns [code]true[/code] if the setting specified by [code]name[/code] can " "have its value reverted to the default value, [code]false[/code] otherwise. " "When this method returns [code]true[/code], a Revert button will display " "next to the setting in the Editor Settings." msgstr "" "Devuelve [code]true[/code] si el ajuste especificado por [code]name[/code] " "puede tener su valor revertido al valor por defecto, [code]false[/code] en " "caso contrario. Cuando este método devuelve [code]true[/code], se mostrará " "un botón Revertir junto al ajuste en los Ajustes del Editor." #: doc/classes/EditorSettings.xml msgid "" "Returns the default value of the setting specified by [code]name[/code]. " "This is the value that would be applied when clicking the Revert button in " "the Editor Settings." msgstr "" "Devuelve el valor por defecto del ajuste especificado por [code]name[/code]. " "Este es el valor que se aplicaría al hacer clic en el botón Revertir en los " "Ajustes del Editor." #: doc/classes/EditorSettings.xml msgid "Sets the list of favorite files and directories for this project." msgstr "" "Establece la lista de archivos y directorios favoritos para este proyecto." #: doc/classes/EditorSettings.xml msgid "" "Sets the initial value of the setting specified by [code]name[/code] to " "[code]value[/code]. This is used to provide a value for the Revert button in " "the Editor Settings. If [code]update_current[/code] is true, the current " "value of the setting will be set to [code]value[/code] as well." msgstr "" "Establece el valor inicial del ajuste especificado por [code]name[/code] a " "[code]value[/code]. Esto se usa para proporcionar un valor para el botón " "Revertir en los Ajustes del Editor. Si [code]update_current[/code] es " "verdadero, el valor actual del ajuste se fijará también en [code]value[/" "code]." #: doc/classes/EditorSettings.xml msgid "" "Sets project-specific metadata with the [code]section[/code], [code]key[/" "code] and [code]data[/code] specified. This metadata is stored outside the " "project folder and therefore won't be checked into version control. See also " "[method get_project_metadata]." msgstr "" "Establece metadatos específicos para cada proyecto con la [code]section[/" "code], [code]key[/code] y [code]data[/code] especificados. Estos metadatos " "se almacenan fuera de la carpeta del proyecto y, por lo tanto, no se " "comprobarán en el control de versiones. Ver también [method " "get_project_metadata]." #: doc/classes/EditorSettings.xml msgid "" "Sets the list of recently visited folders in the file dialog for this " "project." msgstr "" "Establece la lista de carpetas visitadas recientemente en el diálogo de " "archivos de este proyecto." #: doc/classes/EditorSettings.xml msgid "" "Sets the [code]value[/code] of the setting specified by [code]name[/code]. " "This is equivalent to using [method Object.set] on the EditorSettings " "instance." msgstr "" "Establece el valor [code]valor[/code] del ajuste especificado por " "[code]name[/code]. Esto equivale a utilizar el [method Object.set] en la " "instancia EditorSettings." #: doc/classes/EditorSettings.xml msgid "Emitted after any editor setting has changed." msgstr "Emitido después de que cualquier ajuste del editor haya cambiado." #: doc/classes/EditorSettings.xml msgid "" "Emitted after any editor setting has changed. It's used by various editor " "plugins to update their visuals on theme changes or logic on configuration " "changes." msgstr "" "Emitido después de que cualquier ajuste del editor haya cambiado. Es usado " "por varios plugins de edición para actualizar sus visuales en los cambios de " "temas o la lógica en los cambios de configuración." #: doc/classes/EditorSpatialGizmo.xml #, fuzzy msgid "Custom gizmo for editing Spatial objects." msgstr "Un gizmo personalizado para editar objetos de Spatial." #: doc/classes/EditorSpatialGizmo.xml #, fuzzy msgid "" "Custom gizmo that is used for providing custom visualization and editing " "(handles) for 3D Spatial objects. See [EditorSpatialGizmoPlugin] for more " "information." msgstr "" "Gizmo personalizado que se utiliza para proporcionar visualización y edición " "personalizada (handles) para los objetos de Spatial. Ver " "[EditorSpatialGizmoPlugin] para más información." #: doc/classes/EditorSpatialGizmo.xml msgid "" "Adds the specified [code]segments[/code] to the gizmo's collision shape for " "picking. Call this function during [method redraw]." msgstr "" "Añade los [code]segmentos[/code] especificados a la forma de colisión del " "gizmo para la recogida. Llama a esta función durante [method redraw]." #: doc/classes/EditorSpatialGizmo.xml msgid "" "Adds collision triangles to the gizmo for picking. A [TriangleMesh] can be " "generated from a regular [Mesh] too. Call this function during [method " "redraw]." msgstr "" "Añade triángulos de colisión al gizmo para recoger. También se puede generar " "un [TriangleMesh] a partir de un [Mesh] normal. Llama a esta función durante " "el [method redraw]." #: doc/classes/EditorSpatialGizmo.xml msgid "" "Adds a list of handles (points) which can be used to deform the object being " "edited.\n" "There are virtual functions which will be called upon editing of these " "handles. Call this function during [method redraw]." msgstr "" "Añade una lista de manejadores (puntos) que pueden utilizarse para deformar " "el objeto que se está editando.\n" "Hay funciones virtuales que serán llamadas al editar estos \"manejadores\". " "Llama a esta función durante el [method redraw]." #: doc/classes/EditorSpatialGizmo.xml msgid "" "Adds lines to the gizmo (as sets of 2 points), with a given material. The " "lines are used for visualizing the gizmo. Call this function during [method " "redraw]." msgstr "" "Añade líneas al gizmo (como conjuntos de 2 puntos), con un material " "determinado. Las líneas se utilizan para visualizar el aparato. Llama a esta " "función durante [method redraw]." #: doc/classes/EditorSpatialGizmo.xml msgid "" "Adds a mesh to the gizmo with the specified [code]billboard[/code] state, " "[code]skeleton[/code] and [code]material[/code]. If [code]billboard[/code] " "is [code]true[/code], the mesh will rotate to always face the camera. Call " "this function during [method redraw]." msgstr "" "Añade una malla al gizmo con el estado especificado de [code]billboard[/" "code], [code]skeleton[/code] y [code]material[/code]. Si [code]billboard[/" "code] es [code]true[/code], la malla girará siempre de cara a la cámara. " "Llama a esta función durante [method redraw]." #: doc/classes/EditorSpatialGizmo.xml msgid "" "Adds an unscaled billboard for visualization. Call this function during " "[method redraw]." msgstr "" "Añade una billboard sin escala para la visualización. Llame a esta función " "durante el [method redraw]." #: doc/classes/EditorSpatialGizmo.xml msgid "" "Removes everything in the gizmo including meshes, collisions and handles." msgstr "" "Quita todo lo que hay en el gizmo, incluyendo las mallas, las colisiones y " "manejadoras." #: doc/classes/EditorSpatialGizmo.xml msgid "" "Commit a handle being edited (handles must have been previously added by " "[method add_handles]).\n" "If the [code]cancel[/code] parameter is [code]true[/code], an option to " "restore the edited value to the original is provided." msgstr "" "Comprueba que un \"manejador\" está siendo editado (los \"handles\" deben " "haber sido añadidos previamente por [method add_handles]).\n" "Si el parámetro [code]cancel[/code] es [code]true[/code], se proporciona una " "opción para restaurar el valor editado al original." #: doc/classes/EditorSpatialGizmo.xml msgid "" "Gets the name of an edited handle (handles must have been previously added " "by [method add_handles]).\n" "Handles can be named for reference to the user when editing." msgstr "" "Obtiene el nombre de un \"manejador\" editado (los \"manejadores\" deben " "haber sido añadidos previamente por [method add_handles]).\n" "Los \"manejadores\" pueden ser nombrados por referencia al usuario cuando se " "edita." #: doc/classes/EditorSpatialGizmo.xml msgid "" "Gets actual value of a handle. This value can be anything and used for " "eventually undoing the motion when calling [method commit_handle]." msgstr "" "Obtiene el valor real de un manejador. Este valor puede ser cualquier cosa y " "se usa para eventualmente deshacer el movimiento cuando se llama a [method " "commit_handle]." #: doc/classes/EditorSpatialGizmo.xml #, fuzzy msgid "" "Returns the [EditorSpatialGizmoPlugin] that owns this gizmo. It's useful to " "retrieve materials using [method EditorSpatialGizmoPlugin.get_material]." msgstr "" "Devuelve el [EditorSpatialGizmoPlugin] que posee este gizmo. Es útil para " "recuperar materiales usando el [method EditorSpatialGizmoPlugin." "get_material]." #: doc/classes/EditorSpatialGizmo.xml #, fuzzy msgid "Returns the Spatial node associated with this gizmo." msgstr "Devuelve el nodo Spatial asociado a este gizmo." #: doc/classes/EditorSpatialGizmo.xml msgid "" "Returns [code]true[/code] if the handle at index [code]index[/code] is " "highlighted by being hovered with the mouse." msgstr "" "Devuelve [code]true[/code] si el mango del índice [code]index[/code] está " "resaltado al pasar el ratón por encima." #: doc/classes/EditorSpatialGizmo.xml #, fuzzy msgid "" "This function is called when the [Spatial] this gizmo refers to changes (the " "[method Spatial.update_gizmo] is called)." msgstr "" "Esta función se llama cuando el [Spatial] este gizmo se refiere a los " "cambios (se llama el [method Spatial.update_gizmo])." #: doc/classes/EditorSpatialGizmo.xml #, fuzzy msgid "" "This function is used when the user drags a gizmo handle (previously added " "with [method add_handles]) in screen coordinates.\n" "The [Camera] is also provided so screen coordinates can be converted to " "raycasts." msgstr "" "Esta función se utiliza cuando el usuario arrastra un manejador gizmo " "(previamente añadido con [method add_handles]) en las coordenadas de la " "pantalla.\n" "También se proporciona la [Camera] para que las coordenadas de la pantalla " "puedan ser convertidas a raycasts." #: doc/classes/EditorSpatialGizmo.xml msgid "" "Sets the gizmo's hidden state. If [code]true[/code], the gizmo will be " "hidden. If [code]false[/code], it will be shown." msgstr "" "Establece el estado oculto del aparato. Si [code]true[/code], el aparato " "estará oculto. Si [code]false[/code], se mostrará." #: doc/classes/EditorSpatialGizmo.xml #, fuzzy msgid "" "Sets the reference [Spatial] node for the gizmo. [code]node[/code] must " "inherit from [Spatial]." msgstr "" "Establece el nodo de referencia [Spatial] para el aparato. El [code]node[/" "code] debe heredar de [Spatial]." #: doc/classes/EditorSpatialGizmoPlugin.xml #, fuzzy msgid "Used by the editor to define Spatial gizmo types." msgstr "Usado por el editor para definir los tipos de gizmo de Spatial." #: doc/classes/EditorSpatialGizmoPlugin.xml #, fuzzy msgid "" "[EditorSpatialGizmoPlugin] allows you to define a new type of Gizmo. There " "are two main ways to do so: extending [EditorSpatialGizmoPlugin] for the " "simpler gizmos, or creating a new [EditorSpatialGizmo] type. See the " "tutorial in the documentation for more info.\n" "To use [EditorSpatialGizmoPlugin], register it using the [method " "EditorPlugin.add_spatial_gizmo_plugin] method first." msgstr "" "EditorSpatialGizmoPlugin te permite definir un nuevo tipo de Gizmo. Hay dos " "formas principales de hacerlo: extendiendo [EditorSpatialGizmoPlugin] para " "los gizmos más simples, o creando un nuevo tipo [EditorSpatialGizmo]. Mira " "el tutorial en la documentación para más información." #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" "Adds a new material to the internal material list for the plugin. It can " "then be accessed with [method get_material]. Should not be overridden." msgstr "" "Añade un nuevo material a la lista de material interno para el plugin. " "Entonces se puede acceder a él con [method get_material]. No debe ser " "sobreescrito." #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" "Override this method to define whether the gizmo can be hidden or not. " "Returns [code]true[/code] if not overridden." msgstr "" "Sobreescribe este método para definir si el gizmo puede ser escondido o no. " "Devuelve [code]true[/code] si no está sobrescrito." #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" "Override this method to commit gizmo handles. Called for this plugin's " "active gizmos." msgstr "" "Sobreescribe este método para confirmar los manejadores de los gizmos. " "Llamado por los gizmos activos de este plugin." #: doc/classes/EditorSpatialGizmoPlugin.xml #, fuzzy msgid "" "Override this method to return a custom [EditorSpatialGizmo] for the spatial " "nodes of your choice, return [code]null[/code] for the rest of nodes. See " "also [method has_gizmo]." msgstr "" "Sobreescribe este método para devolver un [EditorSpatialGizmo] personalizado " "para los nodos espaciales de su elección, devuelve [code]null[/code] para el " "resto de los nodos. Ver también [method has_gizmo]." #: doc/classes/EditorSpatialGizmoPlugin.xml #, fuzzy msgid "" "Creates a handle material with its variants (selected and/or editable) and " "adds them to the internal material list. They can then be accessed with " "[method get_material] and used in [method EditorSpatialGizmo.add_handles]. " "Should not be overridden.\n" "You can optionally provide a texture to use instead of the default icon." msgstr "" "Crea un material manejador con sus variantes (seleccionadas y/o editables) y " "las añade a la lista de material interno. Entonces se puede acceder a ellas " "con [method get_material] y utilizarlas en [method EditorSpatialGizmo." "add_handles]. No debe ser sobreescrito." #: doc/classes/EditorSpatialGizmoPlugin.xml #, fuzzy msgid "" "Creates an icon material with its variants (selected and/or editable) and " "adds them to the internal material list. They can then be accessed with " "[method get_material] and used in [method EditorSpatialGizmo." "add_unscaled_billboard]. Should not be overridden." msgstr "" "Crea un material de iconos con sus variantes (seleccionadas y/o editables) y " "las añade a la lista de material interno. Entonces se puede acceder a ellos " "con [method get_material] y utilizarlos en [method EditorSpatialGizmo." "add_unscaled_billboard]. No debe ser sobrescrito." #: doc/classes/EditorSpatialGizmoPlugin.xml #, fuzzy msgid "" "Creates an unshaded material with its variants (selected and/or editable) " "and adds them to the internal material list. They can then be accessed with " "[method get_material] and used in [method EditorSpatialGizmo.add_mesh] and " "[method EditorSpatialGizmo.add_lines]. Should not be overridden." msgstr "" "Crea un material sin sombras con sus variantes (seleccionadas y/o editables) " "y las añade a la lista de material interno. A continuación, se puede acceder " "a ellos con [method get_material] y utilizarlos en [method " "EditorSpatialGizmo.add_mesh] y [method EditorSpatialGizmo.add_lines]. No " "deben ser sobreescrito." #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" "Override this method to provide gizmo's handle names. Called for this " "plugin's active gizmos." msgstr "" "Sobreescribir este método para proporcionar los nombres de los manejadores " "de los gizmos. Llamado por los gizmos activos de este plugin." #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" "Gets actual value of a handle from gizmo. Called for this plugin's active " "gizmos." msgstr "" "Obtiene el valor real de un manejador de un aparato. Llamado por los gizmos " "activos de este plugin." #: doc/classes/EditorSpatialGizmoPlugin.xml #, fuzzy msgid "" "Gets material from the internal list of materials. If an " "[EditorSpatialGizmo] is provided, it will try to get the corresponding " "variant (selected and/or editable)." msgstr "" "Obtiene el material de la lista interna de materiales. Si se proporciona un " "[EditorSpatialGizmo], intentará obtener la variable correspondiente " "(seleccionada y/o editable)." #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" "Override this method to provide the name that will appear in the gizmo " "visibility menu." msgstr "" "Sobrescribe este método para proporcionar el nombre que aparecerá en el menú " "de visibilidad del gizmo." #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" "Override this method to set the gizmo's priority. Higher values correspond " "to higher priority. If a gizmo with higher priority conflicts with another " "gizmo, only the gizmo with higher priority will be used.\n" "All built-in editor gizmos return a priority of [code]-1[/code]. If not " "overridden, this method will return [code]0[/code], which means custom " "gizmos will automatically override built-in gizmos." msgstr "" "Sobreescribe este método para establecer la prioridad del aparato. Valores " "más altos corresponden a una prioridad más alta. Si un aparato con mayor " "prioridad entra en conflicto con otro aparato, sólo se utilizará el aparato " "con mayor prioridad.\n" "Todos los artilugios de edición incorporados devuelven una prioridad de " "[code]-1[/code]. Si no se anula, este método devolverá [code]0[/code], lo " "que significa que los gizmos personalizados sobreescribiran automáticamente " "los gizmos incorporados." #: doc/classes/EditorSpatialGizmoPlugin.xml #, fuzzy msgid "" "Override this method to define which Spatial nodes have a gizmo from this " "plugin. Whenever a [Spatial] node is added to a scene this method is called, " "if it returns [code]true[/code] the node gets a generic [EditorSpatialGizmo] " "assigned and is added to this plugin's list of active gizmos." msgstr "" "Sobrescribe este método para definir qué nodos de Spatial tienen un gizmo de " "este plugin. Cada vez que se añade un nodo [Spatial] a una escena se llama a " "este método, si devuelve [code]true[/code] el nodo obtiene un " "[EditorSpatialGizmo] genérico asignado y se añade a la lista de gizmos " "activos de este plugin." #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" "Gets whether a handle is highlighted or not. Called for this plugin's active " "gizmos." msgstr "" "Averigua si un manejador está resaltado o no. Llamado por los gizmos activos " "de este plugin." #: doc/classes/EditorSpatialGizmoPlugin.xml #, fuzzy msgid "" "Override this method to define whether a Spatial with this gizmo should be " "selectable even when the gizmo is hidden." msgstr "" "Sobrescribe este método para definir si Spatial con este aparato debe ser " "seleccionable incluso cuando el aparato está oculto." #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" "Callback to redraw the provided gizmo. Called for this plugin's active " "gizmos." msgstr "" "Llamada para redibujar el gizmo suministrado. Llamado por los gizmos activos " "de este plugin." #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" "Update the value of a handle after it has been updated. Called for this " "plugin's active gizmos." msgstr "" "Actualizar el valor de un manejador después de haber sido actualizado. " "Llamado por los artilugios activos de este plugin." #: doc/classes/EditorSpinSlider.xml #, fuzzy msgid "Godot editor's control for editing numeric values." msgstr "El editor de script de Godot." #: doc/classes/EditorSpinSlider.xml msgid "" "This [Control] node is used in the editor's Inspector dock to allow editing " "of numeric values. Can be used with [EditorInspectorPlugin] to recreate the " "same behavior." msgstr "" #: doc/classes/EditorSpinSlider.xml #, fuzzy msgid "If [code]true[/code], the slider is hidden." msgstr "Si [code]true[/code], la flecha de plegado está oculta." #: doc/classes/EditorVCSInterface.xml #, fuzzy msgid "" "Version Control System (VCS) interface, which reads and writes to the local " "VCS in use." msgstr "" "Interfaz del Sistema de Control de Versiones (VCS) que lee y escribe en el " "VCS local en uso." #: doc/classes/EditorVCSInterface.xml #, fuzzy msgid "" "Defines the API that the editor uses to extract information from the " "underlying VCS. The implementation of this API is included in VCS plugins, " "which are scripts that inherit [EditorVCSInterface] and are attached (on " "demand) to the singleton instance of [EditorVCSInterface]. Instead of " "performing the task themselves, all the virtual functions listed below are " "calling the internally overridden functions in the VCS plugins to provide a " "plug-n-play experience. A custom VCS plugin is supposed to inherit from " "[EditorVCSInterface] and override these virtual functions." msgstr "" "Usado por el editor para mostrar la información extraída del VCS en el " "editor. La implementación de esta API está incluida en los addons de VCS, " "que son esencialmente plugins GDNative que deben ser puestos en la carpeta " "del proyecto. Estos addons VCS son scripts que se adjuntan (bajo demanda) a " "la instancia de objeto de [code]EditorVCSInterface[/code]. Todas las " "funciones enumeradas a continuación, en lugar de realizar la tarea por sí " "mismas, llaman a las funciones definidas internamente en los addons VCS para " "proporcionar una experiencia de plug-n-play." #: doc/classes/EditorVCSInterface.xml #, fuzzy msgid "Checks out a [code]branch_name[/code] in the VCS." msgstr "Elimina un Autoload [code]name[/code] de la lista." #: doc/classes/EditorVCSInterface.xml msgid "" "Commits the currently staged changes and applies the commit [code]msg[/code] " "to the resulting commit." msgstr "" #: doc/classes/EditorVCSInterface.xml #, fuzzy msgid "Creates a new branch named [code]branch_name[/code] in the VCS." msgstr "Crea una instancia de [code]class[/code]." #: doc/classes/EditorVCSInterface.xml msgid "" "Creates a new remote destination with name [code]remote_name[/code] and " "points it to [code]remote_url[/code]. This can be both an HTTPS remote or an " "SSH remote." msgstr "" #: doc/classes/EditorVCSInterface.xml #, fuzzy msgid "Discards the changes made in file present at [code]file_path[/code]." msgstr "Guarda la escena como un archivo en [code]path[/code]." #: doc/classes/EditorVCSInterface.xml msgid "" "Fetches new changes from the remote, but doesn't write changes to the " "current working directory. Equivalent to [code]git fetch[/code]." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "" "Gets an instance of an [Array] of [String]s containing available branch " "names in the VCS." msgstr "" #: doc/classes/EditorVCSInterface.xml #, fuzzy msgid "Gets the current branch name defined in the VCS." msgstr "Devuelve la ruta actual que se está viendo en el [FileSystemDock]." #: doc/classes/EditorVCSInterface.xml msgid "" "Returns an [Array] of [Dictionary] items (see [method create_diff_file], " "[method create_diff_hunk], [method create_diff_line], [method " "add_line_diffs_into_diff_hunk] and [method add_diff_hunks_into_diff_file]), " "each containing information about a diff. If [code]identifier[/code] is a " "file path, returns a file diff, and if it is a commit identifier, then " "returns a commit diff." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "" "Returns an [Array] of [Dictionary] items (see [method create_diff_hunk]), " "each containing a line diff between a file at [code]file_path[/code] and the " "[code]text[/code] which is passed in." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "" "Returns an [Array] of [Dictionary] items (see [method create_status_file]), " "each containing the status data of every modified file in the project folder." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "" "Returns an [Array] of [Dictionary] items (see [method create_commit]), each " "containing the data for a past commit." msgstr "" #: doc/classes/EditorVCSInterface.xml #, fuzzy msgid "" "Returns an [Array] of [String]s, each containing the name of a remote " "configured in the VCS." msgstr "" "Devuelve un [Array] que contiene los Ids de los dispositivos de todos los " "joypads conectados actualmente." #: doc/classes/EditorVCSInterface.xml #, fuzzy msgid "Returns the name of the underlying VCS provider." msgstr "Devuelve el nombre del nodo en [code]idx[/code]." #: doc/classes/EditorVCSInterface.xml msgid "" "Initializes the VCS plugin when called from the editor. Returns whether or " "not the plugin was successfully initialized. A VCS project is initialized at " "[code]project_path[/code]." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "Pulls changes from the remote. This can give rise to merge conflicts." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "" "Pushes changes to the [code]remote[/code]. Optionally, if [code]force[/code] " "is set to true, a force push will override the change history already " "present on the remote." msgstr "" #: doc/classes/EditorVCSInterface.xml #, fuzzy msgid "Remove a branch from the local VCS." msgstr "Elimina un nodo de la selección." #: doc/classes/EditorVCSInterface.xml #, fuzzy msgid "Remove a remote from the local VCS." msgstr "Elimina un nodo de la selección." #: doc/classes/EditorVCSInterface.xml msgid "" "Set user credentials in the underlying VCS. [code]username[/code] and " "[code]password[/code] are used only during HTTPS authentication unless not " "already mentioned in the remote URL. [code]ssh_public_key_path[/code], " "[code]ssh_private_key_path[/code], and [code]ssh_passphrase[/code] are only " "used during SSH authentication." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "" "Shuts down VCS plugin instance. Called when the user either closes the " "editor or shuts down the VCS plugin through the editor UI." msgstr "" #: doc/classes/EditorVCSInterface.xml #, fuzzy msgid "Stages the file present at [code]file_path[/code] to the staged area." msgstr "Añade la cámara [code]feed[/code] al servidor de la cámara." #: doc/classes/EditorVCSInterface.xml msgid "" "Unstages the file present at [code]file_path[/code] from the staged area to " "the unstaged area." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "" "Helper function to add an array of [code]diff_hunks[/code] into a " "[code]diff_file[/code]." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "" "Helper function to add an array of [code]line_diffs[/code] into a " "[code]diff_hunk[/code]." 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 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 msgid "" "Helper function to create a [code]Dictionary[/code] for storing old and new " "diff file paths." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "" "Helper function to create a [code]Dictionary[/code] for storing diff hunk " "data. [code]old_start[/code] is the starting line number in old file. " "[code]new_start[/code] is the starting line number in new file. " "[code]old_lines[/code] is the number of lines in the old file. " "[code]new_lines[/code] is the number of lines in the new file." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "" "Helper function to create a [code]Dictionary[/code] for storing a line diff. " "[code]new_line_no[/code] is the line number in the new file (can be " "[code]-1[/code] if the line is deleted). [code]old_line_no[/code] is the " "line number in the old file (can be [code]-1[/code] if the line is added). " "[code]content[/code] is the diff text. [code]status[/code] is a single " "character string which stores the line origin." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "" "Helper function to create a [code]Dictionary[/code] used by editor to read " "the status of a file." msgstr "" #: doc/classes/EditorVCSInterface.xml #, fuzzy msgid "Pops up an error message in the edior." msgstr "Se utiliza para agrupar las propiedades en el editor." #: doc/classes/EditorVCSInterface.xml #, fuzzy msgid "A new file has been added." msgstr "Emitido cuando se ha añadido una nueva interfaz." #: doc/classes/EditorVCSInterface.xml msgid "An earlier added file has been modified." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "An earlier added file has been renamed." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "An earlier added file has been deleted." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "An earlier added file has been typechanged." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "A file is left unmerged." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "A commit is encountered from the commit area." msgstr "" #: doc/classes/EditorVCSInterface.xml #, fuzzy msgid "A file is encountered from the staged area." msgstr "Estado: Desconectado del servidor." #: doc/classes/EditorVCSInterface.xml msgid "A file is encountered from the unstaged area." msgstr "" #: doc/classes/EncodedObjectAsID.xml msgid "Holds a reference to an [Object]'s instance ID." msgstr "Contiene una referencia a la id de la instancia de un [Object]." #: doc/classes/EncodedObjectAsID.xml msgid "" "Utility class which holds a reference to the internal identifier of an " "[Object] instance, as given by [method Object.get_instance_id]. This ID can " "then be used to retrieve the object instance with [method @GDScript." "instance_from_id].\n" "This class is used internally by the editor inspector and script debugger, " "but can also be used in plugins to pass and display objects as their IDs." msgstr "" "Clase de utilidad que contiene una referencia al identificador interno de " "una instancia de [Object], según lo indicado por el [method Object." "get_instance_id]. Este identificador puede utilizarse para recuperar la " "instancia del objeto con [method @GDScript.instance_from_id].\n" "Esta clase es utilizada internamente por el inspector de editores y el " "depurador de scripts, pero también puede ser utilizada en los plugins para " "pasar y mostrar los objetos como sus IDs." #: doc/classes/EncodedObjectAsID.xml msgid "" "The [Object] identifier stored in this [EncodedObjectAsID] instance. The " "object instance can be retrieved with [method @GDScript.instance_from_id]." msgstr "" "El identificador de [Object] almacenado en esta instancia " "[EncodedObjectAsID]. La instancia del objeto puede ser recuperada con " "[method @GDScript.instance_from_id]." #: doc/classes/Engine.xml msgid "Access to engine properties." msgstr "Acceso a las propiedades del motor." #: doc/classes/Engine.xml msgid "" "The [Engine] singleton allows you to query and modify the project's run-time " "parameters, such as frames per second, time scale, and others." msgstr "" "El singleton [Engine] permite consultar y modificar los parámetros de tiempo " "de ejecución del proyecto, como los fotogramas por segundo, la escala de " "tiempo y otros." #: doc/classes/Engine.xml msgid "" "Returns engine author information in a Dictionary.\n" "[code]lead_developers[/code] - Array of Strings, lead developer names\n" "[code]founders[/code] - Array of Strings, founder names\n" "[code]project_managers[/code] - Array of Strings, project manager names\n" "[code]developers[/code] - Array of Strings, developer names" msgstr "" "Devuelve la información del autor del motor en un diccionario.\n" "[code]lead_developers[/code] - Array de cadenas, nombres de los " "desarrolladores principales\n" "[code]founders[/code] - Array of Strings, nombres de los fundadores\n" "[code]project_managers[/code] - Array de Strings, nombres de los directores " "de proyecto\n" "[code]developers[/code] - Array de Strings, nombres de desarrolladores" #: doc/classes/Engine.xml msgid "" "Returns an Array of copyright information Dictionaries.\n" "[code]name[/code] - String, component name\n" "[code]parts[/code] - Array of Dictionaries {[code]files[/code], " "[code]copyright[/code], [code]license[/code]} describing subsections of the " "component" msgstr "" "Devuelve un conjunto de diccionarios de información sobre derechos de " "autor.\n" "[code]name[/code] - String, nombre del componente\n" "[code]parts[/code] - Array de diccionarios{ [code]files[/code], " "[code]copyright[/code], [code]license[/code]} que describen las subsecciones " "del componente" #: doc/classes/Engine.xml #, fuzzy msgid "" "Returns a Dictionary of Arrays of donor names.\n" "{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], " "[code]silver_sponsors[/code], [code]bronze_sponsors[/code], " "[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/" "code], [code]bronze_donors[/code]}" msgstr "" "Devuelve un diccionario de Arrays del nombres de donantes.\n" "{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], " "[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/" "code], [code]bronze_donors[/code]}" #: doc/classes/Engine.xml #, fuzzy msgid "" "Returns the total number of frames drawn. On headless platforms, or if the " "render loop is disabled with [code]--disable-render-loop[/code] via command " "line, [method get_frames_drawn] always returns [code]0[/code]. See [method " "get_idle_frames]." msgstr "" "Devuelve el número total de fotogramas dibujados. Si el bucle de " "renderización se desactiva con [code]--disable-render-loop[/code] mediante " "la línea de comandos, esto devuelve [code]0[/code]. Ver también [method " "get_idle_frames]." #: doc/classes/Engine.xml msgid "Returns the frames per second of the running game." msgstr "Devuelve los fotogramas por segundo del juego en marcha." #: doc/classes/Engine.xml msgid "" "Returns the total number of frames passed since engine initialization which " "is advanced on each [b]idle frame[/b], regardless of whether the render loop " "is enabled. See also [method get_frames_drawn] and [method " "get_physics_frames].\n" "[method get_idle_frames] can be used to run expensive logic less often " "without relying on a [Timer]:\n" "[codeblock]\n" "func _process(_delta):\n" " if Engine.get_idle_frames() % 2 == 0:\n" " pass # Run expensive logic only once every 2 idle (render) frames " "here.\n" "[/codeblock]" msgstr "" #: doc/classes/Engine.xml msgid "" "Returns Dictionary of licenses used by Godot and included third party " "components." msgstr "" "Devuelve el diccionario de licencias utilizado por Godot e incluye " "componentes de terceros." #: doc/classes/Engine.xml msgid "Returns Godot license text." msgstr "Devuelve el texto de la licencia de Godot." #: doc/classes/Engine.xml msgid "Returns the main loop object (see [MainLoop] and [SceneTree])." msgstr "Devuelve el objeto del bucle principal (ver [MainLoop] y [SceneTree])." #: doc/classes/Engine.xml msgid "" "Returns the total number of frames passed since engine initialization which " "is advanced on each [b]physics frame[/b]. See also [method " "get_idle_frames].\n" "[method get_physics_frames] can be used to run expensive logic less often " "without relying on a [Timer]:\n" "[codeblock]\n" "func _physics_process(_delta):\n" " if Engine.get_physics_frames() % 2 == 0:\n" " pass # Run expensive logic only once every 2 physics frames here.\n" "[/codeblock]" msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the fraction through the current physics tick we are at the time of " "rendering the frame. This can be used to implement fixed timestep " "interpolation." msgstr "" "Devuelve la fracción a través de la marca de la física actual en la que " "estamos en el momento de renderizar el cuadro. Esto puede ser usado para " "implementar una interpolación de pasos de tiempo fijos." #: doc/classes/Engine.xml #, fuzzy msgid "" "Returns a global singleton with given [code]name[/code]. Often used for " "plugins, e.g. [code]GodotPayment[/code] on Android." msgstr "" "Devuelve un singleton global con un [code]name[/code] dado. A menudo se " "utiliza para los plugins, por ejemplo, GodotPayments." #: doc/classes/Engine.xml msgid "" "Returns the current engine version information in a Dictionary.\n" "[code]major[/code] - Holds the major version number as an int\n" "[code]minor[/code] - Holds the minor version number as an int\n" "[code]patch[/code] - Holds the patch version number as an int\n" "[code]hex[/code] - Holds the full version number encoded as a " "hexadecimal int with one byte (2 places) per number (see example below)\n" "[code]status[/code] - Holds the status (e.g. \"beta\", \"rc1\", " "\"rc2\", ... \"stable\") as a String\n" "[code]build[/code] - Holds the build name (e.g. \"custom_build\") as a " "String\n" "[code]hash[/code] - Holds the full Git commit hash as a String\n" "[code]year[/code] - Holds the year the version was released in as an " "int\n" "[code]string[/code] - [code]major[/code] + [code]minor[/code] + " "[code]patch[/code] + [code]status[/code] + [code]build[/code] in a single " "String\n" "The [code]hex[/code] value is encoded as follows, from left to right: one " "byte for the major, one byte for the minor, one byte for the patch version. " "For example, \"3.1.12\" would be [code]0x03010C[/code]. [b]Note:[/b] It's " "still an int internally, and printing it will give you its decimal " "representation, which is not particularly meaningful. Use hexadecimal " "literals for easy version comparisons from code:\n" "[codeblock]\n" "if Engine.get_version_info().hex >= 0x030200:\n" " # Do things specific to version 3.2 or later\n" "else:\n" " # Do things specific to versions before 3.2\n" "[/codeblock]" msgstr "" "Devuelve la información de la versión actual del motor en un diccionario.\n" "[code]major[/code] - Contiene el número de la versión principal como un int\n" "[code]minor[/code] - Contiene el número de la versión menor como un int\n" "[code]patch[/code] - Contiene el número de versión del parche como un int\n" "[code]hex[/code] - Contiene el número de versión completo codificado como un " "int hexadecimal con un byte (2 lugares) por número (ver ejemplo abajo)\n" "[code]status[/code] - Mantiene el estado (por ejemplo \"beta\", \"rc1\", " "\"rc2\", ... \"estable\") como una String\n" "[code]build[/code] - Mantiene el nombre de la construcción (por ejemplo, " "\"custom_build\") como una string\n" "[code]hash[/code] - Contiene el hash completo del commit de Git como una " "string\n" "[code]year[/code] - Contiene el año en que la versión fue lanzada como un " "int\n" "[code]string[/code] - [code]major[/code] + [code]minor[/code] + [code]patch[/" "code] + [code]status[/code] + [code]build[/code] en una sola string\n" "El valor [code]hex[/code] se codifica de la siguiente manera, de izquierda a " "derecha: un byte para el mayor, un byte para el menor, un byte para la " "versión de parche. Por ejemplo, \"3.1.12\" sería [code]0x03010C[/code]. " "[b]Nota:[/b] Sigue siendo un int interno, e imprimirlo le dará su " "representación decimal, que no es particularmente significativa. Utilice los " "literales hexadecimales para facilitar las comparaciones de versiones a " "partir del código:\n" "[codeblock]\n" "si Engine.get_version_info().hex >= 0x030200:\n" " # Haz cosas específicas de la versión 3.2 o posterior\n" "...sino..:\n" " # Hacer cosas específicas de las versiones anteriores a la 3.2\n" "[/codeblock]" #: doc/classes/Engine.xml msgid "" "Returns [code]true[/code] if a singleton with given [code]name[/code] exists " "in global scope." msgstr "" "Devuelve [code]true[/code] si existe en el ámbito global un singleton con un " "[code]name[/code] dado." #: doc/classes/Engine.xml msgid "" "Returns [code]true[/code] if the game is inside the fixed process and " "physics phase of the game loop." msgstr "" "Devuelve [code]true[/code] si el juego está dentro del proceso fijo y la " "fase de física del bucle de juego." #: doc/classes/Engine.xml msgid "" "If [code]true[/code], the script is currently running inside the editor. " "This is useful for [code]tool[/code] scripts to conditionally draw editor " "helpers, or prevent accidentally running \"game\" code that would affect the " "scene state while in the editor:\n" "[codeblock]\n" "if Engine.editor_hint:\n" " draw_gizmos()\n" "else:\n" " simulate_physics()\n" "[/codeblock]\n" "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 " "[code]\"editor\"[/code] argument instead. [code]OS.has_feature(\"editor\")[/" "code] will evaluate to [code]true[/code] both when the code is running in " "the editor and when running the project from the editor, but it will " "evaluate to [code]false[/code] when the code is run from an exported project." msgstr "" #: doc/classes/Engine.xml #, fuzzy msgid "" "The number of fixed iterations per second. This controls how often physics " "simulation and [method Node._physics_process] methods are run. This value " "should generally always be set to [code]60[/code] or above, as Godot doesn't " "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_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.iterations_per_second] " "above 240. Otherwise, the game will slow down when the rendering framerate " "goes below 30 FPS." msgstr "" "El número de iteraciones fijas por segundo. Esto controla la frecuencia con " "la que se ejecutan los métodos de simulación física y [method Node." "_physics_process]. Por lo general, este valor debe fijarse siempre en " "[code]60[/code] o superior, ya que Godot no interpola el paso de la física. " "Como resultado, los valores inferiores a [code]60[/code] parecerán " "atascados. Este valor puede aumentarse para hacer que la entrada sea más " "reactiva o para trabajar en temas de túneles, pero tenga en cuenta que al " "hacerlo aumentará el uso de la CPU." #: doc/classes/Engine.xml #, fuzzy msgid "" "Controls how much physics ticks are synchronized with real time. For 0 or " "less, the ticks are synchronized. Such values are recommended for network " "games, where clock synchronization matters. Higher values cause higher " "deviation of the in-game clock and real clock but smooth out framerate " "jitters. The default value of 0.5 should be fine for most; values above 2 " "could cause the game to react to dropped frames with a noticeable delay and " "are not recommended.\n" "[b]Note:[/b] For best results, when using a custom physics interpolation " "solution, the physics jitter fix should be disabled by setting [member " "physics_jitter_fix] to [code]0[/code]." msgstr "" "Controla cuánto se sincronizan los ticks de la física con el tiempo real. " "Para 0 o menos, los ticks están sincronizadas. Estos valores se recomiendan " "para los juegos en red, donde la sincronización del reloj es importante. Los " "valores más altos causan una mayor desviación del reloj del juego y del " "reloj real, pero permiten suavizar los cambios bruscos en la tasa de " "fotogramas. El valor predeterminado de 0,5 debería estar bien para la " "mayoría; los valores superiores a 2 podrían hacer que el juego reaccionara a " "los fotogramas caídos con un retraso notable y no se recomiendan." #: doc/classes/Engine.xml msgid "" "If [code]false[/code], stops printing error and warning messages to the " "console and editor Output log. This can be used to hide error and warning " "messages during unit test suite runs. This property is equivalent to the " "[member ProjectSettings.application/run/disable_stderr] project setting.\n" "[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " "project, important error messages may be hidden even if they are emitted " "from other scripts. If this is set to [code]false[/code] in a [code]tool[/" "code] script, this will also impact the editor itself. Do [i]not[/i] report " "bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " "running a project from the editor." msgstr "" #: doc/classes/Engine.xml msgid "" "The desired frames per second. If the hardware cannot keep up, this setting " "may not be respected. A value of 0 means no limit." msgstr "" "Los fotogramas deseados por segundo. Si el hardware no puede mantener el " "ritmo, este ajuste puede no ser respetado. Un valor de 0 significa que no " "hay límite." #: doc/classes/Engine.xml msgid "" "Controls how fast or slow the in-game clock ticks versus the real life one. " "It defaults to 1.0. A value of 2.0 means the game moves twice as fast as " "real life, whilst a value of 0.5 means the game moves at half the regular " "speed." msgstr "" "Controla la velocidad o la lentitud del reloj del juego en comparación con " "el de la vida real. El valor por defecto es 1.0. Un valor de 2.0 significa " "que el juego se mueve el doble de rápido que en la vida real, mientras que " "un valor de 0.5 significa que el juego se mueve a la mitad de la velocidad " "normal." #: doc/classes/Environment.xml msgid "" "Resource for environment nodes (like [WorldEnvironment]) that define " "multiple rendering options." msgstr "" "Recurso para nodos del entorno (como [WorldEnvironment]) que definen " "múltiples opciones de renderización." #: doc/classes/Environment.xml #, fuzzy msgid "" "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" "- Depth of Field Blur\n" "- Glow\n" "- Tonemap (Auto Exposure)\n" "- Adjustments\n" "If the target [Viewport] is set to \"2D Without Sampling\", all post-" "processing effects will be unavailable. With \"3D Without Effects\", the " "following options will be unavailable:\n" "- Ssao\n" "- Ss Reflections\n" "This can be configured for the root Viewport with [member ProjectSettings." "rendering/quality/intended_usage/framebuffer_allocation], or for specific " "Viewports via the [member Viewport.usage] property.\n" "Note that [member ProjectSettings.rendering/quality/intended_usage/" "framebuffer_allocation] has a mobile platform override to use \"3D Without " "Effects\" by default. It improves the performance on mobile devices, but at " "the same time affects the screen display on mobile devices." msgstr "" "Recurso para los nodos del entorno (como [WorldEnvironment]) que definen " "múltiples operaciones del entorno (como el fondo [Sky] o [Color], la luz " "ambiental, la niebla, la profundidad de campo...). Estos parámetros afectan " "al renderizado final de la escena. El orden de estas operaciones es:\n" "- Desenfoque de profundidad de campo\n" "- Brillo\n" "- Mapa de tonos (Autoexposición)\n" "- Ajustes" #: doc/classes/Environment.xml doc/classes/WorldEnvironment.xml #, fuzzy msgid "Environment and post-processing" msgstr "" "https://docs.godotengine.org/es/latest/tutorials/3d/" "environment_and_post_processing.html" #: doc/classes/Environment.xml msgid "Light transport in game engines" msgstr "" #: 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/Environment.xml msgid "" "Returns [code]true[/code] if the glow level [code]idx[/code] is specified, " "[code]false[/code] otherwise." msgstr "" "Devuelve [code]true[/code] si se especifica el nivel de brillo [code]idx[/" "code], [code]false[/code] en caso contrario." #: 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 " "will slow down the glow effect rendering, even if previous levels aren't " "enabled." msgstr "" "Activa o desactiva el nivel de brillo en el índice [code]idx[/code]. Cada " "nivel se basa en el nivel anterior. Esto significa que habilitar niveles de " "brillo más altos ralentizará la representación del efecto de brillo, incluso " "si los niveles anteriores no están habilitados." #: 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 "" "El valor de brillo global de la escena renderizada. Efectivo sólo si " "[code]adjustment_enabled[/code] es [code]true[/code]." #: doc/classes/Environment.xml #, fuzzy 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 "" "Aplica el recurso proporcionado [Textura2D] para afectar el aspecto de color " "global de la escena renderizada. Efectivo sólo si [code]adjustment_enabled[/" "code] es [code]true[/code]." #: 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 "" "El valor de contraste global de la escena renderizada (el valor por defecto " "es 1). Efectivo sólo si [code]adjustment_enabled[/code] es [code]true[/code]." #: 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 " "[code]adjustment_*[/code] properties will have no effect on the rendered " "scene." msgstr "" "Si [code]true[/code], activa las propiedades [code]adjustment_*[/code] " "proporcionadas por este recurso. Si [code]false[/code], las modificaciones " "de las propiedades de [code]adjustment_*[/code] no tendrán ningún efecto en " "la escena renderizada." #: 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 "" "El valor de saturación de color global de la escena renderizada (el valor " "por defecto es 1). Efectivo sólo si [code]adjustment_enabled[/code] es " "[code]true[/code]." #: doc/classes/Environment.xml msgid "The ambient light's [Color]." msgstr "El [Color] de la luz ambiental." #: doc/classes/Environment.xml msgid "" "The ambient light's energy. The higher the value, the stronger the light." msgstr "" "La energía de la luz ambiental. Cuanto más alto es el valor, más fuerte es " "la luz." #: doc/classes/Environment.xml #, fuzzy 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 " "scene illumination, thus all ambient illumination is provided by the ambient " "light. On the contrary, a value of [code]1.0[/code] means that [i]all[/i] " "the light that affects the scene is provided by the sky, thus the ambient " "light parameter has no effect on the scene.\n" "[b]Note:[/b] [member ambient_light_sky_contribution] is internally clamped " "between [code]0.0[/code] and [code]1.0[/code] (inclusive)." msgstr "" "Define la cantidad de luz que el cielo trae a la escena. Un valor de 0 " "significa que la emisión de luz del cielo no tiene efecto en la iluminación " "de la escena, por lo tanto toda la iluminación ambiental es proporcionada " "por la luz ambiental. Por el contrario, un valor de 1 significa que toda la " "luz que afecta a la escena es proporcionada por el cielo, por lo tanto el " "parámetro de luz ambiental no tiene efecto en la escena." #: 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 " "determine the exposure setting to adapt to the scene's illumination and the " "observed light." msgstr "" "Si [code]true[/code], habilita el modo de exposición automática del mapa de " "tonos del renderizador de escenas. Si [code]true[/code], el renderizador " "determinará automáticamente el ajuste de exposición para adaptarse a la " "iluminación de la escena y a la luz observada." #: doc/classes/Environment.xml msgid "The maximum luminance value for the auto exposure." msgstr "El valor máximo de luminosidad para la exposición automática." #: doc/classes/Environment.xml msgid "The minimum luminance value for the auto exposure." msgstr "El valor mínimo de luminosidad para la exposición automática." #: doc/classes/Environment.xml msgid "" "The scale of the auto exposure effect. Affects the intensity of auto " "exposure." msgstr "" "La escala del efecto de la exposición automática. Afecta a la intensidad de " "la exposición automática." #: doc/classes/Environment.xml msgid "" "The speed of the auto exposure effect. Affects the time needed for the " "camera to perform auto exposure." msgstr "" "La velocidad del efecto de la exposición automática. Afecta al tiempo " "necesario para que la cámara realice la exposición automática." #: doc/classes/Environment.xml msgid "The ID of the camera feed to show in the background." msgstr "La identificación de la feed de la cámara para mostrarla en el fondo." #: doc/classes/Environment.xml msgid "" "The maximum layer ID to display. Only effective when using the [constant " "BG_CANVAS] background mode." msgstr "" "El ID de la capa maxima a mostrar. Sólo es efectivo cuando se utiliza el " "modo de fondo [constant BG_CANVAS]." #: doc/classes/Environment.xml #, fuzzy 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 "" "El [Color] se muestra para las zonas claras de la escena. Sólo es efectivo " "cuando se utiliza el modo de fondo [BG_COLOR constant]." #: doc/classes/Environment.xml msgid "The power of the light emitted by the background." msgstr "El poder de la luz emitida por el fondo." #: doc/classes/Environment.xml msgid "The background mode. See [enum BGMode] for possible values." msgstr "El modo de fondo. Ver [enum BGMode] para los posibles valores." #: doc/classes/Environment.xml #, fuzzy msgid "The [Sky] resource defined as background." msgstr "Usar un recurso del cielo para el fondo." #: doc/classes/Environment.xml #, fuzzy msgid "The [Sky] resource's custom field of view." msgstr "El recurso [Sky] utilizado para este [Environment]." #: doc/classes/Environment.xml #, fuzzy msgid "The [Sky] resource's rotation expressed as a [Basis]." msgstr "El recurso [Malla] para usar como una forma de CSG." #: doc/classes/Environment.xml #, fuzzy msgid "The [Sky] resource's rotation expressed as Euler angles in radians." msgstr "La rotación de la textura en radianes." #: doc/classes/Environment.xml #, fuzzy msgid "The [Sky] resource's rotation expressed as Euler angles in degrees." msgstr "La rotación de la textura en grados." #: doc/classes/Environment.xml #, fuzzy msgid "The amount of far blur for the depth-of-field effect." msgstr "La cantidad de voces en el efecto." #: doc/classes/Environment.xml msgid "" "The distance from the camera where the far blur effect affects the rendering." msgstr "" "La distancia desde la cámara en la que el efecto de borrosidad afecta a la " "representación." #: doc/classes/Environment.xml #, fuzzy msgid "If [code]true[/code], enables the depth-of-field far blur effect." msgstr "Si [code]true[/code], activa la flag especificada." #: 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/Environment.xml msgid "The length of the transition between the no-blur area and far blur." msgstr "" "La longitud de la transición entre la zona no borrosa y la borrosa lejana." #: doc/classes/Environment.xml #, fuzzy msgid "The amount of near blur for the depth-of-field effect." msgstr "La cantidad de voces en el efecto." #: doc/classes/Environment.xml msgid "" "Distance from the camera where the near blur effect affects the rendering." msgstr "" "Distancia desde la cámara donde el efecto de casi borrosidad afecta al " "renderizado." #: doc/classes/Environment.xml #, fuzzy msgid "If [code]true[/code], enables the depth-of-field near blur effect." msgstr "Si [code]true[/code], activa la flag especificada." #: 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/Environment.xml msgid "The length of the transition between the near blur and no-blur area." msgstr "" "La longitud de la transición entre la zona casi borrosa y la zona no borrosa." #: doc/classes/Environment.xml msgid "The fog's [Color]." msgstr "El [Color] de la niebla." #: doc/classes/Environment.xml msgid "The fog's depth starting distance from the camera." msgstr "La profundidad de la niebla es la distancia inicial de la cámara." #: 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 "" "La curva de intensidad de la profundidad de la niebla. En el [b]Inspector[/" "b] se puede acceder a una serie de preajustes haciendo clic con el botón " "derecho del ratón en la curva." #: 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 "" "Si [code]true[/code], se activa el efecto de niebla de profundidad. Cuando " "se habilita, la niebla aparecerá en la distancia (relativa a la cámara)." #: doc/classes/Environment.xml #, fuzzy 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 "" "La profundidad de la niebla termina a la distancia de la cámara. Si este " "valor se ajusta a 0, será igual al valor actual de la cámara [member " "Camera3D.far]." #: 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 "" "Si [code]true[/code], se activan los efectos de la niebla. [member " "fog_height_enabled] y/o [member fog_depth_enabled] deben estar ajustados a " "[code]true[/code] para mostrar realmente la niebla." #: 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 "" "La intensidad de la niebla de altura. Se puede acceder a un número de " "preajustes en el [b]Inspector[/b] haciendo clic derecho en la curva." #: 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 " "camera. This can be used to simulate \"deep water\" effects with a lower " "performance cost compared to a dedicated shader." msgstr "" "Si [code]true[/code], se activa el efecto de niebla de altura. Cuando se " "habilita, la niebla aparecerá en un rango de altura definido, " "independientemente de la distancia de la cámara. Esto puede utilizarse para " "simular efectos de \"aguas profundas\" con un coste de rendimiento menor en " "comparación con un sombreador dedicado." #: 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 "" "La coordenada Y donde la niebla de altura será más intensa. Si este valor es " "mayor que [member fog_height_min], la niebla se mostrará de abajo hacia " "arriba. De lo contrario, se mostrará de arriba a abajo." #: 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 "" "La coordenada Y donde la niebla de altura será menos intensa. Si este valor " "es mayor que [member fog_height_max], la niebla se mostrará de arriba a " "abajo. De lo contrario, se mostrará de abajo hacia arriba." #: doc/classes/Environment.xml #, fuzzy 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 "" "La intensidad de la transición del color de la niebla de profundidad cuando " "se mira hacia el sol. La dirección del sol se determina automáticamente " "usando el nodo DirectionalLight3D de la escena." #: doc/classes/Environment.xml msgid "The depth fog's [Color] when looking towards the sun." msgstr "El [Color] de la niebla profunda cuando se mira hacia el sol." #: doc/classes/Environment.xml msgid "" "The intensity of the fog light transmittance effect. Amount of light that " "the fog transmits." msgstr "" "La intensidad del efecto de transmisión de la luz de la niebla. La cantidad " "de luz que la niebla transmite." #: 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 "" "Permite el efecto de transmisión de la luz de la niebla. Si [code]true[/" "code], la luz será más visible en la niebla para simular la dispersión de la " "luz como en la vida real." #: doc/classes/Environment.xml msgid "" "Smooths out the blockiness created by sampling higher levels, at the cost of " "performance.\n" "[b]Note:[/b] When using the GLES2 renderer, this is only available if the " "GPU supports the [code]GL_EXT_gpu_shader4[/code] extension." msgstr "" #: doc/classes/Environment.xml msgid "The glow blending mode." msgstr "El modo de mezcla de brillo." #: 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 "" "La intensidad del bloom. Si se ajusta a un valor superior a [code]0[/code], " "esto hará que el brillo sea visible en áreas más oscuras que el [member " "glow_hdr_threshold]." #: 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/" "intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D " "Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/" "intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] " "by default, so its [code].mobile[/code] override needs to be changed to " "[b]3D[/b].\n" "[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by " "default for performance reasons. This means glow will only be visible if " "[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if " "[member glow_bloom] is increased above [code]0.0[/code]. Also consider " "increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to " "behave on mobile like it does on desktop (at a performance cost), enable " "[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] " "override." msgstr "" #: 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 "" "El umbral más alto del brillo del HDR. Las áreas más brillantes que este " "umbral serán fijadas para el efecto de brillo." #: doc/classes/Environment.xml msgid "The bleed scale of the HDR glow." msgstr "La escala de sangrado del brillo del HDR." #: 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 "" "El umbral inferior del brillo del HDR. Cuando se utiliza el renderizador " "GLES2 (que no soporta HDR), este debe estar por debajo de [code]1.0[/code] " "para que el brillo sea visible. Un valor de [code]0.9[/code] funciona bien " "en este caso." #: 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 " "stable during movement. However, it is very expensive and makes the glow " "post process take twice as long." msgstr "" #: 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 "" "La intensidad del brillo. Cuando se utiliza el renderizador GLES2, debe " "aumentarse a 1,5 para compensar la falta de renderización HDR." #: 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 "" "Si [code]true[/code], el 1er nivel de brillo está activado. Este es el nivel " "más \"local\" (menos borroso)." #: doc/classes/Environment.xml msgid "If [code]true[/code], the 2th level of glow is enabled." msgstr "Si [code]true[/code], se activa el 2º nivel de brillo." #: doc/classes/Environment.xml msgid "If [code]true[/code], the 3th level of glow is enabled." msgstr "Si [code]true[/code], se activa el 3º nivel de brillo." #: doc/classes/Environment.xml msgid "If [code]true[/code], the 4th level of glow is enabled." msgstr "Si [code]true[/code], se activa el 4º nivel de brillo." #: doc/classes/Environment.xml msgid "If [code]true[/code], the 5th level of glow is enabled." msgstr "Si [code]true[/code], el 5º nivel de brillo está activado." #: doc/classes/Environment.xml msgid "If [code]true[/code], the 6th level of glow is enabled." msgstr "Si [code]true[/code], el 6º nivel de brillo está activado." #: doc/classes/Environment.xml msgid "" "If [code]true[/code], the 7th level of glow is enabled. This is the most " "\"global\" level (blurriest)." msgstr "" "Si [code]true[/code], el 7º nivel de brillo está activado. Este es el nivel " "más \"global\" (más borroso)." #: 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 "" "La fuerza del brillo. Cuando se utiliza el renderizador GLES2, debe " "aumentarse a 1,3 para compensar la falta de renderización HDR." #: doc/classes/Environment.xml msgid "The depth tolerance for screen-space reflections." msgstr "" "La tolerancia de profundidad para los reflejos del espacio de la pantalla." #: 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 " "[ReflectionProbe]s, but are slower and can't reflect surfaces occluded by " "others." msgstr "" "Si [code]true[/code], se activan los reflejos en el espacio de la pantalla. " "Los reflejos del espacio de la pantalla son más precisos que los de " "[GIProbe]s o [ReflectionProbe]s, pero son más lentos y no pueden reflejar " "superficies ocluidas por otros." #: 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 "" "La distancia de desvanecimiento para los reflejos del espacio de la " "pantalla. afecta al área desde el material reflejado hasta el reflejo del " "espacio de la pantalla)." #: 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 "" "La distancia de desvanecimiento para los reflejos del espacio de la " "pantalla. afecta al área que va desde el reflejo del espacio de la pantalla " "hasta el reflejo \"global\"." #: doc/classes/Environment.xml msgid "" "The maximum number of steps for screen-space reflections. Higher values are " "slower." msgstr "" "El número máximo de pasos para los reflejos en el espacio de la pantalla. " "Los valores más altos son más lentos." #: doc/classes/Environment.xml #, fuzzy msgid "" "If [code]true[/code], screen-space reflections will take the material " "roughness into account." msgstr "Si [code]true[/code], la consulta tendrá en cuenta las [Area2D]s." #: 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 "" "La intensidad de la oclusión ambiental del espacio de pantalla en los " "materiales que tienen una textura de AO definida. Los valores superiores a " "[code]0[/code] harán visible el efecto SSAO en las áreas oscurecidas por las " "texturas de AO." #: 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 "" "El sesgo de oclusión ambiental del espacio de la pantalla. Debe mantenerse " "lo suficientemente alto para evitar que las curvas \"suaves\" se vean " "afectadas por la oclusión ambiental." #: doc/classes/Environment.xml msgid "" "The screen-space ambient occlusion blur quality. See [enum SSAOBlur] for " "possible values." msgstr "" "La calidad de la difusión de la oclusión ambiental del espacio de la " "pantalla. Ver [enum SSAOBlur] para los posibles valores." #: doc/classes/Environment.xml #, fuzzy msgid "The screen-space ambient occlusion color." msgstr "La nitidez del borde de oclusión ambiental del espacio de la pantalla." #: doc/classes/Environment.xml msgid "The screen-space ambient occlusion edge sharpness." msgstr "La nitidez del borde de oclusión ambiental del espacio de la pantalla." #: 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 " "reaching the entire object as in real life. This works well for small, " "dynamic objects, but baked lighting or ambient occlusion textures will do a " "better job at displaying ambient occlusion on large static objects. This is " "a costly effect and should be disabled first when running into performance " "issues." msgstr "" "Si [code]true[/code], se activa el efecto de oclusión ambiental del espacio " "de pantalla. Esto oscurece las esquinas y cavidades de los objetos para " "simular que la luz ambiental no llega a todo el objeto como en la vida real. " "Esto funciona bien para objetos pequeños y dinámicos, pero la iluminación " "cocinada o las texturas de oclusión ambiental funcionarán mejor para mostrar " "la oclusión ambiental en grandes objetos estáticos. Este es un efecto " "costoso y debe ser desactivado primero cuando se presenten problemas de " "rendimiento." #: doc/classes/Environment.xml msgid "" "The primary screen-space ambient occlusion intensity. See also [member " "ssao_radius]." msgstr "" "La intensidad de oclusión ambiental del espacio de pantalla principal. Véase " "también [member ssao_radius]." #: doc/classes/Environment.xml #, fuzzy msgid "" "The secondary screen-space ambient occlusion intensity. See also [member " "ssao_radius2]." msgstr "" "La intensidad de oclusión ambiental del espacio de pantalla principal. Véase " "también [member ssao_radius]." #: 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 " "can't be seen in direct light. Values higher than [code]0[/code] will make " "the SSAO effect visible in direct light." msgstr "" "La intensidad de la oclusión ambiental del espacio de la pantalla en luz " "directa. En la vida real, la oclusión ambiental sólo se aplica a la luz " "indirecta, lo que significa que sus efectos no se pueden ver con luz " "directa. Los valores superiores a [code]0[/code] harán que el efecto SSAO " "sea visible en luz directa." #: 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/Environment.xml msgid "The primary screen-space ambient occlusion radius." msgstr "El radio de oclusión ambiental del espacio de pantalla principal." #: 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 " "occlusion effect which can be used to improve the effect's appearance (at " "the cost of performance)." msgstr "" #: doc/classes/Environment.xml msgid "The default exposure used for tonemapping." msgstr "La exposición predeterminada que se utiliza para el mapeo de tonos." #: doc/classes/Environment.xml #, fuzzy msgid "" "The tonemapping mode to use. Tonemapping is the process that \"converts\" " "HDR values to be suitable for rendering on a SDR display. (Godot doesn't " "support rendering on HDR displays yet.)" msgstr "" "El modo de mapeo de tonos a utilizar. El \"tonemapping\" es el proceso que " "\"convierte\" los valores HDR para que sean adecuados para su representación " "en una pantalla LDR. (Godot todavía no soporta la renderización en pantallas " "HDR)." #: 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 "" "El valor de referencia del blanco para el mapa de tonos. Sólo es efectivo si " "el [member tonemap_mode] no se establece en [constant TONE_MAPPER_LINEAR]." #: doc/classes/Environment.xml #, fuzzy msgid "" "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 "" "Mantiene en pantalla cada píxel dibujado en el fondo. Este es el modo de " "fondo más rápido, pero sólo puede ser usado con seguridad en escenas de " "interior (sin reflejos visibles en el cielo o en el cielo). Si se activa en " "una escena en la que el fondo es visible, los artefactos de \"rastro " "fantasma\" serán visibles al mover la cámara." #: doc/classes/Environment.xml msgid "" "Clears the background using the clear color defined in [member " "ProjectSettings.rendering/environment/default_clear_color]." msgstr "" "Borra el fondo usando el color claro definido en [member ProjectSettings." "rendering/environment/default_clear_color]." #: doc/classes/Environment.xml msgid "Clears the background using a custom clear color." msgstr "Despeja el fondo usando un color claro personalizado." #: doc/classes/Environment.xml msgid "Displays a user-defined sky in the background." msgstr "Muestra un cielo definido por el usuario en el fondo." #: 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 " "BG_SKY] and should be preferred in scenes where reflections can be visible, " "but the sky itself never is (e.g. top-down camera)." msgstr "" #: doc/classes/Environment.xml msgid "Displays a [CanvasLayer] in the background." msgstr "Muestra una [CanvasLayer] en el fondo." #: doc/classes/Environment.xml msgid "Displays a camera feed in the background." msgstr "Muestra un feed de una cámara en el fondo." #: doc/classes/Environment.xml msgid "Represents the size of the [enum BGMode] enum." msgstr "Representa el tamaño del enum [enum BGMode]." #: doc/classes/Environment.xml msgid "" "Additive glow blending mode. Mostly used for particles, glows (bloom), lens " "flare, bright sources." msgstr "" "Modo de mezcla de brillo aditivo. Se utiliza principalmente para partículas, " "brillos (florecimiento), destellos de lentes, fuentes brillantes." #: doc/classes/Environment.xml msgid "" "Screen glow blending mode. Increases brightness, used frequently with bloom." msgstr "" "Modo de mezcla de brillo de pantalla. Aumenta el brillo, se usa " "frecuentemente con el bloom." #: doc/classes/Environment.xml msgid "" "Soft light glow blending mode. Modifies contrast, exposes shadows and " "highlights (vivid bloom)." msgstr "" "Modo de mezcla de brillo de luz suave. Modifica el contraste, expone sombras " "y luces (bloom vivo)." #: 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 "" "Reemplazar el modo de mezcla de brillo. Reemplaza el color de todos los " "píxeles por el valor de brillo. Puede utilizarse para simular un efecto de " "desenfoque en pantalla completa ajustando los parámetros de brillo para que " "coincidan con el brillo de la imagen original." #: doc/classes/Environment.xml #, fuzzy msgid "" "Linear tonemapper operator. Reads the linear data and passes it on " "unmodified. This can cause bright lighting to look blown out, with " "noticeable clipping in the output colors." msgstr "" "Operador lineal de mapas de tonos. Lee los datos lineales y los transmite " "sin modificar." #: doc/classes/Environment.xml #, fuzzy msgid "" "Reinhardt tonemapper operator. 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 "" "Operador de mapeado de tonos Reinhardt. Realiza una variación de los colores " "de los píxeles renderizados por esta fórmula: [code]color = color / (1 + " "color)[/code]." #: doc/classes/Environment.xml msgid "" "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/Environment.xml msgid "" "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/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/Environment.xml msgid "Medium depth-of-field blur quality." msgstr "" #: doc/classes/Environment.xml msgid "High depth-of-field blur quality (slowest)." msgstr "" #: doc/classes/Environment.xml msgid "No blur for the screen-space ambient occlusion effect (fastest)." msgstr "" "No hay desenfoque para el efecto de oclusión ambiental del espacio de la " "pantalla (más rápido)." #: doc/classes/Environment.xml msgid "1×1 blur for the screen-space ambient occlusion effect." msgstr "" "Desenfoque de 1×1 para el efecto de oclusión ambiental del espacio de la " "pantalla." #: doc/classes/Environment.xml msgid "2×2 blur for the screen-space ambient occlusion effect." msgstr "" "Desenfoque de 2×2 para el efecto de oclusión ambiental del espacio de la " "pantalla." #: doc/classes/Environment.xml #, fuzzy msgid "3×3 blur for the screen-space ambient occlusion effect (slowest)." msgstr "" "No hay desenfoque para el efecto de oclusión ambiental del espacio de la " "pantalla (más rápido)." #: doc/classes/Environment.xml #, fuzzy msgid "Low quality for the screen-space ambient occlusion effect (fastest)." msgstr "" "No hay desenfoque para el efecto de oclusión ambiental del espacio de la " "pantalla (más rápido)." #: doc/classes/Environment.xml #, fuzzy msgid "Medium quality for the screen-space ambient occlusion effect." msgstr "" "Desenfoque de 1×1 para el efecto de oclusión ambiental del espacio de la " "pantalla." #: doc/classes/Environment.xml #, fuzzy msgid "High quality for the screen-space ambient occlusion effect (slowest)." msgstr "" "No hay desenfoque para el efecto de oclusión ambiental del espacio de la " "pantalla (más rápido)." #: doc/classes/Expression.xml msgid "A class that stores an expression you can execute." msgstr "Una clase que almacena una expresión que puedes ejecutar." #: doc/classes/Expression.xml msgid "" "An expression can be made of any arithmetic operation, built-in math " "function call, method call of a passed instance, or built-in type " "construction call.\n" "An example expression text using the built-in math functions could be " "[code]sqrt(pow(3,2) + pow(4,2))[/code].\n" "In the following example we use a [LineEdit] node to write our expression " "and show the result.\n" "[codeblock]\n" "onready var expression = Expression.new()\n" "\n" "func _ready():\n" " $LineEdit.connect(\"text_entered\", self, \"_on_text_entered\")\n" "\n" "func _on_text_entered(command):\n" " var error = expression.parse(command, [])\n" " if error != OK:\n" " print(expression.get_error_text())\n" " return\n" " var result = expression.execute([], null, true)\n" " if not expression.has_execute_failed():\n" " $LineEdit.text = str(result)\n" "[/codeblock]" msgstr "" "Se puede hacer una expresión de cualquier operación aritmética, llamada de " "función matemática incorporada, llamada de método de una instancia pasada o " "llamada de construcción de tipo incorporado.\n" "Un ejemplo de expresión de texto utilizando las funciones matemáticas " "incorporadas podría ser [code]sqrt(pow(3,2) + pow(4,2))[/code].\n" "En el siguiente ejemplo usamos un nodo [LineEdit] para escribir nuestra " "expresión y mostrar el resultado.\n" "[codeblock]\n" "onready var expression = Expression.new()\n" "\n" "func _ready():\n" " $LineEdit.connect(\"text_entered\", self, \"_on_text_entered\")\n" "\n" "func _on_text_entered(command):\n" " var error = expression.parse(command, [])\n" " if error != OK:\n" " print(expression.get_error_text())\n" " return\n" " var result = expression.execute([], null, true)\n" " if not expression.has_execute_failed():\n" " $LineEdit.text = str(result)\n" "[/codeblock]" #: doc/classes/Expression.xml msgid "" "Executes the expression that was previously parsed by [method parse] and " "returns the result. Before you use the returned object, you should check if " "the method failed by calling [method has_execute_failed].\n" "If you defined input variables in [method parse], you can specify their " "values in the inputs array, in the same order." msgstr "" "Ejecuta la expresión que fue previamente analizada por [method parse] y " "devuelve el resultado. Antes de usar el objeto devuelto, debería comprobar " "si el método falló llamando a [method has_execute_failed].\n" "Si ha definido las variables de entrada en [method parse], puede especificar " "sus valores en el array de entradas, en el mismo orden." #: doc/classes/Expression.xml msgid "Returns the error text if [method parse] has failed." msgstr "Devuelve el texto de error si el [method parse] ha fallado." #: doc/classes/Expression.xml msgid "Returns [code]true[/code] if [method execute] has failed." msgstr "Devuelve [code]true[/code] si [method execute] ha fallado." #: doc/classes/Expression.xml msgid "" "Parses the expression and returns an [enum Error] code.\n" "You can optionally specify names of variables that may appear in the " "expression with [code]input_names[/code], so that you can bind them when it " "gets executed." msgstr "" "Analiza la expresión y devuelve un código [enum Error].\n" "Opcionalmente puedes especificar los nombres de las variables que pueden " "aparecer en la expresión con [code]input_names[/code], para que puedas " "enlazarlas cuando se ejecute." #: doc/classes/ExternalTexture.xml msgid "Enable OpenGL ES external texture extension." msgstr "" #: doc/classes/ExternalTexture.xml msgid "" "Enable support for the OpenGL ES external texture extension as defined by " "[url=https://www.khronos.org/registry/OpenGL/extensions/OES/" "OES_EGL_image_external.txt]OES_EGL_image_external[/url].\n" "[b]Note:[/b] This is only supported for Android platforms." msgstr "" #: doc/classes/ExternalTexture.xml #, fuzzy msgid "Returns the external texture name." msgstr "Devuelve la textura del tile." #: doc/classes/ExternalTexture.xml #, fuzzy msgid "External texture size." msgstr "Devuelve el tamaño de la textura." #: doc/classes/File.xml msgid "Type to handle file reading and writing operations." msgstr "" "Escriba para manejar las operaciones de lectura y escritura de archivos." #: doc/classes/File.xml #, fuzzy msgid "" "File type. This is used to permanently store data into the user device's " "file system and to read from it. This can be used to store game save data or " "player configuration files, for example.\n" "Here's a sample on how to write and read from a file:\n" "[codeblock]\n" "func save(content):\n" " var file = File.new()\n" " file.open(\"user://save_game.dat\", File.WRITE)\n" " file.store_string(content)\n" " file.close()\n" "\n" "func load():\n" " var file = File.new()\n" " file.open(\"user://save_game.dat\", File.READ)\n" " var content = file.get_as_text()\n" " file.close()\n" " return content\n" "[/codeblock]\n" "In the example above, the file will be saved in the user data folder as " "specified in the [url=$DOCS_URL/tutorials/io/data_paths.html]Data paths[/" "url] documentation.\n" "[b]Note:[/b] To access project resources once exported, it is recommended to " "use [ResourceLoader] instead of the [File] API, as some files are converted " "to engine-specific formats and their original source files might not be " "present in the exported PCK package.\n" "[b]Note:[/b] Files are automatically closed only if the process exits " "\"normally\" (such as by clicking the window manager's close button or " "pressing [b]Alt + F4[/b]). If you stop the project execution by pressing " "[b]F8[/b] while the project is running, the file won't be closed as the game " "process will be killed. You can work around this by calling [method flush] " "at regular intervals." msgstr "" "Tipo de archivo. Se utiliza para almacenar permanentemente datos en el " "sistema de archivos del dispositivo de usuario y para leer de él. Puede " "utilizarse para almacenar datos de guardado de juegos o archivos de " "configuración de jugadores, por ejemplo.\n" "Aquí hay un ejemplo de cómo escribir y leer de un archivo:\n" "[codeblock]\n" "func save(contenido):\n" " var archivo = File.new()\n" " archivo.open(\"user://archivo_guardado.dat\", File.WRITE)\n" " archivo.store_string(contenido)\n" " archivo.close()\n" "\n" "func load():\n" " var archivo = File.new()\n" " file.open(\"user://archivo_guardado.dat\", File.READ)\n" " var contenido = archivo.get_as_text()\n" " arhcivo.close()\n" " devolver el contenido...\n" "[/codeblock]\n" "En el ejemplo anterior, el archivo se guardará en la carpeta de datos del " "usuario, como se especifica en la documentación [url=https://docs." "godotengine.org/es/latest/tutorials/io/data_paths.html]Rutas de datos[/url]." #: doc/classes/File.xml msgid "File system" msgstr "" #: doc/classes/File.xml msgid "" "Closes the currently opened file and prevents subsequent read/write " "operations. Use [method flush] to persist the data to disk without closing " "the file." msgstr "" #: doc/classes/File.xml msgid "" "Returns [code]true[/code] if the file cursor has already read past the end " "of the file.\n" "[b]Note:[/b] [code]eof_reached() == false[/code] cannot be used to check " "whether there is more data available. To loop while there is more data " "available, use:\n" "[codeblock]\n" "while file.get_position() < file.get_len():\n" " # Read data\n" "[/codeblock]" msgstr "" #: doc/classes/File.xml #, fuzzy msgid "" "Returns [code]true[/code] if the file exists in the given path.\n" "[b]Note:[/b] Many resources types are imported (e.g. textures or sound " "files), and their source asset will not be included in the exported game, as " "only the imported version is used. See [method ResourceLoader.exists] for an " "alternative approach that takes resource remapping into account." msgstr "" "Devuelve [code]true[/code] si el archivo existe en la ruta dada.\n" "[b]Nota:[/b] Se importan muchos tipos de recursos (por ejemplo, texturas o " "archivos de sonido), y que su activo fuente no se incluirá en el juego " "exportado, ya que sólo se utiliza la versión importada (en la carpeta " "[code]res://.import[/code]). Para comprobar la existencia de dichos recursos " "teniendo en cuenta la redistribución a su ubicación importada, utilice el " "[method ResourceLoader.exists]. Normalmente, el uso de [code]File." "file_exists[/code] en un recurso importado funcionaría mientras está " "desarrollando en el editor (el activo fuente está presente en [code]res://[/" "code], pero falla cuando se exporta)." #: doc/classes/File.xml msgid "" "Writes the file's buffer to disk. Flushing is automatically performed when " "the file is closed. This means you don't need to call [method flush] " "manually before closing a file using [method close]. Still, calling [method " "flush] can be used to ensure the data is safe even if the project crashes " "instead of being closed gracefully.\n" "[b]Note:[/b] Only call [method flush] when you actually need it. Otherwise, " "it will decrease performance due to constant disk writes." msgstr "" #: doc/classes/File.xml msgid "" "Returns the next 16 bits from the file as an integer. See [method store_16] " "for details on what values can be stored and retrieved this way." msgstr "" "Devuelve los siguientes 16 bits del archivo como un número entero. Ver " "[method store_16] para detalles sobre qué valores pueden ser almacenados y " "recuperados de esta manera." #: doc/classes/File.xml msgid "" "Returns the next 32 bits from the file as an integer. See [method store_32] " "for details on what values can be stored and retrieved this way." msgstr "" "Devuelve los siguientes 32 bits del archivo como un número entero. Ver " "[method store_32] para detalles sobre qué valores pueden ser almacenados y " "recuperados de esta manera." #: doc/classes/File.xml msgid "" "Returns the next 64 bits from the file as an integer. See [method store_64] " "for details on what values can be stored and retrieved this way." msgstr "" "Devuelve los siguientes 64 bits del archivo como un entero. Ver [method " "store_64] para detalles sobre qué valores pueden ser almacenados y " "recuperados de esta manera." #: doc/classes/File.xml msgid "" "Returns the next 8 bits from the file as an integer. See [method store_8] " "for details on what values can be stored and retrieved this way." msgstr "" "Devuelve los siguientes 8 bits del archivo como un entero. Ver [method " "store_8] para detalles sobre qué valores pueden ser almacenados y " "recuperados de esta manera." #: doc/classes/File.xml msgid "" "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 #, fuzzy msgid "Returns next [code]len[/code] bytes of the file as a [PoolByteArray]." msgstr "" "Devuelve los siguientes [code]len[/code] bytes del archivo como un " "[PackedByteArray]." #: doc/classes/File.xml msgid "" "Returns the next value of the file in CSV (Comma-Separated Values) format. " "You can pass a different delimiter [code]delim[/code] to use other than the " "default [code]\",\"[/code] (comma). This delimiter must be one-character " "long, and cannot be a double quotation mark.\n" "Text is interpreted as being UTF-8 encoded. Text values must be enclosed in " "double quotes if they include the delimiter character. Double quotes within " "a text value can be escaped by doubling their occurrence.\n" "For example, the following CSV lines are valid and will be properly parsed " "as two strings each:\n" "[codeblock]\n" "Alice,\"Hello, Bob!\"\n" "Bob,Alice! What a surprise!\n" "Alice,\"I thought you'd reply with \"\"Hello, world\"\".\"\n" "[/codeblock]\n" "Note how the second line can omit the enclosing quotes as it does not " "include the delimiter. However it [i]could[/i] very well use quotes, it was " "only written without for demonstration purposes. The third line must use " "[code]\"\"[/code] for each quotation mark that needs to be interpreted as " "such instead of the end of a text value." msgstr "" #: doc/classes/File.xml msgid "Returns the next 64 bits from the file as a floating-point number." msgstr "Devuelve los siguientes 64 bits del archivo como un real." #: doc/classes/File.xml msgid "" "Returns the last error that happened when trying to perform operations. " "Compare with the [code]ERR_FILE_*[/code] constants from [enum Error]." msgstr "" "Devuelve el último error que ocurrió al intentar realizar las operaciones. " "Compare con las constantes [code]ERR_FILE_*[/code] de [enum Error]." #: doc/classes/File.xml msgid "Returns the next 32 bits from the file as a floating-point number." msgstr "Devuelve los siguientes 32 bits del archivo como un número real." #: doc/classes/File.xml msgid "Returns the size of the file in bytes." msgstr "Devuelve el tamaño del archivo en bytes." #: doc/classes/File.xml msgid "" "Returns the next line of the file as a [String].\n" "Text is interpreted as being UTF-8 encoded." msgstr "" "Devuelve la siguiente línea del archivo como una [String].\n" "El texto se interpreta como codificado en UTF-8." #: doc/classes/File.xml msgid "" "Returns an MD5 String representing the file at the given path or an empty " "[String] on failure." msgstr "" "Devuelve una string MD5 que representa el archivo en la ruta dada o una " "[String] vacía al fallar." #: doc/classes/File.xml msgid "" "Returns the last time the [code]file[/code] was modified in unix timestamp " "format or returns a [String] \"ERROR IN [code]file[/code]\". This unix " "timestamp can be converted to datetime by using [method OS." "get_datetime_from_unix_time]." msgstr "" "Devuelve la última vez que se modificó el archivo [code]file[/code] en " "formato de marca de tiempo unix o devuelve un [String] \"ERROR EN EL " "[code]file[/code]\". Esta marca de tiempo unix puede ser convertida en fecha " "y hora usando el [method OS.get_datetime_from_unix_time]." #: doc/classes/File.xml msgid "" "Returns a [String] saved in Pascal format from the file.\n" "Text is interpreted as being UTF-8 encoded." msgstr "" "Devuelve una [String] guardada en formato Pascal del archivo.\n" "El texto se interpreta como codificado en UTF-8." #: doc/classes/File.xml msgid "Returns the path as a [String] for the current open file." msgstr "Devuelve la ruta como una [String] para el archivo abierto actual." #: doc/classes/File.xml msgid "Returns the absolute path as a [String] for the current open file." msgstr "" "Devuelve la ruta absoluta como una [String] para el archivo abierto actual." #: doc/classes/File.xml msgid "Returns the file cursor's position." msgstr "Devuelve la posición del cursor del archivo." #: doc/classes/File.xml msgid "Returns the next bits from the file as a floating-point number." msgstr "Devuelve los siguientes bits del archivo como un número real." #: doc/classes/File.xml msgid "" "Returns a SHA-256 [String] representing the file at the given path or an " "empty [String] on failure." msgstr "" "Devuelve un SHA-256 [String] que representa el archivo en la ruta dada o un " "[String] vacío al fallar." #: doc/classes/File.xml msgid "" "Returns the next [Variant] value from the file. If [code]allow_objects[/" "code] is [code]true[/code], decoding objects is allowed.\n" "[b]Warning:[/b] Deserialized objects can contain code which gets executed. " "Do not use this option if the serialized object comes from untrusted sources " "to avoid potential security threats such as remote code execution." msgstr "" "Devuelve el siguiente valor [Variant] del archivo. Si [code]allow_objects[/" "code] es [code]true[/code], se permite la decodificación de objetos.\n" "[b]Advertencia:[/b] Los objetos deserializados pueden contener código que se " "ejecuta. No utilice esta opción si el objeto serializado proviene de fuentes " "no fiables para evitar posibles amenazas a la seguridad, como la ejecución " "remota de código." #: doc/classes/File.xml msgid "Returns [code]true[/code] if the file is currently opened." msgstr "Devuelve [code]true[/code] si el archivo está actualmente abierto." #: doc/classes/File.xml msgid "Opens the file for writing or reading, depending on the flags." msgstr "Abre el archivo para escribir o leer, dependiendo de las flags." #: doc/classes/File.xml msgid "" "Opens a compressed file for reading or writing.\n" "[b]Note:[/b] [method open_compressed] can only read files that were saved by " "Godot, not third-party compression formats. See [url=https://github.com/" "godotengine/godot/issues/28999]GitHub issue #28999[/url] for a workaround." msgstr "" #: doc/classes/File.xml msgid "" "Opens an encrypted file in write or read mode. You need to pass a binary key " "to encrypt/decrypt it.\n" "[b]Note:[/b] The provided key must be 32 bytes long." msgstr "" "Abre un archivo encriptado en modo de escritura o lectura. Necesitas pasar " "una clave binaria para encriptarlo/desencriptarlo.\n" "[b]Nota:[/b] La clave proporcionada debe tener 32 bytes de longitud." #: doc/classes/File.xml msgid "" "Opens an encrypted file in write or read mode. You need to pass a password " "to encrypt/decrypt it." msgstr "" "Abre un archivo encriptado en modo de escritura o lectura. Necesitas pasar " "una contraseña para encriptarlo/desencriptarlo." #: doc/classes/File.xml msgid "" "Changes the file reading/writing cursor to the specified position (in bytes " "from the beginning of the file)." msgstr "" "Cambia el cursor de lectura/escritura del archivo a la posición especificada " "(en bytes desde el principio del archivo)." #: doc/classes/File.xml msgid "" "Changes the file reading/writing cursor to the specified position (in bytes " "from the end of the file).\n" "[b]Note:[/b] This is an offset, so you should use negative numbers or the " "cursor will be at the end of the file." msgstr "" "Cambia el cursor de lectura/escritura del archivo a la posición especificada " "(en bytes desde el final del archivo).\n" "[b]Nota:[/b] Se trata de un desplazamiento, por lo que debe utilizar números " "negativos o el cursor estará al final del archivo." #: doc/classes/File.xml msgid "" "Stores an integer as 16 bits in the file.\n" "[b]Note:[/b] The [code]value[/code] should lie in the interval [code][0, " "2^16 - 1][/code]. Any other value will overflow and wrap around.\n" "To store a signed integer, use [method store_64] or store a signed integer " "from the interval [code][-2^15, 2^15 - 1][/code] (i.e. keeping one bit for " "the signedness) and compute its sign manually when reading. For example:\n" "[codeblock]\n" "const MAX_15B = 1 << 15\n" "const MAX_16B = 1 << 16\n" "\n" "func unsigned16_to_signed(unsigned):\n" " return (unsigned + MAX_15B) % MAX_16B - MAX_15B\n" "\n" "func _ready():\n" " var f = File.new()\n" " f.open(\"user://file.dat\", File.WRITE_READ)\n" " f.store_16(-42) # This wraps around and stores 65494 (2^16 - 42).\n" " f.store_16(121) # In bounds, will store 121.\n" " f.seek(0) # Go back to start to read the stored value.\n" " var read1 = f.get_16() # 65494\n" " var read2 = f.get_16() # 121\n" " var converted1 = unsigned16_to_signed(read1) # -42\n" " var converted2 = unsigned16_to_signed(read2) # 121\n" "[/codeblock]" msgstr "" "Almacena un entero como 16 bits en el archivo.\n" "[b]Nota:[/b] El valor [code]value[/code] debe estar en el intervalo [code]" "[0, 2^16 - 1][/code]. Cualquier otro valor se desbordará y se envolverá.\n" "Para almacenar un entero con signo, use [method store_64] o almacene un " "entero con signo del intervalo [code][-2^15, 2^15 - 1][/code] (es decir, " "manteniendo un bit para el signo) y calcule su signo manualmente al leer. " "Por ejemplo:\n" "[codeblock]\n" "const MAX_15B = 1 << 15\n" "const MAX_16B = 1 << 16\n" "\n" "func unsigned16_to_signed(unsigned):\n" " return (unsigned + MAX_15B) % MAX_16B - MAX_15B\n" "\n" "func _ready():\n" " var f = File.new()\n" " f.open(\"user://file.dat\", File.WRITE_READ)\n" " f.store_16(-42) # Esto envuelve y almacena 65494 (2^16 - 42).\n" " f.store_16(121) # En los límites, almacenará 121.\n" " f.seek(0) # Vuelve al comienzo a leer el valor almacenado.\n" " var lectura1 = f.get_16() # 65494\n" " var lectura2 = f.get_16() # 121\n" " var convertido1 = unsigned16_to_signed(lectura2) # -42\n" " var convertido2 = unsigned16_to_signed(lectura2) # 121\n" "[/codeblock]" #: doc/classes/File.xml msgid "" "Stores an integer as 32 bits in the file.\n" "[b]Note:[/b] The [code]value[/code] should lie in the interval [code][0, " "2^32 - 1][/code]. Any other value will overflow and wrap around.\n" "To store a signed integer, use [method store_64], or convert it manually " "(see [method store_16] for an example)." msgstr "" "Almacena un entero como 32 bits en el archivo.\n" "[b]Nota:[/b] El valor [code]value[/code] debe estar en el intervalo [code]" "[0, 2^32 - 1][/code]. Cualquier otro valor se desbordará y se envolverá.\n" "Para almacenar un entero con signo, usa [method store_64], o conviértelo " "manualmente (ver [method store_16] para un ejemplo)." #: doc/classes/File.xml msgid "" "Stores an integer as 64 bits in the file.\n" "[b]Note:[/b] The [code]value[/code] must lie in the interval [code][-2^63, " "2^63 - 1][/code] (i.e. be a valid [int] value)." msgstr "" "Almacena un entero como 64 bits en el archivo.\n" "[b]Nota:[/b] El [code]value[/code] debe estar en el intervalo [code][-2^63, " "2^63 - 1][/code] (es decir, ser un valor [int] válido)." #: doc/classes/File.xml msgid "" "Stores an integer as 8 bits in the file.\n" "[b]Note:[/b] The [code]value[/code] should lie in the interval [code][0, 255]" "[/code]. Any other value will overflow and wrap around.\n" "To store a signed integer, use [method store_64], or convert it manually " "(see [method store_16] for an example)." msgstr "" "Almacena un entero como 8 bits en el archivo.\n" "[b]Nota:[/b] El [code]value[/code] debe estar en el intervalo [code][0, 255]" "[/code]. Cualquier otro valor se desbordará y se envolverá.\n" "Para almacenar un entero firmado, usa [method store_64], o conviértelo " "manualmente (ver [method store_16] para un ejemplo)." #: doc/classes/File.xml msgid "Stores the given array of bytes in the file." msgstr "Almacena el array de bytes dados en el archivo." #: doc/classes/File.xml #, fuzzy msgid "" "Store the given [PoolStringArray] in the file as a line formatted in the CSV " "(Comma-Separated Values) format. You can pass a different delimiter " "[code]delim[/code] to use other than the default [code]\",\"[/code] (comma). " "This delimiter must be one-character long.\n" "Text will be encoded as UTF-8." msgstr "" "Almacena el [PackedStringArray] dado en el archivo como una línea formateada " "en el formato CSV (Comma-Separated Values). Puede pasar un delimitador " "diferente [code]delim[/code] para usar otro que no sea el [code]\",\"[/code] " "(coma). Este delimitador debe tener un carácter de longitud.\n" "El texto se codificará como UTF-8." #: doc/classes/File.xml msgid "Stores a floating-point number as 64 bits in the file." msgstr "Almacena un número de punto flotante como 64 bits en el archivo." #: doc/classes/File.xml msgid "Stores a floating-point number as 32 bits in the file." msgstr "Almacena un número de real como 32 bits en el archivo." #: doc/classes/File.xml msgid "" "Appends [code]line[/code] to the file followed by a line return character " "([code]\\n[/code]), encoding the text as UTF-8." msgstr "" #: doc/classes/File.xml msgid "" "Stores the given [String] as a line in the file in Pascal format (i.e. also " "store the length of the string).\n" "Text will be encoded as UTF-8." msgstr "" "Almacena la [String] dada como una línea en el archivo en formato Pascal (es " "decir, también almacena la longitud de la string).\n" "El texto será codificado como UTF-8." #: doc/classes/File.xml msgid "Stores a floating-point number in the file." msgstr "Almacena un número de real en el archivo." #: doc/classes/File.xml msgid "" "Appends [code]string[/code] to the file without a line return, encoding the " "text as UTF-8.\n" "[b]Note:[/b] This method is intended to be used to write text files. The " "string is stored as a UTF-8 encoded buffer without string length or " "terminating zero, which means that it can't be loaded back easily. If you " "want to store a retrievable string in a binary file, consider using [method " "store_pascal_string] instead. For retrieving strings from a text file, you " "can use [code]get_buffer(length).get_string_from_utf8()[/code] (if you know " "the length) or [method get_as_text]." msgstr "" #: doc/classes/File.xml msgid "" "Stores any Variant value in the file. If [code]full_objects[/code] is " "[code]true[/code], encoding objects is allowed (and can potentially include " "code).\n" "[b]Note:[/b] Not all properties are included. Only properties that are " "configured with the [constant PROPERTY_USAGE_STORAGE] flag set will be " "serialized. You can add a new usage flag to a property by overriding the " "[method Object._get_property_list] method in your class. You can also check " "how property usage is configured by calling [method Object." "_get_property_list]. See [enum PropertyUsageFlags] for the possible usage " "flags." msgstr "" #: doc/classes/File.xml msgid "" "If [code]true[/code], the file is read with big-endian [url=https://en." "wikipedia.org/wiki/Endianness]endianness[/url]. If [code]false[/code], the " "file is read with little-endian endianness. If in doubt, leave this to " "[code]false[/code] as most files are written with little-endian endianness.\n" "[b]Note:[/b] [member endian_swap] is only about the file format, not the CPU " "type. The CPU endianness doesn't affect the default endianness for files " "written.\n" "[b]Note:[/b] This is always reset to [code]false[/code] whenever you open " "the file. Therefore, you must set [member endian_swap] [i]after[/i] opening " "the file, not before." msgstr "" #: doc/classes/File.xml #, fuzzy msgid "" "Opens the file for read operations. The cursor is positioned at the " "beginning of the file." msgstr "" "Cambia el cursor de lectura/escritura del archivo a la posición especificada " "(en bytes desde el principio del archivo)." #: doc/classes/File.xml #, fuzzy msgid "" "Opens the file for write operations. The file is created if it does not " "exist, and truncated if it does." msgstr "" "Abre el archivo para las operaciones de escritura. Créalo si el archivo no " "existe y truncalo si existe." #: doc/classes/File.xml #, fuzzy msgid "" "Opens the file for read and write operations. Does not truncate the file. " "The cursor is positioned at the beginning of the file." msgstr "" "Abre el archivo para operaciones de lectura y escritura. No trunca el " "archivo." #: doc/classes/File.xml #, fuzzy msgid "" "Opens the file for read and write operations. The file is created if it does " "not exist, and truncated if it does. The cursor is positioned at the " "beginning of the file." msgstr "" "Abre el archivo para operaciones de lectura y escritura. Créalo si el " "archivo no existe y truncalo si existe." #: doc/classes/File.xml msgid "Uses the [url=http://fastlz.org/]FastLZ[/url] compression method." msgstr "Utiliza el método de compresión [url=http://fastlz.org/]FastLZ[/url]." #: doc/classes/File.xml msgid "" "Uses the [url=https://en.wikipedia.org/wiki/DEFLATE]DEFLATE[/url] " "compression method." msgstr "" "Utiliza el método de compresión [url=https://en.wikipedia.org/wiki/" "DEFLATE]DEFLATE[/url]." #: doc/classes/File.xml msgid "" "Uses the [url=https://facebook.github.io/zstd/]Zstandard[/url] compression " "method." msgstr "" "Utiliza el método de compresión [url=https://facebook.github.io/" "zstd/]Zstandard[/url]." #: doc/classes/File.xml msgid "Uses the [url=https://www.gzip.org/]gzip[/url] compression method." msgstr "Utiliza el método de compresión [url=https://www.gzip.org/]gzip[/url]." #: doc/classes/FileDialog.xml msgid "Dialog for selecting files or directories in the filesystem." msgstr "" "Diálogo para seleccionar archivos o directorios en el sistema de archivos." #: doc/classes/FileDialog.xml #, fuzzy msgid "" "FileDialog is a preset dialog used to choose files and directories in the " "filesystem. It supports filter masks. The FileDialog automatically sets its " "window title according to the [member mode]. If you want to use a custom " "title, disable this by setting [member mode_overrides_title] to [code]false[/" "code]." msgstr "" "FileDialog es un diálogo preestablecido que se utiliza para elegir archivos " "y directorios en el sistema de archivos. Soporta máscaras de filtro. El " "FileDialog establece automáticamente el título de su ventana según el " "[member file_mode]. Si quieres usar un título personalizado, desactívalo " "estableciendo [member mode_overrides_title] en [code]false[/code]." #: doc/classes/FileDialog.xml msgid "" "Adds [code]filter[/code] to the list of filters, which restricts what files " "can be picked.\n" "A [code]filter[/code] should be of the form [code]\"filename.extension ; " "Description\"[/code], where filename and extension can be [code]*[/code] to " "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 ; Godot Project\"[/code]." msgstr "" #: doc/classes/FileDialog.xml msgid "Clear all the added filters in the dialog." msgstr "Borra todos los filtros añadidos en el diálogo." #: doc/classes/FileDialog.xml msgid "Clear currently selected items in the dialog." msgstr "Borra los elementos actualmente seleccionados en el diálogo." #: doc/classes/FileDialog.xml msgid "" "Returns the LineEdit for the selected file.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" #: doc/classes/FileDialog.xml msgid "" "Returns the vertical box container of the dialog, custom controls can be " "added to it.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" #: doc/classes/FileDialog.xml msgid "Invalidate and update the current dialog content list." msgstr "Invalida y actualiza la lista de contenido del diálogo actual." #: doc/classes/FileDialog.xml msgid "" "The file system access scope. See enum [code]Access[/code] constants.\n" "[b]Warning:[/b] Currently, in sandboxed environments such as HTML5 builds or " "sandboxed macOS apps, FileDialog cannot access the host file system. See " "[url=https://github.com/godotengine/godot-proposals/issues/1123]godot-" "proposals#1123[/url]." msgstr "" #: doc/classes/FileDialog.xml msgid "The current working directory of the file dialog." msgstr "El directorio de trabajo actual del diálogo de archivos." #: doc/classes/FileDialog.xml msgid "The currently selected file of the file dialog." msgstr "El archivo actualmente seleccionado del diálogo de archivos." #: doc/classes/FileDialog.xml msgid "The currently selected file path of the file dialog." msgstr "La ruta de archivo actualmente seleccionada del diálogo de archivo." #: doc/classes/FileDialog.xml #, fuzzy msgid "" "The available file type filters. For example, this shows only [code].png[/" "code] and [code].gd[/code] files: [code]set_filters(PoolStringArray([\"*." "png ; PNG Images\",\"*.gd ; GDScript Files\"]))[/code]. Multiple file types " "can also be specified in a single filter. [code]\"*.png, *.jpg, *.jpeg ; " "Supported Images\"[/code] will show both PNG and JPEG files when selected." msgstr "" "Los filtros de tipo de archivo disponibles. Por ejemplo, esto muestra sólo " "los archivos [code].png[/code] y [code].gd[/code]: " "[code]set_filters(PackedStringArray([\"*.png ; Imágenes PNG\", \"*.gd ; " "Archivos GDScript\"]))[/code]." #: doc/classes/FileDialog.xml #, fuzzy msgid "" "The dialog's open or save mode, which affects the selection behavior. See " "enum [code]Mode[/code] constants." msgstr "" "El diálogo está en modo abierto o guardado, lo que afecta al comportamiento " "de la selección. Ver [enum FileMode]." #: doc/classes/FileDialog.xml #, fuzzy msgid "" "If [code]true[/code], changing the [code]Mode[/code] property will set the " "window title accordingly (e.g. setting mode to [constant MODE_OPEN_FILE] " "will change the window title to \"Open a File\")." msgstr "" "Si [code]true[/code], al cambiar la propiedad [code]Mode[/code] el título de " "la ventana se ajustará en consecuencia (por ejemplo, al ajustar el modo a " "[constant FILE_MODE_OPEN_FILE] se cambiará el título de la ventana a \"Open " "a File\")." #: doc/classes/FileDialog.xml msgid "If [code]true[/code], the dialog will show hidden files." msgstr "Si [code]true[/code], el diálogo mostrará los archivos ocultos." #: doc/classes/FileDialog.xml msgid "Emitted when the user selects a directory." msgstr "Emitido cuando el usuario selecciona un directorio." #: doc/classes/FileDialog.xml msgid "" "Emitted when the user selects a file by double-clicking it or pressing the " "[b]OK[/b] button." msgstr "" "Se emite cuando el usuario selecciona un archivo haciendo doble clic en él o " "pulsando el botón [b]OK[/b]." #: doc/classes/FileDialog.xml msgid "Emitted when the user selects multiple files." msgstr "Emitido cuando el usuario selecciona varios archivos." #: doc/classes/FileDialog.xml msgid "The dialog allows selecting one, and only one file." msgstr "El diálogo permite seleccionar uno, y sólo un archivo." #: doc/classes/FileDialog.xml msgid "The dialog allows selecting multiple files." msgstr "El diálogo permite seleccionar varios archivos." #: doc/classes/FileDialog.xml msgid "" "The dialog only allows selecting a directory, disallowing the selection of " "any file." msgstr "" "El diálogo sólo permite seleccionar un directorio, no permitiendo la " "selección de ningún archivo." #: doc/classes/FileDialog.xml msgid "The dialog allows selecting one file or directory." msgstr "El diálogo permite seleccionar un archivo o directorio." #: doc/classes/FileDialog.xml msgid "The dialog will warn when a file exists." msgstr "El diálogo avisará cuando exista un archivo." #: doc/classes/FileDialog.xml msgid "" "The dialog only allows accessing files under the [Resource] path " "([code]res://[/code])." msgstr "" "El diálogo sólo permite acceder a los archivos bajo la ruta [Resource] " "([code]res://[/code])." #: doc/classes/FileDialog.xml msgid "" "The dialog only allows accessing files under user data path ([code]user://[/" "code])." msgstr "" "El diálogo sólo permite acceder a los archivos bajo la ruta de datos del " "usuario ([code]user://[/code])." #: doc/classes/FileDialog.xml msgid "The dialog allows accessing files on the whole file system." msgstr "" "El diálogo permite acceder a los archivos de todo el sistema de archivos." #: doc/classes/FileDialog.xml msgid "The color modulation applied to the file icon." msgstr "La modulación del color aplicada al icono del archivo." #: doc/classes/FileDialog.xml msgid "" "The color tint for disabled files (when the [FileDialog] is used in open " "folder mode)." msgstr "" "El tinte de color para los archivos desactivados (cuando se utiliza " "[FileDialog] en el modo de carpeta abierta)." #: doc/classes/FileDialog.xml msgid "The color modulation applied to the folder icon." msgstr "La modulación del color aplicada al icono de la carpeta." #: doc/classes/FileDialog.xml msgid "Custom icon for files." msgstr "Icono personalizado para los archivos." #: doc/classes/FileDialog.xml msgid "Custom icon for folders." msgstr "Icono personalizado para las carpetas." #: doc/classes/FileDialog.xml msgid "Custom icon for the parent folder arrow." msgstr "Icono personalizado para la flecha de la carpeta principal." #: doc/classes/FileDialog.xml msgid "Custom icon for the reload button." msgstr "Icono personalizado para el botón de recarga." #: doc/classes/FileDialog.xml msgid "Custom icon for the toggle hidden button." msgstr "Icono personalizado para el botón oculto de commutación." #: doc/classes/float.xml msgid "Float built-in type." msgstr "Tipo real." #: doc/classes/float.xml msgid "" "The [float] built-in type is a 64-bit double-precision floating-point " "number, equivalent to [code]double[/code] in C++. This type has 14 reliable " "decimal digits of precision. The [float] type can be stored in [Variant], " "which is the generic type used by the engine. The maximum value of [float] " "is approximately [code]1.79769e308[/code], and the minimum is approximately " "[code]-1.79769e308[/code].\n" "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], 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] " "methods instead of [code]==[/code] to compare [float] values for equality." msgstr "" #: doc/classes/float.xml #, fuzzy msgid "Wikipedia: Double-precision floating-point format" msgstr "Pone un real de double-precision en el stream." #: doc/classes/float.xml #, fuzzy msgid "Wikipedia: Single-precision floating-point format" msgstr "Pone un real de single-precision en el stream." #: doc/classes/float.xml msgid "" "Cast a [bool] value to a floating-point value, [code]float(true)[/code] will " "be equal to 1.0 and [code]float(false)[/code] will be equal to 0.0." msgstr "" "Convierte un valor [bool] a un valor de real, [code]float(true)[/code] será " "igual a 1.0 y [code]float(false)[/code] será igual a 0.0." #: doc/classes/float.xml msgid "" "Cast an [int] value to a floating-point value, [code]float(1)[/code] will be " "equal to 1.0." msgstr "" "Convierte un valor [int] a un valor de real, [code]float(1)[/code] será " "igual a 1.0." #: doc/classes/float.xml msgid "" "Cast a [String] value to a floating-point value. This method accepts float " "value strings like [code]\"1.23\"[/code] and exponential notation strings " "for its parameter so calling [code]float(\"1e3\")[/code] will return 1000.0 " "and calling [code]float(\"1e-3\")[/code] will return 0.001. Calling this " "method with an invalid float string will return 0. This method stops parsing " "at the first invalid character and will return the parsed result so far, so " "calling [code]float(\"1a3\")[/code] will return 1 while calling " "[code]float(\"1e3a2\")[/code] will return 1000.0." msgstr "" "Convierte un valor [String] a un valor de real. Este método acepta strings " "de reales como [code]\"1.23\"[/code] y strings de notación exponencial para " "su parámetro, de modo que al llamar a [code]float(\"1e3\")[/code] devolverá " "1000.0 y al llamar a [code]float(\"1e-3\")[/code] devolverá 0.001. Llamar a " "este método con una string real inválida devolverá 0. Este método deja de " "analizar el primer carácter inválido y devolverá el resultado analizado " "hasta el momento, por lo que si se llama a [code]float(\"1a3\")[/code] " "devolverá 1 mientras que si se llama a [code]float(\"1e3a2\")[/code] " "devolverá 1000.0." #: doc/classes/FlowContainer.xml #, fuzzy msgid "Base class for flow containers." msgstr "Clase de base para contenedores de caja." #: doc/classes/FlowContainer.xml msgid "" "Arranges child [Control] nodes vertically or horizontally in a left-to-right " "or top-to-bottom flow.\n" "A line is filled with [Control] nodes until no more fit on the same line, " "similar to text in an autowrapped label." msgstr "" #: doc/classes/FlowContainer.xml #, fuzzy msgid "Returns the current line count." msgstr "Devuelve la posición de scrolling actual." #: doc/classes/Font.xml msgid "Internationalized font and text drawing support." msgstr "Soporte de fuentes y dibujos de texto internacionalizados." #: doc/classes/Font.xml msgid "" "Font contains a Unicode-compatible character set, as well as the ability to " "draw it with variable width, ascent, descent and kerning. For creating fonts " "from TTF files (or other font formats), see the editor support for fonts.\n" "[b]Note:[/b] If a [DynamicFont] doesn't contain a character used in a " "string, the character in question will be replaced with codepoint " "[code]0xfffd[/code] if it's available in the [DynamicFont]. If this " "replacement character isn't available in the DynamicFont, the character will " "be hidden without displaying any replacement character in the string.\n" "[b]Note:[/b] If a [BitmapFont] doesn't contain a character used in a string, " "the character in question will be hidden without displaying any replacement " "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 Godot 4.0." msgstr "" #: doc/classes/Font.xml msgid "" "Draw [code]string[/code] into a canvas item using the font at a given " "position, with [code]modulate[/code] color, and optionally 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.\n" "See also [method CanvasItem.draw_string]." msgstr "" "Dibuja [code]string[/code] en un elemento del lienzo utilizando la fuente en " "una posición determinada, con [code]modulate[/code] color, y opcionalmente " "recortando el ancho. [code]position[/code] especifica la línea de base, no " "la parte superior. Para dibujar desde la cima, [i]ascent[/i] debe añadirse " "al eje Y.\n" "Véase también [method CanvasItem.draw_string]." #: doc/classes/Font.xml #, fuzzy msgid "" "Draw character [code]char[/code] into a canvas item using the font at a " "given position, with [code]modulate[/code] color, and optionally kerning if " "[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.\n" "If [code]outline[/code] is [code]true[/code], the outline of the character " "is drawn instead of the character itself." msgstr "" "Dibuja el carácter [code]char[/code] en un elemento del canvas utilizando la " "fuente en una posición determinada, con [code]modular[/code] color, y " "opcionalmente kerning si se pasa [code]next[/code]. recortando el ancho. " "[code]position[/code] especifica la línea de base, no la parte superior. " "Para dibujar desde la cima, [i]ascent[/i] debe añadirse al eje Y. Se " "devuelve el ancho utilizado por el carácter, lo que hace que esta función " "sea útil para dibujar cadenas carácter por carácter." #: doc/classes/Font.xml msgid "Returns the font ascent (number of pixels above the baseline)." msgstr "" "Devuelve el ascenso de la fuente (número de píxeles por encima de la línea " "de base)." #: 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 #, fuzzy msgid "" "Returns the size of a character, optionally taking kerning into account if " "the next character is provided. Note that the height returned is the font " "height (see [method get_height]) and has no relation to the glyph height." msgstr "" "Devuelve el tamaño de un carácter, opcionalmente teniendo en cuenta el " "kerning si se proporciona el siguiente carácter." #: doc/classes/Font.xml #, fuzzy msgid "Returns resource id of the cache texture containing the char." msgstr "Devuelve la longitud del cuaternario." #: doc/classes/Font.xml #, fuzzy msgid "Returns size of the cache texture containing the char." msgstr "Devuelve la posición de contacto en el colisionador." #: doc/classes/Font.xml #, fuzzy msgid "Returns char offset from the baseline." msgstr "Devuelve el desplazamiento de la textura del tile." #: doc/classes/Font.xml #, fuzzy msgid "Returns size of the char." msgstr "Devuelve el seno del parámetro." #: doc/classes/Font.xml #, fuzzy msgid "Returns rectangle in the cache texture containing the char." msgstr "" "Devuelve un rectángulo que encierra los tiles usados (no vacíos) del mapa." #: doc/classes/Font.xml msgid "Returns the font descent (number of pixels below the baseline)." msgstr "" "Devuelve el descenso de la fuente (número de píxeles por debajo de la línea " "de base)." #: doc/classes/Font.xml msgid "Returns the total font height (ascent plus descent) in pixels." msgstr "" "Devuelve el descenso de la fuente (número de píxeles por debajo de la línea " "de base)." #: doc/classes/Font.xml msgid "" "Returns the size of a string, taking kerning and advance into account. Note " "that the height returned is the font height (see [method get_height]) and " "has no relation to the string." msgstr "" #: doc/classes/Font.xml msgid "" "Returns the size that the string would have with word wrapping enabled with " "a fixed [code]width[/code]." msgstr "" "Devuelve el tamaño que tendría la string con la envoltura de palabras " "habilitada con un [code]width[/code] fijo." #: doc/classes/Font.xml msgid "Returns [code]true[/code] if the font has an outline." msgstr "Devuelve [code]true[/code] si la fuente tiene un contorno." #: doc/classes/Font.xml msgid "" "After editing a font (changing size, ascent, char rects, etc.). Call this " "function to propagate changes to controls that might use it." msgstr "" "Después de editar una fuente (cambiar el tamaño, el ascenso, los caracteres, " "etc.). Llame a esta función para propagar los cambios a los controles que " "puedan utilizarla." #: doc/classes/Font.xml #, fuzzy msgid "Contour point is on the curve." msgstr "Elimina todos los puntos de la curva." #: 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 "Referencia a una función en un objeto." #: doc/classes/FuncRef.xml msgid "" "In GDScript, functions are not [i]first-class objects[/i]. This means it is " "impossible to store them directly as variables, return them from another " "function, or pass them as arguments.\n" "However, by creating a [FuncRef] using the [method @GDScript.funcref] " "function, a reference to a function in a given object can be created, passed " "around and called." msgstr "" "En GDScript, las funciones no son [i]objetos de primera clase[/i]. Esto " "significa que es imposible almacenarlas directamente como variables, " "devolverlas desde otra función, o pasarlas como argumentos.\n" "Sin embargo, al crear una [FuncRef] usando la función [method @GDScript." "funcref], se puede crear, pasar y llamar una referencia a una función en un " "objeto dado." #: doc/classes/FuncRef.xml #, fuzzy msgid "" "Calls the referenced function previously set in [member function] or [method " "@GDScript.funcref]." msgstr "" "Llama a la función referenciada previamente establecida por [method " "set_function] o [method @GDScript.funcref]." #: doc/classes/FuncRef.xml #, fuzzy msgid "" "Calls the referenced function previously set in [member function] or [method " "@GDScript.funcref]. Contrarily to [method call_func], this method does not " "support a variable number of arguments but expects all parameters to be " "passed via a single [Array]." msgstr "" "Llama a la función referenciada previamente establecida por [method " "set_function] o [method @GDScript.funcref]. A diferencia de [method " "call_func], este método no soporta un número variable de argumentos, sino " "que espera que todos los parámetros se pasen a través de un único [Array]." #: doc/classes/FuncRef.xml msgid "Returns whether the object still exists and has the function assigned." msgstr "Devuelve si el objeto todavía existe y tiene la función asignada." #: doc/classes/FuncRef.xml msgid "" "The object containing the referenced function. This object must be of a type " "actually inheriting from [Object], not a built-in type such as [int], " "[Vector2] or [Dictionary]." msgstr "" "El objeto que contiene la función referida. Este objeto debe ser de un tipo " "realmente heredado de [Object], no de un tipo interno como [int], [Vector2] " "o [Dictionary]." #: doc/classes/FuncRef.xml #, fuzzy msgid "The name of the referenced function." msgstr "Obtiene el nombre de la acción actual." #: modules/gdnative/doc_classes/GDNativeLibrary.xml msgid "" "An external library containing functions or script classes to use in Godot." msgstr "" "Una biblioteca externa que contiene funciones o clases de script para usar " "en Godot." #: modules/gdnative/doc_classes/GDNativeLibrary.xml #, fuzzy msgid "" "A GDNative library can implement [NativeScript]s, global functions to call " "with the [GDNative] class, or low-level engine extensions through interfaces " "such as [ARVRInterfaceGDNative]. The library must be compiled for each " "platform and architecture that the project will run on." msgstr "" "Una biblioteca GDNative puede implementar [NativeScript], funciones globales " "para llamar con la clase [GDNative], o extensiones de motor de bajo nivel a " "través de interfaces como [ARVRInterfaceGDNative]. La biblioteca debe ser " "compilada para cada plataforma y arquitectura en la que se ejecute el " "proyecto." #: modules/gdnative/doc_classes/GDNativeLibrary.xml msgid "" "Returns paths to all dependency libraries for the current platform and " "architecture." msgstr "" "Devuelve los caminos a todas las bibliotecas de dependencia para la " "plataforma y la arquitectura actuales." #: modules/gdnative/doc_classes/GDNativeLibrary.xml msgid "" "Returns the path to the dynamic library file for the current platform and " "architecture." msgstr "" "Devuelve la ruta del archivo de la biblioteca dinámica para la plataforma y " "la arquitectura actuales." #: modules/gdnative/doc_classes/GDNativeLibrary.xml msgid "" "This resource in INI-style [ConfigFile] format, as in [code].gdnlib[/code] " "files." msgstr "" "Este recurso en formato [ConfigFile] de tipo INI, como en los archivos " "[code].gdnlib[/code]." #: modules/gdnative/doc_classes/GDNativeLibrary.xml msgid "" "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], Godot loads a separate copy of the library into " "memory for each script that references it." msgstr "" "Si [code]true[/code], Godot carga sólo una copia de la biblioteca y cada " "script que hace referencia a la biblioteca compartirá datos estáticos como " "variables estáticas o globales.\n" "Si [code]false[/code], Godot carga una copia separada de la biblioteca en la " "memoria para cada script que hace referencia a ella." #: modules/gdnative/doc_classes/GDNativeLibrary.xml 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 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." msgstr "" "Si [code]true[/code], el editor descargará temporalmente la biblioteca cada " "vez que el usuario se aleje de la ventana del editor, permitiendo al usuario " "recompilar la biblioteca sin reiniciar Godot.\n" "[b]Nota:[/b] Si la biblioteca define los scripts de herramientas que se " "ejecutan dentro del editor, [code]recargable[/code] debe ser [code]false[/" "code]. En caso contrario, el editor intentará descargar los scripts de la " "herramienta mientras están en uso y se bloqueará." #: modules/gdnative/doc_classes/GDNativeLibrary.xml msgid "" "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 Godot is running.\n" "[b]Note:[/b] A singleton library cannot be [member reloadable]." msgstr "" "Si [code]true[/code], Godot carga la biblioteca al inicio en lugar de la " "primera vez que un script utiliza la biblioteca, llamando a [code]{prefix}" "gdnative_singleton[/code] después de inicializar la biblioteca (donde [code]" "{prefix}[/code] es el valor de [member symbol_prefix]). La biblioteca " "permanece cargada mientras Godot esté en funcionamiento.\n" "[b]Nota:[/b] Una biblioteca de un solo botón no puede ser [member " "reloadable]." #: modules/gdnative/doc_classes/GDNativeLibrary.xml msgid "" "The prefix this library's entry point functions begin with. For example, a " "GDNativeLibrary would declare its [code]gdnative_init[/code] function as " "[code]godot_gdnative_init[/code] by default.\n" "On platforms that require statically linking libraries (currently only iOS), " "each library must have a different [code]symbol_prefix[/code]." msgstr "" "El prefijo con el que empiezan las funciones del punto de entrada de esta " "biblioteca. Por ejemplo, una GDNativeLibrary declararía su función " "[code]gdnative_init[/code] como [code]godot_gdnative_init[/code] por " "defecto.\n" "En las plataformas que requieren bibliotecas de enlace estático (actualmente " "sólo iOS), cada biblioteca debe tener un [code]symbol_prefix[/code] " "diferente." #: modules/gdscript/doc_classes/GDScript.xml msgid "A script implemented in the GDScript programming language." msgstr "Un guión implementado en el lenguaje de programación GDScript." #: modules/gdscript/doc_classes/GDScript.xml msgid "" "A script implemented in the GDScript programming language. The script " "extends the functionality of all objects that instance it.\n" "[method new] creates a new instance of the script. [method Object." "set_script] extends an existing object, if that object's class matches one " "of the script's base classes." msgstr "" "Un guión implementado en el lenguaje de programación GDScript. El script " "extiende la funcionalidad de todos los objetos que lo ejemplifican.\n" "[method new] crea una nueva instancia del script. El [method Object." "set_script] extiende un objeto existente, si la clase de ese objeto coincide " "con una de las clases base del script." #: modules/gdscript/doc_classes/GDScript.xml msgid "Returns byte code for the script source code." msgstr "Devuelve el código de bytes para el código fuente del script." #: modules/gdscript/doc_classes/GDScript.xml msgid "" "Returns a new instance of the script.\n" "For example:\n" "[codeblock]\n" "var MyClass = load(\"myclass.gd\")\n" "var instance = MyClass.new()\n" "assert(instance.get_script() == MyClass)\n" "[/codeblock]" msgstr "" "Devuelve una nueva instancia del script.\n" "Por ejemplo:\n" "[codeblock]\n" "var MiClase = load(\"miclase.gd\")\n" "var instancia = MiClase.new()\n" "assert(instancia.get_script() == MiClase)\n" "[/codeblock]" #: modules/gdscript/doc_classes/GDScriptFunctionState.xml msgid "State of a function call after yielding." msgstr "Estado de una llamada de función después de ceder." #: modules/gdscript/doc_classes/GDScriptFunctionState.xml #, fuzzy msgid "" "Calling [method @GDScript.yield] within a function will cause that function " "to yield and return its current state as an object of this type. The yielded " "function call can then be resumed later by calling [method resume] on this " "state object." msgstr "" "ARREGLAME: Documentos obsoletos a partir de la reescritura de GDScript en " "4.0.\n" "Llamar a [code]yield[/code] dentro de una función hará que esa función ceda " "y devuelva su estado actual como un objeto de este tipo. La llamada a la " "función cedida puede reanudarse más tarde llamando a [method resume] en este " "objeto de estado." #: modules/gdscript/doc_classes/GDScriptFunctionState.xml msgid "" "Check whether the function call may be resumed. This is not the case if the " "function state was already resumed.\n" "If [code]extended_check[/code] is enabled, it also checks if the associated " "script and object still exist. The extended check is done in debug mode as " "part of [method GDScriptFunctionState.resume], but you can use this if you " "know you may be trying to resume without knowing for sure the object and/or " "script have survived up to that point." msgstr "" "Comprueba si se puede reanudar la llamada de función. No es así si el estado " "de la función ya se ha reanudado.\n" "Si [code]extended_check[/code] está activado, también comprueba si el script " "y el objeto asociados siguen existiendo. La comprobación extendida se " "realiza en modo de depuración como parte del [method GDScriptFunctionState." "resume], pero puedes utilizarlo si sabes que puedes estar intentando " "reanudar sin saber con seguridad que el objeto y/o el script han sobrevivido " "hasta ese momento." #: modules/gdscript/doc_classes/GDScriptFunctionState.xml #, fuzzy msgid "" "Resume execution of the yielded function call.\n" "If handed an argument, return the argument from the [method @GDScript.yield] " "call in the yielded function call. You can pass e.g. an [Array] to hand " "multiple arguments.\n" "This function returns what the resumed function call returns, possibly " "another function state if yielded again." msgstr "" "Reanudar la ejecución de la llamada de la función cedida.\n" "Si se le entrega un argumento, devuelva el argumento de la llamada " "[code]yield[/code] en la llamada a la función cedida. Puedes pasar por " "ejemplo un [Array] para entregar múltiples argumentos.\n" "Esta función devuelve lo que devuelve la llamada a la función reanudada, " "posiblemente otro estado de la función si se cede de nuevo." #: doc/classes/Generic6DOFJoint.xml msgid "" "The generic 6-degrees-of-freedom joint can implement a variety of joint " "types by locking certain axes' rotation or translation." msgstr "" "La articulación genérica de 6 grados de libertad puede implementar una " "variedad de tipos de articulaciones bloqueando la rotación o traslación de " "ciertos ejes." #: doc/classes/Generic6DOFJoint.xml msgid "" "The first 3 DOF axes are linear axes, which represent translation of Bodies, " "and the latter 3 DOF axes represent the angular motion. Each axis can be " "either locked, or limited." msgstr "" "Los primeros 3 ejes DOF son ejes lineales, que representan la traslación de " "los cuerpos, y los últimos 3 ejes DOF representan el movimiento angular. " "Cada eje puede ser bloqueado o limitado." #: doc/classes/Generic6DOFJoint.xml msgid "" "The amount of rotational damping across the X axis.\n" "The lower, the longer an impulse from one side takes to travel to the other " "side." msgstr "" "La cantidad de amortiguación rotacional a través del eje X.\n" "Cuanto más bajo, más tiempo tarda un impulso de un lado en viajar al otro " "lado." #: doc/classes/Generic6DOFJoint.xml msgid "If [code]true[/code], rotation across the X axis is limited." msgstr "Si [code]true[/code], la rotación a través del eje X es limitada." #: doc/classes/Generic6DOFJoint.xml msgid "" "When rotating across the X axis, this error tolerance factor defines how " "much the correction gets slowed down. The lower, the slower." msgstr "" "Al girar a través del eje X, este factor de tolerancia al error define " "cuánto se ralentiza la corrección. Cuanto más baja, más lenta." #: doc/classes/Generic6DOFJoint.xml msgid "" "The maximum amount of force that can occur, when rotating around the X axis." msgstr "" "La máxima cantidad de fuerza que puede ocurrir, al girar alrededor del eje X." #: doc/classes/Generic6DOFJoint.xml msgid "" "The minimum rotation in negative direction to break loose and rotate around " "the X axis." msgstr "" "La rotación mínima en dirección negativa para soltarse y girar alrededor del " "eje X." #: doc/classes/Generic6DOFJoint.xml msgid "" "The amount of rotational restitution across the X axis. The lower, the more " "restitution occurs." msgstr "" "La cantidad de restitución rotacional a través del eje X. Cuanto más bajo, " "más restitución se produce." #: doc/classes/Generic6DOFJoint.xml msgid "The speed of all rotations across the X axis." msgstr "La velocidad de todas las rotaciones a través del eje X." #: doc/classes/Generic6DOFJoint.xml msgid "" "The minimum rotation in positive direction to break loose and rotate around " "the X axis." msgstr "" "La mínima rotación en dirección positiva para soltarse y girar alrededor del " "eje X." #: doc/classes/Generic6DOFJoint.xml msgid "" "The amount of rotational damping across the Y axis. The lower, the more " "dampening occurs." msgstr "" "La cantidad de amortiguación rotacional a través del eje Y. Cuanto más bajo, " "más amortiguación se produce." #: doc/classes/Generic6DOFJoint.xml msgid "If [code]true[/code], rotation across the Y axis is limited." msgstr "Si [code]true[/code], la rotación a través del eje Y está limitada." #: doc/classes/Generic6DOFJoint.xml msgid "" "When rotating across the Y axis, this error tolerance factor defines how " "much the correction gets slowed down. The lower, the slower." msgstr "" "Al girar sobre el eje Y, este factor de tolerancia al error define cuánto se " "ralentiza la corrección. Cuanto más baja, más lenta." #: doc/classes/Generic6DOFJoint.xml msgid "" "The maximum amount of force that can occur, when rotating around the Y axis." msgstr "" "La máxima cantidad de fuerza que puede ocurrir, al girar alrededor del eje Y." #: doc/classes/Generic6DOFJoint.xml msgid "" "The minimum rotation in negative direction to break loose and rotate around " "the Y axis." msgstr "" "La mínima rotación en dirección negativa para soltarse y girar alrededor del " "eje Y." #: doc/classes/Generic6DOFJoint.xml msgid "" "The amount of rotational restitution across the Y axis. The lower, the more " "restitution occurs." msgstr "" "La cantidad de restitución rotacional a través del eje Y. Cuanto más bajo, " "más restitución se produce." #: doc/classes/Generic6DOFJoint.xml msgid "The speed of all rotations across the Y axis." msgstr "La velocidad de todas las rotaciones a través del eje Y." #: doc/classes/Generic6DOFJoint.xml msgid "" "The minimum rotation in positive direction to break loose and rotate around " "the Y axis." msgstr "" "La mínima rotación en dirección positiva para soltarse y girar alrededor del " "eje Y." #: doc/classes/Generic6DOFJoint.xml msgid "" "The amount of rotational damping across the Z axis. The lower, the more " "dampening occurs." msgstr "" "La cantidad de amortiguación rotacional a través del eje Z. Cuanto más bajo, " "más amortiguación se produce." #: doc/classes/Generic6DOFJoint.xml msgid "If [code]true[/code], rotation across the Z axis is limited." msgstr "Si [code]true[/code], la rotación a través del eje Z está limitada." #: doc/classes/Generic6DOFJoint.xml msgid "" "When rotating across the Z axis, this error tolerance factor defines how " "much the correction gets slowed down. The lower, the slower." msgstr "" "Al girar a través del eje Z, este factor de tolerancia al error define " "cuánto se ralentiza la corrección. Cuanto más baja, más lenta." #: doc/classes/Generic6DOFJoint.xml msgid "" "The maximum amount of force that can occur, when rotating around the Z axis." msgstr "" "La máxima cantidad de fuerza que puede ocurrir, al girar alrededor del eje Z." #: doc/classes/Generic6DOFJoint.xml msgid "" "The minimum rotation in negative direction to break loose and rotate around " "the Z axis." msgstr "" "La rotación mínima en dirección negativa para soltarse y girar alrededor del " "eje Z." #: doc/classes/Generic6DOFJoint.xml msgid "" "The amount of rotational restitution across the Z axis. The lower, the more " "restitution occurs." msgstr "" "La cantidad de restitución rotacional a través del eje Z. Cuanto más bajo, " "más restitución se produce." #: doc/classes/Generic6DOFJoint.xml msgid "The speed of all rotations across the Z axis." msgstr "La velocidad de todas las rotaciones a través del eje Z." #: doc/classes/Generic6DOFJoint.xml msgid "" "The minimum rotation in positive direction to break loose and rotate around " "the Z axis." msgstr "" "La rotación mínima en dirección positiva para soltarse y girar alrededor del " "eje Z." #: doc/classes/Generic6DOFJoint.xml msgid "If [code]true[/code], a rotating motor at the X axis is enabled." msgstr "Si [code]true[/code], se activa un motor rotativo en el eje X." #: doc/classes/Generic6DOFJoint.xml msgid "Maximum acceleration for the motor at the X axis." msgstr "Aceleración máxima para el motor en el eje X." #: doc/classes/Generic6DOFJoint.xml msgid "Target speed for the motor at the X axis." msgstr "Velocidad objetivo para el motor en el eje X." #: doc/classes/Generic6DOFJoint.xml msgid "If [code]true[/code], a rotating motor at the Y axis is enabled." msgstr "Si [code]true[/code], se habilita un motor rotativo en el eje Y." #: doc/classes/Generic6DOFJoint.xml msgid "Maximum acceleration for the motor at the Y axis." msgstr "Aceleración máxima para el motor en el eje Y." #: doc/classes/Generic6DOFJoint.xml msgid "Target speed for the motor at the Y axis." msgstr "Velocidad objetivo para el motor en el eje Y." #: doc/classes/Generic6DOFJoint.xml msgid "If [code]true[/code], a rotating motor at the Z axis is enabled." msgstr "Si [code]true[/code], se habilita un motor rotativo en el eje Z." #: doc/classes/Generic6DOFJoint.xml msgid "Maximum acceleration for the motor at the Z axis." msgstr "Aceleración máxima para el motor en el eje Z." #: doc/classes/Generic6DOFJoint.xml msgid "Target speed for the motor at the Z axis." msgstr "La velocidad del objetivo para el motor en el eje Z." #: doc/classes/Generic6DOFJoint.xml msgid "The amount of damping that happens at the X motion." msgstr "La cantidad de amortiguación que ocurre en el movimiento X." #: doc/classes/Generic6DOFJoint.xml msgid "If [code]true[/code], the linear motion across the X axis is limited." msgstr "" "Si [code]true[/code], el movimiento lineal a través del eje X está limitado." #: doc/classes/Generic6DOFJoint.xml msgid "The minimum difference between the pivot points' X axis." msgstr "La diferencia mínima entre los puntos de pivote del eje X." #: doc/classes/Generic6DOFJoint.xml msgid "" "The amount of restitution on the X axis movement. The lower, the more " "momentum gets lost." msgstr "" "La cantidad de restitución en el movimiento del eje X. Cuanto más bajo, más " "impulso se pierde." #: doc/classes/Generic6DOFJoint.xml msgid "" "A factor applied to the movement across the X axis. The lower, the slower " "the movement." msgstr "" "Un factor aplicado al movimiento a través del eje X. Cuanto más bajo, más " "lento es el movimiento." #: doc/classes/Generic6DOFJoint.xml msgid "The maximum difference between the pivot points' X axis." msgstr "La diferencia máxima entre los puntos de pivote del eje X." #: doc/classes/Generic6DOFJoint.xml msgid "The amount of damping that happens at the Y motion." msgstr "La cantidad de amortiguación que ocurre en el movimiento Y." #: doc/classes/Generic6DOFJoint.xml msgid "If [code]true[/code], the linear motion across the Y axis is limited." msgstr "" "Si [code]true[/code], el movimiento lineal a través del eje Y está limitado." #: doc/classes/Generic6DOFJoint.xml msgid "The minimum difference between the pivot points' Y axis." msgstr "La diferencia mínima entre los puntos de pivote del eje Y." #: doc/classes/Generic6DOFJoint.xml msgid "" "The amount of restitution on the Y axis movement. The lower, the more " "momentum gets lost." msgstr "" "La cantidad de restitución en el movimiento del eje Y. Cuanto más bajo, más " "impulso se pierde." #: doc/classes/Generic6DOFJoint.xml msgid "" "A factor applied to the movement across the Y axis. The lower, the slower " "the movement." msgstr "" "Un factor aplicado al movimiento a través del eje Y. Cuanto más bajo, más " "lento es el movimiento." #: doc/classes/Generic6DOFJoint.xml msgid "The maximum difference between the pivot points' Y axis." msgstr "La máxima diferencia entre los puntos de pivote del eje Y ." #: doc/classes/Generic6DOFJoint.xml msgid "The amount of damping that happens at the Z motion." msgstr "La cantidad de amortiguación que ocurre en el movimiento Z." #: doc/classes/Generic6DOFJoint.xml msgid "If [code]true[/code], the linear motion across the Z axis is limited." msgstr "" "Si [code]true[/code], el movimiento lineal a través del eje Z está limitado." #: doc/classes/Generic6DOFJoint.xml msgid "The minimum difference between the pivot points' Z axis." msgstr "La diferencia mínima entre los puntos de pivote del eje Z." #: doc/classes/Generic6DOFJoint.xml msgid "" "The amount of restitution on the Z axis movement. The lower, the more " "momentum gets lost." msgstr "" "La cantidad de restitución en el movimiento del eje Z. Cuanto más bajo, más " "impulso se pierde." #: doc/classes/Generic6DOFJoint.xml msgid "" "A factor applied to the movement across the Z axis. The lower, the slower " "the movement." msgstr "" "Un factor aplicado al movimiento a través del eje Z. Cuanto más bajo, más " "lento es el movimiento." #: doc/classes/Generic6DOFJoint.xml msgid "The maximum difference between the pivot points' Z axis." msgstr "La máxima diferencia entre los puntos de pivote del eje Z ." #: doc/classes/Generic6DOFJoint.xml msgid "" "If [code]true[/code], then there is a linear motor on the X axis. It will " "attempt to reach the target velocity while staying within the force limits." msgstr "" "Si [code]true[/code], entonces hay un motor lineal en el eje X. Intentará " "alcanzar la velocidad objetivo mientras se mantiene dentro de los límites de " "la fuerza." #: doc/classes/Generic6DOFJoint.xml msgid "" "The maximum force the linear motor can apply on the X axis while trying to " "reach the target velocity." msgstr "" "La máxima fuerza que el motor lineal puede aplicar en el eje X mientras " "intenta alcanzar la velocidad objetivo." #: doc/classes/Generic6DOFJoint.xml msgid "The speed that the linear motor will attempt to reach on the X axis." msgstr "La velocidad que el motor lineal intentará alcanzar en el eje X." #: doc/classes/Generic6DOFJoint.xml msgid "" "If [code]true[/code], then there is a linear motor on the Y axis. It will " "attempt to reach the target velocity while staying within the force limits." msgstr "" "Si [code]true[/code], entonces hay un motor lineal en el eje Y. Intentará " "alcanzar la velocidad objetivo mientras se mantiene dentro de los límites de " "la fuerza." #: doc/classes/Generic6DOFJoint.xml msgid "" "The maximum force the linear motor can apply on the Y axis while trying to " "reach the target velocity." msgstr "" "La máxima fuerza que el motor lineal puede aplicar sobre el eje Y mientras " "intenta alcanzar la velocidad objetivo." #: doc/classes/Generic6DOFJoint.xml msgid "The speed that the linear motor will attempt to reach on the Y axis." msgstr "La velocidad que el motor lineal intentará alcanzar en el eje Y." #: doc/classes/Generic6DOFJoint.xml msgid "" "If [code]true[/code], then there is a linear motor on the Z axis. It will " "attempt to reach the target velocity while staying within the force limits." msgstr "" "Si [code]true[/code], entonces hay un motor lineal en el eje Z. Intentará " "alcanzar la velocidad objetivo mientras se mantiene dentro de los límites de " "la fuerza." #: doc/classes/Generic6DOFJoint.xml msgid "" "The maximum force the linear motor can apply on the Z axis while trying to " "reach the target velocity." msgstr "" "La máxima fuerza que el motor lineal puede aplicar en el eje Z mientras " "intenta alcanzar la velocidad objetivo." #: doc/classes/Generic6DOFJoint.xml msgid "The speed that the linear motor will attempt to reach on the Z axis." msgstr "La velocidad que el motor lineal intentará alcanzar en el eje Z." #: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml msgid "The minimum difference between the pivot points' axes." msgstr "La diferencia mínima entre los puntos de pivote de sus ejes." #: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml msgid "The maximum difference between the pivot points' axes." msgstr "La diferencia máxima entre los puntos de pivote de sus ejes." #: doc/classes/Generic6DOFJoint.xml msgid "" "A factor applied to the movement across the axes. The lower, the slower the " "movement." msgstr "" "Un factor aplicado al movimiento a través de los ejes. Cuanto más bajo, más " "lento es el movimiento." #: doc/classes/Generic6DOFJoint.xml msgid "" "The amount of restitution on the axes' movement. The lower, the more " "momentum gets lost." msgstr "" "La cantidad de restitución en el movimiento de los ejes. Cuanto más bajo, " "más impulso se pierde." #: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml msgid "" "The amount of damping that happens at the linear motion across the axes." msgstr "" "La cantidad de amortiguación que ocurre en el movimiento lineal a través de " "los ejes." #: doc/classes/Generic6DOFJoint.xml msgid "The velocity the linear motor will try to reach." msgstr "La velocidad que el motor lineal intentará alcanzar." #: doc/classes/Generic6DOFJoint.xml msgid "" "The maximum force the linear motor will apply while trying to reach the " "velocity target." msgstr "" "La máxima fuerza que el motor lineal aplicará al intentar alcanzar el " "objetivo de velocidad." #: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml msgid "" "The minimum rotation in negative direction to break loose and rotate around " "the axes." msgstr "" "La rotación mínima en dirección negativa para soltarse y girar alrededor de " "los ejes." #: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml msgid "" "The minimum rotation in positive direction to break loose and rotate around " "the axes." msgstr "" "La rotación mínima en dirección positiva para soltarse y girar alrededor de " "los ejes." #: doc/classes/Generic6DOFJoint.xml msgid "The speed of all rotations across the axes." msgstr "La velocidad de todas las rotaciones a través de los ejes." #: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml msgid "" "The amount of rotational damping across the axes. The lower, the more " "dampening occurs." msgstr "" "La cantidad de amortiguación rotacional a través de los ejes. Cuanto más " "bajo, más amortiguación se produce." #: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml msgid "" "The amount of rotational restitution across the axes. The lower, the more " "restitution occurs." msgstr "" "La cantidad de amortiguación rotacional a través de los ejes. Cuanto más " "bajo, más amortiguación se produce." #: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml msgid "" "The maximum amount of force that can occur, when rotating around the axes." msgstr "" "La máxima cantidad de fuerza que puede ocurrir, al girar alrededor de los " "ejes." #: doc/classes/Generic6DOFJoint.xml msgid "" "When rotating across the axes, this error tolerance factor defines how much " "the correction gets slowed down. The lower, the slower." msgstr "" "Al girar sobre los ejes, este factor de tolerancia al error define cuánto se " "ralentiza la corrección. Cuanto más bajo, más lento." #: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml msgid "Target speed for the motor at the axes." msgstr "La velocidad del objetivo para el motor en los ejes." #: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml msgid "Maximum acceleration for the motor at the axes." msgstr "Aceleración máxima para el motor en los ejes." #: doc/classes/Generic6DOFJoint.xml msgid "If enabled, linear motion is possible within the given limits." msgstr "" "Si se activa, el movimiento lineal es posible dentro de los límites dados." #: doc/classes/Generic6DOFJoint.xml msgid "If enabled, rotational motion is possible within the given limits." msgstr "" "Si está activado, el movimiento de rotación es posible dentro de los límites " "dados." #: doc/classes/Generic6DOFJoint.xml msgid "If enabled, there is a rotational motor across these axes." msgstr "Si se activa, hay un motor de rotación a través de estos ejes." #: doc/classes/Generic6DOFJoint.xml msgid "If enabled, there is a linear motor across these axes." msgstr "Si se activa, hay un motor lineal a través de estos ejes." #: doc/classes/Generic6DOFJoint.xml doc/classes/HingeJoint.xml msgid "Represents the size of the [enum Flag] enum." msgstr "Representa el tamaño del enum [enum Flag]." #: doc/classes/Geometry.xml #, fuzzy msgid "Helper node to calculate generic geometry operations." msgstr "" "Nodo de ayuda para calcular operaciones de geometría genérica en el espacio " "2D." #: doc/classes/Geometry.xml #, fuzzy msgid "" "Geometry provides users with a set of helper functions to create geometric " "shapes, compute intersections between shapes, and process various other " "geometric operations." msgstr "" "Geometry2D proporciona a los usuarios un conjunto de funciones de ayuda para " "crear formas geométricas, calcular las intersecciones entre las formas y " "procesar varias otras operaciones geométricas." #: doc/classes/Geometry.xml msgid "" "Returns an array with 6 [Plane]s that describe the sides of a box centered " "at the origin. The box size is defined by [code]extents[/code], which " "represents one (positive) corner of the box (i.e. half its actual size)." msgstr "" "Devuelve un array con 6 [Plane]s que describen los lados de una caja " "centrada en el origen. El tamaño de la caja está definido por [code]extents[/" "code], que representa una esquina (positiva) de la caja (es decir, la mitad " "de su tamaño real)." #: doc/classes/Geometry.xml msgid "" "Returns an array of [Plane]s closely bounding a faceted capsule centered at " "the origin with radius [code]radius[/code] and height [code]height[/code]. " "The parameter [code]sides[/code] defines how many planes will be generated " "for the side part of the capsule, whereas [code]lats[/code] gives the number " "of latitudinal steps at the bottom and top of the capsule. The parameter " "[code]axis[/code] describes the axis along which the capsule is oriented (0 " "for X, 1 for Y, 2 for Z)." msgstr "" "Devuelve un conjunto de [Plane]s que delimita estrechamente una cápsula con " "caras centrada en el origen con radio [code]radio[/code] y altura " "[code]height[/code]. El parámetro [code]sides[/code] define cuántos planos " "se generarán para la parte lateral de la cápsula, mientras que [code]lats[/" "code] da el número de pasos latitudinales en la parte inferior y superior de " "la cápsula. El parámetro [code]axis[/code] describe el eje a lo largo del " "cual se orienta la cápsula (0 para X, 1 para Y, 2 para Z)." #: doc/classes/Geometry.xml msgid "" "Returns an array of [Plane]s closely bounding a faceted cylinder centered at " "the origin with radius [code]radius[/code] and height [code]height[/code]. " "The parameter [code]sides[/code] defines how many planes will be generated " "for the round part of the cylinder. The parameter [code]axis[/code] " "describes the axis along which the cylinder is oriented (0 for X, 1 for Y, 2 " "for Z)." msgstr "" "Devuelve un conjunto de [Plane]s que delimita estrechamente un cilindro " "facetado centrado en el origen con radio [code]radius[/code] y altura " "[code]height[/code]. El parámetro [code]sides[/code] define cuántos planos " "se generarán para la parte redonda del cilindro. El parámetro [code]axis[/" "code] describe el eje a lo largo del cual se orienta el cilindro (0 para X, " "1 para Y, 2 para Z)." #: doc/classes/Geometry.xml msgid "" "Clips the polygon defined by the points in [code]points[/code] against the " "[code]plane[/code] and returns the points of the clipped polygon." msgstr "" "Recorta el polígono definido por los puntos en [code]points[/code] contra el " "[code]plane[/code] y devuelve los puntos del polígono recortado." #: doc/classes/Geometry.xml msgid "" "Clips [code]polygon_a[/code] against [code]polygon_b[/code] and returns an " "array of clipped polygons. This performs [constant OPERATION_DIFFERENCE] " "between polygons. Returns an empty array if [code]polygon_b[/code] " "completely overlaps [code]polygon_a[/code].\n" "If [code]polygon_b[/code] is enclosed by [code]polygon_a[/code], returns an " "outer polygon (boundary) and inner polygon (hole) which could be " "distinguished by calling [method is_polygon_clockwise]." msgstr "" "Recorta el [code]polygon_a[/code] contra [code]polygon_b[/code] y devuelve " "un array de polígonos recortados. Esto realiza [constant " "OPERATION_DIFFERENCE] entre los polígonos. Devuelve un array vacío si " "[code]polygon_b[/code] se superpone completamente a [code]polygon_a[/code].\n" "Si [code]polygon_b[/code] está encerrado por [code]polygon_a[/code], " "devuelve un polígono exterior (límite) y un polígono interior (agujero) que " "se pueden distinguir llamando a [method is_polygon_clockwise]." #: doc/classes/Geometry.xml msgid "" "Clips [code]polyline[/code] against [code]polygon[/code] and returns an " "array of clipped polylines. This performs [constant OPERATION_DIFFERENCE] " "between the polyline and the polygon. This operation can be thought of as " "cutting a line with a closed shape." msgstr "" "Recorta [code]polyline[/code] contra [code]polygon[/code] y devuelve un " "conjunto de polilíneas recortadas. Esto realiza [constant " "OPERATION_DIFFERENCE] entre la polilínea y el polígono. Esta operación puede " "ser pensada como el corte de una línea con una forma cerrada." #: doc/classes/Geometry.xml msgid "" "Given an array of [Vector2]s, returns the convex hull as a list of points in " "counterclockwise order. The last point is the same as the first one." msgstr "" "Dado un conjunto de [Vector2], devuelve el casco convexo como una lista de " "puntos en orden antihorario. El último punto es el mismo que el primero." #: doc/classes/Geometry.xml #, fuzzy msgid "" "Mutually excludes common area defined by intersection of [code]polygon_a[/" "code] and [code]polygon_b[/code] (see [method intersect_polygons_2d]) and " "returns an array of excluded polygons. This performs [constant " "OPERATION_XOR] between polygons. In other words, returns all but common area " "between polygons.\n" "The operation may result in an outer polygon (boundary) and inner polygon " "(hole) produced which could be distinguished by calling [method " "is_polygon_clockwise]." msgstr "" "Excluye mutuamente el área común definida por la intersección de " "[code]polygon_a[/code] y [code]polygon_b[/code] (véase [method " "intersect_polygons]) y devuelve un array de polígonos excluidos. Esto " "realiza [constant OPERATION_XOR] entre los polígonos. En otras palabras, " "devuelve todos los polígonos excepto el área común entre ellos.\n" "La operación puede dar como resultado un polígono exterior (límite) y un " "polígono interior (agujero) producidos que pueden ser distinguidos llamando " "a [method is_polygon_clockwise]." #: doc/classes/Geometry.xml msgid "" "Returns the 3D point on the 3D segment ([code]s1[/code], [code]s2[/code]) " "that is closest to [code]point[/code]. The returned point will always be " "inside the specified segment." msgstr "" "Devuelve el punto 3D en el segmento 3D ([code]s1[/code], [code]s2[/code]) " "que está más cerca del [code]point[/code]. El punto devuelto siempre estará " "dentro del segmento especificado." #: doc/classes/Geometry.xml msgid "" "Returns the 2D point on the 2D segment ([code]s1[/code], [code]s2[/code]) " "that is closest to [code]point[/code]. The returned point will always be " "inside the specified segment." msgstr "" "Devuelve el punto 2D en el segmento 2D ([code]s1[/code], [code]s2[/code]) " "que está más cerca del [code]point[/code]. El punto devuelto siempre estará " "dentro del segmento especificado." #: doc/classes/Geometry.xml msgid "" "Returns the 3D point on the 3D line defined by ([code]s1[/code], [code]s2[/" "code]) that is closest to [code]point[/code]. The returned point can be " "inside the segment ([code]s1[/code], [code]s2[/code]) or outside of it, i.e. " "somewhere on the line extending from the segment." msgstr "" "Devuelve el punto 3D en la línea 3D definida por ([code]s1[/code], [code]s2[/" "code]) que está más cerca de [code]point[/code]. El punto devuelto puede " "estar dentro del segmento ([code]s1[/code], [code]s2[/code]) o fuera de él, " "es decir, en algún lugar de la línea que se extiende desde el segmento." #: doc/classes/Geometry.xml msgid "" "Returns the 2D point on the 2D line defined by ([code]s1[/code], [code]s2[/" "code]) that is closest to [code]point[/code]. The returned point can be " "inside the segment ([code]s1[/code], [code]s2[/code]) or outside of it, i.e. " "somewhere on the line extending from the segment." msgstr "" "Devuelve el punto 2D en la línea 2D definida por ([code]s1[/code], [code]s2[/" "code]) que está más cerca del [code]point[/code]. El punto devuelto puede " "estar dentro del segmento ([code]s1[/code], [code]s2[/code]) o fuera de él, " "es decir, en algún lugar de la línea que se extiende desde el segmento." #: doc/classes/Geometry.xml #, fuzzy msgid "" "Given the two 3D segments ([code]p1[/code], [code]p2[/code]) and ([code]q1[/" "code], [code]q2[/code]), finds those two points on the two segments that are " "closest to each other. Returns a [PoolVector3Array] that contains this point " "on ([code]p1[/code], [code]p2[/code]) as well the accompanying point on " "([code]q1[/code], [code]q2[/code])." msgstr "" "Dados los dos segmentos tridimensionales ([code]p1[/code], [code]p2[/code]) " "y ([code]q1[/code], [code]q2[/code]), encuentra esos dos puntos en los dos " "segmentos que están más cerca uno del otro. Devuelve un [PackedVector3Array] " "que contiene este punto en ([code]p1[/code], [code]p2[/code]) así como el " "punto que lo acompaña en ([code]q1[/code], [code]q2[/code])." #: doc/classes/Geometry.xml #, fuzzy msgid "" "Given the two 2D segments ([code]p1[/code], [code]q1[/code]) and ([code]p2[/" "code], [code]q2[/code]), finds those two points on the two segments that are " "closest to each other. Returns a [PoolVector2Array] that contains this point " "on ([code]p1[/code], [code]q1[/code]) as well the accompanying point on " "([code]p2[/code], [code]q2[/code])." msgstr "" "Dados los dos segmentos 2D ([code]p1[/code], [code]p2[/code]) y ([code]q1[/" "code], [code]q2[/code]), encuentra esos dos puntos en los dos segmentos que " "están más cerca uno del otro. Devuelve un [PackedVector2Array] que contiene " "este punto en ([code]p1[/code], [code]p2[/code]) así como el punto que lo " "acompaña en ([code]q1[/code], [code]q2[/code])." #: doc/classes/Geometry.xml msgid "Used internally by the engine." msgstr "Usado internamente por el motor." #: doc/classes/Geometry.xml msgid "" "Intersects [code]polygon_a[/code] with [code]polygon_b[/code] and returns an " "array of intersected polygons. This performs [constant " "OPERATION_INTERSECTION] between polygons. In other words, returns common " "area shared by polygons. Returns an empty array if no intersection occurs.\n" "The operation may result in an outer polygon (boundary) and inner polygon " "(hole) produced which could be distinguished by calling [method " "is_polygon_clockwise]." msgstr "" "Intersecta [code]polygon_a[/code] con [code]polygon_b[/code] y devuelve una " "matriz de polígonos intersectados. Esto realiza [constant " "OPERATION_INTERSECTION] entre los polígonos. En otras palabras, devuelve el " "área común compartida por los polígonos. Devuelve una matriz vacía si no se " "produce ninguna intersección.\n" "La operación puede dar como resultado un polígono exterior (límite) y un " "polígono interior (agujero) producidos que se podrían distinguir llamando a " "[method is_polygon_clockwise]." #: doc/classes/Geometry.xml msgid "" "Intersects [code]polyline[/code] with [code]polygon[/code] and returns an " "array of intersected polylines. This performs [constant " "OPERATION_INTERSECTION] between the polyline and the polygon. This operation " "can be thought of as chopping a line with a closed shape." msgstr "" "Intersecta [code]polyline[/code] con [code]polygon[/code] y devuelve un " "conjunto de polilíneas intersectadas. Esto realiza [constant " "OPERATION_INTERSECTION] entre la polilínea y el polígono. Esta operación " "puede ser pensada como cortar una línea con una forma cerrada." #: doc/classes/Geometry.xml msgid "" "Returns [code]true[/code] if [code]point[/code] is inside the circle or if " "it's located exactly [i]on[/i] the circle's boundary, otherwise returns " "[code]false[/code]." msgstr "" "Devuelve [code]true[/code] si [code]point[/code] está dentro del círculo o " "si está situado exactamente [i]on[/i] el límite del círculo, de lo contrario " "devuelve [code]false[/code]." #: doc/classes/Geometry.xml msgid "" "Returns [code]true[/code] if [code]point[/code] is inside [code]polygon[/" "code] or if it's located exactly [i]on[/i] polygon's boundary, otherwise " "returns [code]false[/code]." msgstr "" "Devuelve [code]true[/code] si [code]point[/code] está dentro de " "[code]polygon[/code] o si se encuentra exactamente [i]en[/i] el límite del " "polígono, de lo contrario devuelve [code]false[/code]." #: doc/classes/Geometry.xml msgid "" "Returns [code]true[/code] if [code]polygon[/code]'s vertices are ordered in " "clockwise order, otherwise returns [code]false[/code]." msgstr "" "Devuelve [code]true[/code] si los vértices de [code]polygon[/code] están " "ordenados en el sentido de las agujas del reloj, de lo contrario devuelve " "[code]false[/code]." #: doc/classes/Geometry.xml #, fuzzy 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 " "[code]null[/code].\n" "[b]Note:[/b] The lines are specified using direction vectors, not end points." msgstr "" "Comprueba si las dos líneas ([code]from_a[/code], [code]dir_a[/code]) y " "([code]from_b[/code], [code]dir_b[/code]) se cruzan. Si es así, devuelve el " "punto de intersección como [Vector2]. Si no hay intersección, devuelve un " "[Variant] vacío.\n" "[b]Nota:[/b] Las rectas se especifican usando vectores de dirección, no " "puntos finales." #: doc/classes/Geometry.xml #, fuzzy msgid "" "Given an array of [Vector2]s representing tiles, builds an atlas. The " "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 "" "Dada una serie de [Vector2]s que representan piezas que construye un atlas. " "El diccionario devuelto tiene dos claves: [code]points[/code] es un vector " "de [Vector2] que especifica las posiciones de cada pieza, [code]size[/code] " "contiene el tamaño global de todo el atlas como [Vector2]." #: doc/classes/Geometry.xml #, fuzzy msgid "" "Merges (combines) [code]polygon_a[/code] and [code]polygon_b[/code] and " "returns an array of merged polygons. This performs [constant " "OPERATION_UNION] between polygons.\n" "The operation may result in an outer polygon (boundary) and multiple inner " "polygons (holes) produced which could be distinguished by calling [method " "is_polygon_clockwise]." msgstr "" "Fusiona (combina) [code]polygon_a[/code] y [code]polygon_b[/code] y devuelve " "una matriz de polígonos fusionados. Esto realiza [constant OPERATION_UNION] " "entre los polígonos.\n" "La operación puede dar como resultado un polígono exterior (límite) y un " "polígono interior (agujero) producidos que pueden distinguirse llamando a " "[method is_polygon_clockwise]." #: doc/classes/Geometry.xml #, fuzzy msgid "" "Inflates or deflates [code]polygon[/code] by [code]delta[/code] units " "(pixels). If [code]delta[/code] is positive, makes the polygon grow outward. " "If [code]delta[/code] is negative, shrinks the polygon inward. Returns an " "array of polygons because inflating/deflating may result in multiple " "discrete polygons. Returns an empty array if [code]delta[/code] is negative " "and the absolute value of it approximately exceeds the minimum bounding " "rectangle dimensions of the polygon.\n" "Each polygon's vertices will be rounded as determined by [code]join_type[/" "code], see [enum PolyJoinType].\n" "The operation may result in an outer polygon (boundary) and inner polygon " "(hole) produced which could be distinguished by calling [method " "is_polygon_clockwise].\n" "[b]Note:[/b] To translate the polygon's vertices specifically, use the " "[method Transform2D.xform] method:\n" "[codeblock]\n" "var polygon = PoolVector2Array([Vector2(0, 0), Vector2(100, 0), Vector2(100, " "100), Vector2(0, 100)])\n" "var offset = Vector2(50, 50)\n" "polygon = Transform2D(0, offset).xform(polygon)\n" "print(polygon) # prints [Vector2(50, 50), Vector2(150, 50), Vector2(150, " "150), Vector2(50, 150)]\n" "[/codeblock]" msgstr "" "Infla o desinfla el [code]polygon[/code] por [code]delta[/code] unidades " "(píxeles). Si [code]delta[/code] es positivo, hace que el polígono crezca " "hacia afuera. Si [code]delta[/code] es negativo, hace que el polígono crezca " "hacia adentro. Devuelve un conjunto de polígonos porque inflarse/desinflarse " "puede resultar en múltiples polígonos discretos. Devuelve una matriz vacía " "si [code]delta[/code] es negativo y su valor absoluto excede aproximadamente " "las dimensiones mínimas del rectángulo delimitador del polígono.\n" "Los vértices de cada polígono se redondearán según lo determinado por " "[code]join_type[/code], véase [enum PolyJoinType].\n" "La operación puede dar como resultado un polígono exterior (límite) y un " "polígono interior (agujero) que se pueden distinguir llamando a [method " "is_polygon_clockwise].\n" "[b]Nota:[/b] Para traducir específicamente los vértices del polígono, " "utilice el método [method Transform2D.xform]:\n" "[codeblock]\n" "var poligono = PackedVector2Array([Vector2(0, 0), Vector2(100, 0), " "Vector2(100, 100), Vector2(0, 100)])\n" "var desplazamiento = Vector2(50, 50)\n" "poligono = Transform2D(0, desplazamiento).xform(polygon)\n" "print(poligonon) # prints [Vector2(50, 50), Vector2(150, 50), Vector2(150, " "150), Vector2(50, 150)]\n" "[/codeblock]" #: doc/classes/Geometry.xml msgid "" "Inflates or deflates [code]polyline[/code] by [code]delta[/code] units " "(pixels), producing polygons. If [code]delta[/code] is positive, makes the " "polyline grow outward. Returns an array of polygons because inflating/" "deflating may result in multiple discrete polygons. If [code]delta[/code] is " "negative, returns an empty array.\n" "Each polygon's vertices will be rounded as determined by [code]join_type[/" "code], see [enum PolyJoinType].\n" "Each polygon's endpoints will be rounded as determined by [code]end_type[/" "code], see [enum PolyEndType].\n" "The operation may result in an outer polygon (boundary) and inner polygon " "(hole) produced which could be distinguished by calling [method " "is_polygon_clockwise]." msgstr "" "Infla o desinfla la [code]polyline[/code] por unidades [code]delta[/code] " "(píxeles), produciendo polígonos. Si [code]delta[/code] es positivo, hace " "que la polilínea crezca hacia afuera. Devuelve un conjunto de polígonos " "porque inflarse/desinflarse puede resultar en múltiples polígonos discretos. " "Si [code]delta[/code] es negativo, devuelve una matriz vacía.\n" "Los vértices de cada polígono se redondearán según lo determinado por " "[code]join_type[/code], ver [enum PolyJoinType].\n" "Los vértices de cada polígono se redondearán según lo determinado por " "[code]end_type[/code], ver [enum PolyEndType].\n" "La operación puede dar como resultado un polígono exterior (límite) y un " "polígono interior (agujero) producidos que pueden distinguirse llamando a " "[method is_polygon_clockwise]." #: doc/classes/Geometry.xml msgid "" "Returns if [code]point[/code] is inside the triangle specified by [code]a[/" "code], [code]b[/code] and [code]c[/code]." msgstr "" "Regresa si [code]point[/code] está dentro del triángulo especificado por " "[code]a[/code], [code]b[/code] y [code]c[/code]." #: doc/classes/Geometry.xml msgid "" "Tests if the 3D ray starting at [code]from[/code] with the direction of " "[code]dir[/code] intersects the triangle specified by [code]a[/code], " "[code]b[/code] and [code]c[/code]. If yes, returns the point of intersection " "as [Vector3]. If no intersection takes place, an empty [Variant] is returned." msgstr "" "Comprueba si el rayo 3D que comienza en [code]from[/code] con la dirección " "de [code]dir[/code] intersecta el triángulo especificado por [code]a[/code], " "[code]b[/code] y [code]c[/code]. Si es así, devuelve el punto de " "intersección como [Vector3]. Si no hay intersección, se devuelve una " "[Variant] vacía." #: doc/classes/Geometry.xml msgid "" "Given the 2D segment ([code]segment_from[/code], [code]segment_to[/code]), " "returns the position on the segment (as a number between 0 and 1) at which " "the segment hits the circle that is located at position " "[code]circle_position[/code] and has radius [code]circle_radius[/code]. If " "the segment does not intersect the circle, -1 is returned (this is also the " "case if the line extending the segment would intersect the circle, but the " "segment does not)." msgstr "" #: doc/classes/Geometry.xml #, fuzzy msgid "" "Given a convex hull defined though the [Plane]s in the array [code]planes[/" "code], tests if the segment ([code]from[/code], [code]to[/code]) intersects " "with that hull. If an intersection is found, returns a [PoolVector3Array] " "containing the point the intersection and the hull's normal. If no " "intersecion is found, an the returned array is empty." msgstr "" "Dado un casco convexo definido a través de los [Plane]s en el array " "[code]planes[/code], se comprueba si el segmento ([code]de[/code], [code]a[/" "code]) se cruza con ese casco. Si se encuentra una intersección, devuelve un " "[PackedVector3Array] que contiene el punto de la intersección y la " "normalidad del casco. Si no se encuentra ninguna intersección, el array " "devuelto está vacío." #: doc/classes/Geometry.xml #, fuzzy msgid "" "Checks if the segment ([code]from[/code], [code]to[/code]) intersects the " "cylinder with height [code]height[/code] that is centered at the origin and " "has radius [code]radius[/code]. If no, returns an empty [PoolVector3Array]. " "If an intersection takes place, the returned array contains the point of " "intersection and the cylinder's normal at the point of intersection." msgstr "" "Comprueba si el segmento ([code]de[/code], [code]a[/code]) intersecta el " "cilindro con altura [code]height[/code] que está centrado en el origen y " "tiene radio [code]radio[/code]. Si no, devuelve un [PackedVector3Array] " "vacío. Si se produce una intersección, el array devuelto contiene el punto " "de intersección y la normalidad del cilindro en el punto de intersección." #: doc/classes/Geometry.xml #, fuzzy 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 " "[code]null[/code]." msgstr "" "Comprueba si los dos segmentos ([code]from_a[/code], [code]to_a[/code]) y " "([code]from_b[/code], [code]to_b[/code]) se cruzan. Si es así, devuelve el " "punto de intersección como [Vector2]. Si no hay intersección, devuelve un " "[Variant] vacío." #: doc/classes/Geometry.xml #, fuzzy msgid "" "Checks if the segment ([code]from[/code], [code]to[/code]) intersects the " "sphere that is located at [code]sphere_position[/code] and has radius " "[code]sphere_radius[/code]. If no, returns an empty [PoolVector3Array]. If " "yes, returns a [PoolVector3Array] containing the point of intersection and " "the sphere's normal at the point of intersection." msgstr "" "Comprueba si el segmento ([code]de[/code], [code]a[/code]) intersecta la " "esfera que se encuentra en [code]sphere_position[/code] y tiene radio " "[code]sphere_radius[/code]. Si no, devuelve un [PackedVector3Array] vacío. " "Si es así, devuelve un [PackedVector3Array] que contiene el punto de " "intersección y la normalidad de la esfera en el punto de intersección." #: doc/classes/Geometry.xml msgid "" "Tests if the segment ([code]from[/code], [code]to[/code]) intersects the " "triangle [code]a[/code], [code]b[/code], [code]c[/code]. If yes, returns the " "point of intersection as [Vector3]. If no intersection takes place, an empty " "[Variant] is returned." msgstr "" "Comprueba si el segmento ([code]de[/code], [code]a[/code]) intersecta el " "triángulo [code]a[/code], [code]b[/code], [code]c[/code]. Si es así, " "devuelve el punto de intersección como [Vector3]. Si no hay intersección, se " "devuelve una [Variant] vacía." #: doc/classes/Geometry.xml #, fuzzy msgid "" "Triangulates the area specified by discrete set of [code]points[/code] such " "that no point is inside the circumcircle of any resulting triangle. Returns " "a [PoolIntArray] where each triangle consists of three consecutive point " "indices into [code]points[/code] (i.e. the returned array will have [code]n " "* 3[/code] elements, with [code]n[/code] being the number of found " "triangles). If the triangulation did not succeed, an empty [PoolIntArray] is " "returned." msgstr "" "Triangula el área especificada por un conjunto discreto de [code]points[/" "code] de tal manera que ningún punto está dentro del círculo de cualquier " "triángulo resultante. Devuelve un [PoolIntArray] donde cada triángulo " "consiste en tres índices de puntos consecutivos en [code]points[/code] (es " "decir, el array devuelto tendrá [code]n * 3[/code] elementos, siendo " "[code]n[/code] el número de triángulos encontrados). Si la triangulación no " "tuvo éxito, se devuelve un [PoolIntArray] vacío." #: doc/classes/Geometry.xml #, fuzzy msgid "" "Triangulates the polygon specified by the points in [code]polygon[/code]. " "Returns a [PoolIntArray] where each triangle consists of three consecutive " "point indices into [code]polygon[/code] (i.e. the returned array will have " "[code]n * 3[/code] elements, with [code]n[/code] being the number of found " "triangles). Output triangles will always be counter clockwise, and the " "contour will be flipped if it's clockwise. If the triangulation did not " "succeed, an empty [PoolIntArray] is returned." msgstr "" "Triangula el polígono especificado por los puntos en [code]polygon[/code]. " "Devuelve un [PoolIntArray] donde cada triángulo consiste en tres índices " "de puntos consecutivos en [code]polygon[/code] (es decir, el array devuelto " "tendrá [code]n * 3[/code] elementos, siendo [code]n[/code] el número de " "triángulos encontrados). Si la triangulación no tuvo éxito, se devuelve un " "[PoolIntArray] vacío." #: doc/classes/Geometry.xml msgid "" "Create regions where either subject or clip polygons (or both) are filled." msgstr "" "Crear regiones en las que se llenen los polígonos del sujeto o del recorte " "(o ambos)." #: doc/classes/Geometry.xml msgid "" "Create regions where subject polygons are filled except where clip polygons " "are filled." msgstr "" "Crea regiones en las que se rellenen los polígonos del sujeto, excepto " "cuando se rellenen los polígonos de clips." #: doc/classes/Geometry.xml msgid "Create regions where both subject and clip polygons are filled." msgstr "" "Crea regiones en las que se llenen tanto los polígonos del sujeto como los " "del recorte." #: doc/classes/Geometry.xml msgid "" "Create regions where either subject or clip polygons are filled but not " "where both are filled." msgstr "" "Crea regiones en las que se llenen los polígonos del sujeto o del recorte " "pero no en las que se llenen ambos." #: doc/classes/Geometry.xml msgid "" "Squaring is applied uniformally at all convex edge joins at [code]1 * delta[/" "code]." msgstr "" "La cuadratura se aplica uniformemente en todas las uniones de bordes " "convexos en [code]1 * delta[/code]." #: doc/classes/Geometry.xml msgid "" "While flattened paths can never perfectly trace an arc, they are " "approximated by a series of arc chords." msgstr "" "Mientras que los caminos aplanados nunca pueden trazar perfectamente un " "arco, son aproximados por una serie de acordes de arco." #: doc/classes/Geometry.xml msgid "" "There's a necessary limit to mitered joins since offsetting edges that join " "at very acute angles will produce excessively long and narrow \"spikes\". " "For any given edge join, when miter offsetting would exceed that maximum " "distance, \"square\" joining is applied." msgstr "" "Hay un límite necesario para las uniones a inglete, ya que los bordes " "desplazados que se unen en ángulos muy agudos producirán \"picos\" " "excesivamente largos y estrechos. Para cualquier unión de borde, cuando la " "compensación de inglete exceda esa distancia máxima, se aplica la unión " "\"cuadrada\"." #: doc/classes/Geometry.xml msgid "" "Endpoints are joined using the [enum PolyJoinType] value and the path filled " "as a polygon." msgstr "" "Los puntos finales se unen usando el valor [enum PolyJoinType] y el camino " "llenado como un polígono." #: doc/classes/Geometry.xml msgid "" "Endpoints are joined using the [enum PolyJoinType] value and the path filled " "as a polyline." msgstr "" "Los puntos finales se unen usando el valor [enum PolyJoinType] y el camino " "llenado como una polilínea." #: doc/classes/Geometry.xml msgid "Endpoints are squared off with no extension." msgstr "Los puntos finales son cuadrados sin extensión." #: doc/classes/Geometry.xml msgid "Endpoints are squared off and extended by [code]delta[/code] units." msgstr "" "Los puntos finales se cuadran y se amplían con unidades [code]delta[/code]." #: doc/classes/Geometry.xml msgid "Endpoints are rounded off and extended by [code]delta[/code] units." msgstr "" "Los puntos finales se redondean y se amplían con unidades [code]delta[/code]." #: doc/classes/GeometryInstance.xml msgid "Base node for geometry-based visual instances." msgstr "Nodo base para instancias visuales basadas en la geometría." #: doc/classes/GeometryInstance.xml msgid "" "Base node for geometry-based visual instances. Shares some common " "functionality like visibility and custom materials." msgstr "" "Nodo base para instancias visuales basadas en la geometría. Comparte algunas " "funciones comunes como la visibilidad y los materiales personalizados." #: doc/classes/GeometryInstance.xml #, fuzzy msgid "" "Returns the [enum GeometryInstance.Flags] that have been set for this object." msgstr "" "Devuelve los datos personalizados que se han establecido para una instancia " "específica." #: doc/classes/GeometryInstance.xml msgid "" "Overrides the bounding box of this node with a custom one. To remove it, set " "an [AABB] with all fields set to zero." msgstr "" "Anula el cuadro delimitador de este nodo con uno personalizado. Para " "eliminarlo, establece un [AABB] con todos los campos puestos a cero." #: doc/classes/GeometryInstance.xml #, fuzzy msgid "" "Sets the [enum GeometryInstance.Flags] specified. See [enum GeometryInstance." "Flags] for options." msgstr "" "Establece la bandera de un determinado [enumerar InstanceFlags]. Vea [enum " "InstanceFlags] para más detalles." #: doc/classes/GeometryInstance.xml msgid "" "The selected shadow casting flag. See [enum ShadowCastingSetting] for " "possible values." msgstr "" "El flag de sombra seleccionada. Ver [enum ShadowCastingSetting] para los " "posibles valores." #: doc/classes/GeometryInstance.xml #, fuzzy msgid "" "The extra distance added to the GeometryInstance's bounding box ([AABB]) to " "increase its cull box." msgstr "" "La distancia extra añadida al cuadro delimitador de GeometryInstance3D " "([AABB]) para aumentar su cuadro de selección." #: doc/classes/GeometryInstance.xml msgid "" "When disabled, the mesh will be taken into account when computing indirect " "lighting, but the resulting lightmap will not be saved. Useful for emissive " "only materials or shadow casters." msgstr "" #: doc/classes/GeometryInstance.xml msgid "" "Scale factor for the generated baked lightmap. Useful for adding detail to " "certain mesh instances." msgstr "" #: doc/classes/GeometryInstance.xml #, fuzzy msgid "" "The GeometryInstance's max LOD distance.\n" "[b]Note:[/b] This property currently has no effect." msgstr "" "La distancia máxima de LOD de GeometryInstance3D.\n" "[b]Nota[/b]: Esta propiedad no tiene actualmente ningún efecto." #: doc/classes/GeometryInstance.xml #, fuzzy msgid "" "The GeometryInstance's max LOD margin.\n" "[b]Note:[/b] This property currently has no effect." msgstr "" "El margen máximo de LOD de GeometryInstance3D.\n" "[b]Nota:[/b] Esta propiedad no tiene actualmente ningún efecto." #: doc/classes/GeometryInstance.xml #, fuzzy msgid "" "The GeometryInstance's min LOD distance.\n" "[b]Note:[/b] This property currently has no effect." msgstr "" "El margen máximo de LOD de GeometryInstance3D.\n" "[b]Nota:[/b] Esta propiedad no tiene actualmente ningún efecto." #: doc/classes/GeometryInstance.xml #, fuzzy msgid "" "The GeometryInstance's min LOD margin.\n" "[b]Note:[/b] This property currently has no effect." msgstr "" "El margen de LOD mínimo de GeometryInstance3D.\n" "[b]Nota:[/b] Esta propiedad no tiene actualmente ningún efecto." #: doc/classes/GeometryInstance.xml #, fuzzy msgid "" "The material overlay for the whole geometry.\n" "If a material is assigned to this property, it will be rendered on top of " "any other active material for all the surfaces." msgstr "" "La sobreescritura del material para toda la geometría.\n" "Si se asigna un material a esta propiedad, se utilizará en lugar de " "cualquier material establecido en cualquier ranura de material de la malla." #: doc/classes/GeometryInstance.xml msgid "" "The material override for the whole geometry.\n" "If a material is assigned to this property, it will be used instead of any " "material set in any material slot of the mesh." msgstr "" "La sobreescritura del material para toda la geometría.\n" "Si se asigna un material a esta propiedad, se utilizará en lugar de " "cualquier material establecido en cualquier ranura de material de la malla." #: doc/classes/GeometryInstance.xml msgid "" "If [code]true[/code], this GeometryInstance will be used when baking lights " "using a [GIProbe] or [BakedLightmap]." msgstr "" #: doc/classes/GeometryInstance.xml msgid "The generated lightmap texture will have the original size." msgstr "" #: doc/classes/GeometryInstance.xml msgid "The generated lightmap texture will be twice as large, on each axis." msgstr "" #: doc/classes/GeometryInstance.xml msgid "The generated lightmap texture will be 4 times as large, on each axis." msgstr "" #: doc/classes/GeometryInstance.xml msgid "The generated lightmap texture will be 8 times as large, on each axis." msgstr "" #: doc/classes/GeometryInstance.xml msgid "Will not cast any shadows." msgstr "No arrojará ninguna sombra." #: doc/classes/GeometryInstance.xml #, fuzzy msgid "" "Will cast shadows from all visible faces in the GeometryInstance.\n" "Will take culling into account, so faces not being rendered will not be " "taken into account when shadow casting." msgstr "" "Arrojará sombras de todas las caras visibles en la GeometryInstance3D.\n" "Tendrá en cuenta la selección, por lo que las caras que no se renderizan no " "se tendrán en cuenta al proyectar las sombras." #: doc/classes/GeometryInstance.xml #, fuzzy msgid "" "Will cast shadows from all visible faces in the GeometryInstance.\n" "Will not take culling into account, so all faces will be taken into account " "when shadow casting." msgstr "" "Arrojará sombras de todas las caras visibles en la GeometryInstance3D.\n" "No se tendrá en cuenta la selección, por lo que todas las caras se tendrán " "en cuenta al proyectar las sombras." #: doc/classes/GeometryInstance.xml msgid "" "Will only show the shadows casted from this object.\n" "In other words, the actual mesh will not be visible, only the shadows casted " "from the mesh will be." msgstr "" "Sólo mostrará las sombras proyectadas por este objeto.\n" "En otras palabras, la malla real no será visible, sólo las sombras " "proyectadas desde la malla lo serán." #: doc/classes/GeometryInstance.xml msgid "" "Will allow the GeometryInstance to be used when baking lights using a " "[GIProbe] or [BakedLightmap]." msgstr "" #: doc/classes/GeometryInstance.xml msgid "" "Unused in this class, exposed for consistency with [enum VisualServer." "InstanceFlags]." msgstr "" #: doc/classes/GIProbe.xml msgid "Real-time global illumination (GI) probe." msgstr "Sonda de iluminación global (GI) en tiempo real." #: doc/classes/GIProbe.xml #, fuzzy msgid "" "[GIProbe]s are used to provide high-quality real-time indirect light to " "scenes. They precompute the effect of objects that emit light and the effect " "of static geometry to simulate the behavior of complex light in real-time. " "[GIProbe]s need to be baked before using, however, once baked, dynamic " "objects will receive light from them. Further, lights can be fully dynamic " "or baked.\n" "Having [GIProbe]s in a scene can be expensive, the quality of the probe can " "be turned down in exchange for better performance in the [ProjectSettings] " "using [member ProjectSettings.rendering/quality/voxel_cone_tracing/" "high_quality].\n" "[b]Procedural generation:[/b] [GIProbe] can be baked in an exported project, " "which makes it suitable for procedurally generated or user-built levels as " "long as all the geometry is generated in advance.\n" "[b]Performance:[/b] [GIProbe] is relatively demanding on the GPU and is not " "suited to low-end hardware such as integrated graphics (consider " "[BakedLightmap] instead). To provide a fallback for low-end hardware, " "consider adding an option to disable [GIProbe] in your project's options " "menus. A [GIProbe] node can be disabled by hiding it.\n" "[b]Note:[/b] Meshes should have sufficiently thick walls to avoid light " "leaks (avoid one-sided walls). For interior levels, enclose your level " "geometry in a sufficiently large box and bridge the loops to close the mesh. " "To further prevent light leaks, you can also strategically place temporary " "[MeshInstance] nodes with [member GeometryInstance.use_in_baked_light] " "enabled. These temporary nodes can then be hidden after baking the [GIProbe] " "node.\n" "[b]Note:[/b] Due to a renderer limitation, emissive [ShaderMaterial]s cannot " "emit light when used in a [GIProbe]. Only emissive [SpatialMaterial]s can " "emit light in a [GIProbe]." msgstr "" "Los GIProbe se utilizan para proporcionar luz indirecta de alta calidad en " "tiempo real a las escenas. Precálculan el efecto de los objetos que emiten " "luz y el efecto de la geometría estática para simular el comportamiento de " "la luz compleja en tiempo real. Las GIProbe necesitan ser cocinadas antes de " "ser usadas, sin embargo, una vez cocinadas, los objetos dinámicos recibirán " "luz de ellas. Además, las luces pueden ser completamente dinámicas o " "cocidas.\n" "Tener [GIProbe]s en una escena puede ser costoso, la calidad de la sonda " "puede ser rechazada a cambio de un mejor rendimiento en el [ProjectSettings] " "usando [member ProjectSettings.rendering/quality/gi_probes/quality]." #: doc/classes/GIProbe.xml msgid "GI probes" msgstr "" #: doc/classes/GIProbe.xml #, fuzzy msgid "" "Bakes the effect from all [GeometryInstance]s marked with [member " "GeometryInstance.use_in_baked_light] and [Light]s marked with either " "[constant Light.BAKE_INDIRECT] or [constant Light.BAKE_ALL]. If " "[code]create_visual_debug[/code] is [code]true[/code], after baking the " "light, this will generate a [MultiMesh] that has a cube representing each " "solid cell with each cube colored to the cell's albedo color. This can be " "used to visualize the [GIProbe]'s data and debug any issues that may be " "occurring.\n" "[b]Note:[/b] [method bake] works from the editor and in exported projects. " "This makes it suitable for procedurally generated or user-built levels. " "Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. " "Reducing [member subdiv] can speed up baking.\n" "[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before " "[method bake] is called. If you are procedurally creating those and some " "meshes or lights are missing from your baked [GIProbe], use " "[code]call_deferred(\"bake\")[/code] instead of calling [method bake] " "directly." msgstr "" "Cocina el efecto para todas las [GeometryInstance]s marcadas con [constant " "GeometryInstance3D.GI_MODE_BAKED] y [Light]s marcadas con [constant Light3D." "BAKE_DYNAMIC] o [constant Light3D.BAKE_STATIC]. Si " "[code]create_visual_debug[/code] es [code]true[/code], después de cocinar la " "luz, esto generará una [MultiMesh] que tiene un cubo que representa cada " "celda sólida con cada cubo coloreado al color del albedo de la celda. Esto " "puede ser usado para visualizar los datos del [GIProbe] y depurar cualquier " "problema que pueda estar ocurriendo." #: doc/classes/GIProbe.xml msgid "Calls [method bake] with [code]create_visual_debug[/code] enabled." msgstr "Llama a [method bake] con [code]create_visual_debug[/code] activado." #: doc/classes/GIProbe.xml msgid "" "Offsets the lookup of the light contribution from the [GIProbe]. This can be " "used to avoid self-shadowing, but may introduce light leaking at higher " "values. This and [member normal_bias] should be played around with to " "minimize self-shadowing and light leaking.\n" "[b]Note:[/b] [code]bias[/code] should usually be above 1.0 as that is the " "size of the voxels." msgstr "" #: doc/classes/GIProbe.xml msgid "" "[i]Deprecated.[/i] This property has been deprecated due to known bugs and " "no longer has any effect when enabled." msgstr "" #: doc/classes/GIProbe.xml msgid "The [GIProbeData] resource that holds the data for this [GIProbe]." msgstr "El recurso [GIProbeData] que contiene los datos para este [GIProbe]." #: doc/classes/GIProbe.xml msgid "" "The maximum brightness that the [GIProbe] will recognize. Brightness will be " "scaled within this range." msgstr "" #: doc/classes/GIProbe.xml msgid "" "Energy multiplier. Makes the lighting contribution from the [GIProbe] " "brighter." msgstr "" #: doc/classes/GIProbe.xml msgid "" "The size of the area covered by the [GIProbe]. If you make the extents " "larger without increasing the subdivisions with [member subdiv], the size of " "each cell will increase and result in lower detailed lighting." msgstr "" "El tamaño del área cubierta por la [GIProbe]. Si haces las extensiones más " "grandes sin aumentar las subdivisiones con [member subdiv], el tamaño de " "cada celda aumentará y resultará en una menor iluminación detallada." #: doc/classes/GIProbe.xml #, fuzzy msgid "" "If [code]true[/code], ignores the sky contribution when calculating lighting." msgstr "Si [code]true[/code], se resalta la línea que contiene el cursor." #: doc/classes/GIProbe.xml #, fuzzy msgid "" "Offsets the lookup into the [GIProbe] based on the object's normal " "direction. Can be used to reduce some self-shadowing artifacts." msgstr "" "Sesgo normal usado para compensar la búsqueda de sombras por el objeto " "normal. Puede ser usado para arreglar artefactos de auto-sombra." #: doc/classes/GIProbe.xml msgid "" "How much light propagates through the probe internally. A higher value " "allows light to spread further." msgstr "" #: doc/classes/GIProbe.xml msgid "" "Number of times to subdivide the grid that the [GIProbe] operates on. A " "higher number results in finer detail and thus higher visual quality, while " "lower numbers result in better performance." msgstr "" "Número de veces para subdividir la red en la que opera el [GIProbe]. Un " "número mayor resulta en un detalle más fino y por lo tanto en una mayor " "calidad visual, mientras que un número menor resulta en un mejor rendimiento." #: doc/classes/GIProbe.xml msgid "" "Use 64 subdivisions. This is the lowest quality setting, but the fastest. " "Use it if you can, but especially use it on lower-end hardware." msgstr "" "Utilice las 64 subdivisiones. Este es el ajuste de menor calidad, pero el " "más rápido. Úsalo si puedes, pero sobre todo úsalo en el hardware de gama " "baja." #: doc/classes/GIProbe.xml msgid "Use 128 subdivisions. This is the default quality setting." msgstr "" "Utiliza 128 subdivisiones. Este es el ajuste de calidad predeterminado." #: doc/classes/GIProbe.xml msgid "Use 256 subdivisions." msgstr "Utilice 256 subdivisiones." #: doc/classes/GIProbe.xml #, fuzzy msgid "" "Use 512 subdivisions. This is the highest quality setting, but the slowest. " "On lower-end hardware, this could cause the GPU to stall." msgstr "" "Use las subdivisiones 512. Este es el ajuste de mayor calidad, pero el más " "lento. En el hardware de gama baja esto podría causar que la GPU se atasque." #: doc/classes/GIProbe.xml msgid "Represents the size of the [enum Subdiv] enum." msgstr "Representa el tamaño del enum [enum Subdiv]." #: 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 " "to have no effect." msgstr "" #: modules/gltf/doc_classes/GLTFLight.xml msgid "" "The inner angle of the cone in a spotlight. Must be less than or equal to " "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 Godot [SpotLight], the ratio between the inner " "and outer cone angles is used to calculate the attenuation of the light." msgstr "" #: modules/gltf/doc_classes/GLTFLight.xml msgid "" "The intensity of the light. This is expressed in candelas (lumens per " "steradian) for point and spot lights, and lux (lumens per m²) for " "directional lights. When creating a Godot light, this value is converted to " "a unitless multiplier." msgstr "" #: modules/gltf/doc_classes/GLTFLight.xml msgid "" "The outer angle of the cone in a spotlight. Must be greater than or equal to " "the inner angle.\n" "At this angle, the light drops off to zero brightness. Between the inner and " "outer cone angles, there is a transition from full brightness to zero " "brightness. If this angle is a half turn, then the spotlight emits in all " "directions. When creating a Godot [SpotLight], the outer cone angle is used " "as the angle of the spotlight." msgstr "" #: modules/gltf/doc_classes/GLTFLight.xml msgid "" "The range of the light, beyond which the light has no effect. GLTF lights " "with no range defined behave like physical lights (which have infinite " "range). When creating a Godot light, the range is clamped to 4096." msgstr "" #: modules/gltf/doc_classes/GLTFLight.xml msgid "" "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 "" "Puente entre Godot y el Mono runtime (sólo builds habilitadas para Mono)." #: 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 "" "Esta clase es un puente entre Godot y el Mono runtime. Expone varias " "operaciones de bajo nivel y sólo está disponible en builds de Godot en " "mono.\n" " Ver también [CSharpScript]." #: modules/mono/doc_classes/GodotSharp.xml msgid "Attaches the current thread to the Mono runtime." msgstr "Adjunta el hilo actual al Mono runtime." #: modules/mono/doc_classes/GodotSharp.xml msgid "Detaches the current thread from the Mono runtime." msgstr "Desconecta el hilo actual del Mono runtime." #: 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 "" "Devuelve el actual ID del MonoDominio.\n" "[b]Nota:[/b] El tiempo de ejecución de Mono debe ser inicializado para que " "este método funcione (use [method is_runtime_initialized] para comprobarlo). " "Si el tiempo de ejecución Mono no está inicializado en el momento en que se " "llama a este método, el motor se bloqueará." #: 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 "" "Devuelve el ID de MonoDominio de los guiones. Este será el mismo ID de " "MonoDominio que [method get_domain_id], a menos que el dominio de los " "scripts no esté cargado.\n" "[b]Nota:[/b] El tiempo de ejecución de Mono debe ser inicializado para que " "este método funcione (usa [method is_runtime_initialized] para comprobarlo). " "Si el tiempo de ejecución de Mono no está inicializado en el momento en que " "se llama a este método, el motor se bloqueará." #: modules/mono/doc_classes/GodotSharp.xml msgid "" "Returns [code]true[/code] if the domain is being finalized, [code]false[/" "code] otherwise." msgstr "" "Devuelve [code]true[/code] si el dominio esta siendo finalizado, " "[code]false[/code] en caso contrario." #: modules/mono/doc_classes/GodotSharp.xml msgid "" "Returns [code]true[/code] if the Mono runtime is initialized, [code]false[/" "code] otherwise." msgstr "" "Devuelve [code]true[/code] si el Mono runtime está inicializado, " "[code]false[/code] en caso contrario." #: modules/mono/doc_classes/GodotSharp.xml msgid "" "Returns [code]true[/code] if the Mono runtime is shutting down, [code]false[/" "code] otherwise." msgstr "" "Devuelve [code]true[/code] si el Mono runtime se está apagando, [code]false[/" "code] en caso contrario." #: modules/mono/doc_classes/GodotSharp.xml msgid "" "Returns [code]true[/code] if the scripts domain is loaded, [code]false[/" "code] otherwise." msgstr "" "Devuelve [code]true[/code] si los scripts de dominio están cargados, " "[code]false[/code] en caso contrario." #: doc/classes/Gradient.xml msgid "" "A color interpolator resource which can be used to generate colors between " "user-defined color points." msgstr "" "Un recurso interpolador de color que puede ser usado para generar colores " "entre puntos de color definidos por el usuario." #: doc/classes/Gradient.xml #, fuzzy 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 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 "" "Dado un conjunto de colores, este recurso los interpolará en orden. Esto " "significa que si tiene el color 1, el color 2 y el color 3, la rampa " "interpolará del color 1 al color 2 y del color 2 al color 3. La rampa tendrá " "inicialmente 2 colores (blanco y negro), uno (negro) en la rampa de menor " "desplazamiento 0 y el otro (blanco) en la rampa de mayor desplazamiento 1." #: doc/classes/Gradient.xml msgid "" "Adds the specified color to the end of the ramp, with the specified offset." msgstr "" "Añade el color especificado al final de la rampa, con el desplazamiento " "especificado." #: doc/classes/Gradient.xml msgid "Returns the color of the ramp color at index [code]point[/code]." msgstr "" "Devuelve el color del color de la rampa en el índice [code]point[/code]." #: doc/classes/Gradient.xml msgid "Returns the offset of the ramp color at index [code]point[/code]." msgstr "" "Devuelve el color del color de la rampa en el índice [code]point[/code]." #: doc/classes/Gradient.xml msgid "Returns the number of colors in the ramp." msgstr "Devuelve el número de colores de la rampa." #: doc/classes/Gradient.xml msgid "Returns the interpolated color specified by [code]offset[/code]." msgstr "Devuelve el color interpolado especificado por [code]offset[/code]." #: doc/classes/Gradient.xml #, fuzzy msgid "Removes the color at the index [code]point[/code]." msgstr "Elimina el color en el índice [code]offset[/code]." #: doc/classes/Gradient.xml msgid "Sets the color of the ramp color at index [code]point[/code]." msgstr "" "Establece el color del color de la rampa en el índice [code]point[/code]." #: doc/classes/Gradient.xml msgid "Sets the offset for the ramp color at index [code]point[/code]." msgstr "" "Establece el desplazamiento del color de la rampa en el índice [code]point[/" "code]." #: doc/classes/Gradient.xml #, fuzzy msgid "Gradient's colors returned as a [PoolColorArray]." msgstr "Los colores de gradiente devueltos como un [PackedColorArray]." #: 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 #, fuzzy msgid "Gradient's offsets returned as a [PoolRealArray]." msgstr "" "Los desplazamientos de gradiente devueltos como un [PackedFloat32Array]." #: 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 "Textura llena de gradientes." #: doc/classes/GradientTexture.xml #, fuzzy msgid "" "GradientTexture uses a [Gradient] to fill the texture data. The gradient " "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]). See also [GradientTexture2D] and " "[CurveTexture]." msgstr "" "GradientTexture utiliza un [Gradient] para rellenar los datos de la textura. " "El gradiente se rellenará de izquierda a derecha usando los colores " "obtenidos del gradiente. Esto significa que la textura no representa " "necesariamente una copia exacta del gradiente, sino una interpolación de " "muestras obtenidas del gradiente a pasos fijos (ver [member width])." #: doc/classes/GradientTexture.xml msgid "The [Gradient] that will be used to fill the texture." msgstr "El [Gradient] que se usará para rellenar la textura." #: doc/classes/GradientTexture.xml msgid "The number of color samples that will be obtained from the [Gradient]." msgstr "El número de muestras de color que se obtendrán del [Gradient]." #: doc/classes/GradientTexture2D.xml #, fuzzy msgid "Gradient-filled 2D texture." msgstr "Textura llena de gradientes." #: doc/classes/GradientTexture2D.xml #, fuzzy msgid "" "The texture uses a [Gradient] to fill the texture data in 2D space. The " "gradient is filled according to the specified [member fill] and [member " "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]). See also [GradientTexture] and " "[CurveTexture]." msgstr "" "GradientTexture utiliza un [Gradient] para rellenar los datos de la textura. " "El gradiente se rellenará de izquierda a derecha usando los colores " "obtenidos del gradiente. Esto significa que la textura no representa " "necesariamente una copia exacta del gradiente, sino una interpolación de " "muestras obtenidas del gradiente a pasos fijos (ver [member width])." #: doc/classes/GradientTexture2D.xml msgid "" "The gradient fill type, one of the [enum Fill] values. The texture is filled " "by interpolating colors starting from [member fill_from] to [member fill_to] " "offsets." msgstr "" #: doc/classes/GradientTexture2D.xml msgid "" "The initial offset used to fill the texture specified in UV coordinates." msgstr "" #: doc/classes/GradientTexture2D.xml msgid "The final offset used to fill the texture specified in UV coordinates." msgstr "" #: doc/classes/GradientTexture2D.xml #, fuzzy msgid "The [Gradient] used to fill the texture." msgstr "El [Gradient] que se usará para rellenar la textura." #: doc/classes/GradientTexture2D.xml #, fuzzy msgid "" "The number of vertical color samples that will be obtained from the " "[Gradient], which also represents the texture's height." msgstr "El número de muestras de color que se obtendrán del [Gradient]." #: doc/classes/GradientTexture2D.xml msgid "" "The gradient repeat type, one of the [enum Repeat] values. The texture is " "filled starting from [member fill_from] to [member fill_to] offsets by " "default, but the gradient fill can be repeated to cover the entire texture." msgstr "" #: doc/classes/GradientTexture2D.xml 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 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 "" #: doc/classes/GradientTexture2D.xml #, fuzzy msgid "" "The number of horizontal color samples that will be obtained from the " "[Gradient], which also represents the texture's width." msgstr "El número de muestras de color que se obtendrán del [Gradient]." #: doc/classes/GradientTexture2D.xml msgid "The colors are linearly interpolated in a straight line." msgstr "" #: doc/classes/GradientTexture2D.xml msgid "The colors are linearly interpolated in a circular pattern." msgstr "" #: doc/classes/GradientTexture2D.xml msgid "" "The gradient fill is restricted to the range defined by [member fill_from] " "to [member fill_to] offsets." msgstr "" #: doc/classes/GradientTexture2D.xml msgid "" "The texture is filled starting from [member fill_from] to [member fill_to] " "offsets, repeating the same pattern in both directions." msgstr "" #: doc/classes/GradientTexture2D.xml msgid "" "The texture is filled starting from [member fill_from] to [member fill_to] " "offsets, mirroring the pattern in both directions." msgstr "" #: doc/classes/GraphEdit.xml msgid "" "GraphEdit is an area capable of showing various GraphNodes. It manages " "connection events between them." msgstr "" "GraphEdit es un área capaz de mostrar varios GraphNodes. Gestiona los " "eventos de conexión entre ellos." #: doc/classes/GraphEdit.xml msgid "" "GraphEdit manages the showing of GraphNodes it contains, as well as " "connections and disconnections between them. Signals are sent for each of " "these two events. Disconnection between GraphNode slots is disabled by " "default.\n" "It is greatly advised to enable low-processor usage mode (see [member OS." "low_processor_usage_mode]) when using GraphEdits." msgstr "" "GraphEdit gestiona la visualización de los GraphNodes que contiene, así como " "las conexiones y desconexiones entre ellos. Se envían señales para cada uno " "de estos dos eventos. La desconexión entre las ranuras de GraphNode está " "desactivada por defecto.\n" "Se recomienda encarecidamente habilitar el modo de uso de bajo procesador " "(ver [member OS.low_processor_usage_mode]) al usar GraphEdits." #: doc/classes/GraphEdit.xml msgid "" "Makes possible the connection between two different slot types. The type is " "defined with the [method GraphNode.set_slot] method." msgstr "" "Hace posible la conexión entre dos tipos de ranuras diferentes. El tipo se " "define con el método [method GraphNode.set_slot]." #: doc/classes/GraphEdit.xml msgid "" "Makes possible to disconnect nodes when dragging from the slot at the left " "if it has the specified type." msgstr "" "Permite desconectar los nodos al arrastrarlos desde la ranura de la " "izquierda si tiene el tipo especificado." #: doc/classes/GraphEdit.xml msgid "" "Makes possible to disconnect nodes when dragging from the slot at the right " "if it has the specified type." msgstr "" "Permite desconectar los nodos al arrastrarlos desde la ranura de la derecha " "si tiene el tipo especificado." #: doc/classes/GraphEdit.xml msgid "Removes all connections between nodes." msgstr "Elimina todas las conexiones entre los nodos." #: doc/classes/GraphEdit.xml msgid "" "Create a connection between the [code]from_port[/code] slot of the " "[code]from[/code] GraphNode and the [code]to_port[/code] slot of the " "[code]to[/code] GraphNode. If the connection already exists, no connection " "is created." msgstr "" "Crear una conexión entre la ranura [code]from_port[/code] del [code]from[/" "code] GraphNode y la ranura [code]to_port[/code] del [code]to[/code] " "GraphNode. Si la conexión ya existe, no se crea ninguna conexión." #: doc/classes/GraphEdit.xml msgid "" "Removes the connection between the [code]from_port[/code] slot of the " "[code]from[/code] GraphNode and the [code]to_port[/code] slot of the " "[code]to[/code] GraphNode. If the connection does not exist, no connection " "is removed." msgstr "" "Elimina la conexión entre la ranura [code]from_port[/code] del [code]from[/" "code] GraphNode y la ranura [code]to_port[/code] del [code]to[/code] " "GraphNode. Si la conexión no existe, no se elimina ninguna conexión." #: doc/classes/GraphEdit.xml msgid "" "Returns an Array containing the list of connections. A connection consists " "in a structure of the form [code]{ from_port: 0, from: \"GraphNode name 0\", " "to_port: 1, to: \"GraphNode name 1\" }[/code]." msgstr "" "Devuelve un Array que contiene la lista de conexiones. Una conexión consiste " "en una estructura de la forma [code]{ from_port: 0, from: \"GraphNode name " "0\", to_port: 1, to: \"GraphNode name 1\" }[/code]." #: doc/classes/GraphEdit.xml #, fuzzy msgid "" "Gets the [HBoxContainer] that contains the zooming and grid snap controls in " "the top left of the graph. You can use this method to reposition the toolbar " "or to add your own custom controls to it.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" "Tiene el [HBoxContainer] que contiene los controles de zoom y de cuadrícula " "en la parte superior izquierda del gráfico.\n" "Advertencia: El uso previsto de esta función es permitirle reposicionar o " "añadir sus propios controles personalizados al contenedor. Este es un " "control interno y como tal no debe ser liberado. Si desea ocultar este o " "cualquiera de sus hijos utilice su propiedad [member CanvasItem.visible] en " "su lugar." #: doc/classes/GraphEdit.xml msgid "" "Returns [code]true[/code] if the [code]from_port[/code] slot of the " "[code]from[/code] GraphNode is connected to the [code]to_port[/code] slot of " "the [code]to[/code] GraphNode." msgstr "" "Devuelve [code]true[/code] si la ranura [code]from_port[/code] del " "[code]from[/code] GraphNode está conectada a la ranura [code]to_port[/code] " "del [code]to[/code] GraphNode." #: doc/classes/GraphEdit.xml msgid "Returns whether it's possible to connect slots of the specified types." msgstr "Devuelve si es posible conectar ranuras de los tipos especificados." #: doc/classes/GraphEdit.xml msgid "" "Makes it not possible to connect between two different slot types. The type " "is defined with the [method GraphNode.set_slot] method." msgstr "" "No es posible conectar entre dos tipos de ranuras diferentes. El tipo se " "define con el método [method GraphNode.set_slot]." #: doc/classes/GraphEdit.xml msgid "" "Removes the possibility to disconnect nodes when dragging from the slot at " "the left if it has the specified type." msgstr "" "Elimina la posibilidad de desconectar los nodos al arrastrarlos de la ranura " "de la izquierda si tiene el tipo especificado." #: doc/classes/GraphEdit.xml msgid "" "Removes the possibility to disconnect nodes when dragging from the slot at " "the right if it has the specified type." msgstr "" "Elimina la posibilidad de desconectar los nodos al arrastrarlos de la ranura " "de la derecha si tiene el tipo especificado." #: doc/classes/GraphEdit.xml msgid "" "Sets the coloration of the connection between [code]from[/code]'s " "[code]from_port[/code] and [code]to[/code]'s [code]to_port[/code] with the " "color provided in the [code]activity[/code] theme property." msgstr "" "Establece la coloración de la conexión entre [code]from[/code]'s " "[code]from_port[/code] y [code]to[/code]'s [code]to_port[/code] con el color " "proporcionado en la propiedad del tema [code]activity[/code]." #: doc/classes/GraphEdit.xml msgid "Sets the specified [code]node[/code] as the one selected." msgstr "Establece el [code]nodo[/code] especificado como el seleccionado." #: doc/classes/GraphEdit.xml #, fuzzy msgid "If [code]true[/code], the minimap is visible." msgstr "Si [code]true[/code], la forma del botón es visible." #: doc/classes/GraphEdit.xml #, fuzzy msgid "The opacity of the minimap rectangle." msgstr "El color del contorno del rectángulo de selección." #: doc/classes/GraphEdit.xml msgid "" "The size of the minimap rectangle. The map itself is based on the size of " "the grid area and is scaled to fit this rectangle." msgstr "" #: doc/classes/GraphEdit.xml msgid "" "If [code]true[/code], enables disconnection of existing connections in the " "GraphEdit by dragging the right end." msgstr "" "Si [code]true[/code], permite la desconexión de las conexiones existentes en " "el GraphEdit arrastrando el extremo derecho." #: doc/classes/GraphEdit.xml msgid "The scroll offset." msgstr "El desplazamiento del scroll." #: doc/classes/GraphEdit.xml msgid "" "If [code]true[/code], makes a label with the current zoom level visible. The " "zoom value is displayed in percents." msgstr "" #: doc/classes/GraphEdit.xml msgid "The snapping distance in pixels." msgstr "La distancia de snapping en pixeles." #: doc/classes/GraphEdit.xml msgid "If [code]true[/code], enables snapping." msgstr "Si [code]true[/code], habilita el snapping." #: doc/classes/GraphEdit.xml msgid "The current zoom value." msgstr "El valor de zoom actual." #: doc/classes/GraphEdit.xml #, fuzzy msgid "The upper zoom limit." msgstr "El valor de zoom actual." #: doc/classes/GraphEdit.xml #, fuzzy msgid "The lower zoom limit." msgstr "La señal a emitir." #: doc/classes/GraphEdit.xml msgid "The step of each zoom level." msgstr "" #: doc/classes/GraphEdit.xml msgid "Emitted at the beginning of a GraphNode movement." msgstr "Emitido al principio de un movimiento de GraphNode." #: doc/classes/GraphEdit.xml msgid "Emitted at the end of a GraphNode movement." msgstr "Emitido al principio de un GraphNode." #: doc/classes/GraphEdit.xml msgid "" "Emitted when user dragging connection from input port into empty space of " "the graph." msgstr "" "Emitido cuando el usuario arrastra la conexión del puerto de entrada al " "espacio vacío del gráfico." #: doc/classes/GraphEdit.xml msgid "" "Emitted to the GraphEdit when the connection between the [code]from_slot[/" "code] slot of the [code]from[/code] GraphNode and the [code]to_slot[/code] " "slot of the [code]to[/code] GraphNode is attempted to be created." msgstr "" "Emitido al GraphEdit cuando se intenta crear la conexión entre la ranura " "[code]from_slot[/code] del [code]from[/code] GraphNode y la ranura " "[code]to_slot[/code] del [code]to[/code] GraphNode." #: doc/classes/GraphEdit.xml msgid "" "Emitted when user dragging connection from output port into empty space of " "the graph." msgstr "" "Emitido cuando el usuario arrastra la conexión del puerto de salida al " "espacio vacío del gráfico." #: doc/classes/GraphEdit.xml #, fuzzy msgid "Emitted when the user presses [code]Ctrl + C[/code]." msgstr "Se emite cuando el usuario pulsa [kbd]Ctrl + C[/kbd]." #: doc/classes/GraphEdit.xml 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 msgid "" "Emitted to the GraphEdit when the connection between [code]from_slot[/code] " "slot of [code]from[/code] GraphNode and [code]to_slot[/code] slot of " "[code]to[/code] GraphNode is attempted to be removed." msgstr "" "Emitido al GraphEdit cuando se intenta eliminar la conexión entre la ranura " "[code]from_slot[/code] de [code]from[/code] GraphNode y la ranura " "[code]to_slot[/code] de [code]to[/code] GraphNode." #: doc/classes/GraphEdit.xml msgid "" "Emitted when a GraphNode is attempted to be duplicated in the GraphEdit." msgstr "Emitido cuando se intenta duplicar un GraphNode en el GraphEdit." #: doc/classes/GraphEdit.xml msgid "Emitted when a GraphNode is selected." msgstr "Emitido cuando se selecciona un GraphNode." #: doc/classes/GraphEdit.xml #, fuzzy msgid "Emitted when the user presses [code]Ctrl + V[/code]." msgstr "Se emite cuando el usuario pulsa [kbd]Ctrl + V[/kbd]." #: doc/classes/GraphEdit.xml msgid "" "Emitted when a popup is requested. Happens on right-clicking in the " "GraphEdit. [code]position[/code] is the position of the mouse pointer when " "the signal is sent." msgstr "" "Emitido cuando se solicita un popup. Ocurre al hacer clic con el botón " "derecho del ratón en el GraphEdit. [code]position[/code] es la posición del " "puntero del ratón cuando se envía la señal." #: doc/classes/GraphEdit.xml msgid "" "Emitted when the scroll offset is changed by the user. It will not be " "emitted when changed in code." msgstr "" "Emitido cuando el desplazamiento de la pantalla es cambiado por el usuario. " "No se emitirá cuando se cambie el código." #: doc/classes/GraphEdit.xml msgid "Color of major grid lines." msgstr "El color de las principales líneas de la cuadrícula." #: doc/classes/GraphEdit.xml msgid "Color of minor grid lines." msgstr "El color de las líneas de la cuadrícula menor." #: doc/classes/GraphEdit.xml msgid "The fill color of the selection rectangle." msgstr "El color de relleno del rectángulo de selección." #: doc/classes/GraphEdit.xml msgid "The outline color of the selection rectangle." msgstr "El color del contorno del rectángulo de selección." #: doc/classes/GraphEdit.xml msgid "" "The horizontal range within which a port can be grabbed (on both sides)." msgstr "" "El rango horizontal dentro del cual se puede agarrar un puerto (en ambos " "lados)." #: doc/classes/GraphEdit.xml msgid "The vertical range within which a port can be grabbed (on both sides)." msgstr "" "El rango vertical dentro del cual se puede agarrar un puerto (en ambos " "lados)." #: doc/classes/GraphEdit.xml msgid "The icon for the zoom out button." msgstr "El icono para el botón de alejamiento del zoom." #: doc/classes/GraphEdit.xml msgid "The icon for the zoom in button." msgstr "El icono para el botón de acercamiento del zoom." #: doc/classes/GraphEdit.xml msgid "The icon for the zoom reset button." msgstr "El icono del botón de reinicio del zoom." #: doc/classes/GraphEdit.xml msgid "The icon for the snap toggle button." msgstr "El icono para el botón de conmutado de encaje." #: doc/classes/GraphEdit.xml msgid "The background drawn under the grid." msgstr "El fondo dibujado bajo la cuadrícula." #: doc/classes/GraphNode.xml msgid "" "A GraphNode is a container with potentially several input and output slots " "allowing connections between GraphNodes. Slots can have different, " "incompatible types." msgstr "" "Un GraphNode es un contenedor con potencialmente varias ranuras de entrada y " "salida que permiten conexiones entre los GraphNodes. Las ranuras pueden " "tener tipos diferentes e incompatibles." #: doc/classes/GraphNode.xml #, fuzzy msgid "" "A GraphNode is a container. Each GraphNode can have several input and output " "slots, sometimes referred to as ports, allowing connections between " "GraphNodes. To add a slot to GraphNode, add any [Control]-derived child node " "to it.\n" "After adding at least one child to GraphNode new sections will be " "automatically created in the Inspector called 'Slot'. When 'Slot' is " "expanded you will see list with index number for each slot. You can click on " "each of them to expand further.\n" "In the Inspector you can enable (show) or disable (hide) slots. By default, " "all slots are disabled so you may not see any slots on your GraphNode " "initially. You can assign a type to each slot. Only slots of the same type " "will be able to connect to each other. You can also assign colors to slots. " "A tuple of input and output slots is defined for each GUI element included " "in the GraphNode. Input connections are on the left and output connections " "are on the right side of GraphNode. Only enabled slots are counted as " "connections." msgstr "" "Un GraphNode es un contenedor. Cada GraphNode puede tener varias ranuras de " "entrada y salida, a veces denominadas puertos, que permiten conexiones entre " "los GraphNodes. Para agregar una ranura a un GraphNode, agrega cualquier " "nodo hijo derivado de [Control].\n" "Después de añadir al menos un hijo a GraphNode se crearán automáticamente " "nuevas secciones en el Inspector llamadas 'Slot'. Cuando \"Slot\" se " "expande, verás una lista con el número de índice de cada slot. Puedes hacer " "clic en cada uno de ellos para expandirlos más.\n" "En el Inspector puedes habilitar (mostrar) o deshabilitar (ocultar) los " "slots. Por defecto todos los slots están deshabilitados, por lo que es " "posible que no veas ningún slot en tu GraphNode inicialmente. Puedes asignar " "un tipo a cada ranura. Sólo las ranuras del mismo tipo podrán conectarse " "entre sí. También puedes asignar colores a las ranuras. Se define una tupla " "de ranuras de entrada y salida para cada elemento GUI incluido en el " "GraphNode. Las conexiones de entrada están a la izquierda y las de salida a " "la derecha de GraphNode. Sólo las ranuras habilitadas se cuentan como " "conexiones." #: doc/classes/GraphNode.xml msgid "Disables all input and output slots of the GraphNode." msgstr "Deshabilita todas las ranuras de entrada y salida del GraphNode." #: doc/classes/GraphNode.xml msgid "Disables input and output slot whose index is [code]idx[/code]." msgstr "" "Desactiva la ranura de entrada y salida cuyo índice es [code]idx[/code]." #: doc/classes/GraphNode.xml #, fuzzy msgid "Returns the [Color] of the input connection [code]idx[/code]." msgstr "Devuelve el color de la conexión de entrada [code]idx[/code]." #: doc/classes/GraphNode.xml msgid "" "Returns the number of enabled input slots (connections) to the GraphNode." msgstr "" "Devuelve el número de ranuras de entrada (conexiones) habilitadas al " "GraphNode." #: doc/classes/GraphNode.xml msgid "Returns the position of the input connection [code]idx[/code]." msgstr "Devuelve la posición de la conexión de entrada [code]idx[/code]." #: doc/classes/GraphNode.xml msgid "Returns the type of the input connection [code]idx[/code]." msgstr "Devuelve el tipo de la conexión de entrada [code]idx[/code]." #: doc/classes/GraphNode.xml #, fuzzy msgid "Returns the [Color] of the output connection [code]idx[/code]." msgstr "Devuelve el color de la conexión de salida [code]idx[/code]." #: doc/classes/GraphNode.xml msgid "" "Returns the number of enabled output slots (connections) of the GraphNode." msgstr "" "Devuelve el número de ranuras de salida (conexiones) habilitadas del " "GraphNode." #: doc/classes/GraphNode.xml msgid "Returns the position of the output connection [code]idx[/code]." msgstr "Devuelve la posición de la conexión de salida [code]idx[/code]." #: doc/classes/GraphNode.xml msgid "Returns the type of the output connection [code]idx[/code]." msgstr "Devuelve el tipo de la conexión de salida [code]idx[/code]." #: doc/classes/GraphNode.xml #, fuzzy msgid "Returns the left (input) [Color] of the slot [code]idx[/code]." msgstr "Devuelve el tipo de nodo en [code]idx[/code]." #: doc/classes/GraphNode.xml #, fuzzy msgid "Returns the right (output) [Color] of the slot [code]idx[/code]." msgstr "Devuelve el tipo de nodo en [code]idx[/code]." #: doc/classes/GraphNode.xml #, fuzzy msgid "Returns the left (input) type of the slot [code]idx[/code]." msgstr "Devuelve el tipo de nodo en [code]idx[/code]." #: doc/classes/GraphNode.xml #, fuzzy msgid "Returns the right (output) type of the slot [code]idx[/code]." msgstr "Devuelve el tipo de nodo en [code]idx[/code]." #: doc/classes/GraphNode.xml #, fuzzy msgid "" "Returns [code]true[/code] if left (input) side of the slot [code]idx[/code] " "is enabled." msgstr "" "Devuelve [code]true[/code] si la pista en el índice [code]idx[/code] está " "habilitada." #: doc/classes/GraphNode.xml #, fuzzy msgid "" "Returns [code]true[/code] if right (output) side of the slot [code]idx[/" "code] is enabled." msgstr "" "Devuelve [code]true[/code] si la pista en el índice [code]idx[/code] está " "habilitada." #: doc/classes/GraphNode.xml #, fuzzy msgid "" "Sets properties of the slot with ID [code]idx[/code].\n" "If [code]enable_left[/code]/[code]right[/code], a port will appear and the " "slot will be able to be connected from this side.\n" "[code]type_left[/code]/[code]right[/code] is an arbitrary type of the port. " "Only ports with the same type values can be connected.\n" "[code]color_left[/code]/[code]right[/code] is the tint of the port's icon on " "this side.\n" "[code]custom_left[/code]/[code]right[/code] is a custom texture for this " "side's port.\n" "[b]Note:[/b] This method only sets properties of the slot. To create the " "slot, add a [Control]-derived child to the GraphNode.\n" "Individual properties can be set using one of the [code]set_slot_*[/code] " "methods. You must enable at least one side of the slot to do so." msgstr "" "Establece las propiedades de la ranura con ID [code]idx[/code].\n" "Si [code]enable_left[/code]/[code]right[/code], aparecerá un puerto y la " "ranura podrá conectarse desde este lado.\n" "[code]type_left[/code]/[code]right[/code] es un tipo arbitrario de puerto. " "Sólo se pueden conectar puertos con los mismos valores de tipo.\n" "[code]color_left[/code]/[code]right[/code] es el matiz del icono del puerto " "en este lado.\n" "[code]custom_left[/code]/[code]right[/code] es una textura personalizada " "para el puerto de este lado.\n" "[b]Nota:[/b] Este método sólo establece las propiedades de la ranura. Para " "crear el slot, añade un hijo derivado de [Control] al GraphNode." #: doc/classes/GraphNode.xml #, fuzzy msgid "" "Sets the [Color] of the left (input) side of the slot [code]idx[/code] to " "[code]color_left[/code]." msgstr "" "Establece el desplazamiento de la pieza con el índice [code]idx[/code] a " "[code]ofs[/code]." #: doc/classes/GraphNode.xml #, fuzzy msgid "" "Sets the [Color] of the right (output) side of the slot [code]idx[/code] to " "[code]color_right[/code]." msgstr "" "Establece el desplazamiento de la pieza con el índice [code]idx[/code] a " "[code]ofs[/code]." #: doc/classes/GraphNode.xml #, fuzzy msgid "" "Toggles the left (input) side of the slot [code]idx[/code]. If " "[code]enable_left[/code] is [code]true[/code], a port will appear on the " "left side and the slot will be able to be connected from this side." msgstr "" "Devuelve el camino al nodo en [code]idx[/code].\n" "Si [code]for_parent[/code] es [code]true[/code], devuelve la ruta del padre " "del nodo [code]idx[/code] en su lugar." #: doc/classes/GraphNode.xml msgid "" "Toggles the right (output) side of the slot [code]idx[/code]. If " "[code]enable_right[/code] is [code]true[/code], a port will appear on the " "right side and the slot will be able to be connected from this side." msgstr "" #: doc/classes/GraphNode.xml #, fuzzy msgid "" "Sets the left (input) type of the slot [code]idx[/code] to [code]type_left[/" "code]." msgstr "" "Establece el ángulo de la tangente izquierda del punto en [code]index[/code] " "a [code]tangent[/code]." #: doc/classes/GraphNode.xml #, fuzzy msgid "" "Sets the right (output) type of the slot [code]idx[/code] to " "[code]type_right[/code]." msgstr "" "Establece el ángulo de la tangente derecha para el punto en [code]index[/" "code] a [code]tangent[/code]." #: doc/classes/GraphNode.xml msgid "If [code]true[/code], the GraphNode is a comment node." msgstr "Si [code]true[/code], el GraphNode es un nodo de comentario." #: doc/classes/GraphNode.xml msgid "" "The offset of the GraphNode, relative to the scroll offset of the " "[GraphEdit].\n" "[b]Note:[/b] You cannot use position directly, as [GraphEdit] is a " "[Container]." msgstr "" "El desplazamiento del GraphNode, relativo al desplazamiento del " "[GraphEdit].\n" "[b]Nota:[/b] No puedes usar la posición directamente, ya que [GraphEdit] es " "un [Container]." #: doc/classes/GraphNode.xml msgid "Sets the overlay shown above the GraphNode. See [enum Overlay]." msgstr "" "Establece la superposición que se muestra sobre el GraphNode. Ver [enum " "Overlay]." #: doc/classes/GraphNode.xml msgid "" "If [code]true[/code], the user can resize the GraphNode.\n" "[b]Note:[/b] Dragging the handle will only emit the [signal resize_request] " "signal, the GraphNode needs to be resized manually." msgstr "" "Si [code]true[/code], el usuario puede cambiar el tamaño del GraphNode.\n" "[b]Nota:[/b] Arrastrando el manejador sólo se emitirá la señal [signal " "resize_request], el GraphNode necesita ser redimensionado manualmente." #: doc/classes/GraphNode.xml msgid "If [code]true[/code], the GraphNode is selected." msgstr "Si [code]true[/code], se selecciona el GraphNode." #: doc/classes/GraphNode.xml msgid "" "If [code]true[/code], the close button will be visible.\n" "[b]Note:[/b] Pressing it will only emit the [signal close_request] signal, " "the GraphNode needs to be removed manually." msgstr "" "Si [code]true[/code], el botón de cerrado será visible.\n" "[b]Nota:[/b] Al pulsarlo sólo se emitirá la señal [signal close_request], el " "GraphNode debe ser eliminado manualmente." #: doc/classes/GraphNode.xml msgid "The text displayed in the GraphNode's title bar." msgstr "El texto que se muestra en la barra de título del GraphNode." #: doc/classes/GraphNode.xml msgid "" "Emitted when the GraphNode is requested to be closed. Happens on clicking " "the close button (see [member show_close])." msgstr "" "Emitido cuando se solicita el cierre del GraphNode. Ocurre al hacer clic en " "el botón de cierre (ver [member show_close])." #: doc/classes/GraphNode.xml msgid "Emitted when the GraphNode is dragged." msgstr "Se emite cuando se arrastra el GraphNode." #: doc/classes/GraphNode.xml msgid "Emitted when the GraphNode is moved." msgstr "Emitido cuando se mueve el GraphNode." #: doc/classes/GraphNode.xml msgid "" "Emitted when the GraphNode is requested to be displayed over other ones. " "Happens on focusing (clicking into) the GraphNode." msgstr "" "Emitido cuando se solicita que el GraphNode se muestre sobre otros. Ocurre " "al enfocar (hacer clic en) el GraphNode." #: doc/classes/GraphNode.xml msgid "" "Emitted when the GraphNode is requested to be resized. Happens on dragging " "the resizer handle (see [member resizable])." msgstr "" "Emitido cuando se pide que el GraphNode sea redimensionado. Ocurre al " "arrastrar el mango de redimensionamiento (ver [member resizable])." #: doc/classes/GraphNode.xml #, fuzzy msgid "Emitted when any GraphNode's slot is updated." msgstr "Emitido cuando se selecciona un GraphNode." #: doc/classes/GraphNode.xml msgid "No overlay is shown." msgstr "No se muestra ninguna capa superpuesta." #: doc/classes/GraphNode.xml msgid "Show overlay set in the [code]breakpoint[/code] theme property." msgstr "" "Muestra la capa superpuesta establecida en la propiedad del tema " "[code]breakpoint[/code]." #: doc/classes/GraphNode.xml msgid "Show overlay set in the [code]position[/code] theme property." msgstr "" "Muestra la capa superpuesta establecida en la propiedad del tema " "[code]position[/code]." #: doc/classes/GraphNode.xml msgid "The color modulation applied to the close button icon." msgstr "La modulación de color aplicada al icono del botón de cierre." #: doc/classes/GraphNode.xml msgid "The color modulation applied to the resizer icon." msgstr "La modulación de color aplicada al icono de redimensionamiento." #: doc/classes/GraphNode.xml msgid "Color of the title text." msgstr "El color del texto del título." #: doc/classes/GraphNode.xml doc/classes/WindowDialog.xml msgid "The vertical offset of the close button." msgstr "El desplazamiento vertical del botón de cierre." #: doc/classes/GraphNode.xml msgid "Horizontal offset for the ports." msgstr "Desplazamiento horizontal de los puertos." #: doc/classes/GraphNode.xml msgid "The vertical distance between ports." msgstr "La distancia vertical entre los puertos." #: doc/classes/GraphNode.xml msgid "Vertical offset of the title text." msgstr "Desplazamiento vertical del texto del título." #: doc/classes/GraphNode.xml msgid "Font used for the title text." msgstr "Fuente usada para el texto del título." #: doc/classes/GraphNode.xml msgid "" "The icon for the close button, visible when [member show_close] is enabled." msgstr "" "El icono del botón de cierre, visible cuando [member show_close] está " "activado." #: doc/classes/GraphNode.xml msgid "The icon used for representing ports." msgstr "El icono utilizado para representar los puertos." #: doc/classes/GraphNode.xml msgid "The icon used for resizer, visible when [member resizable] is enabled." msgstr "" "El icono utilizado para el redimensionamiento, visible cuando está activado " "el [member resizable]." #: doc/classes/GraphNode.xml msgid "" "The background used when [member overlay] is set to [constant " "OVERLAY_BREAKPOINT]." msgstr "" "El fondo utilizado cuando [member overlay] se establece en [constant " "OVERLAY_BREAKPOINT]." #: doc/classes/GraphNode.xml msgid "The [StyleBox] used when [member comment] is enabled." msgstr "El [StyleBox] utilizado cuando el [member comment] está activado." #: doc/classes/GraphNode.xml msgid "" "The [StyleBox] used when [member comment] is enabled and the [GraphNode] is " "focused." msgstr "" "El [StyleBox] utilizado cuando el [member comment] está habilitado y el " "[GraphNode] está enfocado." #: doc/classes/GraphNode.xml msgid "The default background for [GraphNode]." msgstr "El fondo por defecto para [GraphNode]." #: doc/classes/GraphNode.xml msgid "" "The background used when [member overlay] is set to [constant " "OVERLAY_POSITION]." msgstr "" "El fondo utilizado cuando [member overlay] se establece en [constant " "OVERLAY_POSITION]." #: doc/classes/GraphNode.xml msgid "The background used when the [GraphNode] is selected." msgstr "El fondo utilizado cuando se selecciona el [GraphNode]." #: doc/classes/GridContainer.xml #, fuzzy msgid "" "Grid container used to arrange Control-derived children in a grid like " "layout." msgstr "" "Contenedor de rejilla utilizado para organizar los elementos en una rejilla." #: doc/classes/GridContainer.xml #, fuzzy msgid "" "GridContainer will arrange its Control-derived children in a grid like " "structure, the grid columns are specified using the [member columns] " "property and the number of rows will be equal to the number of children in " "the container divided by the number of columns. For example, if the " "container has 5 children, and 2 columns, there will be 3 rows in the " "container.\n" "Notice that grid layout will preserve the columns and rows for every size of " "the container, and that empty columns will be expanded automatically.\n" "[b]Note:[/b] GridContainer only works with child nodes inheriting from " "Control. It won't rearrange child nodes inheriting from Node2D." msgstr "" "El contenedor de la cuadrícula dispondrá sus hijos en una estructura similar " "a una cuadrícula, las columnas de la cuadrícula se especifican utilizando la " "propiedad [member columns] y el número de filas será igual al número de " "hijos del contenedor dividido por el número de columnas. Por ejemplo, si el " "contenedor tiene 5 hijos y 2 columnas, habrá 3 filas en el contenedor.\n" "Obsérvese que la disposición en cuadrícula preservará las columnas y filas " "para cada tamaño del contenedor, y que las columnas vacías se expandirán " "automáticamente." #: doc/classes/GridContainer.xml #, fuzzy msgid "" "The number of columns in the [GridContainer]. If modified, [GridContainer] " "reorders its Control-derived children to accommodate the new layout." msgstr "" "El número de columnas en el [GridContainer]. Si se modifica, el " "[GridContainer] reordena sus hijos para acomodar el nuevo diseño." #: doc/classes/GridContainer.xml doc/classes/HFlowContainer.xml #: doc/classes/VFlowContainer.xml msgid "The horizontal separation of children nodes." msgstr "La separación horizontal de los nodos de los niños." #: doc/classes/GridContainer.xml doc/classes/HFlowContainer.xml #: doc/classes/VFlowContainer.xml msgid "The vertical separation of children nodes." msgstr "La separación vertical de los nodos de los hijos." #: modules/gridmap/doc_classes/GridMap.xml msgid "Node for 3D tile-based maps." msgstr "Nodo para mapas en 3D basados en tiles." #: modules/gridmap/doc_classes/GridMap.xml #, fuzzy msgid "" "GridMap lets you place meshes on a grid interactively. It works both from " "the editor and from scripts, which can help you create in-game level " "editors.\n" "GridMaps use a [MeshLibrary] which contains a list of tiles. Each tile is a " "mesh with materials plus optional collision and navigation shapes.\n" "A GridMap contains a collection of cells. Each grid cell refers to a tile in " "the [MeshLibrary]. All cells in the map have the same dimensions.\n" "Internally, a GridMap is split into a sparse collection of octants for " "efficient rendering and physics processing. Every octant has the same " "dimensions and can contain several cells.\n" "[b]Note:[/b] GridMap doesn't extend [VisualInstance] and therefore can't be " "hidden or cull masked based on [member VisualInstance.layers]. If you make a " "light not affect the first layer, the whole GridMap won't be lit by the " "light in question." msgstr "" "GridMap te permite colocar mallas en una cuadrícula de forma interactiva. " "Funciona tanto desde el editor como desde los scripts, que pueden ayudarte a " "crear editores de nivel de juego.\n" "GridMaps utiliza una [MeshLibrary] que contiene una lista de mallas. Cada " "tile es una malla con materiales y formas de colisión y navegación " "opcionales.\n" "Un GridMap contiene una colección de celdas. Cada celda de la cuadrícula se " "refiere a un tile de la [MeshLibrary]. Todas las celdas del mapa tienen las " "mismas dimensiones.\n" "Internamente, un GridMap se divide en una colección dispersa de octantes " "para una representación eficiente y un procesamiento físico. Cada octante " "tiene las mismas dimensiones y puede contener varias células." #: modules/gridmap/doc_classes/GridMap.xml msgid "Using gridmaps" msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "Clear all cells." msgstr "Despeja todas las celdas." #: modules/gridmap/doc_classes/GridMap.xml msgid "" "Returns an array of [ArrayMesh]es and [Transform] references of all bake " "meshes that exist within the current GridMap." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml #, fuzzy msgid "" "The [MeshLibrary] item index located at the grid-based X, Y and Z " "coordinates. If the cell is empty, [constant INVALID_CELL_ITEM] will be " "returned." msgstr "" "El índice de elementos [MeshLibrary] situado en las coordenadas de la " "cuadrícula dada. Si la celda está vacía, se devolverá [constant " "INVALID_CELL_ITEM]." #: modules/gridmap/doc_classes/GridMap.xml #, fuzzy msgid "" "The orientation of the cell at the grid-based X, Y and Z coordinates. -1 is " "returned if the cell is empty." msgstr "" "La orientación de la celda en las coordenadas de la cuadrícula dada. " "[code]-1[/code] se devuelve si la celda está vacía." #: modules/gridmap/doc_classes/GridMap.xml msgid "Returns an individual bit on the [member collision_layer]." msgstr "Devuelve un bit individual en el [member collision_layer]." #: modules/gridmap/doc_classes/GridMap.xml msgid "Returns an individual bit on the [member collision_mask]." msgstr "Devuelve un bit individual en la [member collision_mask]." #: modules/gridmap/doc_classes/GridMap.xml msgid "" "Returns an array of [Transform] and [Mesh] references corresponding to the " "non-empty cells in the grid. The transforms are specified in world space." msgstr "" "Devuelve un array referencias de [Transform] y [Mesh] correspondientes a las " "celdas no vacías de la cuadrícula. Las transformaciones se especifican en el " "espacio del mundo." #: modules/gridmap/doc_classes/GridMap.xml msgid "" "Returns an array of [Vector3] with the non-empty cell coordinates in the " "grid map." msgstr "" "Devuelve un array de [Vector3] con las coordenadas de la celda no vacía en " "el mapa de la cuadrícula." #: modules/gridmap/doc_classes/GridMap.xml #, fuzzy msgid "" "Returns an array of all cells with the given item index specified in " "[code]item[/code]." msgstr "" "Devuelve una array de todas las celdas con el [code]index[/code] del tile " "dado." #: modules/gridmap/doc_classes/GridMap.xml msgid "" "Returns the position of a grid cell in the GridMap's local coordinate space." msgstr "" "Devuelve la posición de una celda de la cuadrícula en el espacio de " "coordenadas locales del mapa de la cuadrícula." #: modules/gridmap/doc_classes/GridMap.xml #, fuzzy msgid "" "Sets the mesh index for the cell referenced by its grid-based X, Y and Z " "coordinates.\n" "A negative item index such as [constant INVALID_CELL_ITEM] will clear the " "cell.\n" "Optionally, the item's orientation can be passed. For valid orientation " "values, see [method Basis.get_orthogonal_index]." msgstr "" "Establece el índice de malla para la celda referenciada por sus coordenadas " "de cuadrícula.\n" "Un índice de ítem negativo como [constant INVALID_CELL_ITEM] borrará la " "celda.\n" "Opcionalmente, se puede pasar la orientación del ítem. Para valores de " "orientación válidos, ver [method Basis.get_orthogonal_index]." #: modules/gridmap/doc_classes/GridMap.xml msgid "Sets an individual bit on the [member collision_layer]." msgstr "Establece un bit individual en el [member collision_layer]." #: modules/gridmap/doc_classes/GridMap.xml msgid "Sets an individual bit on the [member collision_mask]." msgstr "Establece un bit individual en la [member collision_mask]." #: modules/gridmap/doc_classes/GridMap.xml msgid "" "Returns the coordinates of the grid cell containing the given point.\n" "[code]pos[/code] should be in the GridMap's local coordinate space." msgstr "" "Devuelve las coordenadas de la celda de la cuadrícula que contiene el punto " "dado.\n" "[code]pos[/code] debería estar en el espacio de coordenadas locales del " "GridMap." #: modules/gridmap/doc_classes/GridMap.xml #, fuzzy msgid "" "If [code]true[/code], this GridMap uses cell navmesh resources to create " "navigation regions." msgstr "" "Si [code]true[/code], actualiza las animaciones en respuesta a las " "notificaciones relacionadas con el proceso." #: modules/gridmap/doc_classes/GridMap.xml msgid "If [code]true[/code], grid items are centered on the X axis." msgstr "" "Si [code]true[/code], los elementos de la cuadrícula se centran en el eje X." #: modules/gridmap/doc_classes/GridMap.xml msgid "If [code]true[/code], grid items are centered on the Y axis." msgstr "" "Si [code]true[/code], los elementos de la cuadrícula se centran en el eje Y." #: modules/gridmap/doc_classes/GridMap.xml msgid "If [code]true[/code], grid items are centered on the Z axis." msgstr "" "Si [code]true[/code], los elementos de la cuadrícula se centran en el eje Z." #: modules/gridmap/doc_classes/GridMap.xml msgid "" "The size of each octant measured in number of cells. This applies to all " "three axis." msgstr "" "El tamaño de cada octante medido en número de celdas. Esto se aplica a los " "tres ejes." #: modules/gridmap/doc_classes/GridMap.xml msgid "" "The scale of the cell items.\n" "This does not affect the size of the grid cells themselves, only the items " "in them. This can be used to make cell items overlap their neighbors." msgstr "" "La escala de los elementos de celda.\n" "Esto no afecta al tamaño de las celdas de la cuadrícula en sí, sólo a los " "ítems en ellas. Esto puede ser usado para hacer que los elementos de la " "celda se superpongan a sus vecinos." #: modules/gridmap/doc_classes/GridMap.xml msgid "" "The dimensions of the grid's cells.\n" "This does not affect the size of the meshes. See [member cell_scale]." msgstr "" "Las dimensiones de las celdas de rejilla.\n" "Esto no afecta al tamaño de las mallas. Ver [member cell_scale]." #: modules/gridmap/doc_classes/GridMap.xml msgid "" "The physics layers this GridMap is in.\n" "GridMaps act as static bodies, meaning they aren't affected by gravity or " "other forces. They only affect other physics bodies that collide with them." msgstr "" "Las capas físicas en las que se encuentra este GridMap.\n" "Los GridMaps actúan como cuerpos estáticos, lo que significa que no son " "afectados por la gravedad u otras fuerzas. Sólo afectan a otros cuerpos " "físicos que colisionan con ellos." #: modules/gridmap/doc_classes/GridMap.xml msgid "" "The physics layers this GridMap detects collisions in. See [url=$DOCS_URL/" "tutorials/physics/physics_introduction.html#collision-layers-and-" "masks]Collision layers and masks[/url] in the documentation for more " "information." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "The assigned [MeshLibrary]." msgstr "La [MeshLibrary] asignada." #: 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 " "[GridMap]." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "" "Controls whether this GridMap will be baked in a [BakedLightmap] or not." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "Emitted when [member cell_size] changes." msgstr "Emitido cuando [member cell_size] cambia." #: modules/gridmap/doc_classes/GridMap.xml msgid "" "Invalid cell item that can be used in [method set_cell_item] to clear cells " "(or represent an empty cell in [method get_cell_item])." msgstr "" "Elemento celular inválido que puede ser usado en [method set_cell_item] para " "borrar células (o representar una célula vacía en [method get_cell_item])." #: doc/classes/GrooveJoint2D.xml msgid "Groove constraint for 2D physics." msgstr "Restricción de ranura para la física 2D." #: doc/classes/GrooveJoint2D.xml msgid "" "Groove constraint for 2D physics. This is useful for making a body \"slide\" " "through a segment placed in another." msgstr "" "Restricción de surcos para la física 2D. Esto es útil para hacer que un " "cuerpo se \"deslice\" a través de un segmento colocado en otro." #: doc/classes/GrooveJoint2D.xml msgid "" "The body B's initial anchor position defined by the joint's origin and a " "local offset [member initial_offset] along the joint's Y axis (along the " "groove)." msgstr "" "La posición de anclaje inicial del cuerpo B definida por el origen de la " "junta y un desplazamiento local [member initial_offset] a lo largo del eje Y " "de la junta (a lo largo de la ranura)." #: doc/classes/GrooveJoint2D.xml msgid "" "The groove's length. The groove is from the joint's origin towards [member " "length] along the joint's local Y axis." msgstr "" "La longitud del surco. La ranura va desde el origen de la unión hacia " "[member length] a lo largo del eje Y local de la unión." #: doc/classes/HashingContext.xml msgid "Context to compute cryptographic hashes over multiple iterations." msgstr "" "Contexto para calcular los hashes criptográficos en múltiples iteraciones." #: doc/classes/HashingContext.xml #, fuzzy msgid "" "The HashingContext class provides an interface for computing cryptographic " "hashes over multiple iterations. This is useful for example when computing " "hashes of big files (so you don't have to load them all in memory), network " "streams, and data streams in general (so you don't have to hold buffers).\n" "The [enum HashType] enum shows the supported hashing algorithms.\n" "[codeblock]\n" "const CHUNK_SIZE = 1024\n" "\n" "func hash_file(path):\n" " var ctx = HashingContext.new()\n" " var file = File.new()\n" " # Start a SHA-256 context.\n" " ctx.start(HashingContext.HASH_SHA256)\n" " # Check that file exists.\n" " if not file.file_exists(path):\n" " return\n" " # Open the file to hash.\n" " file.open(path, File.READ)\n" " # Update the context after reading each chunk.\n" " while not file.eof_reached():\n" " ctx.update(file.get_buffer(CHUNK_SIZE))\n" " # Get the computed hash.\n" " var res = ctx.finish()\n" " # Print the result as hex string and array.\n" " printt(res.hex_encode(), Array(res))\n" "[/codeblock]" msgstr "" "La clase HashingContext proporciona una interfaz para computar hashes " "criptográficos en múltiples iteraciones. Esto es útil, por ejemplo, cuando " "se calculan hashes de archivos grandes (para no tener que cargarlos todos en " "la memoria), flujos de red y flujos de datos en general (para no tener que " "mantener búferes).\n" "El [enum HashType] enum muestra los algoritmos de hash soportados.\n" "[codeblock]\n" "const TAMANO_PORCION = 1024\n" "\n" "func hash_archivo(ruta):\n" " var contexto = HashingContext.new()\n" " var archivo = File.new()\n" " # Empieza un contexto SHA-256\n" " contexto.start(HashingContext.HASH_SHA256)\n" " # Comprueba que el archivo existe.\n" " if not archivo.file_exists(ruta):\n" " return\n" " # Abre el archivo a hashear.\n" " archivo.open(ruta, File.READ)\n" " # Actualiza el contexto despues de leer cada porción.\n" " while not archivo.eof_reached():\n" " contexto.update(file.get_buffer(TAMANO_PORCION))\n" " # Obtiene el hash computado.\n" " var resultado = contexto.finish()\n" " # Imprime el resultado como una string hexadecimal y array.\n" " printt(resultado.hex_encode(), Array(resultado))\n" "[/codeblock]\n" "[b]Nota:[/b] No disponible para exportar HTML5." #: doc/classes/HashingContext.xml msgid "Closes the current context, and return the computed hash." msgstr "Cierra el contexto actual, y devuelve el hash calculado." #: doc/classes/HashingContext.xml msgid "" "Starts a new hash computation of the given [code]type[/code] (e.g. [constant " "HASH_SHA256] to start computation of a SHA-256)." msgstr "" "Inicia un nuevo cálculo de hash del [code]tipo[/code] dado (por ejemplo, " "[constant HASH_SHA256] para iniciar el cálculo de un SHA-256)." #: doc/classes/HashingContext.xml msgid "Updates the computation with the given [code]chunk[/code] of data." msgstr "Actualiza el cálculo con el [code]chunk[/code] de datos dado." #: doc/classes/HashingContext.xml msgid "Hashing algorithm: MD5." msgstr "Algoritmo de Hasheado: MD5." #: doc/classes/HashingContext.xml msgid "Hashing algorithm: SHA-1." msgstr "Algoritmo de Hasheado: SHA-1." #: doc/classes/HashingContext.xml msgid "Hashing algorithm: SHA-256." msgstr "Algoritmo de Hasheado: SHA-256." #: doc/classes/HBoxContainer.xml msgid "Horizontal box container." msgstr "Contenedor de caja horizontal." #: doc/classes/HBoxContainer.xml msgid "Horizontal box container. See [BoxContainer]." msgstr "Contenedor de caja horizontal. Véase [BoxContainer]." #: doc/classes/HBoxContainer.xml msgid "The horizontal space between the [HBoxContainer]'s elements." msgstr "El espacio horizontal entre los elementos del [HBoxContainer]." #: doc/classes/HeightMapShape.xml #, fuzzy msgid "Height map shape for 3D physics." msgstr "Forma de mapa de altura para la física en 3D (Sólo la bala)." #: doc/classes/HeightMapShape.xml #, fuzzy msgid "" "Height map shape resource, which can be added to a [PhysicsBody] or [Area]." msgstr "" "Recurso de forma de mapa de altura, que puede ser añadido a un [PhysicsBody] " "o [Area]." #: doc/classes/HeightMapShape.xml msgid "" "Height map data, pool array must be of [member map_width] * [member " "map_depth] size." msgstr "" "El tamaño de los datos del mapa de altura , debe ser de tamaño [member " "map_width] * [member map_depth] ." #: doc/classes/HeightMapShape.xml #, fuzzy msgid "" "Number of vertices in the depth of the height map. Changing this will resize " "the [member map_data]." msgstr "" "Los datos del mapa de la altura. Si se cambia esto, se redimensionará el " "[member map_data]." #: doc/classes/HeightMapShape.xml #, fuzzy msgid "" "Number of vertices in the width of the height map. Changing this will resize " "the [member map_data]." msgstr "" "Ancho de los datos del mapa de altura. Si se cambia esto, se redimensionará " "el [member map_data]." #: doc/classes/HFlowContainer.xml #, fuzzy msgid "Horizontal flow container." msgstr "Contenedor de caja horizontal." #: doc/classes/HFlowContainer.xml #, fuzzy msgid "Horizontal version of [FlowContainer]." msgstr "Contenedor dividido horizontalmente." #: doc/classes/HingeJoint.xml #, fuzzy msgid "A hinge between two 3D PhysicsBodies." msgstr "Una bisagra entre dos cuerpos 3D." #: doc/classes/HingeJoint.xml #, fuzzy msgid "" "A HingeJoint normally uses the Z axis of body A as the hinge axis, another " "axis can be specified when adding it manually though. See also " "[Generic6DOFJoint]." msgstr "" "Un HingeJoint3D normalmente utiliza el eje Z del cuerpo A como eje de " "bisagra, aunque se puede especificar otro eje al añadirlo manualmente." #: doc/classes/HingeJoint.xml doc/classes/Label3D.xml #: doc/classes/SpriteBase3D.xml msgid "Returns the value of the specified flag." msgstr "Devuelve el valor de la flag especificada." #: doc/classes/HingeJoint.xml doc/classes/ParticlesMaterial.xml #: doc/classes/PinJoint.xml msgid "Returns the value of the specified parameter." msgstr "Devuelve el valor del parámetro especificado." #: doc/classes/HingeJoint.xml msgid "If [code]true[/code], enables the specified flag." msgstr "Si [code]true[/code], activa la flag especificada." #: doc/classes/HingeJoint.xml doc/classes/PinJoint.xml msgid "Sets the value of the specified parameter." msgstr "Establece el valor del parámetro especificado." #: doc/classes/HingeJoint.xml doc/classes/PhysicsServer.xml msgid "" "The speed with which the rotation across the axis perpendicular to the hinge " "gets corrected." msgstr "" "La velocidad con la que se corrige la rotación a través del eje " "perpendicular a la bisagra." #: doc/classes/HingeJoint.xml msgid "" "If [code]true[/code], the hinges maximum and minimum rotation, defined by " "[member angular_limit/lower] and [member angular_limit/upper] has effects." msgstr "" "Si [code]true[/code], la rotación máxima y mínima de las bisagras, definida " "por [member angular_limit/lower] y [member angular_limit/upper] tiene " "efectos." #: doc/classes/HingeJoint.xml msgid "" "The minimum rotation. Only active if [member angular_limit/enable] is " "[code]true[/code]." msgstr "" "La rotación mínima. Sólo está activa si [member angular_limit/enable] es " "[code]true[/code]." #: doc/classes/HingeJoint.xml doc/classes/PhysicsServer.xml msgid "The lower this value, the more the rotation gets slowed down." msgstr "Cuanto más bajo es este valor, más se ralentiza la rotación." #: doc/classes/HingeJoint.xml msgid "" "The maximum rotation. Only active if [member angular_limit/enable] is " "[code]true[/code]." msgstr "" "La rotación máxima. Sólo está activa si [member angular_limit/enable] es " "[code]true[/code]." #: doc/classes/HingeJoint.xml msgid "When activated, a motor turns the hinge." msgstr "Cuando se activa, un motor gira la bisagra." #: doc/classes/HingeJoint.xml doc/classes/PhysicsServer.xml msgid "Maximum acceleration for the motor." msgstr "Aceleración máxima para el motor." #: doc/classes/HingeJoint.xml doc/classes/PhysicsServer.xml msgid "Target speed for the motor." msgstr "Velocidad objetivo para el motor." #: doc/classes/HingeJoint.xml doc/classes/PhysicsServer.xml msgid "" "The speed with which the two bodies get pulled together when they move in " "different directions." msgstr "" "La velocidad con la que los dos cuerpos se juntan cuando se mueven en " "diferentes direcciones." #: doc/classes/HMACContext.xml msgid "Used to create an HMAC for a message using a key." msgstr "" #: doc/classes/HMACContext.xml msgid "" "The HMACContext class is useful for advanced HMAC use cases, such as " "streaming the message as it supports creating the message over time rather " "than providing it all at once.\n" "[codeblock]\n" "extends Node\n" "var ctx = HMACContext.new()\n" "\n" "func _ready():\n" " var key = \"supersecret\".to_utf8()\n" " var err = ctx.start(HashingContext.HASH_SHA256, key)\n" " assert(err == OK)\n" " var msg1 = \"this is \".to_utf8()\n" " var msg2 = \"super duper secret\".to_utf8()\n" " err = ctx.update(msg1)\n" " assert(err == OK)\n" " err = ctx.update(msg2)\n" " assert(err == OK)\n" " var hmac = ctx.finish()\n" " print(hmac.hex_encode())\n" "[/codeblock]\n" "And in C# we can use the following.\n" "[codeblock]\n" "using Godot;\n" "using System;\n" "using System.Diagnostics;\n" "\n" "public class CryptoNode : Node\n" "{\n" " private HMACContext ctx = new HMACContext();\n" " public override void _Ready()\n" " {\n" " PoolByteArray key = String(\"supersecret\").to_utf8();\n" " Error err = ctx.Start(HashingContext.HASH_SHA256, key);\n" " GD.Assert(err == OK);\n" " PoolByteArray msg1 = String(\"this is \").to_utf8();\n" " PoolByteArray msg2 = String(\"super duper secret\").to_utf8();\n" " err = ctx.Update(msg1);\n" " GD.Assert(err == OK);\n" " err = ctx.Update(msg2);\n" " GD.Assert(err == OK);\n" " PoolByteArray hmac = ctx.Finish();\n" " GD.Print(hmac.HexEncode());\n" " }\n" "}\n" "[/codeblock]\n" "[b]Note:[/b] Not available in HTML5 exports." msgstr "" #: doc/classes/HMACContext.xml msgid "" "Returns the resulting HMAC. If the HMAC failed, an empty [PoolByteArray] is " "returned." msgstr "" #: doc/classes/HMACContext.xml msgid "" "Initializes the HMACContext. This method cannot be called again on the same " "HMACContext until [method finish] has been called." msgstr "" #: doc/classes/HMACContext.xml msgid "" "Updates the message to be HMACed. This can be called multiple times before " "[method finish] is called to append [code]data[/code] to the message, but " "cannot be called until [method start] has been called." msgstr "" #: doc/classes/HScrollBar.xml msgid "Horizontal scroll bar." msgstr "Barra de desplazamiento horizontal." #: doc/classes/HScrollBar.xml msgid "" "Horizontal version of [ScrollBar], which goes from left (min) to right (max)." msgstr "" "Versión horizontal de la [ScrollBar], que va de izquierda (min) a derecha " "(máx)." #: doc/classes/HScrollBar.xml msgid "" "Icon used as a button to scroll the [ScrollBar] left. Supports custom step " "using the [member ScrollBar.custom_step] property." msgstr "" "Icono utilizado como botón para desplazar la [ScrollBar] hacia la izquierda. " "Soporta el paso personalizado usando la propiedad [member ScrollBar." "custom_step]." #: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml msgid "Displayed when the mouse cursor hovers over the decrement button." msgstr "" "Se muestra cuando el cursor del ratón pasa por encima del botón de " "disminución." #: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml #, fuzzy msgid "Displayed when the decrement button is being pressed." msgstr "[StyleBox] utilizado cuando se presiona el botón de título." #: doc/classes/HScrollBar.xml msgid "" "Icon used as a button to scroll the [ScrollBar] right. Supports custom step " "using the [member ScrollBar.custom_step] property." msgstr "" "Icono utilizado como botón para desplazar la [ScrollBar] hacia la derecha. " "Soporta el paso personalizado usando la propiedad [member ScrollBar." "custom_step]." #: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml msgid "Displayed when the mouse cursor hovers over the increment button." msgstr "" "Se muestra cuando el cursor del ratón pasa por encima del botón de " "incremento." #: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml #, fuzzy msgid "Displayed when the increment button is being pressed." msgstr "[StyleBox] utilizado cuando se presiona el botón de título." #: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml msgid "" "Used as texture for the grabber, the draggable element representing current " "scroll." msgstr "" "Usado como textura para el grabber, el elemento arrastrable que representa " "el scroll actual." #: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml msgid "Used when the mouse hovers over the grabber." msgstr "Se usa cuando el ratón esta encima del agarrador." #: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml msgid "Used when the grabber is being dragged." msgstr "Se usa cuando el agarrador está siendo arrastrado." #: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml msgid "Used as background of this [ScrollBar]." msgstr "Usado como fondo de esta [ScrollBar]." #: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml msgid "Used as background when the [ScrollBar] has the GUI focus." msgstr "Se usa como fondo cuando la [ScrollBar] tiene el foco de la GUI." #: doc/classes/HSeparator.xml msgid "Horizontal separator." msgstr "Separador horizontal." #: doc/classes/HSeparator.xml msgid "" "Horizontal separator. See [Separator]. Even though it looks horizontal, it " "is used to separate objects vertically." msgstr "" "Separador horizontal. Ver [Separator]. Aunque parece horizontal, se usa para " "separar objetos verticalmente." #: doc/classes/HSeparator.xml msgid "" "The height of the area covered by the separator. Effectively works like a " "minimum height." msgstr "" "La altura del área cubierta por el separador. Efectivamente funciona como " "una altura mínima." #: doc/classes/HSeparator.xml msgid "The style for the separator line. Works best with [StyleBoxLine]." msgstr "" "El estilo de la línea de separación. Funciona mejor con [StyleBoxLine]." #: doc/classes/HSlider.xml msgid "Horizontal slider." msgstr "Deslizador horizontal." #: doc/classes/HSlider.xml msgid "" "Horizontal slider. See [Slider]. This one goes from left (min) to right " "(max).\n" "[b]Note:[/b] The [signal Range.changed] and [signal Range.value_changed] " "signals are part of the [Range] class which this class inherits from." msgstr "" #: doc/classes/HSlider.xml doc/classes/VSlider.xml msgid "The texture for the grabber (the draggable element)." msgstr "La textura para el grabber (el elemento arrastrable)." #: doc/classes/HSlider.xml doc/classes/VSlider.xml msgid "The texture for the grabber when it's disabled." msgstr "La textura para el agarrador cuando está desactivado." #: doc/classes/HSlider.xml doc/classes/VSlider.xml msgid "The texture for the grabber when it's focused." msgstr "La textura para el agarrador cuando está enfocado." #: doc/classes/HSlider.xml doc/classes/VSlider.xml msgid "" "The texture for the ticks, visible when [member Slider.tick_count] is " "greater than 0." msgstr "" "La textura de las marcas, visible cuando [member Slider.tick_count] es mayor " "que 0." #: doc/classes/HSlider.xml msgid "The background of the area to the left of the grabber." msgstr "El fondo de la zona a la izquierda del agarrador." #: doc/classes/HSlider.xml msgid "" "The background for the whole slider. Determines the height of the " "[code]grabber_area[/code]." msgstr "" "El fondo para el deslizador completo. Determina la altura del " "[code]grabber_area[/code]." #: doc/classes/HSplitContainer.xml msgid "Horizontal split container." msgstr "Contenedor dividido horizontalmente." #: doc/classes/HSplitContainer.xml msgid "" "Horizontal split container. See [SplitContainer]. This goes from left to " "right." msgstr "" "Contenedor dividido horizontalmente. Véase [SplitContainer]. Esto va de " "izquierda a derecha." #: doc/classes/HSplitContainer.xml doc/classes/VSplitContainer.xml msgid "" "Boolean value. If 1 ([code]true[/code]), the grabber will hide automatically " "when it isn't under the cursor. If 0 ([code]false[/code]), it's always " "visible." msgstr "" "Valor booleano. Si 1 ([code]true[/code]), el grabador se esconderá " "automáticamente cuando no esté bajo el cursor. Si 0 ([code]false[/code]), " "siempre está visible." #: doc/classes/HSplitContainer.xml doc/classes/VSplitContainer.xml msgid "The space between sides of the container." msgstr "El espacio entre los lados del contenedor." #: doc/classes/HSplitContainer.xml doc/classes/VSplitContainer.xml msgid "The icon used for the grabber drawn in the middle area." msgstr "El icono usado para el agarrador dibujado en la area media." #: doc/classes/HTTPClient.xml #, fuzzy msgid "Low-level hyper-text transfer protocol client." msgstr "Cliente HTTP(Hyper-text transfer protocol)." #: doc/classes/HTTPClient.xml #, fuzzy 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.\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, " "as the client is already connected to a host. See [method request] for a " "full example and to get started.\n" "A [HTTPClient] should be reused between multiple requests or to connect to " "different hosts instead of creating one client per request. Supports SSL and " "SSL server certificate verification. HTTP status codes in the 2xx range " "indicate success, 3xx redirection (i.e. \"try again, but over here\"), 4xx " "something was wrong with the request, and 5xx something went wrong on the " "server's side.\n" "For more information on HTTP, see https://developer.mozilla.org/en-US/docs/" "Web/HTTP (or read RFC 2616 to get it straight from the source: https://tools." "ietf.org/html/rfc2616).\n" "[b]Note:[/b] When performing HTTP requests from a project exported to HTML5, " "keep in mind the remote server may not allow requests from foreign origins " "due to [url=https://developer.mozilla.org/en-US/docs/Web/HTTP/CORS]CORS[/" "url]. If you host the server in question, you should modify its backend to " "allow requests from foreign origins by adding the [code]Access-Control-Allow-" "Origin: *[/code] HTTP header.\n" "[b]Note:[/b] SSL/TLS support is currently limited to TLS 1.0, TLS 1.1, and " "TLS 1.2. Attempting to connect to a TLS 1.3-only server will return an " "error.\n" "[b]Warning:[/b] SSL/TLS certificate revocation and certificate pinning are " "currently not supported. Revoked certificates are accepted as long as they " "are otherwise valid. If this is a concern, you may want to use automatically " "managed certificates with a short validity period." msgstr "" "Cliente de protocolo de transferencia de hipertexto (a veces llamado " "\"Agente de Usuario\"). Se utiliza para hacer peticiones HTTP para descargar " "contenido web, cargar archivos y otros datos o para comunicarse con diversos " "servicios, entre otros casos de uso. Véase [HTTPRequest] para una " "alternativa de nivel superior.\n" "[b]Nota:[/b] Este cliente sólo necesita conectarse a un host una vez (véase " "[method connect_to_host]) para enviar varias solicitudes. Debido a esto, los " "métodos que toman URLs normalmente toman sólo la parte después del host en " "lugar de la URL completa, ya que el cliente ya está conectado a un host. " "Consulta [method request] para ver un ejemplo completo y para empezar.\n" "Un [HTTPClient] debería ser reutilizado entre múltiples peticiones o para " "conectar a diferentes hosts en lugar de crear un cliente por petición. " "Admite la verificación de certificados SSL y de certificados de servidor " "SSL. Los códigos de estado HTTP en el rango de 2xx indican éxito, 3xx " "redirección (es decir, \"intentarlo de nuevo, pero por aquí\"), 4xx algo " "estaba mal con la solicitud, y 5xx algo salió mal en el lado del servidor.\n" "Para más información sobre HTTP, ver https://developer.mozilla.org/en-US/" "docs/Web/HTTP (o leer RFC 2616 para obtenerlo directamente de la fuente: " "https://tools.ietf.org/html/rfc2616).\n" "[b]Nota:[/b] Al realizar peticiones HTTP de un proyecto exportado a HTML5, " "tenga en cuenta que el servidor remoto puede no permitir peticiones de " "orígenes extranjeros debido a [url=https://developer.mozilla.org/en-US/docs/" "Web/HTTP/CORS]CORS[/url]. Si usted hospeda el servidor en cuestión, debería " "modificar su backend para permitir las solicitudes de orígenes extranjeros " "añadiendo el [code]Access-Control-Allow-Origin: *[/code] encabezado HTTP." #: doc/classes/HTTPClient.xml msgid "Closes the current connection, allowing reuse of this [HTTPClient]." msgstr "" "Cierra la conexión actual, permitiendo la reutilización de este [HTTPClient]." #: doc/classes/HTTPClient.xml msgid "" "Connects to a host. This needs to be done before any requests are sent.\n" "The host should not have http:// prepended but will strip the protocol " "identifier if provided.\n" "If no [code]port[/code] is specified (or [code]-1[/code] is used), it is " "automatically set to 80 for HTTP and 443 for HTTPS (if [code]use_ssl[/code] " "is enabled).\n" "[code]verify_host[/code] will check the SSL identity of the host if set to " "[code]true[/code]." msgstr "" "Se conecta a un host. Esto debe hacerse antes de que se envíe cualquier " "solicitud.\n" "El host no debe tener preparado http://, pero eliminará el identificador del " "protocolo si se le proporciona.\n" "Si no se especifica [code]port[/code] (o se utiliza [code]-1[/code]), se " "establece automáticamente en 80 para HTTP y en 443 para HTTPS (si se activa " "[code]use_ssl[/code]).\n" "[code]verify_host[/code] comprobará la identidad SSL del host si se " "establece en [code]true[/code]." #: doc/classes/HTTPClient.xml msgid "" "Returns the response's body length.\n" "[b]Note:[/b] Some Web servers may not send a body length. In this case, the " "value returned will be [code]-1[/code]. If using chunked transfer encoding, " "the body length will also be [code]-1[/code]." msgstr "" "Devuelve la longitud del cuerpo de la respuesta.\n" "[b]Nota:[/b] Algunos servidores web pueden no enviar la longitud del cuerpo. " "En este caso, el valor devuelto será [code]-1[/code]. Si se utiliza la " "codificación de transferencia de trozos, la longitud del cuerpo también será " "[code]-1[/code]." #: doc/classes/HTTPClient.xml msgid "Returns the response's HTTP status code." msgstr "Devuelve el código de estado HTTP de la respuesta." #: doc/classes/HTTPClient.xml msgid "Returns the response headers." msgstr "Devuelve las cabeceras de la respuesta." #: doc/classes/HTTPClient.xml msgid "" "Returns all response headers as a Dictionary of structure [code]{ \"key\": " "\"value1; value2\" }[/code] where the case-sensitivity of the keys and " "values is kept like the server delivers it. A value is a simple String, this " "string can have more than one value where \"; \" is used as separator.\n" "[b]Example:[/b]\n" "[codeblock]\n" "{\n" " \"content-length\": 12,\n" " \"Content-Type\": \"application/json; charset=UTF-8\",\n" "}\n" "[/codeblock]" msgstr "" "Devuelve todos los encabezados de respuesta como un diccionario de " "estructura [code]{\"key\": \"value1; value2\" }[/code] donde la sensibilidad " "a mayúsculas y minúsculas de las claves y valores se mantiene como el " "servidor lo entrega. Un valor es una simple String, esta string puede tener " "más de un valor donde \"; \" se utiliza como separador.\n" "[b]Ejemplo:[/b]\n" "[codeblock]\n" "{\n" " \"content-length\": 12,\n" " \"Content-Type\": \"application/json; charset=UTF-8\",\n" "}\n" "[/codeblock]" #: doc/classes/HTTPClient.xml msgid "" "Returns a [enum Status] constant. Need to call [method poll] in order to get " "status updates." msgstr "" "Devuelve una constant [enum Status]. Necesito llamar a [method poll] para " "obtener actualizaciones de estado." #: doc/classes/HTTPClient.xml msgid "If [code]true[/code], this [HTTPClient] has a response available." msgstr "" "Si [code]true[/code], este [HTTPClient] tiene una respuesta disponible." #: doc/classes/HTTPClient.xml msgid "If [code]true[/code], this [HTTPClient] has a response that is chunked." msgstr "" "Si [code]true[/code], este [HTTPClient] tiene una respuesta que es troceada." #: doc/classes/HTTPClient.xml msgid "" "This needs to be called in order to have any request processed. Check " "results with [method get_status]." msgstr "" "Hay que llamar a esto para que se procese cualquier solicitud. Comprueba los " "resultados con [method get_status]." #: doc/classes/HTTPClient.xml msgid "" "Generates a GET/POST application/x-www-form-urlencoded style query string " "from a provided dictionary, e.g.:\n" "[codeblock]\n" "var fields = {\"username\": \"user\", \"password\": \"pass\"}\n" "var query_string = http_client.query_string_from_dict(fields)\n" "# Returns \"username=user&password=pass\"\n" "[/codeblock]\n" "Furthermore, if a key has a [code]null[/code] value, only the key itself is " "added, without equal sign and value. If the value is an array, for each " "value in it a pair with the same key is added.\n" "[codeblock]\n" "var fields = {\"single\": 123, \"not_valued\": null, \"multiple\": [22, 33, " "44]}\n" "var query_string = http_client.query_string_from_dict(fields)\n" "# Returns \"single=123¬_valued&multiple=22&multiple=33&multiple=44\"\n" "[/codeblock]" msgstr "" "Genera una string de consulta de estilo GET/POST/x-www-form-urlencoded desde " "un diccionario proporcionado, por ejemplo:\n" "codeblock]\n" "var campos = {\"nombreusuario\": \"usuario\", \"password\": \"contrasena\"}\n" "var query_string = http_client.query_string_from_dict(campos)\n" "# Returns \"nombreusuario=usuario&password=contrasena\"\n" "[/codeblock]\n" "Además, si una clave tiene un valor [code]null[/code], sólo se añade la " "propia clave, sin igual signo y valor. Si el valor es un array, por cada " "valor en ella se añade un par con la misma clave.\n" "[codeblock]\n" "var campos = {\"unico\": 123, \"no_valor\": null, \"multiple\": [22, 33, " "44]}\n" "var query_string = http_client.query_string_from_dict(fields)\n" "# Devuelve \"unico=123&no_valor&multiple=22&multiple=33&multiple=44\"\n" "[/codeblock]" #: doc/classes/HTTPClient.xml msgid "Reads one chunk from the response." msgstr "Lee un trozo de la respuesta." #: doc/classes/HTTPClient.xml #, fuzzy msgid "" "Sends a request to the connected host.\n" "The URL parameter is usually just the part after the host, so for " "[code]http://somehost.com/index.php[/code], it is [code]/index.php[/code]. " "When sending requests to an HTTP proxy server, it should be an absolute URL. " "For [constant HTTPClient.METHOD_OPTIONS] requests, [code]*[/code] is also " "allowed. For [constant HTTPClient.METHOD_CONNECT] requests, it should be the " "authority component ([code]host:port[/code]).\n" "Headers are HTTP request headers. For available HTTP methods, see [enum " "Method].\n" "To create a POST request with query strings to push to the server, do:\n" "[codeblock]\n" "var fields = {\"username\" : \"user\", \"password\" : \"pass\"}\n" "var query_string = http_client.query_string_from_dict(fields)\n" "var headers = [\"Content-Type: application/x-www-form-urlencoded\", " "\"Content-Length: \" + str(query_string.length())]\n" "var result = http_client.request(http_client.METHOD_POST, \"/index.php\", " "headers, query_string)\n" "[/codeblock]\n" "[b]Note:[/b] The [code]request_data[/code] parameter is ignored if " "[code]method[/code] is [constant HTTPClient.METHOD_GET]. This is because GET " "methods can't contain request data. As a workaround, you can pass request " "data as a query string in the URL. See [method String.http_escape] for an " "example." msgstr "" "Envía una solicitud al anfitrión conectado. El parámetro URL es sólo la " "parte después del host, así que para [code]http://algunhost.com/index.php[/" "code], es [code]index.php[/code].\n" "Las cabeceras son cabeceras de peticiones HTTP. Para los métodos HTTP " "disponibles, ver [enum Method].\n" "Para crear una petición POST con cadenas de consulta para empujar al " "servidor, hazlo:\n" "[codeblock]\n" "var campos = {\"nombreUsuario\" : \"usuario\", \"password\" : " "\"contrasena\"}\n" "var query = http_client.query_string_from_dict(campos)\n" "var headers = [\"Content-Type: application/x-www-form-urlencoded\", " "\"Content-Length: \" + str(query_string.length())]]\n" "var resultado = http_client.request(http_client.METHOD_POST, \"index.php\", " "headers, query)\n" "[/codeblock]" #: doc/classes/HTTPClient.xml #, fuzzy msgid "" "Sends a raw request to the connected host.\n" "The URL parameter is usually just the part after the host, so for " "[code]http://somehost.com/index.php[/code], it is [code]/index.php[/code]. " "When sending requests to an HTTP proxy server, it should be an absolute URL. " "For [constant HTTPClient.METHOD_OPTIONS] requests, [code]*[/code] is also " "allowed. For [constant HTTPClient.METHOD_CONNECT] requests, it should be the " "authority component ([code]host:port[/code]).\n" "Headers are HTTP request headers. For available HTTP methods, see [enum " "Method].\n" "Sends the body data raw, as a byte array and does not encode it in any way." msgstr "" "Envía una solicitud raw al host conectado. El parámetro URL es sólo la parte " "después del host, así que para [code]http://algunhost.com/index.php[/code], " "es [code]index.php[/code].\n" "Las cabeceras son cabeceras de peticiones HTTP. Para los métodos HTTP " "disponibles, ver [enum Method].\n" "Envía los datos del cuerpo en bruto, como un array de bytes y no los " "codifica de ninguna manera." #: doc/classes/HTTPClient.xml doc/classes/HTTPRequest.xml msgid "" "Sets the proxy server for HTTP requests.\n" "The proxy server is unset if [code]host[/code] is empty or [code]port[/code] " "is -1." msgstr "" #: doc/classes/HTTPClient.xml doc/classes/HTTPRequest.xml msgid "" "Sets the proxy server for HTTPS requests.\n" "The proxy server is unset if [code]host[/code] is empty or [code]port[/code] " "is -1." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "If [code]true[/code], execution will block until all data is read from the " "response." msgstr "" "Si [code]true[/code], la ejecución se bloqueará hasta que se lean todos los " "datos de la respuesta." #: doc/classes/HTTPClient.xml msgid "The connection to use for this client." msgstr "La conexión a usar para este cliente." #: doc/classes/HTTPClient.xml msgid "" "The size of the buffer used and maximum bytes to read per iteration. See " "[method read_response_body_chunk]." msgstr "" "El tamaño de la memoria intermedia utilizada y el máximo de bytes a leer por " "iteración. Véase [method read_response_body_chunk]." #: doc/classes/HTTPClient.xml msgid "" "HTTP GET method. The GET method requests a representation of the specified " "resource. Requests using GET should only retrieve data." msgstr "" "Método HTTP GET. El método GET solicita una representación del recurso " "especificado. Las solicitudes que utilizan GET sólo deben recuperar datos." #: doc/classes/HTTPClient.xml msgid "" "HTTP HEAD method. The HEAD method asks for a response identical to that of a " "GET request, but without the response body. This is useful to request " "metadata like HTTP headers or to check if a resource exists." msgstr "" "Método HTTP HEAD. El método HEAD pide una respuesta idéntica a la de una " "petición GET, pero sin el cuerpo de respuesta. Esto es útil para solicitar " "metadatos como cabeceras HTTP o para comprobar si existe un recurso." #: doc/classes/HTTPClient.xml msgid "" "HTTP POST method. The POST method is used to submit an entity to the " "specified resource, often causing a change in state or side effects on the " "server. This is often used for forms and submitting data or uploading files." msgstr "" "Método HTTP POST. El método POST se utiliza para someter una entidad al " "recurso especificado, a menudo causando un cambio de estado o efectos " "secundarios en el servidor. A menudo se utiliza para formularios y para " "enviar datos o cargar archivos." #: doc/classes/HTTPClient.xml msgid "" "HTTP PUT method. The PUT method asks to replace all current representations " "of the target resource with the request payload. (You can think of POST as " "\"create or update\" and PUT as \"update\", although many services tend to " "not make a clear distinction or change their meaning)." msgstr "" "Método HTTP PUT. El método PUT pide reemplazar todas las representaciones " "actuales del recurso de destino con la carga útil de la solicitud. (Puedes " "pensar en POST como \"crear o actualizar\" y en PUT como \"actualizar\", " "aunque muchos servicios tienden a no hacer una distinción clara o a cambiar " "su significado)." #: doc/classes/HTTPClient.xml msgid "" "HTTP DELETE method. The DELETE method requests to delete the specified " "resource." msgstr "" "Método HTTP DELETE. El método DELETE pide que se elimine el recurso " "especificado." #: doc/classes/HTTPClient.xml msgid "" "HTTP OPTIONS method. The OPTIONS method asks for a description of the " "communication options for the target resource. Rarely used." msgstr "" "Método OPTIONS HTTP. El método OPTIONS pide una descripción de las opciones " "de comunicación para el recurso objetivo. Rara vez se utiliza." #: doc/classes/HTTPClient.xml msgid "" "HTTP TRACE method. The TRACE method performs a message loop-back test along " "the path to the target resource. Returns the entire HTTP request received in " "the response body. Rarely used." msgstr "" "Método HTTP TRACE. El método TRACE realiza una prueba de bucle de mensajes a " "lo largo del camino hacia el recurso objetivo. Devuelve toda la petición " "HTTP recibida en el cuerpo de respuesta. Rara vez se usa." #: doc/classes/HTTPClient.xml msgid "" "HTTP CONNECT method. The CONNECT method establishes a tunnel to the server " "identified by the target resource. Rarely used." msgstr "" "Método HTTP CONNECT. El método CONNECT establece un túnel hacia el servidor " "identificado por el recurso objetivo. Rara vez se utiliza." #: doc/classes/HTTPClient.xml msgid "" "HTTP PATCH method. The PATCH method is used to apply partial modifications " "to a resource." msgstr "" "Método HTTP PATCH. El método PATCH se utiliza para aplicar modificaciones " "parciales a un recurso." #: doc/classes/HTTPClient.xml msgid "Represents the size of the [enum Method] enum." msgstr "Representa el tamaño del enum [enum Method]." #: doc/classes/HTTPClient.xml msgid "Status: Disconnected from the server." msgstr "Estado: Desconectado del servidor." #: doc/classes/HTTPClient.xml msgid "Status: Currently resolving the hostname for the given URL into an IP." msgstr "" "Estado: Actualmente resolviendo el nombre del host para la URL dada, en una " "IP." #: doc/classes/HTTPClient.xml msgid "Status: DNS failure: Can't resolve the hostname for the given URL." msgstr "" "Estado: Fallo del DNS: No se puede resolver el nombre de host para la URL " "dada." #: doc/classes/HTTPClient.xml msgid "Status: Currently connecting to server." msgstr "Estado: Actualmente conectándose al servidor." #: doc/classes/HTTPClient.xml msgid "Status: Can't connect to the server." msgstr "Estado: No puede conectarse al servidor." #: doc/classes/HTTPClient.xml msgid "Status: Connection established." msgstr "Estado: Conexión establecida." #: doc/classes/HTTPClient.xml msgid "Status: Currently sending request." msgstr "Estado: Actualmente enviando la petición." #: doc/classes/HTTPClient.xml msgid "Status: HTTP body received." msgstr "Estado: Cuerpo HTTP recibido." #: doc/classes/HTTPClient.xml msgid "Status: Error in HTTP connection." msgstr "Estado: Error en la conexión HTTP." #: doc/classes/HTTPClient.xml msgid "Status: Error in SSL handshake." msgstr "Estado: Error en el handshake SSL." #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]100 Continue[/code]. Interim response that indicates " "everything so far is OK and that the client should continue with the request " "(or ignore this status if already finished)." msgstr "" "Código de estado HTTP [code]100 Continuar [/code]. Respuesta provisional que " "indica que todo hasta ahora está bien y que el cliente debe continuar con la " "solicitud (o ignorar este estado si ya ha terminado)." #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]101 Switching Protocol[/code]. Sent in response to an " "[code]Upgrade[/code] request header by the client. Indicates the protocol " "the server is switching to." msgstr "" "Código de estado HTTP [code]101 Switching Protocol[/code]. Enviado en " "respuesta a una solicitud de [code]Upgrade[/code] por el cliente. Indica el " "protocolo al que el servidor está cambiando." #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]102 Processing[/code] (WebDAV). Indicates that the " "server has received and is processing the request, but no response is " "available yet." msgstr "" "Código de estado HTTP [code]102 Processing[/code] (WebDAV). Indica que el " "servidor ha recibido y está procesando la solicitud, pero aún no hay " "respuesta disponible." #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]200 OK[/code]. The request has succeeded. Default " "response for successful requests. Meaning varies depending on the request. " "GET: The resource has been fetched and is transmitted in the message body. " "HEAD: The entity headers are in the message body. POST: The resource " "describing the result of the action is transmitted in the message body. " "TRACE: The message body contains the request message as received by the " "server." msgstr "" "Código de estado HTTP [code]200 OK[/code]. La petición ha tenido éxito. " "Respuesta por defecto para las solicitudes con exito. El significado varía " "dependiendo de la solicitud. GET: El recurso ha sido recuperado y se " "transmite en el cuerpo del mensaje. HEAD: Las cabeceras de la entidad están " "en el cuerpo del mensaje. POST: El recurso que describe el resultado de la " "acción se transmite en el cuerpo del mensaje. TRACE: El cuerpo del mensaje " "contiene el mensaje de solicitud tal y como lo recibió el servidor." #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]201 Created[/code]. The request has succeeded and a " "new resource has been created as a result of it. This is typically the " "response sent after a PUT request." msgstr "" "Código de estado HTTP [code]201 Creado[/code]. La petición ha tenido éxito y " "se ha creado un nuevo recurso como resultado de ella. Esta es típicamente la " "respuesta enviada después de una solicitud PUT." #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]202 Accepted[/code]. The request has been received " "but not yet acted upon. It is non-committal, meaning that there is no way in " "HTTP to later send an asynchronous response indicating the outcome of " "processing the request. It is intended for cases where another process or " "server handles the request, or for batch processing." msgstr "" "Código de estado HTTP [code]202 Accepted[/code]. La solicitud ha sido " "recibida pero aún no se ha actuado al respecto. No se ha tomado ninguna " "medida, lo que significa que no hay forma de que HTTP envíe más tarde una " "respuesta asincrónica que indique el resultado del procesamiento de la " "solicitud. Está destinado a los casos en que otro proceso o servidor se " "encarga de la solicitud, o para el procesamiento por lotes." #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]203 Non-Authoritative Information[/code]. This " "response code means returned meta-information set is not exact set as " "available from the origin server, but collected from a local or a third " "party copy. Except this condition, 200 OK response should be preferred " "instead of this response." msgstr "" "Código de estado HTTP [code]203 Información no autorizada [/code]. Este " "código de respuesta significa que el conjunto de meta-información devuelta " "no está exactamente establecida como disponible en el servidor de origen, " "sino que se ha recogido de una copia local o de un tercero. Excepto en esta " "condición, se debe preferir la respuesta 200 OK en lugar de esta respuesta." #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]204 No Content[/code]. There is no content to send " "for this request, but the headers may be useful. The user-agent may update " "its cached headers for this resource with the new ones." msgstr "" "Código de estado HTTP [code]204 No hay contenido [/code]. No hay contenido " "que enviar para esta petición, pero los encabezados pueden ser útiles. El " "user-agent puede actualizar sus cabeceras en caché para este recurso con las " "nuevas." #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]205 Reset Content[/code]. The server has fulfilled " "the request and desires that the client resets the \"document view\" that " "caused the request to be sent to its original state as received from the " "origin server." msgstr "" "Código de estado HTTP [code]205 Reset Content[/code]. El servidor ha " "cumplido la solicitud y desea que el cliente restablezca la \"vista del " "documento\" que causó que la solicitud se enviara a su estado original tal " "como se recibió del servidor de origen." #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]206 Partial Content[/code]. This response code is " "used because of a range header sent by the client to separate download into " "multiple streams." msgstr "" "Código de estado HTTP [code]206 Partial Content[/code]. Este código de " "respuesta se utiliza debido a un encabezado de rango enviado por el cliente " "para separar la descarga en múltiples flujos." #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]207 Multi-Status[/code] (WebDAV). A Multi-Status " "response conveys information about multiple resources in situations where " "multiple status codes might be appropriate." msgstr "" "Código de estado HTTP [code]207 Multi-Status[/code] (WebDAV). Una respuesta " "Multi-Status transmite información sobre múltiples recursos en situaciones " "en las que podrían ser apropiados múltiples códigos de estado." #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]208 Already Reported[/code] (WebDAV). Used inside a " "DAV: propstat response element to avoid enumerating the internal members of " "multiple bindings to the same collection repeatedly." msgstr "" "Código de estado HTTP [code]208 Already Reported[/code] (WebDAV). Utilizado " "dentro de un DAV: elemento de respuesta propstat para evitar enumerar los " "miembros internos de múltiples enlaces a la misma colección repetidamente." #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]226 IM Used[/code] (WebDAV). The server has fulfilled " "a GET request for the resource, and the response is a representation of the " "result of one or more instance-manipulations applied to the current instance." msgstr "" "Código de estado HTTP [code]226 IM Used[/code] (WebDAV). El servidor ha " "cumplido una solicitud GET para el recurso, y la respuesta es una " "representación del resultado de una o más manipulaciones de instancia " "aplicadas a la instancia actual." #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]300 Multiple Choice[/code]. The request has more than " "one possible responses and there is no standardized way to choose one of the " "responses. User-agent or user should choose one of them." msgstr "" "Código de estado HTTP [code]300 Multiple Choice[/code]. La solicitud tiene " "más de una respuesta posible y no hay una forma estandarizada de elegir una " "de las respuestas. El user-agent o el usuario debe elegir una de ellas." #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]301 Moved Permanently[/code]. Redirection. This " "response code means the URI of requested resource has been changed. The new " "URI is usually included in the response." msgstr "" "Código de estado HTTP [code]301 Moved Permanently[/code]. Redirección. Este " "código de respuesta significa que la URI del recurso solicitado ha sido " "cambiada. La nueva URI suele estar incluida en la respuesta." #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]302 Found[/code]. Temporary redirection. This " "response code means the URI of requested resource has been changed " "temporarily. New changes in the URI might be made in the future. Therefore, " "this same URI should be used by the client in future requests." msgstr "" "Código de estado HTTP [code]302 Found[/code]. Redireccionamiento temporal. " "Este código de respuesta significa que la URI del recurso solicitado ha sido " "cambiada temporalmente. Nuevos cambios en la URI podrían hacerse en el " "futuro. Por lo tanto, esta misma URI debería ser utilizada por el cliente en " "futuras solicitudes." #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]303 See Other[/code]. The server is redirecting the " "user agent to a different resource, as indicated by a URI in the Location " "header field, which is intended to provide an indirect response to the " "original request." msgstr "" "Código de estado HTTP [code]303 See Other[/code]. El servidor está " "redirigiendo el user agent a un recurso diferente, como se indica en una URI " "en el campo de encabezamiento de la localización, que tiene por objeto " "proporcionar una respuesta indirecta a la solicitud original." #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]304 Not Modified[/code]. A conditional GET or HEAD " "request has been received and would have resulted in a 200 OK response if it " "were not for the fact that the condition evaluated to [code]false[/code]." msgstr "" "Código de estado HTTP [code]304 Not Modified[/code]. Se ha recibido una " "solicitud condicional GET o HEAD que habría dado lugar a una respuesta de " "200 OK si no fuera por el hecho de que la condición fue evaluada a " "[code]false[/code]." #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]305 Use Proxy[/code]. [i]Deprecated. Do not use.[/i]" msgstr "" "Código de estado HTTP [code]305 Use Proxy[/code]. [i]Descartado. No Usar.[/i]" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]306 Switch Proxy[/code]. [i]Deprecated. Do not use.[/" "i]" msgstr "" "Código de estado HTTP [code]306 Switch Proxy[/code]. [i]Descartado. No Usar." "[/i]" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]307 Temporary Redirect[/code]. The target resource " "resides temporarily under a different URI and the user agent MUST NOT change " "the request method if it performs an automatic redirection to that URI." msgstr "" "Código de estado HTTP [code]307 Temporary Redirect[/code]. El recurso " "objetivo reside temporalmente bajo una URI diferente y el user-agent NO DEBE " "cambiar el método de solicitud si realiza una redirección automática a esa " "URI." #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]308 Permanent Redirect[/code]. The target resource " "has been assigned a new permanent URI and any future references to this " "resource ought to use one of the enclosed URIs." msgstr "" "Código de estado HTTP [code]308 Permanent Redirect[/code]. Al recurso " "objetivo se le ha asignado una nueva URI permanente y cualquier referencia " "futura a este recurso deberá utilizar una de las URI adjuntas." #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]400 Bad Request[/code]. The request was invalid. The " "server cannot or will not process the request due to something that is " "perceived to be a client error (e.g., malformed request syntax, invalid " "request message framing, invalid request contents, or deceptive request " "routing)." msgstr "" "Código de estado HTTP [code]400 Bad Request[/code]. La solicitud era " "inválida. El servidor no puede o no quiere procesar la solicitud debido a " "algo que se percibe como un error del cliente (por ejemplo, sintaxis de " "solicitud mal formada, enmarcado de mensaje de solicitud inválido, contenido " "de solicitud inválido o enrutamiento de solicitud engañoso)." #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]401 Unauthorized[/code]. Credentials required. The " "request has not been applied because it lacks valid authentication " "credentials for the target resource." msgstr "" "Código de estado HTTP [code]401 Unauthorized[/code]. Se requieren " "credenciales. La solicitud no se ha aplicado porque carece de credenciales " "de autenticación válidas para el recurso de destino." #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]402 Payment Required[/code]. This response code is " "reserved for future use. Initial aim for creating this code was using it for " "digital payment systems, however this is not currently used." msgstr "" "Código de estado HTTP [code]402 Payment Required[/code]. Este código de " "respuesta está reservado para un uso futuro. El objetivo inicial para crear " "este código era usarlo para sistemas de pago digitales, sin embargo no se " "usa actualmente." #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]403 Forbidden[/code]. The client does not have access " "rights to the content, i.e. they are unauthorized, so server is rejecting to " "give proper response. Unlike [code]401[/code], the client's identity is " "known to the server." msgstr "" "Código de estado HTTP [code]403 Forbidden[/code]. El cliente no tiene " "derechos de acceso al contenido, es decir, no están autorizados, por lo que " "el servidor se está negando a dar una respuesta adecuada. A diferencia de " "[code]401[/code], la identidad del cliente es conocida por el servidor." #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]404 Not Found[/code]. The server can not find " "requested resource. Either the URL is not recognized or the endpoint is " "valid but the resource itself does not exist. May also be sent instead of " "403 to hide existence of a resource if the client is not authorized." msgstr "" "Código de estado HTTP [code]404 Not Found[/code]. El servidor no puede " "encontrar el recurso solicitado. La URL no se reconoce o el punto final es " "válido pero el recurso en sí no existe. También puede ser enviado en lugar " "de 403 para ocultar la existencia de un recurso si el cliente no está " "autorizado." #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]405 Method Not Allowed[/code]. The request's HTTP " "method is known by the server but has been disabled and cannot be used. For " "example, an API may forbid DELETE-ing a resource. The two mandatory methods, " "GET and HEAD, must never be disabled and should not return this error code." msgstr "" "Código de estado HTTP [code]405 Method Not Allowed[/code]. El método HTTP de " "la petición es conocido por el servidor pero ha sido desactivado y no puede " "ser utilizado. Por ejemplo, una API puede prohibir la eliminación de un " "recurso. Los dos métodos obligatorios, GET y HEAD, nunca deben ser " "desactivados y no deben devolver este código de error." #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]406 Not Acceptable[/code]. The target resource does " "not have a current representation that would be acceptable to the user " "agent, according to the proactive negotiation header fields received in the " "request. Used when negotiation content." msgstr "" "Código de estado HTTP [code]406 Not Acceptable[/code]. El recurso de destino " "no tiene una representación actual que sería aceptable para el agente " "usuario, según los campos del encabezado de negociación proactiva recibidos " "en la solicitud. Se utiliza cuando el contenido de la negociación." #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]407 Proxy Authentication Required[/code]. Similar to " "401 Unauthorized, but it indicates that the client needs to authenticate " "itself in order to use a proxy." msgstr "" "Código de estado HTTP [code]407 Proxy Authentication Required[/code]. " "Similar a 401 No autorizado, pero indica que el cliente necesita " "autenticarse para usar un proxy." #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]408 Request Timeout[/code]. The server did not " "receive a complete request message within the time that it was prepared to " "wait." msgstr "" "Código de estado HTTP [code]408 Solicitud de tiempo de espera [/code]. El " "servidor no recibió un mensaje de solicitud completo en el tiempo que estaba " "preparado para esperar." #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]409 Conflict[/code]. The request could not be " "completed due to a conflict with the current state of the target resource. " "This code is used in situations where the user might be able to resolve the " "conflict and resubmit the request." msgstr "" "Código de estado HTTP [code]409 Conflict[/code]. La solicitud no pudo " "completarse debido a un conflicto con el estado actual del recurso objetivo. " "Este código se utiliza en situaciones en las que el usuario podría resolver " "el conflicto y volver a enviar la solicitud." #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]410 Gone[/code]. The target resource is no longer " "available at the origin server and this condition is likely permanent." msgstr "" "Código de estado HTTP [code]410 Gone[/code]. El recurso objetivo ya no está " "disponible en el servidor de origen y esta condición es probablemente " "permanente." #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]411 Length Required[/code]. The server refuses to " "accept the request without a defined Content-Length header." msgstr "" "Código de estado HTTP [code]411 Length Required[/code]. El servidor se niega " "a aceptar la solicitud sin un encabezado de longitud de contenido definido." #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]412 Precondition Failed[/code]. One or more " "conditions given in the request header fields evaluated to [code]false[/" "code] when tested on the server." msgstr "" "Código de estado HTTP [code]412 Precondition Failed[/code]. Una o más " "condiciones dadas en los campos de la cabecera de la petición evaluadas a " "[code]false[/code] al ser probadas en el servidor." #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]413 Entity Too Large[/code]. The server is refusing " "to process a request because the request payload is larger than the server " "is willing or able to process." msgstr "" "Código de estado HTTP [code]413 Entity Too large[/code]. El servidor se " "niega a procesar una solicitud porque la carga útil de la solicitud es mayor " "de lo que el servidor está dispuesto o puede procesar." #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]414 Request-URI Too Long[/code]. The server is " "refusing to service the request because the request-target is longer than " "the server is willing to interpret." msgstr "" "Código de estado HTTP [code]414 Request-URI Too Long[/code]. El servidor se " "niega a atender la solicitud porque el objetivo de la solicitud es más largo " "de lo que el servidor está dispuesto a interpretar." #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]415 Unsupported Media Type[/code]. The origin server " "is refusing to service the request because the payload is in a format not " "supported by this method on the target resource." msgstr "" "Código de estado HTTP [code]415 Unsupported Media Type[/code]. El servidor " "de origen se niega a atender la solicitud porque la carga útil está en un " "formato no soportado por este método en el recurso de destino." #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]416 Requested Range Not Satisfiable[/code]. None of " "the ranges in the request's Range header field overlap the current extent of " "the selected resource or the set of ranges requested has been rejected due " "to invalid ranges or an excessive request of small or overlapping ranges." msgstr "" "Código de estado HTTP [code]416 Requested Range Not Satisfiable[/code]. " "Ninguno de los rangos en el campo de encabezamiento del rango de la " "solicitud se superpone a la extensión actual del recurso seleccionado o el " "conjunto de rangos solicitados ha sido rechazado debido a rangos inválidos o " "a una solicitud excesiva de rangos pequeños o superpuestos." #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]417 Expectation Failed[/code]. The expectation given " "in the request's Expect header field could not be met by at least one of the " "inbound servers." msgstr "" "Código de estado HTTP [code]417 Expectation Failed[/code]. La expectativa " "dada en el campo de encabezado Expect de la solicitud no pudo ser satisfecha " "por al menos uno de los servidores de entrada." #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]418 I'm A Teapot[/code]. Any attempt to brew coffee " "with a teapot should result in the error code \"418 I'm a teapot\". The " "resulting entity body MAY be short and stout." msgstr "" "Código de estado HTTP [code]418 I'm A Teapot[/code]. Cualquier intento de " "preparar café con una tetera debería dar como resultado el código de error " "\"418 I'm a Teapot\". El cuerpo de la entidad resultante PUEDE ser corto y " "robusto." #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]421 Misdirected Request[/code]. The request was " "directed at a server that is not able to produce a response. This can be " "sent by a server that is not configured to produce responses for the " "combination of scheme and authority that are included in the request URI." msgstr "" "Código de estado HTTP [code]421 Misdirected Request[/code]. La solicitud fue " "dirigida a un servidor que no es capaz de producir una respuesta. Esto puede " "ser enviado por un servidor que no está configurado para producir respuestas " "para la combinación de esquema y autoridad que se incluyen en la URI de la " "solicitud." #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]422 Unprocessable Entity[/code] (WebDAV). The server " "understands the content type of the request entity (hence a 415 Unsupported " "Media Type status code is inappropriate), and the syntax of the request " "entity is correct (thus a 400 Bad Request status code is inappropriate) but " "was unable to process the contained instructions." msgstr "" "Código de estado HTTP [code]422 Unprocessable Entity[/code] (WebDAV). El " "servidor entiende el tipo de contenido de la entidad de solicitud (por lo " "tanto, un código de estado 415 Unsupported Media Type es inapropiado), y la " "sintaxis de la entidad de solicitud es correcta (por lo tanto, un código de " "estado 400 Bad Request es inapropiado) pero no pudo procesar las " "instrucciones contenidas." #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]423 Locked[/code] (WebDAV). The source or destination " "resource of a method is locked." msgstr "" "Código de estado HTTP [code]423 Locked[/code] (WebDAV). El recurso de origen " "o destino de un método está bloqueado." #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]424 Failed Dependency[/code] (WebDAV). The method " "could not be performed on the resource because the requested action depended " "on another action and that action failed." msgstr "" "Código de estado HTTP [code]424 Failed Dependency[/code] (WebDAV). El método " "no pudo realizarse en el recurso porque la acción solicitada dependía de " "otra acción y esa acción falló." #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]426 Upgrade Required[/code]. The server refuses to " "perform the request using the current protocol but might be willing to do so " "after the client upgrades to a different protocol." msgstr "" "Código de estado HTTP [code]426 Upgrade Required[/code]. El servidor se " "niega a realizar la solicitud utilizando el protocolo actual, pero podría " "estar dispuesto a hacerlo después de que el cliente se actualice a un " "protocolo diferente." #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]428 Precondition Required[/code]. The origin server " "requires the request to be conditional." msgstr "" "Código de estado HTTP [code]428 Precondition Required[/code]. El servidor de " "origen requiere que la petición sea condicional." #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]429 Too Many Requests[/code]. The user has sent too " "many requests in a given amount of time (see \"rate limiting\"). Back off " "and increase time between requests or try again later." msgstr "" "Código de estado HTTP [code]429 Too Many Requests[/code]. El usuario ha " "enviado demasiadas solicitudes en un período de tiempo determinado (véase " "\"limitación de la tasa\"). Retroceda y aumente el tiempo entre las " "solicitudes o inténtelo de nuevo más tarde." #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]431 Request Header Fields Too Large[/code]. The " "server is unwilling to process the request because its header fields are too " "large. The request MAY be resubmitted after reducing the size of the request " "header fields." msgstr "" "Código de estado HTTP [code]431 Request Header Fields Too Large[/code]. El " "servidor no está dispuesto a procesar la solicitud porque los campos de la " "cabecera son demasiado grandes. La solicitud PUEDE volver a enviarse después " "de reducir el tamaño de los campos de la cabecera de la solicitud." #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]451 Response Unavailable For Legal Reasons[/code]. " "The server is denying access to the resource as a consequence of a legal " "demand." msgstr "" "Código de estado HTTP [code]451 Response Unavailable for Legal Reasons[/" "code]. El servidor está negando el acceso al recurso como consecuencia de " "una demanda legal." #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]500 Internal Server Error[/code]. The server " "encountered an unexpected condition that prevented it from fulfilling the " "request." msgstr "" "Código de estado HTTP [code]500 Internal Server Error[/code]. El servidor se " "encontró con una condición inesperada que le impidió cumplir con la " "solicitud." #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]501 Not Implemented[/code]. The server does not " "support the functionality required to fulfill the request." msgstr "" "Código de estado HTTP [code]501 Not Implemented[/code]. El servidor no " "soporta la funcionalidad requerida para cumplir con la solicitud." #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]502 Bad Gateway[/code]. The server, while acting as a " "gateway or proxy, received an invalid response from an inbound server it " "accessed while attempting to fulfill the request. Usually returned by load " "balancers or proxies." msgstr "" "Código de estado HTTP [code]502 Bad Gateway[/code]. El servidor, mientras " "actuaba como gateway o proxy, recibió una respuesta inválida de un servidor " "entrante al que accedió mientras intentaba cumplir la solicitud. Normalmente " "devuelta por los balanceadores de carga o proxies." #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]503 Service Unavailable[/code]. The server is " "currently unable to handle the request due to a temporary overload or " "scheduled maintenance, which will likely be alleviated after some delay. Try " "again later." msgstr "" "Código de estado HTTP [code]503 Service Unavailable[/code]. El servidor no " "puede actualmente atender la solicitud debido a una sobrecarga temporal o a " "un mantenimiento programado, que probablemente se aliviará después de algún " "retraso. Inténtelo de nuevo más tarde." #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]504 Gateway Timeout[/code]. The server, while acting " "as a gateway or proxy, did not receive a timely response from an upstream " "server it needed to access in order to complete the request. Usually " "returned by load balancers or proxies." msgstr "" "Código de estado HTTP [code]504 Gateway Timeout[/code]. El servidor, aunque " "actuaba como gateway o proxy, no recibía una respuesta oportuna de un " "servidor ascendente al que necesitaba acceder para completar la solicitud. " "Normalmente se devuelve por los balanceadores de carga o proxies." #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]505 HTTP Version Not Supported[/code]. The server " "does not support, or refuses to support, the major version of HTTP that was " "used in the request message." msgstr "" "Código de estado HTTP [code]505 Versión HTTP Not Supported[/code]. El " "servidor no soporta, o se niega a soportar, la versión principal de HTTP que " "se utilizó en el mensaje de solicitud." #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]506 Variant Also Negotiates[/code]. The server has an " "internal configuration error: the chosen variant resource is configured to " "engage in transparent content negotiation itself, and is therefore not a " "proper end point in the negotiation process." msgstr "" "Código de estado HTTP [code]506 Variant Also Negotiates[/code]. El servidor " "tiene un error de configuración interna: el recurso de la variante elegida " "está configurado para participar en una negociación de contenido " "transparente en sí misma, y por lo tanto no es un punto final adecuado en el " "proceso de negociación." #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]507 Insufficient Storage[/code]. The method could not " "be performed on the resource because the server is unable to store the " "representation needed to successfully complete the request." msgstr "" "Código de estado HTTP [code]507 Insufficient Storage[/code]. El método no " "pudo realizarse en el recurso porque el servidor no puede almacenar la " "representación necesaria para completar con éxito la solicitud." #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]508 Loop Detected[/code]. The server terminated an " "operation because it encountered an infinite loop while processing a request " "with \"Depth: infinity\". This status indicates that the entire operation " "failed." msgstr "" "Código de estado HTTP [code]508 Loop Detected[/code]. El servidor terminó " "una operación porque encontró un bucle infinito mientras procesaba una " "petición con \"Depth:infinity\". Este estado indica que la operación entera " "falló." #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]510 Not Extended[/code]. The policy for accessing the " "resource has not been met in the request. The server should send back all " "the information necessary for the client to issue an extended request." msgstr "" "Código de estado HTTP [code]510 Not Extended[/code]. La política de acceso " "al recurso no se ha cumplido en la solicitud. El servidor debería devolver " "toda la información necesaria para que el cliente emita una solicitud " "extendida." #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]511 Network Authentication Required[/code]. The " "client needs to authenticate to gain network access." msgstr "" "Código de estado HTTP [code]511 Network Authentication Required[/code]. El " "cliente necesita autenticarse para obtener acceso a la red." #: doc/classes/HTTPRequest.xml msgid "A node with the ability to send HTTP(S) requests." msgstr "Un nodo con la capacidad de enviar peticiones HTTP(S)." #: doc/classes/HTTPRequest.xml #, fuzzy msgid "" "A node with the ability to send HTTP requests. Uses [HTTPClient] " "internally.\n" "Can be used to make HTTP requests, i.e. download or upload files or web " "content via HTTP.\n" "[b]Warning:[/b] See the notes and warnings on [HTTPClient] for limitations, " "especially regarding SSL security.\n" "[b]Example of contacting a REST API and printing one of its returned fields:" "[/b]\n" "[codeblock]\n" "func _ready():\n" " # Create an HTTP request node and connect its completion signal.\n" " var http_request = HTTPRequest.new()\n" " add_child(http_request)\n" " http_request.connect(\"request_completed\", self, " "\"_http_request_completed\")\n" "\n" " # Perform a GET request. The URL below returns JSON as of writing.\n" " var error = http_request.request(\"https://httpbin.org/get\")\n" " if error != OK:\n" " push_error(\"An error occurred in the HTTP request.\")\n" "\n" " # Perform a POST request. The URL below returns JSON as of writing.\n" " # Note: Don't make simultaneous requests using a single HTTPRequest " "node.\n" " # The snippet below is provided for reference only.\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" " push_error(\"An error occurred in the HTTP request.\")\n" "\n" "\n" "# Called when the HTTP request is completed.\n" "func _http_request_completed(result, response_code, headers, body):\n" " var response = parse_json(body.get_string_from_utf8())\n" "\n" " # Will print the user agent string used by the HTTPRequest node (as " "recognized by httpbin.org).\n" " print(response.headers[\"User-Agent\"])\n" "[/codeblock]\n" "[b]Example of loading and displaying an image using HTTPRequest:[/b]\n" "[codeblock]\n" "func _ready():\n" " # Create an HTTP request node and connect its completion signal.\n" " var http_request = HTTPRequest.new()\n" " add_child(http_request)\n" " http_request.connect(\"request_completed\", self, " "\"_http_request_completed\")\n" "\n" " # Perform the HTTP request. The URL below returns a PNG image as of " "writing.\n" " var error = http_request.request(\"https://via.placeholder.com/512\")\n" " if error != OK:\n" " push_error(\"An error occurred in the HTTP request.\")\n" "\n" "\n" "# Called when the HTTP request is completed.\n" "func _http_request_completed(result, response_code, headers, body):\n" " var image = Image.new()\n" " var error = image.load_png_from_buffer(body)\n" " if error != OK:\n" " push_error(\"Couldn't load the image.\")\n" "\n" " var texture = ImageTexture.new()\n" " texture.create_from_image(image)\n" "\n" " # Display the image in a TextureRect node.\n" " var texture_rect = TextureRect.new()\n" " add_child(texture_rect)\n" " texture_rect.texture = texture\n" "[/codeblock]" msgstr "" "Un nodo con la capacidad de enviar peticiones HTTP. Utiliza [HTTPClient] " "internamente.\n" "Puede ser usado para hacer peticiones HTTP, es decir, descargar o subir " "archivos o contenido web a través de HTTP.\n" "[b]Ejemplo de contactar una API REST e imprimir uno de sus campos devueltos:" "[/b]\n" "[codeblock]\n" "func _ready():\n" " # Crear un nodo de solicitud HTTP y conectar su señal de finalización.\n" " var http_request = HTTPRequest.new()\n" " add_child(http_request)\n" " http_request.connect(\"request_completed\", self, " "\"_http_request_completed\")\n" "\n" " # Realizar una petición GET. El URL de abajo devuelve JSON al momento de " "escribir.\n" " var error = http_request.request(\"https://httpbin.org/get\")\n" " if error != OK:\n" " push_error(\"Se ha producido un error en la solicitud HTTP\")\n" "\n" " # Realizar una solicitud POST. La siguiente URL devuelve JSON al momento " "de escribir.\n" " # Nota: No hagas peticiones simultáneas usando un solo nodo " "HTTPRequest.\n" " # El siguiente fragmento se proporciona sólo como referencia.\n" " var body = {\"nombre\": \"Godette\"}\n" " var error = http_request.request(\"https://httpbin.org/post\", [], true, " "HTTPClient.METHOD_POST, body)\n" " if error != OK:\n" " push_error(\"Se ha producido un error en la solicitud HTTP\")\n" "\n" "\n" "# Llamado cuando la petición HTTP se completa.\n" "func _http_request_completed(result, response_code, headers, body):\n" " var respuesta = parse_json(body.get_string_from_utf8())\n" "\n" " # Imprimirá la cadena de agente de usuario usada por el nodo HTTPRequest " "(como lo reconoce httpbin.org).\n" " print(respuesta.headers[\"User-Agent\"])\n" "[/codeblock]\n" "[b]Ejemplo de carga y visualización de una imagen mediante HTTPRequest:[/b]\n" "[codeblock]\n" "func _ready():\n" " # Crear un nodo de solicitud HTTP y conectar su señal de finalización.\n" " var http_request = HTTPRequest.new()\n" " add_child(http_request)\n" " http_request.connect(\"request_completed\", self, " "\"_http_request_completed\")\n" "\n" " # Realizar la petición HTTP. La siguiente URL devuelve una imagen PNG al " "momento de escribir.\n" " var error = http_request.request(\"https://via.placeholder.com/512\")\n" " if error != OK:\n" " push_error(\"Se ha producido un error en la solicitud HTTP\")\n" "\n" "\n" "# Llamado cuando la petición HTTP se completa.\n" "func _http_request_completed(result, response_code, headers, body):\n" " var imagen = Image.new()\n" " var error = imagen.load_png_from_buffer(body)\n" " si el error != OK:\n" " push_error(\"No se pudo cargar la imagen.\")\n" "\n" " var textura = ImageTexture.new()\n" " textura.create_from_image(imagen)\n" "\n" " # Mostrar la imagen en un nodo de TextureRect.\n" " var texture_rect = TextureRect.new()\n" " add_child(texture_rect)\n" " texture_rect.texture = textura\n" "[/codeblock]\n" "[b]Nota:[/b] Al realizar solicitudes HTTP de un proyecto exportado a HTML5, " "tenga en cuenta que el servidor remoto puede no permitir solicitudes de " "orígenes extranjeros debido a [url=https://developer.mozilla.org/en-US/docs/" "Web/HTTP/CORS]CORS[/url]. Si usted hospeda el servidor en cuestión, debería " "modificar su backend para permitir las solicitudes de orígenes extranjeros " "añadiendo el [code]Access-Control-Allow-Origin: *[/code] encabezado HTTP." #: doc/classes/HTTPRequest.xml msgid "Cancels the current request." msgstr "Cancela la solicitud actual." #: doc/classes/HTTPRequest.xml msgid "" "Returns the response body length.\n" "[b]Note:[/b] Some Web servers may not send a body length. In this case, the " "value returned will be [code]-1[/code]. If using chunked transfer encoding, " "the body length will also be [code]-1[/code]." msgstr "" "Devuelve la longitud del cuerpo de respuesta.\n" "[b]Nota:[/b] Algunos servidores web pueden no enviar la longitud del cuerpo. " "En este caso, el valor devuelto será [code]-1[/code]. Si se utiliza la " "codificación de transferencia de trozos, la longitud del cuerpo también será " "[code]-1[/code]." #: doc/classes/HTTPRequest.xml msgid "Returns the amount of bytes this HTTPRequest downloaded." msgstr "Devuelve la cantidad de bytes que esta HTTPRequest ha descargado." #: doc/classes/HTTPRequest.xml msgid "" "Returns the current status of the underlying [HTTPClient]. See [enum " "HTTPClient.Status]." msgstr "" "Devuelve el estado actual del [HTTPClient] subyacente. Véase [enum " "HTTPClient.Status]." #: doc/classes/HTTPRequest.xml #, fuzzy msgid "" "Creates request on the underlying [HTTPClient]. If there is no configuration " "errors, it tries to connect using [method HTTPClient.connect_to_host] and " "passes parameters onto [method HTTPClient.request].\n" "Returns [constant OK] if request is successfully created. (Does not imply " "that the server has responded), [constant ERR_UNCONFIGURED] if not in the " "tree, [constant ERR_BUSY] if still processing previous request, [constant " "ERR_INVALID_PARAMETER] if given string is not a valid URL format, or " "[constant ERR_CANT_CONNECT] if not using thread and the [HTTPClient] cannot " "connect to host.\n" "[b]Note:[/b] When [code]method[/code] is [constant HTTPClient.METHOD_GET], " "the payload sent via [code]request_data[/code] might be ignored by the " "server or even cause the server to reject the request (check [url=https://" "datatracker.ietf.org/doc/html/rfc7231#section-4.3.1]RFC 7231 section 4.3.1[/" "url] for more details). As a workaround, you can send data as a query string " "in the URL. See [method String.http_escape] for an example." msgstr "" "Crea una solicitud en el [HTTPClient] subyacente. Si no hay errores de " "configuración, intenta conectarse usando [method HTTPClient.connect_to_host] " "y pasa los parámetros a [method HTTPClient.request].\n" "Devuelve [constant OK] si la petición se crea con éxito. (No implica que el " "servidor haya respondido), [constante ERR_UNCONFIGURED] si no está en el " "árbol, [constant ERR_BUSY] si aún está procesando la solicitud anterior, " "[constant ERR_INVALID_PARAMETER] si la cadena dada no es un formato de URL " "válido, o [constanteERR_CANT_CONNECT] si no está usando el hilo y el " "[HTTPClient] no puede conectarse al host." #: doc/classes/HTTPRequest.xml #, fuzzy msgid "" "Creates request on the underlying [HTTPClient] using a raw array of bytes " "for the request body. If there is no configuration errors, it tries to " "connect using [method HTTPClient.connect_to_host] and passes parameters onto " "[method HTTPClient.request].\n" "Returns [constant OK] if request is successfully created. (Does not imply " "that the server has responded), [constant ERR_UNCONFIGURED] if not in the " "tree, [constant ERR_BUSY] if still processing previous request, [constant " "ERR_INVALID_PARAMETER] if given string is not a valid URL format, or " "[constant ERR_CANT_CONNECT] if not using thread and the [HTTPClient] cannot " "connect to host." msgstr "" "Crea una solicitud en el [HTTPClient] subyacente. Si no hay errores de " "configuración, intenta conectarse usando [method HTTPClient.connect_to_host] " "y pasa los parámetros a [method HTTPClient.request].\n" "Devuelve [constant OK] si la petición se crea con éxito. (No implica que el " "servidor haya respondido), [constante ERR_UNCONFIGURED] si no está en el " "árbol, [constant ERR_BUSY] si aún está procesando la solicitud anterior, " "[constant ERR_INVALID_PARAMETER] si la cadena dada no es un formato de URL " "válido, o [constanteERR_CANT_CONNECT] si no está usando el hilo y el " "[HTTPClient] no puede conectarse al host." #: doc/classes/HTTPRequest.xml 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 #, fuzzy msgid "" "The size of the buffer used and maximum bytes to read per iteration. See " "[member HTTPClient.read_chunk_size].\n" "Set this to a lower value (e.g. 4096 for 4 KiB) when downloading small files " "to decrease memory usage at the cost of download speeds." msgstr "" "El tamaño del buffer utilizado y el máximo de bytes a leer por iteración. " "Ver [member HTTPClient.read_chunk_size].\n" "Ponga este valor más alto (por ejemplo, 65536 para 64 KiB) cuando descargue " "archivos grandes para lograr mejores velocidades a costa de la memoria." #: doc/classes/HTTPRequest.xml 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 #, fuzzy msgid "" "Maximum number of allowed redirects. This is used to prevent endless " "redirect loops." msgstr "Número máximo de redirecciones permitidas." #: 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 msgid "If [code]true[/code], multithreading is used to improve performance." msgstr "" "Si [code]true[/code], se utiliza el multihilo para mejorar el rendimiento." #: doc/classes/HTTPRequest.xml msgid "Emitted when a request is completed." msgstr "Emitido cuando se completa una solicitud." #: doc/classes/HTTPRequest.xml msgid "Request successful." msgstr "Solicitud con éxito." #: doc/classes/HTTPRequest.xml msgid "Request failed while connecting." msgstr "La solicitud falló mientras se conectaba." #: doc/classes/HTTPRequest.xml msgid "Request failed while resolving." msgstr "La solicitud falló al resolverse." #: doc/classes/HTTPRequest.xml msgid "Request failed due to connection (read/write) error." msgstr "La solicitud falló debido a un error de conexión (lectura/escritura)." #: doc/classes/HTTPRequest.xml msgid "Request failed on SSL handshake." msgstr "La solicitud falló en el handshake del SSL." #: doc/classes/HTTPRequest.xml msgid "Request does not have a response (yet)." msgstr "La solicitud no tiene respuesta (todavía)." #: doc/classes/HTTPRequest.xml msgid "Request exceeded its maximum size limit, see [member body_size_limit]." msgstr "" "La solicitud excedió su límite de tamaño máximo, ver [member " "body_size_limit]." #: doc/classes/HTTPRequest.xml msgid "Request failed (currently unused)." msgstr "Solicitud fallida (actualmente no utilizada)." #: doc/classes/HTTPRequest.xml msgid "HTTPRequest couldn't open the download file." msgstr "HTTPRequest no pudo abrir el archivo descargado." #: doc/classes/HTTPRequest.xml msgid "HTTPRequest couldn't write to the download file." msgstr "HTTPRequest no pudo escribir el archivo descargado." #: doc/classes/HTTPRequest.xml msgid "Request reached its maximum redirect limit, see [member max_redirects]." msgstr "" "La solicitud alcanzó su límite máximo de redireccionamiento, ver [member " "max_redirects]." #: doc/classes/Image.xml msgid "Image datatype." msgstr "Tipo de datos de imagen." #: doc/classes/Image.xml #, fuzzy msgid "" "Native image datatype. Contains image data which can be converted to an " "[ImageTexture] and provides commonly used [i]image processing[/i] methods. " "The maximum width and height for an [Image] are [constant MAX_WIDTH] and " "[constant MAX_HEIGHT].\n" "An [Image] cannot be assigned to a [code]texture[/code] property of an " "object directly (such as [Sprite]), and has to be converted manually to an " "[ImageTexture] first.\n" "[b]Note:[/b] The maximum image size is 16384×16384 pixels due to graphics " "hardware limitations. Larger images may fail to import." msgstr "" "Tipo de datos imagen nativa. Contiene datos de imagen, que pueden ser " "convertidos en un [Texture2D], y varias funciones para interactuar con él. " "El máximo ancho y alto para una [Image] son [constant MAX_WIDTH] y [constant " "MAX_HEIGHT].\n" "[b]Nota:[/b] El tamaño máximo de la imagen es de 16384×16384 píxeles debido " "a las limitaciones del hardware de gráficos. Las imágenes más grandes no se " "importarán." #: doc/classes/Image.xml doc/classes/ImageTexture.xml msgid "Importing images" msgstr "" #: doc/classes/Image.xml #, fuzzy msgid "" "Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image " "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 "" "[code]src_rect[/code] área de bits de la imagen [code]src[/code] a esta " "imagen en las coordenadas dadas por [code]dst[/code]. El pixel de [code]src[/" "code] se copia en [code]dst[/code] si el valor alfa del pixel " "correspondiente de [code]mask[/code] no es 0. La imagen [code]src[/code] y " "la imagen [code]mask[/code] [b]deben[/b] tener el mismo tamaño (anchura y " "altura) pero pueden tener formatos diferentes." #: doc/classes/Image.xml #, fuzzy 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], 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 "" "Mezcla usando alfa[code]src_rect[/code] de la imagen [code]src[/code] a esta " "imagen usando la imagen [code]mask[/code] en las coordenadas [code]dst[/" "code]. Se requieren canales alfa tanto para [code]src[/code] como para " "[code]mask[/code]. Los píxeles de [code]dst[/code] y los píxeles de " "[code]src[/code] se mezclarán si el valor alfa del píxel de la máscara " "correspondiente no es 0. La imagen [code]src[/code] y la imagen [code]mask[/" "code] [b] deben[/b] tener el mismo tamaño (ancho y alto) pero pueden tener " "formatos diferentes." #: doc/classes/Image.xml #, fuzzy msgid "" "Copies [code]src_rect[/code] from [code]src[/code] image to this image at " "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 "" "[code]src_rect[/code] área de bits de la imagen [code]src[/code] a esta " "imagen en las coordenadas dadas por [code]dst[/code]. El pixel de [code]src[/" "code] se copia en [code]dst[/code] si el valor alfa del pixel " "correspondiente de [code]mask[/code] no es 0. La imagen [code]src[/code] y " "la imagen [code]mask[/code] [b]deben[/b] tener el mismo tamaño (anchura y " "altura) pero pueden tener formatos diferentes." #: doc/classes/Image.xml #, fuzzy msgid "" "Blits [code]src_rect[/code] area from [code]src[/code] image to this image " "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 "" "[code]src_rect[/code] área de bits de la imagen [code]src[/code] a esta " "imagen en las coordenadas dadas por [code]dst[/code]. El pixel de [code]src[/" "code] se copia en [code]dst[/code] si el valor alfa del pixel " "correspondiente de [code]mask[/code] no es 0. La imagen [code]src[/code] y " "la imagen [code]mask[/code] [b]deben[/b] tener el mismo tamaño (anchura y " "altura) pero pueden tener formatos diferentes." #: doc/classes/Image.xml msgid "" "Converts a bumpmap to a normalmap. A bumpmap provides a height offset per-" "pixel, while a normalmap provides a normal direction per pixel." msgstr "" "Convierte un bumpmap en un mapa normal. Un bumpmap proporciona un " "desplazamiento de altura por píxel, mientras que un mapa normal proporciona " "una dirección normal por píxel." #: doc/classes/Image.xml msgid "Removes the image's mipmaps." msgstr "Elimina los mipmaps de la imagen." #: doc/classes/Image.xml msgid "" "Compresses the image to use less memory. Can not directly access pixel data " "while the image is compressed. Returns error if the chosen compression mode " "is not available. See [enum CompressMode] and [enum CompressSource] " "constants." msgstr "" "Comprime la imagen para usar menos memoria. No se puede acceder directamente " "a los datos de los píxeles mientras la imagen está comprimida. Devuelve el " "error si el modo de compresión elegido no está disponible. Vea las " "constantes [enum CompressMode] y [enum CompressSource]." #: doc/classes/Image.xml msgid "Converts the image's format. See [enum Format] constants." msgstr "Convierte el formato de la imagen. Ver las constantes [enum Format]." #: doc/classes/Image.xml msgid "Copies [code]src[/code] image to this image." msgstr "Copia la imagen [code]src[/code] a esta imagen." #: doc/classes/Image.xml msgid "" "Creates an empty image of given size and format. See [enum Format] " "constants. If [code]use_mipmaps[/code] is [code]true[/code] then generate " "mipmaps for this image. See the [method generate_mipmaps]." msgstr "" "Crea una imagen vacía de un tamaño y formato determinados. Ver las " "constantes [enum Format]. Si [code]use_mipmaps[/code] es [code]true[/code] " "entonces genera mipmaps para esta imagen. Ver el [method generate_mipmaps]." #: doc/classes/Image.xml msgid "" "Creates a new image of given size and format. See [enum Format] constants. " "Fills the image with the given raw data. If [code]use_mipmaps[/code] is " "[code]true[/code] then loads mipmaps for this image from [code]data[/code]. " "See [method generate_mipmaps]." msgstr "" "Crea una nueva imagen de un tamaño y formato determinado. Ver las constantes " "[enum Format]. Llena la imagen con los datos en bruto dados. Si " "[code]use_mipmaps[/code] es [code]true[/code] entonces carga los mipmaps de " "esta imagen a partir de [code]data[/code]. Ver [method generate_mipmaps]." #: doc/classes/Image.xml msgid "" "Crops the image to the given [code]width[/code] and [code]height[/code]. If " "the specified size is larger than the current size, the extra area is filled " "with black pixels." msgstr "" "Recorta la imagen al [code]width[/code] y [code]alto[/code] dados. Si el " "tamaño especificado es mayor que el actual, el área extra se rellena con " "píxeles negros." #: doc/classes/Image.xml msgid "" "Decompresses the image if it is compressed. Returns an error if decompress " "function is not available." msgstr "" "Descomprime la imagen si está comprimida. Devuelve un error si la función de " "descompresión no está disponible." #: doc/classes/Image.xml msgid "" "Returns [constant ALPHA_BLEND] if the image has data for alpha values. " "Returns [constant ALPHA_BIT] if all the alpha values are stored in a single " "bit. Returns [constant ALPHA_NONE] if no data for alpha values is found." msgstr "" "Devuelve [constant ALPHA_BLEND] si la imagen tiene datos para valores alfa. " "Devuelve [constant ALPHA_BIT] si todos los valores alfa están almacenados en " "un solo bit. Devuelve [constant ALPHA_NONE] si no se encuentran datos para " "valores alfa." #: doc/classes/Image.xml msgid "" "Stretches the image and enlarges it by a factor of 2. No interpolation is " "done." msgstr "" #: doc/classes/Image.xml #, fuzzy msgid "Fills the image with [code]color[/code]." msgstr "Llena la imagen con un determinado [Color]." #: doc/classes/Image.xml #, fuzzy msgid "Fills [code]rect[/code] with [code]color[/code]." msgstr "Mueve una pestaña de [code]from[/code] a [code]to[/code]." #: doc/classes/Image.xml msgid "Blends low-alpha pixels with nearby pixels." msgstr "Mezcla píxeles con el nivel alfa bajo con píxeles cercanos." #: doc/classes/Image.xml msgid "Flips the image horizontally." msgstr "Voltea la imagen horizontalmente." #: doc/classes/Image.xml msgid "Flips the image vertically." msgstr "Voltea la imagen verticalmente." #: doc/classes/Image.xml #, fuzzy msgid "" "Generates mipmaps for the image. Mipmaps are precalculated lower-resolution " "copies of the image that are automatically used if the image needs to be " "scaled down when rendered. They help improve image quality and performance " "when rendering. This method returns an error if the image is compressed, in " "a custom format, or if the image's width/height is [code]0[/code].\n" "[b]Note:[/b] Mipmap generation is done on the CPU, is single-threaded and is " "[i]always[/i] done on the main thread. This means generating mipmaps will " "result in noticeable stuttering during gameplay, even if [method " "generate_mipmaps] is called from a [Thread]." msgstr "" "Genera mipmaps para la imagen. Los mipmaps son copias precalculadas y de " "menor resolución de la imagen. Los mipmaps se utilizan automáticamente si la " "imagen necesita ser reducida cuando se renderiza. Esto mejora la calidad de " "la imagen y el rendimiento de la renderización. Devuelve un error si la " "imagen está comprimida, en un formato personalizado o si el ancho/alto de la " "imagen es 0." #: doc/classes/Image.xml #, fuzzy msgid "Returns a copy of the image's raw data." msgstr "Devuelve los datos en bruto de la imagen." #: doc/classes/Image.xml msgid "Returns the image's format. See [enum Format] constants." msgstr "Devuelve el formato de la imagen. Ver las constantes [enum Format]." #: doc/classes/Image.xml msgid "Returns the image's height." msgstr "Devuelve la altura de la imagen." #: doc/classes/Image.xml msgid "" "Returns the offset where the image's mipmap with index [code]mipmap[/code] " "is stored in the [code]data[/code] dictionary." msgstr "" "Devuelve el desplazamiento donde el mipmap de la imagen con el índice " "[code]mipmap[/code] se almacena en el diccionario [code]data[/code]." #: doc/classes/Image.xml #, fuzzy msgid "" "Returns the color of the pixel at [code](x, y)[/code] if the image is " "locked. If the image is unlocked, it always returns a [Color] with the value " "[code](0, 0, 0, 1.0)[/code]. This is the same as [method get_pixelv], but " "two integer arguments instead of a Vector2 argument." msgstr "" "Devuelve el color del píxel en [code](x, y)[/code]. Es lo mismo que [method " "get_pixelv], pero con dos argumentos enteros en lugar de un argumento " "[Vector2]." #: doc/classes/Image.xml #, fuzzy msgid "" "Returns the color of the pixel at [code]src[/code] if the image is locked. " "If the image is unlocked, it always returns a [Color] with the value [code]" "(0, 0, 0, 1.0)[/code]. This is the same as [method get_pixel], but with a " "Vector2 argument instead of two integer arguments." msgstr "" "Devuelve el color del píxel en [code]src[/code]. Es lo mismo que [method " "get_pixel], pero con un argumento [Vector2] en lugar de dos argumentos " "enteros." #: doc/classes/Image.xml msgid "" "Returns a new image that is a copy of the image's area specified with " "[code]rect[/code]." msgstr "" "Devuelve una nueva imagen que es una copia del área de la imagen " "especificada con [code]rect[/code]." #: doc/classes/Image.xml msgid "Returns the image's size (width and height)." msgstr "Devuelve el tamaño de la imagen (anchura y altura)." #: doc/classes/Image.xml msgid "" "Returns a [Rect2] enclosing the visible portion of the image, considering " "each pixel with a non-zero alpha channel as visible." msgstr "" "Devuelve un [Rect2] que encierra la porción visible de la imagen, " "considerando cada píxel con un canal alfa no nulo como visible." #: doc/classes/Image.xml msgid "Returns the image's width." msgstr "Devuelve el ancho de la imagen." #: doc/classes/Image.xml msgid "Returns [code]true[/code] if the image has generated mipmaps." msgstr "Devuelve [code]true[/code] si la imagen ha generado mipmaps." #: doc/classes/Image.xml msgid "Returns [code]true[/code] if the image is compressed." msgstr "Devuelve [code]true[/code] si la imagen está comprimida." #: doc/classes/Image.xml msgid "Returns [code]true[/code] if the image has no data." msgstr "Devuelve [code]true[/code] si la imagen no tiene datos." #: doc/classes/Image.xml msgid "" "Returns [code]true[/code] if all the image's pixels have an alpha value of " "0. Returns [code]false[/code] if any pixel has an alpha value higher than 0." msgstr "" "Devuelve [code]true[/code] si todos los píxeles de la imagen tienen un valor " "alfa de 0. Devuelve [code]false[/code] si algún píxel tiene un valor alfa " "superior a 0." #: doc/classes/Image.xml #, fuzzy msgid "" "Loads an image from file [code]path[/code]. See [url=$DOCS_URL/tutorials/" "assets_pipeline/importing_images.html#supported-image-formats]Supported " "image formats[/url] for a list of supported image formats and limitations.\n" "[b]Warning:[/b] This method should only be used in the editor or in cases " "when you need to load external images at run-time, such as images located at " "the [code]user://[/code] directory, and may not work in exported projects.\n" "See also [ImageTexture] description for usage examples." msgstr "" "Carga una imagen del archivo [code]path[/code]. Ver [url=https://docs." "godotengine.org/en/latest/getting_started/workflow/assets/importing_images." "html#supported-image-formats]Formatos de imagen soportados[/url] para una " "lista de formatos de imagen soportados y sus limitaciones." #: doc/classes/Image.xml msgid "" "Loads an image from the binary contents of a BMP file.\n" "[b]Note:[/b] Godot's BMP module doesn't support 16-bit per pixel images. " "Only 1-bit, 4-bit, 8-bit, 24-bit, and 32-bit per pixel images are supported." msgstr "" #: doc/classes/Image.xml msgid "Loads an image from the binary contents of a JPEG file." msgstr "Carga una imagen del contenido binario de un archivo JPEG." #: doc/classes/Image.xml msgid "Loads an image from the binary contents of a PNG file." msgstr "Carga una imagen del contenido binario de un archivo PNG." #: doc/classes/Image.xml msgid "Loads an image from the binary contents of a TGA file." msgstr "Carga una imagen del contenido binario de un archivo TGA." #: doc/classes/Image.xml msgid "Loads an image from the binary contents of a WebP file." msgstr "Carga una imagen del contenido binario de un archivo WebP." #: doc/classes/Image.xml msgid "" "Locks the data for reading and writing access. Sends an error to the console " "if the image is not locked when reading or writing a pixel." msgstr "" #: doc/classes/Image.xml msgid "" "Converts the image's data to represent coordinates on a 3D plane. This is " "used when the image represents a normalmap. A normalmap can add lots of " "detail to a 3D surface without increasing the polygon count." msgstr "" "Convierte los datos de la imagen para representar las coordenadas en un " "plano 3D. Esto se usa cuando la imagen representa un mapa normal. Un mapa " "normal puede añadir muchos detalles a una superficie tridimensional sin " "aumentar el número de polígonos." #: doc/classes/Image.xml msgid "" "Multiplies color values with alpha values. Resulting color values for a " "pixel are [code](color * alpha)/256[/code]." msgstr "" "Multiplica los valores de color por los valores alfa. Los valores de color " "resultantes para un píxel son [code](color * alfa)/256[/code]." #: doc/classes/Image.xml #, fuzzy msgid "" "Resizes the image to the given [code]width[/code] and [code]height[/code]. " "New pixels are calculated using the [code]interpolation[/code] mode defined " "via [enum Interpolation] constants." msgstr "" "Redimensiona la imagen al [code]width[/code] y [code]height[/code] dados. " "Los nuevos píxeles se calculan usando [code]interpolation[/code]. Ver las " "constantes de [code]interpolation[/code]." #: doc/classes/Image.xml #, fuzzy msgid "" "Resizes the image to the nearest power of 2 for the width and height. If " "[code]square[/code] is [code]true[/code] then set width and height to be the " "same. New pixels are calculated using the [code]interpolation[/code] mode " "defined via [enum Interpolation] constants." msgstr "" "Redimensiona la imagen a la potencia más cercana de 2 para el ancho y la " "altura. Si [code]square[/code] es [code]true[/code] entonces establece que " "el ancho y el alto sean iguales." #: doc/classes/Image.xml msgid "" "Converts a standard RGBE (Red Green Blue Exponent) image to an sRGB image." msgstr "" "Convierte una imagen estándar RGBE (Red Green Blue Exponent) en una imagen " "sRGB." #: doc/classes/Image.xml #, fuzzy 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 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 " "called from an exported project." msgstr "" "Guarda la imagen como un archivo EXR en [code]path[/code]. Si " "[code]grayscale[/code] es [code]true[/code] y la imagen tiene sólo un canal, " "se guardará explícitamente como monocromo en lugar de un canal rojo. Esta " "función devolverá [constant ERR_UNAVAILABLE] si Godot fue compilado sin el " "módulo TinyEXR." #: doc/classes/Image.xml msgid "Saves the image as a PNG file to [code]path[/code]." msgstr "Guarda la imagen como un archivo PNG en [code]path[/code]." #: doc/classes/Image.xml #, fuzzy msgid "" "Sets the [Color] of the pixel at [code](x, y)[/code] if the image is locked. " "Example:\n" "[codeblock]\n" "var img = Image.new()\n" "img.create(img_width, img_height, false, Image.FORMAT_RGBA8)\n" "img.lock()\n" "img.set_pixel(x, y, color) # Works\n" "img.unlock()\n" "img.set_pixel(x, y, color) # Does not have an effect\n" "[/codeblock]" msgstr "" "Establece el [Color] del píxel en [code](x, y)[/code]. Ejemplo:\n" "[codeblock]\n" "var imagen = Image.new()\n" "imagen.create(imagen_ancho, imagen_alto, false, Image.FORMAT_RGBA8)\n" "imagen.set_pixel(x, y, color)\n" "[/codeblock]" #: doc/classes/Image.xml #, fuzzy msgid "" "Sets the [Color] of the pixel at [code](dst.x, dst.y)[/code] if the image is " "locked. Note that the [code]dst[/code] values must be integers. Example:\n" "[codeblock]\n" "var img = Image.new()\n" "img.create(img_width, img_height, false, Image.FORMAT_RGBA8)\n" "img.lock()\n" "img.set_pixelv(Vector2(x, y), color) # Works\n" "img.unlock()\n" "img.set_pixelv(Vector2(x, y), color) # Does not have an effect\n" "[/codeblock]" msgstr "" "Establece el [Color] del píxel en [code](dst.x, dst.y)[/code]. Ten en cuenta " "que los valores de [code]dst[/code] deben ser enteros. Ejemplo:\n" "[codeblock]\n" "var imagen = Image.new()\n" "imagen.create(imagen_ancho, imagen_alto, false, Image.FORMAT_RGBA8)\n" "imagen.set_pixelv(Vector2(x, y), color)\n" "[/codeblock]" #: doc/classes/Image.xml msgid "Shrinks the image by a factor of 2." msgstr "Reduce la imagen en un factor de 2." #: doc/classes/Image.xml msgid "Converts the raw data from the sRGB colorspace to a linear scale." msgstr "" "Convierte los datos en bruto del espacio de color sRGB a una escala lineal." #: doc/classes/Image.xml msgid "Unlocks the data and prevents changes." msgstr "" #: doc/classes/Image.xml #, fuzzy msgid "" "Holds all the image's color data in a given format. See [enum Format] " "constants." msgstr "" "Contiene todos los datos de color de la imagen en un formato determinado. " "Ver las constantes [enum Format]." #: doc/classes/Image.xml msgid "The maximal width allowed for [Image] resources." msgstr "El ancho máximo permitido para los recursos [Image]." #: doc/classes/Image.xml msgid "The maximal height allowed for [Image] resources." msgstr "La altura máxima permitida para los recursos [Image]." #: doc/classes/Image.xml msgid "Texture format with a single 8-bit depth representing luminance." msgstr "" "Formato de textura con una única profundidad de 8 bits que representa la " "luminancia." #: doc/classes/Image.xml msgid "" "OpenGL texture format with two values, luminance and alpha each stored with " "8 bits." msgstr "" "Formato de textura OpenGL con dos valores, luminancia y alfa, cada uno " "almacenado con 8 bits." #: doc/classes/Image.xml #, fuzzy msgid "" "OpenGL texture format [code]RED[/code] with a single component and a " "bitdepth of 8.\n" "[b]Note:[/b] When using the GLES2 backend, this uses the alpha channel " "instead of the red channel for storage." msgstr "" "Formato de textura OpenGL [code]RGB[/code] con tres componentes, cada uno " "con una profundidad de 8 bits.\n" "[b]Nota:[/b] Al crear una [ImageTexture], se realiza una conversión del " "espacio de color sRGB a lineal." #: doc/classes/Image.xml msgid "" "OpenGL texture format [code]RG[/code] with two components and a bitdepth of " "8 for each." msgstr "" "Formato de textura OpenGL [code]RG[/code] con dos componentes y una " "profundidad de bits de 8 para cada uno." #: doc/classes/Image.xml msgid "" "OpenGL texture format [code]RGB[/code] with three components, each with a " "bitdepth of 8.\n" "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space " "conversion is performed." msgstr "" "Formato de textura OpenGL [code]RGB[/code] con tres componentes, cada uno " "con una profundidad de 8 bits.\n" "[b]Nota:[/b] Al crear una [ImageTexture], se realiza una conversión del " "espacio de color sRGB a lineal." #: doc/classes/Image.xml msgid "" "OpenGL texture format [code]RGBA[/code] with four components, each with a " "bitdepth of 8.\n" "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space " "conversion is performed." msgstr "" "Formato de textura OpenGL [code]RGB[/code] con tres componentes, cada uno " "con una profundidad de 8 bits.\n" "[b]Nota:[/b] Al crear una [ImageTexture], se realiza una conversión del " "espacio de color sRGB a lineal." #: doc/classes/Image.xml msgid "" "OpenGL texture format [code]RGBA[/code] with four components, each with a " "bitdepth of 4." msgstr "" "Formato de textura OpenGL [code]RGBA[/code] con cuatro componentes, cada uno " "con una profundidad de bits de 4." #: doc/classes/Image.xml #, fuzzy msgid "" "OpenGL texture format [code]GL_RGB5_A1[/code] where 5 bits of depth for each " "component of RGB and one bit for alpha." msgstr "" "Formato de textura OpenGL [code]RG[/code] con dos componentes y una " "profundidad de bits de 8 para cada uno." #: doc/classes/Image.xml msgid "" "OpenGL texture format [code]GL_R32F[/code] where there's one component, a 32-" "bit floating-point value." msgstr "" "Formato de textura OpenGL [code]GL_R32F[/code] donde hay un componente, un " "valor de 32 bits de punto flotante." #: doc/classes/Image.xml msgid "" "OpenGL texture format [code]GL_RG32F[/code] where there are two components, " "each a 32-bit floating-point values." msgstr "" "Formato de textura OpenGL [code]GL_RG32F[/code] donde hay dos componentes, " "cada uno con valores de 32 bits de real." #: doc/classes/Image.xml msgid "" "OpenGL texture format [code]GL_RGB32F[/code] where there are three " "components, each a 32-bit floating-point values." msgstr "" "Formato de textura OpenGL [code]GL_RGB32F[/code] donde hay tres componentes, " "cada uno con valores de 32 bits real." #: doc/classes/Image.xml msgid "" "OpenGL texture format [code]GL_RGBA32F[/code] where there are four " "components, each a 32-bit floating-point values." msgstr "" "Formato de textura OpenGL [code]GL_RGBA32F[/code] donde hay cuatro " "componentes, cada uno con valores de 32 bits real." #: doc/classes/Image.xml msgid "" "OpenGL texture format [code]GL_R32F[/code] where there's one component, a 16-" "bit \"half-precision\" floating-point value." msgstr "" "Formato de textura OpenGL [code]GL_R32F[/code] donde hay un componente, un " "valor de punto flotante de 16 bits de \"media precisión\" real." #: doc/classes/Image.xml msgid "" "OpenGL texture format [code]GL_RG32F[/code] where there are two components, " "each a 16-bit \"half-precision\" floating-point value." msgstr "" "Formato de textura OpenGL [code]GL_RG32F[/code] donde hay dos componentes, " "cada uno un valor de 16 bits de \"media precisión\" real." #: doc/classes/Image.xml msgid "" "OpenGL texture format [code]GL_RGB32F[/code] where there are three " "components, each a 16-bit \"half-precision\" floating-point value." msgstr "" "Formato de textura OpenGL [code]GL_RGB32F[/code] donde hay tres componentes, " "cada uno de ellos un valor de 16 bits de \"media precisión\" real." #: doc/classes/Image.xml msgid "" "OpenGL texture format [code]GL_RGBA32F[/code] where there are four " "components, each a 16-bit \"half-precision\" floating-point value." msgstr "" "Formato de textura OpenGL [code]GL_RGBA32F[/code] donde hay cuatro " "componentes, cada uno de ellos un valor de 16 bits de \"media precisión\" " "real." #: doc/classes/Image.xml msgid "" "A special OpenGL texture format where the three color components have 9 bits " "of precision and all three share a single 5-bit exponent." msgstr "" "Un formato especial de textura OpenGL donde los tres componentes de color " "tienen 9 bits de precisión y los tres comparten un único exponente de 5 bits." #: doc/classes/Image.xml msgid "" "The [url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] " "texture format that uses Block Compression 1, and is the smallest variation " "of S3TC, only providing 1 bit of alpha and color data being premultiplied " "with alpha.\n" "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space " "conversion is performed." msgstr "" "El formato de textura [url=https://en.wikipedia.org/wiki/" "S3_Texture_Compression]S3TC[/url] que utiliza la Compresión de Bloque 1, y " "es la variación más pequeña de S3TC, sólo proporciona 1 bit de datos alfa y " "de color siendo premultiplicado con alfa.\n" "[b]Nota:[/b] Al crear una [ImageTexture], se realiza una conversión del " "espacio de color sRGB a lineal." #: doc/classes/Image.xml msgid "" "The [url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] " "texture format that uses Block Compression 2, and color data is interpreted " "as not having been premultiplied by alpha. Well suited for images with sharp " "alpha transitions between translucent and opaque areas.\n" "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space " "conversion is performed." msgstr "" "El formato de textura [url=https://en.wikipedia.org/wiki/" "S3_Texture_Compression]S3TC[/url] que utiliza la Compresión de Bloque 2, y " "los datos de color se interpretan como que no han sido premultiplicados por " "el alfa. Es muy adecuado para imágenes con transiciones alfa nítidas entre " "áreas translúcidas y opacas.\n" "[b]Nota:[/b] Al crear una [ImageTexture], se realiza una conversión del " "espacio de color sRGB a lineal." #: doc/classes/Image.xml msgid "" "The [url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] " "texture format also known as Block Compression 3 or BC3 that contains 64 " "bits of alpha channel data followed by 64 bits of DXT1-encoded color data. " "Color data is not premultiplied by alpha, same as DXT3. DXT5 generally " "produces superior results for transparent gradients compared to DXT3.\n" "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space " "conversion is performed." msgstr "" "El formato de textura [url=https://en.wikipedia.org/wiki/" "S3_Texture_Compression]S3TC[/url] también conocido como Compresión de Bloque " "3 o BC3 que contiene 64 bits de datos de canal alfa seguidos de 64 bits de " "datos de color codificados en DXT1. Los datos de color no son " "premultiplicados por el alfa, igual que el DXT3. DXT5 generalmente produce " "resultados superiores para gradientes transparentes en comparación con " "DXT3.\n" "[b]Nota:[/b] Al crear una [ImageTexture], se realiza una conversión del " "espacio de color sRGB a lineal." #: doc/classes/Image.xml msgid "" "Texture format that uses [url=https://www.khronos.org/opengl/wiki/" "Red_Green_Texture_Compression]Red Green Texture Compression[/url], " "normalizing the red channel data using the same compression algorithm that " "DXT5 uses for the alpha channel." msgstr "" "Formato de textura que utiliza [url=https://www.khronos.org/opengl/wiki/" "Red_Green_Texture_Compression]Compresión de textura rojo-verde[/url], " "normalizando los datos del canal rojo utilizando el mismo algoritmo de " "compresión que DXT5 utiliza para el canal alfa." #: doc/classes/Image.xml msgid "" "Texture format that uses [url=https://www.khronos.org/opengl/wiki/" "Red_Green_Texture_Compression]Red Green Texture Compression[/url], " "normalizing the red and green channel data using the same compression " "algorithm that DXT5 uses for the alpha channel." msgstr "" "Formato de textura que utiliza [url=https://www.khronos.org/opengl/wiki/" "Red_Green_Texture_Compression]Compresión de textura rojo-verde[/url], " "normalizando los datos de los canales rojo y verde utilizando el mismo " "algoritmo de compresión que DXT5 utiliza para el canal alfa." #: doc/classes/Image.xml msgid "" "Texture format that uses [url=https://www.khronos.org/opengl/wiki/" "BPTC_Texture_Compression]BPTC[/url] compression with unsigned normalized " "RGBA components.\n" "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space " "conversion is performed." msgstr "" "Formato de textura que utiliza la compresión [url=https://www.khronos.org/" "opengl/wiki/BPTC_Texture_Compression]BPTC[/url] con componentes RGBA " "normalizados sin signo.\n" "[b]Nota:[/b] Al crear una [ImageTexture], se realiza una conversión del " "espacio de color sRGB a lineal." #: doc/classes/Image.xml msgid "" "Texture format that uses [url=https://www.khronos.org/opengl/wiki/" "BPTC_Texture_Compression]BPTC[/url] compression with signed floating-point " "RGB components." msgstr "" "Formato de textura que utiliza la compresión [url=https://www.khronos.org/" "opengl/wiki/BPTC_Texture_Compression]BPTC[/url] con componentes RGB reales " "firmados." #: doc/classes/Image.xml msgid "" "Texture format that uses [url=https://www.khronos.org/opengl/wiki/" "BPTC_Texture_Compression]BPTC[/url] compression with unsigned floating-point " "RGB components." msgstr "" "Formato de textura que utiliza la compresión [url=https://www.khronos.org/" "opengl/wiki/BPTC_Texture_Compression]BPTC[/url] con componentes RGB reales " "sin firmar." #: doc/classes/Image.xml msgid "" "Texture format used on PowerVR-supported mobile platforms, uses 2-bit color " "depth with no alpha. More information can be found [url=https://en.wikipedia." "org/wiki/PVRTC]here[/url].\n" "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space " "conversion is performed." msgstr "" "El formato de textura usado en las plataformas móviles soportadas por " "PowerVR, usa una profundidad de color de 2 bits sin alfa. Más información " "puede ser encontrada [url=https://en.wikipedia.org/wiki/PVRTC]aquí[/url].\n" "[b]Nota:[/b] Al crear una [ImageTexture], se realiza una conversión del " "espacio de color sRGB a lineal." #: doc/classes/Image.xml msgid "" "Same as [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC2[/url], but with an " "alpha component." msgstr "" "Igual que [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC2[/url], pero con un " "componente alfa." #: doc/classes/Image.xml msgid "" "Similar to [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC2[/url], but with 4-" "bit color depth and no alpha." msgstr "" "Similar a [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC2[/url], pero con " "una profundidad de color de 4 bits y sin alfa." #: doc/classes/Image.xml msgid "" "Same as [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC4[/url], but with an " "alpha component." msgstr "" "Igual que [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC4[/url], pero con un " "componente alfa." #: doc/classes/Image.xml msgid "" "[url=https://en.wikipedia.org/wiki/" "Ericsson_Texture_Compression#ETC1]Ericsson Texture Compression format 1[/" "url], also referred to as \"ETC1\", and is part of the OpenGL ES graphics " "standard. This format cannot store an alpha channel." msgstr "" "[url=https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC1]Formato " "de Compresión de Textura Ericsson 1[/url], también conocido como \"ETC1\", y " "es parte del estándar de gráficos OpenGL ES. Este formato no puede almacenar " "un canal alfa." #: doc/classes/Image.xml msgid "" "[url=https://en.wikipedia.org/wiki/" "Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression " "format 2[/url] ([code]R11_EAC[/code] variant), which provides one channel of " "unsigned data." msgstr "" "[url=https://en.wikipedia.org/wiki/" "Ericsson_Texture_Compression#ETC2_and_EAC]Formato de compresión de textura " "Ericsson 2[/url] ([code]R11_EAC[/code] variant), que proporciona un canal de " "datos sin firmar." #: doc/classes/Image.xml msgid "" "[url=https://en.wikipedia.org/wiki/" "Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression " "format 2[/url] ([code]SIGNED_R11_EAC[/code] variant), which provides one " "channel of signed data." msgstr "" "[url=https://en.wikipedia.org/wiki/" "Ericsson_Texture_Compression#ETC2_and_EAC]Formato de compresión de textura " "de Ericsson 2[/url] (variante de [code]SIGNED_R11_EAC[/code]), que " "proporciona un canal de datos firmado." #: doc/classes/Image.xml msgid "" "[url=https://en.wikipedia.org/wiki/" "Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression " "format 2[/url] ([code]RG11_EAC[/code] variant), which provides two channels " "of unsigned data." msgstr "" "[url=https://en.wikipedia.org/wiki/" "Ericsson_Texture_Compression#ETC2_and_EAC]Formato de compresión de textura " "de Ericsson 2[/url] ([code]RG11_EAC[/code] variant), que proporciona dos " "canales de datos sin firmar." #: doc/classes/Image.xml msgid "" "[url=https://en.wikipedia.org/wiki/" "Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression " "format 2[/url] ([code]SIGNED_RG11_EAC[/code] variant), which provides two " "channels of signed data." msgstr "" "[url=https://en.wikipedia.org/wiki/" "Ericsson_Texture_Compression#ETC2_and_EAC]Formato de compresión de textura " "de Ericsson 2[/url] (variante de [code]SIGNED_RG11_EAC[/code]), que " "proporciona dos canales de datos firmados." #: doc/classes/Image.xml msgid "" "[url=https://en.wikipedia.org/wiki/" "Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression " "format 2[/url] ([code]RGB8[/code] variant), which is a follow-up of ETC1 and " "compresses RGB888 data.\n" "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space " "conversion is performed." msgstr "" "[url=https://en.wikipedia.org/wiki/" "Ericsson_Texture_Compression#ETC2_and_EAC]Formato de compresión de textura " "de Ericsson 2[/url] ([code]RGB8[/code] variant), que es una continuación del " "ETC1 y comprime los datos del RGB888.\n" "[b]Nota:[/b] Al crear una [ImageTexture], se realiza una conversión del " "espacio de color sRGB a lineal." #: doc/classes/Image.xml msgid "" "[url=https://en.wikipedia.org/wiki/" "Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression " "format 2[/url] ([code]RGBA8[/code]variant), which compresses RGBA8888 data " "with full alpha support.\n" "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space " "conversion is performed." msgstr "" "[url=https://en.wikipedia.org/wiki/" "Ericsson_Texture_Compression#ETC2_and_EAC]Formato de compresión de textura " "de Ericsson 2[/url] ([code]RGBA8[/code]variant), que comprime los datos de " "RGBA8888 con soporte alfa completo.\n" "[b]Nota:[/b] Al crear una [ImageTexture], se realiza una conversión del " "espacio de color sRGB a lineal." #: doc/classes/Image.xml msgid "" "[url=https://en.wikipedia.org/wiki/" "Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression " "format 2[/url] ([code]RGB8_PUNCHTHROUGH_ALPHA1[/code] variant), which " "compresses RGBA data to make alpha either fully transparent or fully " "opaque.\n" "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space " "conversion is performed." msgstr "" "[url=https://en.wikipedia.org/wiki/" "Ericsson_Texture_Compression#ETC2_and_EAC]Formato de compresión de textura " "de Ericsson 2[/url] ([code]RGB8_PUNCHTHROUGH_ALPHA1[/code] variant), que " "comprime los datos de RGBA para hacer el alfa totalmente transparente o " "totalmente opaco.\n" "[b]Nota:[/b] Al crear una [ImageTexture], se realiza una conversión del " "espacio de color sRGB a lineal." #: doc/classes/Image.xml msgid "Represents the size of the [enum Format] enum." msgstr "Representa el tamaño del enum [enum Format]." #: doc/classes/Image.xml msgid "" "Performs nearest-neighbor interpolation. If the image is resized, it will be " "pixelated." msgstr "" "Realiza la interpolación del vecino más cercano. Si se cambia el tamaño de " "la imagen, será pixelada." #: doc/classes/Image.xml msgid "" "Performs bilinear interpolation. If the image is resized, it will be blurry. " "This mode is faster than [constant INTERPOLATE_CUBIC], but it results in " "lower quality." msgstr "" "Realiza una interpolación bilineal. Si se cambia el tamaño de la imagen, " "será borrosa. Este modo es más rápido que [constant INTERPOLATE_CUBIC], pero " "da como resultado una menor calidad." #: doc/classes/Image.xml msgid "" "Performs cubic interpolation. If the image is resized, it will be blurry. " "This mode often gives better results compared to [constant " "INTERPOLATE_BILINEAR], at the cost of being slower." msgstr "" "Realiza una interpolación cúbica. Si se cambia el tamaño de la imagen, será " "borrosa. Este modo a menudo da mejores resultados en comparación con " "[constant INTERPOLATE_BILINEAR], a costa de ser más lento." #: doc/classes/Image.xml #, fuzzy msgid "" "Performs bilinear separately on the two most-suited mipmap levels, then " "linearly interpolates between them.\n" "It's slower than [constant INTERPOLATE_BILINEAR], but produces higher-" "quality results with far fewer aliasing artifacts.\n" "If the image does not have mipmaps, they will be generated and used " "internally, but no mipmaps will be generated on the resulting image.\n" "[b]Note:[/b] If you intend to scale multiple copies of the original image, " "it's better to call [method generate_mipmaps]] on it in advance, to avoid " "wasting processing power in generating them again and again.\n" "On the other hand, if the image already has mipmaps, they will be used, and " "a new set will be generated for the resulting image." msgstr "" "Realiza una operación bilineal por separado en los dos niveles más adecuados " "del mipmap, y luego interpola linealmente entre ellos.\n" "Es más lento que [constant INTERPOLATE_BILINEAR], pero produce resultados de " "mayor calidad con muchos menos artefactos de aliasing.\n" "Si la imagen no tiene mipmaps, se generarán y utilizarán internamente, pero " "no se generarán mipmaps en la imagen resultante.\n" "[b]Nota:[/b] Si se pretende escalar varias copias de la imagen original, es " "mejor llamar al [method generate_mipmaps]] con antelación, para evitar " "desperdiciar la potencia de procesamiento en generarlas una y otra vez.\n" "Por otro lado, si la imagen ya tiene mipmaps, se usarán, y se generará un " "nuevo conjunto para la imagen resultante." #: doc/classes/Image.xml msgid "" "Performs Lanczos interpolation. This is the slowest image resizing mode, but " "it typically gives the best results, especially when downscalng images." msgstr "" "Realiza la interpolación de Lanczos. Es el modo de redimensionamiento de " "imágenes más lento, pero suele dar los mejores resultados, especialmente " "cuando se reducen las imágenes." #: doc/classes/Image.xml msgid "Image does not have alpha." msgstr "La imagen no tiene alfa." #: doc/classes/Image.xml msgid "Image stores alpha in a single bit." msgstr "La imagen almacena el alfa en un solo bit." #: doc/classes/Image.xml msgid "Image uses alpha." msgstr "La imagen usa el alfa." #: doc/classes/Image.xml msgid "Use S3TC compression." msgstr "Use la compresión S3TC." #: doc/classes/Image.xml msgid "Use PVRTC2 compression." msgstr "Use la compresión PVRTC2." #: doc/classes/Image.xml msgid "Use PVRTC4 compression." msgstr "Use la compresión PVRTC4." #: doc/classes/Image.xml msgid "Use ETC compression." msgstr "Use la compresión ETC." #: doc/classes/Image.xml msgid "Use ETC2 compression." msgstr "Use la compresión ETC2." #: doc/classes/Image.xml msgid "" "Source texture (before compression) is a regular texture. Default for all " "textures." msgstr "" "La textura de la fuente (antes de la compresión) es una textura regular. Por " "defecto para todas las texturas." #: doc/classes/Image.xml msgid "Source texture (before compression) is in sRGB space." msgstr "" "La textura de la fuente (antes de la compresión) está en el espacio sRGB." #: doc/classes/Image.xml msgid "" "Source texture (before compression) is a normal texture (e.g. it can be " "compressed into two channels)." msgstr "" "La textura de la fuente (antes de la compresión) es una textura normal (por " "ejemplo, puede ser comprimida en dos canales)." #: doc/classes/Image.xml #, fuzzy msgid "Source texture (before compression) is a [TextureLayered]." msgstr "" "La textura de la fuente (antes de la compresión) está en el espacio sRGB." #: doc/classes/ImageTexture.xml #, fuzzy msgid "A [Texture] based on an [Image]." msgstr "Una [Texture2D] basada en una [Image]." #: doc/classes/ImageTexture.xml msgid "" "A [Texture] based on an [Image]. For an image to be displayed, an " "[ImageTexture] has to be created from it using the [method " "create_from_image] method:\n" "[codeblock]\n" "var texture = ImageTexture.new()\n" "var image = Image.new()\n" "image.load(\"res://icon.png\")\n" "texture.create_from_image(image)\n" "$Sprite.texture = texture\n" "[/codeblock]\n" "This way, textures can be created at run-time by loading images both from " "within the editor and externally.\n" "[b]Warning:[/b] Prefer to load imported textures with [method @GDScript." "load] over loading them from within the filesystem dynamically with [method " "Image.load], as it may not work in exported projects:\n" "[codeblock]\n" "var texture = load(\"res://icon.png\")\n" "$Sprite.texture = texture\n" "[/codeblock]\n" "This is because images have to be imported as [StreamTexture] first to be " "loaded with [method @GDScript.load]. If you'd still like to load an image " "file just like any other [Resource], import it as an [Image] resource " "instead, and then load it normally using the [method @GDScript.load] " "method.\n" "But do note that the image data can still be retrieved from an imported " "texture as well using the [method Texture.get_data] method, which returns a " "copy of the data:\n" "[codeblock]\n" "var texture = load(\"res://icon.png\")\n" "var image : Image = texture.get_data()\n" "[/codeblock]\n" "An [ImageTexture] is not meant to be operated from within the editor " "interface directly, and is mostly useful for rendering images on screen " "dynamically via code. If you need to generate images procedurally from " "within the editor, consider saving and importing images as custom texture " "resources implementing a new [EditorImportPlugin].\n" "[b]Note:[/b] The maximum texture size is 16384×16384 pixels due to graphics " "hardware limitations." msgstr "" #: doc/classes/ImageTexture.xml msgid "" "Create a new [ImageTexture] with [code]width[/code] and [code]height[/" "code].\n" "[code]format[/code] is a value from [enum Image.Format], [code]flags[/code] " "is any combination of [enum Texture.Flags]." msgstr "" #: doc/classes/ImageTexture.xml msgid "" "Initializes the texture by allocating and setting the data from an [Image] " "with [code]flags[/code] from [enum Texture.Flags]. An sRGB to linear color " "space conversion can take place, according to [enum Image.Format]." msgstr "" #: doc/classes/ImageTexture.xml #, fuzzy msgid "Returns the format of the texture, one of [enum Image.Format]." msgstr "" "Devuelve el formato de la [ImageTexture], uno de los [enum Image.Format]." #: 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 Godot 4.0, use " "[method Image.load] and [method create_from_image] instead." msgstr "" #: doc/classes/ImageTexture.xml msgid "" "Replaces the texture's data with a new [Image].\n" "[b]Note:[/b] The texture has to be initialized first with the [method " "create_from_image] method before it can be updated. The new image " "dimensions, format, and mipmaps configuration should match the existing " "texture's image configuration, otherwise it has to be re-created with the " "[method create_from_image] method.\n" "Use this method over [method create_from_image] if you need to update the " "texture frequently, which is faster than allocating additional memory for a " "new texture each time." msgstr "" #: doc/classes/ImageTexture.xml doc/classes/VisualServer.xml #, fuzzy msgid "Resizes the texture to the specified dimensions." msgstr "Redimensiona el [ImageTexture] a las dimensiones especificadas." #: doc/classes/ImageTexture.xml msgid "The storage quality for [constant STORAGE_COMPRESS_LOSSY]." msgstr "" #: doc/classes/ImageTexture.xml #, fuzzy msgid "The storage type (raw, lossy, or compressed)." msgstr "El estado de los botones se presiona." #: doc/classes/ImageTexture.xml msgid "[Image] data is stored raw and unaltered." msgstr "" #: doc/classes/ImageTexture.xml msgid "" "[Image] data is compressed with a lossy algorithm. You can set the storage " "quality with [member lossy_quality]." msgstr "" #: doc/classes/ImageTexture.xml msgid "[Image] data is compressed with a lossless algorithm." msgstr "" #: doc/classes/ImmediateGeometry.xml msgid "Draws simple geometry from code." msgstr "Dibuja una geometría simple desde código." #: doc/classes/ImmediateGeometry.xml #, fuzzy msgid "" "Draws simple geometry from code. Uses a drawing mode similar to OpenGL 1.x.\n" "See also [ArrayMesh], [MeshDataTool] and [SurfaceTool] for procedural " "geometry generation.\n" "[b]Note:[/b] ImmediateGeometry3D is best suited to small amounts of mesh " "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] 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 " "data, try increasing its buffer size limit under [member ProjectSettings." "rendering/limits/buffers/immediate_buffer_size_kb]." msgstr "" "Dibuja la geometría simple del código. Utiliza un modo de dibujo similar al " "de OpenGL 1.x.\n" "Ver también [ArrayMesh], [MeshDataTool] y [SurfaceTool] para la generación " "de la geometría de procedimiento.\n" "[b]Nota:[/b] ImmediateGeometry se adapta mejor a pequeñas cantidades de " "datos de malla que cambian cada cuadro. Será lenta cuando se manejen grandes " "cantidades de datos de malla. Si los datos de la malla no cambian a menudo, " "use [ArrayMesh], [MeshDataTool] o [SurfaceTool] en su lugar.\n" "[b]Nota:[/b] Godot usa el sentido de las agujas del reloj [url=https://" "learnopengl.com/Advanced-OpenGL/Face-culling]orden de giro[/url] para las " "caras frontales de los modos primitivos de los triángulos." #: doc/classes/ImmediateGeometry.xml msgid "" "Simple helper to draw an UV sphere with given latitude, longitude and radius." msgstr "" "Un simple ayudante para dibujar una esfera ultravioleta con la latitud, " "longitud y radio dados." #: doc/classes/ImmediateGeometry.xml msgid "" "Adds a vertex in local coordinate space with the currently set color/uv/etc." msgstr "" "Añade un vértice en el espacio de coordenadas locales con el color/uv/etc " "actualmente establecido." #: doc/classes/ImmediateGeometry.xml msgid "" "Begin drawing (and optionally pass a texture override). When done call " "[method end]. For more information on how this works, search for " "[code]glBegin()[/code] and [code]glEnd()[/code] references.\n" "For the type of primitive, see the [enum Mesh.PrimitiveType] enum." msgstr "" "Comienza a dibujar (y opcionalmente pasa una anulación de la textura). " "Cuando termine, llame a [method end]. Para más información sobre cómo " "funciona, busca las referencias [code]glBegin()[/code] y [code]glEnd()[/" "code].\n" "Para el tipo de primitivo, ver el enum [enum Mesh.PrimitiveType]." #: doc/classes/ImmediateGeometry.xml msgid "Clears everything that was drawn using begin/end." msgstr "Borra todo lo que fue dibujado usando el principio/fin." #: doc/classes/ImmediateGeometry.xml msgid "Ends a drawing context and displays the results." msgstr "Termina un contexto de dibujo y muestra los resultados." #: doc/classes/ImmediateGeometry.xml msgid "The current drawing color." msgstr "El color del dibujado actual." #: doc/classes/ImmediateGeometry.xml msgid "The next vertex's normal." msgstr "La normal del próximo vértice." #: doc/classes/ImmediateGeometry.xml msgid "The next vertex's tangent (and binormal facing)." msgstr "La próxima tangente del vértice (y la orientación binormal)." #: doc/classes/ImmediateGeometry.xml msgid "The next vertex's UV." msgstr "El próximo vértice es UV." #: doc/classes/ImmediateGeometry.xml msgid "The next vertex's second layer UV." msgstr "La segunda capa del próximo vértice es UV." #: doc/classes/Input.xml msgid "A singleton that deals with inputs." msgstr "Un singleton que se ocupa de las entradas." #: doc/classes/Input.xml msgid "" "A singleton that deals with inputs. This includes key presses, mouse buttons " "and movement, joypads, and input actions. Actions and their events can be " "set in the [b]Input Map[/b] tab in the [b]Project > Project Settings[/b], or " "with the [InputMap] class." msgstr "" "Un singleton que se ocupa de las entradas. Esto incluye pulsaciones de " "teclas, botones del ratón y movimiento, joypads y acciones de entrada. Las " "acciones y sus eventos se pueden configurar en la pestaña [b]Mapa de " "entradas[/b] en el [b]Proyecto > Configuración del proyecto[/b], o con la " "clase [InputMap]." #: doc/classes/Input.xml msgid "Inputs tutorial index" msgstr "" #: doc/classes/Input.xml msgid "" "This will simulate pressing the specified action.\n" "The strength can be used for non-boolean actions, it's ranged between 0 and " "1 representing the intensity of the given action.\n" "[b]Note:[/b] This method will not cause any [method Node._input] calls. It " "is intended to be used with [method is_action_pressed] and [method " "is_action_just_pressed]. If you want to simulate [code]_input[/code], use " "[method parse_input_event] instead." msgstr "" "Esto simulará pulsar la acción específica.\n" "La fuerza puede ser usada para acciones no booleanas, está entre 0 y 1 " "representando la intensidad de la acción dada.\n" "[b]Nota:[/b] Este método no causará ninguna llamada al [method Node._input]. " "Está pensado para ser usado con [method is_action_pressed] y [method " "is_action_just_pressed]. Si quieres simular [code]_input[/code], usa en su " "lugar [method parse_input_event]." #: doc/classes/Input.xml msgid "If the specified action is already pressed, this will release it." msgstr "Si la acción especificada ya está presionada, esto la liberará." #: doc/classes/Input.xml msgid "" "Adds a new mapping entry (in SDL2 format) to the mapping database. " "Optionally update already connected devices." msgstr "" "Añade una nueva entrada de mapeo (en formato SDL2) a la base de datos de " "mapeo. Opcionalmente actualiza los dispositivos ya conectados." #: doc/classes/Input.xml 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 " "([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 " "want precise control over the timing of event handling." msgstr "" #: doc/classes/Input.xml msgid "" "Returns the acceleration of the device's accelerometer sensor, if the device " "has one. Otherwise, the method returns [constant Vector3.ZERO].\n" "Note this method returns an empty [Vector3] when running from the editor " "even when your device has an accelerometer. You must export your project to " "a supported device to read values from the accelerometer.\n" "[b]Note:[/b] This method only works on iOS, Android, and UWP. On other " "platforms, it always returns [constant Vector3.ZERO]. On Android the unit of " "measurement for each axis is m/s² while on iOS and UWP it's a multiple of " "the Earth's gravitational acceleration [code]g[/code] (~9.81 m/s²)." msgstr "" #: doc/classes/Input.xml #, fuzzy 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 additional input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " "direction for [InputEventJoypadMotion] events." msgstr "" "Devuelve un valor entre 0.0 y 1.0 dependiendo del estado de las acciones " "dadas. Es útil para obtener el valor de los eventos del tipo " "[InputEventJoypadMotion]." #: doc/classes/Input.xml #, fuzzy msgid "" "Returns a value between 0 and 1 representing the intensity of the given " "action. In a joypad, for example, the further away the axis (analog sticks " "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 additional input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " "direction for [InputEventJoypadMotion] events." msgstr "" "Devuelve un valor entre 0 y 1 que representa la intensidad de la acción " "dada. En un joypad, por ejemplo, cuanto más lejos esté el eje (palos " "analógicos o gatillos L2, R2) de la zona muerta, más cerca estará el valor a " "1. Si la acción se asigna a un control que no tiene un eje como el teclado, " "el valor devuelto será 0 o 1." #: doc/classes/Input.xml msgid "" "Get axis input by specifying two actions, one negative and one positive.\n" "This is a shorthand for writing [code]Input." "get_action_strength(\"positive_action\") - Input." "get_action_strength(\"negative_action\")[/code]." msgstr "" #: doc/classes/Input.xml msgid "" "Returns an [Array] containing the device IDs of all currently connected " "joypads." msgstr "" "Devuelve un [Array] que contiene los Ids de los dispositivos de todos los " "joypads conectados actualmente." #: doc/classes/Input.xml msgid "Returns the currently assigned cursor shape (see [enum CursorShape])." msgstr "" "Devuelve la forma del cursor actualmente asignada (véase [enum CursorShape])." #: doc/classes/Input.xml msgid "" "Returns the gravity of the device's accelerometer sensor, if the device has " "one. Otherwise, the method returns [constant Vector3.ZERO].\n" "[b]Note:[/b] This method only works on Android and iOS. On other platforms, " "it always returns [constant Vector3.ZERO]. On Android the unit of " "measurement for each axis is m/s² while on iOS it's a multiple of the " "Earth's gravitational acceleration [code]g[/code] (~9.81 m/s²)." msgstr "" #: doc/classes/Input.xml msgid "" "Returns the rotation rate in rad/s around a device's X, Y, and Z axes of the " "gyroscope sensor, if the device has one. Otherwise, the method returns " "[constant Vector3.ZERO].\n" "[b]Note:[/b] This method only works on Android and iOS. On other platforms, " "it always returns [constant Vector3.ZERO]." msgstr "" #: doc/classes/Input.xml #, fuzzy msgid "" "Returns the current value of the joypad axis at given index (see [enum " "JoystickList])." msgstr "" "Devuelve el valor actual del eje del joypad en un índice determinado (véase " "[enum JoyAxisList])." #: doc/classes/Input.xml msgid "Returns the index of the provided axis name." msgstr "Devuelve el índice del nombre del eje suministrado." #: doc/classes/Input.xml #, fuzzy msgid "" "Receives a [enum JoystickList] axis and returns its equivalent name as a " "string." msgstr "" "Recibe un eje [enum JoyAxisList] y devuelve su nombre equivalente como una " "String." #: doc/classes/Input.xml msgid "Returns the index of the provided button name." msgstr "Devuelve el índice del nombre del botón proporcionado." #: doc/classes/Input.xml #, fuzzy msgid "" "Receives a gamepad button from [enum JoystickList] and returns its " "equivalent name as a string." msgstr "" "Recibe un botón del gamepad de [enum JoyButtonList] y devuelve su nombre " "equivalente en forma de cadena." #: doc/classes/Input.xml msgid "" "Returns a SDL2-compatible device GUID on platforms that use gamepad " "remapping. Returns [code]\"Default Gamepad\"[/code] otherwise." msgstr "" "Devuelve una GUID de dispositivo compatible con SDL2 en las plataformas que " "usan remapeo de gamepad. Devuelve [code]\"Default Gamepad\"[/code] de otra " "manera." #: doc/classes/Input.xml msgid "Returns the name of the joypad at the specified device index." msgstr "" "Devuelve el nombre del joypad en el índice del dispositivo especificado." #: doc/classes/Input.xml msgid "Returns the duration of the current vibration effect in seconds." msgstr "Devuelve la duración del efecto de la vibración actual en segundos." #: doc/classes/Input.xml msgid "" "Returns the strength of the joypad vibration: x is the strength of the weak " "motor, and y is the strength of the strong motor." msgstr "" "Devuelve la fuerza de la vibración del joypad: x es la fuerza del motor " "débil, e y es la fuerza del motor fuerte." #: doc/classes/Input.xml msgid "" "Returns the mouse speed for the last time the cursor was moved, and this " "until the next frame where the mouse moves. This means that even if the " "mouse is not moving, this function will still return the value of the last " "motion." msgstr "" "Devuelve la velocidad del ratón, la última vez que se movió el cursor, y " "esto hasta el siguiente fotograma donde el ratón se mueve. Esto significa " "que aunque el ratón no se mueva, esta función seguirá devolviendo el valor " "del último movimiento." #: doc/classes/Input.xml msgid "" "Returns the magnetic field strength in micro-Tesla for all axes of the " "device's magnetometer sensor, if the device has one. Otherwise, the method " "returns [constant Vector3.ZERO].\n" "[b]Note:[/b] This method only works on Android, iOS and UWP. On other " "platforms, it always returns [constant Vector3.ZERO]." msgstr "" #: doc/classes/Input.xml msgid "" "Returns mouse buttons as a bitmask. If multiple mouse buttons are pressed at " "the same time, the bits are added together." msgstr "" "Devuelve los botones del ratón como una máscara de bits. Si se pulsan varios " "botones del ratón al mismo tiempo, los bits se suman." #: doc/classes/Input.xml msgid "" "Gets an input vector by specifying four actions for the positive and " "negative X and Y axes.\n" "This method is useful when getting vector input, such as from a joystick, " "directional pad, arrows, or WASD. The vector has its length limited to 1 and " "has a circular deadzone, which is useful for using vector input as " "movement.\n" "By default, the deadzone is automatically calculated from the average of the " "action deadzones. However, you can override the deadzone to be whatever you " "want (on the range of 0 to 1)." msgstr "" #: doc/classes/Input.xml #, fuzzy msgid "" "Returns [code]true[/code] when the user starts pressing the action event, " "meaning it's [code]true[/code] only on the frame that the user pressed down " "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 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=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " "examples[/url] in the documentation for more information." msgstr "" "Devuelve [code]true[/code] cuando el usuario empieza a pulsar el evento de " "acción, lo que significa que es [code]true[/code] sólo en el marco en el que " "el usuario ha pulsado el botón.\n" "Esto es útil para el código que necesita ejecutarse sólo una vez cuando se " "presiona una acción, en lugar de cada marco mientras se presiona." #: doc/classes/Input.xml #, fuzzy msgid "" "Returns [code]true[/code] when the user stops pressing the action event, " "meaning it's [code]true[/code] only on the frame that the user released the " "button.\n" "If [code]exact[/code] is [code]false[/code], it ignores additional input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " "direction for [InputEventJoypadMotion] events." msgstr "" "Devuelve [code]true[/code] cuando el usuario empieza a pulsar el evento de " "acción, lo que significa que es [code]true[/code] sólo en el marco en el que " "el usuario ha pulsado el botón.\n" "Esto es útil para el código que necesita ejecutarse sólo una vez cuando se " "presiona una acción, en lugar de cada marco mientras se presiona." #: doc/classes/Input.xml #, fuzzy msgid "" "Returns [code]true[/code] if you are pressing the action event. Note that if " "an action has multiple buttons assigned and more than one of them is " "pressed, releasing one button will release the action, even if some other " "button assigned to this action is still pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores additional input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " "direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " "[code]false[/code] even if one of the action's keys is pressed. See " "[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " "examples[/url] in the documentation for more information." msgstr "" "Devuelve [code]true[/code] si está pulsando el evento de acción. Ten en " "cuenta que si una acción tiene varios botones asignados y se pulsa más de " "uno, al soltar un botón se liberará la acción, incluso si algún otro botón " "asignado a esta acción sigue estando pulsado." #: doc/classes/Input.xml #, fuzzy msgid "" "Returns [code]true[/code] if you are pressing the joypad button (see [enum " "JoystickList])." msgstr "" "Devuelve [code]true[/code] si el ratón ha entrado en el botón y no lo ha " "dejado todavía." #: doc/classes/Input.xml #, fuzzy msgid "" "Returns [code]true[/code] if the system knows the specified device. This " "means that it sets all button and axis indices exactly as defined in [enum " "JoystickList]. Unknown joypads are not expected to match these constants, " "but you can still retrieve events from them." msgstr "" "Devuelve [code]true[/code] si el sistema conoce el dispositivo especificado. " "Esto significa que establece todos los índices de botones y ejes. No se " "espera que los joypads desconocidos coincidan con estas constantes, pero aún " "así se pueden recuperar eventos de ellos." #: doc/classes/Input.xml msgid "" "Returns [code]true[/code] if you are pressing the key in the current " "keyboard layout. You can pass a [enum KeyList] constant.\n" "[method is_key_pressed] is only recommended over [method " "is_physical_key_pressed] in non-game applications. This ensures that " "shortcut keys behave as expected depending on the user's keyboard layout, as " "keyboard shortcuts are generally dependent on the keyboard layout in non-" "game applications. If in doubt, use [method is_physical_key_pressed].\n" "[b]Note:[/b] Due to keyboard ghosting, [method is_key_pressed] may return " "[code]false[/code] even if one of the action's keys is pressed. See " "[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " "examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml msgid "" "Returns [code]true[/code] if you are pressing the mouse button specified " "with [enum ButtonList]." msgstr "" "Devuelve [code]true[/code] si se pulsa el botón del ratón especificado con " "[enum ButtonList]." #: doc/classes/Input.xml msgid "" "Returns [code]true[/code] if you are pressing the key in the physical " "location on the 101/102-key US QWERTY keyboard. You can pass a [enum " "KeyList] constant.\n" "[method is_physical_key_pressed] is recommended over [method is_key_pressed] " "for in-game actions, as it will make W/A/S/D layouts work regardless of the " "user's keyboard layout. [method is_physical_key_pressed] will also ensure " "that the top row number keys work on any keyboard layout. If in doubt, use " "[method is_physical_key_pressed].\n" "[b]Note:[/b] Due to keyboard ghosting, [method is_physical_key_pressed] may " "return [code]false[/code] even if one of the action's keys is pressed. See " "[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " "examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml msgid "" "Notifies the [Input] singleton that a connection has changed, to update the " "state for the [code]device[/code] index.\n" "This is used internally and should not have to be called from user scripts. " "See [signal joy_connection_changed] for the signal emitted when this is " "triggered internally." msgstr "" "Notifica al singleton [Input] que una conexión ha cambiado, para actualizar " "el estado del índice del [code]device[/code].\n" "Este índice se utiliza internamente y no debería tener que ser llamado desde " "los scripts de usuario. Véase [signal joy_connection_changed] para la señal " "emitida cuando se activa internamente." #: doc/classes/Input.xml msgid "" "Feeds an [InputEvent] to the game. Can be used to artificially trigger input " "events from code. Also generates [method Node._input] calls.\n" "Example:\n" "[codeblock]\n" "var a = InputEventAction.new()\n" "a.action = \"ui_cancel\"\n" "a.pressed = true\n" "Input.parse_input_event(a)\n" "[/codeblock]" msgstr "" "Alimenta un [InputEvent] al juego. Puede ser usado para disparar " "artificialmente eventos de entrada desde el código. También genera llamadas " "de [method Node._input].\n" "Ejemplo:\n" "[codeblock]\n" "var evento = InputEventAction.new()\n" "evento.action = \"ui_cancel\"\n" "evento.pressed = true\n" "Input.parse_input_event(evento)\n" "[/codeblock]" #: doc/classes/Input.xml msgid "" "Removes all mappings from the internal database that match the given GUID." msgstr "" "Elimina todos los mapeos de la base de datos interna que coincidan con la " "GUID dada." #: doc/classes/Input.xml msgid "" "Sets the acceleration value of the accelerometer sensor. Can be used for " "debugging on devices without a hardware sensor, for example in an editor on " "a PC.\n" "[b]Note:[/b] This value can be immediately overwritten by the hardware " "sensor value on Android and iOS." msgstr "" #: doc/classes/Input.xml #, fuzzy msgid "" "Sets a custom mouse cursor image, which is only visible inside the game " "window. The hotspot can also be specified. Passing [code]null[/code] to the " "image parameter resets to the system cursor. See [enum CursorShape] for the " "list of shapes.\n" "[code]image[/code]'s size must be lower than 256×256.\n" "[code]hotspot[/code] must be within [code]image[/code]'s size.\n" "[b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If " "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " "compression mode can't be used for custom cursors.\n" "[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " "128×128. Cursor images larger than 32×32 will also only be displayed if the " "mouse cursor image is entirely located within the page for [url=https://" "chromestatus.com/feature/5825971391299584]security reasons[/url]." msgstr "" "Establece una imagen personalizada del cursor del ratón, que sólo es visible " "dentro de la ventana del juego. También se puede especificar el punto de " "acceso. Al pasar [code]null[/code] al parámetro de la imagen se restablece " "el cursor del sistema. Ver [enum CursorShape] para la lista de formas.\n" "[code]image[/code] debe ser inferior a 256×256.\n" "[code]hotspot[/code] debe estar dentro del tamaño de [code]image[/code].\n" "[b]Nota: [/b] [AnimatedTexture]s no están soportados como cursores de ratón " "personalizados. Si se utiliza una [AnimatedTexture], sólo se mostrará el " "primer fotograma.\n" "[b]Nota:[/b] Sólo se admiten las imágenes importadas con los modos de " "compresión [b]SinPerdida[/b], [b]ConPerdida[/b] o [b]SinCompresion[/b]. El " "modo de compresión [b]Video RAM[/b] no puede utilizarse para cursores " "personalizados." #: doc/classes/Input.xml msgid "" "Sets the default cursor shape to be used in the viewport instead of " "[constant CURSOR_ARROW].\n" "[b]Note:[/b] If you want to change the default cursor shape for [Control]'s " "nodes, use [member Control.mouse_default_cursor_shape] instead.\n" "[b]Note:[/b] This method generates an [InputEventMouseMotion] to update " "cursor immediately." msgstr "" "Establece la forma del cursor por defecto para ser usado en la vista en " "lugar de la [constant CURSOR_ARROW].\n" "[b]Nota:[/b] Si quieres cambiar la forma del cursor por defecto para los " "nodos de [Control], usa [member Control.mouse_default_cursor_shape] en su " "lugar.\n" "[b]Nota:[/b] Este método genera un [InputEventMouseMotion] para actualizar " "el cursor inmediatamente." #: doc/classes/Input.xml msgid "" "Sets the gravity value of the accelerometer sensor. Can be used for " "debugging on devices without a hardware sensor, for example in an editor on " "a PC.\n" "[b]Note:[/b] This value can be immediately overwritten by the hardware " "sensor value on Android and iOS." msgstr "" #: doc/classes/Input.xml msgid "" "Sets the value of the rotation rate of the gyroscope sensor. Can be used for " "debugging on devices without a hardware sensor, for example in an editor on " "a PC.\n" "[b]Note:[/b] This value can be immediately overwritten by the hardware " "sensor value on Android and iOS." msgstr "" #: doc/classes/Input.xml msgid "" "Sets the value of the magnetic field of the magnetometer sensor. Can be used " "for debugging on devices without a hardware sensor, for example in an editor " "on a PC.\n" "[b]Note:[/b] This value can be immediately overwritten by the hardware " "sensor value on Android and iOS." msgstr "" #: doc/classes/Input.xml msgid "" "Starts to vibrate the joypad. Joypads usually come with two rumble motors, a " "strong and a weak one. [code]weak_magnitude[/code] is the strength of the " "weak motor (between 0 and 1) and [code]strong_magnitude[/code] is the " "strength of the strong motor (between 0 and 1). [code]duration[/code] is the " "duration of the effect in seconds (a duration of 0 will try to play the " "vibration indefinitely).\n" "[b]Note:[/b] Not every hardware is compatible with long effect durations; it " "is recommended to restart an effect if it has to be played for more than a " "few seconds." msgstr "" "Empieza a vibrar el joypad. Los joypads suelen tener dos motores de " "vibración, uno fuerte y otro débil. [code]weak_magnitude[/code] es la fuerza " "del motor débil (entre 0 y 1) y [code]strong_magnitude[/code] es la fuerza " "del motor fuerte (entre 0 y 1). [code]duración[/code] es la duración del " "efecto en segundos (una duración de 0 intentará reproducir la vibración " "indefinidamente).\n" "[b]Nota:[/b] No todos los equipos son compatibles con las duraciones de " "efecto largas; se recomienda reiniciar un efecto si tiene que ser " "reproducido durante más de unos pocos segundos." #: doc/classes/Input.xml msgid "Stops the vibration of the joypad." msgstr "Detiene la vibración del joypad." #: doc/classes/Input.xml #, fuzzy msgid "" "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 "" "Vibración de los dispositivos Android e iOS.\n" "[b]Nota:[/b] Necesita permiso de VIBRATE para Android en la configuración de " "exportación. iOS no admite duración." #: doc/classes/Input.xml msgid "" "Sets the mouse position to the specified vector, provided in pixels and " "relative to an origin at the upper left corner of the game window.\n" "Mouse position is clipped to the limits of the screen resolution, or to the " "limits of the game window if [enum MouseMode] is set to [constant " "MOUSE_MODE_CONFINED]." msgstr "" #: doc/classes/Input.xml #, fuzzy msgid "Controls the mouse mode. See [enum MouseMode] for more information." msgstr "Establece el modo del ratón. Vea las constantes para más información." #: doc/classes/Input.xml #, fuzzy 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 "" "Habilita o deshabilita la acumulación de eventos de entrada similares " "enviados por el sistema operativo. Cuando la acumulación de entrada está " "activada, todos los eventos de entrada generados durante una trama se " "fusionarán y se emitirán cuando la trama se termine de renderizar. Por lo " "tanto, esto limita el número de llamadas del método de entrada por segundo " "al FPS de renderización.\n" "La acumulación de entrada está habilitada por defecto. Se puede desactivar " "para obtener una entrada ligeramente más precisa/reactiva a costa de un " "mayor uso de la CPU. En aplicaciones donde se requiere dibujar líneas a mano " "alzada, la acumulación de entrada generalmente debe deshabilitarse mientras " "el usuario está dibujando la línea para obtener resultados que sigan de " "cerca la entrada real." #: doc/classes/Input.xml msgid "Emitted when a joypad device has been connected or disconnected." msgstr "Se emite cuando se ha conectado o desconectado un dispositivo joypad." #: doc/classes/Input.xml msgid "Makes the mouse cursor visible if it is hidden." msgstr "Hace que el cursor del ratón sea visible si está oculto." #: doc/classes/Input.xml msgid "Makes the mouse cursor hidden if it is visible." msgstr "Hace que el cursor del ratón se oculte si es visible." #: doc/classes/Input.xml msgid "" "Captures the mouse. The mouse will be hidden and its position locked at the " "center of the screen.\n" "[b]Note:[/b] If you want to process the mouse's movement in this mode, you " "need to use [member InputEventMouseMotion.relative]." msgstr "" #: doc/classes/Input.xml msgid "Makes the mouse cursor visible but confines it to the game window." msgstr "" "Hace visible el cursor del ratón pero lo limita a la ventana del juego." #: doc/classes/Input.xml msgid "Arrow cursor. Standard, default pointing cursor." msgstr "Cursor de la flecha. Cursor puntero estándar y predeterminado." #: doc/classes/Input.xml msgid "" "I-beam cursor. Usually used to show where the text cursor will appear when " "the mouse is clicked." msgstr "" "Cursor del rayo I. Normalmente se usa para mostrar dónde aparecerá el cursor " "de texto cuando se haga clic con el ratón." #: doc/classes/Input.xml msgid "" "Pointing hand cursor. Usually used to indicate the pointer is over a link or " "other interactable item." msgstr "" "Apuntando con el cursor de la mano. Normalmente se usa para indicar que el " "puntero está sobre un enlace u otro elemento interactivo." #: doc/classes/Input.xml msgid "" "Cross cursor. Typically appears over regions in which a drawing operation " "can be performed or for selections." msgstr "" "Cursor en cruz. Normalmente aparece sobre las regiones en las que se puede " "realizar una operación de dibujo o para realizar selecciones." #: doc/classes/Input.xml #, fuzzy msgid "" "Wait 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)." msgstr "" "Cursor ocupado. Indica que la aplicación está ocupada realizando una " "operación. Esta forma de cursor denota que la aplicación no es utilizable " "durante la operación (por ejemplo, algo está bloqueando su hilo principal)." #: doc/classes/Input.xml #, fuzzy msgid "" "Busy cursor. Indicates that the application is busy performing an operation. " "This cursor shape denotes that the application is still usable during the " "operation." msgstr "" "Espera el cursor. Indica que la aplicación está ocupada realizando una " "operación. La forma del cursor indica que la aplicación sigue siendo " "utilizable durante la operación." #: doc/classes/Input.xml msgid "Drag cursor. Usually displayed when dragging something." msgstr "Cursor de arrastre. Normalmente se muestra cuando se arrastra algo." #: doc/classes/Input.xml msgid "" "Can drop cursor. Usually displayed when dragging something to indicate that " "it can be dropped at the current position." msgstr "" "Puede soltar el cursor. Normalmente se muestra cuando se arrastra algo para " "indicar que se puede soltar en la posición actual." #: doc/classes/Input.xml msgid "" "Forbidden cursor. Indicates that the current action is forbidden (for " "example, when dragging something) or that the control at a position is " "disabled." msgstr "" "Cursor prohibido. Indica que la acción actual está prohibida (por ejemplo, " "al arrastrar algo) o que el control en una posición está desactivado." #: doc/classes/Input.xml msgid "" "Vertical resize mouse cursor. A double-headed vertical arrow. It tells the " "user they can resize the window or the panel vertically." msgstr "" "Cursor del ratón de tamaño vertical. Una flecha vertical de doble punta. Le " "dice al usuario que puede cambiar el tamaño de la ventana o del panel " "verticalmente." #: doc/classes/Input.xml msgid "" "Horizontal resize mouse cursor. A double-headed horizontal arrow. It tells " "the user they can resize the window or the panel horizontally." msgstr "" "Cursor del ratón de tamaño horizontal. Una flecha horizontal de doble " "cabeza. Le dice al usuario que puede cambiar el tamaño de la ventana o del " "panel horizontalmente." #: doc/classes/Input.xml msgid "" "Window resize mouse cursor. The cursor is a double-headed arrow that goes " "from the bottom left to the top right. It tells the user they can resize the " "window or the panel both horizontally and vertically." msgstr "" "La ventana cambia el tamaño del cursor del ratón. El cursor es una flecha de " "doble punta que va de abajo a la izquierda a arriba a la derecha. Le dice al " "usuario que puede cambiar el tamaño de la ventana o del panel tanto " "horizontal como verticalmente." #: doc/classes/Input.xml msgid "" "Window resize mouse cursor. The cursor is a double-headed arrow that goes " "from the top left to the bottom right, the opposite of [constant " "CURSOR_BDIAGSIZE]. It tells the user they can resize the window or the panel " "both horizontally and vertically." msgstr "" "La ventana cambia el tamaño del cursor del ratón. El cursor es una flecha de " "doble punta que va de arriba a la izquierda a abajo a la derecha, lo opuesto " "a [constant CURSOR_BDIAGSIZE]. Le dice al usuario que puede cambiar el " "tamaño de la ventana o del panel tanto horizontal como verticalmente." #: doc/classes/Input.xml msgid "Move cursor. Indicates that something can be moved." msgstr "Mueve el cursor. Indica que algo puede ser movido." #: doc/classes/Input.xml msgid "" "Vertical split mouse cursor. On Windows, it's the same as [constant " "CURSOR_VSIZE]." msgstr "" "Cursor del ratón dividido verticalmente. En Windows, es lo mismo que " "[constant CURSOR_VSIZE]." #: doc/classes/Input.xml msgid "" "Horizontal split mouse cursor. On Windows, it's the same as [constant " "CURSOR_HSIZE]." msgstr "" "Cursor del ratón dividido horizontalmente. En Windows, es lo mismo que " "[constant CURSOR_HSIZE]." #: doc/classes/Input.xml msgid "Help cursor. Usually a question mark." msgstr "Cursor de ayuda. Normalmente un signo de interrogación." #: doc/classes/InputEvent.xml msgid "Generic input event." msgstr "Evento de entrada genérico." #: doc/classes/InputEvent.xml msgid "Base class of all sort of input event. See [method Node._input]." msgstr "" "Clase base de todo tipo de evento de entrada. Ver [method Node._input]." #: doc/classes/InputEvent.xml msgid "InputEvent" msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if the given input event and this input event can " "be added together (only for events of type [InputEventMouseMotion]).\n" "The given input event's position, global position and speed will be copied. " "The resulting [code]relative[/code] is a sum of both events. Both events' " "modifiers have to be identical." msgstr "" "Devuelve [code]true[/code] si el evento de entrada dado y este evento de " "entrada se pueden sumar (sólo para eventos del tipo " "[InputEventMouseMotion]).\n" "Se copiarán la posición, la posición global y la velocidad del evento de " "entrada dado. El [code]relativo[/code] resultante es una suma de ambos " "eventos. Los modificadores de ambos eventos tienen que ser idénticos." #: doc/classes/InputEvent.xml msgid "Returns a [String] representation of the event." msgstr "Devuelve una representación [String] del evento." #: doc/classes/InputEvent.xml #, fuzzy 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 additional " "input modifiers for [InputEventKey] and [InputEventMouseButton] events, and " "the direction for [InputEventJoypadMotion] events." msgstr "" "Devuelve un valor entre 0.0 y 1.0 dependiendo del estado de las acciones " "dadas. Es útil para obtener el valor de los eventos del tipo " "[InputEventJoypadMotion]." #: doc/classes/InputEvent.xml #, fuzzy 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 additional " "input modifiers for [InputEventKey] and [InputEventMouseButton] events, and " "the direction for [InputEventJoypadMotion] events." msgstr "" "Devuelve [code]true[/code] si se está pulsando la acción dada (y no es un " "evento de eco para los eventos [InputEventKey], a menos que " "[code]allow_echo[/code] sea [code]true[/code]). No es relevante para los " "eventos de tipo [InputEventMouseMotion] o [InputEventScreenDrag]." #: doc/classes/InputEvent.xml #, fuzzy msgid "" "Returns [code]true[/code] if the given action is being pressed (and is not " "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 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 " "examples[/url] in the documentation for more information." msgstr "" "Devuelve [code]true[/code] si se está pulsando la acción dada (y no es un " "evento de eco para los eventos [InputEventKey], a menos que " "[code]allow_echo[/code] sea [code]true[/code]). No es relevante para los " "eventos de tipo [InputEventMouseMotion] o [InputEventScreenDrag]." #: doc/classes/InputEvent.xml #, fuzzy 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 additional " "input modifiers for [InputEventKey] and [InputEventMouseButton] events, and " "the direction for [InputEventJoypadMotion] events." msgstr "" "Devuelve [code]true[/code] si se está pulsando la acción dada (y no es un " "evento de eco para los eventos [InputEventKey], a menos que " "[code]allow_echo[/code] sea [code]true[/code]). No es relevante para los " "eventos de tipo [InputEventMouseMotion] o [InputEventScreenDrag]." #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event's type is one that can be " "assigned to an input action." msgstr "" "Devuelve [code]true[/code] si el tipo de este evento de entrada es uno que " "puede ser asignado a una acción de entrada." #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event is an echo event (only for " "events of type [InputEventKey])." msgstr "" "Devuelve [code]true[/code] si este evento de entrada es un evento de eco " "(sólo para eventos del tipo [InputEventKey])." #: doc/classes/InputEvent.xml #, fuzzy msgid "" "Returns [code]true[/code] if this input event is pressed. Not relevant for " "events of type [InputEventMouseMotion] or [InputEventScreenDrag].\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 " "examples[/url] in the documentation for more information." msgstr "" "Devuelve [code]true[/code] si se está pulsando la acción dada (y no es un " "evento de eco para los eventos [InputEventKey], a menos que " "[code]allow_echo[/code] sea [code]true[/code]). No es relevante para los " "eventos de tipo [InputEventMouseMotion] o [InputEventScreenDrag]." #: doc/classes/InputEvent.xml #, fuzzy msgid "" "Returns [code]true[/code] if the specified [code]event[/code] matches this " "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 additional " "input modifiers for [InputEventKey] and [InputEventMouseButton] events, and " "the direction for [InputEventJoypadMotion] events." msgstr "" "Devuelve [code]true[/code] si se está pulsando la acción dada (y no es un " "evento de eco para los eventos [InputEventKey], a menos que " "[code]allow_echo[/code] sea [code]true[/code]). No es relevante para los " "eventos de tipo [InputEventMouseMotion] o [InputEventScreenDrag]." #: doc/classes/InputEvent.xml msgid "" "Returns a copy of the given input event which has been offset by " "[code]local_ofs[/code] and transformed by [code]xform[/code]. Relevant for " "events of type [InputEventMouseButton], [InputEventMouseMotion], " "[InputEventScreenTouch], [InputEventScreenDrag], [InputEventMagnifyGesture] " "and [InputEventPanGesture]." msgstr "" "Devuelve una copia del evento de entrada dado que ha sido dezplazado por " "[code]local_ofs[/code] y transformado por [code]xform[/code]. Relevante para " "eventos del tipo [InputEventMouseButton], [InputEventMouseMotion], " "[InputEventScreenTouch], [InputEventScreenDrag], [InputEventMagnifyGesture] " "y [InputEventPanGesture]." #: doc/classes/InputEvent.xml msgid "" "The event's device ID.\n" "[b]Note:[/b] This device ID will always be [code]-1[/code] for emulated " "mouse input from a touchscreen. This can be used to distinguish emulated " "mouse input from physical mouse input." msgstr "" "El ID del dispositivo del evento.\n" "[b]Nota:[/b] Este ID de dispositivo siempre será [code]-1[/code] para la " "entrada emulada del ratón desde una pantalla táctil. Puede utilizarse para " "distinguir la entrada de ratón emulada de la entrada de ratón física." #: doc/classes/InputEventAction.xml msgid "Input event type for actions." msgstr "Tipo de evento de entrada para las acciones." #: doc/classes/InputEventAction.xml msgid "" "Contains a generic action which can be targeted from several types of " "inputs. Actions can be created from the [b]Input Map[/b] tab in the " "[b]Project > Project Settings[/b] menu. See [method Node._input]." msgstr "" "Contiene una acción genérica que puede ser dirigida desde varios tipos de " "entradas. Las acciones pueden crearse desde la pestaña [b]Mapa de entrada[/" "b] del menú [b]Proyecto > Configuración del proyecto[/b]. Ver [method Node." "_input]." #: doc/classes/InputEventAction.xml #, fuzzy msgid "InputEvent: Actions" msgstr "Tipo de evento de entrada para las acciones." #: doc/classes/InputEventAction.xml msgid "The action's name. Actions are accessed via this [String]." msgstr "" "El nombre de la acción. Se accede a las acciones a través de esta [String]." #: doc/classes/InputEventAction.xml msgid "" "If [code]true[/code], the action's state is pressed. If [code]false[/code], " "the action's state is released." msgstr "" "Si [code]true[/code], se presiona el estado de la acción. Si [code]false[/" "code], se libera el estado de la acción." #: doc/classes/InputEventAction.xml #, fuzzy msgid "" "The action's strength between 0 and 1. This value is considered as equal to " "0 if pressed is [code]false[/code]. The event strength allows faking analog " "joypad motion events, by specifying how strongly the joypad axis is bent or " "pressed." msgstr "" "La fuerza de la acción entre 0 y 1. Este valor se considera igual a 0 si se " "pulsa es [code]false[/code]. La fuerza del evento permite falsificar eventos " "de movimiento del joypad analógico, precisando la fuerza con la que se dobla " "o presiona el eje del joypad." #: doc/classes/InputEventGesture.xml msgid "Base class for touch control gestures." msgstr "Clase base para gestos de control de tacto." #: doc/classes/InputEventGesture.xml msgid "" "The local gesture position relative to the [Viewport]. If used in [method " "Control._gui_input], the position is relative to the current [Control] that " "received this gesture." msgstr "" "La posición de gesto local relativa al [Viewport]. Si se utiliza en [method " "Control._gui_input], la posición es relativa al [Control] actual que recibió " "este gesto." #: doc/classes/InputEventJoypadButton.xml msgid "Input event for gamepad buttons." msgstr "Evento de entrada para los botones del gamepad." #: doc/classes/InputEventJoypadButton.xml msgid "" "Input event type for gamepad buttons. For gamepad analog sticks and " "joysticks, see [InputEventJoypadMotion]." msgstr "" "Tipo de evento de entrada para los botones del gamepad. Para los palos y " "joysticks analógicos de gamepad, ver [InputEventJoypadMotion]." #: doc/classes/InputEventJoypadButton.xml #, fuzzy msgid "Button identifier. One of the [enum JoystickList] button constants." msgstr "" "Identificador de botones. Una de las constantes del botón [enum " "JoyButtonList]." #: doc/classes/InputEventJoypadButton.xml msgid "" "If [code]true[/code], the button's state is pressed. If [code]false[/code], " "the button's state is released." msgstr "" "Si [code]true[/code], el estado del botón es presionado. Si [code]false[/" "code], se libera el estado del botón." #: doc/classes/InputEventJoypadButton.xml #, fuzzy msgid "" "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 "" "Representa la presión que el usuario ejerce sobre el botón con su dedo, si " "el controlador lo soporta. Va de [code]0[/code] a [code]1[/code]." #: doc/classes/InputEventJoypadMotion.xml msgid "" "Input event type for gamepad joysticks and other motions. For buttons, see " "[code]InputEventJoypadButton[/code]." msgstr "" "Tipo de evento de entrada para los joysticks del gamepad y otros " "movimientos. Para los botones, ver [code]InputEventJoypadButton[/code]." #: doc/classes/InputEventJoypadMotion.xml msgid "" "Stores information about joystick motions. One [InputEventJoypadMotion] " "represents one axis at a time." msgstr "" "Almacena información sobre los movimientos del joystick. Un " "[InputEventJoypadMotion] representa un eje a la vez." #: doc/classes/InputEventJoypadMotion.xml #, fuzzy msgid "Axis identifier. Use one of the [enum JoystickList] axis constants." msgstr "" "Identificador del eje. Use una de las constantes del eje [enum JoyAxisList]." #: doc/classes/InputEventJoypadMotion.xml msgid "" "Current position of the joystick on the given axis. The value ranges from " "[code]-1.0[/code] to [code]1.0[/code]. A value of [code]0[/code] means the " "axis is in its resting position." msgstr "" "Posición actual del joystick en el eje dado. El valor va de [code]-1,0[/" "code] a [code]1,0[/code]. Un valor de [code]0[/code] significa que el eje " "está en su posición de reposo." #: doc/classes/InputEventKey.xml msgid "Input event type for keyboard events." msgstr "Tipo de evento de entrada para eventos de teclado." #: doc/classes/InputEventKey.xml msgid "" "Stores key presses on the keyboard. Supports key presses, key releases and " "[member echo] events." msgstr "" "Almacena las pulsaciones de teclas en el teclado. Soporta pulsaciones de " "teclas, liberaciones de teclas y eventos de [member echo]." #: doc/classes/InputEventKey.xml #, fuzzy msgid "" "Returns the physical scancode combined with modifier keys such as " "[code]Shift[/code] or [code]Alt[/code]. See also [InputEventWithModifiers].\n" "To get a human-readable representation of the [InputEventKey] with " "modifiers, use [code]OS.get_scancode_string(event." "get_physical_scancode_with_modifiers())[/code] where [code]event[/code] is " "the [InputEventKey]." msgstr "" "Devuelve el código de tecla físico combinado con teclas modificadoras como " "[kbd]Shift[/kbd] o [kbd]Alt[/kbd]. Véase también [InputEventWithModifiers].\n" "Para obtener una representación legible para los humanos de la " "[InputEventKey] con modificadores, utiliza [code]OS.get_keycode_string(event." "get_physical_keycode_with_modifiers())[/code] donde [code]event[/code] es la " "[InputEventKey]." #: doc/classes/InputEventKey.xml #, fuzzy msgid "" "Returns the scancode combined with modifier keys such as [code]Shift[/code] " "or [code]Alt[/code]. See also [InputEventWithModifiers].\n" "To get a human-readable representation of the [InputEventKey] with " "modifiers, use [code]OS.get_scancode_string(event." "get_scancode_with_modifiers())[/code] where [code]event[/code] is the " "[InputEventKey]." msgstr "" "Devuelve el código clave combinado con teclas modificadoras como [kbd]Shift[/" "kbd] o [kbd]Alt[/kbd]. Véase también [InputEventWithModifiers].\n" "Para obtener una representación legible para los humanos de la " "[InputEventKey] con modificadores, utiliza [code]OS.get_keycode_string(event." "get_keycode_with_modifiers())[/code] donde [code]event[/code] es la " "[InputEventKey]." #: doc/classes/InputEventKey.xml msgid "" "If [code]true[/code], the key was already pressed before this event. It " "means the user is holding the key down." msgstr "" "Si [code]true[/code], la tecla ya estaba pulsada antes de este evento. " "Significa que el usuario está manteniendo la tecla pulsada." #: doc/classes/InputEventKey.xml #, fuzzy msgid "" "Key physical scancode, which corresponds to one of the [enum KeyList] " "constants. Represent the physical location of a key on the 101/102-key US " "QWERTY keyboard.\n" "To get a human-readable representation of the [InputEventKey], use [code]OS." "get_scancode_string(event.physical_scancode)[/code] where [code]event[/code] " "is the [InputEventKey]." msgstr "" "Código clave físico de teclado, que corresponde a una de las constantes de " "[enum KeyList]. Representa la ubicación física de una tecla en el teclado US " "QWERTY de 101/102 teclas.\n" "Para obtener una representación legible para los humanos de la " "[InputEventKey], utilice [code]OS.get_keycode_string(event.keycode)[/code] " "donde [code]event[/code] es la [InputEventKey]." #: doc/classes/InputEventKey.xml msgid "" "If [code]true[/code], the key's state is pressed. If [code]false[/code], the " "key's state is released." msgstr "" "Si [code]true[/code], se pulsa el estado de la tecla. Si [code]false[/code], " "el estado de la tecla se libera." #: doc/classes/InputEventKey.xml #, fuzzy msgid "" "The key scancode, which corresponds to one of the [enum KeyList] constants. " "Represent key in the current keyboard layout.\n" "To get a human-readable representation of the [InputEventKey], use [code]OS." "get_scancode_string(event.scancode)[/code] where [code]event[/code] is the " "[InputEventKey]." msgstr "" "El código de la clave de teclado, que corresponde a una de las constantes de " "[enum KeyList]. Representa la tecla en la disposición actual del teclado.\n" "Para obtener una representación legible para el ser humano de la " "[InputEventKey], utilice [code]OS.get_keycode_string(event.keycode)[/code] " "donde [code]event[/code] es la [InputEventKey]." #: doc/classes/InputEventKey.xml #, fuzzy msgid "" "The key Unicode identifier (when relevant). Unicode identifiers for the " "composite characters and complex scripts may not be available unless IME " "input mode is active. See [method OS.set_ime_active] for more information." msgstr "" "El identificador clave de Unicode (cuando sea relevante). Es posible que los " "identificadores Unicode para los caracteres compuestos y las escrituras " "complejas no estén disponibles a menos que el modo de entrada IME esté " "activo. Consulte [method Window.set_ime_active] para obtener más información." #: doc/classes/InputEventMIDI.xml #, fuzzy msgid "Input event for MIDI inputs." msgstr "Tipo de evento de entrada para las acciones." #: doc/classes/InputEventMIDI.xml msgid "" "InputEventMIDI allows receiving input events from MIDI devices such as a " "piano. MIDI stands for Musical Instrument Digital Interface.\n" "MIDI signals can be sent over a 5-pin MIDI connector or over USB, if your " "device supports both be sure to check the settings in the device to see " "which output it's using.\n" "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 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 msgid "MIDI Message Status Byte List" msgstr "" #: doc/classes/InputEventMIDI.xml msgid "Wikipedia General MIDI Instrument List" msgstr "" #: doc/classes/InputEventMIDI.xml msgid "Wikipedia Piano Key Frequencies List" msgstr "" #: doc/classes/InputEventMIDI.xml msgid "" "The MIDI channel of this input event. There are 16 channels, so this value " "ranges from 0 to 15. MIDI channel 9 is reserved for the use with percussion " "instruments, the rest of the channels are for non-percussion instruments." msgstr "" #: doc/classes/InputEventMIDI.xml msgid "" "If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " "the controller number, otherwise this is zero. Controllers include devices " "such as pedals and levers." msgstr "" #: doc/classes/InputEventMIDI.xml msgid "" "If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " "the controller value, otherwise this is zero. Controllers include devices " "such as pedals and levers." msgstr "" #: doc/classes/InputEventMIDI.xml msgid "" "The instrument of this input event. This value ranges from 0 to 127. Refer " "to the instrument list on the General MIDI wikipedia article to see a list " "of instruments, except that this value is 0-index, so subtract one from " "every number on that chart. A standard piano will have an instrument number " "of 0." msgstr "" #: doc/classes/InputEventMIDI.xml msgid "" "Returns a value indicating the type of message for this MIDI signal. This is " "a member of the [enum @GlobalScope.MidiMessageList] enum.\n" "For MIDI messages between 0x80 and 0xEF, only the left half of the bits are " "returned as this value, as the other part is the channel (ex: 0x94 becomes " "0x9). For MIDI messages from 0xF0 to 0xFF, the value is returned as-is.\n" "Notes will return [code]MIDI_MESSAGE_NOTE_ON[/code] when activated, but they " "might not always return [code]MIDI_MESSAGE_NOTE_OFF[/code] when deactivated, " "therefore your code should treat the input as stopped if some period of time " "has passed.\n" "For more information, see the MIDI message status byte list chart linked " "above." msgstr "" #: doc/classes/InputEventMIDI.xml msgid "" "The pitch index number of this MIDI signal. This value ranges from 0 to 127. " "On a piano, middle C is 60, and A440 is 69, see the \"MIDI note\" column of " "the piano key frequency chart on Wikipedia for more information." msgstr "" #: doc/classes/InputEventMIDI.xml msgid "" "The pressure of the MIDI signal. This value ranges from 0 to 127. For many " "devices, this value is always zero." msgstr "" #: doc/classes/InputEventMIDI.xml msgid "" "The velocity of the MIDI signal. This value ranges from 0 to 127. For a " "piano, this corresponds to how quickly the key was pressed, and is rarely " "above about 110 in practice." msgstr "" #: doc/classes/InputEventMouse.xml msgid "Base input event type for mouse events." msgstr "Tipo de evento de entrada base para eventos de ratón." #: doc/classes/InputEventMouse.xml msgid "Stores general mouse events information." msgstr "Almacena información general de los eventos del ratón." #: doc/classes/InputEventMouse.xml msgid "" "The mouse button mask identifier, one of or a bitwise combination of the " "[enum ButtonList] button masks." msgstr "" "El identificador de la máscara del botón del ratón, una de las máscaras del " "botón [enum ButtonList] o una combinación de ellas." #: doc/classes/InputEventMouse.xml msgid "" "When received in [method Node._input] or [method Node._unhandled_input], " "returns the mouse's position in the root [Viewport] using the coordinate " "system of the root [Viewport].\n" "When received in [method Control._gui_input], returns the mouse's position " "in the [CanvasLayer] that the [Control] is in using the coordinate system of " "the [CanvasLayer]." msgstr "" #: doc/classes/InputEventMouse.xml msgid "" "When received in [method Node._input] or [method Node._unhandled_input], " "returns the mouse's position in the [Viewport] this [Node] is in using the " "coordinate system of this [Viewport].\n" "When received in [method Control._gui_input], returns the mouse's position " "in the [Control] using the local coordinate system of the [Control]." msgstr "" #: doc/classes/InputEventMouseButton.xml msgid "Input event type for mouse button events." msgstr "Tipo de evento de entrada para los eventos del botón del ratón." #: doc/classes/InputEventMouseButton.xml msgid "Contains mouse click information. See [method Node._input]." msgstr "" "Contiene información sobre los clics del ratón. Ver [method Node._input]." #: doc/classes/InputEventMouseButton.xml msgid "" "The mouse button identifier, one of the [enum ButtonList] button or button " "wheel constants." msgstr "" "El identificador del botón del ratón, una de las constantes del botón [enum " "ButtonList] o de la rueda de botones." #: doc/classes/InputEventMouseButton.xml msgid "If [code]true[/code], the mouse button's state is a double-click." msgstr "Si [code]true[/code], el estado del botón del ratón es un doble clic." #: doc/classes/InputEventMouseButton.xml msgid "" "The amount (or delta) of the event. When used for high-precision scroll " "events, this indicates the scroll amount (vertical or horizontal). This is " "only supported on some platforms; the reported sensitivity varies depending " "on the platform. May be [code]0[/code] if not supported." msgstr "" "La cantidad (o delta) del evento. Cuando se usa para eventos de " "desplazamiento de alta precisión, esto indica la cantidad de desplazamiento " "(vertical u horizontal). Esto sólo se admite en algunas plataformas; la " "sensibilidad notificada varía según la plataforma. Puede ser [code]0[/code] " "si no está soportada." #: doc/classes/InputEventMouseButton.xml msgid "" "If [code]true[/code], the mouse button's state is pressed. If [code]false[/" "code], the mouse button's state is released." msgstr "" "Si [code]true[/code], el estado del botón del ratón está presionado. Si " "[code]false[/code], el estado del botón del ratón se libera." #: doc/classes/InputEventMouseMotion.xml msgid "Input event type for mouse motion events." msgstr "Tipo de evento de entrada para los eventos de movimiento del ratón." #: doc/classes/InputEventMouseMotion.xml #, fuzzy msgid "" "Contains mouse and pen motion information. Supports relative, absolute " "positions and speed. See [method Node._input].\n" "[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." msgstr "" "Contiene información sobre el movimiento del ratón y el bolígrafo. Soporta " "posiciones y velocidades relativas y absolutas. Ver [method Node._input].\n" "[b]Nota:[/b] Por defecto, este evento sólo se emite una vez por cuadro " "renderizado como máximo. Si necesitas un informe de entrada más preciso, " "llama a [method Input.set_use_accumulated_input] con [code]false[/code] para " "que los eventos se emitan lo más a menudo posible. Si utilizas " "InputEventMouseMotion para dibujar líneas, considera la posibilidad de " "implementar [url=https://en.wikipedia.org/wiki/" "Bresenham%27s_line_algorithm]el algoritmo de línea de Bresenham[/url] " "también para evitar los huecos visibles en las líneas si el usuario mueve el " "ratón rápidamente." #: doc/classes/InputEventMouseMotion.xml #, fuzzy msgid "Mouse and input coordinates" msgstr "Medio desplazamiento en la coordenada X." #: doc/classes/InputEventMouseMotion.xml #, fuzzy 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 "" "Devuelve el número de disposiciones del teclado.\n" "[b]Nota:[/b] Este método está implementado en Linux, macOS y Windows." #: doc/classes/InputEventMouseMotion.xml msgid "" "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/" "code] to [code]1.0[/code]." msgstr "" "Representa la presión que el usuario ejerce sobre el bolígrafo. Va desde " "[code]0.0[/code] hasta [code]1.0[/code]." #: doc/classes/InputEventMouseMotion.xml msgid "" "The mouse position relative to the previous position (position at the last " "frame).\n" "[b]Note:[/b] Since [InputEventMouseMotion] is only emitted when the mouse " "moves, the last event won't have a relative position of [code]Vector2(0, 0)[/" "code] when the user stops moving the mouse." msgstr "" "La posición del ratón en relación con la posición anterior (posición en el " "último cuadro).\n" "[b]Nota:[/b] Dado que [InputEventMouseMotion] sólo se emite cuando el ratón " "se mueve, el último evento no tendrá una posición relativa de " "[code]Vector2(0, 0)[/code] cuando el usuario deje de mover el ratón." #: doc/classes/InputEventMouseMotion.xml msgid "The mouse speed in pixels per second." msgstr "La velocidad del ratón en píxeles por segundo." #: doc/classes/InputEventMouseMotion.xml msgid "" "Represents the angles of tilt of the pen. Positive X-coordinate value " "indicates a tilt to the right. Positive Y-coordinate value indicates a tilt " "toward the user. Ranges from [code]-1.0[/code] to [code]1.0[/code] for both " "axes." msgstr "" "Representa los ángulos de inclinación del bolígrafo. El valor positivo de la " "coordenada X indica una inclinación hacia la derecha. El valor positivo de " "la coordenada Y indica una inclinación hacia el usuario. Va de [code]-1.0[/" "code] a [code]1.0[/code] para ambos ejes." #: doc/classes/InputEventScreenDrag.xml msgid "" "Input event type for screen drag events. Only available on mobile devices." msgstr "" "Tipo de evento de entrada para eventos de arrastre de pantalla. Sólo " "disponible en dispositivos móviles." #: doc/classes/InputEventScreenDrag.xml msgid "Contains screen drag information. See [method Node._input]." msgstr "" "Contiene información de arrastre de pantalla. Ver [method Node._input]." #: doc/classes/InputEventScreenDrag.xml msgid "The drag event index in the case of a multi-drag event." msgstr "" "El índice de eventos de arrastre en el caso de un evento de arrastre " "múltiple." #: doc/classes/InputEventScreenDrag.xml msgid "The drag position." msgstr "La posición de arrastre." #: doc/classes/InputEventScreenDrag.xml #, fuzzy msgid "" "The drag position relative to the previous position (position at the last " "frame)." msgstr "La posición de arrastre relativa a su posición inicial." #: doc/classes/InputEventScreenDrag.xml msgid "The drag speed." msgstr "La velocidad de arrastre." #: doc/classes/InputEventScreenTouch.xml msgid "" "Input event type for screen touch events.\n" "(only available on mobile devices)" msgstr "" "Tipo de evento de entrada para los eventos táctiles de la pantalla.\n" "(sólo disponible en dispositivos móviles)" #: doc/classes/InputEventScreenTouch.xml msgid "" "Stores multi-touch press/release information. Supports touch press, touch " "release and [member index] for multi-touch count and order." msgstr "" "Almacena información de presión/liberación multitáctil. Soporta presión " "táctil, liberación táctil y [member index] para el recuento y el orden " "multitáctil." #: doc/classes/InputEventScreenTouch.xml msgid "" "The touch index in the case of a multi-touch event. One index = one finger." msgstr "" "El índice táctil en el caso de un evento multitáctil. Un índice = un dedo." #: doc/classes/InputEventScreenTouch.xml msgid "The touch position." msgstr "La posición del toque." #: doc/classes/InputEventScreenTouch.xml msgid "" "If [code]true[/code], the touch's state is pressed. If [code]false[/code], " "the touch's state is released." msgstr "" "Si [code]true[/code], el estado del toque se pulsa. Si [code]false[/code], " "el estado del toque se libera." #: doc/classes/InputEventWithModifiers.xml msgid "Base class for keys events with modifiers." msgstr "Clase base para eventos clave con modificadores." #: doc/classes/InputEventWithModifiers.xml #, fuzzy msgid "" "Contains keys events information with modifiers support like [code]Shift[/" "code] or [code]Alt[/code]. See [method Node._input]." msgstr "" "Contiene información de eventos clave con soporte de modificadores como " "[kbd]Shift[/kbd] o [kbd]Alt[/kbd]. Véase [method Node._input]." #: doc/classes/InputEventWithModifiers.xml #, fuzzy msgid "State of the [code]Alt[/code] modifier." msgstr "Estado del modificador [kbd]Alt[/kbd]." #: doc/classes/InputEventWithModifiers.xml #, fuzzy msgid "State of the [code]Command[/code] modifier." msgstr "Estado del modificador [kbd]Cmd[/kbd]." #: doc/classes/InputEventWithModifiers.xml #, fuzzy msgid "State of the [code]Ctrl[/code] modifier." msgstr "Estado del modificador [kbd]Ctrl[/kbd]." #: doc/classes/InputEventWithModifiers.xml #, fuzzy msgid "State of the [code]Meta[/code] modifier." msgstr "Estado del modificador [kbd]Meta[/kbd]." #: doc/classes/InputEventWithModifiers.xml #, fuzzy msgid "State of the [code]Shift[/code] modifier." msgstr "Estado del modificador [kbd]Shift[/kbd]." #: doc/classes/InputMap.xml msgid "Singleton that manages [InputEventAction]." msgstr "Singleton que gestiona [InputEventAction]." #: doc/classes/InputMap.xml msgid "" "Manages all [InputEventAction] which can be created/modified from the " "project settings menu [b]Project > Project Settings > Input Map[/b] or in " "code with [method add_action] and [method action_add_event]. See [method " "Node._input]." msgstr "" "Gestiona todos los [InputEventAction] que pueden ser creados/modificados " "desde el menú de configuración del proyecto [b]Proyecto > Configuración del " "proyecto > Mapa de entrada[/b] o en código con [method add_action] y [method " "action_add_event]. Ver [method Node._input]." #: doc/classes/InputMap.xml msgid "" "Adds an [InputEvent] to an action. This [InputEvent] will trigger the action." msgstr "" "Añade un [InputEvent] a una acción. Este [InputEvent] desencadenará la " "acción." #: doc/classes/InputMap.xml msgid "Removes an [InputEvent] from an action." msgstr "Elimina un [InputEvent] de una acción." #: doc/classes/InputMap.xml msgid "Removes all events from an action." msgstr "Elimina todos los eventos de una acción." #: doc/classes/InputMap.xml #, fuzzy msgid "Returns a deadzone value for the action." msgstr "Establece un valor de zona muerta para la acción." #: doc/classes/InputMap.xml msgid "" "Returns [code]true[/code] if the action has the given [InputEvent] " "associated with it." msgstr "" "Devuelve [code]true[/code] si la acción tiene asociado el [InputEvent] dado." #: doc/classes/InputMap.xml msgid "Sets a deadzone value for the action." msgstr "Establece un valor de zona muerta para la acción." #: doc/classes/InputMap.xml msgid "" "Adds an empty action to the [InputMap] with a configurable [code]deadzone[/" "code].\n" "An [InputEvent] can then be added to this action with [method " "action_add_event]." msgstr "" "Añade una acción vacía al [InputMap] con una zona muerta [code]configurable " "[/code].\n" "A continuación, se puede añadir un [InputEvent] a esta acción con el [method " "action_add_event]." #: doc/classes/InputMap.xml msgid "Removes an action from the [InputMap]." msgstr "Elimina una acción del [InputMap]." #: doc/classes/InputMap.xml #, fuzzy msgid "" "Returns [code]true[/code] if the given event is part of an existing action. " "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 additional " "input modifiers for [InputEventKey] and [InputEventMouseButton] events, and " "the direction for [InputEventJoypadMotion] events." msgstr "" "Devuelve [code]true[/code] si el evento dado es parte de una acción " "existente. Este método ignora los modificadores de teclado si no se pulsa el " "[InputEvent] dado (para una detección de liberación adecuada). Ver [method " "action_has_event] si no quieres este comportamiento." #: doc/classes/InputMap.xml 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 msgid "Returns an array of all actions in the [InputMap]." msgstr "Devuelve un conjunto de todas las acciones en el [InputMap]." #: doc/classes/InputMap.xml msgid "" "Returns [code]true[/code] if the [InputMap] has a registered action with the " "given name." msgstr "" "Devuelve [code]true[/code] si el [InputMap] tiene una acción registrada con " "el nombre dado." #: doc/classes/InputMap.xml msgid "" "Clears all [InputEventAction] in the [InputMap] and load it anew from " "[ProjectSettings]." msgstr "" "Borra todo [InputEventAction] en el [InputMap] y cárgalo de nuevo desde " "[ProjectSettings]." #: doc/classes/InstancePlaceholder.xml msgid "Placeholder for the root [Node] of a [PackedScene]." msgstr "Marcador de posición para la raíz [Node] de una [PackedScene]." #: doc/classes/InstancePlaceholder.xml #, fuzzy msgid "" "Turning on the option [b]Load As Placeholder[/b] for an instanced scene in " "the editor causes it to be replaced by an InstancePlaceholder when running " "the game. This makes it possible to delay actually loading the scene until " "calling [method replace_by_instance]. This is useful to avoid loading large " "scenes all at once by loading parts of it selectively.\n" "The InstancePlaceholder does not have a transform. This causes any child " "nodes to be positioned relatively to the Viewport from point (0,0), rather " "than their parent as displayed in the editor. Replacing the placeholder with " "a scene with a transform will transform children relatively to their parent " "again." msgstr "" "Activar la opción [b]Carga como marcador de posición[/b] para una escena " "instantánea en el editor hace que se sustituya por un [InstancePlaceholder] " "al ejecutar el juego. Esto hace posible retrasar la carga real de la escena " "hasta que se llame a [method create_instance]. Esto es útil para evitar " "cargar grandes escenas de una sola vez, cargando partes de ellas de forma " "selectiva.\n" "El [InstancePlaceholder] no tiene una transformación. Esto hace que " "cualquier nodo hijo se posicione de forma relativa al [Viewport] desde el " "punto (0,0), en lugar de su padre como se muestra en el editor. Reemplazar " "el marcador de posición por una escena con una transformación transformará a " "los hijos de forma relativa a su padre de nuevo." #: doc/classes/InstancePlaceholder.xml msgid "" "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 #, fuzzy msgid "" "Gets the path to the [PackedScene] resource file that is loaded by default " "when calling [method replace_by_instance]. Not thread-safe. Use [method " "Object.call_deferred] if calling from a thread." msgstr "" "Obtiene la ruta del archivo de recursos de [PackedScene] que se carga por " "defecto cuando se llama a [method create_instance]." #: 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 " "original scene if no argument is given. As for all resources, the scene is " "loaded only if it's not loaded already. By manually loading the scene " "beforehand, delays caused by this function can be avoided." msgstr "" #: doc/classes/int.xml msgid "Integer built-in type." msgstr "Tipo entero interno." #: doc/classes/int.xml msgid "" "Signed 64-bit integer type.\n" "It can take values in the interval [code][-2^63, 2^63 - 1][/code], i.e. " "[code][-9223372036854775808, 9223372036854775807][/code]. Exceeding those " "bounds will wrap around.\n" "[int] is a [Variant] type, and will thus be used when assigning an integer " "value to a [Variant]. It can also be enforced with the [code]: int[/code] " "type hint.\n" "[codeblock]\n" "var my_variant = 0 # int, value 0.\n" "my_variant += 4.2 # float, value 4.2.\n" "var my_int: int = 1 # int, value 1.\n" "my_int = 4.2 # int, value 4, the right value is implicitly cast to int.\n" "my_int = int(\"6.7\") # int, value 6, the String is explicitly cast with " "int.\n" "\n" "var max_int = 9223372036854775807\n" "print(max_int) # 9223372036854775807, OK.\n" "max_int += 1\n" "print(max_int) # -9223372036854775808, we overflowed and wrapped around.\n" "[/codeblock]" msgstr "" "Tipo entero de 64 bits con signo.\n" "Puede tomar valores en el intervalo [code][-2^63, 2^63 - 1][/code], es " "decir, [code][-9223372036854775808, 9223372036854775807][/code]. Si se " "superan esos límites, se puede supera.\n" "[int] es un tipo de [Variant], y por lo tanto se utilizará cuando se asigne " "un valor entero a una [Variant]. También se puede hacer cumplir con la pista " "del tipo [code]: int[/code].\n" "[codeblock]\n" "var mi_variable = 0 # entero, valor 0.\n" "mi_variable += 4.2 # real, valor 4.2.\n" "var mi_entero: int = 1 # entero, valor 1.\n" "mi_entero = 4.2 # entero, valor 4, el valor entero es implicitamente " "transformado a 4.\n" "mi_entero = int(\"6.7\") # entero, valor 6, La string es implicitamente " "transformada a un entero.\n" "\n" "var max_entero = 9223372036854775807\n" "print(max_entero) # 9223372036854775807, OK.\n" "max_entero += 1\n" "print(max_entero) # -9223372036854775808, se sobrepasa y se comienza por el " "menor valor posible\n" "[/codeblock]" #: doc/classes/int.xml msgid "" "Cast a [bool] value to an integer value, [code]int(true)[/code] will be " "equals to 1 and [code]int(false)[/code] will be equals to 0." msgstr "" "Transforma un valor [bool] a un valor entero, [code]int(true)[/code] será " "igual a 1 y [code]int(false)[/code] será igual a 0." #: doc/classes/int.xml #, fuzzy msgid "" "Cast a float value to an integer value, this method simply removes the " "number fractions (i.e. rounds [code]from[/code] towards zero), so for " "example [code]int(2.7)[/code] will be equals to 2, [code]int(0.1)[/code] " "will be equals to 0 and [code]int(-2.7)[/code] will be equals to -2. This " "operation is also called truncation." msgstr "" "Transforma un valor real a un valor entero, este método simplemente elimina " "las fracciones numéricas, así por ejemplo [code]int(2.7)[/code] será igual a " "2, [code]int(.1)[/code] será igual a 0 y [code]int(-2.7)[/code] será igual a " "-2." #: doc/classes/int.xml msgid "" "Cast a [String] value to an integer value, this method is an integer parser " "from a string, so calling this method with an invalid integer string will " "return 0, a valid string will be something like [code]'1.7'[/code]. This " "method will ignore all non-number characters, so calling [code]int('1e3')[/" "code] will return 13." msgstr "" "Transforma un valor [String] a un valor entero, este método es un analizador " "de enteros de una cadena, por lo que llamar a este método con una cadena de " "enteros inválida devolverá 0, una cadena válida será algo así como " "[code]'1.7'[/code]. Este método ignorará todos los caracteres no numéricos, " "por lo que al llamar a [code]int('1e3')[/code] devolverá 13." #: doc/classes/InterpolatedCamera.xml msgid "[i]Deprecated.[/i] Camera which moves toward another node." msgstr "" #: doc/classes/InterpolatedCamera.xml msgid "" "[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, " "InterpolatedCamera acts like a normal Camera." msgstr "" #: doc/classes/InterpolatedCamera.xml #, fuzzy msgid "Sets the node to move toward and orient with." msgstr "Establece el nombre del hilo actual." #: doc/classes/InterpolatedCamera.xml #, fuzzy msgid "" "If [code]true[/code], and a target is set, the camera will move " "automatically." msgstr "" "Si [code]true[/code], la ventana se desplaza hacia abajo para mostrar " "automáticamente el nuevo contenido." #: doc/classes/InterpolatedCamera.xml #, fuzzy msgid "" "The camera's process callback. See [enum InterpolatedCameraProcessMode]." msgstr "La llamada al proceso de la cámara. Ver [enum Camera2DProcessMode]." #: doc/classes/InterpolatedCamera.xml msgid "" "How quickly the camera moves toward its target. Higher values will result in " "tighter camera motion." msgstr "" #: doc/classes/InterpolatedCamera.xml 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 "" "Funciones de soporte del protocolo de Internet (IP) como la resolución del " "DNS." #: doc/classes/IP.xml msgid "" "IP contains support functions for the Internet Protocol (IP). TCP/IP support " "is in different classes (see [StreamPeerTCP] and [TCP_Server]). IP provides " "DNS hostname resolution support, both blocking and threaded." msgstr "" "IP contiene funciones de apoyo al Protocolo de Internet (IP). El soporte de " "TCP/IP está en diferentes clases (ver [StreamPeerTCP] y [TCP_Server]). IP " "proporciona soporte para la resolución de nombres de host DNS, tanto de " "bloques como en hilos." #: doc/classes/IP.xml msgid "" "Removes all of a [code]hostname[/code]'s cached references. If no " "[code]hostname[/code] is given, all cached IP addresses are removed." msgstr "" "Elimina todas las referencias de un [code]hostname[/code] en la caché. Si no " "se da un [code]hostname[/code], se eliminan todas las direcciones IP en " "caché." #: doc/classes/IP.xml msgid "" "Removes a given item [code]id[/code] from the queue. This should be used to " "free a queue after it has completed to enable more queries to happen." msgstr "" "Elimina un determinado elemento [code]id[/code] de la cola. Esto debería " "usarse para liberar una cola después de que se haya completado para permitir " "que ocurran más consultas." #: doc/classes/IP.xml #, fuzzy msgid "Returns all the user's current IPv4 and IPv6 addresses as an array." msgstr "" "Devuelve todas las direcciones IPv4 e IPv6 actuales del usuario como una " "array." #: doc/classes/IP.xml msgid "" "Returns all network adapters as an array.\n" "Each adapter is a dictionary of the form:\n" "[codeblock]\n" "{\n" " \"index\": \"1\", # Interface index.\n" " \"name\": \"eth0\", # Interface name.\n" " \"friendly\": \"Ethernet One\", # A friendly name (might be empty).\n" " \"addresses\": [\"192.168.1.101\"], # An array of IP addresses " "associated to this interface.\n" "}\n" "[/codeblock]" msgstr "" "Devuelve todos los adaptadores de red como un array.\n" "Cada adaptador es un diccionario de la forma:\n" "[codeblock]\n" "{\n" " \"index\": \"1\", # indice interfaz.\n" " \"name\": \"eth0\", # nombre interfaz.\n" " \"friendly\": \"Ethernet One\", # Un nombre amigable (puede ser vacio).\n" " \"addresses\": [\"192.168.1.101\"], # Un array de direcciones IP " "asociadas a esta interfaz.\n" "}\n" "[/codeblock]" #: doc/classes/IP.xml msgid "" "Returns a queued hostname's IP address, given its queue [code]id[/code]. " "Returns an empty string on error or if resolution hasn't happened yet (see " "[method get_resolve_item_status])." msgstr "" "Devuelve una elemento encolado de una direccion IP de un hostname, dada su " "cola [code]id[/code]. Devuelve una string vacía en caso de error o si la " "resolución no se ha producido todavía (ver [method get_resolve_item_status])." #: doc/classes/IP.xml #, fuzzy msgid "" "Return resolved addresses, or an empty array if an error happened or " "resolution didn't happen yet (see [method get_resolve_item_status])." msgstr "" "Devuelve una elemento encolado de una direccion IP de un hostname, dada su " "cola [code]id[/code]. Devuelve una string vacía en caso de error o si la " "resolución no se ha producido todavía (ver [method get_resolve_item_status])." #: doc/classes/IP.xml msgid "" "Returns a queued hostname's status as a [enum ResolverStatus] constant, " "given its queue [code]id[/code]." msgstr "" "Devuelve el estado de un encolado de hostname como una constante de [enum " "ResolverStatus], dada su cola [code]id[/code]." #: doc/classes/IP.xml msgid "" "Returns a given hostname's IPv4 or IPv6 address when resolved (blocking-type " "method). The address type returned depends on the [enum Type] constant given " "as [code]ip_type[/code]." msgstr "" "Devuelve la dirección IPv4 o IPv6 de un determinado nombre de host cuando se " "resuelve (método de bloqueo). El tipo de dirección devuelto depende de la " "constante [enum Type] dada como [code]ip_type[/code]." #: doc/classes/IP.xml msgid "" "Resolves a given hostname in a blocking way. Addresses are returned as an " "[Array] of IPv4 or IPv6 depending on [code]ip_type[/code]." msgstr "" #: doc/classes/IP.xml msgid "" "Creates a queue item to resolve a hostname to an IPv4 or IPv6 address " "depending on the [enum Type] constant given as [code]ip_type[/code]. Returns " "the queue ID if successful, or [constant RESOLVER_INVALID_ID] on error." msgstr "" "Crea un elemento de cola para resolver un nombre de host a una dirección " "IPv4 o IPv6 dependiendo de la constante [enum Type] dada como [code]ip_type[/" "code]. Devuelve el ID de la cola si tiene éxito, o la constante [constant " "RESOLVER_INVALID_ID] en caso de error." #: doc/classes/IP.xml msgid "DNS hostname resolver status: No status." msgstr "Estado de la resolución del nombre de host del DNS: No hay estado." #: doc/classes/IP.xml msgid "DNS hostname resolver status: Waiting." msgstr "Estado de la resolución del nombre de host del DNS: Esperando." #: doc/classes/IP.xml msgid "DNS hostname resolver status: Done." msgstr "Estado de la resolución del nombre de host del DNS: Hecho." #: doc/classes/IP.xml msgid "DNS hostname resolver status: Error." msgstr "Estado de la resolución del nombre de host del DNS: Error." #: doc/classes/IP.xml msgid "" "Maximum number of concurrent DNS resolver queries allowed, [constant " "RESOLVER_INVALID_ID] is returned if exceeded." msgstr "" "El máximo número de consultas de resolución DNS concurrentes permitidas, " "[constant RESOLVER_INVALID_ID] se devuelve si se excede." #: doc/classes/IP.xml msgid "" "Invalid ID constant. Returned if [constant RESOLVER_MAX_QUERIES] is exceeded." msgstr "" "Constante de identificación inválida. Devuelta si se supera la constant " "[constant RESOLVER_MAX_QUERIES]." #: doc/classes/IP.xml msgid "Address type: None." msgstr "Tipo de dirección: Ninguna." #: doc/classes/IP.xml msgid "Address type: Internet protocol version 4 (IPv4)." msgstr "Tipo de dirección: Protocolo de Internet versión 4 (IPv4)." #: doc/classes/IP.xml msgid "Address type: Internet protocol version 6 (IPv6)." msgstr "Tipo de dirección: Protocolo de Internet versión 6 (IPv6)." #: doc/classes/IP.xml msgid "Address type: Any." msgstr "Tipo de dirección: Cualquiera." #: doc/classes/ItemList.xml msgid "" "Control that provides a list of selectable items (and/or icons) in a single " "column, or optionally in multiple columns." msgstr "" "Control que proporciona una lista de elementos (y/o iconos) seleccionables " "en una sola columna, u opcionalmente en varias columnas." #: doc/classes/ItemList.xml #, fuzzy msgid "" "This control provides a selectable list of items that may be in a single (or " "multiple columns) with option of text, icons, or both text and icon. " "Tooltips are supported and may be different for every item in the list.\n" "Selectable items in the list may be selected or deselected and multiple " "selection may be enabled. Selection with right mouse button may also be " "enabled to allow use of popup context menus. Items may also be \"activated\" " "by double-clicking them or by pressing Enter.\n" "Item text only supports single-line strings, newline characters (e.g. " "[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.\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 "" "Este control proporciona una lista seleccionable de elementos que pueden " "estar en una sola (o varias columnas) con opción de texto, iconos o ambos. " "Se admiten sugerencias y pueden ser diferentes para cada elemento de la " "lista.\n" "Los elementos seleccionables de la lista pueden ser seleccionados o " "deseleccionados y se puede activar la selección múltiple. La selección con " "el botón derecho del ratón también puede habilitarse para permitir el uso de " "menús contextuales emergentes. Los elementos también pueden \"activarse\" " "haciendo doble clic en ellos o pulsando [kbd]Enter[/kbd].\n" "El texto del elemento sólo admite strings de una sola línea, los caracteres " "de nueva línea (por ejemplo, [code]\\n[/code]) en la cadena no producirán " "una nueva línea. La envoltura de texto está habilitada en el modo [constant " "ICON_MODE_TOP], pero el ancho de la columna se ajusta de forma " "predeterminada para que se ajuste totalmente a su contenido. Es necesario " "establecer [member fixed_column_width] mayor que cero para envolver el texto." #: doc/classes/ItemList.xml msgid "Adds an item to the item list with no text, only an icon." msgstr "Añade un elemento a la lista de elementos sin texto, sólo un icono." #: doc/classes/ItemList.xml msgid "" "Adds an item to the item list with specified text. Specify an [code]icon[/" "code], or use [code]null[/code] as the [code]icon[/code] for a list item " "with no icon.\n" "If selectable is [code]true[/code], the list item will be selectable." msgstr "" "Añade un elemento a la lista de elementos con un texto especificado. " "Especifique un [code]icon[/code], o utilice [code]null[/code] como el " "[code]icon[/code] para un elemento de la lista sin icono.\n" "Si el elemento de la lista que se puede seleccionar es [code]true[/code], el " "elemento de la lista será seleccionable." #: doc/classes/ItemList.xml msgid "Removes all items from the list." msgstr "Elimina todos los elementos de la lista." #: doc/classes/ItemList.xml msgid "" "Ensure current selection is visible, adjusting the scroll position as " "necessary." msgstr "" "Asegúrese de que la selección actual sea visible, ajustando la posición del " "scroll según sea necesario." #: doc/classes/ItemList.xml msgid "" "Returns the item index at the given [code]position[/code].\n" "When there is no item at that point, -1 will be returned if [code]exact[/" "code] is [code]true[/code], and the closest item index will be returned " "otherwise." msgstr "" "Devuelve el índice del artículo en la [code]position[/code] dada.\n" "Cuando no hay ningún elemento en ese punto, se devolverá -1 si [code]exact[/" "code] es [code]true[/code], y de lo contrario se devolverá el índice de " "elemento más cercano." #: doc/classes/ItemList.xml msgid "Returns the number of items currently in the list." msgstr "Devuelve el número de elementos actualmente en la lista." #: doc/classes/ItemList.xml msgid "" "Returns the custom background color of the item specified by [code]idx[/" "code] index." msgstr "" "Devuelve el color de fondo personalizado del elemento especificado por el " "índice [code]idx[/code]." #: doc/classes/ItemList.xml msgid "" "Returns the custom foreground color of the item specified by [code]idx[/" "code] index." msgstr "" "Devuelve el color de primer plano personalizado del artículo especificado " "por el índice [code]idx[/code]." #: doc/classes/ItemList.xml msgid "Returns the icon associated with the specified index." msgstr "Devuelve el icono asociado al índice especificado." #: doc/classes/ItemList.xml msgid "Returns a [Color] modulating item's icon at the specified index." msgstr "" "Devuelve un [Color] del icono de un elemento modulador en el índice " "especificado." #: doc/classes/ItemList.xml msgid "" "Returns the region of item's icon used. The whole icon will be used if the " "region has no area." msgstr "" "Devuelve la región del icono del elemento utilizado. El icono completo será " "utilizado si la región no tiene área." #: doc/classes/ItemList.xml msgid "Returns the metadata value of the specified index." msgstr "Devuelve el valor de los metadatos del índice especificado." #: doc/classes/ItemList.xml msgid "Returns the text associated with the specified index." msgstr "Devuelve el texto asociado al índice especificado." #: doc/classes/ItemList.xml msgid "Returns the tooltip hint associated with the specified index." msgstr "" "Devuelve la sugerencia de la herramienta asociada con el índice especificado." #: doc/classes/ItemList.xml msgid "Returns an array with the indexes of the selected items." msgstr "Devuelve un array con los índices de los elementos seleccionados." #: doc/classes/ItemList.xml doc/classes/RichTextLabel.xml msgid "" "Returns the vertical scrollbar.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" #: doc/classes/ItemList.xml msgid "Returns [code]true[/code] if one or more items are selected." msgstr "Devuelve [code]true[/code] si se seleccionan uno o más elementos." #: doc/classes/ItemList.xml msgid "" "Returns [code]true[/code] if the item at the specified index is disabled." msgstr "" "Devuelve [code]true[/code] si el elemento del índice especificado está " "desactivado." #: doc/classes/ItemList.xml msgid "" "Returns [code]true[/code] if the item icon will be drawn transposed, i.e. " "the X and Y axes are swapped." msgstr "" "Devuelve [code]true[/code] si el icono del elemento se dibujará transpuesto, " "es decir, los ejes X e Y se intercambian." #: doc/classes/ItemList.xml msgid "" "Returns [code]true[/code] if the item at the specified index is selectable." msgstr "" "Devuelve [code]true[/code] si el elemento en el índice especificado es " "seleccionable." #: doc/classes/ItemList.xml msgid "" "Returns [code]true[/code] if the tooltip is enabled for specified item index." msgstr "" "Devuelve [code]true[/code] si la sugerencia está habilitada para el índice " "del artículo especificado." #: doc/classes/ItemList.xml msgid "" "Returns [code]true[/code] if the item at the specified index is currently " "selected." msgstr "" "Devuelve [code]true[/code] si el elemento del índice especificado está " "actualmente seleccionado." #: doc/classes/ItemList.xml msgid "Moves item from index [code]from_idx[/code] to [code]to_idx[/code]." msgstr "" "Mueve el elemento del índice [code]from_idx[/code] a [code]to_idx[/code]." #: doc/classes/ItemList.xml msgid "Removes the item specified by [code]idx[/code] index from the list." msgstr "" "Elimina de la lista el elemento especificado por el índice [code]idx[/code]." #: doc/classes/ItemList.xml msgid "" "Select the item at the specified index.\n" "[b]Note:[/b] This method does not trigger the item selection signal." msgstr "" "Seleccione el elemento en el índice especificado.\n" "[b]Nota:[/b] Este método no dispara la señal de selección del elemento." #: doc/classes/ItemList.xml #, fuzzy msgid "" "Sets the background color of the item specified by [code]idx[/code] index to " "the specified [Color]." msgstr "" "Devuelve el color de fondo personalizado del elemento especificado por el " "índice [code]idx[/code]." #: doc/classes/ItemList.xml #, fuzzy msgid "" "Sets the foreground color of the item specified by [code]idx[/code] index to " "the specified [Color]." msgstr "" "Devuelve el color de primer plano personalizado del artículo especificado " "por el índice [code]idx[/code]." #: doc/classes/ItemList.xml #, fuzzy msgid "" "Disables (or enables) the item at the specified index.\n" "Disabled items cannot be selected and do not trigger activation signals " "(when double-clicking or pressing Enter)." msgstr "" "Desactiva (o activa) el artículo en el índice especificado.\n" "Los elementos desactivados no pueden seleccionarse y no activan las señales " "de activación (cuando se hace doble clic o se pulsa [kbd]Enter[/kbd])." #: doc/classes/ItemList.xml #, fuzzy msgid "" "Sets (or replaces) the icon's [Texture] associated with the specified index." msgstr "" "Establece (o reemplaza) el icono [Texture2D] asociado al índice especificado." #: doc/classes/ItemList.xml msgid "" "Sets a modulating [Color] of the item associated with the specified index." msgstr "" "Establece un [Color] modulador del elemento asociado al índice especificado." #: doc/classes/ItemList.xml msgid "" "Sets the region of item's icon used. The whole icon will be used if the " "region has no area." msgstr "" "Establece la región del icono del elemento utilizado. El icono completo se " "utilizará si la región no tiene área." #: doc/classes/ItemList.xml msgid "Sets whether the item icon will be drawn transposed." msgstr "Establece si el icono del elemento se dibujará transpuesto." #: doc/classes/ItemList.xml msgid "" "Sets a value (of any type) to be stored with the item associated with the " "specified index." msgstr "" "Establece un valor (de cualquier tipo) que se almacenará con el elemento " "asociado al índice especificado." #: doc/classes/ItemList.xml msgid "" "Allows or disallows selection of the item associated with the specified " "index." msgstr "" "Permite o no la selección del elemento asociado al índice especificado." #: doc/classes/ItemList.xml msgid "Sets text of the item associated with the specified index." msgstr "Establece el texto del elemento asociado con el índice especificado." #: doc/classes/ItemList.xml msgid "Sets the tooltip hint for the item associated with the specified index." msgstr "" "Establece la sugerencia para el elemento asociado con el índice especificado." #: doc/classes/ItemList.xml msgid "Sets whether the tooltip hint is enabled for specified item index." msgstr "" "Establece si la sugerencia está habilitada para el índice de elementos " "especificados." #: doc/classes/ItemList.xml msgid "Sorts items in the list by their text." msgstr "Ordena los elementos de la lista por su texto." #: doc/classes/ItemList.xml msgid "Ensures the item associated with the specified index is not selected." msgstr "" "Asegura que no se seleccione el elemento asociado al índice especificado." #: doc/classes/ItemList.xml msgid "Ensures there are no items selected." msgstr "Se asegura de que no haya elementos seleccionados." #: doc/classes/ItemList.xml msgid "" "If [code]true[/code], the currently selected item can be selected again." msgstr "" "Si [code]true[/code], el elemento actualmente seleccionado puede ser " "seleccionado de nuevo." #: doc/classes/ItemList.xml msgid "If [code]true[/code], right mouse button click can select items." msgstr "" "Si [code]true[/code], al hacer clic con el botón derecho del ratón se pueden " "seleccionar elementos." #: doc/classes/ItemList.xml msgid "" "If [code]true[/code], the control will automatically resize the height to " "fit its content." msgstr "" "Si [code]true[/code], el control redimensionará automáticamente la altura " "para que se ajuste a su contenido." #: doc/classes/ItemList.xml msgid "" "The width all columns will be adjusted to.\n" "A value of zero disables the adjustment, each item will have a width equal " "to the width of its content and the columns will have an uneven width." msgstr "" "El ancho de todas las columnas se ajustará.\n" "Un valor de cero desactiva el ajuste, cada elemento tendrá una anchura igual " "a la de su contenido y las columnas tendrán una anchura desigual." #: doc/classes/ItemList.xml msgid "" "The size all icons will be adjusted to.\n" "If either X or Y component is not greater than zero, icon size won't be " "affected." msgstr "" "El tamaño de todos los iconos se ajustará.\n" "Si el componente X o Y no es mayor que cero, el tamaño del icono no se verá " "afectado." #: doc/classes/ItemList.xml msgid "" "The icon position, whether above or to the left of the text. See the [enum " "IconMode] constants." msgstr "" "La posición del icono, ya sea arriba o a la izquierda del texto. Vea las " "constantes [enum IconMode]." #: doc/classes/ItemList.xml msgid "" "The scale of icon applied after [member fixed_icon_size] and transposing " "takes effect." msgstr "" "La escala de icono aplicada después de [member fixed_icon_size] y la " "transposición tiene efecto." #: doc/classes/ItemList.xml msgid "" "Maximum columns the list will have.\n" "If greater than zero, the content will be split among the specified " "columns.\n" "A value of zero means unlimited columns, i.e. all items will be put in the " "same row." msgstr "" "Columnas máximas que tendrá la lista.\n" "Si es mayor que cero, el contenido se dividirá entre las columnas " "especificadas.\n" "Un valor de cero significa que las columnas son ilimitadas, es decir, que " "todos los artículos se pondrán en la misma fila." #: doc/classes/ItemList.xml msgid "" "Maximum lines of text allowed in each item. Space will be reserved even when " "there is not enough lines of text to display.\n" "[b]Note:[/b] This property takes effect only when [member icon_mode] is " "[constant ICON_MODE_TOP]. To make the text wrap, [member fixed_column_width] " "should be greater than zero." msgstr "" "Líneas de texto máximas permitidas en cada elemento. Se reservará espacio " "incluso cuando no haya suficientes líneas de texto para mostrar.\n" "[b]Nota:[/b] Esta propiedad sólo tiene efecto cuando [member icon_mode] es " "[constant ICON_MODE_TOP]. Para hacer la envoltura de texto, [member " "fixed_column_width] debe ser mayor que cero." #: doc/classes/ItemList.xml msgid "" "Whether all columns will have the same width.\n" "If [code]true[/code], the width is equal to the largest column width of all " "columns." msgstr "" "Si todas las columnas tendrán el mismo ancho.\n" "Si [code]true[/code], el ancho es igual al mayor ancho de todas las columnas." #: doc/classes/ItemList.xml msgid "" "Allows single or multiple item selection. See the [enum SelectMode] " "constants." msgstr "" "Permite la selección de uno o varios elementos. Vea las constantes [enum " "SelectMode]." #: doc/classes/ItemList.xml #, fuzzy msgid "" "Triggered when specified list item is activated via double-clicking or by " "pressing Enter." msgstr "" "Se activa cuando el elemento de la lista especificado se activa haciendo " "doble clic o pulsando [kbd]Enter[/kbd]." #: doc/classes/ItemList.xml msgid "" "Triggered when specified list item has been selected via right mouse " "clicking.\n" "The click position is also provided to allow appropriate popup of context " "menus at the correct location.\n" "[member allow_rmb_select] must be enabled." msgstr "" "Se activa cuando se ha seleccionado un elemento de la lista especificado " "mediante un clic del botón derecho del ratón.\n" "La posición del clic también se proporciona para permitir la aparición de " "menús contextuales apropiados en la ubicación correcta.\n" "La opción [member allow_rmb_select] debe estar activada." #: doc/classes/ItemList.xml msgid "" "Triggered when specified item has been selected.\n" "[member allow_reselect] must be enabled to reselect an item." msgstr "" "Se activa cuando se selecciona un elemento específico.\n" "Para poder volver a seleccionar un elemento, se debe activar la opción " "[member allow_reselect]." #: doc/classes/ItemList.xml msgid "" "Triggered when a multiple selection is altered on a list allowing multiple " "selection." msgstr "" "Se activa cuando se altera una selección múltiple en una lista que permite " "la selección múltiple." #: doc/classes/ItemList.xml msgid "" "Triggered when a left mouse click is issued within the rect of the list but " "on empty space." msgstr "" "Se activa cuando se hace un clic con el botón izquierdo del ratón dentro del " "rectángulo de la lista pero en el espacio vacío." #: doc/classes/ItemList.xml msgid "" "Triggered when a right mouse click is issued within the rect of the list but " "on empty space.\n" "[member allow_rmb_select] must be enabled." msgstr "" "Se activa cuando se hace un clic con el botón derecho del ratón dentro del " "rectángulo de la lista pero en el espacio vacío.\n" "[member allow_rmb_select] debe estar activado." #: doc/classes/ItemList.xml msgid "Icon is drawn above the text." msgstr "El icono se dibuja sobre el texto." #: doc/classes/ItemList.xml msgid "Icon is drawn to the left of the text." msgstr "El icono se dibuja a la izquierda del texto." #: doc/classes/ItemList.xml msgid "Only allow selecting a single item." msgstr "Sólo permite seleccionar un único elemento." #: doc/classes/ItemList.xml #, fuzzy msgid "Allows selecting multiple items by holding Ctrl or Shift." msgstr "" "Permite seleccionar varios elementos manteniendo pulsada la tecla [kbd]Ctrl[/" "kbd] o [kbd]Shift[/kbd]." #: doc/classes/ItemList.xml doc/classes/Tree.xml msgid "Default text [Color] of the item." msgstr "[Color] del texto predeterminado del elemento." #: doc/classes/ItemList.xml doc/classes/Tree.xml msgid "Text [Color] used when the item is selected." msgstr "[Color] del texto utilizado cuando se selecciona el elemento." #: doc/classes/ItemList.xml msgid "" "[Color] of the guideline. The guideline is a line drawn between each row of " "items." msgstr "" "[Color] de la pauta. La pauta es una línea trazada entre cada fila de " "elementos." #: doc/classes/ItemList.xml msgid "The horizontal spacing between items." msgstr "El espacio horizontal entre los elementos." #: doc/classes/ItemList.xml msgid "The spacing between item's icon and text." msgstr "El espacio entre el icono del elemento y el texto." #: doc/classes/ItemList.xml msgid "The vertical spacing between each line of text." msgstr "El espacio vertical entre cada línea de texto." #: doc/classes/ItemList.xml msgid "The vertical spacing between items." msgstr "El espacio vertical entre los artículos." #: doc/classes/ItemList.xml doc/classes/Tree.xml msgid "[Font] of the item's text." msgstr "[Font] del texto del elemento." #: doc/classes/ItemList.xml msgid "" "Default [StyleBox] for the [ItemList], i.e. used when the control is not " "being focused." msgstr "" "Por defecto, [StyleBox] para la [ItemList], es decir, se utiliza cuando el " "control no está siendo enfocado." #: doc/classes/ItemList.xml msgid "[StyleBox] used when the [ItemList] is being focused." msgstr "[StyleBox] que se usa cuando se enfoca la [ItemList]." #: doc/classes/ItemList.xml msgid "[StyleBox] used for the cursor, when the [ItemList] is being focused." msgstr "" "[StyleBox] usado para el cursor, cuando el [ItemList] está siendo enfocado." #: doc/classes/ItemList.xml msgid "" "[StyleBox] used for the cursor, when the [ItemList] is not being focused." msgstr "" "[StyleBox] usado para el cursor, cuando el [ItemList] no está siendo " "enfocado." #: doc/classes/ItemList.xml msgid "" "[StyleBox] for the selected items, used when the [ItemList] is not being " "focused." msgstr "" "[StyleBox] para los elementos seleccionados, utilizado cuando la [ItemList] " "no está siendo enfocada." #: doc/classes/ItemList.xml msgid "" "[StyleBox] for the selected items, used when the [ItemList] is being focused." msgstr "" "[StyleBox] para los elementos seleccionados, que se utiliza cuando se enfoca " "la [ItemList]." #: doc/classes/JavaScript.xml msgid "" "Singleton that connects the engine with the browser's JavaScript context in " "HTML5 export." msgstr "" "Singleton que conecta el motor con el contexto JavaScript del navegador en " "la exportación HTML5." #: doc/classes/JavaScript.xml msgid "" "The JavaScript singleton is implemented only in the HTML5 export. It's used " "to access the browser's JavaScript context. This allows interaction with " "embedding pages or calling third-party JavaScript APIs.\n" "[b]Note:[/b] This singleton can be disabled at build-time to improve " "security. By default, the JavaScript singleton is enabled. Official export " "templates also have the JavaScript singleton enabled. See [url=$DOCS_URL/" "development/compiling/compiling_for_web.html]Compiling for the Web[/url] in " "the documentation for more information." msgstr "" #: doc/classes/JavaScript.xml msgid "" "Creates a reference to a script function that can be used as a callback by " "JavaScript. The reference must be kept until the callback happens, or it " "won't be called at all. See [JavaScriptObject] for usage." msgstr "" #: doc/classes/JavaScript.xml msgid "" "Creates a new JavaScript object using the [code]new[/code] constructor. The " "[code]object[/code] must a valid property of the JavaScript [code]window[/" "code]. See [JavaScriptObject] for usage." msgstr "" #: doc/classes/JavaScript.xml msgid "" "Prompts the user to download a file containing the specified [code]buffer[/" "code]. The file will have the given [code]name[/code] and [code]mime[/code] " "type.\n" "[b]Note:[/b] The browser may override the [url=https://en.wikipedia.org/wiki/" "Media_type]MIME type[/url] provided based on the file [code]name[/code]'s " "extension.\n" "[b]Note:[/b] Browsers might block the download if [method download_buffer] " "is not being called from a user interaction (e.g. button click).\n" "[b]Note:[/b] Browsers might ask the user for permission or block the " "download if multiple download requests are made in a quick succession." msgstr "" #: doc/classes/JavaScript.xml msgid "" "Execute the string [code]code[/code] as JavaScript code within the browser " "window. This is a call to the actual global JavaScript function [code]eval()" "[/code].\n" "If [code]use_global_execution_context[/code] is [code]true[/code], the code " "will be evaluated in the global execution context. Otherwise, it is " "evaluated in the execution context of a function within the engine's runtime " "environment." msgstr "" "Ejecute la string [code]code[/code] como código JavaScript dentro de la " "ventana del navegador. Esta es una llamada a la función global actual de " "JavaScript [code]eval()[/code].\n" "Si [code]use_global_execution_context[/code] es [code]true[/code], el código " "será evaluado en el contexto de ejecución global. De lo contrario, se " "evaluará en el contexto de ejecución de una función dentro del entorno de " "tiempo de ejecución del motor." #: doc/classes/JavaScript.xml msgid "" "Returns an interface to a JavaScript object that can be used by scripts. The " "[code]interface[/code] must be a valid property of the JavaScript " "[code]window[/code]. The callback must accept a single [Array] argument, " "which will contain the JavaScript [code]arguments[/code]. See " "[JavaScriptObject] for usage." msgstr "" #: doc/classes/JavaScript.xml msgid "" "Returns [code]true[/code] if a new version of the progressive web app is " "waiting to be activated.\n" "[b]Note:[/b] Only relevant when exported as a Progressive Web App." msgstr "" #: doc/classes/JavaScript.xml msgid "" "Performs the live update of the progressive web app. Forcing the new version " "to be installed and the page to be reloaded.\n" "[b]Note:[/b] Your application will be [b]reloaded in all browser tabs[/b].\n" "[b]Note:[/b] Only relevant when exported as a Progressive Web App and " "[method pwa_needs_update] returns [code]true[/code]." msgstr "" #: doc/classes/JavaScript.xml msgid "" "Emitted when an update for this progressive web app has been detected but is " "waiting to be activated because a previous version is active. See [method " "pwa_update] to force the update to take place immediately." msgstr "" #: doc/classes/JavaScriptObject.xml #, fuzzy msgid "A wrapper class for native JavaScript objects." msgstr "Clase base para todos los objetos [i]escena[/i]." #: doc/classes/JavaScriptObject.xml msgid "" "JavaScriptObject is used to interact with JavaScript objects retrieved or " "created via [method JavaScript.get_interface], [method JavaScript." "create_object], or [method JavaScript.create_callback].\n" "Example:\n" "[codeblock]\n" "extends Node\n" "\n" "var _my_js_callback = JavaScript.create_callback(self, \"myCallback\") # " "This reference must be kept\n" "var console = JavaScript.get_interface(\"console\")\n" "\n" "func _init():\n" " var buf = JavaScript.create_object(\"ArrayBuffer\", 10) # new " "ArrayBuffer(10)\n" " print(buf) # prints [JavaScriptObject:OBJECT_ID]\n" " var uint8arr = JavaScript.create_object(\"Uint8Array\", buf) # new " "Uint8Array(buf)\n" " uint8arr[1] = 255\n" " prints(uint8arr[1], uint8arr.byteLength) # prints 255 10\n" " console.log(uint8arr) # prints in browser console \"Uint8Array(10) [ 0, " "255, 0, 0, 0, 0, 0, 0, 0, 0 ]\"\n" "\n" " # Equivalent of JavaScript: Array.from(uint8arr).forEach(myCallback)\n" " JavaScript.get_interface(\"Array\").from(uint8arr)." "forEach(_my_js_callback)\n" "\n" "func myCallback(args):\n" " # Will be called with the parameters passed to the \"forEach\" callback\n" " # [0, 0, [JavaScriptObject:1173]]\n" " # [255, 1, [JavaScriptObject:1173]]\n" " # ...\n" " # [0, 9, [JavaScriptObject:1180]]\n" " print(args)\n" "[/codeblock]\n" "[b]Note:[/b] Only available in the HTML5 platform." msgstr "" #: doc/classes/JNISingleton.xml #, fuzzy msgid "" "Singleton that connects the engine with Android plugins to interface with " "native Android code." msgstr "" "Singleton que conecta el motor con el contexto JavaScript del navegador en " "la exportación HTML5." #: doc/classes/JNISingleton.xml msgid "" "The JNISingleton is implemented only in the Android export. It's used to " "call methods and connect signals from an Android plugin written in Java or " "Kotlin. Methods and signals can be called and connected to the JNISingleton " "as if it is a Node. See [url=https://en.wikipedia.org/wiki/" "Java_Native_Interface]Java Native Interface - Wikipedia[/url] for more " "information." msgstr "" #: doc/classes/JNISingleton.xml msgid "Creating Android plugins" msgstr "" #: doc/classes/Joint.xml msgid "Base class for all 3D joints." msgstr "Clase de base para todas las articulaciones 3D." #: doc/classes/Joint.xml msgid "" "Joints are used to bind together two physics bodies. They have a solver " "priority and can define if the bodies of the two attached nodes should be " "able to collide with each other." msgstr "" "Las articulaciones se usan para unir dos cuerpos físicos. Tienen una " "prioridad de resolución y pueden definir si los cuerpos de los dos nodos " "unidos deben ser capaces de colisionar entre sí." #: doc/classes/Joint.xml doc/classes/RigidBody.xml doc/classes/VehicleBody.xml #: doc/classes/VehicleWheel.xml msgid "3D Truck Town Demo" msgstr "" #: doc/classes/Joint.xml msgid "" "If [code]true[/code], the two bodies of the nodes are not able to collide " "with each other." msgstr "" "Si [code]true[/code], los dos cuerpos de los nodos no son capaces de " "colisionar entre sí." #: doc/classes/Joint.xml msgid "The node attached to the first side (A) of the joint." msgstr "El nodo unido al primer lado (A) de la articulación." #: doc/classes/Joint.xml msgid "The node attached to the second side (B) of the joint." msgstr "El nodo unido al segundo lado (B) de la articulación." #: doc/classes/Joint.xml msgid "" "The priority used to define which solver is executed first for multiple " "joints. The lower the value, the higher the priority." msgstr "" "La prioridad usada para definir qué solucionador se ejecuta primero para " "múltiples articulaciones. Cuanto más bajo es el valor, más alta es la " "prioridad." #: doc/classes/Joint2D.xml msgid "Base node for all joint constraints in 2D physics." msgstr "Nodo base para todas las restricciones conjuntas en la física 2D." #: doc/classes/Joint2D.xml msgid "" "Base node for all joint constraints in 2D physics. Joints take 2 bodies and " "apply a custom constraint." msgstr "" "Nodo base para todas las restricciones de las articulaciones en la física " "2D. Las articulaciones toman 2 cuerpos y aplican una restricción " "personalizada." #: doc/classes/Joint2D.xml msgid "" "When [member node_a] and [member node_b] move in different directions the " "[code]bias[/code] controls how fast the joint pulls them back to their " "original position. The lower the [code]bias[/code] the more the two bodies " "can pull on the joint." msgstr "" "Cuando [member node_a] y [member node_b] se mueven en diferentes " "direcciones, el [code]bias[/code] controla la rapidez con que la " "articulación los devuelve a su posición original. Cuanto más bajo sea el " "[code]bias[/code], más pueden los dos cuerpos tirar de la articulación." #: doc/classes/Joint2D.xml msgid "" "If [code]true[/code], [member node_a] and [member node_b] can not collide." msgstr "" "Si [code]true[/code], [member node_a] y [member node_b] no pueden colisionar." #: doc/classes/Joint2D.xml msgid "The first body attached to the joint. Must derive from [PhysicsBody2D]." msgstr "" "El primer cuerpo unido a la articulación. Debe derivar de [PhysicsBody2D]." #: doc/classes/Joint2D.xml msgid "" "The second body attached to the joint. Must derive from [PhysicsBody2D]." msgstr "" "El segundo cuerpo unido a la articulación. Debe derivar de [PhysicsBody2D]." #: doc/classes/JSON.xml msgid "Helper class for parsing JSON data." msgstr "Clase de ayuda para analizar los datos de JSON." #: doc/classes/JSON.xml msgid "" "Helper class for parsing JSON data. For usage example and other important " "hints, see [JSONParseResult]." msgstr "" "Clase de ayuda para analizar los datos de JSON. Para el ejemplo de uso y " "otros consejos importantes, ver [JSONParseResult]." #: doc/classes/JSON.xml msgid "" "Parses a JSON-encoded string and returns a [JSONParseResult] containing the " "result." msgstr "" "Analiza una cadena codificada con JSON y devuelve un [JSONParseResult] que " "contiene el resultado." #: doc/classes/JSON.xml msgid "" "Converts a [Variant] var to JSON text and returns the result. Useful for " "serializing data to store or send over the network.\n" "[b]Note:[/b] The JSON specification does not define integer or float types, " "but only a [i]number[/i] type. Therefore, converting a Variant to JSON text " "will convert all numerical values to [float] types.\n" "The [code]indent[/code] parameter controls if and how something is indented, " "the string used for this parameter will be used where there should be an " "indent in the output, even spaces like [code]\" \"[/code] will work. " "[code]\\t[/code] and [code]\\n[/code] can also be used for a tab indent, or " "to make a newline for each indent respectively.\n" "[b]Example output:[/b]\n" "[codeblock]\n" "## JSON.print(my_dictionary)\n" "{\"name\":\"my_dictionary\",\"version\":\"1.0.0\",\"entities\":[{\"name\":" "\"entity_0\",\"value\":\"value_0\"},{\"name\":\"entity_1\",\"value\":" "\"value_1\"}]}\n" "\n" "## JSON.print(my_dictionary, \"\\t\")\n" "{\n" " \"name\": \"my_dictionary\",\n" " \"version\": \"1.0.0\",\n" " \"entities\": [\n" " {\n" " \"name\": \"entity_0\",\n" " \"value\": \"value_0\"\n" " },\n" " {\n" " \"name\": \"entity_1\",\n" " \"value\": \"value_1\"\n" " }\n" " ]\n" "}\n" "\n" "## JSON.print(my_dictionary, \"...\")\n" "{\n" "...\"name\": \"my_dictionary\",\n" "...\"version\": \"1.0.0\",\n" "...\"entities\": [\n" "......{\n" ".........\"name\": \"entity_0\",\n" ".........\"value\": \"value_0\"\n" "......},\n" "......{\n" ".........\"name\": \"entity_1\",\n" ".........\"value\": \"value_1\"\n" "......}\n" "...]\n" "}\n" "[/codeblock]" msgstr "" #: doc/classes/JSONParseResult.xml msgid "Data class wrapper for decoded JSON." msgstr "Envoltura de clase de datos para JSON decodificado." #: doc/classes/JSONParseResult.xml msgid "" "Returned by [method JSON.parse], [JSONParseResult] contains the decoded JSON " "or error information if the JSON source wasn't successfully parsed. You can " "check if the JSON source was successfully parsed with [code]if json_result." "error == OK[/code]." msgstr "" "Devuelto por [method JSON.parse], [JSONParseResult] contiene el JSON " "decodificado o la información de error si la fuente JSON no fue analizada " "con éxito. Puedes comprobar si la fuente JSON fue analizada con éxito con " "[code]if json_result.error == OK[/code]." #: doc/classes/JSONParseResult.xml msgid "" "The error type if the JSON source was not successfully parsed. See the [enum " "Error] constants." msgstr "" "El tipo de error si la fuente JSON no fue analizada con éxito. Vea las " "constantes [enum Error]." #: doc/classes/JSONParseResult.xml msgid "" "The line number where the error occurred if the JSON source was not " "successfully parsed." msgstr "" "El número de línea donde ocurrió el error si la fuente JSON no fue analizada " "con éxito." #: doc/classes/JSONParseResult.xml msgid "" "The error message if the JSON source was not successfully parsed. See the " "[enum Error] constants." msgstr "" "El mensaje de error si la fuente JSON no fue analizada con éxito. Vea las " "constantes [enum Error]." #: doc/classes/JSONParseResult.xml msgid "" "A [Variant] containing the parsed JSON. Use [method @GDScript.typeof] or the " "[code]is[/code] keyword to check if it is what you expect. For example, if " "the JSON source starts with curly braces ([code]{}[/code]), a [Dictionary] " "will be returned. If the JSON source starts with brackets ([code][][/code]), " "an [Array] will be returned.\n" "[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 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" "[codeblock]\n" "var p = JSON.parse('[\"hello\", \"world\", \"!\"]')\n" "if typeof(p.result) == TYPE_ARRAY:\n" " print(p.result[0]) # Prints \"hello\"\n" "else:\n" " push_error(\"Unexpected results.\")\n" "[/codeblock]" msgstr "" "Una [Variant] que contiene el JSON analizado. Utilice [method @GDScript." "typeof] o la palabra clave [code]is[/code] para comprobar si es lo que " "espera. Por ejemplo, si la fuente de JSON comienza con llaves rizadas ([code]" "{}[/code]), se devolverá un [Dictionary]. Si la fuente de JSON comienza con " "paréntesis ([code][][/code]), se devolverá un [Array].\n" "[b]Nota:[/b] La especificación JSON no define los tipos enteros o reales, " "sino sólo un tipo [i]number[/i]. Por lo tanto, el análisis sintáctico de un " "texto JSON convertirá todos los valores numéricos a tipos [float].\n" "[b]Nota:[/b] Los objetos JSON no conservan el orden de las claves como los " "diccionarios Godot, por lo tanto, no se debe confiar en que las claves estén " "en un cierto orden si se construye un diccionario a partir de JSON. Por el " "contrario, los conjuntos de JSON conservan el orden de sus elementos:\n" "[codeblock]\n" "var p = JSON.parse('[\"hola\", \"mundo\", \"!\"]')\n" "if typeof(p.result) == TYPE_ARRAY:\n" " print(p.result[0]) # Imprime \"hola\"\n" "else:\n" " push_error(\"Resultados inesperados.\")\n" "[/codeblock]" #: doc/classes/JSONRPC.xml msgid "A helper to handle dictionaries which look like JSONRPC documents." msgstr "" #: doc/classes/JSONRPC.xml msgid "" "[url=https://www.jsonrpc.org/]JSON-RPC[/url] is a standard which wraps a " "method call in a [JSON] object. The object has a particular structure and " "identifies which method is called, the parameters to that function, and " "carries an ID to keep track of responses. This class implements that " "standard on top of [Dictionary]; you will have to convert between a " "[Dictionary] and [JSON] with other functions." msgstr "" #: doc/classes/JSONRPC.xml msgid "" "Returns a dictionary in the form of a JSON-RPC notification. Notifications " "are one-shot messages which do not expect a response.\n" "- [code]method[/code]: Name of the method being called.\n" "- [code]params[/code]: An array or dictionary of parameters being passed to " "the method." msgstr "" #: doc/classes/JSONRPC.xml msgid "" "Returns a dictionary in the form of a JSON-RPC request. Requests are sent to " "a server with the expectation of a response. The ID field is used for the " "server to specify which exact request it is responding to.\n" "- [code]method[/code]: Name of the method being called.\n" "- [code]params[/code]: An array or dictionary of parameters being passed to " "the method.\n" "- [code]id[/code]: Uniquely identifies this request. The server is expected " "to send a response with the same ID." msgstr "" #: doc/classes/JSONRPC.xml msgid "" "When a server has received and processed a request, it is expected to send a " "response. If you did not want a response then you need to have sent a " "Notification instead.\n" "- [code]result[/code]: The return value of the function which was called.\n" "- [code]id[/code]: The ID of the request this response is targeted to." msgstr "" #: doc/classes/JSONRPC.xml msgid "" "Creates a response which indicates a previous reply has failed in some way.\n" "- [code]code[/code]: The error code corresponding to what kind of error this " "is. See the [enum ErrorCode] constants.\n" "- [code]message[/code]: A custom message about this error.\n" "- [code]id[/code]: The request this error is a response to." msgstr "" #: doc/classes/JSONRPC.xml msgid "" "Given a Dictionary which takes the form of a JSON-RPC request: unpack the " "request and run it. Methods are resolved by looking at the field called " "\"method\" and looking for an equivalently named function in the JSONRPC " "object. If one is found that method is called.\n" "To add new supported methods extend the JSONRPC class and call [method " "process_action] on your subclass.\n" "[code]action[/code]: The action to be run, as a Dictionary in the form of a " "JSON-RPC request or notification." msgstr "" #: doc/classes/JSONRPC.xml msgid "" "A method call was requested but no function of that name existed in the " "JSONRPC subclass." msgstr "" #: doc/classes/KinematicBody.xml msgid "Kinematic body 3D node." msgstr "Nodo 3D del cuerpo cinético." #: doc/classes/KinematicBody.xml #, fuzzy msgid "" "Kinematic bodies are special types of bodies that are meant to be user-" "controlled. They are not affected by physics at all; to other types of " "bodies, such as a character or a rigid body, these are the same as a static " "body. However, they have two main uses:\n" "[b]Simulated motion:[/b] When these bodies are moved manually, either from " "code or from an [AnimationPlayer] (with [member AnimationPlayer." "playback_process_mode] set to \"physics\"), the physics will automatically " "compute an estimate of their linear and angular velocity. This makes them " "very useful for moving platforms or other AnimationPlayer-controlled objects " "(like a door, a bridge that opens, etc).\n" "[b]Kinematic characters:[/b] KinematicBody also has an API for moving " "objects (the [method move_and_collide] and [method move_and_slide] methods) " "while performing collision tests. This makes them really useful to implement " "characters that collide against a world, but don't require advanced physics." msgstr "" "Los cuerpos cinéticos son tipos especiales de cuerpos que están destinados a " "ser controlados por el usuario. No se ven afectados por la física en " "absoluto; para otros tipos de cuerpos, como un personaje o un cuerpo rígido, " "son lo mismo que un cuerpo estático. Sin embargo, tienen dos usos " "principales:\n" "[b]Movimiento simulado:[/b] Cuando estos cuerpos se mueven manualmente, ya " "sea desde el código o desde un [AnimationPlayer] (con el [member " "AnimationPlayer.playback_process_mode] ajustado a \"física\"), la física " "calculará automáticamente una estimación de su velocidad lineal y angular. " "Esto los hace muy útiles para mover plataformas u otros objetos controlados " "por AnimationPlayer (como una puerta, un puente que se abre, etc.).\n" "[b]Caracteres cinéticos:[/b] KinematicBody2D también tiene una API para " "mover objetos (los métodos [method move_and_collide] y [method " "move_and_slide]) mientras se realizan pruebas de colisión. Esto los hace " "realmente útiles para implementar personajes que colisionan contra un mundo, " "pero que no requieren de una física avanzada." #: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml msgid "Kinematic character (2D)" msgstr "" #: doc/classes/KinematicBody.xml #, fuzzy msgid "" "Returns [code]true[/code] if the specified [code]axis[/code] is locked. See " "also [member move_lock_x], [member move_lock_y] and [member move_lock_z]." msgstr "" "Devuelve [code]true[/code] si el eje [code]axis[/code] especificado está " "bloqueado. Véase también [member axis_lock_motion_x], [member " "axis_lock_motion_y] y [member axis_lock_motion_z]." #: doc/classes/KinematicBody.xml #, fuzzy msgid "" "Returns the floor's collision angle at the last collision point according to " "[code]up_direction[/code], which is [code]Vector3.UP[/code] by default. This " "value is always positive and only valid after calling [method " "move_and_slide] and when [method is_on_floor] returns [code]true[/code]." msgstr "" "Devuelve la velocidad lineal del suelo en el último punto de colisión. Sólo " "es válido después de llamar a [method move_and_slide] o [method " "move_and_slide_with_snap] y cuando [method is_on_floor] devuelve [code]true[/" "code]." #: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml msgid "" "Returns the surface normal of the floor at the last collision point. Only " "valid after calling [method move_and_slide] or [method " "move_and_slide_with_snap] and when [method is_on_floor] returns [code]true[/" "code]." msgstr "" "Devuelve la normal de la superficie del suelo en el último punto de " "colisión. Sólo válido después de llamar a [method move_and_slide] o [method " "move_and_slide_with_snap] y cuando [method is_on_floor] devuelve [code]true[/" "code]." #: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml msgid "" "Returns the linear velocity of the floor at the last collision point. Only " "valid after calling [method move_and_slide] or [method " "move_and_slide_with_snap] and when [method is_on_floor] returns [code]true[/" "code]." msgstr "" "Devuelve la velocidad lineal del suelo en el último punto de colisión. Sólo " "es válido después de llamar a [method move_and_slide] o [method " "move_and_slide_with_snap] y cuando [method is_on_floor] devuelve [code]true[/" "code]." #: doc/classes/KinematicBody.xml #, fuzzy msgid "" "Returns a [KinematicCollision], which contains information about the latest " "collision that occurred during the last call to [method move_and_slide]." msgstr "" "Devuelve el número de veces que el cuerpo chocó y cambió de dirección " "durante la última llamada a [method move_and_slide]." #: doc/classes/KinematicBody.xml #, fuzzy msgid "" "Returns a [KinematicCollision], which contains information about a collision " "that occurred during the last call to [method move_and_slide] or [method " "move_and_slide_with_snap]. Since the body can collide several times in a " "single call to [method move_and_slide], you must specify the index of the " "collision in the range 0 to ([method get_slide_count] - 1)." msgstr "" "Devuelve un [KinematicCollision], que contiene información acerca de una " "colisión que ocurrió durante la última llamada del [method move_and_slide]. " "Dado que el cuerpo puede colisionar varias veces en una sola llamada a " "[method move_and_slide], debes especificar el índice de la colisión en el " "rango 0 a ([method get_slide_count] - 1)." #: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml #, fuzzy msgid "" "Returns the number of times the body collided and changed direction during " "the last call to [method move_and_slide] or [method " "move_and_slide_with_snap]." msgstr "" "Devuelve el número de veces que el cuerpo chocó y cambió de dirección " "durante la última llamada a [method move_and_slide]." #: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml #, fuzzy msgid "" "Returns [code]true[/code] if the body collided with the ceiling on the last " "call of [method move_and_slide] or [method move_and_slide_with_snap]. " "Otherwise, returns [code]false[/code]." msgstr "" "Devuelve la normal de la superficie del suelo en el último punto de " "colisión. Sólo válido después de llamar a [method move_and_slide] o [method " "move_and_slide_with_snap] y cuando [method is_on_floor] devuelve [code]true[/" "code]." #: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml #, fuzzy msgid "" "Returns [code]true[/code] if the body collided with the floor on the last " "call of [method move_and_slide] or [method move_and_slide_with_snap]. " "Otherwise, returns [code]false[/code]." msgstr "" "Devuelve la velocidad lineal del suelo en el último punto de colisión. Sólo " "es válido después de llamar a [method move_and_slide] o [method " "move_and_slide_with_snap] y cuando [method is_on_floor] devuelve [code]true[/" "code]." #: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml #, fuzzy msgid "" "Returns [code]true[/code] if the body collided with a wall on the last call " "of [method move_and_slide] or [method move_and_slide_with_snap]. Otherwise, " "returns [code]false[/code]." msgstr "" "Devuelve la normal de la superficie del suelo en el último punto de " "colisión. Sólo válido después de llamar a [method move_and_slide] o [method " "move_and_slide_with_snap] y cuando [method is_on_floor] devuelve [code]true[/" "code]." #: doc/classes/KinematicBody.xml #, fuzzy msgid "" "Moves the body along the vector [code]rel_vec[/code]. The body will stop if " "it collides. Returns a [KinematicCollision], which contains information " "about the collision when stopped, or when touching another body along the " "motion.\n" "If [code]test_only[/code] is [code]true[/code], the body does not move but " "the would-be collision information is given." msgstr "" "Mueve el cuerpo a lo largo del vector [code]rel_vec[/code]. El cuerpo se " "detendrá si colisiona. Devuelve un [KinematicCollision2D], que contiene " "información sobre la colisión.\n" "Si [code]test_only[/code] es [code]true[/code], el cuerpo no se mueve pero " "se da la información de la posible colisión." #: doc/classes/KinematicBody.xml #, fuzzy msgid "" "Moves the body along a vector. If the body collides with another, it will " "slide along the other body rather than stop immediately. If the other body " "is a [KinematicBody] or [RigidBody], it will also be affected by the motion " "of the other body. You can use this to make moving and rotating platforms, " "or to make nodes push other nodes.\n" "This method should be used in [method Node._physics_process] (or in a method " "called by [method Node._physics_process]), as it uses the physics step's " "[code]delta[/code] value automatically in calculations. Otherwise, the " "simulation will run at an incorrect speed.\n" "[code]linear_velocity[/code] is the velocity vector (typically meters per " "second). Unlike in [method move_and_collide], you should [i]not[/i] multiply " "it by [code]delta[/code] — the physics engine handles applying the " "velocity.\n" "[code]up_direction[/code] is the up direction, used to determine what is a " "wall and what is a floor or a ceiling. If set to the default value of " "[code]Vector3(0, 0, 0)[/code], everything is considered a wall.\n" "If [code]stop_on_slope[/code] is [code]true[/code], body will not slide on " "slopes when you include gravity in [code]linear_velocity[/code] and the body " "is standing still.\n" "If the body collides, it will change direction a maximum of " "[code]max_slides[/code] times before it stops.\n" "[code]floor_max_angle[/code] is the maximum angle (in radians) where a slope " "is still considered a floor (or a ceiling), rather than a wall. The default " "value equals 45 degrees.\n" "If [code]infinite_inertia[/code] is [code]true[/code], body will be able to " "push [RigidBody] nodes, but it won't also detect any collisions with them. " "If [code]false[/code], it will interact with [RigidBody] nodes like with " "[StaticBody].\n" "Returns the [code]linear_velocity[/code] vector, rotated and/or scaled if a " "slide collision occurred. To get detailed information about collisions that " "occurred, use [method get_slide_collision].\n" "When the body touches a moving platform, the platform's velocity is " "automatically added to the body motion. If a collision occurs due to the " "platform's motion, it will always be first in the slide collisions." msgstr "" "Mueve el cuerpo a lo largo de un vector. Si el cuerpo choca con otro, se " "deslizará a lo largo del otro cuerpo en lugar de detenerse inmediatamente. " "Si el otro cuerpo es un [KinematicBody] o un [RigidBody], también se verá " "afectado por el movimiento del otro cuerpo. Puedes usar esto para hacer " "plataformas móviles o giratorias, o para hacer que los nodos empujen a otros " "nodos.\n" "Este método debe ser usado en [method Node._physics_process] (o en un método " "llamado por [method Node._physics_process]), ya que usa el valor del paso de " "física [code]delta[/code] automáticamente en los cálculos. De lo contrario, " "la simulación se ejecutará a una velocidad incorrecta.\n" "[code]linear_velocity[/code] es el vector de velocidad (típicamente metros " "por segundo). A diferencia del [method move_and_collide], debes [i]no[/i] " "multiplicarlo por [code]delta[/code] - el motor de física se encarga de " "aplicar la velocidad.\n" "[code]up_direction[/code] es la dirección hacia arriba, usada para " "determinar qué es una pared y qué es un piso o un techo. Si se establece el " "valor por defecto de [code]Vector3(0, 0, 0)[/code], todo se considera una " "pared.\n" "Si [code]stop_on_slope[/code] es [code]true[/code], el cuerpo no se " "deslizará en las pendientes cuando incluyas la gravedad en " "[code]linear_velocity[/code] y el cuerpo se quede quieto.\n" "Si el cuerpo colisiona, cambiará de dirección un máximo de [code]max_slides[/" "code] veces antes de detenerse.\n" "[code]floor_max_angle[/code] es el ángulo máximo (en radianes) en el que una " "pendiente se considera todavía un suelo (o un techo), en lugar de una pared. " "El valor por defecto es igual a 45 grados.\n" "Si [code]infinite_inertia[/code] es [code]true[/code], el cuerpo podrá " "empujar los nodos de [RigidBody], pero no detectará ninguna colisión con " "ellos. Si [code]false[/code], interactuará con los nodos de [RigidBody] como " "con [StaticBody].\n" "Devuelve el vector [code]linear_velocity[/code], rotado y/o escalado si se " "produjo una colisión de deslizamiento. Para obtener información detallada " "sobre las colisiones ocurridas, usa [method get_slide_collision]." #: doc/classes/KinematicBody.xml msgid "" "Moves the body while keeping it attached to slopes. Similar to [method " "move_and_slide].\n" "As long as the [code]snap[/code] vector is in contact with the ground, the " "body will remain attached to the surface. This means you must disable snap " "in order to jump, for example. You can do this by setting [code]snap[/code] " "to [code](0, 0, 0)[/code] or by using [method move_and_slide] instead." msgstr "" "Mueve el cuerpo mientras lo mantiene unido a las laderas. Similar al [method " "move_and_slide].\n" "Mientras el vector [code]snap[/code] esté en contacto con el suelo, el " "cuerpo permanecerá unido a la superficie. Esto significa que debes " "desactivar el snap para poder saltar, por ejemplo. Puedes hacerlo poniendo " "[code]snap[/code] en [code](0, 0, 0)[/code] o usando [method move_and_slide] " "en su lugar." #: doc/classes/KinematicBody.xml #, fuzzy msgid "" "Locks or unlocks the specified [code]axis[/code] depending on the value of " "[code]lock[/code]. See also [member move_lock_x], [member move_lock_y] and " "[member move_lock_z]." msgstr "" "Bloquea o desbloquea el [code]axis[/code] dependiendo del valor de " "[code]lock[/code]. Véase también [member axis_lock_motion_x], [member " "axis_lock_motion_y] y [member axis_lock_motion_z]." #: doc/classes/KinematicBody.xml #, fuzzy msgid "" "Checks for collisions without moving the body. Virtually sets the node's " "position, scale and rotation to that of the given [Transform], then tries to " "move the body along the vector [code]rel_vec[/code]. Returns [code]true[/" "code] if a collision would stop the body from moving along the whole path.\n" "Use [method move_and_collide] instead for detecting collision with touching " "bodies." msgstr "" "Comprueba si hay colisiones sin mover el cuerpo. Virtualmente establece la " "posición, escala y rotación del nodo a la de la [Transform] dada, luego " "intenta mover el cuerpo a lo largo del vector [code]rel_vec[/code]. Devuelve " "[code]true[/code] si se produce una colisión." #: doc/classes/KinematicBody.xml msgid "Lock the body's X axis movement." msgstr "Bloquea el movimiento del eje X del cuerpo." #: doc/classes/KinematicBody.xml msgid "Lock the body's Y axis movement." msgstr "Bloquea el movimiento del eje X del cuerpo." #: doc/classes/KinematicBody.xml msgid "Lock the body's Z axis movement." msgstr "Bloquea el movimiento del eje Z del cuerpo." #: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml msgid "" "Extra margin used for collision recovery in motion functions (see [method " "move_and_collide], [method move_and_slide], [method " "move_and_slide_with_snap]).\n" "If the body is at least this close to another body, it will consider them to " "be colliding and will be pushed away before performing the actual motion.\n" "A higher value means it's more flexible for detecting collision, which helps " "with consistently detecting walls and floors.\n" "A lower value forces the collision algorithm to use more exact detection, so " "it can be used in cases that specifically require precision, e.g at very low " "scale to avoid visible jittering, or for stability with a stack of kinematic " "bodies." msgstr "" #: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml msgid "" "If [code]true[/code], the body's movement will be synchronized to the " "physics frame. This is useful when animating movement via [AnimationPlayer], " "for example on moving platforms. Do [b]not[/b] use together with [method " "move_and_slide] or [method move_and_collide] functions." msgstr "" "Si [code]true[/code], el movimiento del cuerpo se sincronizará con el marco " "de la física. Esto es útil cuando se anima el movimiento a través de " "[AnimationPlayer], por ejemplo en plataformas móviles. No uses [b]not[/b] " "junto con las funciones [method move_and_slide] o [method move_and_collide]." #: doc/classes/KinematicBody.xml msgid "" "Lock the body's X axis movement. Deprecated alias for [member " "axis_lock_motion_x]." msgstr "" #: doc/classes/KinematicBody.xml msgid "" "Lock the body's Y axis movement. Deprecated alias for [member " "axis_lock_motion_y]." msgstr "" #: doc/classes/KinematicBody.xml msgid "" "Lock the body's Z axis movement. Deprecated alias for [member " "axis_lock_motion_z]." msgstr "" #: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml msgid "" "Sets the behavior to apply when you leave a moving platform. By default, to " "be physically accurate, when you leave the last platform velocity is " "applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for " "available behavior." msgstr "" #: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml msgid "Add the last platform velocity when you leave a moving platform." msgstr "" #: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml msgid "" "Add the last platform velocity when you leave a moving platform, but any " "downward motion is ignored. It's useful to keep full jump height even when " "the platform is moving down." msgstr "" #: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml #, fuzzy msgid "Do nothing when leaving a platform." msgstr "Utiliza esto cuando uses las transformadas 2D." #: doc/classes/KinematicBody2D.xml msgid "Kinematic body 2D node." msgstr "Nodo 2D del cuerpo cinético." #: doc/classes/KinematicBody2D.xml #, fuzzy msgid "" "Kinematic bodies are special types of bodies that are meant to be user-" "controlled. They are not affected by physics at all; to other types of " "bodies, such as a character or a rigid body, these are the same as a static " "body. However, they have two main uses:\n" "[b]Simulated motion:[/b] When these bodies are moved manually, either from " "code or from an [AnimationPlayer] (with [member AnimationPlayer." "playback_process_mode] set to \"physics\"), the physics will automatically " "compute an estimate of their linear and angular velocity. This makes them " "very useful for moving platforms or other AnimationPlayer-controlled objects " "(like a door, a bridge that opens, etc).\n" "[b]Kinematic characters:[/b] KinematicBody2D also has an API for moving " "objects (the [method move_and_collide] and [method move_and_slide] methods) " "while performing collision tests. This makes them really useful to implement " "characters that collide against a world, but don't require advanced physics." msgstr "" "Los cuerpos cinéticos son tipos especiales de cuerpos que están destinados a " "ser controlados por el usuario. No se ven afectados por la física en " "absoluto; para otros tipos de cuerpos, como un personaje o un cuerpo rígido, " "son lo mismo que un cuerpo estático. Sin embargo, tienen dos usos " "principales:\n" "[b]Movimiento simulado:[/b] Cuando estos cuerpos se mueven manualmente, ya " "sea desde el código o desde un [AnimationPlayer] (con el [member " "AnimationPlayer.playback_process_mode] ajustado a \"física\"), la física " "calculará automáticamente una estimación de su velocidad lineal y angular. " "Esto los hace muy útiles para mover plataformas u otros objetos controlados " "por AnimationPlayer (como una puerta, un puente que se abre, etc.).\n" "[b]Caracteres cinéticos:[/b] KinematicBody2D también tiene una API para " "mover objetos (los métodos [method move_and_collide] y [method " "move_and_slide]) mientras se realizan pruebas de colisión. Esto los hace " "realmente útiles para implementar personajes que colisionan contra un mundo, " "pero que no requieren de una física avanzada." #: doc/classes/KinematicBody2D.xml #, fuzzy msgid "Using KinematicBody2D" msgstr "Nodo 2D del cuerpo cinético." #: doc/classes/KinematicBody2D.xml #, fuzzy msgid "" "Returns the floor's collision angle at the last collision point according to " "[code]up_direction[/code], which is [code]Vector2.UP[/code] by default. This " "value is always positive and only valid after calling [method " "move_and_slide] and when [method is_on_floor] returns [code]true[/code]." msgstr "" "Devuelve la velocidad lineal del suelo en el último punto de colisión. Sólo " "es válido después de llamar a [method move_and_slide] o [method " "move_and_slide_with_snap] y cuando [method is_on_floor] devuelve [code]true[/" "code]." #: doc/classes/KinematicBody2D.xml #, fuzzy msgid "" "Returns a [KinematicCollision2D], which contains information about the " "latest collision that occurred during the last call to [method " "move_and_slide]." msgstr "" "Devuelve el número de veces que el cuerpo chocó y cambió de dirección " "durante la última llamada a [method move_and_slide]." #: doc/classes/KinematicBody2D.xml #, fuzzy msgid "" "Returns a [KinematicCollision2D], which contains information about a " "collision that occurred during the last call to [method move_and_slide] or " "[method move_and_slide_with_snap]. Since the body can collide several times " "in a single call to [method move_and_slide], you must specify the index of " "the collision in the range 0 to ([method get_slide_count] - 1).\n" "[b]Example usage:[/b]\n" "[codeblock]\n" "for i in get_slide_count():\n" " var collision = get_slide_collision(i)\n" " print(\"Collided with: \", collision.collider.name)\n" "[/codeblock]" msgstr "" "Devuelve un [KinematicCollision2D], que contiene información acerca de una " "colisión que ocurrió durante la última llamada del [method move_and_slide]. " "Dado que el cuerpo puede colisionar varias veces en una sola llamada a " "[method move_and_slide], debes especificar el índice de la colisión en el " "rango 0 a ([method get_slide_count] - 1).\n" "[b]Ejemplo de uso:[/b]\n" "[codeblock]\n" "for i in get_slide_count():\n" " var colision = get_slide_collision(i)\n" " print(\"Colisionó con: \", colision.collider.name)\n" "[/codeblock]" #: doc/classes/KinematicBody2D.xml #, fuzzy msgid "" "Moves the body along the vector [code]rel_vec[/code]. The body will stop if " "it collides. Returns a [KinematicCollision2D], which contains information " "about the collision when stopped, or when touching another body along the " "motion.\n" "If [code]test_only[/code] is [code]true[/code], the body does not move but " "the would-be collision information is given." msgstr "" "Mueve el cuerpo a lo largo del vector [code]rel_vec[/code]. El cuerpo se " "detendrá si colisiona. Devuelve un [KinematicCollision2D], que contiene " "información sobre la colisión.\n" "Si [code]test_only[/code] es [code]true[/code], el cuerpo no se mueve pero " "se da la información de la posible colisión." #: doc/classes/KinematicBody2D.xml msgid "" "Moves the body along a vector. If the body collides with another, it will " "slide along the other body rather than stop immediately. If the other body " "is a [KinematicBody2D] or [RigidBody2D], it will also be affected by the " "motion of the other body. You can use this to make moving and rotating " "platforms, or to make nodes push other nodes.\n" "This method should be used in [method Node._physics_process] (or in a method " "called by [method Node._physics_process]), as it uses the physics step's " "[code]delta[/code] value automatically in calculations. Otherwise, the " "simulation will run at an incorrect speed.\n" "[code]linear_velocity[/code] is the velocity vector in pixels per second. " "Unlike in [method move_and_collide], you should [i]not[/i] multiply it by " "[code]delta[/code] — the physics engine handles applying the velocity.\n" "[code]up_direction[/code] is the up direction, used to determine what is a " "wall and what is a floor or a ceiling. If set to the default value of " "[code]Vector2(0, 0)[/code], everything is considered a wall. This is useful " "for topdown games.\n" "If [code]stop_on_slope[/code] is [code]true[/code], body will not slide on " "slopes when you include gravity in [code]linear_velocity[/code] and the body " "is standing still.\n" "If the body collides, it will change direction a maximum of " "[code]max_slides[/code] times before it stops.\n" "[code]floor_max_angle[/code] is the maximum angle (in radians) where a slope " "is still considered a floor (or a ceiling), rather than a wall. The default " "value equals 45 degrees.\n" "If [code]infinite_inertia[/code] is [code]true[/code], body will be able to " "push [RigidBody2D] nodes, but it won't also detect any collisions with them. " "If [code]false[/code], it will interact with [RigidBody2D] nodes like with " "[StaticBody2D].\n" "Returns the [code]linear_velocity[/code] vector, rotated and/or scaled if a " "slide collision occurred. To get detailed information about collisions that " "occurred, use [method get_slide_collision].\n" "When the body touches a moving platform, the platform's velocity is " "automatically added to the body motion. If a collision occurs due to the " "platform's motion, it will always be first in the slide collisions." msgstr "" "Mueve el cuerpo a lo largo de un vector. Si el cuerpo choca con otro, se " "deslizará a lo largo del otro cuerpo en lugar de detenerse inmediatamente. " "Si el otro cuerpo es un [KinematicBody2D] o un [RigidBody2D], también se " "verá afectado por el movimiento del otro cuerpo. Puedes usar esto para hacer " "plataformas móviles o giratorias, o para hacer que los nodos empujen a otros " "nodos.\n" "Este método debe ser usado en [method Node._physics_process] (o en un método " "llamado por [method Node._physics_process]), ya que usa el valor del paso de " "física [code]delta[/code] automáticamente en los cálculos. De lo contrario, " "la simulación se ejecutará a una velocidad incorrecta.\n" "[code]linear_velocity[/code] es el vector de velocidad en píxeles por " "segundo. A diferencia del [method move_and_collide], debes [i]no[/i] " "multiplicarlo por [code]delta[/code] - el motor de física se encarga de " "aplicar la velocidad.\n" "[code]up_direction[/code] es la dirección hacia arriba, usada para " "determinar qué es una pared y qué es un piso o un techo. Si se establece el " "valor por defecto de [code]Vector2(0, 0)[/code], todo se considera una " "pared. Esto es útil para los juegos de arriba hacia abajo.\n" "Si [code]stop_on_slope[/code] es [code]true[/code], el cuerpo no se " "deslizará por las pendientes cuando incluyas la gravedad en " "[code]linear_velocity[/code] y el cuerpo se quede quieto.\n" "Si el cuerpo colisiona, cambiará de dirección un máximo de [code]max_slides[/" "code] veces antes de detenerse.\n" "[code]floor_max_angle[/code] es el ángulo máximo (en radianes) en el que una " "pendiente se considera todavía un suelo (o un techo), en lugar de una pared. " "El valor por defecto es igual a 45 grados.\n" "Si [code]infinite_inertia[/code] es [code]true[/code], el cuerpo podrá " "empujar los nodos de [RigidBody2D], pero no detectará ninguna colisión con " "ellos. Si [code]false[/code], interactuará con los nodos de [RigidBody2D] " "como con [StaticBody2D].\n" "Devuelve el vector [code]linear_velocity[/code], rotado y/o escalado si se " "produjo una colisión de deslizamiento. Para obtener información detallada " "sobre las colisiones ocurridas, usa [method get_slide_collision]." #: doc/classes/KinematicBody2D.xml msgid "" "Moves the body while keeping it attached to slopes. Similar to [method " "move_and_slide].\n" "As long as the [code]snap[/code] vector is in contact with the ground, the " "body will remain attached to the surface. This means you must disable snap " "in order to jump, for example. You can do this by setting [code]snap[/code] " "to [code](0, 0)[/code] or by using [method move_and_slide] instead." msgstr "" "Mueve el cuerpo mientras lo mantiene unido a las laderas. Similar al [method " "move_and_slide].\n" "Mientras el vector [code]snap[/code] esté en contacto con el suelo, el " "cuerpo permanecerá unido a la superficie. Esto significa que debes " "desactivar el snap para poder saltar, por ejemplo. Puedes hacerlo poniendo " "[code]snap[/code] en [code](0, 0)[/code] o usando [method move_and_slide] en " "su lugar." #: doc/classes/KinematicBody2D.xml #, fuzzy msgid "" "Checks for collisions without moving the body. Virtually sets the node's " "position, scale and rotation to that of the given [Transform2D], then tries " "to move the body along the vector [code]rel_vec[/code]. Returns [code]true[/" "code] if a collision would stop the body from moving along the whole path.\n" "Use [method move_and_collide] instead for detecting collision with touching " "bodies." msgstr "" "Comprueba si hay colisiones sin mover el cuerpo. Virtualmente establece la " "posición, escala y rotación del nodo a la de la [Transform2D] dada, luego " "intenta mover el cuerpo a lo largo del vector [code]rel_vec[/code]. Devuelve " "[code]true[/code] si se produce una colisión." #: doc/classes/KinematicCollision.xml #, fuzzy msgid "Collision data for [KinematicBody] collisions." msgstr "Datos de colisiones de [KinematicBody2D]." #: doc/classes/KinematicCollision.xml #, fuzzy msgid "" "Contains collision data for [KinematicBody] collisions. When a " "[KinematicBody] is moved using [method KinematicBody.move_and_collide], it " "stops if it detects a collision with another body. If a collision is " "detected, a KinematicCollision object is returned.\n" "This object contains information about the collision, including the " "colliding object, the remaining motion, and the collision position. This " "information can be used to calculate a collision response." msgstr "" "Contiene los datos de las colisiones de [KinematicBody2D]. Cuando se mueve " "un [KinematicBody2D] usando el [method KinematicBody2D.move_and_collide], se " "detiene si detecta una colisión con otro cuerpo. Si se detecta una colisión, " "se devuelve un objeto KinematicCollision2D.\n" "Este objeto contiene información sobre la colisión, incluyendo el objeto que " "colisiona, el movimiento restante y la posición de la colisión. Esta " "información puede utilizarse para calcular una respuesta de colisión." #: doc/classes/KinematicCollision.xml msgid "" "The collision angle according to [code]up_direction[/code], which is " "[code]Vector3.UP[/code] by default. This value is always positive." msgstr "" #: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml msgid "The colliding body." msgstr "El cuerpo en colisión." #: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml msgid "" "The colliding body's unique instance ID. See [method Object.get_instance_id]." msgstr "" "La identificación de la instancia única del cuerpo que colisiona. Ver " "[method Object.get_instance_id]." #: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml msgid "The colliding body's metadata. See [Object]." msgstr "Los metadatos del cuerpo en colisión. Ver [Object]." #: doc/classes/KinematicCollision.xml #, fuzzy msgid "The colliding body's [RID] used by the [PhysicsServer]." msgstr "La forma del cuerpo en colisión." #: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml msgid "The colliding body's shape." msgstr "La forma del cuerpo en colisión." #: doc/classes/KinematicCollision.xml #, fuzzy msgid "The colliding shape's index. See [CollisionObject]." msgstr "El índice de la forma de colisión. Ver [CollisionObject2D]." #: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml msgid "The colliding object's velocity." msgstr "La velocidad del objeto que colisiona." #: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml msgid "The moving object's colliding shape." msgstr "La forma de colisión del objeto en movimiento." #: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml msgid "The colliding body's shape's normal at the point of collision." msgstr "La normal de la forma del cuerpo que choca en el punto de colisión." #: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml msgid "The point of collision, in global coordinates." msgstr "El punto de colisión, en coordenadas globales." #: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml msgid "The moving object's remaining movement vector." msgstr "El vector de movimiento restante del objeto en movimiento." #: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml msgid "The distance the moving object traveled before collision." msgstr "La distancia que el objeto en movimiento viajó antes de la colisión." #: doc/classes/KinematicCollision2D.xml msgid "Collision data for [KinematicBody2D] collisions." msgstr "Datos de colisiones de [KinematicBody2D]." #: doc/classes/KinematicCollision2D.xml msgid "" "Contains collision data for [KinematicBody2D] collisions. When a " "[KinematicBody2D] is moved using [method KinematicBody2D.move_and_collide], " "it stops if it detects a collision with another body. If a collision is " "detected, a KinematicCollision2D object is returned.\n" "This object contains information about the collision, including the " "colliding object, the remaining motion, and the collision position. This " "information can be used to calculate a collision response." msgstr "" "Contiene los datos de las colisiones de [KinematicBody2D]. Cuando se mueve " "un [KinematicBody2D] usando el [method KinematicBody2D.move_and_collide], se " "detiene si detecta una colisión con otro cuerpo. Si se detecta una colisión, " "se devuelve un objeto KinematicCollision2D.\n" "Este objeto contiene información sobre la colisión, incluyendo el objeto que " "colisiona, el movimiento restante y la posición de la colisión. Esta " "información puede utilizarse para calcular una respuesta de colisión." #: doc/classes/KinematicCollision2D.xml msgid "" "The collision angle according to [code]up_direction[/code], which is " "[code]Vector2.UP[/code] by default. This value is always positive." msgstr "" #: doc/classes/KinematicCollision2D.xml msgid "The colliding body's [RID] used by the [Physics2DServer]." msgstr "" #: doc/classes/KinematicCollision2D.xml msgid "The colliding shape's index. See [CollisionObject2D]." msgstr "El índice de la forma de colisión. Ver [CollisionObject2D]." #: doc/classes/Label.xml msgid "" "Displays plain text in a line or wrapped inside a rectangle. For formatted " "text, use [RichTextLabel]." msgstr "" "Muestra un texto simple en una línea o envuelto dentro de un rectángulo. " "Para texto formateado, use [RichTextLabel]." #: doc/classes/Label.xml #, fuzzy msgid "" "Label displays plain text on the screen. It gives you control over the " "horizontal and vertical alignment and can wrap the text inside the node's " "bounding rectangle. It doesn't support bold, italics, or other formatting. " "For that, use [RichTextLabel] instead.\n" "[b]Note:[/b] Contrarily to most other [Control]s, Label's [member Control." "mouse_filter] defaults to [constant Control.MOUSE_FILTER_IGNORE] (i.e. it " "doesn't react to mouse input events). This implies that a label won't " "display any configured [member Control.hint_tooltip], unless you change its " "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 Godot 4.0." msgstr "" "La etiqueta muestra texto simple en la pantalla. Te da control sobre la " "alineación horizontal y vertical, y puede envolver el texto dentro del " "rectángulo delimitador del nodo. No admite negrita, cursiva u otro formato. " "Para eso, usa [RichTextLabel] en su lugar.\n" "[b]Nota:[/b] A diferencia de la mayoría de los otros [Control]s, el [member " "Control.mouse_filter] de la etiqueta tiene como valor por defecto [constant " "Control.MOUSE_FILTER_IGNORE] (es decir, no reacciona a los eventos de " "entrada del ratón). Esto implica que una etiqueta no mostrará ningún [member " "Control.hint_tooltip] configurado, a menos que cambie su filtro de ratón." #: doc/classes/Label.xml msgid "Returns the amount of lines of text the Label has." msgstr "Devuelve la cantidad de líneas de texto que tiene la etiqueta." #: doc/classes/Label.xml msgid "Returns the font size in pixels." msgstr "Devuelve el tamaño de la fuente en píxeles." #: doc/classes/Label.xml msgid "" "Returns the total number of printable characters in the text (excluding " "spaces and newlines)." msgstr "" "Devuelve el número total de caracteres imprimibles en el texto (excluyendo " "espacios y líneas nuevas)." #: doc/classes/Label.xml msgid "" "Returns the number of lines shown. Useful if the [Label]'s height cannot " "currently display all lines." msgstr "" "Devuelve el número de líneas mostradas. Es útil si la altura de la [Label] " "no puede mostrar actualmente todas las líneas." #: doc/classes/Label.xml msgid "" "Controls the text's horizontal align. Supports left, center, right, and " "fill, or justify. Set it to one of the [enum Align] constants." msgstr "" "Controla la alineación horizontal del texto. Apoya la izquierda, el centro, " "la derecha, y el relleno, o la justificación. Ponlo en una de las constantes " "[enum Align]." #: doc/classes/Label.xml msgid "" "If [code]true[/code], wraps the text inside the node's bounding rectangle. " "If you resize the node, it will change its height automatically to show all " "the text." msgstr "" "Si [code]true[/code], envuelve el texto dentro del rectángulo delimitador " "del nodo. Si cambias el tamaño del nodo, éste cambiará su altura " "automáticamente para mostrar todo el texto." #: doc/classes/Label.xml #, fuzzy msgid "" "If [code]true[/code], the Label only shows the text that fits inside its " "bounding rectangle and will clip text horizontally." msgstr "" "Si [code]true[/code], la etiqueta sólo muestra el texto que cabe dentro de " "su rectángulo delimitador. También te permite reducir la escala del nodo " "libremente." #: doc/classes/Label.xml msgid "" "The node ignores the first [code]lines_skipped[/code] lines before it starts " "to display text." msgstr "" "El nodo ignora las primeras líneas [code]lines_skipped[/code] antes de " "empezar a mostrar el texto." #: doc/classes/Label.xml msgid "Limits the lines of text the node shows on screen." msgstr "Limita las líneas de texto que el nodo muestra en la pantalla." #: doc/classes/Label.xml msgid "" "Limits the amount of visible characters. If you set [code]percent_visible[/" "code] to 0.5, only up to half of the text's characters will display on " "screen. Useful to animate the text in a dialog box." msgstr "" "Limita la cantidad de caracteres visibles. Si establece " "[code]percent_visible[/code] en 0,5, sólo se mostrará en pantalla hasta la " "mitad de los caracteres del texto. Es útil para animar el texto en un cuadro " "de diálogo." #: doc/classes/Label.xml doc/classes/Label3D.xml msgid "The text to display on screen." msgstr "El texto a mostrar en la pantalla." #: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml msgid "If [code]true[/code], all the text displays as UPPERCASE." msgstr "Si [code]true[/code], todo el texto se muestra como MAYÚSCULAS." #: doc/classes/Label.xml msgid "" "Controls the text's vertical align. Supports top, center, bottom, and fill. " "Set it to one of the [enum VAlign] constants." msgstr "" "Controla la alineación vertical del texto. Soporta la parte superior, el " "centro, la parte inferior y el relleno. Ponlo en una de las constantes [enum " "VAlign]." #: doc/classes/Label.xml msgid "Restricts the number of characters to display. Set to -1 to disable." msgstr "" "Restringe el número de caracteres a mostrar. Ponlo en -1 para desactivarlo." #: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml msgid "Align rows to the left (default)." msgstr "Alinea las filas a la izquierda (por defecto)." #: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml msgid "Align rows centered." msgstr "Alinea las filas centradas." #: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml msgid "Align rows to the right." msgstr "Alinea las filas a la derecha." #: doc/classes/Label.xml doc/classes/Label3D.xml msgid "Expand row whitespaces to fit the width." msgstr "" "Ampliar los espacios en blanco de las filas para que se ajusten al ancho." #: doc/classes/Label.xml doc/classes/Label3D.xml msgid "Align the whole text to the top." msgstr "Alinea todo el texto en la parte superior." #: doc/classes/Label.xml doc/classes/Label3D.xml msgid "Align the whole text to the center." msgstr "Alinea todo el texto al centro." #: doc/classes/Label.xml doc/classes/Label3D.xml msgid "Align the whole text to the bottom." msgstr "Alinea todo el texto al fondo." #: doc/classes/Label.xml doc/classes/Label3D.xml msgid "Align the whole text by spreading the rows." msgstr "Alinear todo el texto extendiendo las filas." #: doc/classes/Label.xml msgid "Default text [Color] of the [Label]." msgstr "[Color] del texto predeterminado de la [Label]." #: doc/classes/Label.xml msgid "[Color] of the text's shadow effect." msgstr "[Color] del efecto de sombra del texto." #: doc/classes/Label.xml msgid "The tint of [Font]'s outline. See [member DynamicFont.outline_color]." msgstr "" "El tinte del contorno de [Font]. Ver [member DynamicFont.outline_color]." #: doc/classes/Label.xml msgid "Vertical space between lines in multiline [Label]." msgstr "Espacio vertical entre líneas en multilínea [Label]." #: doc/classes/Label.xml msgid "" "Boolean value. If set to 1 ([code]true[/code]), the shadow will be displayed " "around the whole text as an outline." msgstr "" "Valor booleano. Si se ajusta a 1 ([code]true[/code]), la sombra se mostrará " "alrededor de todo el texto como un contorno." #: doc/classes/Label.xml msgid "The horizontal offset of the text's shadow." msgstr "El desplazamiento horizontal de la sombra del texto." #: doc/classes/Label.xml msgid "The vertical offset of the text's shadow." msgstr "El desplazamiento vertical de la sombra del texto." #: doc/classes/Label.xml msgid "[Font] used for the [Label]'s text." msgstr "[Font] que se usa para el texto de las [Label]." #: doc/classes/Label.xml msgid "Background [StyleBox] for the [Label]." msgstr "Fondo [StyleBox] para la [Label]." #: doc/classes/Label3D.xml #, fuzzy msgid "Displays plain text in a 3D world." msgstr "Nodo de sprite 2D en un mundo 3D." #: 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 #, fuzzy msgid "" "If [code]true[/code], the specified flag will be enabled. See [enum Label3D." "DrawFlags] for a list of flags." msgstr "" "Devuelve [code]true[/code], si el flag especificado está activado. Ver el " "enumerador [enum Flags] para las opciones." #: doc/classes/Label3D.xml #, fuzzy msgid "" "The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for " "possible values." msgstr "" "El modo de orientación de TileMap. Vea [enum Mode] para los posibles valores." #: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml msgid "Threshold at which the alpha scissor will discard values." msgstr "Umbral en el que el alpha scissor descartará los valores." #: doc/classes/Label3D.xml #, fuzzy msgid "If [code]true[/code], wraps the text to the [member width]." msgstr "Si [code]true[/code], oculta la línea del índice especificado." #: doc/classes/Label3D.xml #, fuzzy msgid "" "The billboard mode to use for the label. See [enum SpatialMaterial." "BillboardMode] for possible values." msgstr "" "La dirección de llenado. Ver [enum FillMode] para los posibles valores." #: doc/classes/Label3D.xml #, fuzzy 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 "" "Si [code]true[/code], la textura también se puede ver desde atrás, si " "[code]false[/code], es invisible cuando se mira desde atrás." #: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml #, fuzzy msgid "" "If [code]true[/code], the label is rendered at the same size regardless of " "distance." msgstr "" "Si [code]true[/code], el objeto se renderiza con el mismo tamaño " "independientemente de la distancia." #: doc/classes/Label3D.xml #, fuzzy msgid "[Font] used for the [Label3D]'s text." msgstr "[Font] que se usa para el texto de las [Label]." #: doc/classes/Label3D.xml #, fuzzy msgid "" "Controls the text's horizontal alignment. Supports left, center, right. Set " "it to one of the [enum Align] constants." msgstr "" "Controla la alineación horizontal del texto. Apoya la izquierda, el centro, " "la derecha, y el relleno, o la justificación. Ponlo en una de las constantes " "[enum Align]." #: doc/classes/Label3D.xml #, fuzzy msgid "Vertical space between lines in multiline [Label3D]." msgstr "Espacio vertical entre líneas en multilínea [Label]." #: doc/classes/Label3D.xml #, fuzzy msgid "Text [Color] of the [Label3D]." msgstr "[Color] del texto predeterminado de la [Label]." #: 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 "" "Si [code]true[/code], la prueba de profundidad está desactivada y el objeto " "se dibujará en orden de renderización." #: doc/classes/Label3D.xml #, fuzzy msgid "The text drawing offset (in pixels)." msgstr "El desplazamiento al dibujar de la textura." #: doc/classes/Label3D.xml #, fuzzy msgid "The tint of [Font]'s outline." msgstr "La altura del cilindro." #: doc/classes/Label3D.xml #, fuzzy 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 "" "Establece la prioridad de renderización de los objetos transparentes en las " "escenas 3D. Los objetos de mayor prioridad se clasificarán delante de los de " "menor prioridad.\n" "[b]Nota:[/b] esto sólo se aplica a la clasificación de los objetos " "transparentes. Esto no afectará a la forma en que se clasifican los objetos " "transparentes en relación con los opacos. Esto se debe a que los objetos " "opacos no se clasifican, mientras que los transparentes se clasifican de " "atrás hacia adelante (sujetos a prioridad)." #: doc/classes/Label3D.xml #, fuzzy msgid "The size of one pixel's width on the label to scale it in 3D." msgstr "El tamaño del ancho de un píxel en el sprite para escalarlo en 3D." #: doc/classes/Label3D.xml #, fuzzy 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 "" "Establece la prioridad de renderización de los objetos transparentes en las " "escenas 3D. Los objetos de mayor prioridad se clasificarán delante de los de " "menor prioridad.\n" "[b]Nota:[/b] esto sólo se aplica a la clasificación de los objetos " "transparentes. Esto no afectará a la forma en que se clasifican los objetos " "transparentes en relación con los opacos. Esto se debe a que los objetos " "opacos no se clasifican, mientras que los transparentes se clasifican de " "atrás hacia adelante (sujetos a prioridad)." #: doc/classes/Label3D.xml #, fuzzy msgid "" "If [code]true[/code], the [Light] in the [Environment] has effects on the " "label." msgstr "" "Si [code]true[/code], la [Light] en el [Environment] tiene efectos sobre el " "sprite." #: doc/classes/Label3D.xml #, fuzzy msgid "" "Controls the text's vertical alignment. Supports top, center, bottom. Set it " "to one of the [enum VAlign] constants." msgstr "" "Controla la alineación vertical del texto. Soporta la parte superior, el " "centro, la parte inferior y el relleno. Ponlo en una de las constantes [enum " "VAlign]." #: doc/classes/Label3D.xml msgid "Text width (in pixels), used for autowrap and fill alignment." msgstr "" #: doc/classes/Label3D.xml #, fuzzy msgid "If set, lights in the environment affect the label." msgstr "Si se ajusta, las luces del entorno afectan al sprite." #: doc/classes/Label3D.xml #, fuzzy 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 "" "Si se fija, la textura puede ser vista desde atrás también, si no, es " "invisible cuando se mira desde atrás." #: 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 "" "Desactiva la prueba de profundidad, así que este objeto se dibuja encima de " "todos los demás. Sin embargo, los objetos dibujados después de él en el " "orden de dibujo pueden cubrirlo." #: doc/classes/Label3D.xml #, fuzzy msgid "" "Label is scaled by depth so that it always appears the same size on screen." msgstr "" "El objeto se escala según la profundidad para que siempre aparezca del mismo " "tamaño en la pantalla." #: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml msgid "Represents the size of the [enum DrawFlags] enum." msgstr "Representa el tamaño del enum [enum DrawFlags]." #: 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 #, fuzzy msgid "" "[i]Deprecated.[/i] A [Texture] capable of storing many smaller textures with " "offsets." msgstr "" "Una [Texture2D] capaz de almacenar muchas texturas más pequeñas con " "desplazamientos." #: doc/classes/LargeTexture.xml #, fuzzy msgid "" "[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." msgstr "" "Una [Texture2D] capaz de almacenar muchas texturas más pequeñas con " "desplazamientos.\n" "Puedes añadir dinámicamente piezas ([Texture2D]) a esta [LargeTexture] " "usando diferentes desplazamientos." #: doc/classes/LargeTexture.xml msgid "" "Adds [code]texture[/code] to this [LargeTexture], starting on offset " "[code]ofs[/code]." msgstr "" "Añade [code]texture[/code] a esta [LargeTexture], empezando por el " "desplazamiento [code]ofs[/code]." #: doc/classes/LargeTexture.xml msgid "Clears the [LargeTexture]." msgstr "Limpia la [LargeTexture]." #: doc/classes/LargeTexture.xml msgid "Returns the number of pieces currently in this [LargeTexture]." msgstr "" "Devuelve el número de piezas que hay actualmente en este [LargeTexture]." #: doc/classes/LargeTexture.xml msgid "Returns the offset of the piece with the index [code]idx[/code]." msgstr "Devuelve el desplazamiento de la pieza con el índice [code]idx[/code]." #: doc/classes/LargeTexture.xml #, fuzzy msgid "Returns the [Texture] of the piece with the index [code]idx[/code]." msgstr "Devuelve la [Texture2D] de la pieza con el índice [code]idx[/code]." #: doc/classes/LargeTexture.xml msgid "" "Sets the offset of the piece with the index [code]idx[/code] to [code]ofs[/" "code]." msgstr "" "Establece el desplazamiento de la pieza con el índice [code]idx[/code] a " "[code]ofs[/code]." #: doc/classes/LargeTexture.xml #, fuzzy msgid "" "Sets the [Texture] of the piece with index [code]idx[/code] to " "[code]texture[/code]." msgstr "" "Establece la [Texture2D] de la pieza con el índice [code]idx[/code] a " "[code]texture[/code]." #: doc/classes/LargeTexture.xml msgid "Sets the size of this [LargeTexture]." msgstr "Establece el tamaño de este [LargeTexture]." #: doc/classes/Light.xml msgid "Provides a base class for different kinds of light nodes." msgstr "Proporciona una clase base para diferentes tipos de nodos de luz." #: doc/classes/Light.xml #, fuzzy msgid "" "Light is the [i]abstract[/i] base class for light nodes. As it can't be " "instanced, it shouldn't be used directly. Other types of light nodes inherit " "from it. Light contains the common variables and parameters used for " "lighting." msgstr "" "Light3D es la clase de base [i]abstract[/i] para los nodos de luz. Como no " "puede ser instanciado, no debe ser usado directamente. Otros tipos de nodos " "de luz heredan de ella. Light3D contiene las variables y parámetros comunes " "usados para la iluminación." #: doc/classes/Light.xml doc/classes/SpotLight.xml msgid "3D lights and shadows" msgstr "" #: doc/classes/Light.xml #, fuzzy msgid "Returns the value of the specified [enum Light.Param] parameter." msgstr "Devuelve el valor del parámetro [enum Light3D.Param] especificado." #: doc/classes/Light.xml #, fuzzy msgid "Sets the value of the specified [enum Light.Param] parameter." msgstr "Establece el valor del parámetro especificado [enum Light3D.Param]." #: doc/classes/Light.xml msgid "" "If [code]true[/code], the light only appears in the editor and will not be " "visible at runtime." msgstr "" "Si [code]true[/code], la luz sólo aparece en el editor y no será visible en " "tiempo de ejecución." #: doc/classes/Light.xml msgid "The light's bake mode. See [enum BakeMode]." msgstr "La luz está en modo cocinado. Ver [enum BakeMode]." #: doc/classes/Light.xml msgid "" "The light's color. An [i]overbright[/i] color can be used to achieve a " "result equivalent to increasing the light's [member light_energy]." msgstr "" "El color de la luz. Un color [i]sobrebrillante[/i] puede ser usado para " "lograr un resultado equivalente a incrementar la [member light_energy] de la " "luz." #: doc/classes/Light.xml msgid "The light will affect objects in the selected layers." msgstr "La luz afectará a los objetos en las capas seleccionadas." #: doc/classes/Light.xml #, fuzzy msgid "" "The light's strength multiplier (this is not a physical unit). For " "[OmniLight] and [SpotLight], changing this value will only change the light " "color's intensity, not the light's radius." msgstr "" "El multiplicador de la fuerza de la luz (esto no es una unidad física). Para " "[OmniLight] y [SpotLight], cambiar este valor sólo cambiará la intensidad " "del color de la luz, no el radio de la luz." #: doc/classes/Light.xml #, fuzzy msgid "" "Secondary multiplier used with indirect light (light bounces). This works on " "both [BakedLightmap] and [GIProbe]." msgstr "" "Multiplicador secundario utilizado con luz indirecta (rebote de luz). " "Utilizado con [GIProbe]." #: doc/classes/Light.xml msgid "" "If [code]true[/code], the light's effect is reversed, darkening areas and " "casting bright shadows." msgstr "" "Si [code]true[/code], el efecto de la luz se invierte, oscureciendo áreas y " "proyectando sombras brillantes." #: doc/classes/Light.xml #, fuzzy msgid "" "The size of the light in Godot units. Only considered in baked lightmaps and " "only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing " "this value will make the shadows appear blurrier. This can be used to " "simulate area lights to an extent.\n" "[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] " "(the light's scale or its parent's scale)." msgstr "" "El tamaño de la luz en unidades Godot. Sólo disponible para [OmniLight] y " "[SpotLight]. Aumentar este valor hará que la luz se desvanezca más " "lentamente y que las sombras se vean más borrosas. Esto puede ser usado para " "simular las luces del área hasta cierto punto." #: doc/classes/Light.xml msgid "" "The intensity of the specular blob in objects affected by the light. At " "[code]0[/code], the light becomes a pure diffuse light. When not baking " "emission, this can be used to avoid unrealistic reflections when placing " "lights above an emissive surface." msgstr "" "La intensidad de la mancha especular en los objetos afectados por la luz. En " "[code]0[/code], la luz se convierte en una luz difusa pura. Cuando no se " "emite, puede utilizarse para evitar reflejos poco realistas al colocar las " "luces sobre una superficie emisora." #: doc/classes/Light.xml msgid "" "Used to adjust shadow appearance. Too small a value results in self-" "shadowing (\"shadow acne\"), while too large a value causes shadows to " "separate from casters (\"peter-panning\"). Adjust as needed." msgstr "" "Se usa para ajustar la apariencia de las sombras. Un valor demasiado pequeño " "da como resultado una sombra propia (\"shadow acne\"), mientras que un valor " "demasiado grande hace que las sombras se separen de las ruedas (\"peter-" "panning\"). Ajústelo según sea necesario." #: doc/classes/Light.xml msgid "The color of shadows cast by this light." msgstr "El color de las sombras proyectadas por esta luz." #: doc/classes/Light.xml msgid "" "Attempts to reduce [member shadow_bias] gap by rendering screen-space " "contact shadows. This has a performance impact, especially at higher " "values.\n" "[b]Note:[/b] Contact shadows can look broken, so leaving this property to " "[code]0.0[/code] is recommended." msgstr "" #: doc/classes/Light.xml msgid "If [code]true[/code], the light will cast shadows." msgstr "Si [code]true[/code], la luz proyectará sombras." #: doc/classes/Light.xml #, fuzzy 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 " "cast a shadow on both sides of the mesh, set the mesh to use double-sided " "shadows with [constant GeometryInstance.SHADOW_CASTING_SETTING_DOUBLE_SIDED]." msgstr "" "Si [code]true[/code], invierte la selección de la malla. Esto puede ser útil " "cuando se tiene una malla plana que tiene una luz detrás de ella. Si " "necesitas proyectar una sombra en ambos lados de la malla, establece la " "malla para usar sombras de doble cara con [constant GeometryInstance3D." "SHADOW_CASTING_SETTING_DOUBLE_SIDED]." #: doc/classes/Light.xml msgid "Constant for accessing [member light_energy]." msgstr "Constante para acceder a [member light_energy]." #: doc/classes/Light.xml msgid "Constant for accessing [member light_indirect_energy]." msgstr "Constante para acceder a [member light_indirect_energy]." #: doc/classes/Light.xml msgid "Constant for accessing [member light_size]." msgstr "Constante para el acceso a [member light_size]." #: doc/classes/Light.xml msgid "Constant for accessing [member light_specular]." msgstr "Constante para acceder a [member light_specular]." #: doc/classes/Light.xml #, fuzzy msgid "" "Constant for accessing [member OmniLight.omni_range] or [member SpotLight." "spot_range]." msgstr "" "Constante para acceder a [member OmniLight3D.omni_range] o [member " "SpotLight3D.spot_range]." #: doc/classes/Light.xml #, fuzzy msgid "" "Constant for accessing [member OmniLight.omni_attenuation] or [member " "SpotLight.spot_attenuation]." msgstr "" "Constante para acceder a [member OmniLight3D.omni_attenuation] o [member " "SpotLight3D.spot_attenuation]." #: doc/classes/Light.xml #, fuzzy msgid "Constant for accessing [member SpotLight.spot_angle]." msgstr "Constante para acceder a [member SpotLight3D.spot_angle]." #: doc/classes/Light.xml #, fuzzy msgid "Constant for accessing [member SpotLight.spot_angle_attenuation]." msgstr "Constante para acceder a [member SpotLight3D.spot_angle_attenuation]." #: doc/classes/Light.xml #, fuzzy msgid "Constant for accessing [member shadow_contact]." msgstr "Constante para acceder a [member shadow_bias]." #: doc/classes/Light.xml #, fuzzy msgid "" "Constant for accessing [member DirectionalLight." "directional_shadow_max_distance]." msgstr "" "Constante para acceder a [member DirectionalLight3D." "directional_shadow_max_distance]." #: doc/classes/Light.xml #, fuzzy msgid "" "Constant for accessing [member DirectionalLight.directional_shadow_split_1]." msgstr "" "Constante para acceder a [member DirectionalLight3D." "directional_shadow_split_1]." #: doc/classes/Light.xml #, fuzzy msgid "" "Constant for accessing [member DirectionalLight.directional_shadow_split_2]." msgstr "" "Constante para acceder a [member DirectionalLight3D." "directional_shadow_split_2]." #: doc/classes/Light.xml #, fuzzy msgid "" "Constant for accessing [member DirectionalLight.directional_shadow_split_3]." msgstr "" "Constante para acceder a [member DirectionalLight3D." "directional_shadow_split_3]." #: doc/classes/Light.xml #, fuzzy msgid "" "Constant for accessing [member DirectionalLight." "directional_shadow_normal_bias]." msgstr "" "Constante para acceder a [member DirectionalLight3D." "directional_shadow_max_distance]." #: doc/classes/Light.xml msgid "Constant for accessing [member shadow_bias]." msgstr "Constante para acceder a [member shadow_bias]." #: doc/classes/Light.xml #, fuzzy msgid "" "Constant for accessing [member DirectionalLight." "directional_shadow_bias_split_scale]." msgstr "" "Constante para acceder a [member DirectionalLight3D." "directional_shadow_split_1]." #: doc/classes/Light.xml msgid "" "Light is ignored when baking.\n" "[b]Note:[/b] Hiding a light does [i]not[/i] affect baking." msgstr "" "La luz es ignorada cuando se cocina.\n" "[b]Nota[/b]: Ocultar una luz [i]no[/i] afecta al cocinado." #: doc/classes/Light.xml msgid "Only indirect lighting will be baked (default)." msgstr "Sólo se cocinará la iluminación indirecta (por defecto)." #: doc/classes/Light.xml msgid "" "Both direct and indirect light will be baked.\n" "[b]Note:[/b] You should hide the light if you don't want it to appear twice " "(dynamic and baked)." msgstr "" "Tanto la luz directa como la indirecta serán cocinadas.\n" "[b]Nota:[/b] Debes ocultar la luz si no quieres que aparezca dos veces " "(dinámica y cocinada)." #: doc/classes/Light2D.xml msgid "Casts light in a 2D environment." msgstr "Emite luz en un entorno 2D." #: doc/classes/Light2D.xml msgid "" "Casts light in a 2D environment. Light is defined by a (usually grayscale) " "texture, a color, an energy value, a mode (see constants), and various other " "parameters (range and shadows-related).\n" "[b]Note:[/b] Light2D can also be used as a mask." msgstr "" "Emite luz en un entorno 2D. La luz se define por una textura (normalmente en " "escala de grises), un color, un valor de energía, un modo (ver constantes), " "y varios otros parámetros (relacionados con el rango y las sombras).\n" "[b]Nota:[/b] Light2D también puede ser usado como una máscara." #: doc/classes/Light2D.xml msgid "The Light2D's [Color]." msgstr "El [Color] de la Light2D." #: doc/classes/Light2D.xml msgid "If [code]true[/code], Light2D will only appear when editing the scene." msgstr "" "Si [code]true[/code], Light2D sólo aparecerá cuando se edite la escena." #: doc/classes/Light2D.xml msgid "If [code]true[/code], Light2D will emit light." msgstr "Si [code]true[/code], Light2D emitirá luz." #: doc/classes/Light2D.xml msgid "" "The Light2D's energy value. The larger the value, the stronger the light." msgstr "" "El valor energético de Light2D. Cuanto mayor sea el valor, más fuerte es la " "luz." #: doc/classes/Light2D.xml msgid "The Light2D's mode. See [enum Mode] constants for values." msgstr "El modo de Light2D. Vea las constantes [enum Mode] para los valores." #: doc/classes/Light2D.xml msgid "The offset of the Light2D's [code]texture[/code]." msgstr "El desplazamiento de la [code]texture[/code] de Light2D." #: doc/classes/Light2D.xml msgid "The height of the Light2D. Used with 2D normal mapping." msgstr "La altura de Light2D. Usado con el mapeo de normales 2D." #: doc/classes/Light2D.xml msgid "" "The layer mask. Only objects with a matching mask will be affected by the " "Light2D." msgstr "" "La máscara de la capa. Sólo los objetos con una máscara adecuada se verán " "afectados por Light2D." #: doc/classes/Light2D.xml msgid "Maximum layer value of objects that are affected by the Light2D." msgstr "Valor máximo de la capa de los objetos afectados por Light2D." #: doc/classes/Light2D.xml msgid "Minimum layer value of objects that are affected by the Light2D." msgstr "Valor mínimo de la capa de los objetos afectados por Light2D." #: doc/classes/Light2D.xml msgid "" "Maximum [code]z[/code] value of objects that are affected by the Light2D." msgstr "Valor máximo de [code]z[/code] de los objetos afectados por Light2D." #: doc/classes/Light2D.xml msgid "" "Minimum [code]z[/code] value of objects that are affected by the Light2D." msgstr "Valor mínimo de [code]z[/code] de los objetos afectados por Light2D." #: doc/classes/Light2D.xml msgid "Shadow buffer size." msgstr "El tamaño del buffer de la sombra." #: doc/classes/Light2D.xml msgid "[Color] of shadows cast by the Light2D." msgstr "[Color] de las sombras proyectadas por el Light2D." #: doc/classes/Light2D.xml msgid "If [code]true[/code], the Light2D will cast shadows." msgstr "Si [code]true[/code], Light2D proyectará sombras." #: doc/classes/Light2D.xml msgid "Shadow filter type. See [enum ShadowFilter] for possible values." msgstr "" "Tipo de filtro de sombra. Ver [enum ShadowFilter] para los posibles valores." #: doc/classes/Light2D.xml msgid "Smoothing value for shadows." msgstr "Suavizar el valor de las sombras." #: doc/classes/Light2D.xml msgid "Smooth shadow gradient length." msgstr "" #: doc/classes/Light2D.xml msgid "" "The shadow mask. Used with [LightOccluder2D] to cast shadows. Only occluders " "with a matching light mask will cast shadows." msgstr "" "La máscara de sombra. Se usa con [LightOccluder2D] para proyectar sombras. " "Sólo los oclusores con una máscara de luz pueden proyectar sombras." #: doc/classes/Light2D.xml #, fuzzy msgid "[Texture] used for the Light2D's appearance." msgstr "[Texture2D] usada para la apariencia de Light2D." #: doc/classes/Light2D.xml msgid "The [code]texture[/code]'s scale factor." msgstr "El factor de escala de la [code]texture[/code]." #: doc/classes/Light2D.xml msgid "" "Adds the value of pixels corresponding to the Light2D to the values of " "pixels under it. This is the common behavior of a light." msgstr "" "Añade el valor de los píxeles correspondientes a Light2D a los valores de " "los píxeles que están debajo de él. Este es el comportamiento común de una " "luz." #: doc/classes/Light2D.xml msgid "" "Subtracts the value of pixels corresponding to the Light2D to the values of " "pixels under it, resulting in inversed light effect." msgstr "" "Resta el valor de los píxeles correspondientes a Light2D a los valores de " "los píxeles que están debajo de él, lo que resulta en un efecto de luz " "invertida." #: doc/classes/Light2D.xml msgid "" "Mix the value of pixels corresponding to the Light2D to the values of pixels " "under it by linear interpolation." msgstr "" "Mezcla el valor de los píxeles correspondientes a Light2D con los valores de " "los píxeles que están debajo de él por interpolación lineal." #: doc/classes/Light2D.xml msgid "" "The light texture of the Light2D is used as a mask, hiding or revealing " "parts of the screen underneath depending on the value of each pixel of the " "light (mask) texture." msgstr "" "La textura de luz de Light2D se utiliza como una máscara, ocultando o " "revelando partes de la pantalla debajo dependiendo del valor de cada píxel " "de la textura de luz (máscara)." #: doc/classes/Light2D.xml msgid "No filter applies to the shadow map. See [member shadow_filter]." msgstr "" "No se aplica ningún filtro al mapa de sombras. Ver [member shadow_filter]." #: doc/classes/Light2D.xml #, fuzzy msgid "" "Percentage closer filtering (3 samples) applies to the shadow map. See " "[member shadow_filter]." msgstr "" "El porcentaje de filtrado más cercano (5 muestras) se aplica al mapa de " "sombras. Ver [member shadow_filter]." #: doc/classes/Light2D.xml msgid "" "Percentage closer filtering (5 samples) applies to the shadow map. See " "[member shadow_filter]." msgstr "" "El porcentaje de filtrado más cercano (5 muestras) se aplica al mapa de " "sombras. Ver [member shadow_filter]." #: doc/classes/Light2D.xml #, fuzzy msgid "" "Percentage closer filtering (7 samples) applies to the shadow map. See " "[member shadow_filter]." msgstr "" "El porcentaje de filtrado más cercano (5 muestras) se aplica al mapa de " "sombras. Ver [member shadow_filter]." #: doc/classes/Light2D.xml #, fuzzy msgid "" "Percentage closer filtering (9 samples) applies to the shadow map. See " "[member shadow_filter]." msgstr "" "El porcentaje de filtrado más cercano (5 muestras) se aplica al mapa de " "sombras. Ver [member shadow_filter]." #: doc/classes/Light2D.xml msgid "" "Percentage closer filtering (13 samples) applies to the shadow map. See " "[member shadow_filter]." msgstr "" "El porcentaje de filtrado más cercano (5 muestras) se aplica al mapa de " "sombras. Ver [member shadow_filter]." #: doc/classes/LightOccluder2D.xml msgid "Occludes light cast by a Light2D, casting shadows." msgstr "Ocluye la luz emitida por un Light2D, proyectando sombras." #: doc/classes/LightOccluder2D.xml msgid "" "Occludes light cast by a Light2D, casting shadows. The LightOccluder2D must " "be provided with an [OccluderPolygon2D] in order for the shadow to be " "computed." msgstr "" "Ocluye la luz emitida por un Light2D, proyectando sombras. El " "LightOccluder2D debe estar provisto de un [OccluderPolygon2D] para que la " "sombra sea computada." #: doc/classes/LightOccluder2D.xml msgid "" "The LightOccluder2D's light mask. The LightOccluder2D will cast shadows only " "from Light2D(s) that have the same light mask(s)." msgstr "" "La máscara de luz del LightOccluder2D. El LightOccluder2D arrojará sombras " "sólo de Light2D(s) que tengan la(s) misma(s) máscara(s) de luz." #: doc/classes/LightOccluder2D.xml msgid "The [OccluderPolygon2D] used to compute the shadow." msgstr "El [OccluderPolygon2D] utilizado para calcular la sombra." #: doc/classes/Line2D.xml msgid "A 2D line." msgstr "Una línea 2D." #: doc/classes/Line2D.xml #, fuzzy msgid "" "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/" "canvas_polygon_index_buffer_size_kb]." msgstr "" "Un Polígono2D se define por un conjunto de puntos. Cada punto está conectado " "al siguiente, y el punto final está conectado al primero, resultando en un " "polígono cerrado. Los Polígonos2D pueden ser rellenados con color (sólido o " "gradiente) o rellenados con una textura dada." #: doc/classes/Line2D.xml msgid "" "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 msgid "Removes all points from the line." msgstr "Elimina todos los puntos de la línea." #: doc/classes/Line2D.xml #, fuzzy msgid "Returns the amount of points in the line." msgstr "Devuelve la cantidad de huesos del esqueleto." #: doc/classes/Line2D.xml #, fuzzy msgid "Returns the position of the point at index [code]index[/code]." msgstr "Devuelve la posición del punto en el índice [code]point[/code]." #: doc/classes/Line2D.xml #, fuzzy msgid "Removes the point at index [code]index[/code] from the line." msgstr "Elimina el punto en el índice [code]i[/code] de la línea." #: doc/classes/Line2D.xml #, fuzzy msgid "" "Overwrites the position of the point at index [code]index[/code] with the " "supplied [code]position[/code]." msgstr "" "Sobrescribe la posición en el punto [code]i[/code] con la [code]position[/" "code] suministrada." #: doc/classes/Line2D.xml msgid "" "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 msgid "" "Controls the style of the line's first point. Use [enum LineCapMode] " "constants." msgstr "" "Controla el estilo del primer punto de la línea. Usa las constantes [enum " "LineCapMode]." #: doc/classes/Line2D.xml msgid "The line's color. Will not be used if a gradient is set." msgstr "El color de la línea. No se usará si se establece un gradiente." #: doc/classes/Line2D.xml msgid "" "Controls the style of the line's last point. Use [enum LineCapMode] " "constants." msgstr "" "Controla el estilo del último punto de la línea. Usa las constantes [enum " "LineCapMode]." #: doc/classes/Line2D.xml msgid "" "The gradient is drawn through the whole line from start to finish. The " "default color will not be used if a gradient is set." msgstr "" "El gradiente se dibuja a través de toda la línea de principio a fin. El " "color por defecto no se usará si se establece un gradiente." #: doc/classes/Line2D.xml msgid "The style for the points between the start and the end." msgstr "El estilo de los puntos entre el comienzo y el final." #: doc/classes/Line2D.xml #, fuzzy msgid "" "The points that form the lines. The line is drawn between every point set in " "this array. Points are interpreted as local vectors." msgstr "" "Los puntos que forman las líneas. La línea se dibuja entre cada punto " "establecido en esta array." #: doc/classes/Line2D.xml msgid "" "The smoothness of the rounded joints and caps. Higher values result in " "smoother corners, but are more demanding to render and update. This is only " "used if a cap or joint is set as round.\n" "[b]Note:[/b] The default value is tuned for lines with the default [member " "width]. For thin lines, this value should be reduced to a number between " "[code]2[/code] and [code]4[/code] to improve performance." msgstr "" #: doc/classes/Line2D.xml #, fuzzy msgid "" "The direction difference in radians between vector points. This value is " "only used if [member joint_mode] is set to [constant LINE_JOINT_SHARP]." msgstr "" "La diferencia de dirección en radianes entre puntos de vectores. Este valor " "sólo se utiliza si [code]joint mode[/code] se establece en [constant " "LINE_JOINT_SHARP]." #: doc/classes/Line2D.xml msgid "" "The texture used for the line's texture. Uses [code]texture_mode[/code] for " "drawing style." msgstr "" "La textura usada para la textura de la línea. Utiliza [code]texture_mode[/" "code] para el estilo de dibujo." #: doc/classes/Line2D.xml msgid "" "The style to render the [code]texture[/code] on the line. Use [enum " "LineTextureMode] constants." msgstr "" "El estilo para renderizar la [code]texture[/code] en la línea. Usa las " "constantes de [enum LineTextureMode]." #: doc/classes/Line2D.xml msgid "The line's width." msgstr "El ancho de la línea." #: doc/classes/Line2D.xml msgid "" "The line's width varies with the curve. The original width is simply " "multiply by the value of the Curve." msgstr "" "El ancho de la línea varía con la curva. El ancho original simplemente se " "multiplica por el valor de la curva." #: doc/classes/Line2D.xml msgid "" "The line's joints will be pointy. If [code]sharp_limit[/code] is greater " "than the rotation of a joint, it becomes a bevel joint instead." msgstr "" "Las articulaciones de la línea serán puntiagudas. Si [code]sharp_limit[/" "code] es mayor que la rotación de una articulación, se convierte en una " "articulación en bisel en su lugar." #: doc/classes/Line2D.xml msgid "The line's joints will be bevelled/chamfered." msgstr "Las uniones de la línea serán biseladas/chamfered." #: doc/classes/Line2D.xml msgid "The line's joints will be rounded." msgstr "Las articulaciones de la línea serán redondeadas." #: doc/classes/Line2D.xml msgid "Don't draw a line cap." msgstr "No dibujes una cubierta de línea." #: doc/classes/Line2D.xml msgid "Draws the line cap as a box." msgstr "Dibuja la cubierta de la línea como una caja." #: doc/classes/Line2D.xml msgid "Draws the line cap as a circle." msgstr "Dibuja la cubierta de la línea como un círculo." #: doc/classes/Line2D.xml msgid "" "Takes the left pixels of the texture and renders it over the whole line." msgstr "" "Toma los píxeles izquierdos de la textura y la renderiza sobre toda la línea." #: doc/classes/Line2D.xml msgid "" "Tiles the texture over the line. The texture must be imported with " "[b]Repeat[/b] enabled for it to work properly." msgstr "" "Tesela la textura sobre la línea. La textura debe ser importada con " "[b]Repeat[/b] habilitado para que funcione correctamente." #: doc/classes/Line2D.xml msgid "" "Stretches the texture across the line. Import the texture with [b]Repeat[/b] " "disabled for best results." msgstr "" "Estira la textura a través de la línea. Importa la textura con [b]Repeat[/b] " "desactivado para obtener mejores resultados." #: doc/classes/LineEdit.xml msgid "Control that provides single-line string editing." msgstr "Control que proporciona la edición de string de una sola línea." #: doc/classes/LineEdit.xml #, fuzzy msgid "" "LineEdit provides a single-line string editor, used for text fields.\n" "It features many built-in shortcuts which will always be available " "([code]Ctrl[/code] here maps to [code]Command[/code] on macOS):\n" "- Ctrl + C: Copy\n" "- Ctrl + X: Cut\n" "- Ctrl + V or Ctrl + Y: Paste/\"yank\"\n" "- Ctrl + Z: Undo\n" "- Ctrl + Shift + Z: Redo\n" "- Ctrl + U: Delete text from the cursor position to the beginning of the " "line\n" "- Ctrl + K: Delete text from the cursor position to the end of the line\n" "- Ctrl + A: Select all text\n" "- Up/Down arrow: Move the cursor to the beginning/end of the line\n" "On macOS, some extra keyboard shortcuts are available:\n" "- Ctrl + F: Like the right arrow key, move the cursor one character right\n" "- Ctrl + B: Like the left arrow key, move the cursor one character left\n" "- Ctrl + P: Like the up arrow key, move the cursor to the previous line\n" "- Ctrl + N: Like the down arrow key, move the cursor to the next line\n" "- Ctrl + D: Like the Delete key, delete the character on the right side of " "cursor\n" "- Ctrl + H: Like the Backspace key, delete the character on the left side of " "the cursor\n" "- Command + Left arrow: Like the Home key, move the cursor to the beginning " "of the line\n" "- Command + Right arrow: Like the End key, move the cursor to the end of the " "line" msgstr "" "LineEdit proporciona un editor de string de una sola línea, utilizado para " "los campos de texto.\n" "Tiene muchos atajos incorporados que siempre estarán disponibles ([kbd]Ctrl[/" "kbd] aquí se mapea a [kbd]Cmd[/kbd] en macOS):\n" "- [kbd]Ctrl + C[/kbd]: Copia\n" "- [kbd]Ctrl + X[/kbd]: Cortar\n" "- [kbd]Ctrl + V[/kbd] o [kbd]Ctrl + Y[/kbd]: Pegar/\"tirar\"\n" "- [kbd]Ctrl + Z[/kbd]: Deshacer\n" "- [kbd]Ctrl + Shift + Z[/kbd]: Rehacer\n" "- [kbd]Ctrl + U[/kbd]: Suprimir el texto desde la posición del cursor hasta " "el comienzo de la línea\n" "- [kbd]Ctrl + K[/kbd]: Suprimir el texto desde la posición del cursor hasta " "el final de la línea\n" "- [kbd]Ctrl + A[/kbd]: Seleccionar todo el texto\n" "- [kbd]Flecha Arriba[/kbd] y [kbd]Flecha Abajo[/kbd]: Mueve el cursor al " "principio/fin de la línea\n" "En MacOS, hay disponibles algunos atajos de teclado adicionales:\n" "- [kbd]Ctrl + F[/kbd]: Igual que [kbd]Flecha derecha[/kbd], mueve el cursor " "un carácter hacia la derecha\n" "- [kbd]Ctrl + B[/kbd]: Igual que [kbd]Flecha izquierda[/kbd], mueve el " "cursor un carácter a la izquierda\n" "- [kbd]Ctrl + P[/kbd]: Igual que [kbd]Flecha arriba[/kbd], mueve el cursor a " "la línea anterior\n" "- [kbd]Ctrl + N[/kbd]: Igual que [kbd]Flecha abajo[/kbd], mueve el cursor a " "la siguiente línea\n" "- [kbd]Ctrl + D[/kbd]: Al igual que [kbd]Suprimir[/kbd], suprimir el " "carácter a la derecha del cursor\n" "- [kbd]Ctrl + H[/kbd]: Igual que [kbd]Retroceso[/kbd], borra el carácter a " "la izquierda del cursor\n" "- [kbd]Ctrl + A[/kbd]: Igual que [kbd]Home[/kbd], mueve el cursor al " "principio de la línea\n" "- [kbd]Ctrl + E[/kbd]: Igual que [kbd]End[/kbd], mueve el cursor al final de " "la línea\n" "- [kbd]Cmd + Flecha Izquierda[/kbd]: Igual que [kbd]Inicio[/kbd], mueve el " "cursor al principio de la línea\n" "- [kbd]Cmd + Flecha derecha[/kbd]: Igual que [kbd]End[/kbd], mueve el cursor " "al final de la línea" #: doc/classes/LineEdit.xml msgid "" "Adds [code]text[/code] after the cursor. If the resulting value is longer " "than [member max_length], nothing happens." msgstr "" "Añade [code]text[/code] después del cursor. Si el valor resultante es mayor " "que [member max_length], no pasa nada." #: doc/classes/LineEdit.xml msgid "Erases the [LineEdit]'s [member text]." msgstr "Borra el [member text] de [LineEdit]." #: doc/classes/LineEdit.xml #, fuzzy msgid "" "Deletes one character at the cursor's current position (equivalent to " "pressing the [code]Delete[/code] key)." msgstr "" "Borra un carácter en la posición actual del cursor (equivalente a pulsar " "[kbd]Suprimir[/kbd])." #: doc/classes/LineEdit.xml msgid "" "Deletes a section of the [member text] going from position " "[code]from_column[/code] to [code]to_column[/code]. Both parameters should " "be within the text's length." msgstr "" "Elimina una sección del [member text] que va de la posición " "[code]from_column[/code] a [code]to_column[/code]. Ambos parámetros deben " "estar dentro de la longitud del texto." #: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml msgid "Clears the current selection." msgstr "Borra la selección actual." #: doc/classes/LineEdit.xml msgid "" "Returns the [PopupMenu] of this [LineEdit]. By default, this menu is " "displayed when right-clicking on the [LineEdit].\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" #: doc/classes/LineEdit.xml msgid "" "Returns the scroll offset due to [member caret_position], as a number of " "characters." msgstr "" #: doc/classes/LineEdit.xml doc/classes/TextEdit.xml msgid "Returns the selection begin column." msgstr "Devuelve la columna de inicio de la selección." #: doc/classes/LineEdit.xml doc/classes/TextEdit.xml msgid "Returns the selection end column." msgstr "Devuelve la columna de final de selección." #: doc/classes/LineEdit.xml #, fuzzy msgid "Returns [code]true[/code] if the user has selected text." msgstr "Devuelve [code]true[/code] si el temporizador se detiene." #: doc/classes/LineEdit.xml msgid "Executes a given action as defined in the [enum MenuItems] enum." msgstr "" "Ejecuta una acción determinada según se define en el enum [enum MenuItems]." #: doc/classes/LineEdit.xml msgid "" "Selects characters inside [LineEdit] between [code]from[/code] and [code]to[/" "code]. By default, [code]from[/code] is at the beginning and [code]to[/code] " "at the end.\n" "[codeblock]\n" "text = \"Welcome\"\n" "select() # Will select \"Welcome\".\n" "select(4) # Will select \"ome\".\n" "select(2, 5) # Will select \"lco\".\n" "[/codeblock]" msgstr "" "Selecciona los caracteres dentro de [LineEdit] entre [code]from[/code] y " "[code]to[/code]. Por defecto, [code]from[/code] está al principio y " "[code]to[/code] al final.\n" "[codeblock]\n" "text = \"Bienvenido\"\n" "select() # Seleccionará \"Bienvenido\".\n" "select(4) # Seleccionará \"venido\".\n" "select(2, 5) # Seleccionará \"env\".\n" "[/codeblock]" #: doc/classes/LineEdit.xml msgid "Selects the whole [String]." msgstr "Selecciona toda la [String]." #: doc/classes/LineEdit.xml msgid "Text alignment as defined in the [enum Align] enum." msgstr "Alineación del texto como se define en el enum [enum Align]." #: doc/classes/LineEdit.xml doc/classes/TextEdit.xml msgid "If [code]true[/code], the caret (visual cursor) blinks." msgstr "Si [code]true[/code], el caret (cursor visual) parpadea." #: doc/classes/LineEdit.xml doc/classes/TextEdit.xml msgid "Duration (in seconds) of a caret's blinking cycle." msgstr "Duración (en segundos) del ciclo de parpadeo de un caret." #: doc/classes/LineEdit.xml msgid "" "The cursor's position inside the [LineEdit]. When set, the text may scroll " "to accommodate it." msgstr "" "La posición del cursor dentro de la [LineEdit]. Cuando se ajusta, el texto " "puede desplazarse para acomodarlo." #: doc/classes/LineEdit.xml msgid "" "If [code]true[/code], the [LineEdit] will show a clear button if [code]text[/" "code] is not empty, which can be used to clear the text quickly." msgstr "" "Si [code]true[/code], el [LineEdit] mostrará un botón de borrado si " "[code]text[/code] no está vacío, que puede utilizarse para borrar el texto " "rápidamente." #: doc/classes/LineEdit.xml msgid "If [code]true[/code], the context menu will appear when right-clicked." msgstr "" "Si [code]true[/code], el menú contextual aparecerá al hacer clic con el " "botón derecho del ratón." #: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml #: doc/classes/TextEdit.xml #, fuzzy msgid "" "If [code]true[/code], the selected text will be deselected when focus is " "lost." msgstr "" "Si [code]true[/code], el elemento actualmente seleccionado puede ser " "seleccionado de nuevo." #: doc/classes/LineEdit.xml msgid "" "If [code]false[/code], existing text cannot be modified and new text cannot " "be added." msgstr "" "Si [code]false[/code], el texto existente no puede ser modificado y no se " "puede añadir un nuevo texto." #: doc/classes/LineEdit.xml msgid "" "If [code]true[/code], the [LineEdit] width will increase to stay longer than " "the [member text]. It will [b]not[/b] compress if the [member text] is " "shortened." msgstr "" "Si [code]true[/code], el ancho de [LineEdit] aumentará para permanecer más " "tiempo que el [member text].[b]No[/b] se comprimirá si el [member text] se " "acorta." #: doc/classes/LineEdit.xml msgid "" "Maximum amount of characters that can be entered inside the [LineEdit]. If " "[code]0[/code], there is no limit.\n" "When a limit is defined, characters that would exceed [member max_length] " "are truncated. This happens both for existing [member text] contents when " "setting the max length, or for new text inserted in the [LineEdit], " "including pasting. If any input text is truncated, the [signal " "text_change_rejected] signal is emitted with the truncated substring as " "parameter.\n" "[b]Example:[/b]\n" "[codeblock]\n" "text = \"Hello world\"\n" "max_length = 5\n" "# `text` becomes \"Hello\".\n" "max_length = 10\n" "text += \" goodbye\"\n" "# `text` becomes \"Hello good\".\n" "# `text_change_rejected` is emitted with \"bye\" as parameter.\n" "[/codeblock]" msgstr "" #: doc/classes/LineEdit.xml doc/classes/TextEdit.xml #, fuzzy 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 "" "Devuelve [code]true[/code] si el video se está reproduciendo.\n" "[b]Nota:[/b] El vídeo sigue considerándose en reproducción si se interrumpe " "durante la reproducción." #: doc/classes/LineEdit.xml msgid "" "Opacity of the [member placeholder_text]. From [code]0[/code] to [code]1[/" "code]." msgstr "" "Opacidad del [member placeholder_text]. De [code]0[/code] a [code]1[/code]." #: doc/classes/LineEdit.xml msgid "" "Text shown when the [LineEdit] is empty. It is [b]not[/b] the [LineEdit]'s " "default value (see [member text])." msgstr "" "El texto se muestra cuando la [LineEdit] está vacía. Es [b]no[/b] el valor " "por defecto de [LineEdit] (véase el [member text])." #: doc/classes/LineEdit.xml msgid "" "Sets the icon that will appear in the right end of the [LineEdit] if there's " "no [member text], or always, if [member clear_button_enabled] is set to " "[code]false[/code]." msgstr "" "Establece el icono que aparecerá en el extremo derecho de la [LineEdit] si " "no hay [member text], o siempre, si [member clear_button_enabled] está " "establecido en [code]false[/code]." #: doc/classes/LineEdit.xml msgid "" "If [code]true[/code], every character is replaced with the secret character " "(see [member secret_character])." msgstr "" "Si [code]true[/code], cada carácter se sustituye por el carácter secreto " "(véase [member secret_character])." #: doc/classes/LineEdit.xml msgid "" "The character to use to mask secret input (defaults to \"*\"). Only a single " "character can be used as the secret character." msgstr "" "El carácter que se usará para enmascarar la entrada secreta (por defecto es " "\"*\"). Sólo se puede utilizar un único carácter como el carácter secreto." #: doc/classes/LineEdit.xml msgid "" "If [code]false[/code], it's impossible to select the text using mouse nor " "keyboard." msgstr "" "Si [code]false[/code], es imposible seleccionar el texto usando el ratón o " "el teclado." #: doc/classes/LineEdit.xml msgid "If [code]false[/code], using shortcuts will be disabled." msgstr "Si [code]false[/code], el uso de atajos se desactivará." #: doc/classes/LineEdit.xml msgid "" "String value of the [LineEdit].\n" "[b]Note:[/b] Changing text using this property won't emit the [signal " "text_changed] signal." msgstr "" "Valor de la strting de la [LineEdit].\n" "[b]Nota:[/b] Cambiar el texto usando esta propiedad no emitirá la señal " "[signal text_changed]." #: doc/classes/LineEdit.xml doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the native virtual keyboard is shown when focused on " "platforms that support it." msgstr "" "Si [code]true[/code], el teclado virtual nativo se muestra cuando se enfoca " "en plataformas que lo soportan." #: doc/classes/LineEdit.xml msgid "" "Emitted when appending text that overflows the [member max_length]. The " "appended text is truncated to fit [member max_length], and the part that " "couldn't fit is passed as the [code]rejected_substring[/code] argument." msgstr "" #: doc/classes/LineEdit.xml doc/classes/TextEdit.xml msgid "Emitted when the text changes." msgstr "Emitido cuando el texto cambia." #: doc/classes/LineEdit.xml msgid "Emitted when the user presses [constant KEY_ENTER] on the [LineEdit]." msgstr "" "Emitido cuando el usuario presiona [constant KEY_ENTER] en la [LineEdit]." #: doc/classes/LineEdit.xml msgid "Aligns the text on the left-hand side of the [LineEdit]." msgstr "Alinea el texto en el lado izquierdo de la [LineEdit]." #: doc/classes/LineEdit.xml msgid "Centers the text in the middle of the [LineEdit]." msgstr "Centra el texto en el centro de la [LineEdit]." #: doc/classes/LineEdit.xml msgid "Aligns the text on the right-hand side of the [LineEdit]." msgstr "Alinea el texto en el lado derecho de la [LineEdit]." #: doc/classes/LineEdit.xml msgid "Stretches whitespaces to fit the [LineEdit]'s width." msgstr "" "Estira los espacios en blanco para que se ajusten al ancho de la [LineEdit]." #: doc/classes/LineEdit.xml doc/classes/TextEdit.xml msgid "Cuts (copies and clears) the selected text." msgstr "Corta (copia y borra) el texto seleccionado." #: doc/classes/LineEdit.xml doc/classes/TextEdit.xml msgid "Copies the selected text." msgstr "Copia el texto seleccionado." #: doc/classes/LineEdit.xml msgid "" "Pastes the clipboard text over the selected text (or at the cursor's " "position).\n" "Non-printable escape characters are automatically stripped from the OS " "clipboard via [method String.strip_escapes]." msgstr "" "Pega el texto del portapapeles sobre el texto seleccionado (o en la posición " "del cursor).\n" "Los caracteres de escape no imprimibles se eliminan automáticamente del " "portapapeles del sistema operativo a través del [method String." "strip_escapes]." #: doc/classes/LineEdit.xml msgid "Erases the whole [LineEdit] text." msgstr "Borra todo el texto [LineEdit]." #: doc/classes/LineEdit.xml msgid "Selects the whole [LineEdit] text." msgstr "Selecciona todo el texto [LineEdit]." #: doc/classes/LineEdit.xml doc/classes/TextEdit.xml msgid "Undoes the previous action." msgstr "Deshace la acción anterior." #: doc/classes/LineEdit.xml msgid "Reverse the last undo action." msgstr "Invierte la última acción de deshacer." #: doc/classes/LineEdit.xml doc/classes/TextEdit.xml msgid "Represents the size of the [enum MenuItems] enum." msgstr "Representa el tamaño del enum [enum MenuItems]." #: doc/classes/LineEdit.xml msgid "Color used as default tint for the clear button." msgstr "Color utilizado como tinte predeterminado para el botón de despejar." #: doc/classes/LineEdit.xml msgid "Color used for the clear button when it's pressed." msgstr "Color usado para el botón de borrado cuando se presiona." #: doc/classes/LineEdit.xml msgid "Color of the [LineEdit]'s visual cursor (caret)." msgstr "Color del cursor visual (caret) de la [LineEdit]." #: doc/classes/LineEdit.xml msgid "Default font color." msgstr "Color de fuente predeterminado." #: doc/classes/LineEdit.xml msgid "Font color for selected text (inside the selection rectangle)." msgstr "" "Color de fuente para el texto seleccionado (dentro del rectángulo de " "selección)." #: doc/classes/LineEdit.xml msgid "Font color when editing is disabled." msgstr "El color de la fuente cuando la edición está desactivada." #: doc/classes/LineEdit.xml msgid "Color of the selection rectangle." msgstr "Color del rectángulo de selección." #: doc/classes/LineEdit.xml msgid "" "Minimum horizontal space for the text (not counting the clear button and " "content margins). This value is measured in count of space characters (i.e. " "this amount of space characters can be displayed without scrolling)." msgstr "" "Espacio horizontal mínimo para el texto (sin contar el botón de borrar y los " "márgenes de contenido). Este valor se mide en el recuento de caracteres de " "espacio (es decir, esta cantidad de caracteres de espacio pueden ser " "mostrados sin desplazamiento)." #: doc/classes/LineEdit.xml msgid "Font used for the text." msgstr "Fuente usada para el texto." #: doc/classes/LineEdit.xml msgid "Texture for the clear button. See [member clear_button_enabled]." msgstr "" "La textura para el botón de despejar. Ver [member clear_button_enabled]." #: doc/classes/LineEdit.xml msgid "Background used when [LineEdit] has GUI focus." msgstr "" "Fondo utilizado cuando [LineEdit] tiene el enfoque de la interfaz gráfica de " "usuario(GUI)." #: doc/classes/LineEdit.xml msgid "Default background for the [LineEdit]." msgstr "Fondo predeterminado para la [LineEdit]." #: doc/classes/LineEdit.xml msgid "" "Background used when [LineEdit] is in read-only mode ([member editable] is " "set to [code]false[/code])." msgstr "" "Fondo utilizado cuando [LineEdit] está en modo de sólo lectura ([member " "editable] está configurado como [code]false[/code])." #: doc/classes/LineShape2D.xml msgid "Line shape for 2D collisions." msgstr "Forma de línea para colisiones 2D." #: doc/classes/LineShape2D.xml msgid "" "Line shape for 2D collisions. It works like a 2D plane and will not allow " "any physics body to go to the negative side. Not recommended for rigid " "bodies, and usually not recommended for static bodies either because it " "forces checks against it on every frame." msgstr "" "Forma de línea para colisiones 2D. Funciona como un plano 2D y no permitirá " "que ningún cuerpo físico vaya al lado negativo. No se recomienda para " "cuerpos rígidos, y normalmente tampoco se recomienda para cuerpos estáticos " "porque fuerza las comprobaciones contra él en cada cuadro." #: doc/classes/LineShape2D.xml msgid "The line's distance from the origin." msgstr "La distancia de la línea desde el origen." #: doc/classes/LineShape2D.xml msgid "The line's normal." msgstr "La normal de la línea." #: doc/classes/LinkButton.xml msgid "Simple button used to represent a link to some resource." msgstr "Un simple botón usado para representar un enlace a algún recurso." #: doc/classes/LinkButton.xml #, fuzzy msgid "" "This kind of button is primarily used when the interaction with the button " "causes a context change (like linking to a web page).\n" "See also [BaseButton] which contains common properties and methods " "associated with this node." msgstr "" "Este tipo de botón se utiliza principalmente cuando la interacción con el " "botón provoca un cambio de contexto (como el enlace a una página web)." #: doc/classes/LinkButton.xml msgid "" "Determines when to show the underline. See [enum UnderlineMode] for options." msgstr "" "Determina cuándo mostrar el subrayado. Ver [enum UnderlineMode] para las " "opciones." #: doc/classes/LinkButton.xml msgid "The LinkButton will always show an underline at the bottom of its text." msgstr "" "El LinkButton siempre mostrará un subrayado en la parte inferior de su texto." #: doc/classes/LinkButton.xml msgid "" "The LinkButton will show an underline at the bottom of its text when the " "mouse cursor is over it." msgstr "" "El LinkButton mostrará un subrayado en la parte inferior de su texto cuando " "el cursor del ratón esté sobre él." #: doc/classes/LinkButton.xml msgid "The LinkButton will never show an underline at the bottom of its text." msgstr "" "El LinkButton nunca mostrará un subrayado en la parte inferior de su texto." #: doc/classes/LinkButton.xml msgid "Default text [Color] of the [LinkButton]." msgstr "[Color] del texto predeterminado del [LinkButton]." #: doc/classes/LinkButton.xml msgid "" "Text [Color] used when the [LinkButton] is focused. Only replaces the normal " "text color of the button. Disabled, hovered, and pressed states take " "precedence over this color." msgstr "" #: doc/classes/LinkButton.xml msgid "Text [Color] used when the [LinkButton] is being hovered." msgstr "[Color] del texto usado cuando el [LinkButton] está siendo movido." #: doc/classes/LinkButton.xml msgid "Text [Color] used when the [LinkButton] is being pressed." msgstr "[Color] del texto utilizado cuando se pulsa el [LinkButton]." #: doc/classes/LinkButton.xml msgid "The vertical space between the baseline of text and the underline." msgstr "El espacio vertical entre la línea de base del texto y el subrayado." #: doc/classes/LinkButton.xml msgid "[Font] of the [LinkButton]'s text." msgstr "[Font] del texto del [LinkButton]." #: doc/classes/LinkButton.xml msgid "" "[StyleBox] used when the [LinkButton] is focused. It is displayed over the " "current [StyleBox], so using [StyleBoxEmpty] will just disable the focus " "visual effect." msgstr "" "[StyleBox] usado cuando el [LinkButton] está enfocado. Se muestra sobre el " "[StyleBox] actual, por lo que al usar [StyleBoxEmpty] sólo se desactivará el " "efecto visual de enfoque." #: doc/classes/Listener.xml doc/classes/Listener2D.xml msgid "Overrides the location sounds are heard from." msgstr "Anula los sonidos de localización que se escuchan." #: doc/classes/Listener.xml #, fuzzy msgid "" "Once added to the scene tree and enabled using [method make_current], this " "node will override the location sounds are heard from. This can be used to " "listen from a location different from the [Camera]." msgstr "" "Una vez añadido al árbol de la escena y activado con [method make_current], " "este nodo anulará los sonidos de localización que se escuchen. Esto puede " "ser usado para escuchar desde una ubicación diferente a la [Camera].\n" "[b]Nota:[/b] No hay equivalente 2D para este nodo todavía." #: doc/classes/Listener.xml msgid "Disables the listener to use the current camera's listener instead." msgstr "" "Desactiva la escucha para usar la escucha de la cámara actual en su lugar." #: doc/classes/Listener.xml msgid "Returns the listener's global orthonormalized [Transform]." msgstr "Devuelve al listener la [Transform] de la global ortonormalizada." #: doc/classes/Listener.xml #, fuzzy msgid "" "Returns [code]true[/code] if the listener was made current using [method " "make_current], [code]false[/code] otherwise.\n" "[b]Note:[/b] There may be more than one Listener marked as \"current\" in " "the scene tree, but only the one that was made current last will be used." msgstr "" "Devuelve [code]true[/code] si el listener se hizo actualmente usando [method " "make_current], [code]false[/code] en caso contrario.\n" "[b]Nota:[/b] Puede haber más de un Listener3D marcado como \"actual\" en el " "árbol de la escena, pero sólo se usará el que se hizo actual en último lugar." #: doc/classes/Listener.xml msgid "Enables the listener. This will override the current camera's listener." msgstr "Habilita el listener. Esto anulará el listener de la cámara actual." #: doc/classes/Listener2D.xml #, fuzzy msgid "" "Once added to the scene tree and enabled using [method make_current], this " "node will override the location sounds are heard from. Only one [Listener2D] " "can be current. Using [method make_current] will disable the previous " "[Listener2D].\n" "If there is no active [Listener2D] in the current [Viewport], center of the " "screen will be used as a hearing point for the audio. [Listener2D] needs to " "be inside [SceneTree] to function." msgstr "" "Una vez añadido al árbol de la escena y activado con [method make_current], " "este nodo anulará los sonidos de localización que se escuchen. Esto puede " "ser usado para escuchar desde una ubicación diferente a la [Camera].\n" "[b]Nota:[/b] No hay equivalente 2D para este nodo todavía." #: doc/classes/Listener2D.xml msgid "" "Disables the [Listener2D]. If it's not set as current, this method will have " "no effect." msgstr "" #: doc/classes/Listener2D.xml #, fuzzy msgid "Returns [code]true[/code] if this [Listener2D] is currently active." msgstr "Devuelve [code]true[/code] si este par está actualmente conectado." #: doc/classes/Listener2D.xml msgid "" "Makes the [Listener2D] active, setting it as the hearing point for the " "sounds. If there is already another active [Listener2D], it will be " "disabled.\n" "This method will have no effect if the [Listener2D] is not added to " "[SceneTree]." msgstr "" #: doc/classes/MainLoop.xml msgid "Abstract base class for the game's main loop." msgstr "Clase base abstracta para el bucle principal del juego." #: doc/classes/MainLoop.xml #, fuzzy msgid "" "[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 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 " "(and a [SceneTree] is created) unless a main [Script] is provided from the " "command line (with e.g. [code]godot -s my_loop.gd[/code], which should then " "be a [MainLoop] implementation.\n" "Here is an example script implementing a simple [MainLoop]:\n" "[codeblock]\n" "extends MainLoop\n" "\n" "var time_elapsed = 0\n" "var keys_typed = []\n" "var quit = false\n" "\n" "func _initialize():\n" " print(\"Initialized:\")\n" " print(\" Starting time: %s\" % str(time_elapsed))\n" "\n" "func _idle(delta):\n" " time_elapsed += delta\n" " # Return true to end the main loop.\n" " return quit\n" "\n" "func _input_event(event):\n" " # Record keys.\n" " if event is InputEventKey and event.pressed and !event.echo:\n" " keys_typed.append(OS.get_scancode_string(event.scancode))\n" " # Quit on Escape press.\n" " if event.scancode == KEY_ESCAPE:\n" " quit = true\n" " # Quit on any mouse click.\n" " if event is InputEventMouseButton:\n" " quit = true\n" "\n" "func _finalize():\n" " print(\"Finalized:\")\n" " print(\" End time: %s\" % str(time_elapsed))\n" " print(\" Keys typed: %s\" % var2str(keys_typed))\n" "[/codeblock]" msgstr "" "[MainLoop] es la clase base abstracta para el bucle de juego de un proyecto " "Godot. Es heredada por [SceneTree], que es la implementación por defecto del " "bucle del juego usado en los proyectos de Godot, aunque también es posible " "escribir y usar su propia subclase [MainLoop] en lugar del árbol de la " "escena.\n" "Al iniciar la aplicación, se debe proporcionar una implementación [MainLoop] " "al SO; de lo contrario, la aplicación terminará. Esto sucede automáticamente " "(y se crea un [Árbol de Escenas]) a menos que se proporcione un [Script] " "principal desde la línea de comandos (con, por ejemplo, [code]godot -s " "my_loop.gd[/code], que entonces debería ser una implementación [MainLoop].\n" "Aquí hay un ejemplo de script que implementa un simple [MainLoop]:\n" "[b]Arreglame:[/b] Ya no es válido después de la división del DisplayServer y " "la refactorización de la entrada.\n" "[codeblock]\n" "extends MainLoop\n" "\n" "var tiempo_pasado = 0\n" "var teclas_escritas = []\n" "var quitar = false\n" "\n" "func _initialize():\n" " print(\"Iniciado:\")\n" " print(\" Tiempo de comienzo: %s\" % str(tiempo_pasado))\n" "\n" "func _idle(delta):\n" " tiempo_pasado += delta\n" " # Devuelve verdadero al finalizar el bucle principal.\n" " return quitar\n" "\n" "func _input_event(event):\n" " # Graba claves.\n" " if event is InputEventKey and event.pressed and !event.echo:\n" " keys_typed.append(OS.get_keycode_string(event.keycode))\n" " # Sale del bucle si se pulsa Escape.\n" " if event.keycode == KEY_ESCAPE:\n" " quitar = true\n" " # Si se pulsa cualquier click con el ratón.\n" " if event is InputEventMouseButton:\n" " quitar = true\n" "\n" "func _finalize():\n" " print(\"Finalizado:\")\n" " print(\" Tiempo final: %s\" % str(tiempo_pasado))\n" " print(\" Teclas pulsadas: %s\" % var2str(keys_typed))\n" "[/codeblock]" #: doc/classes/MainLoop.xml #, fuzzy msgid "" "Called when files are dragged from the OS file manager and dropped in the " "game window. The arguments are a list of file paths and the identifier of " "the screen where the drag originated." msgstr "" "Se emite cuando los archivos se arrastran desde el administrador de archivos " "del sistema operativo y se sueltan en la ventana del juego. Los argumentos " "son una lista de las rutas de los archivos y el identificador de la pantalla " "donde se originó el arrastre." #: doc/classes/MainLoop.xml msgid "Called before the program exits." msgstr "Llamada previa a la salida del programa." #: doc/classes/MainLoop.xml msgid "" "Called when the user performs an action in the system global menu (e.g. the " "Mac OS menu bar)." msgstr "" #: doc/classes/MainLoop.xml msgid "" "Called each idle frame with the time since the last idle frame as argument " "(in seconds). Equivalent to [method Node._process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " "frame." msgstr "" "Llamada a cada fotograma ocioso con el tiempo desde el último fotograma " "ocioso como argumento (en segundos). Equivalente a [method Node._process].\n" "Si se implementa, el método debe devolver un valor booleano. [code]true[/" "code] termina el bucle principal, mientras que [code]false[/code] le permite " "pasar al siguiente fotograma." #: doc/classes/MainLoop.xml msgid "Called once during initialization." msgstr "Llamado una vez durante la inicialización." #: doc/classes/MainLoop.xml msgid "Called whenever an [InputEvent] is received by the main loop." msgstr "" #: doc/classes/MainLoop.xml msgid "" "Deprecated callback, does not do anything. Use [method _input_event] to " "parse text input. Will be removed in Godot 4.0." msgstr "" #: doc/classes/MainLoop.xml #, fuzzy msgid "" "Called each physics frame with the time since the last physics frame as " "argument ([code]delta[/code], in seconds). Equivalent to [method Node." "_physics_process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " "frame." msgstr "" "Llamado a cada fotograma de la física con el tiempo desde el último " "fotograma de la física como argumento (en segundos). Equivalente a [method " "Node._physics_process].\n" "Si se implementa, el método debe devolver un valor booleano. [code]true[/" "code] termina el bucle principal, mientras que [code]false[/code] le permite " "pasar al siguiente marco." #: doc/classes/MainLoop.xml msgid "" "Should not be called manually, override [method _finalize] instead. Will be " "removed in Godot 4.0." msgstr "" "No debe llamarse manualmente, en su lugar, anular [method _finalize]. Será " "eliminado en Godot 4.0." #: doc/classes/MainLoop.xml msgid "" "Should not be called manually, override [method _idle] instead. Will be " "removed in Godot 4.0." msgstr "" "No se debe llamar manualmente, anular [method _idle] en su lugar. Será " "eliminado en Godot 4.0." #: doc/classes/MainLoop.xml msgid "" "Should not be called manually, override [method _initialize] instead. Will " "be removed in Godot 4.0." msgstr "" "No se debe llamar manualmente, anular [method _initialize] en su lugar. Será " "eliminado en Godot 4.0." #: doc/classes/MainLoop.xml #, fuzzy msgid "" "Should not be called manually, override [method _input_event] instead. Will " "be removed in Godot 4.0." msgstr "" "No se debe llamar manualmente, anular [method _idle] en su lugar. Será " "eliminado en Godot 4.0." #: doc/classes/MainLoop.xml #, fuzzy msgid "" "Should not be called manually, override [method _input_text] instead. Will " "be removed in Godot 4.0." msgstr "" "No se debe llamar manualmente, anular [method _idle] en su lugar. Será " "eliminado en Godot 4.0." #: doc/classes/MainLoop.xml msgid "" "Should not be called manually, override [method _iteration] instead. Will be " "removed in Godot 4.0." msgstr "" "No se debe llamar manualmente, anular [method iteration] en su lugar. Será " "eliminado en Godot 4.0." #: doc/classes/MainLoop.xml msgid "Emitted when a user responds to a permission request." msgstr "Emitido cuando un usuario responde a una solicitud de permiso." #: doc/classes/MainLoop.xml doc/classes/Node.xml msgid "" "Notification received from the OS when the mouse enters the game window.\n" "Implemented on desktop and web platforms." msgstr "" "Notificación recibida del sistema operativo cuando el ratón entra en la " "ventana del juego.\n" "Implementado en plataformas de escritorio y web." #: doc/classes/MainLoop.xml doc/classes/Node.xml msgid "" "Notification received from the OS when the mouse leaves the game window.\n" "Implemented on desktop and web platforms." msgstr "" "Notificación recibida del sistema operativo cuando el ratón sale de la " "ventana del juego.\n" "Implementado en plataformas de escritorio y web." #: doc/classes/MainLoop.xml doc/classes/Node.xml msgid "" "Notification received from the OS when the game window is focused.\n" "Implemented on all platforms." msgstr "" "Notificación recibida del sistema operativo cuando la ventana del juego está " "enfocada.\n" "Implementado en todas las plataformas." #: doc/classes/MainLoop.xml doc/classes/Node.xml msgid "" "Notification received from the OS when the game window is unfocused.\n" "Implemented on all platforms." msgstr "" "Notificación recibida del sistema operativo cuando la ventana del juego está " "desenfocada.\n" "Implementado en todas las plataformas." #: doc/classes/MainLoop.xml doc/classes/Node.xml #, fuzzy msgid "" "Notification received from the OS when a quit request is sent (e.g. closing " "the window with a \"Close\" button or Alt+F4).\n" "Implemented on desktop platforms." msgstr "" "Notificación recibida del sistema operativo cuando se envía una solicitud de " "cierre (por ejemplo, cerrando la ventana con un botón de \"Cerrar\" o " "[kbd]Alt + F4[/kbd]).\n" "Implementado en plataformas de escritorio." #: doc/classes/MainLoop.xml doc/classes/Node.xml msgid "" "Notification received from the OS when a go back request is sent (e.g. " "pressing the \"Back\" button on Android).\n" "Specific to the Android platform." msgstr "" "Notificación recibida del sistema operativo cuando se envía una solicitud de " "retroceso (por ejemplo, pulsando el botón \"Back\" en Android).\n" "Específico de la plataforma Android." #: doc/classes/MainLoop.xml doc/classes/Node.xml #, fuzzy msgid "" "Notification received from the OS when an unfocus request is sent (e.g. " "another OS window wants to take the focus).\n" "No supported platforms currently send this notification." msgstr "" "Notificación recibida del sistema operativo cuando se envía una solicitud de " "cierre (por ejemplo, cerrando la ventana con un botón de \"Cerrar\" o " "[kbd]Alt + F4[/kbd]).\n" "Implementado en plataformas de escritorio." #: doc/classes/MainLoop.xml doc/classes/Node.xml msgid "" "Notification received from the OS when the application is exceeding its " "allocated memory.\n" "Specific to the iOS platform." msgstr "" "Notificación recibida del sistema operativo cuando la aplicación supera su " "memoria asignada.\n" "Específico de la plataforma iOS." #: doc/classes/MainLoop.xml doc/classes/Node.xml msgid "" "Notification received when translations may have changed. Can be triggered " "by the user changing the locale. Can be used to respond to language changes, " "for example to change the UI strings on the fly. Useful when working with " "the built-in translation support, like [method Object.tr]." msgstr "" "Notificación recibida cuando las traducciones pueden haber cambiado. Puede " "ser activada por el usuario al cambiar el locale. Puede utilizarse para " "responder a los cambios de idioma, por ejemplo, para cambiar las strings de " "la interfaz de usuario sobre la marcha. Útil cuando se trabaja con el " "soporte de traducción incorporado, como [method Object.tr]." #: doc/classes/MainLoop.xml doc/classes/Node.xml msgid "" "Notification received from the OS when a request for \"About\" information " "is sent.\n" "Specific to the macOS platform." msgstr "" "Notificación recibida del sistema operativo cuando se envía una solicitud de " "información \"Acerca de\".\n" "Específico de la plataforma MacOS." #: doc/classes/MainLoop.xml doc/classes/Node.xml msgid "" "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 "" "Notificación recibida del controlador de fallos de Godot cuando el motor " "está a punto de fallar.\n" "Implementado en las plataformas de escritorio si el manejador de fallos está " "habilitado." #: doc/classes/MainLoop.xml doc/classes/Node.xml msgid "" "Notification received from the OS when an update of the Input Method Engine " "occurs (e.g. change of IME cursor position or composition string).\n" "Specific to the macOS platform." msgstr "" "Notificación recibida del sistema operativo cuando se produce una " "actualización del motor del método de entrada (por ejemplo, cambio de la " "posición del cursor de la IME o de la string de composición).\n" "Específico de la plataforma MacOS." #: doc/classes/MainLoop.xml doc/classes/Node.xml #, fuzzy msgid "" "Notification received from the OS when the app is resumed.\n" "Specific to the Android platform." msgstr "" "Notificación recibida del sistema operativo cuando se reanuda la " "aplicación.\n" "Específica de la plataforma Android." #: doc/classes/MainLoop.xml doc/classes/Node.xml #, fuzzy msgid "" "Notification received from the OS when the app is paused.\n" "Specific to the Android platform." msgstr "" "Notificación recibida del sistema operativo cuando la aplicación está en " "pausa.\n" "Específico de la plataforma Android." #: doc/classes/MarginContainer.xml msgid "Simple margin container." msgstr "Un simple contenedor de margen." #: doc/classes/MarginContainer.xml #, fuzzy msgid "" "Adds a top, left, bottom, and right margin to all [Control] nodes that are " "direct children of the container. To control the [MarginContainer]'s margin, " "use the [code]margin_*[/code] theme properties listed below.\n" "[b]Note:[/b] Be careful, [Control] margin values are different than the " "constant margin values. If you want to change the custom margin values of " "the [MarginContainer] by code, you should use the following examples:\n" "[codeblock]\n" "# This code sample assumes the current script is extending MarginContainer.\n" "var margin_value = 100\n" "add_constant_override(\"margin_top\", margin_value)\n" "add_constant_override(\"margin_left\", margin_value)\n" "add_constant_override(\"margin_bottom\", margin_value)\n" "add_constant_override(\"margin_right\", margin_value)\n" "[/codeblock]" msgstr "" "Añade un margen superior, izquierdo, inferior y derecho a todos los nodos " "[Control] que son hijos directos del contenedor. Para controlar el margen " "del [MarginContainer], utiliza las propiedades del tema [code]margin_*[/" "code] que se indican a continuación.\n" "[b]Nota:[/b] Ten cuidado, los valores de margen de [Control] son diferentes " "de los valores de margen constantes. Si desea cambiar los valores de margen " "personalizados del [MarginContainer] por código, debe utilizar los " "siguientes ejemplos:\n" "[codeblock]\n" "var valor_de_margen = 100\n" "set(\"custom_constants/margin_top\", valor_de_margen)\n" "set(\"custom_constants/margin_left\", valor_de_margen)\n" "set(\"custom_constants/margin_bottom\", valor_de_margen)\n" "set(\"custom_constants/margin_right\", valor_de_margen)\n" "[/codeblock]" #: doc/classes/MarginContainer.xml msgid "" "All direct children of [MarginContainer] will have a bottom margin of " "[code]margin_bottom[/code] pixels." msgstr "" "Todos los hijos directos de [MarginContainer] tendrán un margen inferior de " "[code]margin_bottom[/code] píxeles." #: doc/classes/MarginContainer.xml msgid "" "All direct children of [MarginContainer] will have a left margin of " "[code]margin_left[/code] pixels." msgstr "" "Todos los hijos directos de [MarginContainer] tendrán un margen izquierdo de " "[code]margin_left[/code] píxeles." #: doc/classes/MarginContainer.xml msgid "" "All direct children of [MarginContainer] will have a right margin of " "[code]margin_right[/code] pixels." msgstr "" "Todos los hijos directos de [MarginContainer] tendrán un margen derecho de " "[code]margin_right[/code] píxeles." #: doc/classes/MarginContainer.xml msgid "" "All direct children of [MarginContainer] will have a top margin of " "[code]margin_top[/code] pixels." msgstr "" "Todos los hijos directos de [MarginContainer] tendrán un margen superior de " "[code]margin_top[/code] píxeles." #: doc/classes/Marshalls.xml msgid "Data transformation (marshalling) and encoding helpers." msgstr "Ayudantes de transformación(marshalling) y codificación de datos." #: doc/classes/Marshalls.xml msgid "Provides data transformation and encoding utility functions." msgstr "" "Proporciona funciones de utilidad de transformación y codificación de datos." #: doc/classes/Marshalls.xml #, fuzzy msgid "" "Returns a decoded [PoolByteArray] corresponding to the Base64-encoded string " "[code]base64_str[/code]." msgstr "" "Devuelve un [PackedByteArray] decodificado que corresponde a la string " "[code]base64_str[/code] codificada en Base64." #: doc/classes/Marshalls.xml msgid "" "Returns a decoded string corresponding to the Base64-encoded string " "[code]base64_str[/code]." msgstr "" "Devuelve una cadena decodificada que corresponde a la string codificada en " "Base64 [code]base64_str[/code]." #: doc/classes/Marshalls.xml msgid "" "Returns a decoded [Variant] corresponding to the Base64-encoded string " "[code]base64_str[/code]. If [code]allow_objects[/code] is [code]true[/code], " "decoding objects is allowed.\n" "[b]Warning:[/b] Deserialized objects can contain code which gets executed. " "Do not use this option if the serialized object comes from untrusted sources " "to avoid potential security threats such as remote code execution." msgstr "" "Devuelve una [Variant] decodificada que corresponde a la string " "[code]base64_str[/code] codificada en Base64. Si [code]allow_objects[/code] " "es [code]true[/code], se permite decodificar los objetos.\n" "[b]Advertencia:[/b] Los objetos deserializados pueden contener código que se " "ejecuta. No utilice esta opción si el objeto serializado proviene de fuentes " "no fiables para evitar posibles amenazas a la seguridad, como la ejecución " "remota de código." #: doc/classes/Marshalls.xml #, fuzzy msgid "Returns a Base64-encoded string of a given [PoolByteArray]." msgstr "" "Devuelve una string codificada en Base64 de un determinado [PackedByteArray]." #: doc/classes/Marshalls.xml msgid "" "Returns a Base64-encoded string of the UTF-8 string [code]utf8_str[/code]." msgstr "" "Devuelve una string codificada en Base64 de la cadena UTF-8 [code]utf8_str[/" "code]." #: doc/classes/Marshalls.xml msgid "" "Returns a Base64-encoded string of the [Variant] [code]variant[/code]. If " "[code]full_objects[/code] is [code]true[/code], encoding objects is allowed " "(and can potentially include code)." msgstr "" "Devuelve una string codificada en Base64 de la [Variant] [code]variant[/" "code]. Si [code]full_objects[/code] es [code]true[/code], se permite " "codificar objetos (y potencialmente puede incluir código)." #: doc/classes/Material.xml msgid "Abstract base [Resource] for coloring and shading geometry." msgstr "Base abstracta [Resource] para colorear y sombrear la geometría." #: doc/classes/Material.xml #, fuzzy msgid "" "Material is a base [Resource] used for coloring and shading geometry. All " "materials inherit from it and almost all [VisualInstance] derived nodes " "carry a Material. A few flags and parameters are shared between all material " "types and are configured here." msgstr "" "El material es un [Resource] base usado para colorear y sombrear la " "geometría. Todos los materiales heredan de él y casi todos los nodos " "derivados de [VisualInstance] llevan un Material. Algunos indicadores y " "parámetros son compartidos por todos los tipos de materiales y se configuran " "aquí." #: doc/classes/Material.xml #, fuzzy msgid "" "Sets the [Material] to be used for the next pass. This renders the object " "again using a different material.\n" "[b]Note:[/b] This only applies to [SpatialMaterial]s and [ShaderMaterial]s " "with type \"Spatial\"." msgstr "" "Establece el [Material] que se usará para la siguiente pasada. Esto hace que " "el objeto vuelva a utilizar un material diferente.\n" "[b]Nota:[/b] sólo se aplica a los [StandardMaterial] y a los " "[ShaderMaterial]s con el tipo \"Espacial\"." #: doc/classes/Material.xml #, fuzzy msgid "" "Sets the render priority for transparent objects in 3D scenes. Higher " "priority objects will be sorted in front of lower priority objects.\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 "" "Establece la prioridad de renderización de los objetos transparentes en las " "escenas 3D. Los objetos de mayor prioridad se clasificarán delante de los de " "menor prioridad.\n" "[b]Nota:[/b] esto sólo se aplica a la clasificación de los objetos " "transparentes. Esto no afectará a la forma en que se clasifican los objetos " "transparentes en relación con los opacos. Esto se debe a que los objetos " "opacos no se clasifican, mientras que los transparentes se clasifican de " "atrás hacia adelante (sujetos a prioridad)." #: doc/classes/Material.xml msgid "Maximum value for the [member render_priority] parameter." msgstr "Valor máximo del parámetro [member render_priority]." #: doc/classes/Material.xml msgid "Minimum value for the [member render_priority] parameter." msgstr "Valor mínimo del parámetro [member render_priority]." #: doc/classes/MenuButton.xml msgid "Special button that brings up a [PopupMenu] when clicked." msgstr "Botón especial que hace aparecer un [PopupMenu] cuando se hace clic." #: doc/classes/MenuButton.xml #, fuzzy msgid "" "Special button that brings up a [PopupMenu] when clicked.\n" "New items can be created inside this [PopupMenu] using [code]get_popup()." "add_item(\"My Item Name\")[/code]. You can also create them directly from " "the editor. To do so, select the [MenuButton] node, then in the toolbar at " "the top of the 2D editor, click [b]Items[/b] then click [b]Add[/b] in the " "popup. You will be able to give each item new properties.\n" "See also [BaseButton] which contains common properties and methods " "associated with this node." msgstr "" "Botón especial que hace aparecer un [PopupMenu] cuando se hace clic.\n" "Se pueden crear nuevos elementos dentro de este [PopupMenu] usando " "[code]get_popup().add_item(\"My Item Name\")[/code]. También puedes crearlos " "directamente desde el editor. Para ello, selecciona el nodo [MenuButton], " "luego en la barra de herramientas en la parte superior del editor 2D, haz " "clic en [b]Items[/b] y luego en [b]Add[/b] en el popup. Podrás dar a cada " "ítem nuevas propiedades." #: doc/classes/MenuButton.xml doc/classes/OptionButton.xml msgid "" "Returns the [PopupMenu] contained in this button.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" #: doc/classes/MenuButton.xml msgid "" "If [code]true[/code], shortcuts are disabled and cannot be used to trigger " "the button." msgstr "" "Si [code]true[/code], los atajos están desactivados y no se pueden utilizar " "para activar el botón." #: doc/classes/MenuButton.xml msgid "" "If [code]true[/code], when the cursor hovers above another [MenuButton] " "within the same parent which also has [code]switch_on_hover[/code] enabled, " "it will close the current [MenuButton] and open the other one." msgstr "" "Si [code]true[/code], cuando el cursor se sitúe sobre otro [MenuButton] " "dentro del mismo padre que también tenga activado [code]switch_on_hover[/" "code], cerrará el [MenuButton] actual y abrirá el otro." #: doc/classes/MenuButton.xml #, fuzzy msgid "Emitted when [PopupMenu] of this MenuButton is about to show." msgstr "" "Emitido cuando el [PopupMenu] de este MenuButton está a punto de aparecer." #: doc/classes/MenuButton.xml msgid "Default text [Color] of the [MenuButton]." msgstr "[Color] del Texto predeterminado del [MenuButton]." #: doc/classes/MenuButton.xml msgid "Text [Color] used when the [MenuButton] is disabled." msgstr "[Color] del texto utilizado cuando el [MenuButton] está desactivado." #: doc/classes/MenuButton.xml msgid "" "Text [Color] used when the [MenuButton] is focused. Only replaces the normal " "text color of the button. Disabled, hovered, and pressed states take " "precedence over this color." msgstr "" #: doc/classes/MenuButton.xml msgid "Text [Color] used when the [MenuButton] is being hovered." msgstr "[Color] del texto usado cuando el puntero esta sobre el [MenuButton]." #: doc/classes/MenuButton.xml msgid "Text [Color] used when the [MenuButton] is being pressed." msgstr "[Color] del texto utilizado cuando se pulsa el [MenuButton]." #: doc/classes/MenuButton.xml msgid "The horizontal space between [MenuButton]'s icon and text." msgstr "El espacio horizontal entre el icono y el texto de [MenuButton]." #: doc/classes/MenuButton.xml msgid "[Font] of the [MenuButton]'s text." msgstr "[Font] del texto del [MenuButton]." #: doc/classes/MenuButton.xml msgid "[StyleBox] used when the [MenuButton] is disabled." msgstr "[StyleBox] utilizado cuando el [MenuButton] está desactivado." #: doc/classes/MenuButton.xml msgid "" "[StyleBox] used when the [MenuButton] is focused. It is displayed over the " "current [StyleBox], so using [StyleBoxEmpty] will just disable the focus " "visual effect." msgstr "" "[StyleBox] usado cuando el [MenuButton] está enfocado. Se muestra sobre el " "[StyleBox] actual, por lo que al usar [StyleBoxEmpty] sólo se desactivará el " "efecto visual de enfoque." #: doc/classes/MenuButton.xml msgid "[StyleBox] used when the [MenuButton] is being hovered." msgstr "" "[StyleBox] usado cuando el puntero del ratón esta sobre el [MenuButton]." #: doc/classes/MenuButton.xml msgid "Default [StyleBox] for the [MenuButton]." msgstr "[StyleBox] por defecto para el [MenuButton]." #: doc/classes/MenuButton.xml msgid "[StyleBox] used when the [MenuButton] is being pressed." msgstr "[StyleBox] que se utiliza cuando se pulsa el [MenuButton]." #: doc/classes/Mesh.xml msgid "A [Resource] that contains vertex array-based geometry." msgstr "Un [Resource] que contiene un array de vértices de una geometría." #: doc/classes/Mesh.xml msgid "" "Mesh is a type of [Resource] that contains vertex array-based geometry, " "divided in [i]surfaces[/i]. Each surface contains a completely separate " "array and a material used to draw it. Design wise, a mesh with multiple " "surfaces is preferred to a single surface, because objects created in 3D " "editing software commonly contain multiple materials." msgstr "" "La malla es un tipo de [Resource] que contiene una geometría basada en un " "array de vértices, dividida en [i]superficies[/i]. Cada superficie contiene " "un array completamente separado y un material utilizado para dibujarlo. En " "cuanto al diseño, se prefiere una malla con múltiples superficies a una sola " "superficie, porque los objetos creados en un software de edición 3D suelen " "contener múltiples materiales." #: doc/classes/Mesh.xml msgid "" "Calculate a [ConvexPolygonShape] from the mesh.\n" "If [code]clean[/code] is [code]true[/code] (default), duplicate and interior " "vertices are removed automatically. You can set it to [code]false[/code] to " "make the process faster if not needed.\n" "If [code]simplify[/code] is [code]true[/code], the geometry can be further " "simplified to reduce the amount of vertices. Disabled by default." msgstr "" #: doc/classes/Mesh.xml msgid "" "Calculate an outline mesh at a defined offset (margin) from the original " "mesh.\n" "[b]Note:[/b] This method typically returns the vertices in reverse order (e." "g. clockwise to counterclockwise)." msgstr "" "Calcular una malla de contorno en un desplazamiento definido (margen) de la " "malla original.\n" "[b]Nota:[/b] Este método típicamente devuelve los vértices en orden inverso " "(por ejemplo, de derecha a izquierda)." #: doc/classes/Mesh.xml #, fuzzy msgid "Calculate a [ConcavePolygonShape] from the mesh." msgstr "Calcula un [ConcavePolygonShape] desde la malla." #: doc/classes/Mesh.xml msgid "Generate a [TriangleMesh] from the mesh." msgstr "Genera un [TriangleMesh] desde la malla." #: doc/classes/Mesh.xml #, fuzzy msgid "" "Returns the smallest [AABB] enclosing this mesh in local space. Not affected " "by [code]custom_aabb[/code]. See also [method VisualInstance." "get_transformed_aabb].\n" "[b]Note:[/b] This is only implemented for [ArrayMesh] and [PrimitiveMesh]." msgstr "" "Devuelve el más pequeño [AABB] que encierra esta malla. No está afectado por " "[code]custom_aabb[/code].\n" "[b]Nota:[/b] Esto está sólo implementado para [ArrayMesh] y [PrimitiveMesh]." #: doc/classes/Mesh.xml msgid "" "Returns all the vertices that make up the faces of the mesh. Each three " "vertices represent one triangle." msgstr "" "Devuelve todos los vértices que forman las caras de la malla. Cada tres " "vértices representan un triángulo." #: doc/classes/Mesh.xml msgid "Returns the amount of surfaces that the [Mesh] holds." msgstr "Devuelve la cantidad de superficies que la [Mesh] sostiene." #: doc/classes/Mesh.xml msgid "" "Returns the arrays for the vertices, normals, uvs, etc. that make up the " "requested surface (see [method ArrayMesh.add_surface_from_arrays])." msgstr "" "Devuelve los arrays para los vértices, normales, uvs, etc. que conforman la " "superficie solicitada (ver [method ArrayMesh.add_surface_from_arrays])." #: doc/classes/Mesh.xml msgid "Returns the blend shape arrays for the requested surface." msgstr "Devuelve los arrays de formas de mezcla para la superficie solicitada." #: doc/classes/Mesh.xml msgid "" "Returns a [Material] in a given surface. Surface is rendered using this " "material." msgstr "" "Devuelve un [Material] en una superficie determinada. La superficie se " "renderiza usando este material." #: doc/classes/Mesh.xml msgid "" "Sets a [Material] for a given surface. Surface will be rendered using this " "material." msgstr "" "Establece un [Material] para una superficie determinada. La superficie se " "renderizará usando este material." #: doc/classes/Mesh.xml msgid "" "Sets a hint to be used for lightmap resolution in [BakedLightmap]. Overrides " "[member BakedLightmap.default_texels_per_unit]." msgstr "" #: doc/classes/Mesh.xml msgid "Render array as points (one vertex equals one point)." msgstr "Renderizar un array como puntos (un vértice es igual a un punto)." #: doc/classes/Mesh.xml msgid "Render array as lines (every two vertices a line is created)." msgstr "Renderiza el array como líneas (cada dos vértices se crea una línea)." #: doc/classes/Mesh.xml msgid "Render array as line strip." msgstr "Renderiza un array como una tira de líneas." #: doc/classes/Mesh.xml #, fuzzy msgid "Render array as line loop (like line strip, but closed)." msgstr "Renderiza un array como una tira de líneas." #: doc/classes/Mesh.xml msgid "Render array as triangles (every three vertices a triangle is created)." msgstr "" "Renderizar la matriz como triángulos (cada tres vértices se crea un " "triángulo)." #: doc/classes/Mesh.xml msgid "Render array as triangle strips." msgstr "Renderizar un array como tiras de triángulo." #: doc/classes/Mesh.xml #, fuzzy msgid "Render array as triangle fans." msgstr "Renderizar un array como tiras de triángulo." #: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Blend shapes are normalized." msgstr "Las formas de la mezcla se normalizan." #: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Blend shapes are relative to base weight." msgstr "Las formas de la mezcla son relativas al peso base." #: doc/classes/Mesh.xml msgid "" "Mesh array contains vertices. All meshes require a vertex array so this " "should always be present." msgstr "" "El array de malla contiene vértices. Todas las mallas requieren un array de " "vértices, así que esto siempre debe estar presente." #: doc/classes/Mesh.xml msgid "Mesh array contains normals." msgstr "El array de malla contiene normales." #: doc/classes/Mesh.xml msgid "Mesh array contains tangents." msgstr "El array de malla contiene tangentes." #: doc/classes/Mesh.xml msgid "Mesh array contains colors." msgstr "El array de malla contiene colores." #: doc/classes/Mesh.xml msgid "Mesh array contains UVs." msgstr "El array de malla contiene UVs." #: doc/classes/Mesh.xml msgid "Mesh array contains second UV." msgstr "El array de malla contiene un segundo UV." #: doc/classes/Mesh.xml msgid "Mesh array contains bones." msgstr "El array de malla contiene huesos." #: doc/classes/Mesh.xml msgid "Mesh array contains bone weights." msgstr "El array de malla contiene pesos de huesos." #: doc/classes/Mesh.xml msgid "Mesh array uses indices." msgstr "El array de malla usa índices." #: doc/classes/Mesh.xml msgid "" "Used internally to calculate other [code]ARRAY_COMPRESS_*[/code] enum " "values. Do not use." msgstr "" #: doc/classes/Mesh.xml doc/classes/VisualServer.xml #, fuzzy msgid "Flag used to mark a compressed (half float) vertex array." msgstr "Flag utilizada para marcar un array tangencial comprimido (real)." #: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark a compressed (half float) normal array." msgstr "Flag utilizada para marcar un array normal comprimido (real)." #: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark a compressed (half float) tangent array." msgstr "Flag utilizada para marcar un array tangencial comprimido (real)." #: 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/VisualServer.xml msgid "Flag used to mark a compressed (half float) UV coordinates array." msgstr "Flag usada para marcar un array de coordenadas UV comprimidas (real)." #: 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 "" "Flag usada para marcar un array de coordenadas UV comprimidas (real) para " "las segundas coordenadas UV." #: doc/classes/Mesh.xml doc/classes/VisualServer.xml #, fuzzy msgid "Flag used to mark a compressed bone array." msgstr "Flag usada para marcar un array de índices comprimida." #: doc/classes/Mesh.xml doc/classes/VisualServer.xml #, fuzzy msgid "Flag used to mark a compressed (half float) weight array." msgstr "Flag utilizada para marcar un array tangencial comprimido (real)." #: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark a compressed index array." msgstr "Flag usada para marcar un array de índices comprimida." #: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark that the array contains 2D vertices." msgstr "Flag usada para marcar que el array contiene vértices 2D." #: doc/classes/Mesh.xml doc/classes/VisualServer.xml #, fuzzy msgid "Flag used to mark that the array uses 16-bit bones instead of 8-bit." msgstr "Flag usada para marcar que el array contiene vértices 2D." #: 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." msgstr "" #: doc/classes/Mesh.xml #, fuzzy msgid "" "Used to set flags [constant ARRAY_COMPRESS_VERTEX], [constant " "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.\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 "" "Se usa para poner las banderas [constante ARRAY_COMPRESS_NORMAL], [constant " "ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant " "ARRAY_COMPRESS_TEX_UV] y [constant ARRAY_COMPRESS_TEX_UV2] rápidamente." #: doc/classes/Mesh.xml msgid "Array of vertices." msgstr "Array de vértices." #: doc/classes/Mesh.xml msgid "Array of normals." msgstr "Array de normales." #: doc/classes/Mesh.xml msgid "Array of tangents as an array of floats, 4 floats per tangent." msgstr "Array de tangentes como un array de reales, 4 reales por tangente." #: doc/classes/Mesh.xml msgid "Array of colors." msgstr "Array de colores." #: doc/classes/Mesh.xml msgid "Array of UV coordinates." msgstr "Array de coordenadas UV." #: doc/classes/Mesh.xml msgid "Array of second set of UV coordinates." msgstr "Array de un segundo conjunto de coordenadas UV." #: doc/classes/Mesh.xml msgid "Array of bone data." msgstr "Array de datos de los huesos." #: doc/classes/Mesh.xml msgid "Array of weights." msgstr "Array de pesos." #: doc/classes/Mesh.xml msgid "Array of indices." msgstr "Array de índices." #: doc/classes/MeshDataTool.xml msgid "Helper tool to access and edit [Mesh] data." msgstr "Herramienta de ayuda para acceder y editar los datos de la [Mesh]." #: doc/classes/MeshDataTool.xml #, fuzzy msgid "" "MeshDataTool provides access to individual vertices in a [Mesh]. It allows " "users to read and edit vertex data of meshes. It also creates an array of " "faces and edges.\n" "To use MeshDataTool, load a mesh with [method create_from_surface]. When you " "are finished editing the data commit the data to a mesh with [method " "commit_to_surface].\n" "Below is an example of how MeshDataTool may be used.\n" "[codeblock]\n" "var mesh = ArrayMesh.new()\n" "mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, CubeMesh.new()." "get_mesh_arrays())\n" "var mdt = MeshDataTool.new()\n" "mdt.create_from_surface(mesh, 0)\n" "for i in range(mdt.get_vertex_count()):\n" " var vertex = mdt.get_vertex(i)\n" " # In this example we extend the mesh by one unit, which results in " "separated faces as it is flat shaded.\n" " vertex += mdt.get_vertex_normal(i)\n" " # Save your change.\n" " mdt.set_vertex(i, vertex)\n" "mesh.surface_remove(0)\n" "mdt.commit_to_surface(mesh)\n" "var mi = MeshInstance.new()\n" "mi.mesh = mesh\n" "add_child(mi)\n" "[/codeblock]\n" "See also [ArrayMesh], [ImmediateGeometry] and [SurfaceTool] for procedural " "geometry generation.\n" "[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 "" "La MeshDataTool proporciona acceso a los vértices individuales de una " "[Mesh]. Permite a los usuarios leer y editar los datos de los vértices de " "las mallas. También crea un conjunto de caras y bordes.\n" "Para usar MeshDataTool, cargue una malla con [method create_from_surface]. " "Cuando termines de editar los datos, confirma los datos a una malla con " "[method commit_to_surface].\n" "A continuación se muestra un ejemplo de cómo se puede usar MeshDataTool.\n" "[codeblock]\n" "var herramientaDeDatosDeMalla = MeshDataTool.new()\n" "herramientaDeDatosDeMalla.create_from_surface(malla, 0)\n" "for i in range(herramientaDeDatosDeMalla.get_vertex_count()):\n" " var vertice =herramientaDeDatosDeMalla .get_vertex(i)\n" " ...\n" " herramientaDeDatosDeMalla.set_vertex(i, vertice)\n" "malla.surface_remove(0)\n" "herramientaDeDatosDeMalla.commit_to_surface(malla)\n" "[/codeblock]\n" "Ver también [ArrayMesh], [ImmediateGeometry] y [SurfaceTool] para la " "generación de la geometría de procedimiento.\n" "[b]Nota:[/b] Godot utiliza el orden de giro en el sentido de las agujas del " "reloj [url=https://learnopengl.com/Advanced-OpenGL/Face-culling] para las " "caras frontales de los modos primitivos de los triángulos." #: doc/classes/MeshDataTool.xml msgid "Clears all data currently in MeshDataTool." msgstr "Borra todos los datos que actualmente están en la MeshDataTool." #: doc/classes/MeshDataTool.xml msgid "Adds a new surface to specified [Mesh] with edited data." msgstr "" "Añade una nueva superficie a la [Mesh] especificada con datos editados." #: doc/classes/MeshDataTool.xml msgid "" "Uses specified surface of given [Mesh] to populate data for MeshDataTool.\n" "Requires [Mesh] with primitive type [constant Mesh.PRIMITIVE_TRIANGLES]." msgstr "" "Utiliza la superficie especificada de la [Mesh] dada para poblar los datos " "de la MeshDataTool.\n" "Requiere [Mesh] con el tipo primitivo [constant Mesh.PRIMITIVE_TRIANGLES]." #: doc/classes/MeshDataTool.xml msgid "Returns the number of edges in this [Mesh]." msgstr "Devuelve el número de bordes en esta [Mesh]." #: doc/classes/MeshDataTool.xml msgid "Returns array of faces that touch given edge." msgstr "Devuelve el conjunto de rostros que tocan el borde dado." #: doc/classes/MeshDataTool.xml msgid "Returns meta information assigned to given edge." msgstr "Devuelve la meta información asignada a un borde dado." #: doc/classes/MeshDataTool.xml msgid "" "Returns index of specified vertex connected to given edge.\n" "Vertex argument can only be 0 or 1 because edges are comprised of two " "vertices." msgstr "" "Devuelve el índice de un vértice específico conectado a un borde " "determinado.\n" "El argumento de vértice sólo puede ser 0 o 1 porque los bordes están " "compuestos por dos vértices." #: doc/classes/MeshDataTool.xml msgid "Returns the number of faces in this [Mesh]." msgstr "Devuelve el número de caras en esta [Mesh]." #: doc/classes/MeshDataTool.xml #, fuzzy msgid "" "Returns specified edge associated with given face.\n" "Edge argument must be either 0, 1, or 2 because a face only has three edges." msgstr "" "Devuelve un borde específico asociado a una cara determinada.\n" "El argumento de borde debe ser 2 o menos porque una cara sólo tiene tres " "bordes." #: doc/classes/MeshDataTool.xml msgid "Returns the metadata associated with the given face." msgstr "Devuelve los metadatos asociados con la cara dada." #: doc/classes/MeshDataTool.xml msgid "Calculates and returns the face normal of the given face." msgstr "Calcula y devuelve la cara normal de la cara dada." #: doc/classes/MeshDataTool.xml #, fuzzy msgid "" "Returns the specified vertex of the given face.\n" "Vertex argument must be either 0, 1, or 2 because faces contain three " "vertices." msgstr "" "Devuelve el vértice especificado de la cara dada.\n" "El argumento del vértice debe ser 2 o menos porque las caras contienen tres " "vértices." #: doc/classes/MeshDataTool.xml msgid "" "Returns the [Mesh]'s format. Format is an integer made up of [Mesh] format " "flags combined together. For example, a mesh containing both vertices and " "normals would return a format of [code]3[/code] because [constant ArrayMesh." "ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant ArrayMesh." "ARRAY_FORMAT_NORMAL] is [code]2[/code].\n" "See [enum ArrayMesh.ArrayFormat] for a list of format flags." msgstr "" "Devuelve el formato de la [Mesh]. El formato es un entero compuesto de " "banderas de formato [Mesh] combinadas entre sí. Por ejemplo, una malla que " "contiene tanto vértices como normales devolvería un formato de [code]3[/" "code] porque [constant ArrayMesh.ARRAY_FORMAT_VERTEX] es [code]1[/code] y " "[constant ArrayMesh.ARRAY_FORMAT_NORMAL] es [code]2[/code].\n" "Ver [enum ArrayMesh.ArrayFormat] para una lista de flags de formato." #: doc/classes/MeshDataTool.xml msgid "Returns the material assigned to the [Mesh]." msgstr "Devuelve el material asignado a la [Mesh]." #: doc/classes/MeshDataTool.xml msgid "Returns the vertex at given index." msgstr "Devuelve el vértice en un índice determinado." #: doc/classes/MeshDataTool.xml msgid "Returns the bones of the given vertex." msgstr "Devuelve los huesos del vértice dado." #: doc/classes/MeshDataTool.xml msgid "Returns the color of the given vertex." msgstr "Devuelve el color del vértice dado." #: doc/classes/MeshDataTool.xml msgid "Returns the total number of vertices in [Mesh]." msgstr "Devuelve el número total de vértices en [Mesh]." #: doc/classes/MeshDataTool.xml msgid "Returns an array of edges that share the given vertex." msgstr "Devuelve un array de bordes que comparten el vértice dado." #: doc/classes/MeshDataTool.xml msgid "Returns an array of faces that share the given vertex." msgstr "Devuelve un array de caras que comparten el vértice dado." #: doc/classes/MeshDataTool.xml msgid "Returns the metadata associated with the given vertex." msgstr "Devuelve los metadatos asociados con el vértice dado." #: doc/classes/MeshDataTool.xml msgid "Returns the normal of the given vertex." msgstr "Devuelve la normal del vértice dado." #: doc/classes/MeshDataTool.xml msgid "Returns the tangent of the given vertex." msgstr "Devuelve la tangente del vértice dado." #: doc/classes/MeshDataTool.xml msgid "Returns the UV of the given vertex." msgstr "Devuelve el UV del vértice dado." #: doc/classes/MeshDataTool.xml msgid "Returns the UV2 of the given vertex." msgstr "Devuelve el UV2 del vértice dado." #: doc/classes/MeshDataTool.xml msgid "Returns bone weights of the given vertex." msgstr "Devuelve los pesos del hueso del vértice dado." #: doc/classes/MeshDataTool.xml msgid "Sets the metadata of the given edge." msgstr "Establece los metadatos del borde dado." #: doc/classes/MeshDataTool.xml msgid "Sets the metadata of the given face." msgstr "Establece los metadatos de la cara dada." #: doc/classes/MeshDataTool.xml msgid "Sets the material to be used by newly-constructed [Mesh]." msgstr "Establece el material a ser usado por la [Mesh] recién construida." #: doc/classes/MeshDataTool.xml msgid "Sets the position of the given vertex." msgstr "Establece la posición del vértice dado." #: doc/classes/MeshDataTool.xml msgid "Sets the bones of the given vertex." msgstr "Establece los huesos del vértice dado." #: doc/classes/MeshDataTool.xml msgid "Sets the color of the given vertex." msgstr "Establece el color del vértice dado." #: doc/classes/MeshDataTool.xml msgid "Sets the metadata associated with the given vertex." msgstr "Establece los metadatos asociados con el vértice dado." #: doc/classes/MeshDataTool.xml msgid "Sets the normal of the given vertex." msgstr "Establece la normal del vértice dado." #: doc/classes/MeshDataTool.xml msgid "Sets the tangent of the given vertex." msgstr "Establece la tangente del vértice dado." #: doc/classes/MeshDataTool.xml msgid "Sets the UV of the given vertex." msgstr "Establece el UV del vértice dado." #: doc/classes/MeshDataTool.xml msgid "Sets the UV2 of the given vertex." msgstr "Establece el UV2 del vértice dado." #: doc/classes/MeshDataTool.xml msgid "Sets the bone weights of the given vertex." msgstr "Establece los pesos del hueso del vértice dado." #: doc/classes/MeshInstance.xml msgid "Node that instances meshes into a scenario." msgstr "Nodo que instancia mallas en un escenario." #: doc/classes/MeshInstance.xml #, fuzzy 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 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 "" "MeshInstance es un nodo que toma un recurso [Mesh] y lo añade al escenario " "actual creando una instancia del mismo. Esta es la clase más usada para " "representar la geometría 3D y puede ser usada para dar una instancia a una " "sola [Mesh] en muchos lugares. Esto permite la reutilización de la " "geometría, lo que puede ahorrar recursos. Cuando una [Mesh] tiene que ser " "instanciada más de miles de veces en una proximidad cercana, considere el " "uso de una [MultiMesh] en una [MultiMeshInstance] en su lugar." #: doc/classes/MeshInstance.xml msgid "" "This helper creates a [StaticBody] child node with a [ConvexPolygonShape] " "collision shape calculated from the mesh geometry. It's mainly used for " "testing.\n" "If [code]clean[/code] is [code]true[/code] (default), duplicate and interior " "vertices are removed automatically. You can set it to [code]false[/code] to " "make the process faster if not needed.\n" "If [code]simplify[/code] is [code]true[/code], the geometry can be further " "simplified to reduce the amount of vertices. Disabled by default." msgstr "" #: doc/classes/MeshInstance.xml #, fuzzy msgid "" "This helper creates a [MeshInstance] child node with gizmos at every vertex " "calculated from the mesh geometry. It's mainly used for testing." msgstr "" "Este ayudante crea un nodo hijo [MeshInstance] con gizmos en cada vértice " "calculados a partir de la geometría de la malla. Se utiliza principalmente " "para las pruebas." #: doc/classes/MeshInstance.xml #, fuzzy msgid "" "This helper creates a [StaticBody] child node with multiple " "[ConvexPolygonShape] collision shapes calculated from the mesh geometry via " "convex decomposition. It's mainly used for testing." msgstr "" "Este ayudante crea un nodo hijo [StaticBody] con una forma de colisión " "[ConvexPolygonShape] calculada a partir de la geometría de la malla. Se usa " "principalmente para pruebas." #: doc/classes/MeshInstance.xml #, fuzzy msgid "" "This helper creates a [StaticBody] child node with a [ConcavePolygonShape] " "collision shape calculated from the mesh geometry. It's mainly used for " "testing." msgstr "" "Este ayudante crea un nodo hijo [StaticBody] con una forma de colisión " "[ConcavePolygonShape] calculada a partir de la geometría de la malla. Se usa " "principalmente para pruebas." #: doc/classes/MeshInstance.xml #, fuzzy msgid "" "Returns the [Material] that will be used by the [Mesh] when drawing. This " "can return the [member GeometryInstance.material_override], the surface " "override [Material] defined in this [MeshInstance], or the surface " "[Material] defined in the [Mesh]. For example, if [member GeometryInstance." "material_override] is used, all surfaces will return the override material." msgstr "" "Devuelve el [Material] que será utilizado por la [Malla] al dibujar. Puede " "devolver el [member GeometryInstance3D.material_override], la anulación de " "la superficie [Material] definida en esta [MeshInstance], o la superficie " "[Material] definida en la [Mesh]. Por ejemplo, si se utiliza " "[GeometryInstance3D.material_override], todas las superficies devolverán el " "material de anulación." #: doc/classes/MeshInstance.xml 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 #, fuzzy msgid "Returns the number of surface override materials." msgstr "Devuelve el número de materiales de la superficie." #: doc/classes/MeshInstance.xml 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 msgid "The [Mesh] resource for the instance." msgstr "El recurso [Mesh] para la instancia." #: doc/classes/MeshInstance.xml #, fuzzy msgid "[NodePath] to the [Skeleton] associated with the instance." msgstr "[NodePath] al [Skeleton] asociado con la instancia." #: doc/classes/MeshInstance.xml msgid "Sets the skin to be used by this instance." msgstr "Establece la piel que se utilizará en esta instancia." #: doc/classes/MeshInstance.xml msgid "" "If [code]true[/code], normals are transformed when software skinning is " "used. Set to [code]false[/code] when normals are not needed for better " "performance.\n" "See [member ProjectSettings.rendering/quality/skinning/" "software_skinning_fallback] for details about how software skinning is " "enabled." msgstr "" #: doc/classes/MeshInstance2D.xml msgid "Node used for displaying a [Mesh] in 2D." msgstr "Nodo utilizado para mostrar una [Mesh] en 2D." #: doc/classes/MeshInstance2D.xml #, fuzzy msgid "" "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 "" "Nodo utilizado para mostrar una [Mesh] en 2D. Puede ser construido a partir " "de un [Sprite2D] existente mediante una herramienta en la barra de " "herramientas del editor. Selecciona \"Sprite2D\" y luego \"Convertir a " "Mesh2D\", selecciona los ajustes en el popup y pulsa \"Crear Mesh2D\"." #: doc/classes/MeshInstance2D.xml msgid "The [Mesh] that will be drawn by the [MeshInstance2D]." msgstr "La [Mesh] que será dibujada por la [MeshInstance2D]." #: doc/classes/MeshInstance2D.xml doc/classes/MultiMeshInstance2D.xml #, fuzzy msgid "" "The normal map that will be used if using the default [CanvasItemMaterial].\n" "[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 "" "El mapa normal que se utilizará si se utiliza el [CanvasItemMaterial] " "predeterminado.\n" "[b]Nota:[/b] Godot espera que el mapa normal use las coordenadas X+, Y-, y " "Z+. Ver [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]esta página[/url] " "para una comparación de las coordenadas del mapa normal esperadas por los " "motores populares." #: doc/classes/MeshInstance2D.xml doc/classes/MultiMeshInstance2D.xml #, fuzzy msgid "" "The [Texture] that will be used if using the default [CanvasItemMaterial]. " "Can be accessed as [code]TEXTURE[/code] in CanvasItem shader." msgstr "" "La [Textura2D] que se utilizará si se usa el [CanvasItemMaterial] por " "defecto. Se puede acceder como [code]TEXTURE[/code] en el sombreador " "CanvasItem." #: doc/classes/MeshInstance2D.xml doc/classes/MultiMeshInstance2D.xml msgid "Emitted when the [member texture] is changed." msgstr "Emitido cuando se cambia la [member texture]." #: doc/classes/MeshLibrary.xml msgid "Library of meshes." msgstr "Biblioteca de mallas." #: doc/classes/MeshLibrary.xml msgid "" "A library of meshes. Contains a list of [Mesh] resources, each with a name " "and ID. Each item can also include collision and navigation shapes. This " "resource is used in [GridMap]." msgstr "" "Una biblioteca de mallas. Contiene una lista de recursos de [Mesh], cada uno " "con un nombre y una identificación. Cada elemento también puede incluir " "formas de colisión y de navegación. Este recurso se utiliza en [GridMap]." #: doc/classes/MeshLibrary.xml msgid "Clears the library." msgstr "Limpia la biblioteca." #: doc/classes/MeshLibrary.xml msgid "" "Creates a new item in the library with the given ID.\n" "You can get an unused ID from [method get_last_unused_item_id]." msgstr "" "Crea un nuevo artículo en la biblioteca con la identificación dada.\n" "Puedes obtener un ID sin usar con el [method get_last_unused_item_id]." #: doc/classes/MeshLibrary.xml msgid "Returns the first item with the given name." msgstr "Devuelve el primer objeto con el nombre dado." #: doc/classes/MeshLibrary.xml msgid "Returns the list of item IDs in use." msgstr "Devuelve la lista de ids de objetos en uso." #: doc/classes/MeshLibrary.xml msgid "Returns the item's mesh." msgstr "Devuelve la malla del objeto." #: doc/classes/MeshLibrary.xml #, fuzzy msgid "Returns the transform applied to the item's mesh." msgstr "Devuelve la transformada aplicada a la malla de navegación del objeto." #: doc/classes/MeshLibrary.xml msgid "Returns the item's name." msgstr "Devuelve el nombre del artículo." #: doc/classes/MeshLibrary.xml msgid "Returns the item's navigation mesh." msgstr "Devuelve la malla de navegación del objeto." #: doc/classes/MeshLibrary.xml msgid "Returns the transform applied to the item's navigation mesh." msgstr "Devuelve la transformada aplicada a la malla de navegación del objeto." #: doc/classes/MeshLibrary.xml #, fuzzy msgid "" "When running in the editor, returns a generated item preview (a 3D rendering " "in isometric perspective). When used in a running project, returns the " "manually-defined item preview which can be set using [method " "set_item_preview]. Returns an empty [Texture] if no preview was manually set " "in a running project." msgstr "" "Cuando se ejecuta en el editor, devuelve una vista previa del elemento " "generado (una representación 3D en perspectiva isométrica). Cuando se " "utiliza en un proyecto en ejecución, devuelve la vista previa del elemento " "definido manualmente que puede ser establecida usando [method " "set_item_preview]. Devuelve un [Texture2D] vacío si no se ha establecido " "manualmente una vista previa en un proyecto en ejecución." #: doc/classes/MeshLibrary.xml #, fuzzy msgid "" "Returns an item's collision shapes.\n" "The array consists of each [Shape] followed by its [Transform]." msgstr "" "Devuelve las formas de colisión de un objeto.\n" "El array consiste en cada [Shape] seguido de su [Transform]." #: doc/classes/MeshLibrary.xml msgid "Gets an unused ID for a new item." msgstr "Obtiene un id sin usar para un nuevo objeto." #: doc/classes/MeshLibrary.xml msgid "Removes the item." msgstr "Quita el objeto." #: doc/classes/MeshLibrary.xml msgid "Sets the item's mesh." msgstr "Establece la malla del objeto." #: doc/classes/MeshLibrary.xml #, fuzzy msgid "Sets the transform to apply to the item's mesh." msgstr "" "Establece la transformada para aplicarla a la malla de navegación del objeto." #: doc/classes/MeshLibrary.xml msgid "" "Sets the item's name.\n" "This name is shown in the editor. It can also be used to look up the item " "later using [method find_item_by_name]." msgstr "" "Establece el nombre del artículo.\n" "Este nombre se muestra en el editor. También puede ser usado para buscar el " "ítem más tarde usando [method find_item_by_name]." #: doc/classes/MeshLibrary.xml msgid "Sets the item's navigation mesh." msgstr "Establece la malla de navegación del objeto." #: doc/classes/MeshLibrary.xml msgid "Sets the transform to apply to the item's navigation mesh." msgstr "" "Establece la transformada para aplicarla a la malla de navegación del objeto." #: doc/classes/MeshLibrary.xml msgid "Sets a texture to use as the item's preview icon in the editor." msgstr "" "Establece una textura para usar como el icono de vista previa del objeto en " "el editor." #: doc/classes/MeshLibrary.xml #, fuzzy msgid "" "Sets an item's collision shapes.\n" "The array should consist of [Shape] objects, each followed by a [Transform] " "that will be applied to it. For shapes that should not have a transform, use " "[constant Transform.IDENTITY]." msgstr "" "Establece las formas de colisión de un objeto.\n" "El array debe consistir en objetos [Shape], cada uno seguido de una " "[Transform] que se le aplicará. Para las formas que no deben tener una " "transformación, usa [constant Transform.IDENTITY]." #: doc/classes/MeshTexture.xml msgid "Simple texture that uses a mesh to draw itself." msgstr "Una simple textura que usa una malla para dibujarse a sí misma." #: doc/classes/MeshTexture.xml msgid "" "Simple texture that uses a mesh to draw itself. It's limited because flags " "can't be changed and region drawing is not supported." msgstr "" "Una textura simple que usa una malla para dibujarse a sí misma. Es limitada " "porque las flags no pueden ser cambiadas y el dibujo de la región no esta " "soportado." #: doc/classes/MeshTexture.xml msgid "Sets the base texture that the Mesh will use to draw." msgstr "Establece la textura base que la malla usará para dibujar." #: doc/classes/MeshTexture.xml msgid "Sets the size of the image, needed for reference." msgstr "Establece el tamaño de la imagen, necesario para la referencia." #: doc/classes/MeshTexture.xml msgid "Sets the mesh used to draw. It must be a mesh using 2D vertices." msgstr "" "Establece la malla utilizada para dibujar. Debe ser una malla que usa " "vértices 2D." #: 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 "Implementación de la RealidadVirtual(VR) móvil genérica." #: modules/mobile_vr/doc_classes/MobileVRInterface.xml #, fuzzy msgid "" "This is a generic mobile VR implementation where you need to provide details " "about the phone and HMD used. It does not rely on any existing framework. " "This is the most basic interface we have. For the best effect, you need a " "mobile phone with a gyroscope and accelerometer.\n" "Note that even though there is no positional tracking, the camera will " "assume the headset is at a height of 1.85 meters. You can change this by " "setting [member eye_height].\n" "You can initialise this interface as follows:\n" "[codeblock]\n" "var interface = ARVRServer.find_interface(\"Native mobile\")\n" "if interface and interface.initialize():\n" " get_viewport().arvr = true\n" "[/codeblock]" msgstr "" "Se trata de una implementación genérica de RealidadVirtual(VR) móvil en la " "que es necesario proporcionar detalles sobre el teléfono y el HMD utilizado. " "No se basa en ningún framework existente. Esta es la interfaz más básica que " "tenemos. Para obtener el mejor efecto, se necesita un teléfono móvil con un " "giroscopio y un acelerómetro.\n" "Tenga en cuenta que aunque no hay un seguimiento posicional, la cámara " "asumirá que el auricular está a una altura de 1,85 metros. Puedes cambiar " "esto ajustando [member eye_height].\n" "Puede inicializar esta interfaz de la siguiente manera:\n" "[codeblock]\n" "var interfaz = XRServer.find_interface(\"Native mobile\")\n" "if interfaz and interfaz.initialize():\n" " get_viewport().xr = true\n" "[/codeblock]" #: modules/mobile_vr/doc_classes/MobileVRInterface.xml msgid "" "The distance between the display and the lenses inside of the device in " "centimeters." msgstr "" "La distancia entre la pantalla y las lentes dentro del dispositivo en " "centímetros." #: modules/mobile_vr/doc_classes/MobileVRInterface.xml msgid "The width of the display in centimeters." msgstr "El ancho de la pantalla en centímetros." #: modules/mobile_vr/doc_classes/MobileVRInterface.xml #, fuzzy msgid "" "The height at which the camera is placed in relation to the ground (i.e. " "[ARVROrigin] node)." msgstr "" "La altura a la que se coloca la cámara en relación con el suelo (es decir, " "el nodo [ARVROrigin])." #: modules/mobile_vr/doc_classes/MobileVRInterface.xml msgid "" "The interocular distance, also known as the interpupillary distance. The " "distance between the pupils of the left and right eye." msgstr "" "La distancia interocular, también conocida como distancia interpupilar. La " "distancia entre las pupilas del ojo izquierdo y del derecho." #: modules/mobile_vr/doc_classes/MobileVRInterface.xml msgid "" "The k1 lens factor is one of the two constants that define the strength of " "the lens used and directly influences the lens distortion effect." msgstr "" "El factor k1 de la lente es una de las dos constantes que definen la fuerza " "de la lente utilizada e influye directamente en el efecto de distorsión de " "la lente." #: modules/mobile_vr/doc_classes/MobileVRInterface.xml msgid "The k2 lens factor, see k1." msgstr "El factor de lente k2, ver k1." #: modules/mobile_vr/doc_classes/MobileVRInterface.xml msgid "" "The oversample setting. Because of the lens distortion we have to render our " "buffers at a higher resolution then the screen can natively handle. A value " "between 1.5 and 2.0 often provides good results but at the cost of " "performance." msgstr "" "El ajuste de sobremuestreo. Debido a la distorsión de la lente, tenemos que " "renderizar nuestros buffers a una resolución más alta de la que la pantalla " "puede manejar nativamente. Un valor entre 1,5 y 2,0 a menudo proporciona " "buenos resultados pero a costa del rendimiento." #: doc/classes/MultiMesh.xml msgid "Provides high-performance mesh instancing." msgstr "Proporciona un instanciamiento de malla de alto rendimiento." #: doc/classes/MultiMesh.xml #, fuzzy msgid "" "MultiMesh provides low-level mesh instancing. Drawing thousands of " "[MeshInstance] nodes can be slow, since each object is submitted to the GPU " "then drawn individually.\n" "MultiMesh is much faster as it can draw thousands of instances with a single " "draw call, resulting in less API overhead.\n" "As a drawback, if the instances are too far away from each other, " "performance may be reduced as every single instance will always render (they " "are spatially indexed as one, for the whole object).\n" "Since instances may have any behavior, the AABB used for visibility must be " "provided by the user." msgstr "" "MultiMesh proporciona una malla de bajo nivel de instanciación. Dibujar " "miles de nodos [MeshInstance] puede ser lento, ya que cada objeto se somete " "a la GPU y luego se dibuja individualmente.\n" "MultiMesh es mucho más rápido ya que puede dibujar miles de instancias con " "una sola llamada de dibujo, lo que resulta en una menor sobrecarga de la " "API.\n" "Como desventaja, si las instancias están demasiado lejos unas de otras, el " "rendimiento puede reducirse ya que cada instancia individual siempre se " "renderizará (se indexan espacialmente como una sola, para todo el objeto).\n" "Dado que las instancias pueden tener cualquier comportamiento, el AABB " "utilizado para la visibilidad debe ser proporcionado por el usuario." #: doc/classes/MultiMesh.xml msgid "" "Returns the visibility axis-aligned bounding box in local space. See also " "[method VisualInstance.get_transformed_aabb]." msgstr "" #: doc/classes/MultiMesh.xml msgid "Gets a specific instance's color." msgstr "Obtiene el color de una instancia específica." #: doc/classes/MultiMesh.xml msgid "Returns the custom data that has been set for a specific instance." msgstr "" "Devuelve los datos personalizados que se han establecido para una instancia " "específica." #: doc/classes/MultiMesh.xml msgid "Returns the [Transform] of a specific instance." msgstr "Devuelve la [Transform] de una instancia específica." #: doc/classes/MultiMesh.xml msgid "Returns the [Transform2D] of a specific instance." msgstr "Devuelve la [Transform2D] de una instancia específica." #: doc/classes/MultiMesh.xml msgid "" "When using [i]physics interpolation[/i], this function allows you to prevent " "interpolation on an instance in the current physics tick.\n" "This allows you to move instances instantaneously, and should usually be " "used when initially placing an instance such as a bullet to prevent " "graphical glitches." msgstr "" #: doc/classes/MultiMesh.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" "All data is packed in one large float array. An array may look like this: " "Transform for instance 1, color data for instance 1, custom data for " "instance 1, transform for instance 2, color data for instance 2, etc...\n" "[Transform] is stored as 12 floats, [Transform2D] is stored as 8 floats, " "[code]COLOR_8BIT[/code] / [code]CUSTOM_DATA_8BIT[/code] is stored as 1 float " "(4 bytes as is) and [code]COLOR_FLOAT[/code] / [code]CUSTOM_DATA_FLOAT[/" "code] is stored as 4 floats." msgstr "" #: doc/classes/MultiMesh.xml msgid "" "An alternative version of [method MultiMesh.set_as_bulk_array] which can be " "used with [i]physics interpolation[/i]. This method takes two arrays, and " "can set the data for the current and previous tick in one go. The renderer " "will automatically interpolate the data at each frame.\n" "This is useful for situations where the order of instances may change from " "physics tick to tick, such as particle systems.\n" "When the order of instances is coherent, the simpler [method MultiMesh." "set_as_bulk_array] can still be used with interpolation." msgstr "" #: doc/classes/MultiMesh.xml #, fuzzy msgid "" "Sets the color of a specific instance by [i]multiplying[/i] the mesh's " "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. 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 "" "Establece el color de una instancia específica.\n" "Para que el color tenga efecto, asegúrate de que [member use_colors] es " "[code]true[/code] en el [MultiMesh] y [member BaseMaterial3D." "vertex_color_use_as_albedo] es [code]true[/code] en el material." #: doc/classes/MultiMesh.xml #, fuzzy msgid "" "Sets custom data for a specific instance. Although [Color] is used, it is " "just a container for 4 floating point numbers. The format of the number can " "change depending on the [enum CustomDataFormat] used." msgstr "" "Establece datos personalizados para una instancia específica. Aunque se " "utiliza [Color], es sólo un contenedor para 4 números reales.\n" "Para que se utilicen los datos personalizados, asegúrese de que [member " "use_custom_data] es [code]true[/code]." #: doc/classes/MultiMesh.xml msgid "Sets the [Transform] for a specific instance." msgstr "Establece la [Transform] para una instancia específica." #: doc/classes/MultiMesh.xml msgid "Sets the [Transform2D] for a specific instance." msgstr "Establece el [Transform2D] para una instancia específica." #: doc/classes/MultiMesh.xml msgid "Format of colors in color array that gets passed to shader." msgstr "" #: doc/classes/MultiMesh.xml msgid "Format of custom data in custom data array that gets passed to shader." msgstr "" #: doc/classes/MultiMesh.xml msgid "" "Number of instances that will get drawn. This clears and (re)sizes the " "buffers. By default, all instances are drawn but you can limit this with " "[member visible_instance_count]." msgstr "" "Número de instancias que se dibujarán. Esto limpia y (re)dimensiona los " "buffers. Por defecto, todas las instancias se dibujan pero puedes limitar " "esto con [member visible_instance_count]." #: doc/classes/MultiMesh.xml msgid "Mesh to be drawn." msgstr "Malla para ser dibujada." #: doc/classes/MultiMesh.xml msgid "" "Choose whether to use an interpolation method that favors speed or quality.\n" "When using low physics tick rates (typically below 20) or high rates of " "object rotation, you may get better results from the high quality setting.\n" "[b]Note:[/b] Fast quality does not equate to low quality. Except in the " "special cases mentioned above, the quality should be comparable to high " "quality." msgstr "" #: doc/classes/MultiMesh.xml msgid "Format of transform used to transform mesh, either 2D or 3D." msgstr "" "Formato de transformación usado para transformar la malla, ya sea 2D o 3D." #: doc/classes/MultiMesh.xml msgid "" "Limits the number of instances drawn, -1 draws all instances. Changing this " "does not change the sizes of the buffers." msgstr "" "Limita el número de instancias dibujadas, -1 dibuja todas las instancias. " "Cambiar esto no cambia el tamaño de los buffers." #: doc/classes/MultiMesh.xml msgid "Use this when using 2D transforms." msgstr "Utiliza esto cuando uses las transformadas 2D." #: doc/classes/MultiMesh.xml msgid "Use this when using 3D transforms." msgstr "Utiliza esto cuando uses las transformadas 3D." #: doc/classes/MultiMesh.xml msgid "Use when you are not using per-instance [Color]s." msgstr "" #: doc/classes/MultiMesh.xml msgid "" "Compress [Color] data into 8 bits when passing to shader. This uses less " "memory and can be faster, but the [Color] loses precision." msgstr "" #: doc/classes/MultiMesh.xml msgid "" "The [Color] passed into [method set_instance_color] will use 4 floats. Use " "this for highest precision [Color]." msgstr "" #: doc/classes/MultiMesh.xml msgid "Use when you are not using per-instance custom data." msgstr "" #: doc/classes/MultiMesh.xml msgid "" "Compress custom_data into 8 bits when passing to shader. This uses less " "memory and can be faster, but loses precision and range. Floats packed into " "8 bits can only represent values between 0 and 1, numbers outside that range " "will be clamped." msgstr "" #: doc/classes/MultiMesh.xml msgid "" "The [Color] passed into [method set_instance_custom_data] will use 4 floats. " "Use this for highest precision." msgstr "" #: doc/classes/MultiMesh.xml msgid "" "Always interpolate using Basis lerping, which can produce warping artifacts " "in some situations." msgstr "" #: doc/classes/MultiMesh.xml msgid "" "Attempt to interpolate using Basis slerping (spherical linear interpolation) " "where possible, otherwise fall back to lerping." msgstr "" #: doc/classes/MultiMeshInstance.xml msgid "Node that instances a [MultiMesh]." msgstr "Nodo que instancia un [MultiMesh]." #: doc/classes/MultiMeshInstance.xml #, fuzzy msgid "" "[MultiMeshInstance] is a specialized node to instance [GeometryInstance]s " "based on a [MultiMesh] resource.\n" "This is useful to optimize the rendering of a high amount of instances of a " "given mesh (for example trees in a forest or grass strands)." msgstr "" "[MultiMeshInstance] es un nodo especializado para instancias " "[GeometryInstance] basadas en un recurso [MultiMesh].\n" "Esto es útil para optimizar la representación de una gran cantidad de " "instancias de una malla determinada (por ejemplo, árboles en un bosque o " "hebras de hierba)." #: doc/classes/MultiMeshInstance.xml #, fuzzy msgid "" "The [MultiMesh] resource that will be used and shared among all instances of " "the [MultiMeshInstance]." msgstr "" "El recurso [MultiMesh] que se utilizará y compartirá entre todas las " "instancias de la [MultiMeshInstance]." #: doc/classes/MultiMeshInstance2D.xml msgid "Node that instances a [MultiMesh] in 2D." msgstr "Nodo que instancia un [MultiMesh] en 2D." #: doc/classes/MultiMeshInstance2D.xml #, fuzzy msgid "" "[MultiMeshInstance2D] is a specialized node to instance a [MultiMesh] " "resource in 2D.\n" "Usage is the same as [MultiMeshInstance]." msgstr "" "[MultiMeshInstance2D] es un nodo especializado para la instancia de un " "recurso [MultiMesh] en 2D.\n" "El uso es el mismo que el de [MultiMeshInstance]." #: doc/classes/MultiMeshInstance2D.xml msgid "The [MultiMesh] that will be drawn by the [MultiMeshInstance2D]." msgstr "La [MultiMesh] que será dibujada por la [MultiMeshInstance2D]." #: doc/classes/MultiplayerAPI.xml msgid "High-level multiplayer API." msgstr "API multijugador de alto nivel." #: doc/classes/MultiplayerAPI.xml #, fuzzy msgid "" "This class implements most of the logic behind the high-level multiplayer " "API. See also [NetworkedMultiplayerPeer].\n" "By default, [SceneTree] has a reference to this class that is used to " "provide multiplayer capabilities (i.e. RPC/RSET) across the whole scene.\n" "It is possible to override the MultiplayerAPI instance used by specific " "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-Godot servers. It may change " "without notice." msgstr "" "Esta clase implementa la mayor parte de la lógica detrás de la API " "multijugador de alto nivel.\n" "Por defecto, [SceneTree] tiene una referencia a esta clase que se utiliza " "para proporcionar capacidades multijugador (es decir, RPC/RSET) en toda la " "escena.\n" "Es posible anular la instancia de la API multijugador utilizada por nodos " "específicos estableciendo la propiedad [member Node.custom_multiplayer], lo " "que permite ejecutar de forma efectiva tanto el cliente como el servidor en " "la misma escena." #: doc/classes/MultiplayerAPI.xml msgid "" "Clears the current MultiplayerAPI network state (you shouldn't call this " "unless you know what you are doing)." msgstr "" "Borra el estado actual de la red MultiplayerAPI (no deberías llamar a esto a " "menos que sepas lo que estás haciendo)." #: doc/classes/MultiplayerAPI.xml msgid "" "Returns the peer IDs of all connected peers of this MultiplayerAPI's [member " "network_peer]." msgstr "" "Devuelve los ID de todos los pares conectados de esta MultiplayerAPI's " "[member network_peer]." #: doc/classes/MultiplayerAPI.xml msgid "" "Returns the unique peer ID of this MultiplayerAPI's [member network_peer]." msgstr "" "Devuelve el ID de par único de este MultiplayerAPI's [member network_peer]." #: doc/classes/MultiplayerAPI.xml msgid "" "Returns the sender's peer ID for the RPC currently being executed.\n" "[b]Note:[/b] If not inside an RPC this method will return 0." msgstr "" "Devuelve la identificación del remitente para la RPC que se está ejecutando " "actualmente.\n" "[b]Nota:[/b] Si no está dentro de una RPC este método devolverá 0." #: doc/classes/MultiplayerAPI.xml doc/classes/SceneTree.xml msgid "Returns [code]true[/code] if there is a [member network_peer] set." msgstr "" "Devuelve [code]true[/code] si hay un conjunto de [member network_peer]." #: doc/classes/MultiplayerAPI.xml msgid "" "Returns [code]true[/code] if this MultiplayerAPI's [member network_peer] is " "in server mode (listening for connections)." msgstr "" "Devuelve [code]true[/code] si esta MultiplayerAPI's [member network_peer] " "está en modo servidor (escuchando las conexiones)." #: doc/classes/MultiplayerAPI.xml msgid "" "Method used for polling the MultiplayerAPI. You only need to worry about " "this if you are using [member Node.custom_multiplayer] override or you set " "[member SceneTree.multiplayer_poll] to [code]false[/code]. By default, " "[SceneTree] will poll its MultiplayerAPI for you.\n" "[b]Note:[/b] This method results in RPCs and RSETs being called, so they " "will be executed in the same context of this function (e.g. [code]_process[/" "code], [code]physics[/code], [Thread])." msgstr "" "Método utilizado para la votación del MultiplayerAPI. Sólo tienes que " "preocuparte por esto si utilizas la anulación de [member Node." "custom_multiplayer] o pones [member SceneTree.multiplayer_poll] en " "[code]false[/code]. De forma predeterminada, [SceneTree] sondeará su API " "multijugador por ti.\n" "[b]Nota:[/b] Este método hace que se llamen RPC y RSET, por lo que se " "ejecutarán en el mismo contexto de esta función (por ejemplo, " "[code]_process[/code], [code]physics[/code], [Thread])." #: doc/classes/MultiplayerAPI.xml msgid "" "Sends the given raw [code]bytes[/code] to a specific peer identified by " "[code]id[/code] (see [method NetworkedMultiplayerPeer.set_target_peer]). " "Default ID is [code]0[/code], i.e. broadcast to all peers." msgstr "" "Envía los [code]bytes[/code] en bruto dados a un par específico identificado " "por [code]id[/code] (véase el [method NetworkedMultiplayerPeer." "set_target_peer]). El ID predeterminado es [code]0[/code], es decir, la " "difusión a todos los pares." #: doc/classes/MultiplayerAPI.xml #, fuzzy msgid "" "If [code]true[/code] (or if the [member network_peer] has [member PacketPeer." "allow_object_decoding] set to [code]true[/code]), the MultiplayerAPI will " "allow encoding and decoding of object during RPCs/RSETs.\n" "[b]Warning:[/b] Deserialized objects can contain code which gets executed. " "Do not use this option if the serialized object comes from untrusted sources " "to avoid potential security threats such as remote code execution." msgstr "" "Si [code]true[/code], la MultiplayerAPI permitirá la codificación y " "decodificación del objeto durante los RPCs/RSETs.\n" "[b]Advertencia:[/b] Los objetos deserializados pueden contener código que se " "ejecuta. No utilice esta opción si el objeto serializado proviene de fuentes " "no fiables para evitar posibles amenazas a la seguridad, como la ejecución " "remota de código." #: doc/classes/MultiplayerAPI.xml msgid "" "The peer object to handle the RPC system (effectively enabling networking " "when set). Depending on the peer itself, the MultiplayerAPI will become a " "network server (check with [method is_network_server]) and will set root " "node's network mode to master, or it will become a regular peer with root " "node set to puppet. All child nodes are set to inherit the network mode by " "default. Handling of networking-related events (connection, disconnection, " "new clients) is done by connecting to MultiplayerAPI's signals." msgstr "" "El objeto paritario para manejar el sistema RPC (que permite efectivamente " "la conexión en red cuando se establece). Dependiendo del par en sí mismo, el " "MultiplayerAPI se convertirá en un servidor de red (compruébelo con [method " "is_network_server]) y establecerá el modo de red del nodo raíz como maestro, " "o se convertirá en un par normal con el nodo raíz establecido como " "marioneta. Todos los nodos hijos están configurados para heredar el modo de " "red por defecto. El manejo de los eventos relacionados con la red (conexión, " "desconexión, nuevos clientes) se hace conectando a las señales de " "MultiplayerAPI." #: doc/classes/MultiplayerAPI.xml msgid "" "If [code]true[/code], the MultiplayerAPI's [member network_peer] refuses new " "incoming connections." msgstr "" "Si [code]true[/code], el MultiplayerAPI's [member network_peer] rechaza las " "nuevas conexiones entrantes." #: doc/classes/MultiplayerAPI.xml #, fuzzy msgid "" "The root node to use for RPCs. Instead of an absolute path, a relative path " "will be used to find the node upon which the RPC should be executed.\n" "This effectively allows to have different branches of the scene tree to be " "managed by different MultiplayerAPI, allowing for example to run both client " "and server in the same scene." msgstr "" "Establece el nodo base de la raíz para utilizarlo para las RPC. En lugar de " "una ruta absoluta, se usará una ruta relativa para encontrar el nodo sobre " "el que se debe ejecutar la RPC.\n" "Esto permite efectivamente tener diferentes ramas del árbol de la escena " "para ser gestionadas por diferentes MultiplayerAPI, permitiendo por ejemplo " "ejecutar tanto el cliente como el servidor en la misma escena." #: doc/classes/MultiplayerAPI.xml msgid "" "Emitted when this MultiplayerAPI's [member network_peer] successfully " "connected to a server. Only emitted on clients." msgstr "" "Emitido cuando esta MultiplayerAPI's [member network_peer] se conectó con " "éxito a un servidor. Sólo se emite en los clientes." #: doc/classes/MultiplayerAPI.xml msgid "" "Emitted when this MultiplayerAPI's [member network_peer] fails to establish " "a connection to a server. Only emitted on clients." msgstr "" "Emitido cuando esta MultiplayerAPI [member network_peer] falla al establecer " "una conexión con un servidor. Sólo se emite en los clientes." #: doc/classes/MultiplayerAPI.xml msgid "" "Emitted when this MultiplayerAPI's [member network_peer] connects with a new " "peer. ID is the peer ID of the new peer. Clients get notified when other " "clients connect to the same server. Upon connecting to a server, a client " "also receives this signal for the server (with ID being 1)." msgstr "" "Emitido cuando este MultiplayerAPI's [member network_peer] se conecta con un " "nuevo par. ID es el ID del nuevo par. Los clientes son notificados cuando " "otros clientes se conectan al mismo servidor. Al conectarse a un servidor, " "un cliente también recibe esta señal para el servidor (con el ID siendo 1)." #: doc/classes/MultiplayerAPI.xml msgid "" "Emitted when this MultiplayerAPI's [member network_peer] disconnects from a " "peer. Clients get notified when other clients disconnect from the same " "server." msgstr "" "Emitida cuando esta MultiplayerAPI [member network_peer] se desconecta de un " "par. Los clientes son notificados cuando otros clientes se desconectan del " "mismo servidor." #: doc/classes/MultiplayerAPI.xml msgid "" "Emitted when this MultiplayerAPI's [member network_peer] receive a " "[code]packet[/code] with custom data (see [method send_bytes]). ID is the " "peer ID of the peer that sent the packet." msgstr "" "Se emite cuando esta MultiplayerAPI [member network_peer] recibe un " "[code]packet[/code] con datos personalizados (ver [method send_bytes]). ID " "es el ID del par que envió el paquete." #: doc/classes/MultiplayerAPI.xml msgid "" "Emitted when this MultiplayerAPI's [member network_peer] disconnects from " "server. Only emitted on clients." msgstr "" "Emitida cuando esta MultiplayerAPI de [member network_peer] se desconecta " "del servidor. Sólo se emite en los clientes." #: doc/classes/MultiplayerAPI.xml msgid "" "Used with [method Node.rpc_config] or [method Node.rset_config] to disable a " "method or property for all RPC calls, making it unavailable. Default for all " "methods." msgstr "" "Se utiliza con [method Node.rpc_config] o [method Node.rset_config] para " "desactivar un método o propiedad para todas las llamadas RPC, por lo que no " "está disponible. Por defecto para todos los métodos." #: doc/classes/MultiplayerAPI.xml msgid "" "Used with [method Node.rpc_config] or [method Node.rset_config] to set a " "method to be called or a property to be changed only on the remote end, not " "locally. Analogous to the [code]remote[/code] keyword. Calls and property " "changes are accepted from all remote peers, no matter if they are node's " "master or puppets." msgstr "" "Se utiliza con [method Node.rpc_config] o [method Node.rset_config] para " "establecer un método a ser llamado o una propiedad a ser cambiada sólo en el " "extremo remoto, no localmente. Análogo a la palabra clave [code]remote[/" "code]. Las llamadas y los cambios de propiedad se aceptan de todos los pares " "remotos, sin importar si son maestros o títeres del nodo." #: doc/classes/MultiplayerAPI.xml msgid "" "Used with [method Node.rpc_config] or [method Node.rset_config] to set a " "method to be called or a property to be changed only on the network master " "for this node. Analogous to the [code]master[/code] keyword. Only accepts " "calls or property changes from the node's network puppets, see [method Node." "set_network_master]." msgstr "" "Se utiliza con [method Node.rpc_config] o [method Node.rset_config] para " "establecer un método a ser llamado o una propiedad a ser cambiada sólo en el " "maestro de la red para este nodo. Análogo a la palabra clave [code]master[/" "code]. Sólo acepta llamadas o cambios de propiedades de los títeres de red " "del nodo, ver [method Node.set_network_master]." #: doc/classes/MultiplayerAPI.xml msgid "" "Used with [method Node.rpc_config] or [method Node.rset_config] to set a " "method to be called or a property to be changed only on puppets for this " "node. Analogous to the [code]puppet[/code] keyword. Only accepts calls or " "property changes from the node's network master, see [method Node." "set_network_master]." msgstr "" "Se utiliza con [method Node.rpc_config] o [method Node.rset_config] para " "establecer un método a ser llamado o una propiedad a ser cambiada sólo en " "las marionetas para este nodo. Análogo a la palabra clave [code]puppet[/" "code]. Sólo acepta llamadas o cambios de propiedades del maestro de red del " "nodo, ver [method Node.set_network_master]." #: doc/classes/MultiplayerAPI.xml #, fuzzy msgid "" "[i]Deprecated.[/i] Use [constant RPC_MODE_PUPPET] instead. Analogous to the " "[code]slave[/code] keyword." msgstr "" "Se comporta como [constant RPC_MODE_PUPPET] pero también hace que la llamada " "o la propiedad cambie localmente. Análogo a la palabra clave " "[code]puppetsync[/code]." #: doc/classes/MultiplayerAPI.xml msgid "" "Behave like [constant RPC_MODE_REMOTE] but also make the call or property " "change locally. Analogous to the [code]remotesync[/code] keyword." msgstr "" "Se comporta como [constant RPC_MODE_REMOTE] pero también hace que la llamada " "o la propiedad cambie localmente. Análogo a la palabra clave " "[code]remotesync[/code]." #: doc/classes/MultiplayerAPI.xml #, fuzzy msgid "" "[i]Deprecated.[/i] Use [constant RPC_MODE_REMOTESYNC] instead. Analogous to " "the [code]sync[/code] keyword." msgstr "" "Se comporta como [constant RPC_MODE_REMOTE] pero también hace que la llamada " "o la propiedad cambie localmente. Análogo a la palabra clave " "[code]remotesync[/code]." #: doc/classes/MultiplayerAPI.xml msgid "" "Behave like [constant RPC_MODE_MASTER] but also make the call or property " "change locally. Analogous to the [code]mastersync[/code] keyword." msgstr "" "Se comporta como [constant RPC_MODE_MASTER] pero también hace que la llamada " "o la propiedad cambie localmente. Análogo a la palabra clave " "[code]mastersync[/code]." #: doc/classes/MultiplayerAPI.xml msgid "" "Behave like [constant RPC_MODE_PUPPET] but also make the call or property " "change locally. Analogous to the [code]puppetsync[/code] keyword." msgstr "" "Se comporta como [constant RPC_MODE_PUPPET] pero también hace que la llamada " "o la propiedad cambie localmente. Análogo a la palabra clave " "[code]puppetsync[/code]." #: doc/classes/Mutex.xml msgid "A synchronization mutex (mutual exclusion)." msgstr "Un mutex de sincronización (exclusión mutua)." #: doc/classes/Mutex.xml msgid "" "A synchronization mutex (mutual exclusion). This is used to synchronize " "multiple [Thread]s, and is equivalent to a binary [Semaphore]. It guarantees " "that only one thread can ever acquire the lock at a time. A mutex can be " "used to protect a critical section; however, be careful to avoid deadlocks." msgstr "" "Un mutex de sincronización (exclusión mutua). Se utiliza para sincronizar " "múltiples [Thread]s, y equivale a un [Semaphore] binario. Garantiza que sólo " "un hilo puede adquirir el bloqueo a la vez. Un mutex puede utilizarse para " "proteger una sección crítica; sin embargo, hay que tener cuidado de evitar " "los bloqueos." #: doc/classes/Mutex.xml msgid "" "Locks this [Mutex], blocks until it is unlocked by the current owner.\n" "[b]Note:[/b] This function returns without blocking if the thread already " "has ownership of the mutex." msgstr "" #: doc/classes/Mutex.xml #, fuzzy msgid "" "Tries locking this [Mutex], but does not block. Returns [constant OK] on " "success, [constant ERR_BUSY] otherwise.\n" "[b]Note:[/b] This function returns [constant OK] if the thread already has " "ownership of the mutex." msgstr "" "Trata de bloquear este [Mutex], pero no bloquea. Devuelve [constant OK] en " "el éxito, [constant ERR_BUSY] en caso contrario." #: doc/classes/Mutex.xml msgid "" "Unlocks this [Mutex], leaving it to other threads.\n" "[b]Note:[/b] If a thread called [method lock] or [method try_lock] multiple " "times while already having ownership of the mutex, it must also call [method " "unlock] the same number of times in order to unlock it correctly." msgstr "" #: modules/gdnative/doc_classes/NativeScript.xml msgid "" "Returns the documentation string that was previously set with " "[code]godot_nativescript_set_class_documentation[/code]." msgstr "" "Devuelve la string de documentación que se estableció previamente con " "[code]godot_nativescript_set_class_documentation[/code]." #: modules/gdnative/doc_classes/NativeScript.xml msgid "" "Returns the documentation string that was previously set with " "[code]godot_nativescript_set_method_documentation[/code]." msgstr "" "Devuelve la string de documentación que se estableció previamente con " "[code]godot_nativescript_set_method_documentation[/code]." #: modules/gdnative/doc_classes/NativeScript.xml msgid "" "Returns the documentation string that was previously set with " "[code]godot_nativescript_set_property_documentation[/code]." msgstr "" "Devuelve la string de documentación que se estableció previamente con " "[code]godot_nativescript_set_property_documentation[/code]." #: modules/gdnative/doc_classes/NativeScript.xml msgid "" "Returns the documentation string that was previously set with " "[code]godot_nativescript_set_signal_documentation[/code]." msgstr "" "Devuelve la string de documentación que se estableció previamente con " "[code]godot_nativescript_set_signal_documentation[/code]." #: modules/gdnative/doc_classes/NativeScript.xml #, fuzzy msgid "" "Constructs a new object of the base type with a script of this type already " "attached.\n" "[b]Note:[/b] Any arguments passed to this function will be ignored and not " "passed to the native constructor function. This will change with in a future " "API extension." msgstr "" "Construye un nuevo objeto del tipo base con un script de este tipo ya " "adjunto.\n" "[i]Nota [/i]: Cualquier argumento que se pase a esta función será ignorado y " "no se pasará a la función constructora nativa. Esto cambiará con una futura " "extensión de la API." #: doc/classes/Navigation.xml msgid "Mesh-based navigation and pathfinding node." msgstr "Nodo de navegación y busqueda de caminos basado en una malla." #: doc/classes/Navigation.xml #, fuzzy 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 " "class also assists with aligning navigation agents with the meshes they are " "navigating on." msgstr "" "Proporciona navegación y búsqueda de caminos dentro de una colección de " "[NavigationMesh]es. Estos serán recogidos automáticamente de los nodos hijos " "de [NavigationRegion]. Además de la búsqueda básica, esta clase también " "ayuda a alinear los agentes de navegación con las mallas en las que están " "navegando." #: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml #: doc/classes/NavigationServer.xml msgid "3D Navmesh Demo" msgstr "" #: doc/classes/Navigation.xml doc/classes/Navigation2D.xml #, fuzzy msgid "" "Returns the navigation point closest to the point given. Points are in local " "coordinate space." msgstr "" "Devuelve el polígono de navegación del subsuelo de un atlas/autotile dadas " "sus coordenadas." #: doc/classes/Navigation.xml msgid "" "Returns the surface normal at the navigation point closest to the point " "given. Useful for rotating a navigation agent according to the navigation " "mesh it moves on." msgstr "" #: doc/classes/Navigation.xml #, fuzzy msgid "" "Returns the owner of the [NavigationMesh] which contains the navigation " "point closest to the point given. This is usually a [NavigationMeshInstance]." msgstr "" "Devuelve el polígono de navegación del subsuelo de un atlas/autotile dadas " "sus coordenadas." #: doc/classes/Navigation.xml msgid "" "Returns the navigation point closest to the given line segment. When " "enabling [code]use_collision[/code], only considers intersection points " "between segment and navigation meshes. If multiple intersection points are " "found, the one closest to the segment start point is returned." msgstr "" #: doc/classes/Navigation.xml #, fuzzy msgid "Returns the [RID] of the navigation map on the [NavigationServer]." msgstr "Devuelve el [RID] de la forma enésima de un área." #: doc/classes/Navigation.xml #, fuzzy 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, " "etc.) are considered in the path calculation, otherwise they are ignored." msgstr "" "Devuelve el camino entre dos puntos dados. Los puntos están en el espacio de " "coordenadas locales. Si [code]optimize[/code] es [code]true[/code] (el valor " "por defecto), las propiedades del agente asociadas a cada [NavigationMesh] " "(radio, altura, etc.) se consideran en el cálculo del camino, de lo " "contrario se ignoran." #: doc/classes/Navigation.xml #, fuzzy msgid "The cell height to use for fields." msgstr "El modo de llamada a utilizar para las Call Method Tracks." #: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml msgid "The XZ plane cell size to use for fields." msgstr "" #: doc/classes/Navigation.xml doc/classes/Navigation2D.xml 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 "" "Define qué dirección es hacia arriba. Por defecto, esto es [code](0, 1, 0)[/" "code], que es la dirección \"arriba\" del mundo." #: 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 "Navegación 2D y nodo de búsqueda de caminos." #: doc/classes/Navigation2D.xml #, fuzzy 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." msgstr "" "Navigation2D proporciona navegación y busqueda de caminos dentro de un área " "2D, especificada como una colección de recursos de [NavigationPolygon]. " "Estos se recogen automáticamente de los nodos hijos de [NavigationRegion2D]." #: doc/classes/Navigation2D.xml doc/classes/Navigation2DServer.xml #: doc/classes/NavigationPolygon.xml msgid "2D Navigation Demo" msgstr "" #: doc/classes/Navigation2D.xml msgid "" "Returns the owner of the [NavigationPolygon] which contains the navigation " "point closest to the point given. This is usually a " "[NavigationPolygonInstance]." msgstr "" #: doc/classes/Navigation2D.xml #, fuzzy 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." msgstr "" "Devuelve el camino entre dos puntos dados. Los puntos están en el espacio de " "coordenadas locales. Si [code]optimize[/code] es [code]true[/code] (el valor " "por defecto), el camino se suaviza fusionando los segmentos de camino cuando " "es posible." #: doc/classes/Navigation2D.xml #, fuzzy msgid "The XY plane cell size to use for fields." msgstr "El modo de llamada a utilizar para las Call Method Tracks." #: 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 #, fuzzy msgid "Server interface for low-level 2D navigation access." msgstr "Interfaz de servidor para acceso de audio de bajo nivel." #: doc/classes/Navigation2DServer.xml 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.\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" "[b]Note:[/b] The collision avoidance system ignores regions. Using the " "modified velocity as-is might lead to pushing and agent outside of a " "navigable area. This is a limitation of the collision avoidance system, any " "more complex situation may require the use of the physics engine.\n" "This server keeps tracks of any call and executes them during the sync " "phase. This means that you can request any change to the map, using any " "thread, without worrying." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Creates the agent." msgstr "Crea un [HingeJoint]." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "" "Returns the navigation map [RID] the requested [code]agent[/code] is " "currently assigned to." msgstr "" "Devuelve la [Animation] con clave [code]name[/code] or [code]null[/code] si " "no se encuentra." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns [code]true[/code] if the map got changed the previous frame." msgstr "Devuelve [code]true[/code] si el script puede ser instanciado." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml 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 #, fuzzy msgid "Puts the agent in the map." msgstr "Devuelve la tangente de la entrada." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" "Sets the maximum number of other agents the agent takes into account in the " "navigation. The larger this number, the longer the running time of the " "simulation. If the number is too low, the simulation will not be safe." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the maximum speed of the agent. Must be positive." msgstr "Establece el [enum BitmaskMode] del autotile." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" "Sets the maximum distance to other agents this agent takes into account in " "the navigation. The larger this number, the longer the running time of the " "simulation. If the number is too low, the simulation will not be safe." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the position of the agent in world space." msgstr "Establece la posición del vértice dado." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the radius of the agent." msgstr "Establece la normal del vértice dado." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the new target velocity." msgstr "Establece los huesos del vértice dado." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" "The minimal amount of time for which the agent's velocities that are " "computed by the simulation are safe with respect to other agents. The larger " "this number, the sooner this agent will respond to the presence of other " "agents, but the less freedom this agent has in choosing its velocities. Must " "be positive." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the current velocity of the agent." msgstr "Devuelve la tiempo actual del tween." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Destroys the given RID." msgstr "Quita la identificación del tile dado." #: 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 #, fuzzy msgid "Create a new map." msgstr "Crea un [Area2D]." #: 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 #, fuzzy msgid "Returns the map cell height. [b]Note:[/b] Currently not implemented." msgstr "" "Obtiene la línea actual en el archivo analizado (actualmente no " "implementado)." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns the map cell size." msgstr "Devuelve el tamaño del array." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "" "Returns the point closest to the provided [code]to_point[/code] on the " "navigation mesh surface." msgstr "" "Devuelve la posición del punto en el índice [code]point[/code] en el " "triángulo del índice [code]triangle[/code]." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "" "Returns the owner region RID for the point returned by [method " "map_get_closest_point]." msgstr "" "Devuelve el número de puertos de entrada en uso. Alternativa para [method " "get_free_input_port_id]." #: doc/classes/Navigation2DServer.xml msgid "" "Returns the edge connection margin of the map. The edge connection margin is " "a distance used to connect two regions." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml 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 #, fuzzy msgid "Returns [code]true[/code] if the map is active." msgstr "Devuelve [code]true[/code] si la selección está activa." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the map active." msgstr "Detiene el temporizador." #: doc/classes/Navigation2DServer.xml #, fuzzy msgid "" "Set the map cell height used to weld the navigation mesh polygons. [b]Note:[/" "b] Currently not implemented." msgstr "Devuelve la transformada aplicada a la malla de navegación del objeto." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Set the map cell size used to weld the navigation mesh polygons." msgstr "Devuelve la transformada aplicada a la malla de navegación del objeto." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" "Set the map edge connection margin used to weld the compatible region edges." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Creates a new region." msgstr "Crea un [Area2D]." #: 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 #, fuzzy msgid "" "Returns how many connections this [code]region[/code] has with other regions " "in the map." msgstr "" "Devuelve la proyección ortogonal de [code]point[/code] en un punto del plano." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns the [code]enter_cost[/code] of this [code]region[/code]." msgstr "Devuelve [code]true[/code] si existe la [code]signal[/code] dada." #: 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 #, fuzzy msgid "Returns the region's navigation layers." msgstr "Devuelve la malla de navegación del objeto." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]." msgstr "Devuelve [code]true[/code] si existe la [code]signal[/code] dada." #: 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 #, fuzzy msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]." msgstr "" "Coloca la [code]position[/code] para el punto con el [code]id[/code] dado." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the map for the region." msgstr "Establece los metadatos del borde dado." #: 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 #, fuzzy msgid "Sets the navigation mesh for the region." msgstr "Establece la malla de navegación del objeto." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the global transformation for the region." msgstr "Establece la matriz de transformación global del Viewport." #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the [code]travel_cost[/code] for this [code]region[/code]." msgstr "" "Coloca la [code]position[/code] para el punto con el [code]id[/code] dado." #: doc/classes/NavigationAgent.xml msgid "3D agent used in navigation for collision avoidance." msgstr "" #: doc/classes/NavigationAgent.xml 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. 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.\n" "[b]Note:[/b] By default, the expensive calculations for avoidance are done " "in a thread. In HTML5 exports without thread support, they will be done on " "the main thread, which can lead to performance issues." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" "Returns the distance to the target location, using the agent's global " "position. The user must set the target location with [method " "set_target_location] in order for this to be accurate." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" "Returns the reachable final location in global coordinates. This can change " "if the navigation path is altered in any way. Because of this, it would be " "best to check this each frame." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml 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 #, fuzzy msgid "" "Returns which index the agent is currently on in the navigation path's " "[PoolVector3Array]." msgstr "Devuelve el caché de puntos como un [PackedVector3Array]." #: doc/classes/NavigationAgent.xml #, fuzzy msgid "" "Returns the [Navigation] node that the agent is using for its navigation " "system." msgstr "Devuelve el nodo animacion con el nombre dado." #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" "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 #, fuzzy msgid "Returns the [RID] of this agent on the [NavigationServer]." msgstr "Devuelve el [RID] de la forma enésima de un área." #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml #, fuzzy msgid "" "Returns the user-defined target location (set with [method " "set_target_location])." msgstr "Devuelve el texto de error si el [method parse] ha fallado." #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml #, fuzzy msgid "" "Returns [code]true[/code] if the navigation path's final location has been " "reached." msgstr "Devuelve [code]true[/code] si un camino dado es filtrado." #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml #, fuzzy msgid "" "Returns [code]true[/code] if the target location is reachable. The target " "location is set using [method set_target_location]." msgstr "" "Devuelve [code]true[/code] si el nodo está configurado como de nivel " "superior. Ver [method set_as_toplevel]." #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" "Returns [code]true[/code] if the target location is reached. The target " "location is set using [method set_target_location]. It may not always be " "possible to reach the target location. It should always be possible to reach " "the final location though. See [method get_final_location]." msgstr "" #: doc/classes/NavigationAgent.xml msgid "" "Sets the [Navigation] node used by the agent. Useful when you don't want to " "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 " "path." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" "Sends the passed in velocity to the collision avoidance algorithm. It will " "adjust the velocity to avoid collisions. Once the adjustment to the velocity " "is complete, it will emit the [signal velocity_computed] signal." msgstr "" #: doc/classes/NavigationAgent.xml 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 msgid "" "Ignores collisions on the Y axis. Must be [code]true[/code] to move on a " "horizontal plane." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml #, fuzzy msgid "The maximum number of neighbors for the agent to consider." msgstr "El valor máximo de luminosidad para la exposición automática." #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml #, fuzzy msgid "The maximum speed that an agent can move." msgstr "El valor máximo que puede alcanzar la curva." #: 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 #, fuzzy msgid "The distance to search for other agents." msgstr "La instancia no tiene un tipo." #: 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 " "final location. This can happen due to trying to avoid collisions. When the " "maximum distance is exceeded, it recalculates the ideal path." msgstr "" #: 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 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 msgid "" "The minimal amount of time for which this agent's velocities, that are " "computed with the collision avoidance algorithm, are safe with respect to " "other agents. The larger the number, the sooner the agent will respond to " "other agents, but the less freedom in choosing its velocities. Must be " "positive." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml #, fuzzy msgid "Notifies when the final location is reached." msgstr "Notifica cuando una animación ha terminado de reproducirse." #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" "Notifies when the navigation path changes. This can be triggered by the " "navigation system or by the user changing the path." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" "Notifies when the player-defined target, set with [method " "set_target_location], is reached." 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]. Only emitted when [member avoidance_enabled] is true." msgstr "" #: doc/classes/NavigationAgent2D.xml msgid "2D agent used in navigation for collision avoidance." msgstr "" #: doc/classes/NavigationAgent2D.xml 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. 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.\n" "[b]Note:[/b] By default, the expensive calculations for avoidance are done " "in a thread. In HTML5 exports without thread support, they will be done on " "the main thread, which can lead to performance issues." msgstr "" #: doc/classes/NavigationAgent2D.xml #, fuzzy msgid "" "Returns which index the agent is currently on in the navigation path's " "[PoolVector2Array]." msgstr "Devuelve el caché de puntos como un [PackedVector2Array]." #: doc/classes/NavigationAgent2D.xml #, fuzzy msgid "" "Returns the [Navigation2D] node that the agent is using for its navigation " "system." msgstr "Devuelve el nodo animacion con el nombre dado." #: doc/classes/NavigationAgent2D.xml #, fuzzy msgid "Returns the [RID] of this agent on the [Navigation2DServer]." msgstr "Devuelve el [RID] de la forma enésima de un área." #: doc/classes/NavigationAgent2D.xml msgid "" "Sets the [Navigation2D] node used by the agent. Useful when you don't want " "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 "" #: doc/classes/NavigationMesh.xml msgid "" "A navigation mesh is a collection of polygons that define which areas of an " "environment are traversable to aid agents in pathfinding through complicated " "spaces." msgstr "" #: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml msgid "" "Adds a polygon using the indices of the vertices you get when calling " "[method get_vertices]." msgstr "" "Añade un polígono usando los índices de los vértices que obtienes al llamar " "a [method get_vertices]." #: doc/classes/NavigationMesh.xml #, fuzzy msgid "" "Clears the array of polygons, but it doesn't clear the array of vertices." msgstr "" "Limpia el array de polígonos, pero no limpia el array de contornos y " "vértices." #: doc/classes/NavigationMesh.xml msgid "" "Initializes the navigation mesh by setting the vertices and indices " "according to a [Mesh]." msgstr "" #: doc/classes/NavigationMesh.xml #, fuzzy msgid "" "Returns whether the specified [code]bit[/code] of the [member " "geometry_collision_mask] is set." msgstr "" "Devuelve [code]true[/code] si el bit de la máscara de colisión dada está " "configurado." #: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml #, fuzzy msgid "" "Returns a [PoolIntArray] containing the indices of the vertices of a created " "polygon." msgstr "" "Devuelve un [PoolIntArray] que contiene los índices de los vértices de " "un polígono creado." #: doc/classes/NavigationMesh.xml #, fuzzy msgid "Returns the number of polygons in the navigation mesh." msgstr "Devuelve el número de fotogramas de la animación." #: doc/classes/NavigationMesh.xml #, fuzzy msgid "" "Returns a [PoolVector3Array] containing all the vertices being used to " "create the polygons." msgstr "" "Devuelve un [PackedVector2Array] que contiene todos los vértices que se " "están usando para crear los polígonos." #: 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" "If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/" "code] in the [member geometry_collision_mask]." msgstr "" #: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml msgid "" "Sets the vertices that can be then indexed to create polygons with the " "[method add_polygon] method." msgstr "" "Establece los vértices que pueden ser indexados para crear polígonos con el " "método [method add_polygon]." #: doc/classes/NavigationMesh.xml 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]." 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]." msgstr "" #: doc/classes/NavigationMesh.xml #, fuzzy msgid "The maximum slope that is considered walkable, in degrees." msgstr "La máxima velocidad que un agente puede alcanzar." #: doc/classes/NavigationMesh.xml 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]." msgstr "" #: doc/classes/NavigationMesh.xml #, fuzzy msgid "The Y axis cell size to use for fields." msgstr "El modo de llamada a utilizar para las Call Method Tracks." #: doc/classes/NavigationMesh.xml msgid "" "The sampling distance to use when generating the detail mesh, in cell unit." msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "The maximum distance the detail mesh surface should deviate from " "heightfield, in cell unit." msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "The maximum distance a simplfied contour's border edges should deviate the " "original raw contour." msgstr "" #: doc/classes/NavigationMesh.xml 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]." msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "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 #, fuzzy msgid "If [code]true[/code], marks spans that are ledges as non-walkable." msgstr "Si [code]true[/code], se activan las pulsaciones de paso." #: 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." msgstr "" #: doc/classes/NavigationMesh.xml #, fuzzy msgid "" "If [code]true[/code], marks walkable spans as not walkable if the clearance " "above the span is less than [member agent_height]." msgstr "" "Si [code]true[/code], las partículas emitirán una vez y luego se detendrán. " "Equivalente a [member GPUParticles.one_shot]." #: doc/classes/NavigationMesh.xml msgid "" "The physics layers to scan for static colliders.\n" "Only used when [member geometry_parsed_geometry_type] is [constant " "PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]." msgstr "" #: doc/classes/NavigationMesh.xml #, fuzzy msgid "" "Determines which type of nodes will be parsed as geometry. See [enum " "ParsedGeometryType] for possible values." msgstr "" "Establece el tipo de articulación. Ver [enum JointType] para los posibles " "valores." #: doc/classes/NavigationMesh.xml #, fuzzy msgid "" "The source of the geometry used when baking. See [enum SourceGeometryMode] " "for possible values." msgstr "El modo de fondo. Ver [enum BGMode] para los posibles valores." #: 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 " "SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant " "SOURCE_GEOMETRY_GROUPS_EXPLICIT]." msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "The maximum number of vertices allowed for polygons generated during the " "contour to polygon conversion process." msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "Any regions with a size smaller than this will be merged with larger regions " "if possible.\n" "[b]Note:[/b] This value will be squared to calculate the number of cells. " "For example, a value of 20 will set the number of cells to 400." msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "The minimum size of a region for it to be created.\n" "[b]Note:[/b] This value will be squared to calculate the minimum number of " "cells allowed to form isolated island areas. For example, a value of 8 will " "set the number of cells to 64." msgstr "" #: doc/classes/NavigationMesh.xml #, fuzzy msgid "" "Partitioning algorithm for creating the navigation mesh polys. See [enum " "SamplePartitionType] for possible values." msgstr "" "Posición para el origen del tile. Ver [enum TileOrigin] para los posibles " "valores." #: doc/classes/NavigationMesh.xml msgid "" "Watershed partitioning. Generally the best choice if you precompute the " "navigation mesh, use this if you have large open areas." msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "Monotone partitioning. Use this if you want fast navigation mesh generation." msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "Layer partitioning. Good choice to use for tiled navigation mesh with medium " "and small sized tiles." msgstr "" #: doc/classes/NavigationMesh.xml #, fuzzy msgid "Represents the size of the [enum SamplePartitionType] enum." msgstr "Representa el tamaño del enum[enum PortType]." #: doc/classes/NavigationMesh.xml msgid "" "Parses mesh instances as geometry. This includes [MeshInstance], [CSGShape], " "and [GridMap] nodes." 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]." msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "Both [constant PARSED_GEOMETRY_MESH_INSTANCES] and [constant " "PARSED_GEOMETRY_STATIC_COLLIDERS]." msgstr "" #: doc/classes/NavigationMesh.xml #, fuzzy msgid "Represents the size of the [enum ParsedGeometryType] enum." msgstr "Representa el tamaño del enum[enum PortType]." #: doc/classes/NavigationMesh.xml msgid "" "Scans the child nodes of [NavigationMeshInstance] recursively for geometry." 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]." msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "Uses nodes in a group for geometry. The group is specified by [member " "geometry_source_group_name]." msgstr "" #: doc/classes/NavigationMesh.xml #, fuzzy msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "Representa el tamaño del enum [enum ShaderMode]." #: doc/classes/NavigationMeshGenerator.xml msgid "Helper class for creating and clearing navigation meshes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml msgid "" "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 "" "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 #, fuzzy msgid "" "Removes all polygons and vertices from the provided [code]nav_mesh[/code] " "resource." msgstr "Elimina la animación con la clave [code]name[/code]." #: doc/classes/NavigationMeshInstance.xml #, fuzzy msgid "An instance of a [NavigationMesh]." msgstr "Nodo que instancia un [MultiMesh]." #: 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.\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]. 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 #, fuzzy msgid "The [NavigationMesh] resource to use." msgstr "El recurso [Mesh] para la instancia." #: 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 #, fuzzy msgid "Notifies when the navigation mesh bake operation is completed." msgstr "Notifica cuando una animación comienza a reproducirse." #: doc/classes/NavigationMeshInstance.xml #, fuzzy msgid "Notifies when the [NavigationMesh] has changed." msgstr "Notifica cuando una animación comienza a reproducirse." #: doc/classes/NavigationObstacle.xml msgid "3D obstacle used in navigation for collision avoidance." msgstr "" #: doc/classes/NavigationObstacle.xml 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.\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 #, fuzzy msgid "" "Returns the [Navigation] node that the obstacle is using for its navigation " "system." msgstr "Devuelve el nodo animacion con el nombre dado." #: doc/classes/NavigationObstacle.xml #, fuzzy msgid "Returns the [RID] of this obstacle on the [NavigationServer]." msgstr "Devuelve el [RID] de la forma enésima de un área." #: doc/classes/NavigationObstacle.xml msgid "" "Sets the [Navigation] node used by the obstacle. Useful when you don't want " "to make the obstacle a child of a [Navigation] node." msgstr "" #: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml msgid "" "Enables radius estimation algorithm which uses parent's collision shapes to " "determine the obstacle radius." msgstr "" #: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml #, fuzzy msgid "" "The radius of the agent. Used only if [member estimate_radius] is set to " "[code]false[/code]." msgstr "" "Fondo utilizado cuando [LineEdit] está en modo de sólo lectura ([member " "editable] está configurado como [code]false[/code])." #: doc/classes/NavigationObstacle2D.xml msgid "2D obstacle used in navigation for collision avoidance." msgstr "" #: doc/classes/NavigationObstacle2D.xml 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.\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 msgid "" "Returns the [Navigation2D] node that the obstacle is using for its " "navigation system." msgstr "" #: doc/classes/NavigationObstacle2D.xml #, fuzzy msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]." msgstr "Devuelve el [RID] de la forma enésima de un área." #: doc/classes/NavigationObstacle2D.xml msgid "" "Sets the [Navigation2D] node used by the obstacle. Useful when you don't " "want to make the obstacle a child of a [Navigation2D] node." msgstr "" #: doc/classes/NavigationPolygon.xml msgid "" "A node that has methods to draw outlines or use indices of vertices to " "create navigation polygons." msgstr "" "Un nodo que tiene métodos para dibujar contornos o usar índices de vértices " "para crear polígonos de navegación." #: doc/classes/NavigationPolygon.xml #, fuzzy msgid "" "There are two ways to create polygons. Either by using the [method " "add_outline] method, or using the [method add_polygon] method.\n" "Using [method add_outline]:\n" "[codeblock]\n" "var polygon = NavigationPolygon.new()\n" "var outline = PoolVector2Array([Vector2(0, 0), Vector2(0, 50), Vector2(50, " "50), Vector2(50, 0)])\n" "polygon.add_outline(outline)\n" "polygon.make_polygons_from_outlines()\n" "$NavigationPolygonInstance.navpoly = polygon\n" "[/codeblock]\n" "Using [method add_polygon] and indices of the vertices array.\n" "[codeblock]\n" "var polygon = NavigationPolygon.new()\n" "var vertices = PoolVector2Array([Vector2(0, 0), Vector2(0, 50), Vector2(50, " "50), Vector2(50, 0)])\n" "polygon.set_vertices(vertices)\n" "var indices = PoolIntArray([0, 1, 2, 3])\n" "polygon.add_polygon(indices)\n" "$NavigationPolygonInstance.navpoly = polygon\n" "[/codeblock]" msgstr "" "Hay dos formas de crear polígonos. O bien usando el método [method " "add_outline], o bien usando el método [method add_polygon].\n" "Usando el método [method add_outline]:\n" "[codeblock]\n" "var poligono = NavigationPolygon.new()\n" "var contorno = PackedVector2Array([Vector2(0, 0), Vector2(0, 50), " "Vector2(50, 50), Vector2(50, 0)])\n" "poligono.add_outline(contorno)\n" "poligono.make_polygons_from_outlines()\n" "$NavigationRegion2D.navpoly = poligono\n" "[/codeblock]\n" "Usando [method add_polygon] y los índices del array de vértices.\n" "[codeblock]\n" "var poligono = NavigationPolygon.new()\n" "var vertices = PackedVector2Array([Vector2(0, 0), Vector2(0, 50), " "Vector2(50, 50), Vector2(50, 0)])\n" "poligono.set_vertices(vertices)\n" "var indices = PoolIntArray(0, 3, 1)\n" "polygon.add_polygon(indices)\n" "$NavigationRegion2D.navpoly = poligono\n" "[/codeblock]" #: doc/classes/NavigationPolygon.xml #, fuzzy msgid "" "Appends a [PoolVector2Array] that contains the vertices of an outline to the " "internal array that contains all the outlines. You have to call [method " "make_polygons_from_outlines] in order for this array to be converted to " "polygons that the engine will use." msgstr "" "Añade un [PackedVector2Array] que contiene los vértices de un contorno al " "array interno que contiene todos los contornos. Tienes que llamar a [method " "make_polygons_from_outlines] para que este array se convierta en polígonos " "que el motor utilizará." #: doc/classes/NavigationPolygon.xml #, fuzzy msgid "" "Adds a [PoolVector2Array] that contains the vertices of an outline to the " "internal array that contains all the outlines at a fixed position. You have " "to call [method make_polygons_from_outlines] in order for this array to be " "converted to polygons that the engine will use." msgstr "" "Añade un [PackedVector2Array] que contiene los vértices de un contorno al " "array interno que contiene todos los contornos en una posición fija. Tienes " "que llamar a [method make_polygons_from_outlines] para que este array se " "convierta en polígonos que el motor utilizará." #: doc/classes/NavigationPolygon.xml msgid "" "Clears the array of the outlines, but it doesn't clear the vertices and the " "polygons that were created by them." msgstr "" "Limpia el array de los contornos, pero no limpia los vértices y los " "polígonos que fueron creados por ellos." #: doc/classes/NavigationPolygon.xml msgid "" "Clears the array of polygons, but it doesn't clear the array of outlines and " "vertices." msgstr "" "Limpia el array de polígonos, pero no limpia el array de contornos y " "vértices." #: 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 #, fuzzy msgid "" "Returns a [PoolVector2Array] containing the vertices of an outline that was " "created in the editor or by script." msgstr "" "Devuelve un [PackedVector2Array] que contiene los vértices de un contorno " "que fue creado en el editor o mediante un script." #: doc/classes/NavigationPolygon.xml msgid "" "Returns the number of outlines that were created in the editor or by script." msgstr "" "Devuelve el número de contornos que fueron creados en el editor o por el " "script." #: doc/classes/NavigationPolygon.xml msgid "Returns the count of all polygons." msgstr "Devuelve el recuento de todos los polígonos." #: doc/classes/NavigationPolygon.xml #, fuzzy msgid "" "Returns a [PoolVector2Array] containing all the vertices being used to " "create the polygons." msgstr "" "Devuelve un [PackedVector2Array] que contiene todos los vértices que se " "están usando para crear los polígonos." #: doc/classes/NavigationPolygon.xml msgid "Creates polygons from the outlines added in the editor or by script." msgstr "" "Crea polígonos a partir de los contornos añadidos en el editor o por el " "script." #: doc/classes/NavigationPolygon.xml msgid "" "Removes an outline created in the editor or by script. You have to call " "[method make_polygons_from_outlines] for the polygons to update." msgstr "" "Elimina un esquema creado en el editor o por el guión. Tienes que llamar a " "[method make_polygons_from_outlines] para que los polígonos se actualicen." #: doc/classes/NavigationPolygon.xml msgid "" "Changes an outline created in the editor or by script. You have to call " "[method make_polygons_from_outlines] for the polygons to update." msgstr "" "Cambia un contorno creado en el editor o por el script. Tienes que llamar a " "[method make_polygons_from_outlines] para que los polígonos se actualicen." #: doc/classes/NavigationPolygonInstance.xml #, fuzzy msgid "A region of the 2D navigation map." msgstr "Establece la malla de navegación del objeto." #: 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 #, fuzzy msgid "The [NavigationPolygon] resource to use." msgstr "El recurso [Mesh] para la instancia." #: doc/classes/NavigationServer.xml #, fuzzy msgid "Server interface for low-level 3D navigation access." msgstr "Interfaz de servidor para acceso de audio de bajo nivel." #: doc/classes/NavigationServer.xml 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.\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" "[b]Note:[/b] The collision avoidance system ignores regions. Using the " "modified velocity as-is might lead to pushing and agent outside of a " "navigable area. This is a limitation of the collision avoidance system, any " "more complex situation may require the use of the physics engine.\n" "[b]Note:[/b] By default, the expensive calculations for avoidance are done " "in a thread. In HTML5 exports without thread support, they will be done on " "the main thread, which can lead to performance issues.\n" "This server keeps tracks of any call and executes them during the sync " "phase. This means that you can request any change to the map, using any " "thread, without worrying." msgstr "" #: doc/classes/NavigationServer.xml #, fuzzy msgid "Returns the map cell height." msgstr "Devuelve el tamaño del array." #: doc/classes/NavigationServer.xml #, fuzzy msgid "" "Returns the normal for the point returned by [method map_get_closest_point]." msgstr "" "Devuelve la normalidad de la forma del objeto que se intersecta en el punto " "de colisión." #: doc/classes/NavigationServer.xml #, fuzzy msgid "" "Returns the closest point between the navigation surface and the segment." msgstr "El estilo de los puntos entre el comienzo y el final." #: doc/classes/NavigationServer.xml msgid "" "Returns the edge connection margin of the map. This distance is the minimum " "vertex distance needed to connect two edges from different regions." msgstr "" #: doc/classes/NavigationServer.xml #, fuzzy msgid "Returns the map's up direction." msgstr "Devuelve las dimensiones del mapa de bits." #: doc/classes/NavigationServer.xml #, fuzzy msgid "Set the map cell height used to weld the navigation mesh polygons." msgstr "Devuelve la transformada aplicada a la malla de navegación del objeto." #: doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the map up direction." msgstr "Detiene el audio." #: doc/classes/NavigationServer.xml msgid "" "Process the collision avoidance agents.\n" "The result of this process is needed by the physics server, so this must be " "called in the main thread.\n" "[b]Note:[/b] This function is not thread safe." msgstr "" #: doc/classes/NavigationServer.xml #, fuzzy msgid "Bakes the navigation mesh." msgstr "Establece la malla de navegación del objeto." #: 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 #, fuzzy msgid "Control activation of this server." msgstr "Traducción local de este nodo." #: 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 #, fuzzy msgid "Set the max packet size that this peer can handle." msgstr "Establece la piel que se utilizará en esta instancia." #: 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." "html]ENet[/url] library." msgstr "" "Implementación de PacketPeer usando la biblioteca [url=http://enet.bespin." "org/index.html]ENet[/url]." #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "A PacketPeer implementation that should be passed to [member SceneTree." "network_peer] after being initialized as either a client or server. Events " "can then be handled by connecting to [SceneTree] signals.\n" "ENet's purpose is to provide a relatively thin, simple and robust network " "communication layer on top of UDP (User Datagram Protocol).\n" "[b]Note:[/b] ENet only uses UDP, not TCP. When forwarding the server port to " "make your server accessible on the public Internet, you only need to forward " "the server port in UDP. You can use the [UPNP] class to try to forward the " "server port automatically when starting the server." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "Closes the connection. Ignored if no connection is currently established. If " "this is a server it tries to notify all clients before forcibly " "disconnecting them. If this is a client it simply closes the connection to " "the server." msgstr "" "Cierra la conexión. Ignorado si no se establece ninguna conexión " "actualmente. Si se trata de un servidor, intenta notificar a todos los " "clientes antes de desconectarlos por la fuerza. Si se trata de un cliente, " "simplemente cierra la conexión con el servidor." #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "Create client that connects to a server at [code]address[/code] using " "specified [code]port[/code]. The given address needs to be either a fully " "qualified domain name (e.g. [code]\"www.example.com\"[/code]) or an IP " "address in IPv4 or IPv6 format (e.g. [code]\"192.168.1.1\"[/code]). The " "[code]port[/code] is the port the server is listening on. The " "[code]in_bandwidth[/code] and [code]out_bandwidth[/code] parameters can be " "used to limit the incoming and outgoing bandwidth to the given number of " "bytes per second. The default of 0 means unlimited bandwidth. Note that ENet " "will strategically drop packets on specific sides of a connection between " "peers to ensure the peer's bandwidth is not overwhelmed. The bandwidth " "parameters also determine the window size of a connection which limits the " "amount of reliable packets that may be in transit at any given time. Returns " "[constant OK] if a client was created, [constant ERR_ALREADY_IN_USE] if this " "NetworkedMultiplayerENet instance already has an open connection (in which " "case you need to call [method close_connection] first) or [constant " "ERR_CANT_CREATE] if the client could not be created. If [code]client_port[/" "code] is specified, the client will also listen to the given port; this is " "useful for some NAT traversal techniques." msgstr "" "Crear el cliente que se conecta a un servidor en la [code]address[/code] " "usando el [code]port[/code] especificado. La dirección especificada debe ser " "un nombre de dominio completamente cualificado (por ejemplo, [code]\"www." "example.com\"[/code]) o una dirección IP en formato IPv4 o IPv6 (por " "ejemplo, [code]\"192.168.1.1\"[/code]). El [code]port[/code] es el puerto en " "el que el servidor está escuchando. Los parámetros [code]in_bandwith[/code] " "y [code]out_bandwidth[/code] pueden utilizarse para limitar el ancho de " "banda de entrada y de salida al número dado de bytes por segundo. El valor " "predeterminado de 0 significa ancho de banda ilimitado. Tenga en cuenta que " "el ENet dejará caer estratégicamente paquetes en lados específicos de una " "conexión entre pares para asegurarse de que el ancho de banda del par no se " "vea sobrepasado. Los parámetros de ancho de banda también determinan el " "tamaño de la ventana de una conexión que limita la cantidad de paquetes " "confiables que pueden estar en tránsito en un momento dado. Devuelve " "[constant OK] si se creó un cliente, [constant ERR_ALREADY_IN_USE] si esta " "instancia NetworkedMultiplayerENet ya tiene una conexión abierta (en cuyo " "caso necesita llamar primero a [method close_connection]) o [constant " "ERR_CANT_CREATE] si no se pudo crear el cliente. Si se especifica " "[code]client_port[/code], el cliente también escuchará el puerto dado; esto " "es útil para algunas técnicas de travesía de NAT." #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "Create server that listens to connections via [code]port[/code]. The port " "needs to be an available, unused port between 0 and 65535. Note that ports " "below 1024 are privileged and may require elevated permissions depending on " "the platform. To change the interface the server listens on, use [method " "set_bind_ip]. The default IP is the wildcard [code]\"*\"[/code], which " "listens on all available interfaces. [code]max_clients[/code] is the maximum " "number of clients that are allowed at once, any number up to 4095 may be " "used, although the achievable number of simultaneous clients may be far " "lower and depends on the application. For additional details on the " "bandwidth parameters, see [method create_client]. Returns [constant OK] if a " "server was created, [constant ERR_ALREADY_IN_USE] if this " "NetworkedMultiplayerENet instance already has an open connection (in which " "case you need to call [method close_connection] first) or [constant " "ERR_CANT_CREATE] if the server could not be created." msgstr "" "Crear un servidor que escuche las conexiones a través de [code]port[/code]. " "El puerto debe ser un puerto disponible y no utilizado entre 0 y 65535. " "Tenga en cuenta que los puertos por debajo de 1024 son privilegiados y " "pueden requerir permisos elevados dependiendo de la plataforma. Para cambiar " "la interfaz en la que escucha el servidor, utilice [method set_bind_ip]. La " "IP por defecto es el comodín [code]\"*\"[/code], que escucha en todas las " "interfaces disponibles. [code]max_clients[/code] es el número máximo de " "clientes que se permiten a la vez, se puede utilizar cualquier número hasta " "4095, aunque el número alcanzable de clientes simultáneos puede ser muy " "inferior y depende de la aplicación. Para más detalles sobre los parámetros " "de ancho de banda, véase [method create_client]. Devuelve [constant OK] si " "se ha creado un servidor, [constant ERR_ALREADY_IN_USE] si esta instancia " "NetworkedMultiplayerENet ya tiene una conexión abierta (en cuyo caso hay que " "llamar primero a [method close_connection]) o [constant ERR_CANT_CREATE] si " "no se ha podido crear el servidor." #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "Disconnect the given peer. If \"now\" is set to [code]true[/code], the " "connection will be closed immediately without flushing queued messages." msgstr "" "Desconecta el par dado. Si \"ahora\" está configurado como [code]true[/" "code], la conexión se cerrará inmediatamente sin eliminar los mensajes de la " "cola." #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "Returns the channel of the last packet fetched via [method PacketPeer." "get_packet]." msgstr "" "Devuelve el canal del último paquete obtenido a través del [method " "PacketPeer.get_packet]." #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "Returns the channel of the next packet that will be retrieved via [method " "PacketPeer.get_packet]." msgstr "" "Devuelve el canal del siguiente paquete que será recuperado a través del " "[method PacketPeer.get_packet]." #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml #: modules/websocket/doc_classes/WebSocketServer.xml msgid "Returns the IP address of the given peer." msgstr "Devuelve la dirección IP del par dado." #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml #: modules/websocket/doc_classes/WebSocketServer.xml msgid "Returns the remote port of the given peer." msgstr "Devuelve el puerto remoto del par dado." #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "The IP used when creating a server. This is set to the wildcard [code]\"*\"[/" "code] by default, which binds to all available interfaces. The given IP " "needs to be in IPv4 or IPv6 address format, for example: " "[code]\"192.168.1.1\"[/code]." msgstr "" "La IP usada cuando se crea un servidor. Está configurada por defecto con el " "comodín [code]\"*\"[/code], que se une a todas las interfaces disponibles. " "La IP dada debe estar en formato de dirección IPv4 o IPv6, por ejemplo: " "[code]\"192.168.1.1\"[/code]." #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "Configure the [X509Certificate] to use when [member use_dtls] is [code]true[/" "code]. For servers, you must also setup the [CryptoKey] via [method " "set_dtls_key]." msgstr "" "Configure el [X509Certificate] para usarlo cuando [member use_dtls] sea " "[code]true[/code Configure el [X509Certificate] para usarlo cuando [member " "use_dtls] sea [code]true[/code]. Para los servidores, también debe " "configurar la [CryptoKey] mediante el [method set_dtls_key].]. Para los " "servidores, también debe configurar la [CryptoKey] a través de [method " "set_dtls_key]." #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "Configure the [CryptoKey] to use when [member use_dtls] is [code]true[/" "code]. Remember to also call [method set_dtls_certificate] to setup your " "[X509Certificate]." msgstr "" "Configure el [X509Certificate] para usarlo cuando [member use_dtls] sea " "[code]true[/code]. Para los servidores, también debe configurar la " "[CryptoKey] mediante el [method set_dtls_key]." #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "Sets the timeout parameters for a peer.The timeout parameters control how " "and when a peer will timeout from a failure to acknowledge reliable traffic. " "Timeout values are expressed in milliseconds.\n" "The [code]timeout_limit[/code] is a factor that, multiplied by a value based " "on the average round trip time, will determine the timeout limit for a " "reliable packet. When that limit is reached, the timeout will be doubled, " "and the peer will be disconnected if that limit has reached " "[code]timeout_min[/code]. The [code]timeout_max[/code] parameter, on the " "other hand, defines a fixed timeout for which any packet must be " "acknowledged or the peer will be dropped." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "Enforce ordered packets when using [constant NetworkedMultiplayerPeer." "TRANSFER_MODE_UNRELIABLE] (thus behaving similarly to [constant " "NetworkedMultiplayerPeer.TRANSFER_MODE_UNRELIABLE_ORDERED]). This is the " "only way to use ordering with the RPC system." msgstr "" "Fuerza el orden de los paquetes cuando se utiliza [constant " "NetworkedMultiplayerPeer.TRANSFER_MODE_UNRELIABLE] (por lo que se comporta " "de manera similar a [constant NetworkedMultiplayerPeer." "TRANSFER_MODE_UNRELIABLE_ORDERED]). Esta es la única manera de usar el " "sistema de pedidos con el sistema RPC." #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "The number of channels to be used by ENet. Channels are used to separate " "different kinds of data. In reliable or ordered mode, for example, the " "packet delivery order is ensured on a per-channel basis. This is done to " "combat latency and reduces ordering restrictions on packets. The delivery " "status of a packet in one channel won't stall the delivery of other packets " "in another channel." msgstr "" "El número de canales que será usado por ENet. Los canales se usan para " "separar diferentes tipos de datos. En el modo fiable o pedido, por ejemplo, " "la orden de entrega de paquetes se asegura por cada canal. Esto se hace para " "combatir la latencia y reducir las restricciones de pedido de los paquetes. " "El estado de entrega de un paquete en un canal no detendrá la entrega de " "otros paquetes en otro canal." #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "The compression method used for network packets. These have different " "tradeoffs of compression speed versus bandwidth, you may need to test which " "one works best for your use case if you use compression at all.\n" "[b]Note:[/b] Most games' network design involve sending many small packets " "frequently (smaller than 4 KB each). If in doubt, it is recommended to keep " "the default compression algorithm as it works best on these small packets.\n" "[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 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 "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "The hostname used for DTLS verification, to be compared against the \"CN\" " "value in the certificate provided by the server.\n" "When set to an empty string, the [code]address[/code] parameter passed to " "[method create_client] is used instead." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml #, fuzzy msgid "" "Enable or disable certificate verification when [member use_dtls] is " "[code]true[/code]." msgstr "" "Habilitar o deshabilitar la verificación del certificado cuando [member " "use_dtls] [code]true[/code]." #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "Enable or disable the server feature that notifies clients of other peers' " "connection/disconnection, and relays messages between them. When this option " "is [code]false[/code], clients won't be automatically notified of other " "peers and won't be able to send them packets through the server." msgstr "" "Habilitar o deshabilitar la función del servidor que notifica a los clientes " "de la conexión/desconexión de otros compañeros, y retransmitir mensajes " "entre ellos. Cuando esta opción es [code]false[/code], los clientes no serán " "notificados automáticamente de la conexión/desconexión de otros compañeros y " "no podrán enviarles paquetes a través del servidor." #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "Set the default channel to be used to transfer data. By default, this value " "is [code]-1[/code] which means that ENet will only use 2 channels: one for " "reliable packets, and one for unreliable packets. The channel [code]0[/code] " "is reserved and cannot be used. Setting this member to any value between " "[code]0[/code] and [member channel_count] (excluded) will force ENet to use " "that channel for sending data. See [member channel_count] for more " "information about ENet channels." msgstr "" "Establezca el canal predeterminado que se utilizará para la transferencia de " "datos. Por defecto, este valor es [code]-1[/code], lo que significa que ENet " "sólo utilizará 2 canales: uno para los paquetes fiables y otro para los no " "fiables. El canal [code]0[/code] está reservado y no puede ser utilizado. " "Ajustar este miembro a cualquier valor entre [code]0[/code] y [member " "channel_count] (excluido) obligará a ENet a utilizar ese canal para enviar " "datos. Vea [member channel_count] para más información sobre los canales de " "ENet." #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml #, fuzzy msgid "" "When enabled, the client or server created by this peer, will use " "[PacketPeerDTLS] instead of raw UDP sockets for communicating with the " "remote peer. This will make the communication encrypted with DTLS at the " "cost of higher resource usage and potentially larger packet size.\n" "[b]Note:[/b] When creating a DTLS server, make sure you setup the key/" "certificate pair via [method set_dtls_key] and [method " "set_dtls_certificate]. For DTLS clients, have a look at the [member " "dtls_verify] option, and configure the certificate accordingly via [method " "set_dtls_certificate]." msgstr "" "Cuando esta habilitado, el cliente o servidor creado por este par, usará " "[PacketPeerDTLS] en lugar de los sockets UDP en bruto para comunicarse con " "el par remoto. Esto hará que la comunicación se cifre con DTLS a costa de un " "mayor uso de recursos y un tamaño de paquete potencialmente mayor.\n" "Nota: Al crear un servidor DTLS, asegúrese de configurar el par clave/" "certificado mediante [method set_dtls_key] y [method set_dtls_certificate]. " "Para los clientes DTLS, eche un vistazo a la opción [member dtls_verify], y " "configure el certificado en consecuencia a través de [method " "set_dtls_certificate]." #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml #, fuzzy msgid "" "No compression. This uses the most bandwidth, but has the upside of " "requiring the fewest CPU resources. This option may also be used to make " "network debugging using tools like Wireshark easier." msgstr "" "No hay compresión. Esto utiliza la mayor cantidad de ancho de banda, pero " "tiene la ventaja de que requiere menos recursos de CPU." #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "ENet's built-in range encoding. Works well on small packets, but is not the " "most efficient algorithm on packets larger than 4 KB." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "[url=http://fastlz.org/]FastLZ[/url] compression. This option uses less CPU " "resources compared to [constant COMPRESS_ZLIB], at the expense of using more " "bandwidth." msgstr "" "[url=http://fastlz.org/]Compresión FastLZ[/url]. Esta opción utiliza menos " "recursos de CPU en comparación con [constant COMPRESS_ZLIB], a expensas de " "utilizar más ancho de banda." #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml #, fuzzy msgid "" "[url=https://www.zlib.net/]Zlib[/url] compression. This option uses less " "bandwidth compared to [constant COMPRESS_FASTLZ], at the expense of using " "more CPU resources. Note that this algorithm is not very efficient on " "packets smaller than 4 KB. Therefore, it's recommended to use other " "compression algorithms in most cases." msgstr "" "[url=https://www.zlib.net/]Zlib[/url] compresión. Esta opción utiliza menos " "ancho de banda en comparación con [constant COMPRESS_FASTLZ], a expensas de " "utilizar más recursos de la CPU." #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "[url=https://facebook.github.io/zstd/]Zstandard[/url] compression." msgstr "[url=https://facebook.github.io/zstd/]Compresión estándar [/url]." #: doc/classes/NetworkedMultiplayerPeer.xml msgid "A high-level network interface to simplify multiplayer interactions." msgstr "" "Una interfaz de red de alto nivel para simplificar las interacciones " "multijugador." #: doc/classes/NetworkedMultiplayerPeer.xml 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-Godot servers. It may change " "without notice." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml #, fuzzy msgid "High-level multiplayer" msgstr "API multijugador de alto nivel." #: doc/classes/NetworkedMultiplayerPeer.xml msgid "WebRTC Signaling Demo" msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml msgid "" "Returns the current state of the connection. See [enum ConnectionStatus]." msgstr "Devuelve el estado actual de la conexión. Ver [enum ConnectionStatus]." #: doc/classes/NetworkedMultiplayerPeer.xml msgid "" "Returns the ID of the [NetworkedMultiplayerPeer] who sent the most recent " "packet." msgstr "" "Devuelve el ID del [NetworkedMultiplayerPeer] que envió el paquete más " "reciente." #: doc/classes/NetworkedMultiplayerPeer.xml msgid "Returns the ID of this [NetworkedMultiplayerPeer]." msgstr "Devuelve el ID de este [NetworkedMultiplayerPeer]." #: doc/classes/NetworkedMultiplayerPeer.xml msgid "Waits up to 1 second to receive a new network event." msgstr "Espera hasta 1 segundo para recibir un nuevo evento de red." #: doc/classes/NetworkedMultiplayerPeer.xml msgid "" "Sets the peer to which packets will be sent.\n" "The [code]id[/code] can be one of: [constant TARGET_PEER_BROADCAST] to send " "to all connected peers, [constant TARGET_PEER_SERVER] to send to the peer " "acting as server, a valid peer ID to send to that specific peer, a negative " "peer ID to send to all peers except that one. By default, the target peer is " "[constant TARGET_PEER_BROADCAST]." msgstr "" "Establece el par al que se enviarán los paquetes.\n" "El [code]id[/code] puede ser uno de: [constant TARGET_PEER_BROADCAST] para " "enviar a todos los pares conectados, [constant TARGET_PEER_SERVER] para " "enviar al par que actúa como servidor, un ID de par válido para enviar a ese " "par específico, un ID de par negativo para enviar a todos los pares excepto " "a ese. Por defecto, el par objetivo es [constant TARGET_PEER_BROADCAST]." #: doc/classes/NetworkedMultiplayerPeer.xml msgid "" "If [code]true[/code], this [NetworkedMultiplayerPeer] refuses new " "connections." msgstr "" "Si [code]true[/code], este [NetworkedMultiplayerPeer] rechaza las nuevas " "conexiones." #: doc/classes/NetworkedMultiplayerPeer.xml msgid "" "The manner in which to send packets to the [code]target_peer[/code]. See " "[enum TransferMode]." msgstr "" "La manera de enviar paquetes al [code]target_peer[/code]. Véase [enum " "TransferMode]." #: doc/classes/NetworkedMultiplayerPeer.xml msgid "Emitted when a connection attempt fails." msgstr "Emitido cuando falla un intento de conexión." #: doc/classes/NetworkedMultiplayerPeer.xml msgid "Emitted when a connection attempt succeeds." msgstr "Emitido cuando un intento de conexión tiene éxito." #: doc/classes/NetworkedMultiplayerPeer.xml msgid "Emitted by the server when a client connects." msgstr "Emitido por el servidor cuando un cliente se conecta." #: doc/classes/NetworkedMultiplayerPeer.xml msgid "Emitted by the server when a client disconnects." msgstr "Emitido por el servidor cuando un cliente se desconecta." #: doc/classes/NetworkedMultiplayerPeer.xml msgid "Emitted by clients when the server disconnects." msgstr "Emitido por los clientes cuando el servidor se desconecta." #: doc/classes/NetworkedMultiplayerPeer.xml msgid "" "Packets are not acknowledged, no resend attempts are made for lost packets. " "Packets may arrive in any order. Potentially faster than [constant " "TRANSFER_MODE_UNRELIABLE_ORDERED]. Use for non-critical data, and always " "consider whether the order matters." msgstr "" "No se reconocen los paquetes, no se hacen intentos de reenvío de los " "paquetes perdidos. Los paquetes pueden llegar en cualquier orden. " "Potencialmente más rápido que [constant TRANSFER_MODE_UNRELIABLE_ORDERED]. " "Utilícela para datos no críticos, y siempre considere si el orden importa." #: doc/classes/NetworkedMultiplayerPeer.xml msgid "" "Packets are not acknowledged, no resend attempts are made for lost packets. " "Packets are received in the order they were sent in. Potentially faster than " "[constant TRANSFER_MODE_RELIABLE]. Use for non-critical data or data that " "would be outdated if received late due to resend attempt(s) anyway, for " "example movement and positional data." msgstr "" "No se reconocen los paquetes, no se hacen intentos de reenvío de los " "paquetes perdidos. Los paquetes se reciben en el orden en que fueron " "enviados. Potencialmente más rápido que [constant TRANSFER_MODE_RELIABLE]. " "Se utiliza para datos no críticos o datos que estarían desactualizados si se " "recibieran tarde debido a un intento de reenvío de todas formas, por " "ejemplo, datos de movimiento y de posición." #: doc/classes/NetworkedMultiplayerPeer.xml msgid "" "Packets must be received and resend attempts should be made until the " "packets are acknowledged. Packets must be received in the order they were " "sent in. Most reliable transfer mode, but potentially the slowest due to the " "overhead. Use for critical data that must be transmitted and arrive in " "order, for example an ability being triggered or a chat message. Consider " "carefully if the information really is critical, and use sparingly." msgstr "" "Los paquetes deben ser recibidos y se debe intentar reenviarlos hasta que se " "acuse recibo de los mismos. Los paquetes deben ser recibidos en el orden en " "que fueron enviados. Es el modo de transferencia más fiable, pero " "potencialmente el más lento debido a la sobrecarga. Se utiliza para los " "datos críticos que deben transmitirse y llegar en orden, por ejemplo, una " "capacidad que se está activando o un mensaje de chat. Considere " "cuidadosamente si la información es realmente crítica, y utilícela con " "moderación." #: doc/classes/NetworkedMultiplayerPeer.xml msgid "The ongoing connection disconnected." msgstr "La conexión en curso se ha desconectado." #: doc/classes/NetworkedMultiplayerPeer.xml msgid "A connection attempt is ongoing." msgstr "Un intento de conexión está en curso." #: doc/classes/NetworkedMultiplayerPeer.xml msgid "The connection attempt succeeded." msgstr "El intento de conexión tuvo éxito." #: doc/classes/NetworkedMultiplayerPeer.xml msgid "Packets are sent to the server and then redistributed to other peers." msgstr "" "Los paquetes se envían al servidor y luego se redistribuyen a otros pares." #: doc/classes/NetworkedMultiplayerPeer.xml msgid "Packets are sent to the server alone." msgstr "Los paquetes se envían sólo al servidor." #: doc/classes/NinePatchRect.xml msgid "" "Scalable texture-based frame that tiles the texture's centers and sides, but " "keeps the corners' original size. Perfect for panels and dialog boxes." msgstr "" "Un fotograma escalable basado en la textura que enmarca el centro y los " "lados de la textura, pero mantiene el tamaño original de las esquinas. " "Perfecto para paneles y cuadros de diálogo." #: doc/classes/NinePatchRect.xml msgid "" "Also known as 9-slice panels, NinePatchRect produces clean panels of any " "size, based on a small texture. To do so, it splits the texture in a 3×3 " "grid. When you scale the node, it tiles the texture's sides horizontally or " "vertically, the center on both axes but it doesn't scale or tile the corners." msgstr "" "También conocido como paneles de 9 cortes, el NinePatchRect produce paneles " "limpios de cualquier tamaño, basados en una pequeña textura. Para ello, " "divide la textura en una cuadrícula de 3×3. Cuando escalas el nodo, se " "nivelan los lados de la textura horizontal o verticalmente, el centro en " "ambos ejes, pero no se escalan o se nivelan las esquinas." #: doc/classes/NinePatchRect.xml msgid "" "Returns the size of the margin identified by the given [enum Margin] " "constant." msgstr "" "Devuelve el tamaño del margen identificado por la constante [enum Margin] " "dada." #: doc/classes/NinePatchRect.xml msgid "" "Sets the size of the margin identified by the given [enum Margin] constant " "to [code]value[/code] in pixels." msgstr "" "Establece el tamaño del margen identificado por la constante [enum Margin] " "dada a [code]value[/code] en píxeles." #: doc/classes/NinePatchRect.xml #, fuzzy msgid "" "The stretch mode to use for horizontal stretching/tiling. See [enum " "NinePatchRect.AxisStretchMode] for possible values." msgstr "" "Controla cómo la textura de la caja de estilo será estirada o embaldosada " "horizontalmente. Ver [enum AxisStretchMode] para los posibles valores." #: doc/classes/NinePatchRect.xml #, fuzzy msgid "" "The stretch mode to use for vertical stretching/tiling. See [enum " "NinePatchRect.AxisStretchMode] for possible values." msgstr "" "Controla cómo la textura de la caja de estilo será estirada o embaldosada " "horizontalmente. Ver [enum AxisStretchMode] para los posibles valores." #: doc/classes/NinePatchRect.xml msgid "" "If [code]true[/code], draw the panel's center. Else, only draw the 9-slice's " "borders." msgstr "" "Si [code]true[/code], dibuja el centro del panel. Si no, sólo dibuja los " "bordes de los 9 cortes." #: doc/classes/NinePatchRect.xml msgid "" "The height of the 9-slice's bottom row. A margin of 16 means the 9-slice's " "bottom corners and side will have a height of 16 pixels. You can set all 4 " "margin values individually to create panels with non-uniform borders." msgstr "" "La altura de la fila inferior del 9-cortes. Un margen de 16 significa que " "las esquinas inferiores y el lado de los 9 cortes tendrán una altura de 16 " "píxeles. Puede establecer los 4 valores de margen individualmente para crear " "paneles con bordes no uniformes." #: doc/classes/NinePatchRect.xml #, fuzzy msgid "" "The width of the 9-slice's left column. A margin of 16 means the 9-slice's " "left corners and side will have a width of 16 pixels. You can set all 4 " "margin values individually to create panels with non-uniform borders." msgstr "" "La altura de la fila inferior del 9-cortes. Un margen de 16 significa que " "las esquinas inferiores y el lado de los 9 cortes tendrán una altura de 16 " "píxeles. Puede establecer los 4 valores de margen individualmente para crear " "paneles con bordes no uniformes." #: doc/classes/NinePatchRect.xml #, fuzzy msgid "" "The width of the 9-slice's right column. A margin of 16 means the 9-slice's " "right corners and side will have a width of 16 pixels. You can set all 4 " "margin values individually to create panels with non-uniform borders." msgstr "" "La altura de la fila inferior del 9-cortes. Un margen de 16 significa que " "las esquinas inferiores y el lado de los 9 cortes tendrán una altura de 16 " "píxeles. Puede establecer los 4 valores de margen individualmente para crear " "paneles con bordes no uniformes." #: doc/classes/NinePatchRect.xml #, fuzzy msgid "" "The height of the 9-slice's top row. A margin of 16 means the 9-slice's top " "corners and side will have a height of 16 pixels. You can set all 4 margin " "values individually to create panels with non-uniform borders." msgstr "" "La altura de la fila inferior del 9-cortes. Un margen de 16 significa que " "las esquinas inferiores y el lado de los 9 cortes tendrán una altura de 16 " "píxeles. Puede establecer los 4 valores de margen individualmente para crear " "paneles con bordes no uniformes." #: doc/classes/NinePatchRect.xml msgid "" "Rectangular region of the texture to sample from. If you're working with an " "atlas, use this property to define the area the 9-slice should use. All " "other properties are relative to this one. If the rect is empty, " "NinePatchRect will use the whole texture." msgstr "" "Región rectangular de la textura de la que tomar la muestra. Si trabajas con " "un atlas, usa esta propiedad para definir el área que el 9-cortes debe usar. " "Todas las demás propiedades son relativas a esta. Si el rectángulo está " "vacío, el NinePatchRect usará toda la textura." #: doc/classes/NinePatchRect.xml msgid "The node's texture resource." msgstr "El recurso de textura del nodo." #: doc/classes/NinePatchRect.xml msgid "Emitted when the node's texture changes." msgstr "Emitido cuando la textura del nodo cambia." #: doc/classes/NinePatchRect.xml #, fuzzy msgid "" "Stretches the center texture across the NinePatchRect. This may cause the " "texture to be distorted." msgstr "" "Estira la textura a través de la línea. Importa la textura con [b]Repeat[/b] " "desactivado para obtener mejores resultados." #: doc/classes/NinePatchRect.xml msgid "" "Repeats the center texture across the NinePatchRect. This won't cause any " "visible distortion. The texture must be seamless for this to work without " "displaying artifacts between edges.\n" "[b]Note:[/b] Only supported when using the GLES3 renderer. When using the " "GLES2 renderer, this will behave like [constant AXIS_STRETCH_MODE_STRETCH]." msgstr "" #: doc/classes/NinePatchRect.xml msgid "" "Repeats the center texture across the NinePatchRect, but will also stretch " "the texture to make sure each tile is visible in full. This may cause the " "texture to be distorted, but less than [constant AXIS_STRETCH_MODE_STRETCH]. " "The texture must be seamless for this to work without displaying artifacts " "between edges.\n" "[b]Note:[/b] Only supported when using the GLES3 renderer. When using the " "GLES2 renderer, this will behave like [constant AXIS_STRETCH_MODE_STRETCH]." msgstr "" #: doc/classes/Node.xml msgid "Base class for all [i]scene[/i] objects." msgstr "Clase base para todos los objetos [i]escena[/i]." #: doc/classes/Node.xml msgid "" "Nodes are Godot's building blocks. They can be assigned as the child of " "another node, resulting in a tree arrangement. A given node can contain any " "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 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 " "is triggered. Child nodes are always added [i]after[/i] their parent node, i." "e. the [method _enter_tree] callback of a parent node will be triggered " "before its child's.\n" "Once all nodes have been added in the scene tree, they receive the [constant " "NOTIFICATION_READY] notification and their respective [method _ready] " "callbacks are triggered. For groups of nodes, the [method _ready] callback " "is called in reverse order, starting with the children and moving up to the " "parent nodes.\n" "This means that when adding a node to the scene tree, the following order " "will be used for the callbacks: [method _enter_tree] of the parent, [method " "_enter_tree] of the children, [method _ready] of the children and finally " "[method _ready] of the parent (recursively for the entire scene tree).\n" "[b]Processing:[/b] Nodes can override the \"process\" state, so that they " "receive a callback on each frame requesting them to process (do something). " "Normal processing (callback [method _process], toggled with [method " "set_process]) happens as fast as possible and is dependent on the frame " "rate, so the processing time [i]delta[/i] (in seconds) is passed as an " "argument. Physics processing (callback [method _physics_process], toggled " "with [method set_physics_process]) happens a fixed number of times per " "second (60 by default) and is useful for code related to the physics " "engine.\n" "Nodes can also process input events. When present, the [method _input] " "function will be called for each input that the program receives. In many " "cases, this can be overkill (unless used for simple projects), and the " "[method _unhandled_input] function might be preferred; it is called when the " "input event was not handled by anyone else (typically, GUI [Control] nodes), " "ensuring that the node only receives the events that were meant for it.\n" "To keep track of the scene hierarchy (especially when instancing scenes into " "other scenes), an \"owner\" can be set for the node with the [member owner] " "property. This keeps track of who instanced what. This is mostly useful when " "writing editors and tools, though.\n" "Finally, when a node is freed with [method Object.free] or [method " "queue_free], it will also free all its children.\n" "[b]Groups:[/b] Nodes can be added to as many groups as you want to be easy " "to manage, you could create groups like \"enemies\" or \"collectables\" for " "example, depending on your game. See [method add_to_group], [method " "is_in_group] and [method remove_from_group]. You can then retrieve all nodes " "in these groups, iterate them and even call methods on groups via the " "methods on [SceneTree].\n" "[b]Networking with nodes:[/b] After connecting to a server (or making one, " "see [NetworkedMultiplayerENet]), it is possible to use the built-in RPC " "(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, 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 "" "Los nodos son los componentes básicos de Godot. Se pueden asignar como hijos " "de otro nodo, lo que da como resultado una disposición de árbol. Un nodo " "dado puede contener cualquier número de nodos como hijos con el requisito de " "que todos los hermanos (hijos directos de un nodo) deben tener nombres " "únicos.\n" "Un árbol de nodos se llama [i]escena[/i]. Las escenas se pueden guardar en " "el disco y luego instanciarlas en otras escenas. Esto permite una gran " "flexibilidad en la arquitectura y el modelo de datos de los proyectos de " "Godot.\n" "[b]Árbol de escenas:[/b] El [SceneTree] contiene el árbol activo de nodos. " "Cuando se agrega un nodo al árbol de la escena, recibe la notificación " "[constant NOTIFICATION_ENTER_TREE] constante y se activa su devolución de " "llamada [method _enter_tree]. Los nodos secundarios siempre se agregan " "[i]después de[/i] su nodo principal, es decir, la devolución de llamada del " "[method _enter_tree] de un nodo principal se activará antes que su nodo " "principal.\n" "Una vez que se han agregado todos los nodos en el árbol de escenas, reciben " "la notificación [constant NOTIFICATION_READY] y se activan sus respectivas " "devoluciones de llamada de [method _ready]. Para grupos de nodos, la " "devolución de llamada [method _ready] se llama en orden inverso, comenzando " "con los nodos secundarios y subiendo a los nodos principales.\n" "Esto significa que al agregar un nodo al árbol de la escena, se usará el " "siguiente orden para las devoluciones de llamada: [method _enter_tree] del " "padre, [method _enter_tree] de los hijos, [method _ready] de los hijos y " "finalmente [method _ready] del padre (recursivamente para todo el árbol de " "escenas).\n" "[b]Procesamiento:[/b] Los nodos pueden anular el estado de \"proceso\", para " "que reciban una devolución de llamada en cada marco solicitándoles que " "procesen (hagan algo). El procesamiento normal (devolución de llamada " "[method _process], conmutado con [method set_process]) ocurre lo más rápido " "posible y depende de la velocidad de fotogramas, por lo que el tiempo de " "procesamiento [i]delta[/i] se pasa como argumento. El procesamiento de " "física (devolución de llamada [method _physics_process], alternado con " "[method set_physics_process]) ocurre un número fijo de veces por segundo (60 " "por defecto) y es útil para el código relacionado con el motor de física.\n" "Los nodos también pueden procesar eventos de entrada. Cuando esté presente, " "se llamará a la función [method _input] para cada entrada que reciba el " "programa. En muchos casos, esto puede ser excesivo (a menos que se use para " "proyectos simples), y la función [method _unhandled_input] podría ser " "preferible; se llama cuando el evento de entrada no fue manejado por nadie " "más (típicamente, nodos GUI [Control]), asegurando que el nodo solo reciba " "los eventos que estaban destinados a él.\n" "Para realizar un seguimiento de la jerarquía de escenas (especialmente " "cuando se instalan escenas en otras escenas), se puede establecer un " "\"propietario\" para el nodo con la propiedad [member owner]. Esto realiza " "un seguimiento de quién instancia qué. Sin embargo, esto es sobre todo útil " "cuando se escriben editores y herramientas.\n" "Finalmente, cuando un nodo se libera con [method Object.free] o [method " "queue_free], también liberará a todos sus hijos.\n" "[b]Grupos:[/b] Los nodos se pueden agregar a tantos grupos como quieras para " "que sea fácil de administrar, puedes crear grupos como \"enemigos\" o " "\"coleccionables\", por ejemplo, dependiendo de tu juego. Consulte [method " "add_to_group], [method is_in_group] y [method remove_from_group]. A " "continuación, puede recuperar todos los nodos de estos grupos, iterarlos e " "incluso llamar a métodos en grupos a través de los métodos en [SceneTree].\n" "[b]Conexión en red con nodos:[/b] Después de conectarse a un servidor (o " "crear uno, consulte [NetworkedMultiplayerENet]), es posible utilizar el " "sistema integrado RPC (llamada a procedimiento remoto) para comunicarse a " "través de la red. Al llamar a [method rpc] con un nombre de método, se " "llamará localmente y en todos los pares conectados (pares = clientes y el " "servidor que acepta conexiones). Para identificar qué nodo recibe la llamada " "RPC, Godot usará su [NodePath] (asegúrese de que los nombres de los nodos " "sean los mismos en todos los pares). Además, eche un vistazo al tutorial de " "redes de alto nivel y las demostraciones correspondientes." #: doc/classes/Node.xml msgid "Nodes and Scenes" msgstr "Nodos y escenas" #: doc/classes/Node.xml msgid "All Demos" msgstr "" #: doc/classes/Node.xml msgid "" "Called when the node enters the [SceneTree] (e.g. upon instancing, scene " "changing, or after calling [method add_child] in a script). If the node has " "children, its [method _enter_tree] callback will be called first, and then " "that of the children.\n" "Corresponds to the [constant NOTIFICATION_ENTER_TREE] notification in " "[method Object._notification]." msgstr "" "Llamado cuando el nodo entra en el [SceneTree] (por ejemplo, al instalarse, " "al cambiar de escena o después de llamar a [method add_child] en un script). " "Si el nodo tiene hijos, su llamada a [method _enter_tree] se llamará " "primero, y luego la de los hijos.\n" "Corresponde a la notificación [constant NOTIFICATION_ENTER_TREE] en [method " "Object._notification]." #: doc/classes/Node.xml msgid "" "Called when the node is about to leave the [SceneTree] (e.g. upon freeing, " "scene changing, or after calling [method remove_child] in a script). If the " "node has children, its [method _exit_tree] callback will be called last, " "after all its children have left the tree.\n" "Corresponds to the [constant NOTIFICATION_EXIT_TREE] notification in [method " "Object._notification] and signal [signal tree_exiting]. To get notified when " "the node has already left the active tree, connect to the [signal " "tree_exited]." msgstr "" "Llamado cuando el nodo está a punto de salir del [SceneTree] (por ejemplo, " "al liberarse, al cambiar de escena o después de llamar a [method " "remove_child] en un script). Si el nodo tiene hijos, su llamada a [method " "_exit_tree] se llamará al final, después de que todos sus hijos hayan dejado " "el árbol.\n" "Corresponde a la notificación [constant NOTIFICATION_EXIT_TREE] en [method " "Object._notification] y a la señal [signal tree_exiting]. Para ser " "notificado cuando el nodo ya ha dejado el árbol activo, conéctese al [signal " "tree_exited]." #: doc/classes/Node.xml msgid "" "The string returned from this method is displayed as a warning in the Scene " "Dock if the script that overrides it is a [code]tool[/code] script.\n" "Returning an empty string produces no warning.\n" "Call [method update_configuration_warning] when the warning needs to be " "updated for this node." msgstr "" "La string devuelta por este método se muestra como una advertencia en el " "Scene Dock si el script que la tsobreescribe es un script [code]tool[/" "code].\n" "Devolver una string vacía no produce ninguna advertencia.\n" "Llame a [method update_configuration_warning] cuando necesite actualizar el " "aviso para este nodo." #: doc/classes/Node.xml #, fuzzy msgid "" "Called when there is an input event. The input event propagates up through " "the node tree until a node consumes it.\n" "It is only called if input processing is enabled, which is done " "automatically if this method is overridden, and can be toggled with [method " "set_process_input].\n" "To consume the input event and stop it propagating further to other nodes, " "[method SceneTree.set_input_as_handled] can be called.\n" "For gameplay input, [method _unhandled_input] and [method " "_unhandled_key_input] are usually a better fit as they allow the GUI to " "intercept the events first.\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan)." msgstr "" "Llamado cuando hay un evento de entrada. El evento de entrada se propaga a " "través del árbol de nodos hasta que un nodo lo consume.\n" "Sólo se llama si el procesamiento de entrada está activado, lo que se hace " "automáticamente si este método se anula, y se puede conmutar con [method " "set_process_input].\n" "Para consumir el evento de entrada y evitar que se propague a otros nodos, " "se puede llamar al [method Viewport.set_input_as_handled].\n" "Para la entrada del juego, [method _unhandled_input] y [method " "_unhandled_key_input] suelen ser más adecuados ya que permiten que la GUI " "intercepte los eventos primero.\n" "[b]Nota:[/b] Este método sólo se llama si el nodo está presente en el árbol " "de la escena (es decir, si no es huérfano)." #: doc/classes/Node.xml #, fuzzy msgid "" "Called during the physics processing step of the main loop. Physics " "processing means that the frame rate is synced to the physics, i.e. the " "[code]delta[/code] variable should be constant. [code]delta[/code] is in " "seconds.\n" "It is only called if physics processing is enabled, which is done " "automatically if this method is overridden, and can be toggled with [method " "set_physics_process].\n" "Corresponds to the [constant NOTIFICATION_PHYSICS_PROCESS] notification in " "[method Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan)." msgstr "" "Llamado durante el paso de procesamiento físico del bucle principal. El " "procesamiento físico significa que la velocidad de fotograma está " "sincronizada con la física, es decir, la variable [code]delta[/code] debe " "ser constante.\n" "Sólo se llama si se habilita el procesamiento físico, lo que se hace " "automáticamente si se anula este método, y puede conmutarse con [method " "set_physics_process].\n" "Corresponde a la notificación [constante NOTIFICATION_PHYSICS_PROCESS] en " "[method Object._notification].\n" "[b]Nota:[/b] Este método sólo se llama si el nodo está presente en el árbol " "de la escena (es decir, si no es huérfano)." #: doc/classes/Node.xml #, fuzzy msgid "" "Called during the processing step of the main loop. Processing happens at " "every frame and as fast as possible, so the [code]delta[/code] time since " "the previous frame is not constant. [code]delta[/code] is in seconds.\n" "It is only called if processing is enabled, which is done automatically if " "this method is overridden, and can be toggled with [method set_process].\n" "Corresponds to the [constant NOTIFICATION_PROCESS] notification in [method " "Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan)." msgstr "" "Llamado durante la etapa de procesamiento del bucle principal. El " "procesamiento se realiza en cada fotograma y lo más rápido posible, por lo " "que el tiempo [code]delta[/code] desde el fotograma anterior no es " "constante.\n" "Sólo se llama si el procesamiento está habilitado, lo que se hace " "automáticamente si este método es anulado, y puede ser conmutado con [method " "set_process].\n" "Corresponde a la notificación [constant NOTIFICATION_PROCESS] en [method " "Object._notification].\n" "[b]Nota:[/b] Este método sólo se llama si el nodo está presente en el árbol " "de la escena (es decir, si no es huérfano)." #: doc/classes/Node.xml #, fuzzy msgid "" "Called when the node is \"ready\", i.e. when both the node and its children " "have entered the scene tree. If the node has children, their [method _ready] " "callbacks get triggered first, and the parent node will receive the ready " "notification afterwards.\n" "Corresponds to the [constant NOTIFICATION_READY] notification in [method " "Object._notification]. See also the [code]onready[/code] keyword for " "variables.\n" "Usually used for initialization. For even earlier initialization, [method " "Object._init] may be used. See also [method _enter_tree].\n" "[b]Note:[/b] [method _ready] may be called only once for each node. After " "removing a node from the scene tree and adding it again, [code]_ready[/code] " "will not be called a second time. This can be bypassed by requesting another " "call with [method request_ready], which may be called anywhere before adding " "the node again." msgstr "" "Se llama cuando el nodo está \"listo\", es decir, cuando tanto el nodo como " "sus hijos han entrado en el árbol de la escena. Si el nodo tiene hijos, sus " "llamadas [method _ready] se activan primero, y el nodo padre recibirá la " "notificación de listo después.\n" "Corresponde a la notificación [constant NOTIFICATION_READY] en [method " "Object._notification]. Véase también la palabra clave [code]onready[/code] " "para las variables.\n" "Normalmente se utiliza para la inicialización. Para una inicialización aún " "más temprana, se puede utilizar [method Object._init]. Véase también [method " "_enter_tree].\n" "[b]Nota:[/b] [method _ready] puede ser llamado sólo una vez para cada nodo. " "Después de eliminar un nodo del árbol de la escena y volver a añadirlo, " "[code]_ready[/code] no se llamará por segunda vez. Esto puede ser obviado " "con la petición de otra llamada con [method request_ready], que puede ser " "llamada en cualquier lugar antes de añadir el nodo de nuevo." #: doc/classes/Node.xml #, fuzzy msgid "" "Called when an [InputEvent] hasn't been consumed by [method _input] or any " "GUI [Control] item. The input event propagates up through the node tree " "until a node consumes it.\n" "It is only called if unhandled input processing is enabled, which is done " "automatically if this method is overridden, and can be toggled with [method " "set_process_unhandled_input].\n" "To consume the input event and stop it propagating further to other nodes, " "[method SceneTree.set_input_as_handled] can be called.\n" "For gameplay input, this and [method _unhandled_key_input] are usually a " "better fit than [method _input] as they allow the GUI to intercept the " "events first.\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan)." msgstr "" "Llamado cuando un [InputEvent] no ha sido consumido por [method _input] o " "cualquier GUI. El evento de entrada se propaga a través del árbol de nodos " "hasta que un nodo lo consume.\n" "Sólo se llama si se activa el procesamiento de entrada no manejado, lo que " "se hace automáticamente si se anula este método, y se puede conmutar con " "[method set_process_unhandled_input].\n" "Para consumir el evento de entrada y evitar que se propague a otros nodos, " "se puede llamar al [method Viewport.set_input_as_handled].\n" "Para la entrada del juego, este y [method _unhandled_key_input] suelen " "encajar mejor que [method _input] ya que permiten que la GUI intercepte los " "eventos primero.\n" "[b]Nota:[/b] Este método sólo se llama si el nodo está presente en el árbol " "de la escena (es decir, si no es huérfano)." #: doc/classes/Node.xml #, fuzzy msgid "" "Called when an [InputEventKey] hasn't been consumed by [method _input] or " "any GUI [Control] item. The input event propagates up through the node tree " "until a node consumes it.\n" "It is only called if unhandled key input processing is enabled, which is " "done automatically if this method is overridden, and can be toggled with " "[method set_process_unhandled_key_input].\n" "To consume the input event and stop it propagating further to other nodes, " "[method SceneTree.set_input_as_handled] can be called.\n" "For gameplay input, this and [method _unhandled_input] are usually a better " "fit than [method _input] as they allow the GUI to intercept the events " "first.\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan)." msgstr "" "Llamado cuando un [InputEventKey] no ha sido consumido por [method _input] o " "cualquier GUI. El evento de entrada se propaga a través del árbol de nodos " "hasta que un nodo lo consume.\n" "Sólo se llama si se activa el procesamiento de entrada de clave no " "manipulada, lo que se hace automáticamente si se anula este método, y se " "puede conmutar con [method set_process_unhandled_key_input].\n" "Para consumir el evento de entrada y evitar que se propague a otros nodos, " "se puede llamar al [method Viewport.set_input_as_handled].\n" "Para la entrada del juego, esto y [method _unhandled_input] suelen encajar " "mejor que [method _input] ya que permiten que la GUI intercepte los eventos " "primero.\n" "[b]Nota:[/b] Este método sólo se llama si el nodo está presente en el árbol " "de la escena (es decir, si no es huérfano)." #: doc/classes/Node.xml #, fuzzy msgid "" "Adds a child node. Nodes can have any number of children, but every child " "must have a unique name. Child nodes are automatically deleted when the " "parent node is deleted, so an entire scene can be removed by deleting its " "topmost node.\n" "If [code]legible_unique_name[/code] is [code]true[/code], the child node " "will have a human-readable name based on the name of the node being " "instanced instead of its type.\n" "[b]Note:[/b] If the child node already has a parent, the function will fail. " "Use [method remove_child] first to remove the node from its current parent. " "For example:\n" "[codeblock]\n" "if child_node.get_parent():\n" " child_node.get_parent().remove_child(child_node)\n" "add_child(child_node)\n" "[/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=$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 "" "Añade un nodo infantil. Los nodos pueden tener cualquier número de niños, " "pero cada niño debe tener un nombre único. Los nodos hijos se eliminan " "automáticamente cuando se elimina el nodo padre, por lo que una escena " "entera puede ser eliminada eliminando su nodo superior.\n" "Si [code]legible_unique_name[/code] es [code]true[/code], el nodo hijo " "tendrá un nombre legible para los humanos basado en el nombre del nodo que " "se instale en lugar de su tipo.\n" "[b]Nota:[/b] Si el nodo hijo ya tiene un padre, la función fallará. Use " "[method remove_child] primero para eliminar el nodo de su padre actual. Por " "ejemplo:\n" "[codeblock]\n" "if child_node.get_parent():\n" " child_node.get_parent().remove_child(child_node)\n" "add_child(child_node)\n" "[/codeblock]\n" "Si necesita que el nodo hijo se añada debajo de un nodo específico en la " "lista de hijos, use [method add_sibling] en lugar de este método.\n" "[b]Nota:[/b] Si quieres que un hijo sea perseguido en un [PackedScene], " "debes establecer [member owner] además de llamar a [method add_child]. Esto " "es típicamente relevante para los scripts de la herramienta [url=https://" "godot.readthedocs.io/es/latest/tutorials/misc/running_code_in_the_editor." "html]tool[/url] y para los plugins de edición [/url] de [url=https://godot." "readthedocs.io/es/latest/tutorials/plugins/editor/index.html]. Si se llama a " "[method add_child] sin establecer [member owner], el [Node] recién agregado " "no será visible en el árbol de la escena, aunque sí lo será en la vista " "2D/3D." #: doc/classes/Node.xml #, fuzzy msgid "" "Adds [code]child_node[/code] as a child. The child is placed below the given " "[code]node[/code] in the list of children.\n" "If [code]legible_unique_name[/code] is [code]true[/code], the child node " "will have a human-readable name based on the name of the node being " "instanced instead of its type." msgstr "" "Añade un nodo [code]sibling[/code] al nodo padre de la corriente, al mismo " "nivel que ese nodo, justo debajo de él.\n" "Si [code]legible_unique_name[/code] es [code]true[/code], el nodo hijo " "tendrá un nombre legible para los humanos basado en el nombre del nodo que " "se instale en lugar de su tipo.\n" "Usa [method add_child] en lugar de este método si no necesitas que el nodo " "hijo se añada debajo de un nodo específico en la lista de hijos." #: doc/classes/Node.xml #, fuzzy msgid "" "Adds the node to a group. Groups are helpers to name and organize a subset " "of nodes, for example \"enemies\" or \"collectables\". A node can be in any " "number of groups. Nodes can be assigned a group at any time, but will not be " "added until they are inside the scene tree (see [method is_inside_tree]). " "See notes in the description, and the group methods in [SceneTree].\n" "The [code]persistent[/code] option is used when packing node to " "[PackedScene] and saving to file. Non-persistent groups aren't stored.\n" "[b]Note:[/b] For performance reasons, the order of node groups is [i]not[/i] " "guaranteed. The order of node groups should not be relied upon as it can " "vary across project runs." msgstr "" "Añade el nodo a un grupo. Los grupos ayudan a nombrar y organizar un " "subconjunto de nodos, por ejemplo \"enemigos\" o \"coleccionables\". Un nodo " "puede estar en cualquier número de grupos. A los nodos se les puede asignar " "un grupo en cualquier momento, pero no se añadirán hasta que estén dentro " "del árbol de la escena (ver [method is_inside_tree]). Vea las notas en la " "descripción, y los métodos de grupo en [SceneTree].\n" "La opción [code]persistent[/code] se usa cuando se empaqueta el nodo en " "[PackedScene] y se guarda en un archivo. Los grupos no persistentes no se " "almacenan." #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the node can process while the scene tree is " "paused (see [member pause_mode]). Always returns [code]true[/code] if the " "scene tree is not paused, and [code]false[/code] if the node is not in the " "tree." msgstr "" "Devuelve [code]true[/code] si el nodo puede procesar mientras el árbol de la " "escena está en pausa (ver [member pause_mode]). Siempre devuelve [code]true[/" "code] si el árbol de la escena no está pausado, y [code]false[/code] si el " "nodo no está en el árbol." #: 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" "You can fine-tune the behavior using the [code]flags[/code] (see [enum " "DuplicateFlags]).\n" "[b]Note:[/b] It will not work properly if the node contains a script with " "constructor arguments (i.e. needs to supply arguments to [method Object." "_init] method). In that case, the node will be duplicated without a script." msgstr "" "Duplica el nodo, devolviendo un nuevo nodo.\n" "Puedes afinar el comportamiento usando las [code]flags[/code] (ver [enum " "DuplicateFlags]).\n" "[b]Nota:[/b] No funcionará correctamente si el nodo contiene un script con " "argumentos de constructor (es decir, necesita suministrar argumentos al " "método [method Object._init]). En ese caso, el nodo se duplicará sin un " "script." #: doc/classes/Node.xml #, fuzzy msgid "" "Finds a descendant of this node whose name matches [code]mask[/code] as in " "[method String.match] (i.e. case-sensitive, but [code]\"*\"[/code] matches " "zero or more characters and [code]\"?\"[/code] matches any single character " "except [code]\".\"[/code]). Returns [code]null[/code] if no matching [Node] " "is found.\n" "[b]Note:[/b] It does not match against the full path, just against " "individual node names.\n" "If [code]owned[/code] is [code]true[/code], this method only finds nodes " "whose owner is this node. This is especially important for scenes " "instantiated through a script, because those scenes don't have an owner.\n" "[b]Note:[/b] As this method walks through all the descendants of the node, " "it is the slowest way to get a reference to another node. Whenever possible, " "consider using [method get_node] instead. To avoid using [method find_node] " "too often, consider caching the node reference into a variable." msgstr "" "Encuentra un descendiente de este nodo cuyo nombre coincide con [code]mask[/" "code] como en el [method String.match] (es decir, distingue entre mayúsculas " "y minúsculas, pero [code]\"*\"[/code] coincide con cero o más caracteres y " "[code]\"?\"[/code] coincide con cualquier carácter individual excepto con " "[code]\".\"[/code]).\n" "[b]Nota:[/b] No coincide con la ruta completa, sólo con los nombres de los " "nodos individuales.\n" "Si [code]owned[/code] es [code]true[/code], este método sólo encuentra nodos " "cuyo propietario es este nodo. Esto es especialmente importante para las " "escenas instanciadas a través de un guión, porque esas escenas no tienen " "dueño." #: doc/classes/Node.xml #, fuzzy msgid "" "Finds the first parent of the current node whose name matches [code]mask[/" "code] as in [method String.match] (i.e. case-sensitive, but [code]\"*\"[/" "code] matches zero or more characters and [code]\"?\"[/code] matches any " "single character except [code]\".\"[/code]).\n" "[b]Note:[/b] It does not match against the full path, just against " "individual node names.\n" "[b]Note:[/b] As this method walks upwards in the scene tree, it can be slow " "in large, deeply nested scene trees. Whenever possible, consider using " "[method get_node] instead. To avoid using [method find_parent] too often, " "consider caching the node reference into a variable." msgstr "" "Encuentra un descendiente de este nodo cuyo nombre coincide con [code]mask[/" "code] como en el [method String.match] (es decir, distingue entre mayúsculas " "y minúsculas, pero [code]\"*\"[/code] coincide con cero o más caracteres y " "[code]\"?\"[/code] coincide con cualquier carácter individual excepto con " "[code]\".\"[/code]).\n" "[b]Nota:[/b] No coincide con la ruta completa, sólo con los nombres de los " "nodos individuales.\n" "Si [code]owned[/code] es [code]true[/code], este método sólo encuentra nodos " "cuyo propietario es este nodo. Esto es especialmente importante para las " "escenas instanciadas a través de un guión, porque esas escenas no tienen " "dueño." #: doc/classes/Node.xml msgid "" "Returns a child node by its index (see [method get_child_count]). This " "method is often used for iterating all children of a node.\n" "To access a child node via its name, use [method get_node]." msgstr "" "Devuelve un nodo hijo por su índice (ver [method get_child_count]). Este " "método se usa a menudo para iterar todos los hijos de un nodo.\n" "Para acceder a un nodo hijo a través de su nombre, usa [method get_node]." #: doc/classes/Node.xml msgid "Returns the number of child nodes." msgstr "Devuelve el número de nodos infantiles." #: doc/classes/Node.xml msgid "Returns an array of references to node's children." msgstr "Devuelve un array de referencias a los hijos del nodo." #: doc/classes/Node.xml msgid "" "Returns an array listing the groups that the node is a member of.\n" "[b]Note:[/b] For performance reasons, the order of node groups is [i]not[/i] " "guaranteed. The order of node groups should not be relied upon as it can " "vary across project runs.\n" "[b]Note:[/b] The engine uses some group names internally (all starting with " "an underscore). To avoid conflicts with internal groups, do not add custom " "groups whose name starts with an underscore. To exclude internal groups " "while looping over [method get_groups], use the following snippet:\n" "[codeblock]\n" "# Stores the node's non-internal groups only (as an array of Strings).\n" "var non_internal_groups = []\n" "for group in get_groups():\n" " if not group.begins_with(\"_\"):\n" " non_internal_groups.push_back(group)\n" "[/codeblock]" msgstr "" #: doc/classes/Node.xml msgid "" "Returns the node's index, i.e. its position among the siblings of its parent." msgstr "" #: doc/classes/Node.xml msgid "" "Returns the peer ID of the network master for this node. See [method " "set_network_master]." msgstr "" "Devuelve el ID del par del maestro de la red para este nodo. Ver [method " "set_network_master]." #: doc/classes/Node.xml #, fuzzy msgid "" "Fetches a node. The [NodePath] can be either a relative path (from the " "current node) or an absolute path (in the scene tree) to a node. If the path " "does not exist, [code]null[/code] is returned and an error is logged. " "Attempts to access methods on the return value will result in an \"Attempt " "to call on a null instance.\" error.\n" "[b]Note:[/b] Fetching absolute paths only works when the node is inside the " "scene tree (see [method is_inside_tree]).\n" "[b]Example:[/b] Assume your current node is Character and the following " "tree:\n" "[codeblock]\n" "/root\n" "/root/Character\n" "/root/Character/Sword\n" "/root/Character/Backpack/Dagger\n" "/root/MyGame\n" "/root/Swamp/Alligator\n" "/root/Swamp/Mosquito\n" "/root/Swamp/Goblin\n" "[/codeblock]\n" "Possible paths are:\n" "[codeblock]\n" "get_node(\"Sword\")\n" "get_node(\"Backpack/Dagger\")\n" "get_node(\"../Swamp/Alligator\")\n" "get_node(\"/root/MyGame\")\n" "[/codeblock]" msgstr "" "Busca un nodo. El [NodePath] puede ser un camino relativo (desde el nodo " "actual) o un camino absoluto (en el árbol de la escena) a un nodo. Si la " "ruta no existe, se devuelve una instancia [code]null[/code] y se registra un " "error. Los intentos de acceder a los métodos en el valor de retorno darán " "como resultado un error \"Attempt to call on a null instance\".\n" "[b]Nota:[/b] La búsqueda de rutas absolutas sólo funciona cuando el nodo " "está dentro del árbol de la escena (ver [method is_inside_tree]).\n" "[b]Ejemplo:[/b] Supongamos que tu nodo actual es Character y el siguiente " "árbol:\n" "[codeblock]\n" "/root\n" "/root/Personaje\n" "/root/Personaje/Espada\n" "/root/Personaje/Mochila/Daga\n" "/root/MiJuego\n" "/root/Pantano/Caimán\n" "/root/Pantano/Mosquito\n" "/root/Pantano/Goblin\n" "[/codeblock]\n" "Las posibles rutas son:\n" "[codeblock]\n" "get_node(\"Espada\")\n" "get_node(\"Mochila/Daga\")\n" "get_node(\"../Pantano/Caimán\")\n" "get_node(\"/root/MiJuego\")\n" "[/codeblock]" #: doc/classes/Node.xml msgid "" "Fetches a node and one of its resources as specified by the [NodePath]'s " "subname (e.g. [code]Area2D/CollisionShape2D:shape[/code]). If several nested " "resources are specified in the [NodePath], the last one will be fetched.\n" "The return value is an array of size 3: the first index points to the [Node] " "(or [code]null[/code] if not found), the second index points to the " "[Resource] (or [code]null[/code] if not found), and the third index is the " "remaining [NodePath], if any.\n" "For example, assuming that [code]Area2D/CollisionShape2D[/code] is a valid " "node and that its [code]shape[/code] property has been assigned a " "[RectangleShape2D] resource, one could have this kind of output:\n" "[codeblock]\n" "print(get_node_and_resource(\"Area2D/CollisionShape2D\")) # " "[[CollisionShape2D:1161], Null, ]\n" "print(get_node_and_resource(\"Area2D/CollisionShape2D:shape\")) # " "[[CollisionShape2D:1161], [RectangleShape2D:1156], ]\n" "print(get_node_and_resource(\"Area2D/CollisionShape2D:shape:extents\")) # " "[[CollisionShape2D:1161], [RectangleShape2D:1156], :extents]\n" "[/codeblock]" msgstr "" "Busca un nodo y uno de sus recursos como se especifica en el subnombre de " "[NodePath] (por ejemplo, [code]Area2D/CollisionShape2D:shape[/code]). Si se " "especifican varios recursos anidados en el [NodePath], el último será " "recuperado.\n" "El valor de retorno es un array de tamaño 3: el primer índice apunta al " "[Node] (o al [code]null[/code] si no se encuentra), el segundo índice apunta " "al [Resource] (o al [code]null[/code] si no se encuentra), y el tercero es " "el [NodePath] restante, si lo hay.\n" "Por ejemplo, suponiendo que [code]Area2D/CollisionShape2D[/code] es un nodo " "válido y que a su propiedad [code]shape[/code] se le ha asignado un recurso " "[RectangleShape2D], se podría tener este tipo de salida:\n" "[codeblock]\n" "print(get_node_and_resource(\"Area2D/CollisionShape2D\")) # " "[[CollisionShape2D:1161], Null, ]\n" "print(get_node_and_resource(\"Area2D/CollisionShape2D:shape\")) # " "[[CollisionShape2D:1161], [RectangleShape2D:1156], ]\n" "print(get_node_and_resource(\"Area2D/CollisionShape2D:shape:extents\")) # " "[[CollisionShape2D:1161], [RectangleShape2D:1156], :extents]\n" "[/codeblock]" #: doc/classes/Node.xml msgid "" "Similar to [method get_node], but does not log an error if [code]path[/code] " "does not point to a valid [Node]." msgstr "" "Similar a [method get_node], pero no registra un error si [code]path[/code] " "no apunta a un [Node] válido." #: doc/classes/Node.xml #, fuzzy msgid "" "Returns the parent node of the current node, or [code]null[/code] if the " "node lacks a parent." msgstr "" "Devuelve el nodo padre del nodo actual, o una instancia [code]null [/code] " "si el nodo carece de un padre." #: doc/classes/Node.xml msgid "" "Returns the absolute path of the current node. This only works if the " "current node is inside the scene tree (see [method is_inside_tree])." msgstr "" "Devuelve la ruta absoluta del nodo actual. Esto sólo funciona si el nodo " "actual está dentro del árbol de la escena (ver [method is_inside_tree])." #: doc/classes/Node.xml msgid "" "Returns the relative [NodePath] from this node to the specified [code]node[/" "code]. Both nodes must be in the same scene or the function will fail." msgstr "" "Devuelve la ruta relativa [NodePath] de este nodo al [code]node[/code] " "especificado. Ambos nodos deben estar en la misma escena o la función " "fallará." #: doc/classes/Node.xml #, fuzzy 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." "iterations_per_second]." msgstr "" "Devuelve el tiempo transcurrido desde el último fotograma vinculado a la " "física (ver [method _physics_process]). Este es siempre un valor constante " "en el procesamiento de la física, a menos que se cambien las tramas por " "segundo a través del [member Engine.iterations_per_second]." #: doc/classes/Node.xml msgid "" "Returns the node's order in the scene tree branch. For example, if called on " "the first child node the position is [code]0[/code]." msgstr "" "Devuelve el orden del nodo en la rama del árbol de la escena. Por ejemplo, " "si se llama al primer nodo hijo la posición es [code]0[/code]." #: doc/classes/Node.xml msgid "" "Returns the time elapsed (in seconds) since the last process callback. This " "value may vary from frame to frame." msgstr "" "Devuelve el tiempo transcurrido (en segundos) desde la última llamada del " "proceso. Este valor puede variar de un fotograma a otro." #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if this is an instance load placeholder. See " "[InstancePlaceholder]." msgstr "" "Devuelve [code]true[/code] si se trata de un marcador de posición de carga " "de instancia. Ver [InstancePlaceholder]." #: doc/classes/Node.xml msgid "Returns the [SceneTree] that contains this node." msgstr "Devuelve el [SceneTree] que contiene este nodo." #: doc/classes/Node.xml msgid "Returns the node's [Viewport]." msgstr "Devuelve el [Viewport] del nodo." #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the node that the [NodePath] points to exists." msgstr "Devuelve [code]true[/code] si el nodo al que apunta [NodePath] existe." #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the [NodePath] points to a valid node and its " "subname points to a valid resource, e.g. [code]Area2D/CollisionShape2D:" "shape[/code]. Properties with a non-[Resource] type (e.g. nodes or primitive " "math types) are not considered resources." msgstr "" "Devuelve [code]true[/code] si el [NodePath] apunta a un nodo válido y su " "subnombre apunta a un recurso válido, por ejemplo, [code]Area2D/" "CollisionShape2D:shape[/code]. Las propiedades que no son de tipo [Resource] " "(por ejemplo, nodos o tipos matemáticos primitivos) no se consideran " "recursos." #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the given node is a direct or indirect child of " "the current node." msgstr "" "Devuelve [code]true[/code] si el nodo dado es un hijo directo o indirecto " "del nodo actual." #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the node is folded (collapsed) in the Scene " "dock." msgstr "" "Devuelve [code]true[/code] si el nodo está plegado (colapsado) en el muelle " "de la escena." #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the given node occurs later in the scene " "hierarchy than the current node." msgstr "" "Devuelve [code]true[/code] si el nodo dado se produce más tarde en la " "jerarquía de la escena que el nodo actual." #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if this node is in the specified group. See notes " "in the description, and the group methods in [SceneTree]." msgstr "" "Devuelve [code]true[/code] si este nodo está en el grupo especificado. Vea " "las notas en la descripción, y los métodos de grupo en [SceneTree]." #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if this node is currently inside a [SceneTree]." msgstr "" "Devuelve [code]true[/code] si este nodo está actualmente dentro de un " "[SceneTree]." #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the local system is the master of this node." msgstr "" "Devuelve [code]true[/code] si el sistema local es el maestro de este nodo." #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the physics interpolated flag is set for this " "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 [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." "physics/common/physics_interpolation]." msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if physics processing is enabled (see [method " "set_physics_process])." msgstr "" "Devuelve [code]true[/code] si el procesamiento de la física está activado " "(véase [method set_physics_process])." #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if internal physics processing is enabled (see " "[method set_physics_process_internal])." msgstr "" "Devuelve [code]true[/code] si el procesamiento de la física interna está " "activado (véase [method set_physics_process_internal])." #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if processing is enabled (see [method " "set_process])." msgstr "" "Devuelve [code]true[/code] si el procesamiento está activado (véase [method " "set_process])." #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the node is processing input (see [method " "set_process_input])." msgstr "" "Devuelve [code]true[/code] si el nodo está procesando la entrada (ver " "[method set_process_input])." #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if internal processing is enabled (see [method " "set_process_internal])." msgstr "" "Devuelve [code]true[/code] si el procesamiento interno está activado (véase " "[method set_process_internal])." #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the node is processing unhandled input (see " "[method set_process_unhandled_input])." msgstr "" "Devuelve [code]true[/code] si el nodo está procesando una entrada no " "manejada (ver [method set_process_unhandled_input])." #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the node is processing unhandled key input (see " "[method set_process_unhandled_key_input])." msgstr "" "Devuelve [code]true[/code] si el nodo está procesando una entrada de clave " "no manejada (ver [method set_process_unhandled_key_input])." #: doc/classes/Node.xml msgid "" "Moves a child node to a different position (order) among the other children. " "Since calls, signals, etc are performed by tree order, changing the order of " "children nodes may be useful." msgstr "" "Mueve un nodo hijo a una posición diferente (orden) entre los otros hijos. " "Dado que las llamadas, señales, etc. se realizan por orden de árbol, cambiar " "el orden de los nodos hijos puede ser útil." #: doc/classes/Node.xml msgid "" "Prints all stray nodes (nodes outside the [SceneTree]). Used for debugging. " "Works only in debug builds." msgstr "" "Imprime todos los nodos perdidos (nodos fuera del [SceneTree]). Se utiliza " "para la depuración. Funciona sólo en construcciones de depuración." #: doc/classes/Node.xml msgid "" "Prints the tree to stdout. Used mainly for debugging purposes. This version " "displays the path relative to the current node, and is good for copy/pasting " "into the [method get_node] function.\n" "[b]Example output:[/b]\n" "[codeblock]\n" "TheGame\n" "TheGame/Menu\n" "TheGame/Menu/Label\n" "TheGame/Menu/Camera2D\n" "TheGame/SplashScreen\n" "TheGame/SplashScreen/Camera2D\n" "[/codeblock]" msgstr "" "Imprime el árbol a stdout. Se utiliza principalmente para fines de " "depuración. Esta versión muestra la ruta relativa al nodo actual, y es buena " "para copiar/pegar en la función [method get_node].\n" "[b]Ejemplo de salida:[/b]\n" "[codeblock]\n" "ElJuego\n" "ElJuego/Menu\n" "ElJuego/Menu/Label\n" "ElJuego/Menu/Camera2D\n" "ElJuego/PantallaInicial\n" "ElJuego/PantallaInicial/Camera2D\n" "[/codeblock]" #: doc/classes/Node.xml #, fuzzy msgid "" "Similar to [method print_tree], this prints the tree to stdout. This version " "displays a more graphical representation similar to what is displayed in the " "scene inspector. It is useful for inspecting larger trees.\n" "[b]Example output:[/b]\n" "[codeblock]\n" " ┖╴TheGame\n" " ┠╴Menu\n" " ┃ ┠╴Label\n" " ┃ ┖╴Camera2D\n" " ┖╴SplashScreen\n" " ┖╴Camera2D\n" "[/codeblock]" msgstr "" "Similar al [method print_tree], este imprime el árbol a stdout. Esta versión " "muestra una representación más gráfica similar a la que se muestra en el " "inspector de escenas. Es útil para inspeccionar árboles más grandes.\n" "[b]Ejemplo de salida:[/b]\n" "[codeblock]\n" " ┖╴ElJuego\n" " ┠╴Menu\n" " ┃ ┠╴Label\n" " ┃ ┖╴Camera2D\n" " ┖-PantallaInicial\n" " ┖╴Camera2D\n" "[/codeblock]" #: doc/classes/Node.xml msgid "" "Calls the given method (if present) with the arguments given in [code]args[/" "code] on this node and recursively on all its children. If the " "[code]parent_first[/code] argument is [code]true[/code], the method will be " "called on the current node first, then on all its children. If " "[code]parent_first[/code] is [code]false[/code], the children will be called " "first." msgstr "" "Llama al método dado (si está presente) con los argumentos dados en " "[code]args[/code] en este nodo y recursivamente en todos sus hijos. Si el " "argumento [code]parent_first[/code] es [code]true[/code], el método será " "llamado primero al nodo actual, y luego a todos sus hijos. Si " "[code]parent_first[/code] es [code]false[/code], los hijos serán llamados " "primero." #: doc/classes/Node.xml msgid "" "Notifies the current node and all its children recursively by calling " "[method Object.notification] on all of them." msgstr "" "Notifica al nodo actual y a todos sus hijos de forma recursiva llamando al " "[method Object.notification] en todos ellos." #: doc/classes/Node.xml #, fuzzy msgid "" "Queues a node for deletion at the end of the current frame. When deleted, " "all of its child nodes will be deleted as well. This method ensures it's " "safe to delete the node, contrary to [method Object.free]. Use [method " "Object.is_queued_for_deletion] to check whether a node will be deleted at " "the end of the frame.\n" "[b]Important:[/b] If you have a variable pointing to a node, it will [i]not[/" "i] be assigned to [code]null[/code] once the node is freed. Instead, it will " "point to a [i]previously freed instance[/i] and you should validate it with " "[method @GDScript.is_instance_valid] before attempting to call its methods " "or access its properties." msgstr "" "Coloca en cola un nodo para su eliminación al final del fotograma actual. " "Cuando se elimine, todos sus nodos hijos también serán eliminados. Este " "método asegura que es seguro borrar el nodo, al contrario que el [method " "Object.free]. Utilice [method Object.is_queued_for_deletion] para comprobar " "si un nodo será eliminado al final del fotograma." #: doc/classes/Node.xml #, fuzzy msgid "" "Moves this node to the bottom of parent node's children hierarchy. This is " "often useful in GUIs ([Control] nodes), because their order of drawing " "depends on their order in the tree. The top Node is drawn first, then any " "siblings below the top Node in the hierarchy are successively drawn on top " "of it. After using [code]raise[/code], a Control will be drawn on top of its " "siblings." msgstr "" "Mueve este nodo al fondo de la jerarquía de los hijos del nodo padre. Esto " "suele ser útil en los GUI (nodos [Control]), porque su orden de dibujo " "depende de su orden en el árbol, es decir, cuanto más lejos estén en la " "lista de nodos, más alto se dibujarán. Después de usar [code]raise[/code], " "un Control se dibujará encima de sus hermanos." #: doc/classes/Node.xml msgid "" "Removes a node and sets all its children as children of the parent node (if " "it exists). All event subscriptions that pass by the removed node will be " "unsubscribed." msgstr "" "Quita un nodo y pone a todos sus hijos como hijos del nodo padre (si " "existe). Todas las suscripciones de eventos que pasen por el nodo eliminado " "serán canceladas." #: doc/classes/Node.xml msgid "" "Removes a child node. The node is NOT deleted and must be deleted manually.\n" "[b]Note:[/b] This function may set the [member owner] of the removed Node " "(or its descendants) to be [code]null[/code], if that [member owner] is no " "longer a parent or ancestor." msgstr "" #: doc/classes/Node.xml msgid "" "Removes a node from a group. See notes in the description, and the group " "methods in [SceneTree]." msgstr "" "Elimina un nodo de un grupo. Vea las notas en la descripción, y los métodos " "de grupo en [SceneTree]." #: doc/classes/Node.xml msgid "" "Replaces a node in a scene by the given one. Subscriptions that pass through " "this node will be lost.\n" "[b]Note:[/b] The given node will become the new parent of any child nodes " "that the replaced node had.\n" "[b]Note:[/b] The replaced node is not automatically freed, so you either " "need to keep it in a variable for later use or free it using [method Object." "free]." msgstr "" #: doc/classes/Node.xml msgid "" "Requests that [code]_ready[/code] be called again. Note that the method " "won't be called immediately, but is scheduled for when the node is added to " "the scene tree again (see [method _ready]). [code]_ready[/code] is called " "only for the node which requested it, which means that you need to request " "ready for each child if you want them to call [code]_ready[/code] too (in " "which case, [code]_ready[/code] will be called in the same order as it would " "normally)." msgstr "" "Solicita que se llame de nuevo a [code]_ready[/code]. Tenga en cuenta que el " "método no se llamará inmediatamente, sino que está programado para cuando el " "nodo se añada de nuevo al árbol de la escena (véase [method _ready]). " "[code]_ready[/code] se llama sólo para el nodo que lo ha solicitado, lo que " "significa que necesita solicitar ready para cada niño si quiere que también " "llamen a [code]_ready[/code] (en cuyo caso, se llamará a [code]_ready[/code] " "en el mismo orden que normalmente)." #: doc/classes/Node.xml msgid "" "When physics interpolation is active, moving a node to a radically different " "transform (such as placement within a level) can result in a visible glitch " "as the object is rendered moving from the old to new position over the " "physics tick.\n" "This glitch can be prevented by calling [code]reset_physics_interpolation[/" "code], which temporarily turns off interpolation until the physics tick is " "complete.\n" "[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the " "node and all children recursively.\n" "[b]Note:[/b] This function should be called [b]after[/b] moving the node, " "rather than before." msgstr "" #: doc/classes/Node.xml #, fuzzy msgid "" "Sends a remote procedure call request for the given [code]method[/code] to " "peers on the network (and locally), optionally sending all additional " "arguments as arguments to the method called by the RPC. The call request " "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 " "[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 " "like [code]server_disconnected[/code] or by checking [code]SceneTree." "network_peer.get_connection_status() == CONNECTION_CONNECTED[/code]." msgstr "" "Envía una solicitud de llamada de procedimiento a distancia para el " "[code]method[/code] dado a los pares en la red (y localmente), opcionalmente " "enviando todos los argumentos adicionales como argumentos al método llamado " "por la RPC. La solicitud de llamada sólo será recibida por nodos con el " "mismo [NodePath], incluyendo exactamente el mismo nombre de nodo. El " "comportamiento depende de la configuración de la RPC para el método dado, " "véase [method rpc_config]. Los métodos no están expuestos a las RPC por " "defecto. Véase también [method rset] y [method rset_config] para las " "propiedades. Devuelve una [Variant] vacía.\n" "[b]Nota:[/b] Sólo se pueden utilizar RPCs de forma segura en clientes " "después de haber recibido la señal [code]connected_to_server[/code] de la " "[SceneTree]. También es necesario hacer un seguimiento del estado de la " "conexión, ya sea por las señales de [SceneTree] como " "[code]server_disconnected[/code] o comprobando [code]SceneTree.network_peer." "get_connection_status() == CONNECTION_CONNECTED[/code]." #: doc/classes/Node.xml msgid "" "Changes the RPC mode for the given [code]method[/code] to the given " "[code]mode[/code]. See [enum MultiplayerAPI.RPCMode]. An alternative is " "annotating methods and properties with the corresponding keywords " "([code]remote[/code], [code]master[/code], [code]puppet[/code], " "[code]remotesync[/code], [code]mastersync[/code], [code]puppetsync[/code]). " "By default, methods are not exposed to networking (and RPCs). See also " "[method rset] and [method rset_config] for properties." msgstr "" "Cambia el modo RPC para el [code]method[/code] dado al [code]mode[/code] " "dado. Ver [enum MultiplayerAPI.RPCMode]. Una alternativa es anotar los " "métodos y propiedades con las palabras clave correspondientes ([code]remote[/" "code], [code]master[/code], [code]puppet[/code], [code]remotesync[/code], " "[code]mastersync[/code], [code]puppetsync[/code]). Por defecto, los métodos " "no están expuestos a las redes (y a los RPC). Ver también [method rset] y " "[method rset_config] para las propiedades." #: doc/classes/Node.xml #, fuzzy msgid "" "Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] " "(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/" "code]." msgstr "" "Envía un [method rpc] a un par específico identificado por [code]peer_id[/" "code] (véase [method NetworkedMultiplayerPeer.set_target_peer]). Devuelve " "una [Variant] vacía." #: doc/classes/Node.xml #, fuzzy msgid "" "Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]." msgstr "" "Envía un [method rpc] usando un protocolo poco fiable. Devuelve una " "[Variant] vacía." #: doc/classes/Node.xml #, fuzzy 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 [code]null[/code]." msgstr "" "Envía un [method rpc] a un par específico identificado por [code]peer_id[/" "code] utilizando un protocolo poco fiable (véase [method " "NetworkedMultiplayerPeer.set_target_peer]). Devuelve una [Variant] vacía." #: doc/classes/Node.xml msgid "" "Remotely changes a property's value on other peers (and locally). Behaviour " "depends on the RPC configuration for the given property, see [method " "rset_config]. See also [method rpc] for RPCs for methods, most information " "applies to this method as well." msgstr "" "Cambia remotamente el valor de una propiedad en otros pares (y localmente). " "El comportamiento depende de la configuración RPC de la propiedad dada, ver " "[method rset_config]. Véase también [method rpc] para los métodos RPC, la " "mayoría de la información se aplica también a este método." #: doc/classes/Node.xml msgid "" "Changes the RPC mode for the given [code]property[/code] to the given " "[code]mode[/code]. See [enum MultiplayerAPI.RPCMode]. An alternative is " "annotating methods and properties with the corresponding keywords " "([code]remote[/code], [code]master[/code], [code]puppet[/code], " "[code]remotesync[/code], [code]mastersync[/code], [code]puppetsync[/code]). " "By default, properties are not exposed to networking (and RPCs). See also " "[method rpc] and [method rpc_config] for methods." msgstr "" "Cambia el modo RPC para la [code]property[/code] dada al [code]mode[/code] " "dado. Ver [enum MultiplayerAPI.RPCMode]. Una alternativa es anotar los " "métodos y propiedades con las palabras clave correspondientes ([code]remote[/" "code], [code]master[/code], [code]puppet[/code], [code]remotesync[/code], " "[code]mastersync[/code], [code]puppetsync[/code]). Por defecto, las " "propiedades no están expuestas a las redes (y a los RPCs). Ver también " "[method rpc] y [method rpc_config] para los métodos." #: doc/classes/Node.xml msgid "" "Remotely changes the property's value on a specific peer identified by " "[code]peer_id[/code] (see [method NetworkedMultiplayerPeer.set_target_peer])." msgstr "" "Cambia remotamente el valor de la propiedad en un par específico " "identificado por [code]peer_id[/code] (véase el [method " "NetworkedMultiplayerPeer.set_target_peer])." #: doc/classes/Node.xml msgid "" "Remotely changes the property's value on other peers (and locally) using an " "unreliable protocol." msgstr "" "Cambia remotamente el valor de la propiedad en otros pares (y localmente) " "usando un protocolo poco fiable." #: doc/classes/Node.xml msgid "" "Remotely changes property's value on a specific peer identified by " "[code]peer_id[/code] using an unreliable protocol (see [method " "NetworkedMultiplayerPeer.set_target_peer])." msgstr "" "Cambia remotamente el valor de la propiedad en un par específico " "identificado por [code]peer_id[/code] utilizando un protocolo poco fiable " "(véase el [method NetworkedMultiplayerPeer.set_target_peer])." #: doc/classes/Node.xml msgid "Sets the folded state of the node in the Scene dock." msgstr "Establece el estado de plegado del nodo en el muelle de la escena." #: doc/classes/Node.xml msgid "" "Sets the node's network master to the peer with the given peer ID. The " "network master is the peer that has authority over the node on the network. " "Useful in conjunction with the [code]master[/code] and [code]puppet[/code] " "keywords. Inherited from the parent node by default, which ultimately " "defaults to peer ID 1 (the server). If [code]recursive[/code], the given " "peer is recursively set as the master for all children of this node." msgstr "" "Establece el maestro de la red del nodo al par con el ID del par dado. El " "maestro de la red es el par que tiene autoridad sobre el nodo de la red. " "Útil en conjunción con las palabras clave [code]master[/code] y " "[code]puppet[/code]. Heredado del nodo padre por defecto, que en última " "instancia es el ID del par 1 (el servidor). Si [code]recursive[/code], el " "par dado se establece recursivamente como el maestro para todos los hijos de " "este nodo." #: 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." "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." msgstr "" "Activa o desactiva el procesamiento físico (es decir, la velocidad de " "fotogramas fijos). Cuando un nodo está siendo procesado, recibirá una " "[constant NOTIFICATION_PHYSICS_PROCESS] a un intervalo fijo (normalmente 60 " "FPS, ver [member Engine.iterations_per_second] para cambiar) (y se llamará a " "la devolución de llamada de [method _physics_process] si existe). Se " "habilita automáticamente si se anula [method _physics_process]. Cualquier " "llamada a esto antes de [method _ready] será ignorada." #: doc/classes/Node.xml #, fuzzy msgid "" "Enables or disables internal physics for this node. Internal physics " "processing happens in isolation from the normal [method _physics_process] " "calls and is used by some nodes internally to guarantee proper functioning " "even if the node is paused or physics processing is disabled for scripting " "([method set_physics_process]). Only useful for advanced uses to manipulate " "built-in nodes' behavior.\n" "[b]Warning:[/b] Built-in Nodes rely on the internal processing for their own " "logic, so changing this value from your code may lead to unexpected " "behavior. Script access to this internal logic is provided for specific " "advanced uses, but is unsafe and not supported." msgstr "" "Habilita o deshabilita la física interna de este nodo. El procesamiento de " "la física interna ocurre de forma aislada de las llamadas normales de " "[method _physics_process] y es usado por algunos nodos internamente para " "garantizar el correcto funcionamiento incluso si el nodo está en pausa o el " "procesamiento de la física está deshabilitado para el scripting ([method " "set_physics_process]). Sólo es útil para usos avanzados para manipular el " "comportamiento de los nodos incorporados." #: doc/classes/Node.xml msgid "" "Enables or disables processing. When a node is being processed, it will " "receive a [constant NOTIFICATION_PROCESS] on every drawn frame (and the " "[method _process] callback will be called if exists). Enabled automatically " "if [method _process] is overridden. Any calls to this before [method _ready] " "will be ignored." msgstr "" "Habilita o deshabilita el procesamiento. Cuando un nodo está siendo " "procesado, recibirá una [constant NOTIFICATION_PROCESS] en cada fotograma " "dibujado (y se llamará a la devolución de llamada [method _process] si " "existe). Se habilita automáticamente si se anula [method _process]. " "Cualquier llamada a esto antes de [method _ready] será ignorada." #: doc/classes/Node.xml msgid "" "Enables or disables input processing. This is not required for GUI controls! " "Enabled automatically if [method _input] is overridden. Any calls to this " "before [method _ready] will be ignored." msgstr "" "Habilita o deshabilita el procesamiento de la entrada. ¡Esto no es necesario " "para los controles GUI! Se activa automáticamente si se anula [method " "_input]. Cualquier llamada a esto antes de [method _ready] será ignorada." #: doc/classes/Node.xml #, fuzzy msgid "" "Enables or disabled internal processing for this node. Internal processing " "happens in isolation from the normal [method _process] calls and is used by " "some nodes internally to guarantee proper functioning even if the node is " "paused or processing is disabled for scripting ([method set_process]). Only " "useful for advanced uses to manipulate built-in nodes' behavior.\n" "[b]Warning:[/b] Built-in Nodes rely on the internal processing for their own " "logic, so changing this value from your code may lead to unexpected " "behavior. Script access to this internal logic is provided for specific " "advanced uses, but is unsafe and not supported." msgstr "" "Habilita o deshabilita el procesamiento interno de este nodo. El " "procesamiento interno ocurre de forma aislada de las llamadas normales de " "[method _process] y es usado por algunos nodos internamente para garantizar " "el correcto funcionamiento incluso si el nodo está en pausa o el " "procesamiento está deshabilitado para la escritura ([method set_process]). " "Sólo es útil para usos avanzados para manipular el comportamiento de los " "nodos incorporados." #: doc/classes/Node.xml msgid "" "Enables unhandled input processing. This is not required for GUI controls! " "It enables the node to receive all input that was not previously handled " "(usually by a [Control]). Enabled automatically if [method _unhandled_input] " "is overridden. Any calls to this before [method _ready] will be ignored." msgstr "" "Permite el procesamiento de entradas sin manejar. ¡Esto no es necesario para " "los controles GUI! Permite que el nodo reciba todas las entradas que no " "hayan sido manejadas previamente (normalmente por un [Control]). Se habilita " "automáticamente si se anula [method _unhandled_input]. Cualquier llamada a " "esto antes de [method _ready] será ignorada." #: doc/classes/Node.xml msgid "" "Enables unhandled key input processing. Enabled automatically if [method " "_unhandled_key_input] is overridden. Any calls to this before [method " "_ready] will be ignored." msgstr "" "Permite el procesamiento de entradas de claves sin manejar. Se activa " "automáticamente si se anula [method _unhandled_key_input]. Cualquier llamada " "a esto antes de [method _ready] será ignorada." #: doc/classes/Node.xml msgid "" "Sets whether this is an instance load placeholder. See [InstancePlaceholder]." msgstr "" "Establece si se trata de un marcador de posición de carga de instancia. Ver " "[InstancePlaceholder]." #: doc/classes/Node.xml msgid "" "Updates the warning displayed for this node in the Scene Dock.\n" "Use [method _get_configuration_warning] to setup the warning message to " "display." msgstr "" "Actualiza la advertencia que se muestra para este nodo en el Scene Dock.\n" "Utiliza [method _get_configuration_warning] para configurar el mensaje de " "advertencia a mostrar." #: doc/classes/Node.xml msgid "" "The override to the default [MultiplayerAPI]. Set to [code]null[/code] to " "use the default [SceneTree] one." msgstr "" "La anulación del valor por defecto [MultiplayerAPI]. La anulación a " "[code]null[/code] para usar la predeterminada [SceneTree]." #: doc/classes/Node.xml msgid "" "If a scene is instantiated from a file, its topmost node contains the " "absolute file path from which it was loaded in [member filename] (e.g. " "[code]res://levels/1.tscn[/code]). Otherwise, [member filename] is set to an " "empty string." msgstr "" #: doc/classes/Node.xml msgid "" "The [MultiplayerAPI] instance associated with this node. Either the [member " "custom_multiplayer], or the default SceneTree one (if inside tree)." msgstr "" "La instancia [MultiplayerAPI] asociada a este nodo. O bien el [member " "custom_multiplayer], o el predeterminado SceneTree uno (si está dentro del " "árbol)." #: doc/classes/Node.xml #, fuzzy msgid "" "The name of the node. This name is unique among the siblings (other child " "nodes from the same parent). When set to an existing name, the node will be " "automatically renamed.\n" "[b]Note:[/b] Auto-generated names might include the [code]@[/code] " "character, which is reserved for unique names when using [method add_child]. " "When setting the name manually, any [code]@[/code] will be removed." msgstr "" "El nombre del nodo. Este nombre es único entre los hermanos (otros nodos " "hijos del mismo padre). Cuando se establece un nombre existente, el nodo " "será renombrado automáticamente." #: doc/classes/Node.xml msgid "" "The node owner. A node can have any other node as owner (as long as it is a " "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.\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 "" "Añade un nodo infantil. Los nodos pueden tener cualquier número de niños, " "pero cada niño debe tener un nombre único. Los nodos hijos se eliminan " "automáticamente cuando se elimina el nodo padre, por lo que una escena " "entera puede ser eliminada eliminando su nodo superior.\n" "Si [code]legible_unique_name[/code] es [code]true[/code], el nodo hijo " "tendrá un nombre legible para los humanos basado en el nombre del nodo que " "se instale en lugar de su tipo.\n" "[b]Nota:[/b] Si el nodo hijo ya tiene un padre, la función fallará. Use " "[method remove_child] primero para eliminar el nodo de su padre actual. Por " "ejemplo:\n" "[codeblock]\n" "if child_node.get_parent():\n" " child_node.get_parent().remove_child(child_node)\n" "add_child(child_node)\n" "[/codeblock]\n" "Si necesita que el nodo hijo se añada debajo de un nodo específico en la " "lista de hijos, use [method add_sibling] en lugar de este método.\n" "[b]Nota:[/b] Si quieres que un hijo sea perseguido en un [PackedScene], " "debes establecer [member owner] además de llamar a [method add_child]. Esto " "es típicamente relevante para los scripts de la herramienta [url=https://" "godot.readthedocs.io/es/latest/tutorials/misc/running_code_in_the_editor." "html]tool[/url] y para los plugins de edición [/url] de [url=https://godot." "readthedocs.io/es/latest/tutorials/plugins/editor/index.html]. Si se llama a " "[method add_child] sin establecer [member owner], el [Node] recién agregado " "no será visible en el árbol de la escena, aunque sí lo será en la vista " "2D/3D." #: doc/classes/Node.xml msgid "Pause mode. How the node will behave if the [SceneTree] is paused." msgstr "" "Modo de pausa. Cómo se comportará el nodo si el [SceneTree] está en pausa." #: 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 " "callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant " "NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose " "process priority value is [i]lower[/i] will have their processing callbacks " "executed first." msgstr "" "La prioridad del nodo en el orden de ejecución de las llamadas de " "procesamiento habilitadas (es decir, [constant NOTIFICATION_PROCESS], " "[constant NOTIFICATION_PHYSICS_PROCESS] y sus contrapartes internas). Los " "nodos cuyo valor de prioridad de proceso sea [i]lower[/i] tendrán sus " "devoluciones de procesamiento ejecutadas primero." #: doc/classes/Node.xml msgid "" "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 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 msgid "Emitted when the node is ready." msgstr "Emitido cuando el nodo esté listo." #: doc/classes/Node.xml msgid "Emitted when the node is renamed." msgstr "Emitido cuando el nodo es renombrado." #: doc/classes/Node.xml 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 msgid "Emitted after the node exits the tree and is no longer active." msgstr "Emitido después de que el nodo sale del árbol y ya no está activo." #: doc/classes/Node.xml #, fuzzy 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).\n" "This signal is emitted [i]before[/i] the related [constant " "NOTIFICATION_EXIT_TREE] notification." msgstr "" "Emitido cuando el nodo está todavía activo pero a punto de salir del árbol. " "Este es el lugar adecuado para la des-inicialización (o un \"destructor\", " "si se quiere)." #: doc/classes/Node.xml 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 #, fuzzy 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 "" "Notificación recibida cuando el nodo está a punto de salir de un [SceneTree]." #: doc/classes/Node.xml msgid "Notification received when the node is moved in the parent." msgstr "Notificación recibida cuando el nodo se mueve en el padre." #: doc/classes/Node.xml msgid "Notification received when the node is ready. See [method _ready]." msgstr "" "Notificación recibida cuando el nodo esté listo. Véase [method _ready]." #: doc/classes/Node.xml msgid "Notification received when the node is paused." msgstr "Notificación recibida cuando el nodo está en pausa." #: doc/classes/Node.xml msgid "Notification received when the node is unpaused." msgstr "Notificación recibida cuando el nodo no está en pausa." #: doc/classes/Node.xml msgid "" "Notification received every frame when the physics process flag is set (see " "[method set_physics_process])." msgstr "" "Notificación recibida en cada fotograma cuando se fija el indicador de " "proceso físico (ver [method set_physics_process])." #: doc/classes/Node.xml msgid "" "Notification received every frame when the process flag is set (see [method " "set_process])." msgstr "" "Notificación recibida en cada fotograma cuando se fija el indicador de " "proceso (véase [method set_process])." #: doc/classes/Node.xml msgid "" "Notification received when a node is set as a child of another node.\n" "[b]Note:[/b] This doesn't mean that a node entered the [SceneTree]." msgstr "" "Notificación recibida cuando un nodo se establece como hijo de otro nodo.\n" "[b]Nota:[/b] Esto no significa que un nodo haya entrado en el [SceneTree]." #: doc/classes/Node.xml msgid "" "Notification received when a node is unparented (parent removed it from the " "list of children)." msgstr "" "Notificación recibida cuando un nodo no tiene padre (el padre o la madre lo " "ha eliminado de la lista de hijos)." #: doc/classes/Node.xml msgid "Notification received when the node is instanced." msgstr "Notificación recibida cuando el nodo es instanciado." #: doc/classes/Node.xml 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 operation ends.\n" "Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded." msgstr "" #: doc/classes/Node.xml msgid "Notification received when the node's [NodePath] changed." msgstr "Notificación recibida cuando el [NodePath] del nodo cambió." #: doc/classes/Node.xml msgid "" "Notification received every frame when the internal process flag is set (see " "[method set_process_internal])." msgstr "" "Notificación recibida en cada fotograma cuando se fija el indicador de " "proceso interno (véase [method set_process_internal])." #: doc/classes/Node.xml msgid "" "Notification received every frame when the internal physics process flag is " "set (see [method set_physics_process_internal])." msgstr "" "Notificación recibida en cada fotograma cuando se fija el flag de proceso de " "física interna (véase [method set_physics_process_internal])." #: doc/classes/Node.xml msgid "" "Notification received when the node is ready, just before [constant " "NOTIFICATION_READY] is received. Unlike the latter, it's sent every time the " "node enters tree, instead of only once." msgstr "" #: doc/classes/Node.xml #, fuzzy msgid "" "Notification received when [method reset_physics_interpolation] is called on " "the node or parent nodes." msgstr "Notificación recibida cuando el nodo se mueve en el padre." #: doc/classes/Node.xml msgid "" "Inherits pause mode from the node's parent. For the root node, it is " "equivalent to [constant PAUSE_MODE_STOP]. Default." msgstr "" "Heredó el modo de pausa del padre del nodo. Para el nodo raíz, es " "equivalente a [constant PAUSE_MODE_STOP]. Por defecto." #: doc/classes/Node.xml msgid "Stops processing when the [SceneTree] is paused." msgstr "Detiene el procesamiento cuando el [SceneTree] está en pausa." #: doc/classes/Node.xml msgid "Continue to process regardless of the [SceneTree] pause state." msgstr "Continúe el proceso sin importar el estado de pausa de [SceneTree]." #: doc/classes/Node.xml #, fuzzy 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 "" "Heredó el modo de pausa del padre del nodo. Para el nodo raíz, es " "equivalente a [constant PAUSE_MODE_STOP]. Por defecto." #: 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 "Duplica las señales del nodo." #: doc/classes/Node.xml msgid "Duplicate the node's groups." msgstr "Duplica los grupos del nodo." #: doc/classes/Node.xml msgid "Duplicate the node's scripts." msgstr "Duplica los scripts del nodo." #: doc/classes/Node.xml msgid "" "Duplicate using instancing.\n" "An instance stays linked to the original so when the original changes, the " "instance changes too." msgstr "" "Duplicar usando instancias.\n" "Una instancia permanece ligado al original, así que cuando el original " "cambia, la instancia también cambia." #: doc/classes/Node2D.xml msgid "" "A 2D game object, inherited by all 2D-related nodes. Has a position, " "rotation, scale, and Z index." msgstr "" "Un objeto de juego en 2D, heredado por todos los nodos relacionados con el " "2D. Tiene una posición, rotación, escala e índice Z." #: doc/classes/Node2D.xml msgid "" "A 2D game object, with a transform (position, rotation, and scale). All 2D " "nodes, including physics objects and sprites, inherit from Node2D. Use " "Node2D as a parent node to move, scale and rotate children in a 2D project. " "Also gives control of the node's render order." msgstr "" "Un objeto de juego 2D, con una transformada (posición, rotación y escala). " "Todos los nodos 2D, incluyendo los objetos de física y los sprites, heredan " "de Node2D. Utiliza Node2D como nodo padre para mover, escalar y rotar a los " "niños en un proyecto 2D. También da control del orden de renderización del " "nodo." #: doc/classes/Node2D.xml doc/classes/Vector2.xml msgid "All 2D Demos" msgstr "" #: doc/classes/Node2D.xml msgid "Multiplies the current scale by the [code]ratio[/code] vector." msgstr "Multiplica la escala actual por el vector [code]ratio[/code]." #: doc/classes/Node2D.xml msgid "" "Returns the angle between the node and the [code]point[/code] in radians.\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "node2d_get_angle_to.png]Illustration of the returned angle.[/url]" msgstr "" #: doc/classes/Node2D.xml msgid "Returns the [Transform2D] relative to this node's parent." msgstr "Devuelve el [Transform2D] relativo al padre de este nodo." #: doc/classes/Node2D.xml msgid "Adds the [code]offset[/code] vector to the node's global position." msgstr "Añade el vector [code]offset[/code] a la posición global del nodo." #: doc/classes/Node2D.xml msgid "" "Rotates the node so it points towards the [code]point[/code], which is " "expected to use global coordinates." msgstr "" "Gira el nodo para que apunte hacia el [code]punto[/code], que se espera que " "utilice coordenadas globales." #: doc/classes/Node2D.xml msgid "" "Applies a local translation on the node's X axis based on the [method Node." "_process]'s [code]delta[/code]. If [code]scaled[/code] is [code]false[/" "code], normalizes the movement." msgstr "" "Aplica una traducción local en el eje X del nodo basada en la [code]delta[/" "code] del [method Node._process]. Si [code]scaled[/code] es [code]false[/" "code], normaliza el movimiento." #: doc/classes/Node2D.xml msgid "" "Applies a local translation on the node's Y axis based on the [method Node." "_process]'s [code]delta[/code]. If [code]scaled[/code] is [code]false[/" "code], normalizes the movement." msgstr "" "Aplica una traducción local en el eje Y del nodo basada en el [method Node." "_process]'s [code]delta[/code]. Si [code]scaled[/code] es [code]false[/" "code], normaliza el movimiento." #: doc/classes/Node2D.xml msgid "" "Applies a rotation to the node, in radians, starting from its current " "rotation." msgstr "" "Aplica una rotación al nodo, en radianes, a partir de su rotación actual." #: doc/classes/Node2D.xml msgid "" "Transforms the provided local position into a position in global coordinate " "space. The input is expected to be local relative to the [Node2D] it is " "called on. e.g. Applying this method to the positions of child nodes will " "correctly transform their positions into the global coordinate space, but " "applying it to a node's own position will give an incorrect result, as it " "will incorporate the node's own transformation into its global position." msgstr "" "Transforma la posición local proporcionada en una posición en el espacio de " "coordenadas globales. Se espera que la entrada sea local en relación con el " "[Node2D] al que se llama. Por ejemplo, aplicar este método a las posiciones " "de los nodos hijos transformará correctamente sus posiciones en el espacio " "de coordenadas globales, pero aplicarlo a la propia posición de un nodo dará " "un resultado incorrecto, ya que incorporará la propia transformación del " "nodo en su posición global." #: doc/classes/Node2D.xml msgid "" "Transforms the provided global position into a position in local coordinate " "space. The output will be local relative to the [Node2D] it is called on. e." "g. It is appropriate for determining the positions of child nodes, but it is " "not appropriate for determining its own position relative to its parent." msgstr "" "Transforma la posición global proporcionada en una posición en el espacio de " "coordenadas locales. La salida será local en relación con el [Node2D] al que " "se llama. Por ejemplo, es apropiado para determinar las posiciones de los " "nodos hijos, pero no es apropiado para determinar su propia posición en " "relación con su padre." #: doc/classes/Node2D.xml msgid "" "Translates the node by the given [code]offset[/code] in local coordinates." msgstr "" "Traduce el nodo por el [code]offset[/code] dado en coordenadas locales." #: doc/classes/Node2D.xml msgid "Global position." msgstr "Posición global." #: doc/classes/Node2D.xml msgid "Global rotation in radians." msgstr "Rotación global en radianes." #: doc/classes/Node2D.xml msgid "Global rotation in degrees." msgstr "Rotación global en grados." #: doc/classes/Node2D.xml msgid "Global scale." msgstr "Escala global." #: doc/classes/Node2D.xml msgid "Global [Transform2D]." msgstr "[Transform2D] Global." #: doc/classes/Node2D.xml msgid "Position, relative to the node's parent." msgstr "Posición, relativa al padre del nodo." #: doc/classes/Node2D.xml msgid "Rotation in radians, relative to the node's parent." msgstr "Rotación en radianes, en relación con el padre del nodo." #: doc/classes/Node2D.xml msgid "Rotation in degrees, relative to the node's parent." msgstr "Rotación en grados, en relación con el padre del nodo." #: doc/classes/Node2D.xml 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 msgid "Local [Transform2D]." msgstr "[Transform2D] Local ." #: doc/classes/Node2D.xml msgid "" "If [code]true[/code], the node's Z index is relative to its parent's Z " "index. If this node's Z index is 2 and its parent's effective Z index is 3, " "then this node's effective Z index will be 2 + 3 = 5." msgstr "" "Si [code]true[/code], el índice Z del nodo es relativo al índice Z de su " "padre. Si el índice Z de este nodo es 2 y el índice Z efectivo de su padre " "es 3, entonces el índice Z efectivo de este nodo será 2 + 3 = 5." #: doc/classes/Node2D.xml #, fuzzy 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 " "VisualServer.CANVAS_ITEM_Z_MIN] and [constant VisualServer." "CANVAS_ITEM_Z_MAX] (inclusive)." msgstr "" "Índice Z. Controla el orden en el que los nodos se renderizan. Un nodo con " "un índice Z más alto se mostrará delante de los demás." #: doc/classes/NodePath.xml msgid "Pre-parsed scene tree path." msgstr "Camino del árbol de la escena pre-parseado." #: doc/classes/NodePath.xml #, fuzzy msgid "" "A pre-parsed relative or absolute path in a scene tree, for use with [method " "Node.get_node] and similar functions. It can reference a node, a resource " "within a node, or a property of a node or resource. For instance, " "[code]\"Path2D/PathFollow2D/Sprite:texture:size\"[/code] would refer to the " "[code]size[/code] property of the [code]texture[/code] resource on the node " "named [code]\"Sprite\"[/code] which is a child of the other named nodes in " "the path.\n" "You will usually just pass a string to [method Node.get_node] and it will be " "automatically converted, but you may occasionally want to parse a path ahead " "of time with [NodePath] or the literal syntax [code]@\"path\"[/code]. " "Exporting a [NodePath] variable will give you a node selection widget in the " "properties panel of the editor, which can often be useful.\n" "A [NodePath] is composed of a list of slash-separated node names (like a " "filesystem path) and an optional colon-separated list of \"subnames\" which " "can be resources or properties.\n" "Some examples of NodePaths include the following:\n" "[codeblock]\n" "# No leading slash means it is relative to the current node.\n" "@\"A\" # Immediate child A\n" "@\"A/B\" # A's child B\n" "@\".\" # The current node.\n" "@\"..\" # The parent node.\n" "@\"../C\" # A sibling node C.\n" "# A leading slash means it is absolute from the SceneTree.\n" "@\"/root\" # Equivalent to get_tree().get_root().\n" "@\"/root/Main\" # If your main scene's root node were named \"Main\".\n" "@\"/root/MyAutoload\" # If you have an autoloaded node or scene.\n" "[/codeblock]\n" "[b]Note:[/b] In the editor, [NodePath] properties are automatically updated " "when moving, renaming or deleting a node in the scene tree, but they are " "never updated at runtime." msgstr "" "Una ruta relativa o absoluta pre-parseada en un árbol de escena, para ser " "usada con [method Node.get_node] y funciones similares. Puede hacer " "referencia a un nodo, a un recurso dentro de un nodo o a una propiedad de un " "nodo o recurso. Por ejemplo, [code]\"Path2D/PathFollow2D/Sprite2D:texture:" "size\"[/code] se referiría a la propiedad [code]size[/code] del recurso " "[code]texture[/code] en el nodo llamado [code]\"Sprite2D\"[/code] que es " "hijo de los otros nodos nombrados en el camino.\n" "Normalmente sólo pasarás una string a [method Node.get_node] y se convertirá " "automáticamente, pero puede que ocasionalmente quieras analizar un camino " "por adelantado con [NodePath] o la sintaxis literal [code]@\"path\"[/code]. " "Exportar una variable [NodePath] te dará un widget de selección de nodos en " "el panel de propiedades del editor, que a menudo puede ser útil.\n" "Una [NodePath] está compuesta por una lista de nombres de nodos separados " "por barras (como una ruta de sistema de archivos) y una lista opcional de " "\"subnombres\" separados por dos puntos que pueden ser recursos o " "propiedades.\n" "Algunos ejemplos de NodePaths son los siguientes:\n" "[bloque de código]\n" "# Sin barra inclinada significa que es relativa al nodo actual.\n" "@\"A\" # Hijo inmediato A\n" "@\"A/B\" # El hijo de A B\n" "@\".\" # El nodo actual.\n" "@\"..\" # El nodo padre.\n" "@\"../C\" # El nodo hermano C.\n" "# Una barra inclinada significa que es absoluta del Árbol de Escenas.\n" "@\"/root\" # Equivalente a get_tree().get_root().\n" "@\"/root/Main\" # Si el nodo raíz de tu escena principal se llamara " "\"Main\".\n" "@\"/root/MyAutoload\" # Si tienes un nodo o escena autocargada.\n" "[/codeblock]" #: doc/classes/NodePath.xml doc/classes/PackedScene.xml doc/classes/Panel.xml #: doc/classes/PanelContainer.xml doc/classes/TileMap.xml #: doc/classes/TileSet.xml msgid "2D Role Playing Game Demo" msgstr "" #: doc/classes/NodePath.xml #, fuzzy msgid "" "Creates a NodePath from a string, e.g. [code]\"Path2D/PathFollow2D/Sprite:" "texture:size\"[/code]. A path is absolute if it starts with a slash. " "Absolute paths are only valid in the global scene tree, not within " "individual scenes. In a relative path, [code]\".\"[/code] and [code]\"..\"[/" "code] indicate the current node and its parent.\n" "The \"subnames\" optionally included after the path to the target node can " "point to resources or properties, and can also be nested.\n" "Examples of valid NodePaths (assuming that those nodes exist and have the " "referenced resources or properties):\n" "[codeblock]\n" "# Points to the Sprite node\n" "\"Path2D/PathFollow2D/Sprite\"\n" "# Points to the Sprite node and its \"texture\" resource.\n" "# get_node() would retrieve \"Sprite\", while get_node_and_resource()\n" "# would retrieve both the Sprite node and the \"texture\" resource.\n" "\"Path2D/PathFollow2D/Sprite:texture\"\n" "# Points to the Sprite node and its \"position\" property.\n" "\"Path2D/PathFollow2D/Sprite:position\"\n" "# Points to the Sprite node and the \"x\" component of its \"position\" " "property.\n" "\"Path2D/PathFollow2D/Sprite:position:x\"\n" "# Absolute path (from \"root\")\n" "\"/root/Level/Path2D\"\n" "[/codeblock]" msgstr "" "Crea un NodePath a partir de una string, por ejemplo, [code]\"Path2D/" "PathFollow2D/Sprite2D:texture:size\"[/code]. Un camino es absoluto si " "comienza con una barra. Los caminos absolutos sólo son válidos en el árbol " "de escenas global, no dentro de las escenas individuales. En un camino " "relativo, [code]\".\"[/code] y [code]\"..\"[/code] indican el nodo actual y " "su padre.\n" "Los \"subnombres\" incluidos opcionalmente después de la ruta al nodo " "objetivo pueden apuntar a recursos o propiedades, y también pueden " "anidarse.\n" "Ejemplos de NodePaths válidos (suponiendo que esos nodos existan y tengan " "los recursos o propiedades referenciados):\n" "[codeblock]\n" "# Apunta al nodo Sprite2D\n" "\"Path2D/PathFollow2D/Sprite2D\"\n" "# Apunta al nodo Sprite2D y su recurso de \"textura\".\n" "# get_node() recuperaría \"Sprite2D\", mientras que get_node_and_resource()\n" "# recuperaría tanto el nodo Sprite2D como el recurso de \"textura\".\n" "\"Path2D/PathFollow2D/Sprite2D:texture\"\n" "# Apunta al nodo Sprite2D y su propiedad de \"posición\".\n" "\"Path2D/PathFollow2D/Sprite2D:position\"\n" "# Apunta al nodo Sprite2D y al componente \"x\" de su propiedad " "\"posición\".\n" "\"Path2D/PathFollow2D/Sprite2D:position:x\"\n" "# Camino absoluto (desde la \"raíz\")\n" "\"/root/Level/Path2D\"\n" "[/codeblock]" #: doc/classes/NodePath.xml msgid "" "Returns a node path with a colon character ([code]:[/code]) prepended, " "transforming it to a pure property path with no node name (defaults to " "resolving from the current node).\n" "[codeblock]\n" "# This will be parsed as a node path to the \"x\" property in the " "\"position\" node\n" "var node_path = NodePath(\"position:x\")\n" "# This will be parsed as a node path to the \"x\" component of the " "\"position\" property in the current node\n" "var property_path = node_path.get_as_property_path()\n" "print(property_path) # :position:x\n" "[/codeblock]" msgstr "" "Devuelve un camino de nodos con un carácter de dos puntos ([code]:[/code]) " "preparado, transformándolo en un camino de propiedades puras sin nombre de " "nodo (por defecto para resolver desde el nodo actual).\n" "[codeblock]\n" "# Esto será analizado como una ruta de nodo a la propiedad \"x\" en el nodo " "\"posición\".\n" "var node_path = NodePath(\"position:x\")\n" "# Esto será analizado como una ruta de nodo al componente \"x\" de la " "propiedad \"position\" en el nodo actual\n" "var ruta_propiedad = node_path. get_as_property_path()\n" "print(ruta_propiedad) # :position:x\n" "[/codeblock]" #: doc/classes/NodePath.xml #, fuzzy msgid "" "Returns all subnames concatenated with a colon character ([code]:[/code]) as " "separator, i.e. the right side of the first colon in a node path.\n" "[codeblock]\n" "var nodepath = NodePath(\"Path2D/PathFollow2D/Sprite:texture:load_path\")\n" "print(nodepath.get_concatenated_subnames()) # texture:load_path\n" "[/codeblock]" msgstr "" "Devuelve todos los subnombres concatenados con un carácter de dos puntos " "([code]:[/code]) como separador, es decir, el lado derecho del primer punto " "del recorrido de un nodo.\n" "[codeblock]\n" "var ruta_nodo = NodePath(\"Path2D/PathFollow2D/Sprite2D:texture:" "load_path\")\n" "print(ruta_nodo.get_concatenated_subnames()) #textura:texture:load_path\n" "[/codeblock]" #: doc/classes/NodePath.xml #, fuzzy msgid "" "Gets the node name indicated by [code]idx[/code] (0 to [method " "get_name_count] - 1).\n" "[codeblock]\n" "var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n" "print(node_path.get_name(0)) # Path2D\n" "print(node_path.get_name(1)) # PathFollow2D\n" "print(node_path.get_name(2)) # Sprite\n" "[/codeblock]" msgstr "" "Obtiene el nombre del nodo indicado por [code]idx[/code] (0 a [method " "get_name_count]).\n" "[codeblock]\n" "var ruta_nodo = NodePath(\"Path2D/PathFollow2D/Sprite2D\")\n" "print(ruta_nodo.get_name(0)) # Path2D\n" "print(ruta_nodo.get_name(1)) # PathFollow2D\n" "print(ruta_nodo.get_name(2)) # Sprite\n" "[/codeblock]" #: doc/classes/NodePath.xml #, fuzzy msgid "" "Gets the number of node names which make up the path. Subnames (see [method " "get_subname_count]) are not included.\n" "For example, [code]\"Path2D/PathFollow2D/Sprite\"[/code] has 3 names." msgstr "" "Obtiene el número de nombres de los nodos que componen el camino. Los " "subnombres (ver [method get_subname_count]) no están incluidos.\n" "Por ejemplo, [code]\"Path2D/PathFollow2D/Sprite2D\"[/code] tiene 3 nombres." #: doc/classes/NodePath.xml #, fuzzy msgid "" "Gets the resource or property name indicated by [code]idx[/code] (0 to " "[method get_subname_count]).\n" "[codeblock]\n" "var node_path = NodePath(\"Path2D/PathFollow2D/Sprite:texture:load_path\")\n" "print(node_path.get_subname(0)) # texture\n" "print(node_path.get_subname(1)) # load_path\n" "[/codeblock]" msgstr "" "Obtiene el nombre del recurso o propiedad indicado por [code]idx[/code] (0 a " "[method get_subname_count]).\n" "[codeblock]\n" "var ruta_nodo = NodePath(\"Path2D/PathFollow2D/Sprite2D:textura:" "load_path\")\n" "print(ruta_nodo.get_subname(0)) # texture\n" "print(ruta_nodo.get_subname(1)) # load_path\n" "[/codeblock]" #: doc/classes/NodePath.xml #, fuzzy msgid "" "Gets the number of resource or property names (\"subnames\") in the path. " "Each subname is listed after a colon character ([code]:[/code]) in the node " "path.\n" "For example, [code]\"Path2D/PathFollow2D/Sprite:texture:load_path\"[/code] " "has 2 subnames." msgstr "" "Obtiene el número de nombres de recursos o propiedades (\"subnombres\") en " "el camino. Cada subnombre aparece después de un carácter de dos puntos " "([code]:[/code]) en la ruta de nodos.\n" "Por ejemplo, [code]\"Path2D/PathFollow2D/Sprite2D:texture:load_path\"[/code] " "tiene 2 subnombres." #: doc/classes/NodePath.xml msgid "" "Returns [code]true[/code] if the node path is absolute (as opposed to " "relative), which means that it starts with a slash character ([code]/[/" "code]). Absolute node paths can be used to access the root node ([code]\"/" "root\"[/code]) or autoloads (e.g. [code]\"/global\"[/code] if a \"global\" " "autoload was registered)." msgstr "" "Devuelve [code]true[/code] si la ruta del nodo es absoluta (en " "contraposición a la relativa), lo que significa que comienza con un carácter " "de barra inclinada ([code]/[/code]). Las rutas de nodo absolutas pueden " "utilizarse para acceder al nodo raíz ([code]\"/root\"[/code]) o a las " "autocargas (por ejemplo, [code]\"/global\"[/code] si se registró un " "autocarga \"global\")." #: doc/classes/NodePath.xml msgid "Returns [code]true[/code] if the node path is empty." msgstr "Devuelve [code]true[/code] si la ruta del nodo está vacía." #: modules/opensimplex/doc_classes/NoiseTexture.xml msgid "[OpenSimplexNoise] filled texture." msgstr "Textura rellenada [OpenSimplexNoise]." #: modules/opensimplex/doc_classes/NoiseTexture.xml #, fuzzy msgid "" "Uses an [OpenSimplexNoise] to fill the texture data. You can specify the " "texture size but keep in mind that larger textures will take longer to " "generate and seamless noise only works with square sized textures.\n" "NoiseTexture can also generate normalmap textures.\n" "The class uses [Thread]s to generate the texture data internally, so [method " "Texture.get_data] may return [code]null[/code] if the generation process has " "not completed yet. In that case, you need to wait for the texture to be " "generated before accessing the data:\n" "[codeblock]\n" "var texture = preload(\"res://noise.tres\")\n" "yield(texture, \"changed\")\n" "var image = texture.get_data()\n" "[/codeblock]" msgstr "" "Utiliza un [OpenSimplexNoise] para rellenar los datos de la textura. Puedes " "especificar el tamaño de la textura pero ten en cuenta que las texturas más " "grandes tardarán más tiempo en generarse y el ruido sin fisuras sólo " "funciona con texturas de tamaño cuadrado.\n" "NoiseTexture también puede generar texturas de mapa normal.\n" "La clase utiliza [Thread]s para generar los datos de la textura " "internamente, por lo que el [method Texture2D.get_data] puede devolver " "[code]null[/code] si el proceso de generación no se ha completado todavía. " "En ese caso, es necesario esperar a que se genere la textura antes de " "acceder a los datos:\n" "[codeblock]\n" "var textura = preload(\"res://ruido.tres\")\n" "yield(textura, \"changed\")\n" "var imagen = textura.get_data()\n" "[/codeblock]" #: modules/opensimplex/doc_classes/NoiseTexture.xml msgid "" "If [code]true[/code], the resulting texture contains a normal map created " "from the original noise interpreted as a bump map." msgstr "" "Si [code]true[/code], la textura resultante contiene un mapa normal creado a " "partir del ruido original interpretado como un bump map." #: modules/opensimplex/doc_classes/NoiseTexture.xml msgid "" "Strength of the bump maps used in this texture. A higher value will make the " "bump maps appear larger while a lower value will make them appear softer." msgstr "" "La fuerza de los bump maps usados en esta textura. Un valor más alto hará " "que los bump maps parezcan más grandes mientras que un valor más bajo los " "hará parecer más suaves." #: modules/opensimplex/doc_classes/NoiseTexture.xml msgid "Height of the generated texture." msgstr "Altura de la textura generada." #: modules/opensimplex/doc_classes/NoiseTexture.xml msgid "The [OpenSimplexNoise] instance used to generate the noise." msgstr "La instancia [OpenSimplexNoise] utilizada para generar el ruido." #: modules/opensimplex/doc_classes/NoiseTexture.xml msgid "" "An offset used to specify the noise space coordinate of the top left corner " "of the generated noise. This value is ignored if [member seamless] is " "enabled." msgstr "" #: modules/opensimplex/doc_classes/NoiseTexture.xml msgid "" "Whether the texture can be tiled without visible seams or not. Seamless " "textures take longer to generate.\n" "[b]Note:[/b] Seamless noise has a lower contrast compared to non-seamless " "noise. This is due to the way noise uses higher dimensions for generating " "seamless noise." msgstr "" #: modules/opensimplex/doc_classes/NoiseTexture.xml msgid "Width of the generated texture." msgstr "El ancho de la textura generada." #: doc/classes/Object.xml #, fuzzy msgid "Base class for all non-built-in types." msgstr "Clase base para todos los tipos no integrados." #: doc/classes/Object.xml #, fuzzy msgid "" "Every class which is not a built-in type inherits from this class.\n" "You can construct Objects from scripting languages, using [code]Object.new()" "[/code] in GDScript, [code]new Object[/code] in C#, or the \"Construct " "Object\" node in VisualScript.\n" "Objects do not manage memory. If a class inherits from Object, you will have " "to delete instances of it manually. To do so, call the [method free] method " "from your script or delete the instance from C++.\n" "Some classes that extend Object add memory management. This is the case of " "[Reference], which counts references and deletes itself automatically when " "no longer referenced. [Node], another fundamental type, deletes all its " "children when freed from memory.\n" "Objects export properties, which are mainly useful for storage and editing, " "but not really so much in programming. Properties are exported in [method " "_get_property_list] and handled in [method _get] and [method _set]. However, " "scripting languages and C++ have simpler means to export them.\n" "Property membership can be tested directly in GDScript using [code]in[/" "code]:\n" "[codeblock]\n" "var n = Node2D.new()\n" "print(\"position\" in n) # Prints \"True\".\n" "print(\"other_property\" in n) # Prints \"False\".\n" "[/codeblock]\n" "The [code]in[/code] operator will evaluate to [code]true[/code] as long as " "the key exists, even if the value is [code]null[/code].\n" "Objects also receive notifications. Notifications are a simple way to notify " "the object about different events, so they can all be handled together. See " "[method _notification].\n" "[b]Note:[/b] Unlike references to a [Reference], references to an Object " "stored in a variable can become invalid without warning. Therefore, it's " "recommended to use [Reference] for data classes instead of [Object].\n" "[b]Note:[/b] Due to a bug, you can't create a \"plain\" Object using " "[code]Object.new()[/code]. Instead, use [code]ClassDB.instance(\"Object\")[/" "code]. This bug only applies to Object itself, not any of its descendents " "like [Reference]." msgstr "" "Toda clase que no es un tipo incorporado hereda de esta clase.\n" "Puedes construir Objetos desde lenguajes de scripting, usando [code]Object." "new()[/code] en GDScript, [code]new Object[/code] en C#, o el nodo " "\"Construct Object\" en VisualScript.\n" "Los objetos no administran la memoria. Si una clase hereda de Object, " "tendrás que eliminar manualmente las instancias de la misma. Para ello, " "llama al método [method free] desde tu script o elimina la instancia desde C+" "+.\n" "Algunas clases que extienden a Object añaden gestión de memoria. Este es el " "caso de [Reference], que cuenta las referencias y se borra a sí misma " "automáticamente cuando deja de estar referenciada. [Node], otro tipo " "fundamental, borra todos sus hijos cuando se libera de la memoria.\n" "Los objetos exportan propiedades, que son principalmente útiles para el " "almacenamiento y la edición, pero no tanto en la programación. Las " "propiedades se exportan en [method _get_property_list] y se manejan en " "[method _get] y [method _set]. Sin embargo, los lenguajes de scripting y C++ " "tienen medios más sencillos para exportarlas.\n" "La pertenencia de las propiedades puede ser probada directamente en GDScript " "usando [code]en[/code]:\n" "[codeblock]\n" "var n = Node2D.new()\n" "print(\"position\" in n) # Imprime \"True\".\n" "print(\"other_property\" en n) # Imprime \"Falso\".\n" "[/codeblock]\n" "El operador [code]in[/code] evaluará a [code]true[/code] siempre que la " "clave exista, incluso si el valor es [code]null[/code].\n" "Los objetos también reciben notificaciones. Las notificaciones son una forma " "sencilla de notificar al objeto sobre diferentes eventos, de modo que todos " "ellos pueden ser manejados juntos. Véase [method _notification].\n" "[b]Nota:[/b] A diferencia de las referencias a una [Reference], las " "referencias a un objeto almacenado en una variable pueden perder su validez " "sin previo aviso. Por lo tanto, se recomienda utilizar [Reference] para las " "clases de datos en lugar de [Object]." #: doc/classes/Object.xml doc/classes/Reference.xml doc/classes/Resource.xml msgid "When and how to avoid using nodes for everything" msgstr "" #: doc/classes/Object.xml msgid "Advanced exports using _get_property_list()" msgstr "" #: doc/classes/Object.xml msgid "" "Virtual method which can be overridden to customize the return value of " "[method get].\n" "Returns the given property. Returns [code]null[/code] if the [code]property[/" "code] does not exist." msgstr "" "Método virtual que puede ser anulado para personalizar el valor de retorno " "de [method get].\n" "Devuelve la propiedad dada. Devuelve [code]null[/code] si la [code]property[/" "code] no existe." #: doc/classes/Object.xml msgid "" "Virtual method which can be overridden to customize the return value of " "[method get_property_list].\n" "Returns the object's property list as an [Array] of dictionaries.\n" "Each property's [Dictionary] must contain at least [code]name: String[/code] " "and [code]type: int[/code] (see [enum Variant.Type]) entries. Optionally, it " "can also include [code]hint: int[/code] (see [enum PropertyHint]), " "[code]hint_string: String[/code], and [code]usage: int[/code] (see [enum " "PropertyUsageFlags])." msgstr "" "Método virtual que puede ser anulado para personalizar el valor de retorno " "de [method get_property_list].\n" "Devuelve la lista de propiedades del objeto como un [Array] de " "diccionarios.\n" "El [Dictionary] de cada propiedad debe contener al menos entradas de " "[code]name: String[/code] y [code]type: int[/code] (ver [enum Variant." "Type]). Opcionalmente, también puede incluir [code]hint: int[/code] (ver " "[enum PropertyHint]), [code]hint_string: String[/code], y [code]usage: int[/" "code] (ver [enum PropertyUsageFlags])." #: doc/classes/Object.xml 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 msgid "" "Called whenever the object receives a notification, which is identified in " "[code]what[/code] by a constant. The base [Object] has two constants " "[constant NOTIFICATION_POSTINITIALIZE] and [constant " "NOTIFICATION_PREDELETE], but subclasses such as [Node] define a lot more " "notifications which are also received by this method." msgstr "" "Llamado cada vez que el objeto recibe una notificación, que se identifica en " "[code]what[/code] por una constante. La base [Object] tiene dos constantes " "[constant NOTIFICATION_POSTINITIALIZE] y [constant NOTIFICATION_PREDELETE], " "pero subclases como [Node] definen muchas más notificaciones que también se " "reciben por este método." #: doc/classes/Object.xml msgid "" "Virtual method which can be overridden to customize the return value of " "[method set].\n" "Sets a property. Returns [code]true[/code] if the [code]property[/code] " "exists." msgstr "" "Método virtual que puede ser anulado para personalizar el valor de retorno " "de [method set].\n" "Establece una propiedad. Devuelve [code]true[/code] si existe la " "[code]property[/code]." #: doc/classes/Object.xml msgid "" "Virtual method which can be overridden to customize the return value of " "[method to_string], and thus the object's representation where it is " "converted to a string, e.g. with [code]print(obj)[/code].\n" "Returns a [String] representing the object. If not overridden, defaults to " "[code]\"[ClassName:RID]\"[/code]." msgstr "" "Método virtual que puede ser anulado para personalizar el valor de retorno " "de [method to_string], y por lo tanto la representación del objeto donde se " "convierte en una cadena, por ejemplo con [code]print(obj)[/code].\n" "Devuelve una [String] que representa el objeto. Si no se anula, por defecto " "es [code]\"[ClassName:RID]\"[/code]." #: doc/classes/Object.xml msgid "" "Adds a user-defined [code]signal[/code]. Arguments are optional, but can be " "added as an [Array] of dictionaries, each containing [code]name: String[/" "code] and [code]type: int[/code] (see [enum Variant.Type]) entries." msgstr "" "Añade una [code]signal[/code] definida por el usuario. Los argumentos son " "opcionales, pero pueden añadirse como una [Array] de diccionarios, cada uno " "de los cuales contiene entradas de [code]name: String[/code] y [code]type: " "int[/code] (véase [enum Variant.Type])." #: doc/classes/Object.xml msgid "" "Calls the [code]method[/code] on the object and returns the result. This " "method supports a variable number of arguments, so parameters are passed as " "a comma separated list. Example:\n" "[codeblock]\n" "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 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 "" "Llama al [code]method[/code] en el objeto y devuelve el resultado. Este " "método soporta un número variable de argumentos, por lo que los parámetros " "se pasan como una lista separada por comas. Ejemplo:\n" "[codeblock]\n" "call(\"set\", \"position\", Vector2(42.0, 0.0))\n" "[/codeblock]\n" "[b]Nota:[/b] En C#, el nombre del método debe especificarse como snake_case " "si está definido por un nodo Godot incorporado. Esto no se aplica a los " "métodos definidos por el usuario, en los que se debe utilizar la misma " "convención que en el código fuente de C# (típicamente PascalCase)." #: doc/classes/Object.xml msgid "" "Calls the [code]method[/code] on the object during idle time. This method " "supports a variable number of arguments, so parameters are passed as a comma " "separated list. Example:\n" "[codeblock]\n" "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 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 "" "Llama al [code]method[/code] en el objeto durante el tiempo de inactividad. " "Este método soporta un número variable de argumentos, por lo que los " "parámetros se pasan como una lista separada por comas. Ejemplo:\n" "[codeblock]\n" "call_deferred(\"set\", \"position\", Vector2(42.0, 0.0))\n" "[/codeblock]\n" "[b]Nota:[/b] En C#, el nombre del método debe especificarse como snake_case " "si está definido por un nodo Godot incorporado. Esto no se aplica a los " "métodos definidos por el usuario, en los que se debe utilizar la misma " "convención que en el código fuente de C# (típicamente PascalCase)." #: doc/classes/Object.xml msgid "" "Calls the [code]method[/code] on the object and returns the result. " "Contrarily to [method call], this method does not support a variable number " "of arguments but expects all parameters to be via a single [Array].\n" "[codeblock]\n" "callv(\"set\", [ \"position\", Vector2(42.0, 0.0) ])\n" "[/codeblock]" msgstr "" "Llama al [code]method[/code] en el objeto y devuelve el resultado. A " "diferencia de [method call], este método no soporta un número variable de " "argumentos, sino que espera que todos los parámetros sean a través de un " "único [Array].\n" "[codeblock]\n" "callv(\"set\", [ \"position\", Vector2(42.0, 0.0) ])\n" "[/codeblock]" #: doc/classes/Object.xml msgid "" "Returns [code]true[/code] if the object can translate strings. See [method " "set_message_translation] and [method tr]." msgstr "" "Devuelve [code]true[/code] si el objeto puede traducir cadenas. Ver [method " "set_message_translation] y [method tr]." #: doc/classes/Object.xml #, fuzzy msgid "" "Connects a [code]signal[/code] to a [code]method[/code] on a [code]target[/" "code] object. Pass optional [code]binds[/code] to the call as an [Array] of " "parameters. These parameters will be passed to the method after any " "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 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 " "connection will be lost.\n" "Examples:\n" "[codeblock]\n" "connect(\"pressed\", self, \"_on_Button_pressed\") # BaseButton signal\n" "connect(\"text_entered\", self, \"_on_LineEdit_text_entered\") # LineEdit " "signal\n" "connect(\"hit\", self, \"_on_Player_hit\", [ weapon_type, damage ]) # User-" "defined signal\n" "[/codeblock]\n" "An example of the relationship between [code]binds[/code] passed to [method " "connect] and parameters used when calling [method emit_signal]:\n" "[codeblock]\n" "connect(\"hit\", self, \"_on_Player_hit\", [ weapon_type, damage ]) # " "weapon_type and damage are passed last\n" "emit_signal(\"hit\", \"Dark lord\", 5) # \"Dark lord\" and 5 are passed " "first\n" "func _on_Player_hit(hit_by, level, weapon_type, damage):\n" " print(\"Hit by %s (lvl %d) with weapon %s for %d damage\" % [hit_by, " "level, weapon_type, damage])\n" "[/codeblock]" msgstr "" "[b]ARREGLAME:[/b] La sintaxis cambió con la adición de [Callable], esto " "debería ser actualizado.\n" "Conecta una [code]signal[/code] a un [code]method[/code] en un objeto " "[code]target[/code]. Pasa la señal opcional [code]binds[/code] a la llamada " "como un [Array] de parámetros. Estos parámetros se pasarán al método después " "de cualquier parámetro utilizado en la llamada a [method emit_signal]. " "Utilice [code]flags[/code] para establecer conexiones diferidas o de un solo " "disparo. Ver las constantes de [enum ConnectFlags].\n" "Una señal [code]signal[/code] sólo puede ser conectada una vez a un " "[code]method[/code]. Lanzará un error si ya está conectada, a menos que la " "señal se haya conectado con la [constant CONNECT_REFERENCE_COUNTED]. Para " "evitar esto, primero, usa [method is_connected] para comprobar las " "conexiones existentes.\n" "Si el [code]target[/code] se destruye en el ciclo de vida del juego, la " "conexión se perderá.\n" "Ejemplos:\n" "[codeblock]\n" "connect(\"pulsado\", self, \"_on_Button_pressed\") # Señal BaseButton \n" "connect(\"ha_entrado_en_texto\", self, \"_on_LineEdit_text_entered\") # " "Señal LineEdit \n" "connect(\"golpe\", self, \"_on_Player_hit\", [ tipo_arma, daño ]) # Señal " "User-defined \n" "[/codeblock]\n" "Un ejemplo de la relación entre [code]binds[/code] pasado a [method connect] " "y los parámetros utilizados al llamar a [method emit_signal]:\n" "[codeblock]\n" "connect(\"golpe\", self, \"_on_Player_hit\", [ tipo_arma, daño ]) # tipo de " "arma y daño son pasados en último lugar\n" "emit_signal(\"golpe\", \"Señor de la Oscuridad\", 5) # \"Señor de la " "Oscuridad\" y 5 son pasados en primer lugar\n" "func _on_Player_hit(golpeado_por, nivel, tipo_arma, daño):\n" " print(\"Golpeado por %s (lvl %d) con arma %s con daño %d\" % " "[golpeado_por, nivel, tipo_arma, daño]);\n" "[/codeblock]" #: doc/classes/Object.xml #, fuzzy 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 " "print an error. Use [method is_connected] to ensure that the connection " "exists." msgstr "" "[b]ARREGLAME[/b] La sintaxis cambió con el añadido de [Callable], esto " "debería ser actualizado.\n" "Desconecta una [code]signal[/code] de un [code]method[/code] en el " "[code]target[/code] dado.\n" "Si intentas desconectar una conexión que no existe, el método arrojará un " "error. Utiliza [method is_connected] para asegurarte de que la conexión " "existe." #: doc/classes/Object.xml msgid "" "Emits the given [code]signal[/code]. The signal must exist, so it should be " "a built-in signal of this class or one of its parent classes, or a user-" "defined signal. This method supports a variable number of arguments, so " "parameters are passed as a comma separated list. Example:\n" "[codeblock]\n" "emit_signal(\"hit\", weapon_type, damage)\n" "emit_signal(\"game_over\")\n" "[/codeblock]" msgstr "" "Emite la [code]signal[/code]. La señal debe existir, por lo que debe ser una " "señal incorporada de esta clase o de una de sus clases superiores, o una " "señal definida por el usuario. Este método admite un número variable de " "argumentos, por lo que los parámetros se pasan como una lista separada por " "comas. Ejemplo:\n" "[codeblock]\n" "emit_signal(\"golpe\", tipo_arma, daño)\n" "emit_signal(\"Juego_Terminado\")\n" "[/codeblock]" #: doc/classes/Object.xml msgid "" "Deletes the object from memory immediately. For [Node]s, you may want to use " "[method Node.queue_free] to queue the node for safe deletion at the end of " "the current frame.\n" "[b]Important:[/b] If you have a variable pointing to an object, it will " "[i]not[/i] be assigned to [code]null[/code] once the object is freed. " "Instead, it will point to a [i]previously freed instance[/i] and you should " "validate it with [method @GDScript.is_instance_valid] before attempting to " "call its methods or access its properties." msgstr "" #: doc/classes/Object.xml 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 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 "" "Devuelve el valor de la [Variant] de la [code]property[/code]. Si la " "[code]property[/code] no existe, esto devolverá [code]null[/code].\n" "[b]Nota:[/b] En C#, el nombre de la propiedad debe especificarse como " "snake_case si está definida por un nodo Godot incorporado. Esto no se aplica " "a las propiedades definidas por el usuario, en las que se debe utilizar la " "misma convención que en el código fuente de C# (típicamente PascalCase)." #: doc/classes/Object.xml msgid "" "Returns the object's class as a [String]. See also [method is_class].\n" "[b]Note:[/b] [method get_class] does not take [code]class_name[/code] " "declarations into account. If the object has a [code]class_name[/code] " "defined, the base class name will be returned instead." msgstr "" #: doc/classes/Object.xml msgid "" "Returns an [Array] of dictionaries with information about signals that are " "connected to the object.\n" "Each [Dictionary] contains three String entries:\n" "- [code]source[/code] is a reference to the signal emitter.\n" "- [code]signal_name[/code] is the name of the connected signal.\n" "- [code]method_name[/code] is the name of the method to which the signal is " "connected." msgstr "" "Devuelve un [Array] de diccionarios con información sobre las señales que " "están conectadas al objeto.\n" "Cada [Dictionary] contiene tres entradas String:\n" "- [code]source[/code] es una referencia al emisor de la señal.\n" "- [code]signal_name[/code] es el nombre de la señal conectada.\n" "- [code]method_name[/code] es el nombre del método al que está conectada la " "señal." #: doc/classes/Object.xml #, fuzzy msgid "" "Gets the object's property indexed by the given [NodePath]. The node path " "should be relative to the current object and can use the colon character " "([code]:[/code]) to access nested properties. Examples: [code]\"position:" "x\"[/code] or [code]\"material:next_pass:blend_mode\"[/code].\n" "[b]Note:[/b] Even though the method takes [NodePath] argument, it doesn't " "support actual paths to [Node]s in the scene tree, only colon-separated sub-" "property paths. For the purpose of nodes, use [method Node." "get_node_and_resource] instead." msgstr "" "Obtiene la propiedad del objeto indexada por la [NodePath] dada. La ruta del " "nodo debe ser relativa al objeto actual y puede utilizar el carácter de dos " "puntos ([code]:[/code]) para acceder a las propiedades anidadas. Ejemplos: " "[code]\"posición:x\"[/code] o [code]\"material:next_pass:blend_mode\"[/code]." #: doc/classes/Object.xml msgid "" "Returns the object's unique instance ID.\n" "This ID can be saved in [EncodedObjectAsID], and can be used to retrieve the " "object instance with [method @GDScript.instance_from_id]." msgstr "" "Devuelve la identificación de instancia única del objeto.\n" "Este ID puede guardarse en [EncodedObjectAsID], y puede utilizarse para " "recuperar la instancia del objeto con [method @GDScript.instance_from_id]." #: doc/classes/Object.xml #, fuzzy 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 "" "Devuelve el índice del artículo en la [code]position[/code] dada.\n" "Cuando no hay ningún elemento en ese punto, se devolverá -1 si [code]exact[/" "code] es [code]true[/code], y de lo contrario se devolverá el índice de " "elemento más cercano." #: doc/classes/Object.xml #, fuzzy msgid "Returns the object's metadata as a [PoolStringArray]." msgstr "Devuelve los metadatos del objeto como un [PackedStringArray]." #: doc/classes/Object.xml msgid "Returns the object's methods and their signatures as an [Array]." msgstr "Devuelve los métodos del objeto y sus firmas como un [Array]." #: doc/classes/Object.xml msgid "" "Returns the object's property list as an [Array] of dictionaries.\n" "Each property's [Dictionary] contain at least [code]name: String[/code] and " "[code]type: int[/code] (see [enum Variant.Type]) entries. Optionally, it can " "also include [code]hint: int[/code] (see [enum PropertyHint]), " "[code]hint_string: String[/code], and [code]usage: int[/code] (see [enum " "PropertyUsageFlags])." msgstr "" "Devuelve la lista de propiedades del objeto como una [Array] de " "diccionarios.\n" "El [Dictionary] de cada propiedad contiene al menos entradas de [code]name: " "String[/code] y [code]type: int[/code] (véase [enum Variant.Type]). " "Opcionalmente, también puede incluir [code]hint: int[/code] (ver [enum " "PropertyHint]), [code]hint_string: String[/code], y [code]usage: int[/code] " "(ver [enum PropertyUsageFlags])." #: doc/classes/Object.xml msgid "" "Returns the object's [Script] instance, or [code]null[/code] if none is " "assigned." msgstr "" "Devuelve la instancia de [Script] del objeto, o [code]null[/code] si no hay " "ninguna asignada." #: doc/classes/Object.xml msgid "Returns an [Array] of connections for the given [code]signal[/code]." msgstr "Devuelve un [Array] de conexiones para la [code]signal[/code] dada." #: doc/classes/Object.xml msgid "Returns the list of signals as an [Array] of dictionaries." msgstr "Devuelve la lista de señales como un [Array] de diccionarios." #: doc/classes/Object.xml msgid "" "Returns [code]true[/code] if a metadata entry is found with the given " "[code]name[/code]." msgstr "" "Devuelve [code]true[/code] si se encuentra una entrada de metadatos con el " "[code]name[/code] dado." #: doc/classes/Object.xml msgid "" "Returns [code]true[/code] if the object contains the given [code]method[/" "code]." msgstr "" "Devuelve [code]true[/code] si el objeto contiene el [code]method[/code] dado." #: doc/classes/Object.xml msgid "Returns [code]true[/code] if the given [code]signal[/code] exists." msgstr "Devuelve [code]true[/code] si existe la [code]signal[/code] dada." #: doc/classes/Object.xml msgid "" "Returns [code]true[/code] if the given user-defined [code]signal[/code] " "exists. Only signals added using [method add_user_signal] are taken into " "account." msgstr "" "Devuelve [code]true[/code] si existe la [code]signal[/code] definida por el " "usuario. Sólo se tienen en cuenta las señales añadidas mediante [method " "add_user_signal]." #: doc/classes/Object.xml msgid "Returns [code]true[/code] if signal emission blocking is enabled." msgstr "" "Devuelve [code]true[/code] si el bloqueo de la emisión de la señal está " "activado." #: doc/classes/Object.xml msgid "" "Returns [code]true[/code] if the object inherits from the given [code]class[/" "code]. See also [method get_class].\n" "[b]Note:[/b] [method is_class] does not take [code]class_name[/code] " "declarations into account. If the object has a [code]class_name[/code] " "defined, [method is_class] will return [code]false[/code] for that name." msgstr "" #: doc/classes/Object.xml #, fuzzy msgid "" "Returns [code]true[/code] if a connection exists for a given [code]signal[/" "code], [code]target[/code], and [code]method[/code]." msgstr "" "[b]ARREGLAME:[/b] La sintaxis cambió con la adición de [Callable], esto " "debería ser actualizado.\n" "Devuelve [code]true[/code] si existe una conexión para una determinada " "[code]signal[/code], [code]target[/code], y [code]method[/code]." #: doc/classes/Object.xml msgid "" "Returns [code]true[/code] if the [method Node.queue_free] method was called " "for the object." msgstr "" "Devuelve [code]true[/code] si el método [method Node.queue_free] fue llamado " "para el objeto." #: doc/classes/Object.xml msgid "" "Send a given notification to the object, which will also trigger a call to " "the [method _notification] method of all classes that the object inherits " "from.\n" "If [code]reversed[/code] is [code]true[/code], [method _notification] is " "called first on the object's own class, and then up to its successive parent " "classes. If [code]reversed[/code] is [code]false[/code], [method " "_notification] is called first on the highest ancestor ([Object] itself), " "and then down to its successive inheriting classes." msgstr "" "Envíe una notificación determinada al objeto, que también activará una " "llamada al método [method _notification] de todas las clases de las que " "hereda el objeto.\n" "Si [code]reversed[/code] es [code]true[/code], [method _notification] es " "llamado primero a la clase propia del objeto, y luego hasta sus sucesivas " "clases parentales. Si [code]reversed[/code] es [code]false[/code], [method " "_notification] es llamado primero en el ancestro más alto ([Object] itself), " "y luego hasta sus sucesivas clases hereditarias." #: doc/classes/Object.xml msgid "" "Notify the editor that the property list has changed, so that editor plugins " "can take the new values into account. Does nothing on export builds." msgstr "" "Notifica al editor que la lista de propiedades ha cambiado, para que los " "plugins del editor puedan tener en cuenta los nuevos valores. No hace nada " "en las construcciones de exportación." #: doc/classes/Object.xml #, fuzzy msgid "" "Removes a given entry from the object's metadata. See also [method set_meta]." msgstr "Elimina una entrada determinada de los metadatos del objeto." #: doc/classes/Object.xml #, fuzzy 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 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 "" "Asigna un nuevo valor a la propiedad dada. Si la [code]property[/code] no " "existe, no pasará nada.\n" "[b]Nota:[/b] En C#, el nombre de la propiedad debe especificarse como " "snake_case si está definida por un nodo Godot incorporado. Esto no se aplica " "a las propiedades definidas por el usuario, donde se debe usar la misma " "convención que en el código fuente de C# (típicamente PascalCase)." #: doc/classes/Object.xml msgid "If set to [code]true[/code], signal emission is blocked." msgstr "Si se ajusta a [code]true[/code], la emisión de la señal se bloquea." #: doc/classes/Object.xml msgid "" "Assigns a new value to the given property, after the current frame's physics " "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 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 "" "Asigna un nuevo valor a la propiedad dada, después del paso de la física del " "marco actual. Esto equivale a llamar a [method set] mediante [method " "call_deferred], es decir, [code]call_deferred(\"set\", property, value)[/" "code].\n" "[b]Nota:[/b] En C#, el nombre de la propiedad debe especificarse como " "snake_case si está definido por un nodo Godot incorporado. Esto no se aplica " "a las propiedades definidas por el usuario, en las que se debe utilizar la " "misma convención que en el código fuente de C# (típicamente PascalCase)." #: doc/classes/Object.xml msgid "" "Assigns a new value to the property identified by the [NodePath]. The node " "path should be relative to the current object and can use the colon " "character ([code]:[/code]) to access nested properties. Example:\n" "[codeblock]\n" "set_indexed(\"position\", Vector2(42, 0))\n" "set_indexed(\"position:y\", -10)\n" "print(position) # (42, -10)\n" "[/codeblock]" msgstr "" "Asigna un nuevo valor a la propiedad identificada por el [NodePath]. La ruta " "del nodo debe ser relativa al objeto actual y puede utilizar el carácter de " "dos puntos ([code]:[/code]) para acceder a las propiedades anidadas. \n" "[codeblock]\n" "set_indexed(\"position\", Vector2(42, 0))\n" "set_indexed(\"position:y\", -10)\n" "print(position) # (42, -10)\n" "[/codeblock]" #: doc/classes/Object.xml msgid "" "Defines whether the object can translate strings (with calls to [method " "tr]). Enabled by default." msgstr "" "Define si el objeto puede traducir strings (con llamadas a [method tr]). " "Habilitado por defecto." #: doc/classes/Object.xml msgid "" "Adds, changes or removes a given entry in the object's metadata. Metadata " "are serialized and can take any [Variant] value.\n" "To remove a given entry from the object's metadata, use [method " "remove_meta]. Metadata is also removed if its value is set to [code]null[/" "code]. This means you can also use [code]set_meta(\"name\", null)[/code] to " "remove metadata for [code]\"name\"[/code]." msgstr "" #: doc/classes/Object.xml msgid "" "Assigns a script to the object. Each object can have a single script " "assigned to it, which are used to extend its functionality.\n" "If the object already had a script, the previous script instance will be " "freed and its variables and state will be lost. The new script's [method " "_init] method will be called." msgstr "" "Asigna un script al objeto. Cada objeto puede tener asignado un único " "script, que se utiliza para ampliar su funcionalidad.\n" "Si el objeto ya tenía un script, la instancia anterior del script se " "liberará y sus variables y estado se perderán. Se llamará al método [method " "_init] del nuevo script." #: doc/classes/Object.xml msgid "" "Returns a [String] representing the object. If not overridden, defaults to " "[code]\"[ClassName:RID]\"[/code].\n" "Override the method [method _to_string] to customize the [String] " "representation." msgstr "" "Devuelve una [String] que representa el objeto. Si no está anulado, por " "defecto es [code]\"[ClassName:RID]\"[/code].\n" "Anula el método [method _to_string] para personalizar la representación de " "[String]." #: doc/classes/Object.xml msgid "" "Translates a message using translation catalogs configured in the Project " "Settings.\n" "Only works if message translation is enabled (which it is by default), " "otherwise it returns the [code]message[/code] unchanged. See [method " "set_message_translation]." msgstr "" "Traduce un mensaje usando los catálogos de traducción configurados en la " "Configuración del proyecto.\n" "Sólo funciona si la traducción del mensaje está activada (lo cual esta por " "defecto), de lo contrario devuelve el [code]message[/code] sin cambios. Ver " "[method set_message_translation]." #: doc/classes/Object.xml msgid "Emitted whenever the object's script is changed." msgstr "Emitido cada vez que se cambia el script del objeto." #: doc/classes/Object.xml msgid "Called right when the object is initialized. Not available in script." msgstr "" "Se llama así cuando el objeto se inicializa. No está disponible en el script." #: doc/classes/Object.xml msgid "Called before the object is about to be deleted." msgstr "Llamado antes de que el objeto esté a punto de ser eliminado." #: doc/classes/Object.xml msgid "" "Connects a signal in deferred mode. This way, signal emissions are stored in " "a queue, then set on idle time." msgstr "" "Conecta una señal en modo diferido. De esta manera, las emisiones de la " "señal se almacenan en una cola, y luego se ajustan al tiempo de inactividad." #: doc/classes/Object.xml msgid "Persisting connections are saved when the object is serialized to file." msgstr "" "Las conexiones persistentes se guardan cuando el objeto se serializa en un " "archivo." #: doc/classes/Object.xml msgid "One-shot connections disconnect themselves after emission." msgstr "Las conexiones de one-shot se desconectan después de la emisión." #: doc/classes/Object.xml msgid "" "Connect a signal as reference-counted. This means that a given signal can be " "connected several times to the same target, and will only be fully " "disconnected once no references are left." msgstr "" "Conecta una señal como contador de referencias. Esto significa que una señal " "dada puede conectarse varias veces al mismo objetivo, y sólo se desconectará " "completamente cuando no queden referencias en el contador." #: doc/classes/Occluder.xml msgid "Allows [OccluderShape]s to be used for occlusion culling." msgstr "" #: doc/classes/Occluder.xml msgid "" "[Occluder]s that are placed within your scene will automatically cull " "objects that are hidden from view by the occluder. This can increase " "performance by decreasing the amount of objects drawn.\n" "[Occluder]s are totally dynamic, you can move them as you wish. This means " "you can for example, place occluders on a moving spaceship, and have it " "occlude objects as it flies past.\n" "You can place a large number of [Occluder]s within a scene. As it would be " "counterproductive to cull against hundreds of occluders, the system will " "automatically choose a selection of these for active use during any given " "frame, based a screen space metric. Larger occluders are favored, as well as " "those close to the camera. Note that a small occluder close to the camera " "may be a better occluder in terms of screen space than a large occluder far " "in the distance.\n" "The type of occlusion primitive is determined by the [OccluderShape] that " "you add to the [Occluder]. Some [OccluderShape]s may allow more than one " "primitive in a single, node, for greater efficiency.\n" "Although [Occluder]s work in general use, they also become even more " "powerful when used in conjunction with the portal system. Occluders are " "placed in rooms (based on their origin), and can block portals (and thus " "entire rooms) as well as objects from rendering." msgstr "" #: doc/classes/OccluderPolygon2D.xml msgid "Defines a 2D polygon for LightOccluder2D." msgstr "Define un polígono 2D para el LightOccluder2D." #: doc/classes/OccluderPolygon2D.xml msgid "" "Editor facility that helps you draw a 2D polygon used as resource for " "[LightOccluder2D]." msgstr "" "Facilidad de edición que te ayuda a dibujar un polígono 2D usado como " "recurso para [LightOccluder2D]." #: doc/classes/OccluderPolygon2D.xml msgid "" "If [code]true[/code], closes the polygon. A closed OccluderPolygon2D " "occludes the light coming from any direction. An opened OccluderPolygon2D " "occludes the light only at its outline's direction." msgstr "" "Si [code]true[/code], cierra el polígono. Un OccluderPolygon2D cerrado " "ocluye la luz que viene de cualquier dirección. Un OccluderPolygon2D abierto " "ocluye la luz sólo en la dirección de su contorno." #: doc/classes/OccluderPolygon2D.xml msgid "The culling mode to use." msgstr "El modo de selección a utilizar." #: doc/classes/OccluderPolygon2D.xml msgid "" "A [Vector2] array with the index for polygon's vertices positions.\n" "[b]Note:[/b] The returned value is a copy of the underlying array, rather " "than a reference." msgstr "" "Un array [Vector2] con el índice para las posiciones de los vértices del " "polígono.\n" "[b]Nota:[/b] El valor devuelto es una copia de la array subyacente, más que " "una referencia." #: doc/classes/OccluderPolygon2D.xml msgid "Culling is disabled. See [member cull_mode]." msgstr "La extracción está desactivada. Ver [member cull_mode]." #: doc/classes/OccluderPolygon2D.xml msgid "" "Culling is performed in the clockwise direction. See [member cull_mode]." msgstr "" "La selección se realiza en el sentido de las agujas del reloj. Ver [member " "cull_mode]." #: doc/classes/OccluderPolygon2D.xml msgid "" "Culling is performed in the counterclockwise direction. See [member " "cull_mode]." msgstr "" "La selección se realiza en sentido contrario a las agujas del reloj. Véase " "[member cull_mode]." #: doc/classes/OccluderShape.xml msgid "" "Base class for shapes used for occlusion culling by the [Occluder] node." msgstr "" #: doc/classes/OccluderShape.xml msgid "[Occluder]s can use any primitive shape derived from [OccluderShape]." msgstr "" #: doc/classes/OccluderShapePolygon.xml msgid "Polygon occlusion primitive for use with the [Occluder] node." msgstr "" #: doc/classes/OccluderShapePolygon.xml msgid "" "[OccluderShape]s are resources used by [Occluder] nodes, allowing geometric " "occlusion culling.\n" "The polygon must be a convex polygon. The polygon points can be created and " "deleted either in the Editor inspector or by calling " "[code]set_polygon_points[/code]. The points of the edges can be set by " "dragging the handles in the Editor viewport.\n" "Additionally each polygon occluder can optionally support a single hole. If " "you add at least three points in the Editor inspector to the hole, you can " "drag the edge points of the hole in the Editor viewport.\n" "In general, the lower the number of edges in polygons and holes, the faster " "the system will operate at runtime, so in most cases you will want to use 4 " "points for each." msgstr "" #: doc/classes/OccluderShapePolygon.xml #, fuzzy msgid "Sets an individual hole point position." msgstr "Establece un bit individual en la [member collision_mask]." #: doc/classes/OccluderShapePolygon.xml #, fuzzy msgid "Sets an individual polygon point position." msgstr "Establece un bit individual en la [member collision_mask]." #: doc/classes/OccluderShapePolygon.xml #, fuzzy msgid "Allows changing the hole geometry from code." msgstr "Dibuja una geometría simple desde código." #: doc/classes/OccluderShapePolygon.xml #, fuzzy msgid "Allows changing the polygon geometry from code." msgstr "Dibuja una geometría simple desde código." #: doc/classes/OccluderShapePolygon.xml msgid "" "Specifies whether the occluder should operate from both sides. If " "[code]false[/code], the occluder will operate one way only." msgstr "" #: doc/classes/OccluderShapeSphere.xml msgid "Spherical occlusion primitive for use with the [Occluder] node." msgstr "" #: doc/classes/OccluderShapeSphere.xml msgid "" "[OccluderShape]s are resources used by [Occluder] nodes, allowing geometric " "occlusion culling.\n" "This shape can include multiple spheres. These can be created and deleted " "either in the Editor inspector or by calling [code]set_spheres[/code]. The " "sphere positions can be set by dragging the handle in the Editor viewport. " "The radius can be set with the smaller handle." msgstr "" #: doc/classes/OccluderShapeSphere.xml #, fuzzy msgid "Sets an individual sphere's position." msgstr "Establece un bit individual en la [member collision_mask]." #: doc/classes/OccluderShapeSphere.xml #, fuzzy msgid "Sets an individual sphere's radius." msgstr "Devuelve un bit individual de la máscara de la capa." #: doc/classes/OccluderShapeSphere.xml msgid "" "The sphere data can be accessed as an array of [Plane]s. The position of " "each sphere is stored in the [code]normal[/code], and the radius is stored " "in the [code]d[/code] value of the plane." msgstr "" #: doc/classes/OmniLight.xml msgid "Omnidirectional light, such as a light bulb or a candle." msgstr "Luz omnidireccional, como una bombilla o una vela." #: doc/classes/OmniLight.xml msgid "" "An Omnidirectional light is a type of [Light] that emits light in all " "directions. The light is attenuated by distance and this attenuation can be " "configured by changing its energy, radius, and attenuation parameters.\n" "[b]Note:[/b] By default, only 32 OmniLights may affect a single mesh " "[i]resource[/i] at once. Consider splitting your level into several meshes " "to decrease the likelihood that more than 32 lights will affect the same " "mesh resource. Splitting the level mesh will also improve frustum culling " "effectiveness, leading to greater performance. If you need to use more " "lights per mesh, you can increase [member ProjectSettings.rendering/limits/" "rendering/max_lights_per_object] at the cost of shader compilation times." msgstr "" #: doc/classes/OmniLight.xml msgid "" "The light's attenuation (drop-off) curve. A number of presets are available " "in the [b]Inspector[/b] by right-clicking the curve." msgstr "" "La curva de atenuación de la luz. En el [b]Inspector[/b] se puede acceder a " "una serie de preajustes haciendo clic con el botón derecho del ratón en la " "curva." #: doc/classes/OmniLight.xml #, fuzzy msgid "" "The light's radius. Note that the effectively lit area may appear to be " "smaller depending on the [member omni_attenuation] in use. No matter the " "[member omni_attenuation] in use, the light will never reach anything " "outside this radius.\n" "[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] " "(the light's scale or its parent's scale)." msgstr "" "El radio de la luz. Tenga en cuenta que el área efectivamente iluminada " "puede parecer más pequeña dependiendo del [member omni_attenuation] en uso. " "No importa el [member omni_attenuation] en uso, la luz nunca alcanzará nada " "fuera de este radio." #: doc/classes/OmniLight.xml #, fuzzy msgid "See [enum ShadowDetail]." msgstr "Ver [enum ShadowMode]." #: doc/classes/OmniLight.xml 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 msgid "" "Shadows are rendered to a dual-paraboloid texture. Faster than [constant " "SHADOW_CUBE], but lower-quality." msgstr "" "Las sombras se convierten en una textura de doble paraboloide. Más rápido " "que [constant SHADOW_CUBE], pero de menor calidad." #: doc/classes/OmniLight.xml #, fuzzy msgid "" "Shadows are rendered to a cubemap. Slower than [constant " "SHADOW_DUAL_PARABOLOID], but higher-quality. Only supported on GPUs that " "feature support for depth cubemaps." msgstr "" "Las sombras se representan en un mapa de cubos. Más lento que [constant " "SHADOW_DUAL_PARABOLOID], pero de mayor calidad." #: doc/classes/OmniLight.xml msgid "Use more detail vertically when computing the shadow." msgstr "" #: doc/classes/OmniLight.xml msgid "Use more detail horizontally when computing the shadow." msgstr "" #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml msgid "Noise generator based on Open Simplex." msgstr "Generador de ruido basado en Open Simplex." #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml msgid "" "This resource allows you to configure and sample a fractal noise space. Here " "is a brief usage example that configures an OpenSimplexNoise and gets " "samples at various positions and dimensions:\n" "[codeblock]\n" "var noise = OpenSimplexNoise.new()\n" "\n" "# Configure\n" "noise.seed = randi()\n" "noise.octaves = 4\n" "noise.period = 20.0\n" "noise.persistence = 0.8\n" "\n" "# Sample\n" "print(\"Values:\")\n" "print(noise.get_noise_2d(1.0, 1.0))\n" "print(noise.get_noise_3d(0.5, 3.0, 15.0))\n" "print(noise.get_noise_4d(0.5, 1.9, 4.7, 0.0))\n" "[/codeblock]" msgstr "" "Este recurso le permite configurar y tomar muestras de un espacio de ruido " "fractal. He aquí un breve ejemplo de uso que configura un OpenSimplexNoise y " "obtiene muestras en varias posiciones y dimensiones:\n" "[codeblock]\n" "var ruido = OpenSimplexNoise.new()\n" "\n" "# Configurar\n" "ruido.seed = randi()\n" "ruido.octaves = 4\n" "ruido.period = 20.0\n" "ruido.persistence = 0.8\n" "\n" "# Muestra\n" "print(\"Valores:\")\n" "print(ruido.get_noise_2d(1.0, 1.0))\n" "print(ruido.get_noise_3d(0.5, 3.0, 15.0))\n" "print(ruido.get_noise_4d(0.5, 1.9, 4.7, 0.0))\n" "[/codeblock]" #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml msgid "" "Generate a noise image in [constant Image.FORMAT_L8] format with the " "requested [code]width[/code] and [code]height[/code], based on the current " "noise parameters. If [code]noise_offset[/code] is specified, then the offset " "value is used as the coordinates of the top-left corner of the generated " "noise." msgstr "" #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml msgid "" "Returns the 1D noise value [code][-1,1][/code] at the given x-coordinate.\n" "[b]Note:[/b] This method actually returns the 2D noise value [code][-1,1][/" "code] with fixed y-coordinate value 0.0." msgstr "" "Devuelve el valor de ruido 1D [code][-1,1][/code] en la coordenada x dada.\n" "[b]Nota:[/b] Este método devuelve realmente el valor de ruido 2D [code][-1,1]" "[/code] con el valor fijo de la coordenada y 0,0." #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml msgid "Returns the 2D noise value [code][-1,1][/code] at the given position." msgstr "Devuelve el valor de ruido 2D [code][-1,1][/code] en la posición dada." #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml msgid "Returns the 3D noise value [code][-1,1][/code] at the given position." msgstr "Devuelve el valor de ruido 3D [code][-1,1][/code] en la posición dada." #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml msgid "Returns the 4D noise value [code][-1,1][/code] at the given position." msgstr "Devuelve el valor de ruido 4D [code][-1,1][/code] en la posición dada." #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml #, fuzzy msgid "" "Generate a tileable noise image in [constant Image.FORMAT_L8] format, based " "on the current noise parameters. Generated seamless images are always square " "([code]size[/code] × [code]size[/code]).\n" "[b]Note:[/b] Seamless noise has a lower contrast compared to non-seamless " "noise. This is due to the way noise uses higher dimensions for generating " "seamless noise." msgstr "" "Generar una imagen de ruido en mosaico, basada en los parámetros de ruido " "actuales. Las imágenes generadas sin costura son siempre cuadradas " "([code]size[/code] × [code]size[/code])." #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml msgid "Difference in period between [member octaves]." msgstr "Diferencia de período entre [member octaves]." #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml msgid "" "Number of OpenSimplex noise layers that are sampled to get the fractal " "noise. Higher values result in more detailed noise but take more time to " "generate.\n" "[b]Note:[/b] The maximum allowed value is 9." msgstr "" "Número de capas de ruido de OpenSimplex que se muestrean para obtener el " "ruido fractal. Los valores más altos dan como resultado un ruido más " "detallado, pero tardan más tiempo en generarse.\n" "[b]Nota:[/b] El máximo valor permitido es 9." #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml msgid "" "Period of the base octave. A lower period results in a higher-frequency " "noise (more value changes across the same distance)." msgstr "" "Período de la octava base. Un período más bajo da como resultado un ruido de " "mayor frecuencia (más valor cambia a través de la misma distancia)." #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml msgid "" "Contribution factor of the different octaves. A [code]persistence[/code] " "value of 1 means all the octaves have the same contribution, a value of 0.5 " "means each octave contributes half as much as the previous one." msgstr "" "Factor de contribución de las diferentes octavas. Un valor de " "[code]persistence[/code] de 1 significa que todas las octavas tienen la " "misma contribución, un valor de 0,5 significa que cada octava contribuye la " "mitad que la anterior." #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml msgid "" "Seed used to generate random values, different seeds will generate different " "noise maps." msgstr "" "La semilla usada para generar valores aleatorios, diferentes semillas " "generarán diferentes mapas de ruido." #: doc/classes/OptionButton.xml msgid "Button control that provides selectable options when pressed." msgstr "" "Control de botón que proporciona opciones seleccionables cuando se presiona." #: doc/classes/OptionButton.xml #, fuzzy msgid "" "OptionButton is a type button that provides a selectable list of items when " "pressed. The item selected becomes the \"current\" item and is displayed as " "the button text.\n" "See also [BaseButton] which contains common properties and methods " "associated with this node." msgstr "" "OptionButton es un tipo de botón que proporciona una lista de elementos " "seleccionables cuando se pulsa. El elemento seleccionado se convierte en el " "elemento \"actual\" y se muestra como el texto del botón." #: doc/classes/OptionButton.xml msgid "" "Adds an item, with a [code]texture[/code] icon, text [code]label[/code] and " "(optionally) [code]id[/code]. If no [code]id[/code] is passed, the item " "index will be used as the item's ID. New items are appended at the end." msgstr "" "Añade un elemento, con un icono de [code]texture[/code], texto [code]label[/" "code] y (opcionalmente) [code]id[/code]. Si no se pasa [code]id[/code], el " "índice del artículo será utilizado como el ID del artículo. Los nuevos " "artículos se añaden al final." #: doc/classes/OptionButton.xml msgid "" "Adds an item, with text [code]label[/code] and (optionally) [code]id[/code]. " "If no [code]id[/code] is passed, the item index will be used as the item's " "ID. New items are appended at the end." msgstr "" "Añade un elemento, con el texto [code]label[/code] y (opcionalmente) " "[code]id[/code]. Si no se pasa [code]id[/code], el índice del artículo será " "utilizado como el ID del artículo. Los nuevos artículos se añaden al final." #: doc/classes/OptionButton.xml msgid "" "Adds a separator to the list of items. Separators help to group items. " "Separator also takes up an index and is appended at the end." msgstr "" "Añade un separador a la lista de artículos. Los separadores ayudan a agrupar " "los elementos. El separador también ocupa un índice y se añade al final." #: doc/classes/OptionButton.xml msgid "Clears all the items in the [OptionButton]." msgstr "Borra todos los elementos del [OptionButton]." #: doc/classes/OptionButton.xml msgid "Returns the amount of items in the OptionButton, including separators." msgstr "" "Devuelve la cantidad de artículos en el Botón de Opción, incluyendo los " "separadores." #: doc/classes/OptionButton.xml doc/classes/PopupMenu.xml msgid "Returns the icon of the item at index [code]idx[/code]." msgstr "Devuelve el icono del artículo en el índice [code]idx[/code]." #: doc/classes/OptionButton.xml msgid "Returns the ID of the item at index [code]idx[/code]." msgstr "Devuelve el ID del artículo en el índice [code]idx[/code]." #: doc/classes/OptionButton.xml msgid "Returns the index of the item with the given [code]id[/code]." msgstr "Devuelve el índice del artículo con el [code]id[/code] dado." #: doc/classes/OptionButton.xml msgid "" "Retrieves the metadata of an item. Metadata may be any type and can be used " "to store extra information about an item, such as an external string ID." msgstr "" "Recupera los metadatos de un elemento. Los metadatos pueden ser de cualquier " "tipo y pueden utilizarse para almacenar información adicional sobre un " "elemento, como un ID de cadena externa." #: doc/classes/OptionButton.xml doc/classes/PopupMenu.xml msgid "Returns the text of the item at index [code]idx[/code]." msgstr "Devuelve el texto del artículo en el índice [code]idx[/code]." #: doc/classes/OptionButton.xml #, fuzzy msgid "Returns the tooltip of the item at index [code]idx[/code]." msgstr "Devuelve el texto del artículo en el índice [code]idx[/code]." #: doc/classes/OptionButton.xml #, fuzzy msgid "" "Returns the ID of the selected item, or [code]-1[/code] if no item is " "selected." msgstr "" "Devuelve el ID del elemento seleccionado, o [code]0[/code] si no hay ningún " "elemento seleccionado." #: doc/classes/OptionButton.xml msgid "" "Gets the metadata of the selected item. Metadata for items can be set using " "[method set_item_metadata]." msgstr "" "Obtiene los metadatos del elemento seleccionado. Los metadatos de los " "elementos pueden establecerse utilizando [method set_item_metadata]." #: doc/classes/OptionButton.xml msgid "" "Returns [code]true[/code] if the item at index [code]idx[/code] is disabled." msgstr "" "Devuelve [code]true[/code] si el elemento en el índice [code]idx[/code] está " "desactivado." #: doc/classes/OptionButton.xml msgid "Removes the item at index [code]idx[/code]." msgstr "Elimina el elemento en el índice [code]idx[/code]." #: doc/classes/OptionButton.xml #, fuzzy msgid "" "Selects an item by index and makes it the current item. This will work even " "if the item is disabled.\n" "Passing [code]-1[/code] as the index deselects any currently selected item." msgstr "" "Selecciona un elemento por índice y lo convierte en el elemento actual. Esto " "funcionará incluso si el elemento está desactivado." #: doc/classes/OptionButton.xml msgid "" "Sets whether the item at index [code]idx[/code] is disabled.\n" "Disabled items are drawn differently in the dropdown and are not selectable " "by the user. If the current selected item is set as disabled, it will remain " "selected." msgstr "" "Establece si el elemento en el índice [code]idx[/code] está desactivado.\n" "Los elementos desactivados se dibujan de forma diferente en el desplegable y " "no son seleccionables por el usuario. Si el ítem seleccionado actual se " "establece como deshabilitado, permanecerá seleccionado." #: doc/classes/OptionButton.xml msgid "Sets the icon of the item at index [code]idx[/code]." msgstr "Establece el icono del artículo en el índice [code]idx[/code]." #: doc/classes/OptionButton.xml msgid "Sets the ID of the item at index [code]idx[/code]." msgstr "Establece el icono del artículo en el índice [code]idx[/code]." #: doc/classes/OptionButton.xml msgid "" "Sets the metadata of an item. Metadata may be of any type and can be used to " "store extra information about an item, such as an external string ID." msgstr "" "Establece los metadatos de un elemento. Los metadatos pueden ser de " "cualquier tipo y pueden utilizarse para almacenar información adicional " "sobre un elemento, como un string externa cod un ID." #: doc/classes/OptionButton.xml doc/classes/PopupMenu.xml msgid "Sets the text of the item at index [code]idx[/code]." msgstr "Establece el texto del artículo en el índice [code]idx[/code]." #: doc/classes/OptionButton.xml #, fuzzy msgid "Sets the tooltip of the item at index [code]idx[/code]." msgstr "Establece el texto del artículo en el índice [code]idx[/code]." #: doc/classes/OptionButton.xml msgid "" "The index of the currently selected item, or [code]-1[/code] if no item is " "selected." msgstr "" "El índice del artículo actualmente seleccionado, o [code]-1[/code] si no hay " "ningún artículo seleccionado." #: doc/classes/OptionButton.xml #, fuzzy msgid "" "Emitted when the user navigates to an item using the [code]ui_up[/code] or " "[code]ui_down[/code] actions. The index of the item selected is passed as " "argument." msgstr "" "Emitido cuando el usuario navega a un elemento utilizando las acciones " "[code]ui_up[/code] o [code]ui_down[/code]. El índice del elemento " "seleccionado se pasa como argumento." #: doc/classes/OptionButton.xml msgid "" "Emitted when the current item has been changed by the user. The index of the " "item selected is passed as argument." msgstr "" "Emitido cuando el elemento actual ha sido cambiado por el usuario. El índice " "del elemento seleccionado se pasa como argumento." #: doc/classes/OptionButton.xml msgid "Default text [Color] of the [OptionButton]." msgstr "[Color] del texto predeterminado del [OptionButton]." #: doc/classes/OptionButton.xml msgid "Text [Color] used when the [OptionButton] is disabled." msgstr "[Color] del texto utilizado cuando el [OptionButton] está desactivado." #: doc/classes/OptionButton.xml msgid "" "Text [Color] used when the [OptionButton] is focused. Only replaces the " "normal text color of the button. Disabled, hovered, and pressed states take " "precedence over this color." msgstr "" #: doc/classes/OptionButton.xml msgid "Text [Color] used when the [OptionButton] is being hovered." msgstr "[Color] del texto usado cuando el [OptionButton] está siendo movido." #: doc/classes/OptionButton.xml msgid "Text [Color] used when the [OptionButton] is being pressed." msgstr "[Color] del texto utilizado cuando se pulsa el [OptionButton]." #: doc/classes/OptionButton.xml msgid "" "The horizontal space between the arrow icon and the right edge of the button." msgstr "" "El espacio horizontal entre el icono de la flecha y el borde derecho del " "botón." #: doc/classes/OptionButton.xml msgid "The horizontal space between [OptionButton]'s icon and text." msgstr "El espacio horizontal entre el icono de [OptionButton] y el texto." #: doc/classes/OptionButton.xml msgid "[Font] of the [OptionButton]'s text." msgstr "[Font] del texto del [OptionButton]." #: doc/classes/OptionButton.xml msgid "The arrow icon to be drawn on the right end of the button." msgstr "El icono de la flecha que se dibujará en el extremo derecho del botón." #: doc/classes/OptionButton.xml msgid "[StyleBox] used when the [OptionButton] is disabled." msgstr "[StyleBox] utilizado cuando el [OptionButton] está desactivado." #: doc/classes/OptionButton.xml msgid "" "[StyleBox] used when the [OptionButton] is focused. It is displayed over the " "current [StyleBox], so using [StyleBoxEmpty] will just disable the focus " "visual effect." msgstr "" "[StyleBox] usado cuando el [OptionButton] está enfocado. Se muestra sobre el " "[StyleBox] actual, por lo que al usar [StyleBoxEmpty] sólo se desactivará el " "efecto visual de enfoque." #: doc/classes/OptionButton.xml msgid "[StyleBox] used when the [OptionButton] is being hovered." msgstr "" "[StyleBox] usado cuando el cursor se encuentra sobre el [OptionButton]." #: doc/classes/OptionButton.xml msgid "Default [StyleBox] for the [OptionButton]." msgstr "Por defecto, [StyleBox] para el [OptionButton]." #: doc/classes/OptionButton.xml msgid "[StyleBox] used when the [OptionButton] is being pressed." msgstr "[StyleBox] utilizado cuando se presiona el [OptionButton]." #: doc/classes/OS.xml msgid "Operating System functions." msgstr "Funciones del sistema operativo." #: doc/classes/OS.xml msgid "" "Operating System functions. OS wraps the most common functionality to " "communicate with the host operating system, such as the clipboard, video " "driver, date and time, timers, environment variables, execution of binaries, " "command line, etc." msgstr "" "Funciones del sistema operativo. El sistema operativo envuelve las funciones " "más comunes para comunicarse con el host del sistema operativo, como el " "portapapeles, el controlador de vídeo, la fecha y la hora, los " "temporizadores, las variables de entorno, la ejecución de binarios, la línea " "de comandos, etc." #: doc/classes/OS.xml msgid "" "Displays a modal dialog box using the host OS' facilities. Execution is " "blocked until the dialog is closed." msgstr "" #: doc/classes/OS.xml #, fuzzy msgid "Returns [code]true[/code] if the host OS allows drawing." msgstr "Devuelve [code]true[/code] si la fuente tiene un contorno." #: doc/classes/OS.xml msgid "" "Returns [code]true[/code] if the current host platform is using multiple " "threads." msgstr "" "Devuelve [code]true[/code] si la plataforma de acogida actual está usando " "múltiples hilos." #: doc/classes/OS.xml #, fuzzy msgid "Centers the window on the screen if in windowed mode." msgstr "Establece la posición del nodo especificado." #: doc/classes/OS.xml msgid "" "Shuts down system MIDI driver.\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" "Apaga el controlador MIDI del sistema.\n" "[b]Nota:[/b] Este método está implementado en Linux, macOS y Windows." #: doc/classes/OS.xml msgid "" "Crashes the engine (or the editor if called within a [code]tool[/code] " "script). This should [i]only[/i] be used for testing the system's crash " "handler, not for any other purpose. For general error reporting, use (in " "order of preference) [method @GDScript.assert], [method @GDScript." "push_error] or [method alert]. See also [method kill]." msgstr "" #: doc/classes/OS.xml msgid "" "Delays execution of the current thread by [code]msec[/code] milliseconds. " "[code]msec[/code] must be greater than or equal to [code]0[/code]. " "Otherwise, [method delay_msec] will do nothing and will print an error " "message.\n" "[b]Note:[/b] [method delay_msec] is a [i]blocking[/i] way to delay code " "execution. To delay code execution in a non-blocking way, see [method " "SceneTree.create_timer]. Yielding with [method SceneTree.create_timer] will " "delay the execution of code placed below the [code]yield[/code] without " "affecting the rest of the project (or editor, for [EditorPlugin]s and " "[EditorScript]s).\n" "[b]Note:[/b] When [method delay_msec] is called on the main thread, it will " "freeze the project and will prevent it from redrawing and registering input " "until the delay has passed. When using [method delay_msec] as part of an " "[EditorPlugin] or [EditorScript], it will freeze the editor but won't freeze " "the project if it is currently running (since the project is an independent " "child process)." msgstr "" #: doc/classes/OS.xml msgid "" "Delays execution of the current thread by [code]usec[/code] microseconds. " "[code]usec[/code] must be greater than or equal to [code]0[/code]. " "Otherwise, [method delay_usec] will do nothing and will print an error " "message.\n" "[b]Note:[/b] [method delay_usec] is a [i]blocking[/i] way to delay code " "execution. To delay code execution in a non-blocking way, see [method " "SceneTree.create_timer]. Yielding with [method SceneTree.create_timer] will " "delay the execution of code placed below the [code]yield[/code] without " "affecting the rest of the project (or editor, for [EditorPlugin]s and " "[EditorScript]s).\n" "[b]Note:[/b] When [method delay_usec] is called on the main thread, it will " "freeze the project and will prevent it from redrawing and registering input " "until the delay has passed. When using [method delay_usec] as part of an " "[EditorPlugin] or [EditorScript], it will freeze the editor but won't freeze " "the project if it is currently running (since the project is an independent " "child process)." msgstr "" #: doc/classes/OS.xml msgid "" "Dumps the memory allocation ringlist to a file (only works in debug).\n" "Entry format per line: \"Address - Size - Description\"." msgstr "" "Vuelca la lista de asignación de memoria a un archivo (sólo funciona en la " "depuración).\n" "Formato de entrada por línea: \"Dirección - Tamaño - Descripción\"." #: doc/classes/OS.xml msgid "" "Dumps all used resources to file (only works in debug).\n" "Entry format per line: \"Resource Type : Resource Location\".\n" "At the end of the file is a statistic of all used Resource Types." msgstr "" "Vuelca todos los recursos utilizados para archivar (sólo funciona en la " "depuración).\n" "Formato de entrada por línea: \"Tipo de recurso : Ubicación del recurso\".\n" "Al final del archivo hay una estadística de todos los tipos de recursos " "usados." #: doc/classes/OS.xml #, fuzzy msgid "" "Execute the file at the given path with the arguments passed as an array of " "strings. Platform path resolution will take place. The resolved file must " "exist and be executable.\n" "The arguments are used in the given order and separated by a space, so " "[code]OS.execute(\"ping\", [\"-w\", \"3\", \"godotengine.org\"], false)[/" "code] will resolve to [code]ping -w 3 godotengine.org[/code] in the system's " "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 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 Godot thread will resume " "execution.\n" "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 " "console app, new terminal window will be opened, it's ignored on other " "platforms.\n" "The return value also depends on the blocking mode. When blocking, the " "method will return an exit code of the process. When non-blocking, the " "method returns a process ID, which you can use to monitor the process (and " "potentially terminate it with [method kill]). If the process forking (non-" "blocking) or opening (blocking) fails, the method will return [code]-1[/" "code] or another exit code.\n" "Example of blocking mode and retrieving the shell output:\n" "[codeblock]\n" "var output = []\n" "var exit_code = OS.execute(\"ls\", [\"-l\", \"/tmp\"], true, output)\n" "[/codeblock]\n" "Example of non-blocking mode, running another instance of the project and " "storing its process ID:\n" "[codeblock]\n" "var pid = OS.execute(OS.get_executable_path(), [], false)\n" "[/codeblock]\n" "If you wish to access a shell built-in or perform a composite command, a " "platform-specific shell can be invoked. For example:\n" "[codeblock]\n" "OS.execute(\"CMD.exe\", [\"/C\", \"cd %TEMP% && dir\"], true, output)\n" "[/codeblock]\n" "[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and " "Windows.\n" "[b]Note:[/b] To execute a Windows command interpreter built-in command, " "specify [code]cmd.exe[/code] in [code]path[/code], [code]/c[/code] as the " "first argument, and the desired command as the second argument.\n" "[b]Note:[/b] To execute a PowerShell built-in command, specify " "[code]powershell.exe[/code] in [code]path[/code], [code]-Command[/code] as " "the first argument, and the desired command as the second argument.\n" "[b]Note:[/b] To execute a Unix shell built-in command, specify shell " "executable name in [code]path[/code], [code]-c[/code] as the first argument, " "and the desired command as the second argument." msgstr "" "Ejecute el archivo en la ruta dada con los argumentos pasados como un " "conjunto de strings. La resolución de la ruta de la plataforma tendrá lugar. " "El archivo resuelto debe existir y ser ejecutable.\n" "Los argumentos se utilizan en el orden dado y separados por un espacio, así " "que [code]OS.execute(\"ping\", [\"-w\", \"3\", \"godotengine.org\"], false)[/" "code] resolverá a [code]ping -w 3 godotengine.org[/code] en el shell del " "sistema.\n" "Este método tiene un comportamiento ligeramente diferente basado en si el " "modo [code]blocking[/code] está activado.\n" "Si [code]blocking[/code] es [code]true[/code], el hilo de Godot detendrá su " "ejecución mientras espera que el proceso termine. La salida del shell del " "proceso se escribirá en el array [code]output[/code] como una sola string. " "Cuando el proceso termine, el hilo de Godot reanudará su ejecución.\n" "Si [code]blocking[/code] es [code]false[/code], el hilo de Godot continuará " "mientras se ejecuta el nuevo proceso. No es posible recuperar la salida del " "shell en modo no bloqueante, por lo que [code]output[/code] estará vacío.\n" "El valor de retorno también depende del modo de bloqueo. Cuando se bloquea, " "el método devolverá un código de salida del proceso. Cuando no se bloquea, " "el método devuelve un ID de proceso, que puedes usar para monitorizar el " "proceso (y potencialmente terminarlo con [method kill]). Si el proceso se " "bifurca (sin bloquear) o se abre (bloquea), el método devolverá [code]-1[/" "code] u otro código de salida.\n" "Ejemplo de modo de bloqueo y recuperación de la salida del shell:\n" "[codeblock]\n" "var output = []\n" "var exit_code = OS.execute(\"ls\", [\"-l\", \"/tmp\"], true, output)\n" "[/codeblock]\n" "Ejemplo de modo no bloqueante, ejecutando otra instancia del proyecto y " "almacenando su ID de proceso:\n" "[codeblock]\n" "var pid = OS.execute(OS.get_executable_path(), [], false)\n" "[/codeblock]\n" "Si desea acceder a un shell incorporado o realizar un comando compuesto, se " "puede invocar un shell específico de la plataforma. Por ejemplo:\n" "[codeblock]\n" "OS.execute(\"CMD.exe\", [\"/C\", \"cd %TEMP% && dir\"], true, output)\n" "[/codeblock]\n" "[b]Nota:[/b] Este método está implementado en Android, iOS, Linux, macOS y " "Windows." #: doc/classes/OS.xml #, fuzzy msgid "Returns the scancode of the given string (e.g. \"Escape\")." msgstr "Devuelve el código clave de la string dada (por ejemplo, \"Escape\")." #: doc/classes/OS.xml #, fuzzy msgid "Returns the total number of available audio drivers." msgstr "Devuelve el número total de vértices en [Mesh]." #: doc/classes/OS.xml #, fuzzy msgid "Returns the audio driver name for the given index." msgstr "Devuelve el vértice en un índice determinado." #: doc/classes/OS.xml msgid "" "Returns the [i]global[/i] cache data directory according to the operating " "system's standards. On Linux, this path can be overridden by setting the " "[code]XDG_CACHE_HOME[/code] environment variable before starting the " "project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot " "projects[/url] in the documentation for more information. See also [method " "get_config_dir] and [method get_data_dir].\n" "Not to be confused with [method get_user_data_dir], which returns the " "[i]project-specific[/i] user data path." msgstr "" #: doc/classes/OS.xml #, fuzzy msgid "" "Returns the command-line arguments passed to the engine.\n" "Command-line arguments can be written in any form, including both [code]--" "key value[/code] and [code]--key=value[/code] forms so they can be properly " "parsed, as long as custom command-line arguments do not conflict with engine " "arguments.\n" "You can also incorporate environment variables using the [method " "get_environment] method.\n" "You can set [member ProjectSettings.editor/main_run_args] to define command-" "line arguments to be passed by the editor when running the project.\n" "Here's a minimal example on how to parse command-line arguments into a " "dictionary using the [code]--key=value[/code] form for arguments:\n" "[codeblock]\n" "var arguments = {}\n" "for argument in OS.get_cmdline_args():\n" " 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 "" "Devuelve los argumentos de la línea de mando pasados al motor.\n" "Los argumentos de línea de comandos pueden escribirse en cualquier forma, " "incluyendo tanto la forma [code]--key value[/code] como [code]--key=valor[/" "code] para que puedan ser analizados correctamente, siempre que los " "argumentos de línea de comandos personalizados no entren en conflicto con " "los argumentos del motor.\n" "También puedes incorporar variables de entorno usando el método [method " "get_environment].\n" "Puedes establecer [code]editor/main_run_args[/code] en la Configuración del " "proyecto para definir los argumentos de la línea de comandos que el editor " "debe pasar cuando se ejecuta el proyecto.\n" "Aquí tienes un ejemplo mínimo de cómo analizar los argumentos de la línea de " "comandos en un diccionario utilizando el formulario [code]--key=valor[/code] " "para los argumentos:\n" "[codeblock]\n" "var argumentos = {}\n" "para el argumento en OS.get_cmdline_args():\n" " si el argumento.find(\"=\") > -1:\n" " var valor_clave = argumento.split(\"=\")\n" " argumentos[valor_clave[0].lstrip(\"--\")]] = valor_clave[1]\n" "[/codeblock]" #: doc/classes/OS.xml msgid "" "Returns the [i]global[/i] user configuration directory according to the " "operating system's standards. On Linux, this path can be overridden by " "setting the [code]XDG_CONFIG_HOME[/code] environment variable before " "starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File " "paths in Godot projects[/url] in the documentation for more information. See " "also [method get_cache_dir] and [method get_data_dir].\n" "Not to be confused with [method get_user_data_dir], which returns the " "[i]project-specific[/i] user data path." msgstr "" #: doc/classes/OS.xml msgid "" "Returns an array of MIDI device names.\n" "The returned array will be empty if the system MIDI driver has not " "previously been initialised with [method open_midi_inputs].\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" "Devuelve una serie de nombres de dispositivos MIDI.\n" "El array devuelto estará vacío si el controlador MIDI del sistema no ha sido " "previamente inicializado con [method open_midi_inputs].\n" "[b]Nota:[/b] Este método está implementado en Linux, macOS y Windows." #: doc/classes/OS.xml #, fuzzy msgid "" "Returns the currently used video driver, using one of the values from [enum " "VideoDriver]." msgstr "" "Devuelve el artículo actualmente editado. Esto sólo está disponible para el " "modo de celdas personalizadas." #: doc/classes/OS.xml msgid "" "Returns the [i]global[/i] user data directory according to the operating " "system's standards. On Linux, this path can be overridden by setting the " "[code]XDG_DATA_HOME[/code] environment variable before starting the project. " "See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot " "projects[/url] in the documentation for more information. See also [method " "get_cache_dir] and [method get_config_dir].\n" "Not to be confused with [method get_user_data_dir], which returns the " "[i]project-specific[/i] user data path." msgstr "" #: doc/classes/OS.xml #, fuzzy msgid "" "Deprecated, use [method Time.get_date_dict_from_system] instead.\n" "Returns current date as a dictionary of keys: [code]year[/code], " "[code]month[/code], [code]day[/code], [code]weekday[/code], [code]dst[/code] " "(Daylight Savings Time)." msgstr "" "Devuelve la fecha actual como un diccionario de claves: [code]year[/code], " "[code]month[/code], [code]day[/code], [code]weekday[/code], [code]dst[/code] " "(Horario de verano)." #: doc/classes/OS.xml #, fuzzy msgid "" "Deprecated, use [method Time.get_datetime_dict_from_system] instead.\n" "Returns current datetime as a dictionary of keys: [code]year[/code], " "[code]month[/code], [code]day[/code], [code]weekday[/code], [code]dst[/code] " "(Daylight Savings Time), [code]hour[/code], [code]minute[/code], " "[code]second[/code]." msgstr "" "Devuelve la fecha actual como un diccionario de claves: [code]year[/code], " "[code]month[/code], [code]day[/code], [code]weekday[/code], [code]dst[/code] " "(horario de verano), [code]hora[/code], [code]minute[/code], [code]second[/" "code]." #: doc/classes/OS.xml #, fuzzy msgid "" "Deprecated, use [method Time.get_datetime_dict_from_unix_time] instead.\n" "Gets a dictionary of time values corresponding to the given UNIX epoch time " "(in seconds).\n" "The returned Dictionary's values will be the same as [method get_datetime], " "with the exception of Daylight Savings Time as it cannot be determined from " "the epoch." msgstr "" "Obtiene un diccionario de valores de tiempo correspondientes al tiempo de " "época UNIX dado (en segundos).\n" "Los valores del diccionario devueltos serán los mismos que los de [method " "get_datetime], con la excepción del horario de verano, ya que no puede " "determinarse a partir de la época." #: 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 #, fuzzy msgid "Returns the total amount of dynamic memory used (only works in debug)." msgstr "" "Devuelve la cantidad máxima de memoria estática utilizada (sólo funciona en " "la depuración)." #: doc/classes/OS.xml 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]. Environment " "variable names are case-sensitive on all platforms except Windows." msgstr "" #: doc/classes/OS.xml msgid "Returns the path to the current engine executable." msgstr "Devuelve la ruta al ejecutable del motor actual." #: doc/classes/OS.xml #, fuzzy msgid "" "With this function, you can get the list of dangerous permissions that have " "been granted to the Android application.\n" "[b]Note:[/b] This method is implemented on Android." msgstr "" "Con esta función se puede obtener la lista de permisos peligrosos que se han " "concedido a la aplicación Android.\n" "[b]Nota:[/b] Este método está implementado en Android." #: doc/classes/OS.xml msgid "" "Returns the IME cursor position (the currently-edited portion of the string) " "relative to the characters in the composition string.\n" "[constant MainLoop.NOTIFICATION_OS_IME_UPDATE] is sent to the application to " "notify it of changes to the IME cursor position.\n" "[b]Note:[/b] This method is implemented on macOS." msgstr "" #: doc/classes/OS.xml msgid "" "Returns the IME intermediate composition string.\n" "[constant MainLoop.NOTIFICATION_OS_IME_UPDATE] is sent to the application to " "notify it of changes to the IME composition string.\n" "[b]Note:[/b] This method is implemented on macOS." msgstr "" #: doc/classes/OS.xml #, fuzzy msgid "" "Returns the current latin keyboard variant as a String.\n" "Possible return values are: [code]\"QWERTY\"[/code], [code]\"AZERTY\"[/" "code], [code]\"QZERTY\"[/code], [code]\"DVORAK\"[/code], [code]\"NEO\"[/" "code], [code]\"COLEMAK\"[/code] or [code]\"ERROR\"[/code].\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows. Returns " "[code]\"QWERTY\"[/code] on unsupported platforms." msgstr "" "Devuelve el nombre del sistema operativo anfitrión. Los posibles valores " "son: [code]\"Android\"[/code], [code]\"iOS\"[/code], [code]\"HTML5\"[/code], " "[code]\"OSX\"[/code], [code]\"Server\"[/code], [code]\"Windows\"[/code], " "[code]\"UWP\"[/code], [code]\"X11\"[/code]." #: doc/classes/OS.xml msgid "" "Returns the host OS locale as a string of the form " "[code]language_Script_COUNTRY_VARIANT@extra[/code]. If you want only the " "language code and not the fully specified locale from the OS, you can use " "[method get_locale_language].\n" "[code]language[/code] - 2 or 3-letter [url=https://en.wikipedia.org/wiki/" "List_of_ISO_639-1_codes]language code[/url], in lower case.\n" "[code]Script[/code] - optional, 4-letter [url=https://en.wikipedia.org/wiki/" "ISO_15924]script code[/url], in title case.\n" "[code]COUNTRY[/code] - optional, 2 or 3-letter [url=https://en.wikipedia.org/" "wiki/ISO_3166-1]country code[/url], in upper case.\n" "[code]VARIANT[/code] - optional, language variant, region and sort order. " "Variant can have any number of underscored keywords.\n" "[code]extra[/code] - optional, semicolon separated list of additional key " "words. Currency, calendar, sort order and numbering system information." msgstr "" #: doc/classes/OS.xml msgid "" "Returns the host OS locale's 2 or 3-letter [url=https://en.wikipedia.org/" "wiki/List_of_ISO_639-1_codes]language code[/url] as a string which should be " "consistent on all platforms. This is equivalent to extracting the " "[code]language[/code] part of the [method get_locale] string.\n" "This can be used to narrow down fully specified locale strings to only the " "\"common\" language code, when you don't need the additional information " "about country code or variants. For example, for a French Canadian user with " "[code]fr_CA[/code] locale, this would return [code]fr[/code]." msgstr "" #: doc/classes/OS.xml msgid "" "Returns the ID of the main thread. See [method get_thread_caller_id].\n" "[b]Note:[/b] Thread IDs are not deterministic and may be reused across " "application restarts." msgstr "" #: doc/classes/OS.xml msgid "" "Returns the model name of the current device.\n" "[b]Note:[/b] This method is implemented on Android and iOS. Returns " "[code]\"GenericDevice\"[/code] on unsupported platforms." msgstr "" "Devuelve el nombre del modelo del dispositivo actual.\n" "[b]Nota:[/b] Este método está implementado en Android e iOS. Devuelve " "[code]\"GenericDevice\"[/code] en plataformas no soportadas." #: doc/classes/OS.xml msgid "" "Returns the name of the host OS. Possible values are: [code]\"Android\"[/" "code], [code]\"iOS\"[/code], [code]\"HTML5\"[/code], [code]\"OSX\"[/code], " "[code]\"Server\"[/code], [code]\"Windows\"[/code], [code]\"UWP\"[/code], " "[code]\"X11\"[/code]." msgstr "" "Devuelve el nombre del sistema operativo anfitrión. Los posibles valores " "son: [code]\"Android\"[/code], [code]\"iOS\"[/code], [code]\"HTML5\"[/code], " "[code]\"OSX\"[/code], [code]\"Server\"[/code], [code]\"Windows\"[/code], " "[code]\"UWP\"[/code], [code]\"X11\"[/code]." #: doc/classes/OS.xml #, fuzzy msgid "" "Returns internal structure pointers for use in GDNative plugins.\n" "[b]Note:[/b] This method is implemented on Linux and Windows (other OSs will " "soon be supported)." msgstr "" "Devuelve el número de disposiciones del teclado.\n" "[b]Nota:[/b] Este método está implementado en Linux, macOS y Windows." #: doc/classes/OS.xml #, fuzzy msgid "" "Returns the amount of battery left in the device as a percentage. Returns " "[code]-1[/code] if power state is unknown.\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" "Devuelve el nombre localizado de la disposición del teclado en la posición " "[code]index[/code].\n" "[b]Nota:[/b] Este método está implementado en Linux, macOS y Windows." #: doc/classes/OS.xml #, fuzzy msgid "" "Returns an estimate of the time left in seconds before the device runs out " "of battery. Returns [code]-1[/code] if power state is unknown.\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" "Devuelve el nombre localizado de la disposición del teclado en la posición " "[code]index[/code].\n" "[b]Nota:[/b] Este método está implementado en Linux, macOS y Windows." #: doc/classes/OS.xml #, fuzzy msgid "" "Returns the current state of the device regarding battery and power. See " "[enum PowerState] constants.\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" "Devuelve el nombre localizado de la disposición del teclado en la posición " "[code]index[/code].\n" "[b]Nota:[/b] Este método está implementado en Linux, macOS y Windows." #: doc/classes/OS.xml msgid "" "Returns the project's process ID.\n" "[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and " "Windows." msgstr "" "Devuelve la identificación del proceso del proyecto.\n" "[b]Nota:[/b] Este método está implementado en Android, iOS, Linux, macOS y " "Windows." #: doc/classes/OS.xml msgid "" "Returns the number of [i]logical[/i] CPU cores available on the host " "machine. On CPUs with HyperThreading enabled, this number will be greater " "than the number of [i]physical[/i] CPU cores." msgstr "" #: doc/classes/OS.xml msgid "" "Returns the name of the CPU model on the host machine (e.g. \"Intel(R) " "Core(TM) i7-6700K CPU @ 4.00GHz\").\n" "[b]Note:[/b] This method is only implemented on Windows, macOS, Linux and " "iOS. On Android, HTML5 and UWP, [method get_processor_name] returns an empty " "string." msgstr "" #: doc/classes/OS.xml #, fuzzy msgid "Returns the window size including decorations like window borders." msgstr "Devuelve la identificación del nodo de entrada de una función." #: doc/classes/OS.xml #, fuzzy msgid "" "Returns the given scancode as a string (e.g. Return values: " "[code]\"Escape\"[/code], [code]\"Shift+Escape\"[/code]).\n" "See also [member InputEventKey.scancode] and [method InputEventKey." "get_scancode_with_modifiers]." msgstr "" "Devuelve el código clave dado como una string (por ejemplo, valores de " "retorno: [code]\"Escape\"[/code], [code]\"Shift+Escape\"[/code]).\n" "Véase también [member InputEventKey.keycode] y [method InputEventKey." "get_keycode_with_modifiers]." #: doc/classes/OS.xml #, fuzzy msgid "Returns the number of displays attached to the host machine." msgstr "Devuelve el número de hilos disponibles en el host." #: doc/classes/OS.xml msgid "" "Returns the dots per inch density 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] On macOS, returned value is inaccurate if fractional display " "scaling mode is used.\n" "[b]Note:[/b] On Android devices, the actual screen densities are grouped " "into six generalized densities:\n" "[codeblock]\n" " ldpi - 120 dpi\n" " mdpi - 160 dpi\n" " hdpi - 240 dpi\n" " xhdpi - 320 dpi\n" " xxhdpi - 480 dpi\n" "xxxhdpi - 640 dpi\n" "[/codeblock]\n" "[b]Note:[/b] This method is implemented on Android, Linux, macOS and " "Windows. Returns [code]72[/code] on unsupported platforms." msgstr "" #: doc/classes/OS.xml msgid "" "Return the greatest scale factor of all screens.\n" "[b]Note:[/b] On macOS returned value is [code]2.0[/code] if there is at " "least one hiDPI (Retina) screen in the system, and [code]1.0[/code] in all " "other cases.\n" "[b]Note:[/b] This method is implemented on macOS." msgstr "" "Devuelve el mayor factor de escala de todas las pantallas.\n" "[b]Nota:[/b] En macOS el valor devuelto es [code]2.0[/code] si hay al menos " "una pantalla hiDPI (Retina) en el sistema, y [code]1.0[/code] en todos los " "demás casos.\n" "[b]Nota:[/b] Este método está implementado en el MacOS." #: doc/classes/OS.xml #, fuzzy msgid "" "Returns the position of the specified screen by index. If [code]screen[/" "code] is [code]-1[/code] (the default value), the current screen will be " "used." msgstr "" "Devuelve el factor de escala de la pantalla especificada por índice.\n" "[b]Nota:[/b] En macOS el valor devuelto es [code]2.0[/code] para la pantalla " "hiDPI (Retina), y [code]1.0[/code] para todos los demás casos.\n" "[b]Nota:[/b] Este método está implementado en macOS." #: 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 #, fuzzy msgid "" "Return the scale factor of the specified screen by index. If [code]screen[/" "code] is [code]-1[/code] (the default value), the current screen will be " "used.\n" "[b]Note:[/b] On macOS returned value is [code]2.0[/code] for hiDPI (Retina) " "screen, and [code]1.0[/code] for all other cases.\n" "[b]Note:[/b] This method is implemented on macOS." msgstr "" "Devuelve el factor de escala de la pantalla especificada por índice.\n" "[b]Nota:[/b] En macOS el valor devuelto es [code]2.0[/code] para la pantalla " "hiDPI (Retina), y [code]1.0[/code] para todos los demás casos.\n" "[b]Nota:[/b] Este método está implementado en macOS." #: doc/classes/OS.xml msgid "" "Returns the dimensions in pixels of the specified screen. If [code]screen[/" "code] is [code]-1[/code] (the default value), the current screen will be " "used." msgstr "" #: doc/classes/OS.xml msgid "" "Returns the amount of time in milliseconds it took for the boot logo to " "appear." msgstr "" "Devuelve el tiempo en milisegundos que tardó en aparecer el logo de inicio." #: doc/classes/OS.xml msgid "Returns the maximum amount of static memory used (only works in debug)." msgstr "" "Devuelve la cantidad máxima de memoria estática utilizada (sólo funciona en " "la depuración)." #: doc/classes/OS.xml #, fuzzy msgid "" "Returns the amount of static memory being used by the program in bytes (only " "works in debug)." msgstr "" "Devuelve la cantidad de memoria estática que está siendo utilizada por el " "programa en bytes." #: doc/classes/OS.xml #, fuzzy msgid "" "Returns the actual path to commonly used folders across different platforms. " "Available locations are specified in [enum SystemDir].\n" "[b]Note:[/b] This method is implemented on Android, Linux, macOS and " "Windows.\n" "[b]Note:[/b] Shared storage is implemented on Android and allows to " "differentiate between app specific and shared directories. Shared " "directories have additional restrictions on Android." msgstr "" "Devuelve el camino real a las carpetas de uso común a través de diferentes " "plataformas. Las ubicaciones disponibles se especifican en [enum " "SystemDir].\n" "[b]Nota:[/b] Este método está implementado en Android, Linux, macOS y " "Windows." #: doc/classes/OS.xml #, fuzzy msgid "Returns the epoch time of the operating system in milliseconds." msgstr "Devuelve la duración del flujo de audio en segundos." #: doc/classes/OS.xml #, fuzzy msgid "Returns the epoch time of the operating system in seconds." msgstr "Devuelve la duración del flujo de audio en segundos." #: doc/classes/OS.xml msgid "" "Returns the total number of available tablet drivers.\n" "[b]Note:[/b] This method is implemented on Windows." msgstr "" "Devuelve el número total de controladores de tabletas disponibles.\n" "[b]Nota:[/b] Este método está implementado en Windows." #: doc/classes/OS.xml msgid "" "Returns the tablet driver name for the given index.\n" "[b]Note:[/b] This method is implemented on Windows." msgstr "" "Devuelve el nombre del controlador de la tableta para el índice dado.\n" "[b]Nota:[/b] Este método está implementado en Windows." #: doc/classes/OS.xml msgid "" "Returns the ID of the current thread. This can be used in logs to ease " "debugging of multi-threaded applications.\n" "[b]Note:[/b] Thread IDs are not deterministic and may be reused across " "application restarts." msgstr "" #: doc/classes/OS.xml #, fuzzy msgid "" "Deprecated, use [method Time.get_ticks_msec] instead.\n" "Returns the amount of time passed in milliseconds since the engine started." msgstr "" "Devuelve el tiempo transcurrido en milisegundos desde que el motor se puso " "en marcha." #: doc/classes/OS.xml #, fuzzy msgid "" "Deprecated, use [method Time.get_ticks_usec] instead.\n" "Returns the amount of time passed in microseconds since the engine started." msgstr "" "Devuelve la cantidad de tiempo transcurrido en microsegundos desde que el " "motor se puso en marcha." #: doc/classes/OS.xml #, fuzzy msgid "" "Deprecated, use [method Time.get_time_dict_from_system] instead.\n" "Returns current time as a dictionary of keys: hour, minute, second." msgstr "" "Devuelve la hora actual como un diccionario de claves: hora, minuto, segundo." #: doc/classes/OS.xml msgid "" "Returns the current time zone as a dictionary with the keys: bias and name." msgstr "" "Devuelve la zona horaria actual como un diccionario con las teclas: sesgo y " "nombre." #: doc/classes/OS.xml msgid "" "Returns a string that is unique to the device.\n" "[b]Note:[/b] This string may change without notice if the user reinstalls/" "upgrades their operating system or changes their hardware. This means it " "should generally not be used to encrypt persistent data as the data saved " "before an unexpected ID change would become inaccessible. The returned " "string may also be falsified using external programs, so do not rely on the " "string returned by [method get_unique_id] for security purposes.\n" "[b]Note:[/b] Returns an empty string on HTML5 and UWP, as this method isn't " "implemented on those platforms yet." msgstr "" #: doc/classes/OS.xml msgid "" "Returns the current UNIX epoch timestamp in seconds.\n" "[b]Important:[/b] This is the system clock that the user can manually set. " "[b]Never use[/b] this method for precise time calculation since its results " "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).\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 #, fuzzy msgid "" "Gets an epoch time value from a dictionary of time values.\n" "[code]datetime[/code] must be populated with the following keys: [code]year[/" "code], [code]month[/code], [code]day[/code], [code]hour[/code], " "[code]minute[/code], [code]second[/code].\n" "If the dictionary is empty [code]0[/code] is returned. If some keys are " "omitted, they default to the equivalent values for the UNIX epoch timestamp " "0 (1970-01-01 at 00:00:00 UTC).\n" "You can pass the output from [method get_datetime_from_unix_time] directly " "into this function. Daylight Savings Time ([code]dst[/code]), if present, is " "ignored." msgstr "" "Obtiene un valor de tiempo de época de un diccionario de valores de tiempo.\n" "[code]datetime[/code] debe ser rellenado con las siguientes teclas: " "[code]year[/code], [code]month[/code], [code]day[/code], [code]hour[/code], " "[code]minute[/code], [code]second[/code].\n" "Puedes pasar la salida de [method get_datetime_from_unix_time] directamente " "a esta función. El horario de verano ([code]dst[/code]), si está presente, " "es ignorado." #: doc/classes/OS.xml #, fuzzy msgid "" "Returns the absolute directory path where user data is written ([code]user://" "[/code]).\n" "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/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%\\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" "If the project name is empty, [code]user://[/code] falls back to [code]res://" "[/code].\n" "Not to be confused with [method get_data_dir], which returns the [i]global[/" "i] (non-project-specific) user data directory." msgstr "" "Devuelve la ruta absoluta del directorio donde se escriben los datos del " "usuario ([code]user://[/code]).\n" "En Linux, esto es [code]~/.local/share/godot/app_userdata/[project_name][/" "code], o [code]~/.local/share/[custom_name][/code] si se establece " "[code]use_custom_user_dir[/code].\n" "En macOS, esto es [code]~/Library/Application Support/Godot/app_userdata/" "[project_name][/code], o [code]~/Library/Application Support/[custom_name][/" "code] si se establece [code]use_custom_user_dir[/code].\n" "En Windows, esto es [code]%APPDATA%\\Godot\\app_userdata\\[project_name][/" "code], o [code]%APPDATA%\\[custom_name][/code] si [code]use_custom_user_dir[/" "code] está configurado. [code]%APPDATA%[/code] se expande a " "[code]%USERPROFILE%\\AppData\\Roaming[/code].\n" "Si el nombre del proyecto está vacío, [code]user://[/code] vuelve a " "[code]res://[/code]." #: doc/classes/OS.xml #, fuzzy msgid "Returns the number of video drivers supported on the current platform." msgstr "Devuelve el número de pestañas ocultas desplazadas a la izquierda." #: doc/classes/OS.xml msgid "" "Returns the name of the video driver matching the given [code]driver[/code] " "index. This index is a value from [enum VideoDriver], and you can use " "[method get_current_video_driver] to get the current backend's index." msgstr "" #: doc/classes/OS.xml msgid "" "Returns the on-screen keyboard's height in pixels. Returns 0 if there is no " "keyboard or if it is currently hidden." msgstr "" "Devuelve la altura del teclado en pantalla en píxeles. Devuelve 0 si no hay " "teclado o si está oculto actualmente." #: doc/classes/OS.xml msgid "" "Returns unobscured area of the window where interactive controls should be " "rendered." msgstr "" #: doc/classes/OS.xml msgid "" "Add a new item with text \"label\" to global menu. Use \"_dock\" menu to add " "item to the macOS dock icon menu.\n" "[b]Note:[/b] This method is implemented on macOS." msgstr "" #: doc/classes/OS.xml #, fuzzy msgid "" "Add a separator between items. Separators also occupy an index.\n" "[b]Note:[/b] This method is implemented on macOS." msgstr "" "Añade un separador entre los objetos. Los separadores también ocupan un " "índice." #: doc/classes/OS.xml #, fuzzy msgid "" "Clear the global menu, in effect removing all items.\n" "[b]Note:[/b] This method is implemented on macOS." msgstr "" "Devuelve el número total de controladores de tabletas disponibles.\n" "[b]Nota:[/b] Este método está implementado en Windows." #: doc/classes/OS.xml #, fuzzy msgid "" "Removes the item at index \"idx\" from the global menu. Note that the " "indexes of items after the removed item are going to be shifted by one.\n" "[b]Note:[/b] This method is implemented on macOS." msgstr "" "Elimina el elemento en el índice [code]idx[/code] del menú.\n" "[b]Nota:[/b] Los índices de los ítems después del ítem removido serán " "desplazados por uno." #: doc/classes/OS.xml #, fuzzy msgid "Returns [code]true[/code] if there is content on the clipboard." msgstr "Devuelve [code]true[/code] si el archivo está actualmente abierto." #: doc/classes/OS.xml 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]. Environment " "variable names are case-sensitive on all platforms except Windows." msgstr "" #: doc/classes/OS.xml #, fuzzy msgid "" "Returns [code]true[/code] if the feature for the given feature tag is " "supported in the currently running instance, depending on the platform, " "build etc. Can be used to check whether you're currently running a debug " "build, on a certain platform or arch, etc. Refer to the [url=$DOCS_URL/" "tutorials/export/feature_tags.html]Feature Tags[/url] documentation for more " "details.\n" "[b]Note:[/b] Tag names are case-sensitive." msgstr "" "Devuelve [code]true[/code] si la característica para la etiqueta de la " "característica dada está soportada en la instancia que se está ejecutando " "actualmente, dependiendo de la plataforma, la construcción, etc. Se puede " "usar para comprobar si actualmente se está ejecutando una compilación de " "depuración, en una determinada plataforma o arco, etc. Consulte la " "documentación [url=https://docs.godotengine.org/es/latest/getting_started/" "workflow/export/feature_tags.html]Etiquetas de características[/url] para " "obtener más detalles.\n" "[b]Nota:[/b] Los nombres de las etiquetas distinguen entre mayúsculas y " "minúsculas." #: doc/classes/OS.xml #, fuzzy msgid "" "Returns [code]true[/code] if the device has a touchscreen or emulates one." msgstr "Devuelve [code]true[/code] si este dispositivo rastrea la orientación." #: doc/classes/OS.xml #, fuzzy msgid "" "Returns [code]true[/code] if the platform has a virtual keyboard, " "[code]false[/code] otherwise." msgstr "" "Devuelve [code]true[/code] si los scripts de dominio están cargados, " "[code]false[/code] en caso contrario." #: doc/classes/OS.xml msgid "Hides the virtual keyboard if it is shown, does nothing otherwise." msgstr "Oculta el teclado virtual si se muestra, no hace nada más." #: doc/classes/OS.xml msgid "" "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 Godot binary used to run the project is a " "[i]release[/i] export template.\n" "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 "" "Devuelve [code]true[/code] si el binario Godot utilizado para ejecutar el " "proyecto es una plantilla de exportación [i]debug[/i], o cuando se ejecuta " "en el editor.\n" "Devuelve [code]false[/code] si el binario de Godot utilizado para ejecutar " "el proyecto es una plantilla de exportación [i]release[/i].\n" "Para comprobar si el binario Godot utilizado para ejecutar el proyecto es " "una plantilla de exportación (depuración o liberación), utiliza en su lugar " "[code]OS.has_feature(\"standalone\")[/code]." #: doc/classes/OS.xml #, fuzzy msgid "" "Returns [code]true[/code] if the [b]OK[/b] button should appear on the left " "and [b]Cancel[/b] on the right." msgstr "" "Devuelve [code]true[/code] si la acción tiene asociado el [InputEvent] dado." #: doc/classes/OS.xml #, fuzzy 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 "" "Matar (terminar) el proceso identificado por el ID de proceso dado " "([code]pid[/code]), por ejemplo el devuelto por [method execute] en modo no " "bloqueante.\n" "[b]Nota:[/b] Este método también puede utilizarse para matar procesos que no " "fueron generados por el juego.\n" "[b]Nota:[/b] Este método está implementado en Android, iOS, Linux, macOS y " "Windows." #: doc/classes/OS.xml #, fuzzy msgid "" "Returns [code]true[/code] if the input scancode corresponds to a Unicode " "character." msgstr "" "Devuelve [code]true[/code] si el código clave de entrada corresponde a un " "carácter Unicode." #: doc/classes/OS.xml msgid "" "Returns [code]true[/code] if the engine was executed with [code]-v[/code] " "(verbose stdout)." msgstr "" "Devuelve [code]true[/code] si el motor se ejecutó con [code]-v[/code] " "(verbose stdout)." #: doc/classes/OS.xml msgid "" "If [code]true[/code], the [code]user://[/code] file system is persistent, so " "that its state is the same after a player quits and starts the game again. " "Relevant to the HTML5 platform, where this persistence may be unavailable." msgstr "" "Si [code]true[/code], el sistema de archivos de [code]user://[/code] es " "persistente, de modo que su estado es el mismo después de que un jugador " "abandona y comienza el juego de nuevo. Relevante para la plataforma HTML5, " "donde esta persistencia puede no estar disponible." #: doc/classes/OS.xml #, fuzzy msgid "" "Returns [code]true[/code] if the window should always be on top of other " "windows." msgstr "" "Devuelve [code]true[/code] si el nodo está plegado (colapsado) en el muelle " "de la escena." #: doc/classes/OS.xml #, fuzzy msgid "" "Returns [code]true[/code] if the window is currently focused.\n" "[b]Note:[/b] Only implemented on desktop platforms. On other platforms, it " "will always return [code]true[/code]." msgstr "" "Devuelve [code]true[/code] si el addon está listo para responder a las " "llamadas de la función, si no, devuelve [code]false[/code]." #: doc/classes/OS.xml msgid "" "Returns active keyboard layout index.\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" "Devuelve el índice de disposición del teclado activo.\n" "[b]Nota:[/b] Este método está implementado en Linux, macOS y Windows." #: doc/classes/OS.xml msgid "" "Returns the number of keyboard layouts.\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" "Devuelve el número de disposiciones del teclado.\n" "[b]Nota:[/b] Este método está implementado en Linux, macOS y Windows." #: doc/classes/OS.xml msgid "" "Returns the ISO-639/BCP-47 language code of the keyboard layout at position " "[code]index[/code].\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" "Devuelve el código de idioma ISO-639/BCP-47 de la disposición del teclado en " "la posición [code]index[/code].\n" "[b]Nota:[/b] Este método está implementado en Linux, macOS y Windows." #: doc/classes/OS.xml msgid "" "Returns the localized name of the keyboard layout at position [code]index[/" "code].\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" "Devuelve el nombre localizado de la disposición del teclado en la posición " "[code]index[/code].\n" "[b]Nota:[/b] Este método está implementado en Linux, macOS y Windows." #: doc/classes/OS.xml #, fuzzy msgid "" "Converts a physical (US QWERTY) [code]scancode[/code] to one in the active " "keyboard layout.\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" "Establece una disposición de teclado activa.\n" "[b]Nota:[/b] Este método está implementado en Linux, macOS y Windows." #: doc/classes/OS.xml msgid "" "Sets active keyboard layout.\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" "Establece una disposición de teclado activa.\n" "[b]Nota:[/b] Este método está implementado en Linux, macOS y Windows." #: doc/classes/OS.xml #, fuzzy msgid "" "Kill (terminate) the process identified by the given process ID ([code]pid[/" "code]), e.g. the one returned by [method execute] in non-blocking mode. See " "also [method crash].\n" "[b]Note:[/b] This method can also be used to kill processes that were not " "spawned by the game.\n" "[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and " "Windows." msgstr "" "Matar (terminar) el proceso identificado por el ID de proceso dado " "([code]pid[/code]), por ejemplo el devuelto por [method execute] en modo no " "bloqueante.\n" "[b]Nota:[/b] Este método también puede utilizarse para matar procesos que no " "fueron generados por el juego.\n" "[b]Nota:[/b] Este método está implementado en Android, iOS, Linux, macOS y " "Windows." #: 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 #, fuzzy msgid "" "Moves the window to the front.\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" "Devuelve el número de disposiciones del teclado.\n" "[b]Nota:[/b] Este método está implementado en Linux, macOS y Windows." #: doc/classes/OS.xml #, fuzzy msgid "" "Returns [code]true[/code] if native video is playing.\n" "[b]Note:[/b] This method is only implemented on iOS." msgstr "" "Devuelve [code]true[/code] si el video se está reproduciendo.\n" "[b]Nota:[/b] El vídeo sigue considerándose en reproducción si se interrumpe " "durante la reproducción." #: doc/classes/OS.xml #, fuzzy msgid "" "Pauses native video playback.\n" "[b]Note:[/b] This method is only implemented on iOS." msgstr "" "Establece una disposición de teclado activa.\n" "[b]Nota:[/b] Este método está implementado en Linux, macOS y Windows." #: doc/classes/OS.xml msgid "" "Plays native video from the specified path, at the given volume and with " "audio and subtitle tracks.\n" "[b]Note:[/b] This method is only implemented on iOS." msgstr "" #: doc/classes/OS.xml #, fuzzy msgid "" "Stops native video playback.\n" "[b]Note:[/b] This method is implemented on iOS." msgstr "" "Establece una disposición de teclado activa.\n" "[b]Nota:[/b] Este método está implementado en Linux, macOS y Windows." #: doc/classes/OS.xml #, fuzzy msgid "" "Resumes native video playback.\n" "[b]Note:[/b] This method is implemented on iOS." msgstr "" "Establece una disposición de teclado activa.\n" "[b]Nota:[/b] Este método está implementado en Linux, macOS y Windows." #: doc/classes/OS.xml msgid "" "Initialises the singleton for the system MIDI driver.\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" "Inicializa el botón único para el controlador MIDI del sistema.\n" "[b]Nota:[/b] Este método está implementado en Linux, macOS y Windows." #: doc/classes/OS.xml msgid "" "Shows all resources in the game. Optionally, the list can be written to a " "file by specifying a file path in [code]tofile[/code]." msgstr "" "Muestra todos los recursos del juego. Opcionalmente, la lista puede " "escribirse en un archivo especificando una ruta de archivo en [code]tofile[/" "code]." #: doc/classes/OS.xml msgid "Shows the list of loaded textures sorted by size in memory." msgstr "" "Muestra la lista de texturas cargadas ordenadas por tamaño en la memoria." #: doc/classes/OS.xml msgid "Shows the number of resources loaded by the game of the given types." msgstr "" "Muestra el número de recursos cargados por el juego de los tipos dados." #: doc/classes/OS.xml msgid "Shows all resources currently used by the game." msgstr "Muestra todos los recursos utilizados actualmente por el juego." #: doc/classes/OS.xml #, fuzzy msgid "" "Request the user attention to the window. It'll flash the taskbar button on " "Windows or bounce the dock icon on OSX.\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" "Devuelve el nombre localizado de la disposición del teclado en la posición " "[code]index[/code].\n" "[b]Nota:[/b] Este método está implementado en Linux, macOS y Windows." #: doc/classes/OS.xml msgid "" "At the moment this function is only used by [code]AudioDriverOpenSL[/code] " "to request permission for [code]RECORD_AUDIO[/code] on Android." msgstr "" "Por el momento esta función sólo es utilizada por [code]AudioDriverOpenSL[/" "code] para pedir permiso para [code]RECORD_AUDIO[/code] en Android." #: doc/classes/OS.xml #, fuzzy msgid "" "With this function, you can request dangerous permissions since normal " "permissions are automatically granted at install time in Android " "applications.\n" "[b]Note:[/b] This method is implemented on Android." msgstr "" "Con esta función puede solicitar permisos peligrosos, ya que los permisos " "normales se conceden automáticamente en el momento de la instalación en la " "aplicación Android.\n" "[b]Nota:[/b] Este método está implementado en Android." #: 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 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 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 "" #: doc/classes/OS.xml msgid "" "Sets the game's icon using an [Image] resource.\n" "The same image is used for window caption, taskbar/dock and window selection " "dialog. Image is scaled as needed.\n" "[b]Note:[/b] This method is implemented on HTML5, Linux, macOS and Windows." msgstr "" #: doc/classes/OS.xml msgid "" "Sets whether IME input mode should be enabled.\n" "If active IME handles key events before the application and creates an " "composition string and suggestion list.\n" "Application can retrieve the composition status by using [method " "get_ime_selection] and [method get_ime_text] functions.\n" "Completed composition string is committed when input is finished.\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" #: doc/classes/OS.xml #, fuzzy msgid "" "Sets position of IME suggestion list popup (in window coordinates).\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" "Apaga el controlador MIDI del sistema.\n" "[b]Nota:[/b] Este método está implementado en Linux, macOS y Windows." #: doc/classes/OS.xml msgid "" "Sets the game's icon using a multi-size platform-specific icon file ([code]*." "ico[/code] on Windows and [code]*.icns[/code] on macOS).\n" "Appropriate size sub-icons are used for window caption, taskbar/dock and " "window selection dialog.\n" "[b]Note:[/b] This method is implemented on macOS and Windows." msgstr "" #: doc/classes/OS.xml msgid "Sets the name of the current thread." msgstr "Establece el nombre del hilo actual." #: doc/classes/OS.xml msgid "Enables backup saves if [code]enabled[/code] is [code]true[/code]." msgstr "" "Permite guardar la copia de seguridad si [code]enabled[/code] es [code]true[/" "code]." #: doc/classes/OS.xml #, fuzzy msgid "" "Sets whether the window should always be on top.\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" "Establece una disposición de teclado activa.\n" "[b]Nota:[/b] Este método está implementado en Linux, macOS y Windows." #: doc/classes/OS.xml msgid "" "Sets a polygonal region of the window which accepts mouse events. Mouse " "events outside the region will be passed through.\n" "Passing an empty array will disable passthrough support (all mouse events " "will be intercepted by the window, which is the default behavior).\n" "[codeblock]\n" "# Set region, using Path2D node.\n" "OS.set_window_mouse_passthrough($Path2D.curve.get_baked_points())\n" "\n" "# Set region, using Polygon2D node.\n" "OS.set_window_mouse_passthrough($Polygon2D.polygon)\n" "\n" "# Reset region to default.\n" "OS.set_window_mouse_passthrough([])\n" "[/codeblock]\n" "[b]Note:[/b] On Windows, the portion of a window that lies outside the " "region is not drawn, while on Linux and macOS it is.\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" #: doc/classes/OS.xml msgid "" "Sets the window title to the specified string.\n" "[b]Note:[/b] This should be used sporadically. Don't set this every frame, " "as that will negatively affect performance on some window managers.\n" "[b]Note:[/b] This method is implemented on HTML5, Linux, macOS and Windows." msgstr "" #: doc/classes/OS.xml #, fuzzy msgid "" "Requests the OS to open a resource with the most appropriate program. For " "example:\n" "- [code]OS.shell_open(\"C:\\\\Users\\name\\Downloads\")[/code] on Windows " "opens the file explorer at the user's Downloads folder.\n" "- [code]OS.shell_open(\"https://godotengine.org\")[/code] opens the default " "web browser on the official Godot website.\n" "- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the " "default email client with the \"To\" field set to [code]example@example.com[/" "code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The " "[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 " "and Windows." msgstr "" "Solicita al sistema operativo que abra un recurso con el programa más " "apropiado. Por ejemplo:\n" "- [code]OS.shell_open(\"C:\\\\Users\\name\\Downloads\")[/code] en Windows " "abre el explorador de archivos en la carpeta de Descargas del usuario.\n" "- [code]OS.shell_open(\"https://godotengine.org\")[/code] abre el explorador " "por defecto de la página web oficial de Godot.\n" "- [code]OS.shell_open(\"mailto:example@example.com\")[/code] abre el cliente " "de correo electrónico predeterminado con el campo \"Para\" configurado en " "[code]example@example.com[/code]. Véase [url=https://blog.escapecreative.com/" "customizing-mailto-links/]Personalización de [code]mailto:[/code] Enlaces[/" "url] para obtener una lista de los campos que pueden añadirse.\n" "Utilice el [method ProjectSettings.globalize_path] para convertir una ruta " "de [code]res://[/code] o [code]user://[/code] en una ruta del sistema para " "utilizarla con este método.\n" "[b]Nota:[/b] Este método está implementado en Android, iOS, HTML5, Linux, " "macOS y Windows." #: doc/classes/OS.xml #, fuzzy msgid "" "Shows the virtual keyboard if the platform has one.\n" "The [code]existing_text[/code] parameter is useful for implementing your own " "[LineEdit] or [TextEdit], as it tells the virtual keyboard what text has " "already been typed (the virtual keyboard uses it for auto-correct and " "predictions).\n" "The [code]multiline[/code] parameter needs to be set to [code]true[/code] to " "be able to enter multiple lines of text, as in [TextEdit].\n" "[b]Note:[/b] This method is implemented on Android, iOS and UWP." msgstr "" "Muestra el teclado virtual si la plataforma tiene uno.\n" "El parámetro [code]existing_text[/code] es útil para implementar su propio " "[LineEdit] o [TextEdit], ya que le dice al teclado virtual qué texto ya ha " "sido escrito (el teclado virtual lo usa para autocorrección y " "predicciones).\n" "El parámetro [code]position[/code] es el espacio de pantalla [Rect2] del " "texto editado.\n" "El parámetro [code]multiline[/code] necesita ser ajustado a [code]true[/" "code] para poder introducir varias líneas de texto, como en [TextEdit].\n" "[code]max_length[/code] limita el número de caracteres que pueden " "introducirse si son diferentes de [code]-1[/code].\n" "[code]cursor_start[/code] puede definir opcionalmente la posición actual del " "cursor del texto si [code]cursor_end[/code] no está configurado.\n" "[code]cursor_start[/code] y [code]cursor_end[/code] pueden definir " "opcionalmente la selección de texto actual.\n" "[b]Nota:[/b] Este método está implementado en Android, iOS y UWP." #: doc/classes/OS.xml msgid "The clipboard from the host OS. Might be unavailable on some platforms." msgstr "" #: doc/classes/OS.xml msgid "The current screen index (starting from 0)." msgstr "" #: doc/classes/OS.xml msgid "" "If [code]true[/code], the engine filters the time delta measured between " "each frame, and attempts to compensate for random variation. This will only " "operate on systems where V-Sync is active." msgstr "" #: doc/classes/OS.xml msgid "" "The exit code passed to the OS when the main loop exits. By convention, an " "exit code of [code]0[/code] indicates success whereas a non-zero exit code " "indicates an error. For portability reasons, the exit code should be set " "between 0 and 125 (inclusive).\n" "[b]Note:[/b] This value will be ignored if using [method SceneTree.quit] " "with an [code]exit_code[/code] argument passed." msgstr "" "El código de salida pasó al sistema operativo cuando el bucle principal " "sale. Por convención, un código de salida de [code]0[/code] indica éxito " "mientras que un código de salida distinto de cero indica un error. Por " "razones de portabilidad, el código de salida debe establecerse entre 0 y 125 " "(inclusive).\n" "[b]Nota:[/b] Este valor se ignorará si se utiliza el [method SceneTree.quit] " "con un argumento [code]exit_code[/code] pasado." #: doc/classes/OS.xml #, fuzzy msgid "" "If [code]true[/code], the engine tries to keep the screen on while the game " "is running. Useful on mobile." msgstr "" "Si [code]true[/code], el motor generará mallas de alambre para su uso con el " "modo de depuración de mallas de alambre." #: doc/classes/OS.xml msgid "" "If [code]true[/code], the engine optimizes for low processor usage by only " "refreshing the screen if needed. Can improve battery consumption on mobile." msgstr "" "Si [code]true[/code], el motor se optimiza para un bajo uso del procesador, " "sólo refrescando la pantalla si es necesario. Puede mejorar el consumo de la " "batería en el móvil." #: doc/classes/OS.xml msgid "" "The amount of sleeping between frames when the low-processor usage mode is " "enabled (in microseconds). Higher values will result in lower CPU usage." msgstr "" "La cantidad de sueño entre cuadros cuando se activa el modo de uso del " "procesador bajo (en microsegundos). Valores más altos resultarán en un menor " "uso de la CPU." #: doc/classes/OS.xml msgid "" "The maximum size of the window (without counting window manager " "decorations). Does not affect fullscreen mode. Set to [code](0, 0)[/code] to " "reset to the system default value." msgstr "" #: doc/classes/OS.xml msgid "" "The minimum size of the window in pixels (without counting window manager " "decorations). Does not affect fullscreen mode. Set to [code](0, 0)[/code] to " "reset to the system's default value.\n" "[b]Note:[/b] By default, the project window has a minimum size of " "[code]Vector2(64, 64)[/code]. This prevents issues that can arise when the " "window is resized to a near-zero size." msgstr "" #: doc/classes/OS.xml #, fuzzy msgid "The current screen orientation." msgstr "La escena actual." #: doc/classes/OS.xml msgid "The current tablet driver in use." msgstr "El actual controlador de la tableta en uso." #: doc/classes/OS.xml #, fuzzy msgid "If [code]true[/code], vertical synchronization (Vsync) is enabled." msgstr "Si [code]true[/code], se habilita el mapeado normal." #: doc/classes/OS.xml #, fuzzy msgid "" "If [code]true[/code] and [code]vsync_enabled[/code] is true, the operating " "system's window compositor will be used for vsync when the compositor is " "enabled and the game is in windowed mode.\n" "[b]Note:[/b] This option is experimental and meant to alleviate stutter " "experienced by some users. However, some users have experienced a Vsync " "framerate halving (e.g. from 60 FPS to 30 FPS) when using it.\n" "[b]Note:[/b] This property is only implemented on Windows." msgstr "" "Si se activa [code]Use Vsync[/code] y este ajuste es [code]true[/code], " "permite la sincronización vertical a través del compositor de ventanas del " "sistema operativo cuando está en modo de ventanas y el compositor está " "activado. Esto evitará el tartamudeo en ciertas situaciones. (Sólo en " "Windows).\n" "[b]Nota:[/b] Esta opción es experimental y está pensada para aliviar el " "tartamudeo que experimentan algunos usuarios. Sin embargo, algunos usuarios " "han experimentado una reducción de la mitad de la velocidad de los cuadros " "Vsync (por ejemplo, de 60 FPS a 30 FPS) al usarla." #: doc/classes/OS.xml msgid "" "If [code]true[/code], removes the window frame.\n" "[b]Note:[/b] Setting [code]window_borderless[/code] to [code]false[/code] " "disables per-pixel transparency." msgstr "" #: doc/classes/OS.xml #, fuzzy msgid "If [code]true[/code], the window is fullscreen." msgstr "Si [code]true[/code], el video se pausa." #: doc/classes/OS.xml #, fuzzy msgid "If [code]true[/code], the window is maximized." msgstr "Si [code]true[/code], el video se pausa." #: doc/classes/OS.xml #, fuzzy msgid "If [code]true[/code], the window is minimized." msgstr "Si [code]true[/code], el video se pausa." #: doc/classes/OS.xml msgid "" "If [code]true[/code], the window background is transparent and the window " "frame is removed.\n" "Use [code]get_tree().get_root().set_transparent_background(true)[/code] to " "disable main viewport background rendering.\n" "[b]Note:[/b] This property has no effect if [member ProjectSettings.display/" "window/per_pixel_transparency/allowed] setting is disabled.\n" "[b]Note:[/b] This property is implemented on HTML5, Linux, macOS, Windows, " "and Android. It can't be changed at runtime for Android. Use [member " "ProjectSettings.display/window/per_pixel_transparency/enabled] to set it at " "startup instead." msgstr "" #: doc/classes/OS.xml msgid "" "The window position relative to the screen, the origin is the top left " "corner, +Y axis goes to the bottom and +X axis goes to the right." msgstr "" #: doc/classes/OS.xml #, fuzzy msgid "If [code]true[/code], the window is resizable by the user." msgstr "Si [code]true[/code], el video se pausa." #: doc/classes/OS.xml msgid "The size of the window (without counting window manager decorations)." msgstr "" #: doc/classes/OS.xml msgid "" "The GLES2 rendering backend. It uses OpenGL ES 2.0 on mobile devices, OpenGL " "2.1 on desktop platforms and WebGL 1.0 on the web." msgstr "" "El GLES2 renderiza el backend. Utiliza OpenGL ES 2.0 en los dispositivos " "móviles, OpenGL 2.1 en las plataformas de escritorio y WebGL 1.0 en la web." #: doc/classes/OS.xml #, fuzzy msgid "" "The GLES3 rendering backend. It uses OpenGL ES 3.0 on mobile devices, OpenGL " "3.3 on desktop platforms and WebGL 2.0 on the web." msgstr "" "El GLES2 renderiza el backend. Utiliza OpenGL ES 2.0 en los dispositivos " "móviles, OpenGL 2.1 en las plataformas de escritorio y WebGL 1.0 en la web." #: doc/classes/OS.xml msgid "Sunday." msgstr "Domingo." #: doc/classes/OS.xml msgid "Monday." msgstr "Lunes." #: doc/classes/OS.xml msgid "Tuesday." msgstr "Martes." #: doc/classes/OS.xml msgid "Wednesday." msgstr "Miercoles." #: doc/classes/OS.xml msgid "Thursday." msgstr "Jueves." #: doc/classes/OS.xml msgid "Friday." msgstr "Viernes." #: doc/classes/OS.xml msgid "Saturday." msgstr "Sabado." #: doc/classes/OS.xml msgid "January." msgstr "Enero." #: doc/classes/OS.xml msgid "February." msgstr "Febrero." #: doc/classes/OS.xml msgid "March." msgstr "Marzo." #: doc/classes/OS.xml msgid "April." msgstr "Abril." #: doc/classes/OS.xml msgid "May." msgstr "Mayo." #: doc/classes/OS.xml msgid "June." msgstr "Junio." #: doc/classes/OS.xml msgid "July." msgstr "Julio." #: doc/classes/OS.xml msgid "August." msgstr "Agosto." #: doc/classes/OS.xml msgid "September." msgstr "Septiembre." #: doc/classes/OS.xml msgid "October." msgstr "Octubre." #: doc/classes/OS.xml msgid "November." msgstr "Noviembre." #: doc/classes/OS.xml msgid "December." msgstr "Diciembre." #: doc/classes/OS.xml msgid "" "Application handle:\n" "- Windows: [code]HINSTANCE[/code] of the application\n" "- MacOS: [code]NSApplication*[/code] of the application (not yet " "implemented)\n" "- Android: [code]JNIEnv*[/code] of the application (not yet implemented)" msgstr "" #: doc/classes/OS.xml msgid "" "Display handle:\n" "- Linux: [code]X11::Display*[/code] for the display" msgstr "" #: doc/classes/OS.xml msgid "" "Window handle:\n" "- Windows: [code]HWND[/code] of the main window\n" "- Linux: [code]X11::Window*[/code] of the main window\n" "- MacOS: [code]NSWindow*[/code] of the main window (not yet implemented)\n" "- Android: [code]jObject[/code] the main android activity (not yet " "implemented)" msgstr "" #: doc/classes/OS.xml msgid "" "Window view:\n" "- Windows: [code]HDC[/code] of the main window drawing context\n" "- MacOS: [code]NSView*[/code] of the main windows view (not yet implemented)" msgstr "" #: doc/classes/OS.xml msgid "" "OpenGL Context:\n" "- Windows: [code]HGLRC[/code]\n" "- Linux: [code]X11::GLXContext[/code]\n" "- MacOS: [code]NSOpenGLContext*[/code] (not yet implemented)" msgstr "" #: doc/classes/OS.xml msgid "Landscape screen orientation." msgstr "" #: doc/classes/OS.xml #, fuzzy msgid "Portrait screen orientation." msgstr "Modo de orientación isométrica." #: doc/classes/OS.xml #, fuzzy msgid "Reverse landscape screen orientation." msgstr "Invierte la última acción de deshacer." #: doc/classes/OS.xml #, fuzzy msgid "Reverse portrait screen orientation." msgstr "Invierte la última acción de deshacer." #: doc/classes/OS.xml msgid "Uses landscape or reverse landscape based on the hardware sensor." msgstr "" #: doc/classes/OS.xml msgid "Uses portrait or reverse portrait based on the hardware sensor." msgstr "" #: doc/classes/OS.xml msgid "Uses most suitable orientation based on the hardware sensor." msgstr "" #: doc/classes/OS.xml msgid "Desktop directory path." msgstr "Ruta de directorio del escritorio." #: doc/classes/OS.xml msgid "DCIM (Digital Camera Images) directory path." msgstr "Ruta del directorio DCIM (Digital Camera Images)." #: doc/classes/OS.xml msgid "Documents directory path." msgstr "Ruta del directorio de documentos." #: doc/classes/OS.xml msgid "Downloads directory path." msgstr "La ruta del directorio de descargas." #: doc/classes/OS.xml msgid "Movies directory path." msgstr "La ruta del directorio de películas." #: doc/classes/OS.xml msgid "Music directory path." msgstr "Ruta del directorio de música." #: doc/classes/OS.xml msgid "Pictures directory path." msgstr "Ruta del directorio de fotos." #: doc/classes/OS.xml msgid "Ringtones directory path." msgstr "Ruta de directorio de tonos." #: doc/classes/OS.xml #, fuzzy msgid "Unknown powerstate." msgstr "Nodo desconocido." #: doc/classes/OS.xml msgid "Unplugged, running on battery." msgstr "" #: doc/classes/OS.xml msgid "Plugged in, no battery available." msgstr "" #: doc/classes/OS.xml msgid "Plugged in, battery charging." msgstr "" #: doc/classes/OS.xml msgid "Plugged in, battery fully charged." msgstr "" #: doc/classes/PackedDataContainerRef.xml msgid "Reference version of [PackedDataContainer]." msgstr "Versión de referencia de [PackedDataContainer]." #: doc/classes/PackedScene.xml msgid "An abstraction of a serialized scene." msgstr "Una abstracción de una escena serializada." #: doc/classes/PackedScene.xml #, fuzzy msgid "" "A simplified interface to a scene file. Provides access to operations and " "checks that can be performed on the scene resource itself.\n" "Can be used to save a node to a file. When saving, the node as well as all " "the nodes it owns get saved (see [code]owner[/code] property on [Node]).\n" "[b]Note:[/b] The node doesn't need to own itself.\n" "[b]Example of loading a saved scene:[/b]\n" "[codeblock]\n" "# Use `load()` instead of `preload()` if the path isn't known at compile-" "time.\n" "var scene = preload(\"res://scene.tscn\").instance()\n" "# Add the node as a child of the node the script is attached to.\n" "add_child(scene)\n" "[/codeblock]\n" "[b]Example of saving a node with different owners:[/b] The following example " "creates 3 objects: [code]Node2D[/code] ([code]node[/code]), " "[code]RigidBody2D[/code] ([code]rigid[/code]) and [code]CollisionObject2D[/" "code] ([code]collision[/code]). [code]collision[/code] is a child of " "[code]rigid[/code] which is a child of [code]node[/code]. Only [code]rigid[/" "code] is owned by [code]node[/code] and [code]pack[/code] will therefore " "only save those two nodes, but not [code]collision[/code].\n" "[codeblock]\n" "# Create the objects.\n" "var node = Node2D.new()\n" "var rigid = RigidBody2D.new()\n" "var collision = CollisionShape2D.new()\n" "\n" "# Create the object hierarchy.\n" "rigid.add_child(collision)\n" "node.add_child(rigid)\n" "\n" "# Change owner of `rigid`, but not of `collision`.\n" "rigid.owner = node\n" "\n" "var scene = PackedScene.new()\n" "# Only `node` and `rigid` are now packed.\n" "var result = scene.pack(node)\n" "if result == OK:\n" " var error = ResourceSaver.save(\"res://path/name.scn\", scene) # Or " "\"user://...\"\n" " if error != OK:\n" " push_error(\"An error occurred while saving the scene to disk.\")\n" "[/codeblock]" msgstr "" "Una interfaz simplificada para un archivo de escena. Proporciona acceso a " "las operaciones y comprobaciones que se pueden realizar en el propio recurso " "de la escena.\n" "Se puede utilizar para guardar un nodo en un archivo. Al guardar, se guarda " "el nodo así como todo los nodos que posee (ver propiedad [code]owner[/code] " "en [Node]).\n" "[b]Nota:[/b] El nodo no necesita ser propietario de sí mismo.\n" "[b]Ejemplo de carga de una escena guardada:[/b]\n" "[codeblock] \n" "# Usa \"load()\" en lugar de \"preload()\" si la ruta no se conoce en tiempo " "de compilación.\n" "var escena = preload(\"res://escena.tscn\").instance()\n" "# Añade el nodo como hijo del nodo al que se adjunta el guión.\n" "add_child(escena)\n" "[/codeblock]\n" "[b]Ejemplo de guardar un nodo con diferentes propietarios:[/b] El siguiente " "ejemplo crea 3 objetos: [code]Node2D[/code] ([code]nodo[/code]), " "[code]RigidBody2D[/code] ([code]rigido[/code]) y [code]CollisionObject2D[/" "code] ([code]colision[/code]). [code]colision[/code] es un hijo de " "[code]rigido[/code] que es un hijo de [code]nodo[/code]. Sólo [code]rigido[/" "code] es propiedad de [code]nodo[/code] y por lo tanto [code]pack[/code] " "sólo salvará esos dos nodos, pero no [code]colision[/code].\n" "[codeblock]\n" "# Crear los objetos.\n" "var nodo = Nodo2D.new()\n" "var rigido = RigidBody2D.new()\n" "var colision = CollisionShape2D.new()\n" "\n" "# Crear la jerarquía de objetos.\n" "rigido.add_child(colision)\n" "nodo.add_child(rigido)\n" "\n" "# Cambia de dueño de \"rígido\", pero no de \"colision\".\n" "rigid.owner = nodo\n" "\n" "var escena = PackedScene.new()\n" "# Sólo el \"nodo\" y el \"rígido\" están ahora empaquetados.\n" "var resultado = escena.pack(nodo)\n" "si el resultado == OK:\n" " var error = ResourceSaver.save(\"res://ruta/nombre.scn\", escena) # O " "\"usuario://...\"\n" " si error != OK:\n" " push_error(\"Se ha producido un error al guardar la escena en el " "disco.\")\n" "[/codeblock]" #: doc/classes/PackedScene.xml msgid "Returns [code]true[/code] if the scene file has nodes." msgstr "Devuelve [code]true[/code] si el archivo de la escena tiene nodos." #: doc/classes/PackedScene.xml msgid "" "Returns the [code]SceneState[/code] representing the scene file contents." msgstr "" "Devuelve el [code]SceneState[/code] que representa el contenido del archivo " "de la escena." #: doc/classes/PackedScene.xml msgid "" "Instantiates the scene's node hierarchy. Triggers child scene " "instantiation(s). Triggers a [constant Node.NOTIFICATION_INSTANCED] " "notification on the root node." msgstr "" "Instala la jerarquía de nodos de la escena. Desencadena la(s) instanciación " "de la(s) escena(s) hij(as). Dispara una notificación [constant Node." "NOTIFICATION_INSTANCED] en el nodo raíz." #: doc/classes/PackedScene.xml msgid "" "Pack will ignore any sub-nodes not owned by given node. See [member Node." "owner]." msgstr "" "Pack ignorará cualquier subnodo que no pertenezca a un nodo determinado. Ver " "[member Node.owner]." #: doc/classes/PackedScene.xml msgid "" "A dictionary representation of the scene contents.\n" "Available keys include \"rnames\" and \"variants\" for resources, " "\"node_count\", \"nodes\", \"node_paths\" for nodes, \"editable_instances\" " "for base scene children overrides, \"conn_count\" and \"conns\" for signal " "connections, and \"version\" for the format style of the PackedScene." msgstr "" "Una representación en el diccionario del contenido de la escena.\n" "Las claves disponibles incluyen \"rnames\" y \"variants\" para los recursos, " "\"node_count\", \"nodes\", \"node_paths\" para los nodos, " "\"editable_instances\" para las anulaciones de hijos de la escena base, " "\"conn_count\" y \"conns\" para las conexiones de señales, y \"version\" " "para el estilo de formato de la PackedScene." #: doc/classes/PackedScene.xml msgid "If passed to [method instance], blocks edits to the scene state." msgstr "" "Si se pasa a [method instance], bloquea las ediciones al estado de la escena." #: doc/classes/PackedScene.xml msgid "" "If passed to [method instance], provides local scene resources to the local " "scene.\n" "[b]Note:[/b] Only available in editor builds." msgstr "" "Si se pasa a [method instance], proporciona recursos de la escena local a la " "escena local.\n" "[b]Nota:[/b] Sólo disponible en las construcciones de los editores." #: doc/classes/PackedScene.xml msgid "" "If passed to [method instance], provides local scene resources to the local " "scene. Only the main scene should receive the main edit state.\n" "[b]Note:[/b] Only available in editor builds." msgstr "" "Si se pasa a [method instance], proporciona recursos de la escena local a la " "escena local. Sólo la escena principal debe recibir el estado de edición " "principal.\n" "[b]Nota:[/b] Sólo disponible en las construcciones del editor." #: doc/classes/PackedScene.xml #, fuzzy msgid "" "It's similar to [constant GEN_EDIT_STATE_MAIN], but for the case where the " "scene is being instantiated to be the base of another one.\n" "[b]Note:[/b] Only available in editor builds." msgstr "" "Si se pasa a [method instance], proporciona recursos de la escena local a la " "escena local. Sólo la escena principal debe recibir el estado de edición " "principal.\n" "[b]Nota:[/b] Sólo disponible en las construcciones del editor." #: 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 "Abstracción y clase base para protocolos basados en paquetes." #: doc/classes/PacketPeer.xml msgid "" "PacketPeer is an abstraction and base class for packet-based protocols (such " "as UDP). It provides an API for sending and receiving packets both as raw " "data or variables. This makes it easy to transfer data over a protocol, " "without having to encode data as low-level bytes or having to worry about " "network ordering." msgstr "" "PacketPeer es una clase de abstracción y base para protocolos basados en " "paquetes (como UDP). Proporciona una API para el envío y la recepción de " "paquetes tanto como datos en bruto o variables. Esto facilita la " "transferencia de datos a través de un protocolo, sin tener que codificar los " "datos como bytes de bajo nivel o tener que preocuparse por el ordenamiento " "de la red." #: doc/classes/PacketPeer.xml msgid "Returns the number of packets currently available in the ring-buffer." msgstr "" "Devuelve el número de paquetes actualmente disponibles en el ring-buffer." #: doc/classes/PacketPeer.xml msgid "Gets a raw packet." msgstr "Recibe un paquete crudo." #: doc/classes/PacketPeer.xml msgid "" "Returns the error state of the last packet received (via [method get_packet] " "and [method get_var])." msgstr "" "Devuelve el estado de error del último paquete recibido (a través de [method " "get_packet] y [method get_var])." #: doc/classes/PacketPeer.xml #, fuzzy msgid "" "Gets a Variant. If [code]allow_objects[/code] (or [member " "allow_object_decoding]) is [code]true[/code], decoding objects is allowed.\n" "[b]Warning:[/b] Deserialized objects can contain code which gets executed. " "Do not use this option if the serialized object comes from untrusted sources " "to avoid potential security threats such as remote code execution." msgstr "" "Obtiene una variante. Si [code]allow_objects[/code] es [code]true[/code], se " "permite la decodificación de objetos.\n" "[b]Advertencia:[/b] Los objetos deserializados pueden contener código que se " "ejecuta. No utilice esta opción si el objeto serializado proviene de fuentes " "no fiables para evitar posibles amenazas a la seguridad, como la ejecución " "remota de código." #: doc/classes/PacketPeer.xml msgid "Sends a raw packet." msgstr "Envía un paquete crudo." #: doc/classes/PacketPeer.xml #, fuzzy msgid "" "Sends a [Variant] as a packet. If [code]full_objects[/code] (or [member " "allow_object_decoding]) is [code]true[/code], encoding objects is allowed " "(and can potentially include code)." msgstr "" "Envía una [Variant] como un paquete. Si [code]full_objects[/code] es " "[code]true[/code], se permite codificar objetos (y potencialmente puede " "incluir código)." #: doc/classes/PacketPeer.xml #, fuzzy msgid "" "[i]Deprecated.[/i] Use [code]get_var[/code] and [code]put_var[/code] " "parameters instead.\n" "If [code]true[/code], the PacketPeer will allow encoding and decoding of " "object via [method get_var] and [method put_var].\n" "[b]Warning:[/b] Deserialized objects can contain code which gets executed. " "Do not use this option if the serialized object comes from untrusted sources " "to avoid potential security threats such as remote code execution." msgstr "" "Si [code]true[/code], la MultiplayerAPI permitirá la codificación y " "decodificación del objeto durante los RPCs/RSETs.\n" "[b]Advertencia:[/b] Los objetos deserializados pueden contener código que se " "ejecuta. No utilice esta opción si el objeto serializado proviene de fuentes " "no fiables para evitar posibles amenazas a la seguridad, como la ejecución " "remota de código." #: doc/classes/PacketPeer.xml msgid "" "Maximum buffer size allowed when encoding [Variant]s. Raise this value to " "support heavier memory allocations.\n" "The [method put_var] method allocates memory on the stack, and the buffer " "used will grow automatically to the closest power of two to match the size " "of the [Variant]. If the [Variant] is bigger than " "[code]encode_buffer_max_size[/code], the method will error out with " "[constant ERR_OUT_OF_MEMORY]." msgstr "" "Tamaño máximo de la memoria intermedia permitido al codificar las " "[Variant]s. Aumente este valor para soportar asignaciones de memoria más " "pesadas.\n" "El método [method put_var] asigna memoria en la pila, y el búfer utilizado " "crecerá automáticamente hasta la potencia más cercana a dos para igualar el " "tamaño de la [Variant]. Si la [Variant] es más grande que " "[code]encode_buffer_max_size[/code], el método dará un error con [constant " "ERR_OUT_OF_MEMORY]." #: doc/classes/PacketPeerDTLS.xml msgid "DTLS packet peer." msgstr "Paquete de pares DTLS." #: doc/classes/PacketPeerDTLS.xml msgid "" "This class represents a DTLS peer connection. It can be used to connect to a " "DTLS server, and is returned by [method DTLSServer.take_connection].\n" "[b]Warning:[/b] SSL/TLS certificate revocation and certificate pinning are " "currently not supported. Revoked certificates are accepted as long as they " "are otherwise valid. If this is a concern, you may want to use automatically " "managed certificates with a short validity period." msgstr "" #: doc/classes/PacketPeerDTLS.xml msgid "" "Connects a [code]peer[/code] beginning the DTLS handshake using the " "underlying [PacketPeerUDP] which must be connected (see [method " "PacketPeerUDP.connect_to_host]). If [code]validate_certs[/code] is " "[code]true[/code], [PacketPeerDTLS] will validate that the certificate " "presented by the remote peer and match it with the [code]for_hostname[/code] " "argument. You can specify a custom [X509Certificate] to use for validation " "via the [code]valid_certificate[/code] argument." msgstr "" "Conecta un [code]peer[/code] comenzando el handshake de DTLS usando el " "[PacketPeerUDP] subyacente que debe ser conectado (ver [method PacketPeerUDP." "connect_to_host]). Si [code]validate_certs[/code] es [code]true[/code], " "[PacketPeerDTLS] validará que el certificado presentado por el par remoto y " "lo hará coincidir con el argumento [code]for_hostname[/code]. Puede " "especificar un [X509Certificate] personalizado para utilizarlo en la " "validación mediante el argumento [code]valid_certificate[/code]." #: doc/classes/PacketPeerDTLS.xml msgid "Disconnects this peer, terminating the DTLS session." msgstr "Desconecta este par, terminando la sesión de DTLS." #: doc/classes/PacketPeerDTLS.xml doc/classes/StreamPeerSSL.xml msgid "Returns the status of the connection. See [enum Status] for values." msgstr "Devuelve el estado de la conexión. Ver [enum Status] para los valores." #: doc/classes/PacketPeerDTLS.xml msgid "" "Poll the connection to check for incoming packets. Call this frequently to " "update the status and keep the connection working." msgstr "" "Sondea la conexión para comprobar si hay paquetes entrantes. Llama a esto " "con frecuencia para actualizar el estado y mantener la conexión en " "funcionamiento." #: doc/classes/PacketPeerDTLS.xml msgid "A status representing a [PacketPeerDTLS] that is disconnected." msgstr "Un estado que representa un [PacketPeerDTLS] que está desconectado." #: doc/classes/PacketPeerDTLS.xml msgid "" "A status representing a [PacketPeerDTLS] that is currently performing the " "handshake with a remote peer." msgstr "" "Un estado que representa un [PacketPeerDTLS] que está actualmente realizando " "el handshake con un par remoto." #: doc/classes/PacketPeerDTLS.xml msgid "" "A status representing a [PacketPeerDTLS] that is connected to a remote peer." msgstr "" "Un estado que representa un [PacketPeerDTLS] que está conectado a un par " "remoto." #: doc/classes/PacketPeerDTLS.xml msgid "A status representing a [PacketPeerDTLS] in a generic error state." msgstr "" "Un estado que representa un [PacketPeerDTLS] en un estado de error genérico." #: doc/classes/PacketPeerDTLS.xml msgid "" "An error status that shows a mismatch in the DTLS certificate domain " "presented by the host and the domain requested for validation." msgstr "" "Un estado de error que muestra una falta de coincidencia en el dominio del " "certificado DTLS presentado por el host y el dominio solicitado para la " "validación." #: doc/classes/PacketPeerStream.xml msgid "Wrapper to use a PacketPeer over a StreamPeer." msgstr "Envoltura para usar un PacketPeer sobre un StreamPeer." #: doc/classes/PacketPeerStream.xml msgid "" "PacketStreamPeer provides a wrapper for working using packets over a stream. " "This allows for using packet based code with StreamPeers. PacketPeerStream " "implements a custom protocol over the StreamPeer, so the user should not " "read or write to the wrapped StreamPeer directly." msgstr "" "PacketStreamPeer proporciona un envoltorio para trabajar usando paquetes " "sobre un flujo. Esto permite usar código basado en paquetes con StreamPeers. " "PacketPeerStream implementa un protocolo personalizado sobre el StreamPeer, " "por lo que el usuario no debe leer o escribir en el StreamPeer envuelto " "directamente." #: doc/classes/PacketPeerStream.xml msgid "The wrapped [StreamPeer] object." msgstr "El objeto envoltorio [StreamPeer]." #: doc/classes/PacketPeerUDP.xml msgid "UDP packet peer." msgstr "Paquete de pares UDP." #: doc/classes/PacketPeerUDP.xml msgid "" "UDP packet peer. Can be used to send raw UDP packets as well as [Variant]s." msgstr "" "Paquete de pares UDP. Puede ser usado para enviar paquetes UDP sin procesar " "así como [Variant]s." #: doc/classes/PacketPeerUDP.xml msgid "Closes the UDP socket the [PacketPeerUDP] is currently listening on." msgstr "" "Cierra el socket UDP que el [PacketPeerUDP] está escuchando actualmente." #: doc/classes/PacketPeerUDP.xml #, fuzzy msgid "" "Calling this method connects this UDP peer to the given [code]host[/code]/" "[code]port[/code] pair. UDP is in reality connectionless, so this option " "only means that incoming packets from different addresses are automatically " "discarded, and that outgoing packets are always sent to the connected " "address (future calls to [method set_dest_address] are not allowed). This " "method does not send any data to the remote peer, to do that, use [method " "PacketPeer.put_var] or [method PacketPeer.put_packet] as usual. See also " "[UDPServer].\n" "[b]Note:[/b] Connecting to the remote peer does not help to protect from " "malicious attacks like IP spoofing, etc. Think about using an encryption " "technique like SSL or DTLS if you feel like your application is transferring " "sensitive information." msgstr "" "Llamando a este método conecta este par UDP al par [code]host[/code]/" "[code]port[/code] dado. UDP es en realidad sin conexión, por lo que esta " "opción sólo significa que los paquetes entrantes de diferentes direcciones " "son automáticamente descartados, y que los paquetes salientes son siempre " "enviados a la dirección conectada (no se permiten futuras llamadas a [method " "set_dest_address]). Este método no envía ningún dato al par remoto, para " "ello, utilice [method PacketPeer.put_var] o [method PacketPeer.put_packet] " "como es habitual. Véase también [UDPServer].\n" "Nota: Conectarse al par remoto no ayuda a protegerse de ataques maliciosos " "como el spoofing de IP, etc. Piense en utilizar una técnica de encriptación " "como SSL o DTLS si cree que su aplicación está transfiriendo información " "sensible." #: doc/classes/PacketPeerUDP.xml msgid "" "Returns the IP of the remote peer that sent the last packet(that was " "received with [method PacketPeer.get_packet] or [method PacketPeer.get_var])." msgstr "" "Devuelve la IP del par remoto que envió el último paquete (que fue recibido " "con [method PacketPeer.get_packet] o [method PacketPeer.get_var])." #: doc/classes/PacketPeerUDP.xml msgid "" "Returns the port of the remote peer that sent the last packet(that was " "received with [method PacketPeer.get_packet] or [method PacketPeer.get_var])." msgstr "" "Devuelve el puerto del par remoto que envió el último paquete (que fue " "recibido con [method PacketPeer.get_packet] o [method PacketPeer.get_var])." #: doc/classes/PacketPeerUDP.xml msgid "" "Returns [code]true[/code] if the UDP socket is open and has been connected " "to a remote address. See [method connect_to_host]." msgstr "" "Devuelve [code]true[/code] si el enchufe UDP está abierto y se ha conectado " "a una dirección remota. Ver [method connect_to_host]." #: doc/classes/PacketPeerUDP.xml msgid "Returns whether this [PacketPeerUDP] is listening." msgstr "Devuelve si este [PacketPeerUDP] está escuchando." #: doc/classes/PacketPeerUDP.xml #, fuzzy msgid "" "Joins the multicast group specified by [code]multicast_address[/code] using " "the interface identified by [code]interface_name[/code].\n" "You can join the same multicast group with multiple interfaces. Use [method " "IP.get_local_interfaces] to know which are available.\n" "[b]Note:[/b] Some Android devices might require the " "[code]CHANGE_WIFI_MULTICAST_STATE[/code] permission for multicast to work." msgstr "" "Se une al grupo multicast especificado por [code]multicast_address[/code] " "utilizando la interfaz identificada por [code]interface_name[/code].\n" "Puede unirse al mismo grupo multicast con múltiples interfaces. Utilice " "[method IP.get_local_interfaces] para saber cuáles están disponibles.\n" "Nota: Algunos dispositivos Android pueden requerir el permiso " "[code]CHANGE_WIFI_MULTICAST_STATE[/code] para que funcione la multidifusión." #: doc/classes/PacketPeerUDP.xml msgid "" "Removes the interface identified by [code]interface_name[/code] from the " "multicast group specified by [code]multicast_address[/code]." msgstr "" "Elimina la interfaz identificada por [code]interface_name[/code] del grupo " "de multidifusión especificado por [code]multicast_address[/code]." #: doc/classes/PacketPeerUDP.xml msgid "" "Makes this [PacketPeerUDP] listen on the [code]port[/code] binding to " "[code]bind_address[/code] with a buffer size [code]recv_buf_size[/code].\n" "If [code]bind_address[/code] is set to [code]\"*\"[/code] (default), the " "peer will listen on all available addresses (both IPv4 and IPv6).\n" "If [code]bind_address[/code] is set to [code]\"0.0.0.0\"[/code] (for IPv4) " "or [code]\"::\"[/code] (for IPv6), the peer will listen on all available " "addresses matching that IP type.\n" "If [code]bind_address[/code] is set to any valid address (e.g. " "[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the peer will " "only listen on the interface with that addresses (or fail if no interface " "with the given address exists)." msgstr "" "Hace que este [PacketPeerUDP] escuche en el [code]port[/code] vinculándose a " "[code]bind_address[/code] con un tamaño de búfer [code]recv_buf_size[/" "code].\n" "Si [code]bind_address[/code] se establece en [code]\"*\"[/code] (por " "defecto), el par escuchará en todas las direcciones disponibles (tanto IPv4 " "como IPv6).\n" "Si [code]bind_address[/code] está configurado como [code]\"0.0.0.0\"[/code] " "(para IPv4) o [code]\"::\"[/code] (para IPv6), el par escuchará en todas las " "direcciones disponibles que coincidan con ese tipo de IP.\n" "Si [code]bind_address[/code] se establece en cualquier dirección válida (por " "ejemplo, [code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), el par " "sólo escuchará en la interfaz con esas direcciones (o fallará si no existe " "una interfaz con la dirección dada)." #: doc/classes/PacketPeerUDP.xml #, fuzzy msgid "" "Enable or disable sending of broadcast packets (e.g. " "[code]set_dest_address(\"255.255.255.255\", 4343)[/code]. This option is " "disabled by default.\n" "[b]Note:[/b] Some Android devices might require the " "[code]CHANGE_WIFI_MULTICAST_STATE[/code] permission and this option to be " "enabled to receive broadcast packets too." msgstr "" "Habilitar o deshabilitar el envío de paquetes de emisión (por ejemplo, " "[code]set_dest_address(\"255.255.255.255\", 4343)[/code]. Esta opción está " "desactivada por defecto.\n" "Nota: Algunos dispositivos Android pueden requerir el permiso " "[code]CHANGE_WIFI_MULTICAST_STATE[/code] y esta opción debe ser habilitada " "para recibir paquetes de emisión también." #: doc/classes/PacketPeerUDP.xml #, fuzzy msgid "" "Sets the destination address and port for sending packets and variables. A " "hostname will be resolved using DNS if needed.\n" "[b]Note:[/b] [method set_broadcast_enabled] must be enabled before sending " "packets to a broadcast address (e.g. [code]255.255.255.255[/code])." msgstr "" "Establece la dirección y el puerto de destino para el envío de paquetes y " "variables. Un nombre de host será resuelto usando DNS si es necesario.\n" "Nota: [method set_broadcast_enabled] debe estar habilitado antes de enviar " "paquetes a una dirección de difusión (por ejemplo, [code]255.255.255.255[/" "code])." #: doc/classes/PacketPeerUDP.xml msgid "" "Waits for a packet to arrive on the listening port. See [method listen].\n" "[b]Note:[/b] [method wait] can't be interrupted once it has been called. " "This can be worked around by allowing the other party to send a specific " "\"death pill\" packet like this:\n" "[codeblock]\n" "# Server\n" "socket.set_dest_address(\"127.0.0.1\", 789)\n" "socket.put_packet(\"Time to stop\".to_ascii())\n" "\n" "# Client\n" "while socket.wait() == OK:\n" " var data = socket.get_packet().get_string_from_ascii()\n" " if data == \"Time to stop\":\n" " return\n" "[/codeblock]" msgstr "" #: doc/classes/Panel.xml msgid "Provides an opaque background for [Control] children." msgstr "Proporciona un fondo opaco para los [Control] hijos." #: doc/classes/Panel.xml msgid "" "Panel is a [Control] that displays an opaque background. It's commonly used " "as a parent and container for other types of [Control] nodes." msgstr "" "El panel es un [Control] que muestra un fondo opaco. Se usa comúnmente como " "padre y contenedor para otros tipos de nodos [Control]." #: doc/classes/Panel.xml msgid "2D Finite State Machine Demo" msgstr "" #: doc/classes/Panel.xml doc/classes/Skeleton.xml doc/classes/SkeletonIK.xml msgid "3D Inverse Kinematics Demo" msgstr "" #: doc/classes/Panel.xml msgid "The style of this [Panel]." msgstr "El estilo de este [Panel]." #: doc/classes/PanelContainer.xml msgid "Panel container type." msgstr "Panel tipo contenedor." #: doc/classes/PanelContainer.xml msgid "" "Panel container type. This container fits controls inside of the delimited " "area of a stylebox. It's useful for giving controls an outline." msgstr "" "Panel tipo contenedor. Este contenedor se ajusta a los controles dentro del " "área delimitada de una caja de estilo. Es útil para dar a los controles un " "contorno." #: doc/classes/PanelContainer.xml msgid "The style of [PanelContainer]'s background." msgstr "El estilo del fondo de [PanelContainer]." #: doc/classes/PanoramaSky.xml #, fuzzy msgid "A type of [Sky] used to draw a background texture." msgstr "Un [Material] usado con [Sky] para dibujar una textura de fondo." #: doc/classes/PanoramaSky.xml #, fuzzy msgid "" "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. 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 " "equirectangular sky map." msgstr "" "Un recurso referenciado en un [Sky] que se utiliza para dibujar un fondo. El " "material del cielo panorama funciona de manera similar a los skyboxes de " "otros motores, excepto que utiliza un mapa del cielo equidireccional en " "lugar de un mapa cúbico.\n" "El uso de un panorama HDR es muy recomendable para obtener reflexiones " "precisas y de alta calidad. Godot soporta los formatos de imagen Radiance " "HDR ([code].hdr[/code]) y OpenEXR ([code].exr[/code]) para este propósito.\n" "Puedes usar [url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/" "cubemap_to_panorama.html]esta herramienta[/url] para convertir un mapa " "cúbico en un mapa celeste equirectangular." #: doc/classes/PanoramaSky.xml #, fuzzy msgid "[Texture] to be applied to the PanoramaSky." msgstr "[Texture2D] para ser aplicado al [PanoramaSkyMaterial]." #: doc/classes/ParallaxBackground.xml msgid "A node used to create a parallax scrolling background." msgstr "Un nodo usado para crear un fondo de desplazamiento de paralaje." #: doc/classes/ParallaxBackground.xml msgid "" "A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create " "a parallax effect. Each [ParallaxLayer] can move at a different speed using " "[member ParallaxLayer.motion_offset]. This creates an illusion of depth in a " "2D game. If not used with a [Camera2D], you must manually calculate the " "[member scroll_offset]." msgstr "" "Un ParallaxBackground utiliza uno o más nodos hijos [ParallaxLayer] para " "crear un efecto de paralaje. Cada [ParallaxLayer] puede moverse a una " "velocidad diferente usando el [member ParallaxLayer.motion_offset]. Esto " "crea una ilusión de profundidad en un juego 2D. Si no se usa con una " "[Camera2D], debes calcular manualmente el [member scroll_offset]." #: doc/classes/ParallaxBackground.xml msgid "The base position offset for all [ParallaxLayer] children." msgstr "" "El dezplazamiento de la posición base para todos los [ParallaxLayer] hijos." #: doc/classes/ParallaxBackground.xml msgid "The base motion scale for all [ParallaxLayer] children." msgstr "La escala de movimiento base para todos los [ParallaxLayer] hijos." #: doc/classes/ParallaxBackground.xml msgid "" "If [code]true[/code], elements in [ParallaxLayer] child aren't affected by " "the zoom level of the camera." msgstr "" "Si [code]true[/code], los elementos en el [ParallaxLayer] hijo no se ven " "afectados por el nivel de zoom de la cámara." #: doc/classes/ParallaxBackground.xml msgid "" "Top-left limits for scrolling to begin. If the camera is outside of this " "limit, the background will stop scrolling. Must be lower than [member " "scroll_limit_end] to work." msgstr "" "Límite de la parte superior izquierda para que comience el scrolling. Si la " "cámara está fuera de este límite, el fondo parará el scrolling. Debe ser " "inferior a [member scroll_limit_end] para que funcione." #: doc/classes/ParallaxBackground.xml msgid "" "Bottom-right limits for scrolling to end. If the camera is outside of this " "limit, the background will stop scrolling. Must be higher than [member " "scroll_limit_begin] to work." msgstr "" "Límites inferiores de la derecha para el scrolling finalice. Si la cámara " "está fuera de este límite, el fondo dejará de parará el scrolling. Debe ser " "más alto que [member scroll_limit_begin] para que funcione." #: doc/classes/ParallaxBackground.xml msgid "" "The ParallaxBackground's scroll value. Calculated automatically when using a " "[Camera2D], but can be used to manually manage scrolling when no camera is " "present." msgstr "" "El valor de scroll del Fondo de paralaje. Se calcula automáticamente cuando " "se usa una [Camera2D], pero puede usarse para manejar manualmente el " "scrolling cuando no hay ninguna cámara presente." #: doc/classes/ParallaxLayer.xml msgid "A parallax scrolling layer to be used with [ParallaxBackground]." msgstr "" "Una capa de scrolling de paralaje para ser usada con [ParallaxBackground]." #: doc/classes/ParallaxLayer.xml msgid "" "A ParallaxLayer must be the child of a [ParallaxBackground] node. Each " "ParallaxLayer can be set to move at different speeds relative to the camera " "movement or the [member ParallaxBackground.scroll_offset] value.\n" "This node's children will be affected by its scroll offset.\n" "[b]Note:[/b] Any changes to this node's position and scale made after it " "enters the scene will be ignored." msgstr "" "Una Capa de paralaje debe ser el hijo de un nodo [ParallaxBackground]. Cada " "ParallaxLayer puede ser configurado para moverse a diferentes velocidades " "relativas al movimiento de la cámara o al valor [member ParallaxBackground." "scroll_offset].\n" "Los hijos de este nodo se verán afectados por su desplazamiento.\n" "[b]Nota:[/b] Cualquier cambio en la posición y escala de este nodo realizado " "después de que entre en la escena será ignorado." #: doc/classes/ParallaxLayer.xml #, fuzzy msgid "" "The ParallaxLayer's [Texture] mirroring. Useful for creating an infinite " "scrolling background. If an axis is set to [code]0[/code], the [Texture] " "will not be mirrored." msgstr "" "El reflejo de la ParallaxLayer [Texture2D]. Es útil para crear un fondo de " "desplazamiento infinito. Si un eje se establece en [code]0[/code], la " "[Texture2D] no se reflejará." #: doc/classes/ParallaxLayer.xml msgid "" "The ParallaxLayer's offset relative to the parent ParallaxBackground's " "[member ParallaxBackground.scroll_offset]." msgstr "" "El desplazamiento de la ParallaxLayer en relación con el ParallaxBackground " "del padre [member ParallaxBackground.scroll_offset]." #: doc/classes/ParallaxLayer.xml msgid "" "Multiplies the ParallaxLayer's motion. If an axis is set to [code]0[/code], " "it will not scroll." msgstr "" "Multiplica el movimiento de la ParallaxLayer. Si un eje se establece en " "[code]0[/code], no se hará scroll." #: doc/classes/Particles.xml #, fuzzy msgid "GPU-based 3D particle emitter." msgstr "Emisor de partículas 3D que utiliza la CPU." #: doc/classes/Particles.xml msgid "" "3D particle node used to create a variety of particle systems and effects. " "[Particles] features an emitter that generates some number of particles at a " "given rate.\n" "Use the [code]process_material[/code] property to add a [ParticlesMaterial] " "to configure particle appearance and behavior. Alternatively, you can add a " "[ShaderMaterial] which will be applied to all particles.\n" "[b]Note:[/b] [Particles] only work when using the GLES3 renderer. If using " "the GLES2 renderer, use [CPUParticles] instead. You can convert [Particles] " "to [CPUParticles] by selecting the node, clicking the [b]Particles[/b] menu " "at the top of the 3D editor viewport then choosing [b]Convert to " "CPUParticles[/b].\n" "[b]Note:[/b] On macOS, [Particles] rendering is much slower than " "[CPUParticles] due to transform feedback being implemented on the CPU " "instead of the GPU. Consider using [CPUParticles] instead when targeting " "macOS.\n" "[b]Note:[/b] After working on a Particles node, remember to update its " "[member visibility_aabb] by selecting it, clicking the [b]Particles[/b] menu " "at the top of the 3D editor viewport then choose [b]Generate Visibility " "AABB[/b]. Otherwise, particles may suddenly disappear depending on the " "camera position and angle." msgstr "" #: doc/classes/Particles.xml msgid "Controlling thousands of fish with Particles" msgstr "" #: doc/classes/Particles.xml msgid "" "Returns the axis-aligned bounding box that contains all the particles that " "are active in the current frame." msgstr "" "Devuelve el cuadro delimitador alineado con el eje que contiene todas las " "partículas que están activas en el cuadro actual." #: doc/classes/Particles.xml msgid "Returns the [Mesh] that is drawn at index [code]pass[/code]." msgstr "Devuelve la [Mesh] que se dibuja en el índice [code]pass[/code]." #: doc/classes/Particles.xml msgid "Restarts the particle emission, clearing existing particles." msgstr "" "Reinicia la emisión de partículas, limpiando las partículas existentes." #: doc/classes/Particles.xml msgid "Sets the [Mesh] that is drawn at index [code]pass[/code]." msgstr "Establece la [Mesh] que se dibuja en el índice [code]pass[/code]." #: doc/classes/Particles.xml msgid "[Mesh] that is drawn for the first draw pass." msgstr "[Mesh] que se dibuja para el primer pase de dibujado." #: doc/classes/Particles.xml msgid "[Mesh] that is drawn for the second draw pass." msgstr "[Mesh] que se dibuja para el segundo pase de dibujado." #: doc/classes/Particles.xml msgid "[Mesh] that is drawn for the third draw pass." msgstr "[Mesh] que se dibuja para el tercer pase de dibujado." #: doc/classes/Particles.xml msgid "[Mesh] that is drawn for the fourth draw pass." msgstr "[Mesh] que se dibuja para el cuarto pase de dibujado." #: doc/classes/Particles.xml msgid "The number of draw passes when rendering particles." msgstr "El número de pases de dibujado cuando se renderizan las partículas." #: doc/classes/Particles.xml msgid "" "Time ratio between each emission. If [code]0[/code], particles are emitted " "continuously. If [code]1[/code], all particles are emitted simultaneously." msgstr "" "Ratio de tiempo entre cada emisión. Si [code]0[/code], las partículas se " "emiten continuamente. Si [code]1[/code], todas las partículas se emiten " "simultáneamente." #: doc/classes/Particles.xml msgid "" "If [code]true[/code], only [code]amount[/code] particles will be emitted." msgstr "" "Si [code]true[/code], sólo se emitirán partículas de [code]amount[/code]." #: doc/classes/Particles.xml msgid "" "Amount of time to preprocess the particles before animation starts. Lets you " "start the animation some time after particles have started emitting." msgstr "" "Cantidad de tiempo para preprocesar las partículas antes de que comience la " "animación. Te permite iniciar la animación un tiempo después de que las " "partículas hayan empezado a emitir." #: doc/classes/Particles.xml doc/classes/Particles2D.xml msgid "" "[Material] for processing particles. Can be a [ParticlesMaterial] or a " "[ShaderMaterial]." msgstr "" "[Material] para procesar partículas. Puede ser un [ParticlesMaterial] o un " "[ShaderMaterial]." #: doc/classes/Particles.xml msgid "Emission randomness ratio." msgstr "Ratio de aleatoriedad de las emisiones." #: doc/classes/Particles.xml msgid "" "Speed scaling ratio. A value of [code]0[/code] can be used to pause the " "particles." msgstr "" "Relación de escala de velocidad. Un valor de [code]0[/code] puede ser usado " "para pausar las partículas." #: doc/classes/Particles.xml msgid "" "The [AABB] that determines the node's region which needs to be visible on " "screen for the particle system to be active.\n" "Grow the box if particles suddenly appear/disappear when the node enters/" "exits the screen. The [AABB] can be grown via code or with the [b]Particles " "→ Generate AABB[/b] editor tool.\n" "[b]Note:[/b] If the [ParticlesMaterial] in use is configured to cast " "shadows, you may want to enlarge this AABB to ensure the shadow is updated " "when particles are off-screen." msgstr "" #: doc/classes/Particles.xml msgid "Maximum number of draw passes supported." msgstr "Número máximo de pases de dibujado soportados." #: doc/classes/Particles2D.xml #, fuzzy msgid "GPU-based 2D particle emitter." msgstr "Emisor de partículas 2D basado en la CPU." #: doc/classes/Particles2D.xml msgid "" "2D particle node used to create a variety of particle systems and effects. " "[Particles2D] features an emitter that generates some number of particles at " "a given rate.\n" "Use the [code]process_material[/code] property to add a [ParticlesMaterial] " "to configure particle appearance and behavior. Alternatively, you can add a " "[ShaderMaterial] which will be applied to all particles.\n" "[b]Note:[/b] [Particles2D] only work when using the GLES3 renderer. If using " "the GLES2 renderer, use [CPUParticles2D] instead. You can convert " "[Particles2D] to [CPUParticles2D] by selecting the node, clicking the " "[b]Particles[/b] menu at the top of the 2D editor viewport then choosing " "[b]Convert to CPUParticles2D[/b].\n" "[b]Note:[/b] On macOS, [Particles2D] rendering is much slower than " "[CPUParticles2D] due to transform feedback being implemented on the CPU " "instead of the GPU. Consider using [CPUParticles2D] instead when targeting " "macOS.\n" "[b]Note:[/b] After working on a Particles node, remember to update its " "[member visibility_rect] by selecting it, clicking the [b]Particles[/b] menu " "at the top of the 2D editor viewport then choose [b]Generate Visibility " "Rect[/b]. Otherwise, particles may suddenly disappear depending on the " "camera position and angle.\n" "[b]Note:[/b] Unlike [CPUParticles2D], [Particles2D] currently ignore the " "texture region defined in [AtlasTexture]s." msgstr "" #: doc/classes/Particles2D.xml msgid "Particle systems (2D)" msgstr "" #: doc/classes/Particles2D.xml msgid "2D Particles Demo" msgstr "" #: doc/classes/Particles2D.xml msgid "" "2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the " "player)" msgstr "" #: doc/classes/Particles2D.xml msgid "Returns a rectangle containing the positions of all existing particles." msgstr "" "Devuelve un rectángulo que contiene las posiciones de todas las partículas " "existentes." #: doc/classes/Particles2D.xml msgid "Restarts all the existing particles." msgstr "Reinicia todas las partículas existentes." #: doc/classes/Particles2D.xml msgid "" "The [Rect2] that determines the node's region which needs to be visible on " "screen for the particle system to be active.\n" "Grow the rect if particles suddenly appear/disappear when the node enters/" "exits the screen. The [Rect2] can be grown via code or with the [b]Particles " "→ Generate Visibility Rect[/b] editor tool." msgstr "" #: doc/classes/ParticlesMaterial.xml #, fuzzy msgid "Particle properties for [Particles] and [Particles2D] nodes." msgstr "" "Propiedades de las partículas para los nodos [GPUParticles] y " "[GPUParticles2D]." #: doc/classes/ParticlesMaterial.xml #, fuzzy msgid "" "ParticlesMaterial defines particle properties and behavior. It is used in " "the [code]process_material[/code] of [Particles] and [Particles2D] emitter " "nodes.\n" "Some of this material's properties are applied to each particle when " "emitted, while others can have a [CurveTexture] applied to vary values over " "the lifetime of the particle.\n" "When a randomness ratio is applied to a property it is used to scale that " "property by a random amount. The random ratio is used to interpolate between " "[code]1.0[/code] and a random number less than one, the result is multiplied " "by the property to obtain the randomized property. For example a random " "ratio of [code]0.4[/code] would scale the original property between " "[code]0.4-1.0[/code] of its original value." msgstr "" "ParticlesMaterial define las propiedades y el comportamiento de las " "partículas. Se utiliza en el [code]process_material[/code] de los nodos " "emisores [GPUParticles] y [GPUParticles2D].\n" "Algunas de las propiedades de este material se aplican a cada partícula " "cuando se emite, mientras que otras pueden tener una [CurveTexture] aplicada " "para variar los valores a lo largo de la vida de la partícula.\n" "Cuando se aplica una relación de aleatoriedad a una propiedad se utiliza " "para escalar esa propiedad en una cantidad aleatoria. La razón de " "aleatoriedad se utiliza para interpolar entre [code]1.0[/code] y un número " "aleatorio menor que uno, el resultado se multiplica por la propiedad para " "obtener la propiedad aleatoria. Por ejemplo, una proporción aleatoria de " "[code]0,4[/code] escalaría la propiedad original entre [code]0,4-1,0[/code] " "de su valor original." #: doc/classes/ParticlesMaterial.xml msgid "Returns [code]true[/code] if the specified flag is enabled." msgstr "Devuelve [code]true[/code] si la bandera especificada está activada." #: doc/classes/ParticlesMaterial.xml msgid "Returns the randomness ratio associated with the specified parameter." msgstr "Devuelve el índice de aleatoriedad asociado al parámetro especificado." #: doc/classes/ParticlesMaterial.xml #, fuzzy msgid "Returns the [Texture] used by the specified parameter." msgstr "Devuelve la [Texture2D] utilizada por el parámetro especificado." #: doc/classes/ParticlesMaterial.xml msgid "" "If [code]true[/code], enables the specified flag. See [enum Flags] for " "options." msgstr "" "Si [code]true[/code], activa la bandera especificada. Véase [enum Flags] " "para las opciones." #: doc/classes/ParticlesMaterial.xml msgid "Sets the specified [enum Parameter]." msgstr "Establece el [enum Parameter] especificado." #: doc/classes/ParticlesMaterial.xml msgid "Sets the randomness ratio for the specified [enum Parameter]." msgstr "" "Establece el índice de aleatoriedad para el [enum Parameter] especificado." #: doc/classes/ParticlesMaterial.xml #, fuzzy msgid "Sets the [Texture] for the specified [enum Parameter]." msgstr "Establece la [Texture2D] para el [enum Parameter] especificado." #: doc/classes/ParticlesMaterial.xml #, fuzzy msgid "" "Initial rotation applied to each particle, in degrees.\n" "[b]Note:[/b] Only applied when [member flag_disable_z] or [member " "flag_rotate_y] are [code]true[/code] or the [SpatialMaterial] being used to " "draw the particle is using [constant SpatialMaterial.BILLBOARD_PARTICLES]." msgstr "" "Rotación inicial aplicada a cada partícula, en grados.\n" "Sólo se aplica cuando [member flag_disable_z] o [member flag_rotate_y] son " "[code]true[/code] o el [MaterialBase] que se usa para dibujar la partícula " "está usando [constant SpatialMaterial.BILLBOARD_PARTICLES]." #: doc/classes/ParticlesMaterial.xml msgid "Each particle's rotation will be animated along this [CurveTexture]." msgstr "" "La rotación de cada partícula será animada a lo largo de esta [CurveTexture]." #: doc/classes/ParticlesMaterial.xml #, fuzzy msgid "" "Initial angular velocity applied to each particle in [i]degrees[/i] per " "second. Sets the speed of rotation of the particle.\n" "[b]Note:[/b] Only applied when [member flag_disable_z] or [member " "flag_rotate_y] are [code]true[/code] or the [SpatialMaterial] being used to " "draw the particle is using [constant SpatialMaterial.BILLBOARD_PARTICLES]." msgstr "" "Velocidad angular inicial aplicada a cada partícula. Establece la velocidad " "de rotación de la partícula.\n" "Sólo se aplica cuando [member flag_disable_z] o [member flag_rotate_y] son " "[code]true[/code] o el [BaseMaterial] que se usa para dibujar la partícula " "está usando [constant BaseMaterial3D.BILLBOARD_PARTICLES]." #: doc/classes/ParticlesMaterial.xml msgid "Each particle's angular velocity will vary along this [CurveTexture]." msgstr "" "La velocidad angular de cada partícula variará a lo largo de esta " "[CurveTexture]." #: doc/classes/ParticlesMaterial.xml msgid "Each particle's animation offset will vary along this [CurveTexture]." msgstr "" "El desplazamiento de la animación de cada partícula variará a lo largo de " "esta [CurveTexture]." #: doc/classes/ParticlesMaterial.xml msgid "Each particle's animation speed will vary along this [CurveTexture]." msgstr "" "La velocidad de animación de cada partícula variará a lo largo de esta " "[CurveTexture]." #: doc/classes/ParticlesMaterial.xml #, fuzzy msgid "" "Each particle's initial color. If the [Particles2D]'s [code]texture[/code] " "is defined, it will be multiplied by this color. To have particle display " "color in a [SpatialMaterial] make sure to set [member SpatialMaterial." "vertex_color_use_as_albedo] to [code]true[/code]." msgstr "" "El color inicial de cada partícula. Si se define la [GPUParticles2D] de " "[code]texture[/code], se multiplicará por este color. Para que una partícula " "muestre el color en un [MaterialBase] asegúrese de establecer el [member " "SpatialMaterial.vertex_color_use_as_albedo] en [code]true[/code]." #: doc/classes/ParticlesMaterial.xml msgid "Damping will vary along this [CurveTexture]." msgstr "La amortiguación variará a lo largo de esta [CurveTexture]." #: doc/classes/ParticlesMaterial.xml msgid "" "The box's extents if [code]emission_shape[/code] is set to [constant " "EMISSION_SHAPE_BOX]." msgstr "" "La extensión de la caja si [code]emission_shape[/code] se fija en [constant " "EMISSION_SHAPE_BOX]." #: doc/classes/ParticlesMaterial.xml msgid "" "Particle color will be modulated by color determined by sampling this " "texture at the same point as the [member emission_point_texture]." msgstr "" "El color de las partículas será modulado por el color determinado por el " "muestreo de esta textura en el mismo punto que la [member " "emission_point_texture]." #: doc/classes/ParticlesMaterial.xml msgid "" "Particle velocity and rotation will be set by sampling this texture at the " "same point as the [member emission_point_texture]. Used only in [constant " "EMISSION_SHAPE_DIRECTED_POINTS]. Can be created automatically from mesh or " "node by selecting \"Create Emission Points from Mesh/Node\" under the " "\"Particles\" tool in the toolbar." msgstr "" "La velocidad y la rotación de las partículas se fijarán mediante el muestreo " "de esta textura en el mismo punto que la [member emission_point_texture]. Se " "utiliza sólo en [constant EMISSION_SHAPE_DIRECTED_POINTS]. Se puede crear " "automáticamente a partir de la malla o del nodo seleccionando \"Crear puntos " "de emisión a partir de la malla o del nodo\" en la herramienta " "\"Partículas\" de la barra de herramientas." #: doc/classes/ParticlesMaterial.xml msgid "" "The number of emission points if [code]emission_shape[/code] is set to " "[constant EMISSION_SHAPE_POINTS] or [constant " "EMISSION_SHAPE_DIRECTED_POINTS]." msgstr "" "El número de puntos de emisión si [code]emission_shape[/code] se fija en " "[constant EMISSION_SHAPE_POINTS] o [constant EMISSION_SHAPE_DIRECTED_POINTS]." #: doc/classes/ParticlesMaterial.xml msgid "" "Particles will be emitted at positions determined by sampling this texture " "at a random position. Used with [constant EMISSION_SHAPE_POINTS] and " "[constant EMISSION_SHAPE_DIRECTED_POINTS]. Can be created automatically from " "mesh or node by selecting \"Create Emission Points from Mesh/Node\" under " "the \"Particles\" tool in the toolbar." msgstr "" "Las partículas se emitirán en posiciones determinadas por el muestreo de " "esta textura en una posición aleatoria. Se utiliza con [constant " "EMISSION_SHAPE_POINTS] y [constant EMISSION_SHAPE_DIRECTED_POINTS]. Se puede " "crear automáticamente a partir de la malla o del nodo seleccionando \"Crear " "puntos de emisión a partir de la malla o del nodo\" en la herramienta " "\"Partículas\" de la barra de herramientas." #: doc/classes/ParticlesMaterial.xml #, fuzzy msgid "" "The axis of the ring when using the emitter [constant EMISSION_SHAPE_RING]." msgstr "" "El radio de la esfera si [enum EmissionShape] se fija en [constant " "EMISSION_SHAPE_SPHERE]." #: doc/classes/ParticlesMaterial.xml #, fuzzy msgid "" "The height of the ring when using the emitter [constant EMISSION_SHAPE_RING]." msgstr "" "El radio de la esfera si [enum EmissionShape] se fija en [constant " "EMISSION_SHAPE_SPHERE]." #: doc/classes/ParticlesMaterial.xml #, fuzzy msgid "" "The inner radius of the ring when using the emitter [constant " "EMISSION_SHAPE_RING]." msgstr "" "El radio de la esfera si [enum EmissionShape] se fija en [constant " "EMISSION_SHAPE_SPHERE]." #: doc/classes/ParticlesMaterial.xml #, fuzzy msgid "" "The radius of the ring when using the emitter [constant EMISSION_SHAPE_RING]." msgstr "" "El radio de la esfera si [member emission_shape] se fija en [constant " "EMISSION_SHAPE_SPHERE]." #: doc/classes/ParticlesMaterial.xml msgid "" "Particles will be emitted inside this region. Use [enum EmissionShape] " "constants for values." msgstr "" "Se emitirán partículas dentro de esta región. Use las constantes [enum " "EmissionShape] para los valores." #: doc/classes/ParticlesMaterial.xml msgid "" "The sphere's radius if [code]emission_shape[/code] is set to [constant " "EMISSION_SHAPE_SPHERE]." msgstr "" "El radio de la esfera si [code]emission_shape[/code] se fija en [constant " "EMISSION_SHAPE_SPHERE]." #: doc/classes/ParticlesMaterial.xml #, fuzzy msgid "Amount of [member spread] along the Y axis." msgstr "Número de bucles de borde extra insertados a lo largo del eje Y." #: doc/classes/ParticlesMaterial.xml msgid "Each particle's hue will vary along this [CurveTexture]." msgstr "El tono de cada partícula variará a lo largo de esta [CurveTexture]." #: doc/classes/ParticlesMaterial.xml msgid "" "Each particle's linear acceleration will vary along this [CurveTexture]." msgstr "" "La aceleración lineal de cada partícula variará a lo largo de esta " "[CurveTexture]." #: doc/classes/ParticlesMaterial.xml #, fuzzy msgid "" "Orbital velocity applied to each particle. Makes the particles circle around " "origin. Specified in number of full rotations around origin per second.\n" "[b]Note:[/b] Only available when [member flag_disable_z] is [code]true[/" "code]." msgstr "" "Velocidad orbital aplicada a cada partícula. Hace que las partículas giren " "alrededor de su origen. Especificada en el número de rotaciones completas " "alrededor del origen por segundo.\n" "Sólo disponible cuando [flag_disable_z] es [code]true[/code]." #: doc/classes/ParticlesMaterial.xml msgid "Each particle's orbital velocity will vary along this [CurveTexture]." msgstr "" "La velocidad orbital de cada partícula variará a lo largo de esta " "[CurveTexture]." #: doc/classes/ParticlesMaterial.xml msgid "" "Each particle's radial acceleration will vary along this [CurveTexture]." msgstr "" "La aceleración radial de cada partícula variará a lo largo de esta " "[CurveTexture]." #: doc/classes/ParticlesMaterial.xml msgid "Each particle's scale will vary along this [CurveTexture]." msgstr "La escala de cada partícula variará a lo largo de esta [CurveTexture]." #: doc/classes/ParticlesMaterial.xml msgid "" "Each particle's tangential acceleration will vary along this [CurveTexture]." msgstr "" "La aceleración tangencial de cada partícula variará a lo largo de esta " "[CurveTexture]." #: doc/classes/ParticlesMaterial.xml msgid "Trail particles' color will vary along this [GradientTexture]." msgstr "" "El color de las partículas de rastro variará a lo largo de esta " "[GradientTexture]." #: doc/classes/ParticlesMaterial.xml msgid "" "Emitter will emit [code]amount[/code] divided by [code]trail_divisor[/code] " "particles. The remaining particles will be used as trail(s)." msgstr "" "El emisor emitirá [code]amount[/code] dividido por [code]trail_divisor[/" "code] partículas. Las partículas restantes se utilizarán como rastro(s)." #: doc/classes/ParticlesMaterial.xml msgid "Trail particles' size will vary along this [CurveTexture]." msgstr "" "El tamaño de las partículas del rastro variará a lo largo de esta " "[CurveTexture]." #: doc/classes/ParticlesMaterial.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set initial velocity properties." msgstr "" "Utilízalo con [method set_param], [method set_param_randomness], y [method " "set_param_texture] para establecer las propiedades iniciales de la velocidad." #: doc/classes/ParticlesMaterial.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set angular velocity properties." msgstr "" "Usar con [method set_param], [method set_param_randomness], y [method " "set_param_texture] para establecer las propiedades de la velocidad angular." #: doc/classes/ParticlesMaterial.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set orbital velocity properties." msgstr "" "Usar con [method set_param], [method set_param_randomness], y [method " "set_param_texture] para establecer las propiedades de la velocidad orbital." #: doc/classes/ParticlesMaterial.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set linear acceleration properties." msgstr "" "Utilízalo con [method set_param], [method set_param_randomness], y [method " "set_param_texture] para establecer las propiedades de la aceleración lineal." #: doc/classes/ParticlesMaterial.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set radial acceleration properties." msgstr "" "Usar con [method set_param], [method set_param_randomness], y [method " "set_param_texture] para establecer las propiedades de la aceleración radial." #: doc/classes/ParticlesMaterial.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set tangential acceleration properties." msgstr "" "Usar con [method set_param], [method set_param_randomness], y [method " "set_param_texture] para establecer las propiedades de la aceleración " "tangencial." #: doc/classes/ParticlesMaterial.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set damping properties." msgstr "" "Usar con [method set_param], [method set_param_randomness], y [method " "set_param_texture] para establecer las propiedades de amortiguación." #: doc/classes/ParticlesMaterial.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set angle properties." msgstr "" "Utilízalo con [method set_param], [method set_param_randomness], y [method " "set_param_texture] para establecer las propiedades de los ángulos." #: doc/classes/ParticlesMaterial.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set scale properties." msgstr "" "Utilízalo con [method set_param], [method set_param_randomness], y [method " "set_param_texture] para establecer las propiedades de la escala." #: doc/classes/ParticlesMaterial.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set hue variation properties." msgstr "" "Utilízalo con [method set_param], [method set_param_randomness], y [method " "set_param_texture] para establecer las propiedades de la variación del tono." #: doc/classes/ParticlesMaterial.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set animation speed properties." msgstr "" "Utilízalo con [method set_param], [method set_param_randomness], y [method " "set_param_texture] para establecer las propiedades de velocidad de la " "animación." #: doc/classes/ParticlesMaterial.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set animation offset properties." msgstr "" "Utilízalo con [method set_param], [method set_param_randomness], y [method " "set_param_texture] para establecer las propiedades de desplazamiento de la " "animación." #: doc/classes/ParticlesMaterial.xml msgid "Use with [method set_flag] to set [member flag_align_y]." msgstr "Usar con [method set_flag] para establecer [member flag_align_y]." #: doc/classes/ParticlesMaterial.xml msgid "Use with [method set_flag] to set [member flag_rotate_y]." msgstr "Usar con [method set_flag] para establecer [member flag_rotate_y]." #: doc/classes/ParticlesMaterial.xml msgid "Use with [method set_flag] to set [member flag_disable_z]." msgstr "Usar con [method set_flag] para establecer [member flag_disable_z]." #: doc/classes/ParticlesMaterial.xml msgid "" "Particles will be emitted at a position determined by sampling a random " "point on the [member emission_point_texture]. Particle color will be " "modulated by [member emission_color_texture]." msgstr "" "Las partículas se emitirán en una posición determinada por el muestreo de un " "punto aleatorio en la [member emission_point_texture]. El color de las " "partículas será modulado por [member emission_color_texture]." #: doc/classes/ParticlesMaterial.xml msgid "" "Particles will be emitted at a position determined by sampling a random " "point on the [member emission_point_texture]. Particle velocity and rotation " "will be set based on [member emission_normal_texture]. Particle color will " "be modulated by [member emission_color_texture]." msgstr "" "Las partículas se emitirán en una posición determinada por el muestreo de un " "punto aleatorio en la [member emission_point_texture]. La velocidad y la " "rotación de las partículas se fijarán en base a [member " "emission_normal_texture]. El color de las partículas será modulado por " "[member emission_color_texture]." #: doc/classes/Path.xml #, fuzzy msgid "Contains a [Curve3D] path for [PathFollow] nodes to follow." msgstr "Contiene un camino [Curve3D] para que los nodos [PathFollow] lo sigan." #: doc/classes/Path.xml #, fuzzy msgid "" "Can have [PathFollow] child nodes moving along the [Curve3D]. See " "[PathFollow] for more information on the usage.\n" "Note that the path is considered as relative to the moved nodes (children of " "[PathFollow]). As such, the curve should usually start with a zero vector " "[code](0, 0, 0)[/code]." msgstr "" "Puede tener nodos hijos [PathFollow] moviéndose a lo largo de la [Curve3D]. " "Vea [PathFollow] para más información sobre el uso.\n" "Tenga en cuenta que la ruta se considera relativa a los nodos movidos (hijos " "de [PathFollow]). Como tal, la curva debería comenzar normalmente con un " "vector cero [code](0, 0, 0)[/code]." #: doc/classes/Path.xml msgid "A [Curve3D] describing the path." msgstr "Una [Curve3D] que describe el camino." #: doc/classes/Path.xml msgid "Emitted when the [member curve] changes." msgstr "Emitida cuando la [member curve] cambia." #: doc/classes/Path2D.xml msgid "Contains a [Curve2D] path for [PathFollow2D] nodes to follow." msgstr "" "Contiene un camino [Curve2D] para que los nodos [PathFollow2D] lo sigan." #: doc/classes/Path2D.xml msgid "" "Can have [PathFollow2D] child nodes moving along the [Curve2D]. See " "[PathFollow2D] for more information on usage.\n" "[b]Note:[/b] The path is considered as relative to the moved nodes (children " "of [PathFollow2D]). As such, the curve should usually start with a zero " "vector ([code](0, 0)[/code])." msgstr "" "Puede tener nodos infantiles [PathFollow2D] moviéndose a lo largo de la " "[Curve2D]. Vea [PathFollow2D] para más información sobre el uso.\n" "[b]Nota:[/b] La trayectoria se considera relativa a los nodos movidos (hijos " "de [PathFollow2D]). Como tal, la curva debería comenzar normalmente con un " "vector cero ([code](0, 0)[/code])." #: doc/classes/Path2D.xml msgid "A [Curve2D] describing the path." msgstr "Una [Curve2D] que describe el camino." #: doc/classes/PathFollow.xml #, fuzzy msgid "Point sampler for a [Path]." msgstr "Una muestra de puntos para un [Path2D]." #: doc/classes/PathFollow.xml #, fuzzy msgid "" "This node takes its parent [Path], and returns the coordinates of a point " "within it, given a distance from the first vertex.\n" "It is useful for making other nodes follow a path, without coding the " "movement pattern. For that, the nodes must be children of this node. The " "descendant nodes will then move accordingly when setting an offset in this " "node." msgstr "" "Este nodo toma su padre [Path2D], y devuelve las coordenadas de un punto " "dentro de él, dada una distancia del primer vértice.\n" "Es útil para hacer que otros nodos sigan un camino, sin codificar el patrón " "de movimiento. Para ello, los nodos deben ser hijos de este nodo. Los nodos " "descendientes se moverán en consecuencia cuando se establezca un " "desplazamiento en este nodo." #: doc/classes/PathFollow.xml #, fuzzy msgid "" "If [code]true[/code], the position between two cached points is interpolated " "cubically, and linearly otherwise.\n" "The points along the [Curve3D] of the [Path] are precomputed before use, for " "faster calculations. The point at the requested offset is then calculated " "interpolating between two adjacent cached points. This may present a problem " "if the curve makes sharp turns, as the cached points may not follow the " "curve closely enough.\n" "There are two answers to this problem: either increase the number of cached " "points and increase memory consumption, or make a cubic interpolation " "between two points at the cost of (slightly) slower calculations." msgstr "" "Si [code]true[/code], la posición entre dos puntos cacheados se interpola " "cúbicamente, y linealmente en caso contrario.\n" "Los puntos a lo largo de la [Curve3D] del [Path] se precalculan antes de su " "uso, para cálculos más rápidos. El punto en el desplazamiento solicitado se " "calcula entonces interpolando entre dos puntos cacheados adyacentes. Esto " "puede presentar un problema si la curva hace giros bruscos, ya que los " "puntos cacheados pueden no seguir la curva lo suficientemente cerca.\n" "Hay dos respuestas a este problema: o bien aumentar el número de puntos " "cacheados y aumentar el consumo de memoria, o bien hacer una interpolación " "cúbica entre dos puntos a costa de cálculos (ligeramente) más lentos." #: doc/classes/PathFollow.xml doc/classes/PathFollow2D.xml msgid "The node's offset along the curve." msgstr "El nodo está desplazado a lo largo de la curva." #: doc/classes/PathFollow.xml doc/classes/PathFollow2D.xml msgid "" "If [code]true[/code], any offset outside the path's length will wrap around, " "instead of stopping at the ends. Use it for cyclic paths." msgstr "" "Si [code]true[/code], cualquier desplazamiento fuera de la longitud del " "camino se envolverá, en lugar de detenerse en los extremos. Úsalo para los " "caminos cíclicos." #: doc/classes/PathFollow.xml msgid "" "The distance from the first vertex, measured in 3D units along the path. " "This sets this node's position to a point within the path." msgstr "" "La distancia desde el primer vértice, medida en unidades 3D a lo largo del " "camino. Esto establece la posición de este nodo en un punto dentro del " "camino." #: doc/classes/PathFollow.xml msgid "" "Allows or forbids rotation on one or more axes, depending on the [enum " "RotationMode] constants being used." msgstr "" "Permite o prohíbe la rotación en uno o más ejes, dependiendo de las " "constantes [enum RotationMode] que se utilicen." #: doc/classes/PathFollow.xml msgid "" "The distance from the first vertex, considering 0.0 as the first vertex and " "1.0 as the last. This is just another way of expressing the offset within " "the path, as the offset supplied is multiplied internally by the path's " "length." msgstr "" "La distancia desde el primer vértice, considerando 0,0 como el primer " "vértice y 1,0 como el último. Esta es sólo otra forma de expresar el " "desplazamiento dentro de la ruta, ya que el desplazamiento suministrado se " "multiplica internamente por la longitud de la ruta." #: doc/classes/PathFollow.xml doc/classes/PathFollow2D.xml msgid "The node's offset perpendicular to the curve." msgstr "El nodo está desplazado perpendicularmente a la curva." #: doc/classes/PathFollow.xml #, fuzzy msgid "Forbids the PathFollow to rotate." msgstr "Prohíbe que PathFollow3D rote." #: doc/classes/PathFollow.xml #, fuzzy msgid "Allows the PathFollow to rotate in the Y axis only." msgstr "Permite que PathFollow3D rote sólo en el eje Y." #: doc/classes/PathFollow.xml #, fuzzy msgid "Allows the PathFollow to rotate in both the X, and Y axes." msgstr "Permite que PathFollow3D rote en los ejes X e Y." #: doc/classes/PathFollow.xml #, fuzzy msgid "Allows the PathFollow to rotate in any axis." msgstr "Permite que PathFollow3D rote en cualquier eje." #: doc/classes/PathFollow.xml #, fuzzy msgid "" "Uses the up vector information in a [Curve3D] to enforce orientation. This " "rotation mode requires the [Path]'s [member Curve3D.up_vector_enabled] " "property to be set to [code]true[/code]." msgstr "" "Utiliza la información del vector ascendente en una [Curve3D] para reforzar " "la orientación. Este modo de rotación requiere que la propiedad [member " "Curve3D.up_vector_enabled] de [Path] se establezca en [code]true[/code]." #: doc/classes/PathFollow2D.xml msgid "Point sampler for a [Path2D]." msgstr "Una muestra de puntos para un [Path2D]." #: doc/classes/PathFollow2D.xml msgid "" "This node takes its parent [Path2D], and returns the coordinates of a point " "within it, given a distance from the first vertex.\n" "It is useful for making other nodes follow a path, without coding the " "movement pattern. For that, the nodes must be children of this node. The " "descendant nodes will then move accordingly when setting an offset in this " "node." msgstr "" "Este nodo toma su padre [Path2D], y devuelve las coordenadas de un punto " "dentro de él, dada una distancia del primer vértice.\n" "Es útil para hacer que otros nodos sigan un camino, sin codificar el patrón " "de movimiento. Para ello, los nodos deben ser hijos de este nodo. Los nodos " "descendientes se moverán en consecuencia cuando se establezca un " "desplazamiento en este nodo." #: doc/classes/PathFollow2D.xml msgid "" "If [code]true[/code], the position between two cached points is interpolated " "cubically, and linearly otherwise.\n" "The points along the [Curve2D] of the [Path2D] are precomputed before use, " "for faster calculations. The point at the requested offset is then " "calculated interpolating between two adjacent cached points. This may " "present a problem if the curve makes sharp turns, as the cached points may " "not follow the curve closely enough.\n" "There are two answers to this problem: either increase the number of cached " "points and increase memory consumption, or make a cubic interpolation " "between two points at the cost of (slightly) slower calculations." msgstr "" "Si [code]true[/code], la posición entre dos puntos cacheados se interpola " "cúbicamente, y linealmente en caso contrario.\n" "Los puntos a lo largo de la [Curve2D] del [Path2D] se precalculan antes de " "su uso, para cálculos más rápidos. El punto en el desplazamiento solicitado " "se calcula entonces interpolando entre dos puntos cacheados adyacentes. Esto " "puede presentar un problema si la curva hace giros bruscos, ya que los " "puntos cacheados pueden no seguir la curva lo suficientemente cerca.\n" "Hay dos respuestas a este problema: o bien aumentar el número de puntos " "cacheados y aumentar el consumo de memoria, o bien hacer una interpolación " "cúbica entre dos puntos a costa de cálculos (ligeramente) más lentos." #: doc/classes/PathFollow2D.xml msgid "" "How far to look ahead of the curve to calculate the tangent if the node is " "rotating. E.g. shorter lookaheads will lead to faster rotations." msgstr "" "Cuánto hay que mirar por delante de la curva para calcular la tangente si el " "nodo está rotando. Por ejemplo, miradas hacia delante más cortas llevarán a " "rotaciones más rápidas." #: doc/classes/PathFollow2D.xml msgid "The distance along the path in pixels." msgstr "La distancia a lo largo del camino en píxeles." #: doc/classes/PathFollow2D.xml msgid "" "If [code]true[/code], this node rotates to follow the path, making its " "descendants rotate." msgstr "" "Si [code]true[/code], este nodo rota para seguir el camino, haciendo que sus " "descendientes roten." #: doc/classes/PathFollow2D.xml msgid "" "The distance along the path as a number in the range 0.0 (for the first " "vertex) to 1.0 (for the last). This is just another way of expressing the " "offset within the path, as the offset supplied is multiplied internally by " "the path's length." msgstr "" "La distancia a lo largo del camino como un número en el rango de 0,0 (para " "el primer vértice) a 1,0 (para el último). Esta es sólo otra forma de " "expresar el desplazamiento dentro del camino, ya que el desplazamiento " "suministrado se multiplica internamente por la longitud del camino." #: doc/classes/PCKPacker.xml msgid "Creates packages that can be loaded into a running project." msgstr "Crea paquetes que pueden ser cargados en un proyecto en curso." #: doc/classes/PCKPacker.xml msgid "" "The [PCKPacker] is used to create packages that can be loaded into a running " "project using [method ProjectSettings.load_resource_pack].\n" "[codeblock]\n" "var packer = PCKPacker.new()\n" "packer.pck_start(\"test.pck\")\n" "packer.add_file(\"res://text.txt\", \"text.txt\")\n" "packer.flush()\n" "[/codeblock]\n" "The above [PCKPacker] creates package [code]test.pck[/code], then adds a " "file named [code]text.txt[/code] at the root of the package." msgstr "" "El [PCKPacker] se utiliza para crear paquetes que pueden ser cargados en un " "proyecto en ejecución utilizando el [method ProjectSettings." "load_resource_pack].\n" "[codeblock]\n" "var packer = PCKPacker.new()\n" "packer.pck_start(\"test.pck\")\n" "packer.add_file(\"res://texto.txt\", \"texto.txt\")\n" "packer.flush()\n" "[/codeblock]\n" "El anterior [PCKPacker] crea el paquete [code]test.pck[/code], y luego " "agrega un archivo llamado [code]text.txt[/code] en la raíz del paquete." #: doc/classes/PCKPacker.xml msgid "" "Adds the [code]source_path[/code] file to the current PCK package at the " "[code]pck_path[/code] internal path (should start with [code]res://[/code])." msgstr "" "Añade el archivo [code]source_path[/code] al paquete PCK actual en la ruta " "interna [code]pck_path[/code] (debe comenzar con [code]res://[/code])." #: doc/classes/PCKPacker.xml msgid "" "Writes the files specified using all [method add_file] calls since the last " "flush. If [code]verbose[/code] is [code]true[/code], a list of files added " "will be printed to the console for easier debugging." msgstr "" "Escribe los archivos especificados usando todas las llamadas a [method " "add_file] desde la última descarga. Si [code]verbose[/code] es [code]true[/" "code], se imprimirá una lista de los archivos añadidos en la consola para " "facilitar la depuración." #: doc/classes/PCKPacker.xml msgid "" "Creates a new PCK file with the name [code]pck_name[/code]. The [code].pck[/" "code] file extension isn't added automatically, so it should be part of " "[code]pck_name[/code] (even though it's not required)." msgstr "" "Crea un nuevo archivo PCK con el nombre [code]pck_name[/code]. La extensión " "del archivo [code].pck[/code] no se añade automáticamente, por lo que debe " "formar parte de [code]pck_name[/code] (aunque no es obligatorio)." #: doc/classes/Performance.xml msgid "Exposes performance-related data." msgstr "Expone los datos relacionados con el rendimiento." #: doc/classes/Performance.xml #, fuzzy msgid "" "This class provides access to a number of different monitors related to " "performance, such as memory usage, draw calls, and FPS. These are the same " "as the values displayed in the [b]Monitor[/b] tab in the editor's " "[b]Debugger[/b] panel. By using the [method get_monitor] method of this " "class, you can access this data from your code.\n" "[b]Note:[/b] A few of these monitors are only available in debug mode and " "will always return 0 when used in a release build.\n" "[b]Note:[/b] Many of these monitors are not updated in real-time, so there " "may be a short delay between changes." msgstr "" "Esta clase proporciona acceso a una serie de diferentes monitores " "relacionados con el rendimiento, como el uso de la memoria, las llamadas de " "sorteo y el fotogramas por segundo. Estos son los mismos valores que se " "muestran en la pestaña [b]Monitor[/b] del panel [b]Debugger[/b] del editor. " "Usando el método [method get_monitor] de esta clase, puedes acceder a estos " "datos desde tu código.\n" "Puedes añadir monitores personalizados usando el método [method " "add_custom_monitor]. Los monitores personalizados están disponibles en la " "pestaña [b]Monitor[/b] del panel [b]Debugger[/b] del editor junto con los " "monitores incorporados.\n" "[b]Nota:[/b] Algunos de estos monitores sólo están disponibles en modo de " "depuración y siempre devolverán 0 cuando se usen en una compilación de la " "versión.\n" "[b]Nota:[/b] Muchos de estos monitores no se actualizan en tiempo real, por " "lo que puede haber un pequeño retraso entre los cambios.\n" "[b]Nota:[/b] Los monitores personalizados no admiten valores negativos. Los " "valores negativos se fijan en 0." #: doc/classes/Performance.xml msgid "" "Returns the value of one of the available monitors. You should provide one " "of the [enum Monitor] constants as the argument, like this:\n" "[codeblock]\n" "print(Performance.get_monitor(Performance.TIME_FPS)) # Prints the FPS to the " "console\n" "[/codeblock]" msgstr "" "Devuelve el valor de uno de los monitores disponibles. Debe proporcionar una " "de las constantes [enum Monitor] como argumento, así:\n" "[codeblock]\n" "print(Performance.get_monitor(Performance.TIME_FPS)) # Imprime el FPS a la " "consola\n" "[/codeblock]" #: doc/classes/Performance.xml msgid "Number of frames per second." msgstr "Número de fotogramas por segundo." #: doc/classes/Performance.xml msgid "Time it took to complete one frame, in seconds." msgstr "El tiempo que tomó completar un fotograma, en segundos." #: doc/classes/Performance.xml msgid "Time it took to complete one physics frame, in seconds." msgstr "El tiempo que tomó completar un fotograma de la física, en segundos." #: doc/classes/Performance.xml msgid "" "Static memory currently used, in bytes. Not available in release builds." msgstr "" "Memoria estática actualmente utilizada, en bytes. No está disponible en las " "versiones de lanzamiento." #: doc/classes/Performance.xml #, fuzzy msgid "" "Dynamic memory currently used, in bytes. Not available in release builds." msgstr "" "Memoria estática actualmente utilizada, en bytes. No está disponible en las " "versiones de lanzamiento." #: doc/classes/Performance.xml msgid "Available static memory. Not available in release builds." msgstr "Memoria estática disponible. No disponible en las builds release." #: doc/classes/Performance.xml #, fuzzy msgid "Available dynamic memory. Not available in release builds." msgstr "Memoria estática disponible. No disponible en las builds release." #: doc/classes/Performance.xml msgid "" "Largest amount of memory the message queue buffer has used, in bytes. The " "message queue is used for deferred functions calls and notifications." msgstr "" "La mayor cantidad de memoria que el buffer de la cola de mensajes ha usado, " "en bytes. La cola de mensajes se utiliza para llamadas y notificaciones de " "funciones diferidas." #: doc/classes/Performance.xml msgid "Number of objects currently instanced (including nodes)." msgstr "Número de objetos actualmente instanciados (incluyendo nodos)." #: doc/classes/Performance.xml msgid "Number of resources currently used." msgstr "Número de recursos utilizados actualmente." #: doc/classes/Performance.xml msgid "" "Number of nodes currently instanced in the scene tree. This also includes " "the root node." msgstr "" "Número de nodos actualmente instanciados en el árbol de la escena. Esto " "también incluye el nodo raíz." #: doc/classes/Performance.xml msgid "" "Number of orphan nodes, i.e. nodes which are not parented to a node of the " "scene tree." msgstr "" "Número de nodos huérfanos, es decir, nodos que no están engendrados en un " "nodo del árbol de la escena." #: doc/classes/Performance.xml msgid "3D objects drawn per frame." msgstr "Objetos 3D dibujados por fotograma." #: doc/classes/Performance.xml msgid "Vertices drawn per frame. 3D only." msgstr "Vértices dibujados por fotograma. Sólo en 3D." #: doc/classes/Performance.xml msgid "Material changes per frame. 3D only." msgstr "Cambios de material por fotograma. Sólo en 3D." #: doc/classes/Performance.xml msgid "Shader changes per frame. 3D only." msgstr "Cambios de shader por fotograma. Sólo en 3D." #: doc/classes/Performance.xml msgid "Render surface changes per frame. 3D only." msgstr "Cambios en la superficie de renderizado por fotograma. Sólo en 3D." #: doc/classes/Performance.xml msgid "Draw calls per frame. 3D only." msgstr "Llamadas a dibujar por fotograma. Sólo en 3D." #: doc/classes/Performance.xml #, fuzzy msgid "Items or joined items drawn per frame." msgstr "Objetos 3D dibujados por fotograma." #: doc/classes/Performance.xml #, fuzzy msgid "Draw calls per frame." msgstr "Llamadas a dibujar por fotograma. Sólo en 3D." #: doc/classes/Performance.xml doc/classes/VisualServer.xml msgid "" "The amount of video memory used, i.e. texture and vertex memory combined." msgstr "" "La cantidad de memoria de vídeo utilizada, es decir, la memoria de texturas " "y vértices combinados." #: doc/classes/Performance.xml doc/classes/VisualServer.xml msgid "The amount of texture memory used." msgstr "La cantidad de memoria de textura utilizada." #: doc/classes/Performance.xml doc/classes/VisualServer.xml msgid "The amount of vertex memory used." msgstr "La cantidad de memoria de vértices utilizada." #: doc/classes/Performance.xml doc/classes/VisualServer.xml #, fuzzy msgid "" "Unimplemented in the GLES2 and GLES3 rendering backends, always returns 0." msgstr "" "Sin implementar en el backend de renderizado GLES2, siempre devuelve 0." #: doc/classes/Performance.xml msgid "Number of active [RigidBody2D] nodes in the game." msgstr "Número de nodos activos [RigidBody2D] en el juego." #: doc/classes/Performance.xml msgid "Number of collision pairs in the 2D physics engine." msgstr "Número de pares de colisión en el motor de física 2D." #: doc/classes/Performance.xml msgid "Number of islands in the 2D physics engine." msgstr "Número de islas en el motor de física 2D." #: doc/classes/Performance.xml #, fuzzy msgid "Number of active [RigidBody] and [VehicleBody] nodes in the game." msgstr "Número de nodos activos de [RigidBody] y [VehicleBody] en el juego." #: doc/classes/Performance.xml msgid "Number of collision pairs in the 3D physics engine." msgstr "Número de pares de colisión en el motor de física 3D." #: doc/classes/Performance.xml msgid "Number of islands in the 3D physics engine." msgstr "Número de islas en el motor de física 3D." #: doc/classes/Performance.xml msgid "Output latency of the [AudioServer]." msgstr "La latencia de salida del [AudioServer]." #: doc/classes/Performance.xml msgid "Represents the size of the [enum Monitor] enum." msgstr "Representa el tamaño del enum [enum Monitor]." #: doc/classes/PHashTranslation.xml msgid "Optimized translation." msgstr "Traducción optimizada." #: doc/classes/PHashTranslation.xml msgid "" "Optimized translation. Uses real-time compressed translations, which results " "in very small dictionaries." msgstr "" "Traducción optimizada. Utiliza traducciones comprimidas en tiempo real, lo " "que resulta en diccionarios muy pequeños." #: doc/classes/PHashTranslation.xml msgid "" "Generates and sets an optimized translation from the given [Translation] " "resource." msgstr "" "Genera y establece una traducción optimizada a partir del recurso de " "[Translation] dado." #: doc/classes/Physics2DDirectBodyState.xml #, fuzzy msgid "Direct access object to a physics body in the [Physics2DServer]." msgstr "Acceso directo al objeto a un cuerpo físico en el [PhysicsServer2D]." #: doc/classes/Physics2DDirectBodyState.xml msgid "" "Provides direct access to a physics body in the [Physics2DServer], allowing " "safe changes to physics properties. This object is passed via the direct " "state callback of rigid/character bodies, and is intended for changing the " "direct state of that body. See [method RigidBody2D._integrate_forces]." msgstr "" "Proporciona acceso directo a un cuerpo físico en el [Physics2DServer], " "permitiendo cambios seguros en las propiedades físicas. Este objeto pasa a " "través de la llamada de estado directo de los cuerpos rígidos/" "característicos, y está destinado a cambiar el estado directo de ese cuerpo. " "Ver [method RigidBody2D._integrate_forces]." #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/Physics2DDirectSpaceState.xml #: doc/classes/PhysicsDirectBodyState.xml #: doc/classes/PhysicsDirectSpaceState.xml doc/classes/RayCast.xml msgid "Ray-casting" msgstr "" #: doc/classes/Physics2DDirectBodyState.xml doc/classes/RigidBody2D.xml msgid "Adds a constant directional force without affecting rotation." msgstr "Añade una fuerza direccional constante sin afectar a la rotación." #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml doc/classes/RigidBody2D.xml msgid "" "Adds a positioned force to the body. Both the force and the offset from the " "body origin are in global coordinates." msgstr "" "Añade una fuerza posicionada al cuerpo. Tanto la fuerza como el " "desplazamiento del origen del cuerpo están en coordenadas globales." #: doc/classes/Physics2DDirectBodyState.xml doc/classes/RigidBody2D.xml msgid "Adds a constant rotational force." msgstr "Añade una fuerza de rotación constante." #: doc/classes/Physics2DDirectBodyState.xml doc/classes/RigidBody2D.xml msgid "Applies a directional impulse without affecting rotation." msgstr "Aplica un impulso direccional sin afectar a la rotación." #: doc/classes/Physics2DDirectBodyState.xml msgid "" "Applies a positioned impulse to the body. An impulse is time-independent! " "Applying an impulse every frame would result in a framerate-dependent force. " "For this reason, it should only be used when simulating one-time impacts " "(use the \"_force\" functions otherwise). The offset uses the rotation of " "the global coordinate system, but is centered at the object's origin." msgstr "" "Aplica un impulso posicionado al cuerpo. ¡Un impulso es independiente del " "tiempo! Aplicar un impulso en cada cuadro resultaría en una fuerza " "dependiente del cuadro. Por esta razón, sólo debe utilizarse cuando se " "simulan impactos únicos (de lo contrario, utilice las funciones \"_force\"). " "El desplazamiento utiliza la rotación del sistema de coordenadas globales, " "pero está centrado en el origen del objeto." #: doc/classes/Physics2DDirectBodyState.xml doc/classes/RigidBody2D.xml msgid "Applies a rotational impulse to the body." msgstr "Aplica un impulso de rotación al cuerpo." #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "Returns the collider's [RID]." msgstr "Devuelve el [RID] del colisionador." #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "Returns the collider's object id." msgstr "Devuelve la identificación del objeto del colisionador." #: doc/classes/Physics2DDirectBodyState.xml msgid "" "Returns the collider object. This depends on how it was created (will return " "a scene node if such was used to create it)." msgstr "" "Devuelve el objeto del colisionador. Esto depende de cómo fue creado " "(devolverá un nodo de la escena si tal fue usado para crearlo)." #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "Returns the contact position in the collider." msgstr "Devuelve la posición de contacto en el colisionador." #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "Returns the collider's shape index." msgstr "Devuelve el índice de forma del colisionador." #: doc/classes/Physics2DDirectBodyState.xml #, fuzzy msgid "" "Returns the collided shape's metadata. This metadata is different from " "[method Object.get_meta], and is set with [method Physics2DServer." "shape_set_data]." msgstr "" "Devuelve los metadatos de la forma colisionada. Estos metadatos son " "diferentes de [method Object.get_meta], y se establecen con [method " "PhysicsServer2D.shape_set_data]." #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "Returns the linear velocity vector at the collider's contact point." msgstr "" "Devuelve el vector de velocidad lineal en el punto de contacto del " "colisionador." #: doc/classes/Physics2DDirectBodyState.xml msgid "" "Returns the number of contacts this body has with other bodies.\n" "[b]Note:[/b] By default, this returns 0 unless bodies are configured to " "monitor contacts. See [member RigidBody2D.contact_monitor]." msgstr "" "Devuelve el número de contactos que este cuerpo tiene con otros cuerpos.\n" "[b]Nota:[/b] Por defecto, esto devuelve 0 a menos que los cuerpos estén " "configurados para monitorear los contactos. Ver [member RigidBody2D." "contact_monitor]." #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "Returns the local normal at the contact point." msgstr "Devuelve la normalidad local en el punto de contacto." #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "Returns the local position of the contact point." msgstr "Devuelve la posición local del punto de contacto." #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "Returns the local shape index of the collision." msgstr "Devuelve el índice de forma local de la colisión." #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "Returns the current state of the space, useful for queries." msgstr "Devuelve el estado actual del espacio, útil para las consultas." #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "" "Returns the body's velocity at the given relative position, including both " "translation and rotation." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "Calls the built-in force integration code." msgstr "Llama al código de integración de fuerzas incorporado." #: doc/classes/Physics2DDirectBodyState.xml doc/classes/RigidBody2D.xml #, fuzzy msgid "The body's rotational velocity in [i]radians[/i] per second." msgstr "La velocidad de rotación del cuerpo." #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "The inverse of the inertia of the body." msgstr "El inverso de la inercia del cuerpo." #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "The inverse of the mass of the body." msgstr "El inverso de la masa del cuerpo." #: doc/classes/Physics2DDirectBodyState.xml #, fuzzy msgid "The body's linear velocity in pixels per second." msgstr "La velocidad del ratón en píxeles por segundo." #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "If [code]true[/code], this body is currently sleeping (not active)." msgstr "" "Si [code]true[/code], este cuerpo está actualmente durmiendo (no está " "activo)." #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "The timestep (delta) used for the simulation." msgstr "El paso temporal (delta) utilizado para la simulación." #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "" "The rate at which the body stops rotating, if there are not any other forces " "moving it." msgstr "" "La velocidad a la que el cuerpo deja de girar, si no hay otras fuerzas que " "lo muevan." #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "The total gravity vector being currently applied to this body." msgstr "El vector de gravedad total que se aplica actualmente a este cuerpo." #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "" "The rate at which the body stops moving, if there are not any other forces " "moving it." msgstr "" "La velocidad a la que el cuerpo deja de moverse, si no hay otras fuerzas que " "lo muevan." #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "The body's transformation matrix." msgstr "La matriz de transformación del cuerpo." #: doc/classes/Physics2DDirectSpaceState.xml #, fuzzy msgid "Direct access object to a space in the [Physics2DServer]." msgstr "Acceso directo al objeto a un espacio en el [PhysicsServer2D]." #: doc/classes/Physics2DDirectSpaceState.xml #, fuzzy msgid "" "Direct access object to a space in the [Physics2DServer]. It's used mainly " "to do queries against objects and areas residing in a given space." msgstr "" "Acceso directo al objeto a un espacio en el [PhysicsServer2D]. Se utiliza " "principalmente para hacer consultas contra objetos y áreas que residen en un " "espacio determinado." #: doc/classes/Physics2DDirectSpaceState.xml msgid "" "Checks how far a [Shape2D] can move without colliding. All the parameters " "for the query, including the shape and the motion, are supplied through a " "[Physics2DShapeQueryParameters] object.\n" "Returns an array with the safe and unsafe proportions (between 0 and 1) of " "the motion. The safe proportion is the maximum fraction of the motion that " "can be made without a collision. The unsafe proportion is the minimum " "fraction of the distance that must be moved for a collision. If no collision " "is detected a result of [code][1.0, 1.0][/code] will be returned.\n" "[b]Note:[/b] Any [Shape2D]s that the shape is already colliding with e.g. " "inside of, will be ignored. Use [method collide_shape] to determine the " "[Shape2D]s that the shape is already colliding with." msgstr "" #: doc/classes/Physics2DDirectSpaceState.xml #, fuzzy msgid "" "Checks the intersections of a shape, given through a " "[Physics2DShapeQueryParameters] object, against the space. The resulting " "array contains a list of points where the shape intersects another. Like " "with [method intersect_shape], the number of returned results can be limited " "to save processing time." msgstr "" "Comprueba las intersecciones de una forma, dadas a través de un objeto " "[PhysicsShapeQueryParameters2D], contra el espacio. El array resultante " "contiene una lista de puntos donde la forma se intersecta con otra. Al igual " "que con [method intersect_shape], el número de resultados devueltos puede " "limitarse para ahorrar tiempo de procesamiento." #: doc/classes/Physics2DDirectSpaceState.xml #, fuzzy msgid "" "Checks the intersections of a shape, given through a " "[Physics2DShapeQueryParameters] object, against the space. If it collides " "with more than one shape, the nearest one is selected. If the shape did not " "intersect anything, then an empty dictionary is returned instead.\n" "[b]Note:[/b] This method does not take into account the [code]motion[/code] " "property of the object. The returned object is a dictionary containing the " "following fields:\n" "[code]collider_id[/code]: The colliding object's ID.\n" "[code]linear_velocity[/code]: The colliding object's velocity [Vector2]. If " "the object is an [Area2D], the result is [code](0, 0)[/code].\n" "[code]metadata[/code]: The intersecting shape's metadata. This metadata is " "different from [method Object.get_meta], and is set with [method " "Physics2DServer.shape_set_data].\n" "[code]normal[/code]: The object's surface normal at the intersection point.\n" "[code]point[/code]: The intersection point.\n" "[code]rid[/code]: The intersecting object's [RID].\n" "[code]shape[/code]: The shape index of the colliding shape." msgstr "" "Comprueba las intersecciones de una forma, dadas a través de un objeto " "[PhysicsShapeQueryParameters2D], contra el espacio. Si colisiona con más de " "una forma, se selecciona la más cercana. Si la forma no intersectó nada, " "entonces se devuelve un diccionario vacío en su lugar.\n" "[b]Nota:[/b] Este método no tiene en cuenta la propiedad [code]motion[/code] " "del objeto. El objeto devuelto es un diccionario que contiene los siguientes " "campos:\n" "[code]collider_id[/code]: El ID del objeto que colisiona.\n" "[code]velocidad_lineal[/code]: La velocidad del objeto que colisiona " "[Vector2]. Si el objeto es un [Area2D], el resultado es [code](0, 0)[/" "code].\n" "[code]metadatos[/code]: Los metadatos de la forma que se intersecta. Estos " "metadatos son diferentes de [method Object.get_meta], y se establecen con " "[method PhysicsServer2D.shape_set_data].\n" "[code]normal[/code]: La normalidad de la superficie del objeto en el punto " "de intersección.\n" "[code]point[/code]: El punto de intersección.\n" "[code]rid[/code]: El objeto que intersecta [RID].\n" "[code]shape[/code]: El índice de la forma de la forma en colisión." #: doc/classes/Physics2DDirectSpaceState.xml #, fuzzy msgid "" "Checks whether a point is inside any solid shape. The shapes the point is " "inside of are returned in an array containing dictionaries with the " "following fields:\n" "[code]collider[/code]: The colliding object.\n" "[code]collider_id[/code]: The colliding object's ID.\n" "[code]metadata[/code]: The intersecting shape's metadata. This metadata is " "different from [method Object.get_meta], and is set with [method " "Physics2DServer.shape_set_data].\n" "[code]rid[/code]: The intersecting object's [RID].\n" "[code]shape[/code]: The shape index of the colliding shape.\n" "The number of intersections can be limited with the [code]max_results[/code] " "parameter, to reduce the processing time.\n" "Additionally, the method can take an [code]exclude[/code] array of objects " "or [RID]s that are to be excluded from collisions, a [code]collision_mask[/" "code] bitmask representing the physics layers to check in, or booleans to " "determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, " "respectively.\n" "[b]Note:[/b] [ConcavePolygonShape2D]s and [CollisionPolygon2D]s in " "[code]Segments[/code] build mode are not solid shapes. Therefore, they will " "not be detected." msgstr "" "Comprueba si un punto está dentro de alguna forma. Las formas en las que el " "punto está dentro se devuelven en un array que contiene diccionarios con los " "siguientes campos:\n" "[code]collider[/code]: El objeto que colisiona.\n" "[code]collider_id[/code]: El ID del objeto que colisiona.\n" "[code]metadata[/code]: Los metadatos de la forma que se intersecta. Estos " "metadatos son diferentes de [method Object.get_meta], y se establecen con " "[method PhysicsServer2D.shape_set_data].\n" "[code]rid[/code]: El objeto que se intersecta es [RID].\n" "[code]shape[/code]: El índice de la forma de la forma que colisiona.\n" "Además, el método puede tomar un array [code]exclude[/code] de objetos o " "[RID]s que deben ser excluidos de las colisiones, una máscara de bits " "[code]collision_mask[/code] que representa las capas de física para " "comprobar, o booleanos para determinar si el rayo debe colisionar con " "[PhysicsBody2D]s o [Area2D]s, respectivamente." #: doc/classes/Physics2DDirectSpaceState.xml #, fuzzy msgid "" "Checks whether a point is inside any solid shape, in a specific canvas layer " "given by [code]canvas_instance_id[/code]. The shapes the point is inside of " "are returned in an array containing dictionaries with the following fields:\n" "[code]collider[/code]: The colliding object.\n" "[code]collider_id[/code]: The colliding object's ID.\n" "[code]metadata[/code]: The intersecting shape's metadata. This metadata is " "different from [method Object.get_meta], and is set with [method " "Physics2DServer.shape_set_data].\n" "[code]rid[/code]: The intersecting object's [RID].\n" "[code]shape[/code]: The shape index of the colliding shape.\n" "The number of intersections can be limited with the [code]max_results[/code] " "parameter, to reduce the processing time.\n" "Additionally, the method can take an [code]exclude[/code] array of objects " "or [RID]s that are to be excluded from collisions, a [code]collision_mask[/" "code] bitmask representing the physics layers to check in, or booleans to " "determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, " "respectively.\n" "[b]Note:[/b] [ConcavePolygonShape2D]s and [CollisionPolygon2D]s in " "[code]Segments[/code] build mode are not solid shapes. Therefore, they will " "not be detected." msgstr "" "Comprueba si un punto está dentro de alguna forma. Las formas en las que el " "punto está dentro se devuelven en un array que contiene diccionarios con los " "siguientes campos:\n" "[code]collider[/code]: El objeto que colisiona.\n" "[code]collider_id[/code]: El ID del objeto que colisiona.\n" "[code]metadata[/code]: Los metadatos de la forma que se intersecta. Estos " "metadatos son diferentes de [method Object.get_meta], y se establecen con " "[method PhysicsServer2D.shape_set_data].\n" "[code]rid[/code]: El objeto que se intersecta es [RID].\n" "[code]shape[/code]: El índice de la forma de la forma que colisiona.\n" "Además, el método puede tomar un array [code]exclude[/code] de objetos o " "[RID]s que deben ser excluidos de las colisiones, una máscara de bits " "[code]collision_mask[/code] que representa las capas de física para " "comprobar, o booleanos para determinar si el rayo debe colisionar con " "[PhysicsBody2D]s o [Area2D]s, respectivamente." #: doc/classes/Physics2DDirectSpaceState.xml #, fuzzy msgid "" "Intersects a ray in a given space. The returned object is a dictionary with " "the following fields:\n" "[code]collider[/code]: The colliding object.\n" "[code]collider_id[/code]: The colliding object's ID.\n" "[code]metadata[/code]: The intersecting shape's metadata. This metadata is " "different from [method Object.get_meta], and is set with [method " "Physics2DServer.shape_set_data].\n" "[code]normal[/code]: The object's surface normal at the intersection point.\n" "[code]position[/code]: The intersection point.\n" "[code]rid[/code]: The intersecting object's [RID].\n" "[code]shape[/code]: The shape index of the colliding shape.\n" "If the ray did not intersect anything, then an empty dictionary is returned " "instead.\n" "Additionally, the method can take an [code]exclude[/code] array of objects " "or [RID]s that are to be excluded from collisions, a [code]collision_mask[/" "code] bitmask representing the physics layers to check in, or booleans to " "determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, " "respectively." msgstr "" "Intersecta un rayo en un espacio determinado. El objeto devuelto es un " "diccionario con los siguientes campos:\n" "[code]collider[/code]: El objeto que colisiona.\n" "[code]collider_id[/code]: El ID del objeto que colisiona.\n" "[code]metadata[/code]: Los metadatos de la forma que se intersecta. Estos " "metadatos son diferentes de [method Object.get_meta], y se establecen con " "[method PhysicsServer2D.shape_set_data].\n" "[code]normal[/code]: La normalidad de la superficie del objeto en el punto " "de intersección.\n" "[code]position[/code]: El punto de intersección.\n" "[code]rid[/code]: El objeto que intersecta [RID].\n" "[code]shape[/code]: El índice de la forma de la forma en colisión.\n" "Si el rayo no intersectó nada, entonces se devuelve un diccionario vacío en " "su lugar.\n" "Además, el método puede tomar un array [code]exclude[/code] de objetos o " "[RID]s que deben ser excluidos de las colisiones, una máscara de bits " "[code]collision_mask[/code] que representa las capas de física para " "comprobar, o booleanos para determinar si el rayo debe colisionar con " "[PhysicsBody2D]s o [Area2D]s, respectivamente." #: doc/classes/Physics2DDirectSpaceState.xml #, fuzzy msgid "" "Checks the intersections of a shape, given through a " "[Physics2DShapeQueryParameters] object, against the space. The intersected " "shapes are returned in an array containing dictionaries with the following " "fields:\n" "[code]collider[/code]: The colliding object.\n" "[code]collider_id[/code]: The colliding object's ID.\n" "[code]metadata[/code]: The intersecting shape's metadata. This metadata is " "different from [method Object.get_meta], and is set with [method " "Physics2DServer.shape_set_data].\n" "[code]rid[/code]: The intersecting object's [RID].\n" "[code]shape[/code]: The shape index of the colliding shape.\n" "The number of intersections can be limited with the [code]max_results[/code] " "parameter, to reduce the processing time." msgstr "" "Comprueba las intersecciones de una forma, dadas a través de un objeto " "[Physics2DShapeQueryParameters], contra el espacio.\n" "[b]Nota:[/b] Este método no tiene en cuenta la propiedad [code]motion[/code] " "del objeto. Las formas intersectadas se devuelven en una matriz que contiene " "diccionarios con los siguientes campos:\n" "[code]collider[/code]: El objeto que colisiona.\n" "[code]collider_id[/code]: El ID del objeto que colisiona.\n" "[code]metadata[/code]: Los metadatos de la forma que se intersecta. Estos " "metadatos son diferentes de [method Object.get_meta], y se establecen con " "[method Physics2DServer.shape_set_data].\n" "[code]rid[/code]: El objeto que se intersecta es [RID].\n" "[code]shape[/code]: El índice de la forma de la forma que colisiona.\n" "El número de intersecciones puede ser limitado con el parámetro " "[code]max_results[/code], para reducir el tiempo de procesamiento." #: doc/classes/Physics2DServer.xml msgid "Server interface for low-level 2D physics access." msgstr "Interfaz de servidor para acceso a la física 2D de bajo nivel." #: doc/classes/Physics2DServer.xml #, fuzzy msgid "" "Physics2DServer is the server responsible for all 2D physics. It can create " "many kinds of physics objects, but does not insert them on the node tree." msgstr "" "PhysicsServer2D es el servidor responsable de toda la física 2D. Puede crear " "muchos tipos de objetos de física, pero no los inserta en el árbol de nodos." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Adds a shape to the area, along with a transform matrix. Shapes are usually " "referenced by their index, so you should track which shape has a given index." msgstr "" "Añade una forma a la zona, junto con una matriz de transformación. Las " "formas suelen estar referenciadas por su índice, por lo que se debe rastrear " "qué forma tiene un índice determinado." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Assigns the area to a descendant of [Object], so it can exist in the node " "tree." msgstr "" "Asigna el área a un descendiente de [Object], para que pueda existir en el " "árbol de nodos." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Removes all shapes from an area. It does not delete the shapes, so they can " "be reassigned later." msgstr "" "Elimina todas las formas de un área. No elimina las formas, por lo que " "pueden ser reasignadas más tarde." #: doc/classes/Physics2DServer.xml msgid "" "Creates an [Area2D]. After creating an [Area2D] with this method, assign it " "to a space using [method area_set_space] to use the created [Area2D] in the " "physics world." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Gets the instance ID of the object the area is assigned to." msgstr "Obtiene el ID de la instancia del objeto al que está asignada el área." #: doc/classes/Physics2DServer.xml msgid "" "Returns an area parameter value. See [enum AreaParameter] for a list of " "available parameters." msgstr "" "Devuelve un valor de parámetro de área. Véase [enum AreaParameter] para una " "lista de parámetros disponibles." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns the [RID] of the nth shape of an area." msgstr "Devuelve el [RID] de la forma enésima de un área." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns the number of shapes assigned to an area." msgstr "Devuelve el número de formas asignadas a un área." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns the transform matrix of a shape within an area." msgstr "Devuelve la matriz de transformación de una forma dentro de un área." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns the space assigned to the area." msgstr "Devuelve el espacio asignado a la zona." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns the space override mode for the area." msgstr "Devuelve el modo de anulación de espacio para el área." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns the transform matrix for an area." msgstr "Devuelve la matriz de transformación de un área." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Removes a shape from an area. It does not delete the shape, so it can be " "reassigned later." msgstr "" "Elimina una forma de un área. No borra la forma, por lo que puede ser " "reasignada más tarde." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Assigns the area to one or many physics layers." msgstr "Asigna el área a una o varias capas de la física." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Sets which physics layers the area will monitor." msgstr "Establece qué capas de la física monitoreará el área." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Sets the function to call when any body/area enters or exits the area. This " "callback will be called for any object interacting with the area, and takes " "five parameters:\n" "1: [constant AREA_BODY_ADDED] or [constant AREA_BODY_REMOVED], depending on " "whether the object entered or exited the area.\n" "2: [RID] of the object that entered/exited the area.\n" "3: Instance ID of the object that entered/exited the area.\n" "4: The shape index of the object that entered/exited the area.\n" "5: The shape index of the area where the object entered/exited." msgstr "" "Establece la función de llamar cuando cualquier cuerpo/área entra o sale del " "área. Esta llamada será llamada para cualquier objeto que interactúe con el " "área, y toma cinco parámetros:\n" "1: [constant AREA_BODY_ADDED] o [constant AREA_BODY_REMOVED], dependiendo de " "si el objeto entró o salió del área.\n" "2: [RID] del objeto que entró/salió del área.\n" "3: ID del objeto que entró/salió del área.\n" "4: El índice de forma del objeto que entró/salió del área.\n" "5: El índice de forma del área donde el objeto entró/salió del área." #: doc/classes/Physics2DServer.xml msgid "" "Sets the value for an area parameter. See [enum AreaParameter] for a list of " "available parameters." msgstr "" "Establece el valor de un parámetro de área. Véase [enum AreaParameter] para " "una lista de parámetros disponibles." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Substitutes a given area shape by another. The old shape is selected by its " "index, the new one by its [RID]." msgstr "" "Sustituye una forma de área dada por otra. La forma antigua es seleccionada " "por su índice, la nueva por su [RID]." #: doc/classes/Physics2DServer.xml msgid "Disables a given shape in an area." msgstr "Deshabilita una forma determinada en un área." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Sets the transform matrix for an area shape." msgstr "Establece la matriz de transformación para la forma de un área." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Assigns a space to the area." msgstr "Asigna un espacio a la zona." #: doc/classes/Physics2DServer.xml msgid "" "Sets the space override mode for the area. See [enum AreaSpaceOverrideMode] " "for a list of available modes." msgstr "" "Establece el modo de anulación de espacio para el área. Ver [enum " "AreaSpaceOverrideMode] para una lista de los modos disponibles." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Sets the transform matrix for an area." msgstr "Establece la matriz de transformación para un área." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Adds a body to the list of bodies exempt from collisions." msgstr "Añade un cuerpo a la lista de cuerpos exentos de colisiones." #: doc/classes/Physics2DServer.xml msgid "" "Adds a positioned force to the applied force and torque. As with [method " "body_apply_impulse], both the force and the offset from the body origin are " "in global coordinates. A force differs from an impulse in that, while the " "two are forces, the impulse clears itself after being applied." msgstr "" "Añade una fuerza posicionada a la fuerza y el par aplicados. Al igual que " "con [method body_apply_impulse], tanto la fuerza como el desplazamiento del " "origen del cuerpo están en coordenadas globales. Una fuerza difiere de un " "impulso en que, mientras que los dos son fuerzas, el impulso se despeja " "después de ser aplicado." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Adds a shape to the body, along with a transform matrix. Shapes are usually " "referenced by their index, so you should track which shape has a given index." msgstr "" "Añade una forma al cuerpo, junto con una matriz de transformación. Las " "formas suelen estar referenciadas por su índice, así que debes rastrear qué " "forma tiene un índice determinado." #: doc/classes/Physics2DServer.xml msgid "" "Adds a positioned impulse to the applied force and torque. Both the force " "and the offset from the body origin are in global coordinates." msgstr "" "Añade un impulso posicionado a la fuerza y el par aplicado. Tanto la fuerza " "como el desplazamiento del origen del cuerpo están en coordenadas globales." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Removes all shapes from a body." msgstr "Elimina todas las formas de un cuerpo." #: doc/classes/Physics2DServer.xml msgid "Creates a physics body." msgstr "Crea un cuerpo físico." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns the physics layer or layers a body belongs to." msgstr "Devuelve la capa o capas físicas a las que pertenece un cuerpo." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns the physics layer or layers a body can collide with." msgstr "" "Devuelve la capa física o las capas con las que un cuerpo puede colisionar." #: doc/classes/Physics2DServer.xml msgid "Returns the continuous collision detection mode." msgstr "Devuelve el modo de detección de colisión continua." #: doc/classes/Physics2DServer.xml msgid "" "Returns the [Physics2DDirectBodyState] of the body. Returns [code]null[/" "code] if the body is destroyed or removed from the physics space." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Returns the maximum contacts that can be reported. See [method " "body_set_max_contacts_reported]." msgstr "" "Devuelve el máximo de contactos que se pueden reportar. Ver [method " "body_set_max_contacts_reported]." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns the body mode." msgstr "Devuelve el modo de cuerpo." #: doc/classes/Physics2DServer.xml msgid "" "Returns the value of a body parameter. See [enum BodyParameter] for a list " "of available parameters." msgstr "" "Devuelve el valor de un parámetro corporal. Véase [enum BodyParameter] para " "una lista de parámetros disponibles." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns the [RID] of the nth shape of a body." msgstr "Devuelve el [RID] de la enésima forma de un cuerpo." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns the number of shapes assigned to a body." msgstr "Devuelve el número de formas asignadas a un cuerpo." #: doc/classes/Physics2DServer.xml msgid "Returns the metadata of a shape of a body." msgstr "Devuelve los metadatos de la forma de un cuerpo." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns the transform matrix of a body shape." msgstr "Devuelve la matriz de transformación de una forma corporal." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns the [RID] of the space assigned to a body." msgstr "Devuelve el [RID] del espacio asignado a un cuerpo." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns a body state." msgstr "Devuelve un estado corporal." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Returns whether a body uses a callback function to calculate its own physics " "(see [method body_set_force_integration_callback])." msgstr "" "Devuelve si un cuerpo utiliza una función de retrollamada para calcular su " "propia física (ver [method body_set_force_integration_callback])." #: doc/classes/Physics2DServer.xml msgid "Removes a body from the list of bodies exempt from collisions." msgstr "Elimina un cuerpo de la lista de cuerpos exentos de colisiones." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Removes a shape from a body. The shape is not deleted, so it can be reused " "afterwards." msgstr "" "Quita una forma de un cuerpo. La forma no se borra, por lo que puede ser " "reutilizada después." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml #: doc/classes/RigidBody.xml msgid "" "Sets an axis velocity. The velocity in the given vector axis will be set as " "the given vector length. This is useful for jumping behavior." msgstr "" "Establece una velocidad del eje. La velocidad en el eje vectorial dado se " "fijará como la longitud del vector dado. Esto es útil para el comportamiento " "de salto." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Sets the physics layer or layers a body belongs to." msgstr "Establece la capa o capas físicas a las que pertenece un cuerpo." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Sets the physics layer or layers a body can collide with." msgstr "" "Establece la capa física o las capas con las que un cuerpo puede colisionar." #: doc/classes/Physics2DServer.xml msgid "" "Sets the continuous collision detection mode using one of the [enum CCDMode] " "constants.\n" "Continuous collision detection tries to predict where a moving body will " "collide, instead of moving it and correcting its movement if it collided." msgstr "" "Establece el modo de detección de colisión continua usando una de las " "constantes [enum CCDMode].\n" "La detección de colisión continua trata de predecir dónde colisionará un " "cuerpo en movimiento, en lugar de moverlo y corregir su movimiento si " "colisionara." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Sets the function used to calculate physics for an object, if that object " "allows it (see [method body_set_omit_force_integration])." msgstr "" "Establece la función utilizada para calcular la física de un objeto, si ese " "objeto lo permite (véase [method body_set_omit_force_integration])." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Sets the maximum contacts to report. Bodies can keep a log of the contacts " "with other bodies, this is enabled by setting the maximum amount of contacts " "reported to a number greater than 0." msgstr "" "Establece los contactos máximos a reportar. Los organismos pueden mantener " "un registro de los contactos con otros organismos, esto se habilita " "estableciendo la cantidad máxima de contactos reportados a un número mayor " "que 0." #: doc/classes/Physics2DServer.xml msgid "Sets the body mode using one of the [enum BodyMode] constants." msgstr "" "Establece el modo corporal usando una de las constantes de [enum BodyMode]." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Sets whether a body uses a callback function to calculate its own physics " "(see [method body_set_force_integration_callback])." msgstr "" "Establece si un cuerpo utiliza una función de llamada de retorno para " "calcular su propia física (ver [method body_set_force_integration_callback])." #: doc/classes/Physics2DServer.xml msgid "" "Sets a body parameter. See [enum BodyParameter] for a list of available " "parameters." msgstr "" "Establece un parámetro corporal. Véase [enum BodyParameter] para una lista " "de parámetros disponibles." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Substitutes a given body shape by another. The old shape is selected by its " "index, the new one by its [RID]." msgstr "" "Sustituye una forma corporal dada por otra. La forma antigua es seleccionada " "por su índice, la nueva por su [RID]." #: doc/classes/Physics2DServer.xml msgid "" "Enables one way collision on body if [code]enable[/code] is [code]true[/" "code]." msgstr "" "Permite una colisión unidireccional en el cuerpo si [code]enable[/code] es " "[code]true[/code]." #: doc/classes/Physics2DServer.xml msgid "Disables shape in body if [code]disable[/code] is [code]true[/code]." msgstr "" "Deshabilita la forma en el cuerpo si [code]disable[/code] es [code]true[/" "code]." #: doc/classes/Physics2DServer.xml msgid "" "Sets metadata of a shape within a body. This metadata is different from " "[method Object.set_meta], and can be retrieved on shape queries." msgstr "" "Establece metadatos de una forma dentro de un cuerpo. Estos metadatos son " "diferentes de [method Object.set_meta], y pueden ser recuperados en " "consultas de formas." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Sets the transform matrix for a body shape." msgstr "Establece la matriz de transformación para una forma corporal." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Assigns a space to the body (see [method space_create])." msgstr "Asigna un espacio al cuerpo (ver [method space_create])." #: doc/classes/Physics2DServer.xml msgid "" "Sets a body state using one of the [enum BodyState] constants.\n" "Note that the method doesn't take effect immediately. The state will change " "on the next physics frame." msgstr "" #: doc/classes/Physics2DServer.xml #, fuzzy msgid "" "Returns [code]true[/code] if a collision would result from moving in the " "given direction from a given point in space. Margin increases the size of " "the shapes involved in the collision detection. [Physics2DTestMotionResult] " "can be passed to return additional information in." msgstr "" "Devuelve [code]true[/code] si una colisión resultara de moverse en la " "dirección dada desde un punto determinado del espacio. El margen aumenta el " "tamaño de las formas involucradas en la detección de la colisión. " "[PhysicsTestMotionResult2D] puede ser pasado para devolver información " "adicional." #: doc/classes/Physics2DServer.xml msgid "" "Creates a damped spring joint between two bodies. If not specified, the " "second body is assumed to be the joint itself." msgstr "" "Crea un resorte amortiguado entre dos cuerpos. Si no se especifica, se " "supone que el segundo cuerpo es la propia junta." #: doc/classes/Physics2DServer.xml #, fuzzy msgid "Returns the value of a damped spring joint parameter." msgstr "Devuelve el valor de un parámetro de una articulación." #: doc/classes/Physics2DServer.xml #, fuzzy msgid "" "Sets a damped spring joint parameter. See [enum DampedStringParam] for a " "list of available parameters." msgstr "" "Establece un parámetro de unión de resorte amortiguado. Ver [enum " "DampedSpringParam] para una lista de parámetros disponibles." #: doc/classes/Physics2DServer.xml #, fuzzy msgid "" "Destroys any of the objects created by Physics2DServer. If the [RID] passed " "is not one of the objects that can be created by Physics2DServer, an error " "will be sent to the console." msgstr "" "Destruye cualquiera de los objetos creados por PhysicsServer2D. Si el [RID] " "pasado no es uno de los objetos que puede ser creado por PhysicsServer2D, se " "enviará un error a la consola." #: doc/classes/Physics2DServer.xml msgid "" "Returns information about the current state of the 2D physics engine. See " "[enum ProcessInfo] for a list of available states." msgstr "" "Devuelve información sobre el estado actual del motor de física 2D. Ver " "[enum ProcessInfo] para una lista de los estados disponibles." #: doc/classes/Physics2DServer.xml msgid "" "Creates a groove joint between two bodies. If not specified, the bodies are " "assumed to be the joint itself." msgstr "" "Crea una unión de ranuras entre dos cuerpos. Si no se especifica, se supone " "que los cuerpos son la propia junta." #: doc/classes/Physics2DServer.xml msgid "Returns the value of a joint parameter." msgstr "Devuelve el valor de un parámetro de una articulación." #: doc/classes/Physics2DServer.xml msgid "Returns a joint's type (see [enum JointType])." msgstr "Devuelve el tipo de articulación (véase [enum JointType])." #: doc/classes/Physics2DServer.xml msgid "" "Sets a joint parameter. See [enum JointParam] for a list of available " "parameters." msgstr "" "Establece un parámetro de una articulación. Véase [enum JointParam] para una " "lista de parámetros disponibles." #: doc/classes/Physics2DServer.xml msgid "" "Creates a pin joint between two bodies. If not specified, the second body is " "assumed to be the joint itself." msgstr "" "Crea una unión de alfileres entre dos cuerpos. Si no se especifica, se " "supone que el segundo cuerpo es la propia articulación." #: doc/classes/Physics2DServer.xml msgid "Activates or deactivates the 2D physics engine." msgstr "Activa o desactiva el motor de física 2D." #: doc/classes/Physics2DServer.xml msgid "" "Sets the amount of iterations for calculating velocities of colliding " "bodies. The greater the amount of iterations, the more accurate the " "collisions will be. However, a greater amount of iterations requires more " "CPU power, which can decrease performance. The default value is [code]8[/" "code]." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns the shape data." msgstr "Devuelve los datos de la forma." #: doc/classes/Physics2DServer.xml msgid "Returns a shape's type (see [enum ShapeType])." msgstr "Devuelve el tipo de una forma (ver [enum ShapeType])." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Sets the shape data that defines its shape and size. The data to be passed " "depends on the kind of shape created [method shape_get_type]." msgstr "" "Establece los datos de forma que definen su forma y tamaño. Los datos que se " "pasarán dependen del tipo de forma creada [method shape_get_type]." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Creates a space. A space is a collection of parameters for the physics " "engine that can be assigned to an area or a body. It can be assigned to an " "area with [method area_set_space], or to a body with [method body_set_space]." msgstr "" "Crea un espacio. Un espacio es una colección de parámetros para el motor de " "la física que puede ser asignado a un área o a un cuerpo. Puede ser asignado " "a un área con [method area_set_space], o a un cuerpo con [method " "body_set_space]." #: doc/classes/Physics2DServer.xml #, fuzzy msgid "" "Returns the state of a space, a [Physics2DDirectSpaceState]. This object can " "be used to make collision/intersection queries." msgstr "" "Devuelve el estado de un espacio, un [PhysicsDirectSpaceState2D]. Este " "objeto puede ser usado para hacer consultas de colisión/intersección." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns the value of a space parameter." msgstr "Devuelve el valor de un parámetro espacial." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns whether the space is active." msgstr "Devuelve si el espacio está activo." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Marks a space as active. It will not have an effect, unless it is assigned " "to an area or body." msgstr "" "Marca un espacio como activo. No tendrá efecto, a menos que se asigne a un " "área o cuerpo." #: doc/classes/Physics2DServer.xml msgid "" "Sets the value for a space parameter. See [enum SpaceParameter] for a list " "of available parameters." msgstr "" "Establece el valor de un parámetro espacial. Véase [enum SpaceParameter] " "para una lista de parámetros disponibles." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Constant to set/get the maximum distance a pair of bodies has to move before " "their collision status has to be recalculated." msgstr "" "Constante para fijar/obtener la máxima distancia que un par de cuerpos tiene " "que moverse antes de que su estado de colisión tenga que ser recalculado." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Constant to set/get the maximum distance a shape can be from another before " "they are considered separated." msgstr "" "Constante para fijar/obtener la máxima distancia que una forma puede ser de " "otra antes de que se consideren separadas." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Constant to set/get the maximum distance a shape can penetrate another shape " "before it is considered a collision." msgstr "" "Constante para fijar/obtener la máxima distancia que una forma puede " "penetrar en otra forma antes de que se considere una colisión." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Constant to set/get the threshold linear velocity of activity. A body marked " "as potentially inactive for both linear and angular velocity will be put to " "sleep after the time given." msgstr "" "Constante para fijar/obtener el umbral de velocidad lineal de actividad. Un " "cuerpo marcado como potencialmente inactivo tanto para la velocidad lineal " "como para la angular será puesto a dormir después del tiempo dado." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Constant to set/get the threshold angular velocity of activity. A body " "marked as potentially inactive for both linear and angular velocity will be " "put to sleep after the time given." msgstr "" "Constante para fijar/obtener el umbral de velocidad angular de actividad. Un " "cuerpo marcado como potencialmente inactivo tanto para la velocidad lineal " "como para la angular será puesto a dormir después del tiempo dado." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Constant to set/get the maximum time of activity. A body marked as " "potentially inactive for both linear and angular velocity will be put to " "sleep after this time." msgstr "" "Constante para fijar/obtener el tiempo máximo de actividad. Un cuerpo " "marcado como potencialmente inactivo tanto para la velocidad lineal como " "para la angular será puesto a dormir después de este tiempo." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Constant to set/get the default solver bias for all physics constraints. A " "solver bias is a factor controlling how much two objects \"rebound\", after " "violating a constraint, to avoid leaving them in that state because of " "numerical imprecision." msgstr "" "Constante para establecer/obtener el sesgo del solucionador por defecto para " "todas las restricciones de la física. Un sesgo del solucionador es un factor " "que controla cuánto \"rebotan\" dos objetos, después de violar una " "restricción, para evitar dejarlos en ese estado debido a la imprecisión " "numérica." #: doc/classes/Physics2DServer.xml msgid "" "This is the constant for creating line shapes. A line shape is an infinite " "line with an origin point, and a normal. Thus, it can be used for front/" "behind checks." msgstr "" "Esta es la constante para crear formas de líneas. Una forma de línea es una " "línea infinita con un punto de origen y una normal. Por lo tanto, se puede " "utilizar para controles delanteros y traseros." #: doc/classes/Physics2DServer.xml msgid "" "This is the constant for creating segment shapes. A segment shape is a line " "from a point A to a point B. It can be checked for intersections." msgstr "" "Esta es la constante para crear formas de segmentos. Una forma de segmento " "es una línea desde un punto A hasta un punto B. Se puede comprobar si hay " "intersecciones." #: doc/classes/Physics2DServer.xml msgid "" "This is the constant for creating circle shapes. A circle shape only has a " "radius. It can be used for intersections and inside/outside checks." msgstr "" "Esta es la constante para crear formas de círculos. Una forma de círculo " "sólo tiene un radio. Puede ser usado para intersecciones y controles " "internos y externos." #: doc/classes/Physics2DServer.xml msgid "" "This is the constant for creating rectangle shapes. A rectangle shape is " "defined by a width and a height. It can be used for intersections and inside/" "outside checks." msgstr "" "Esta es la constante para crear formas de rectángulo. Una forma de " "rectángulo se define por un ancho y una altura. Se puede usar para " "intersecciones y controles internos y externos." #: doc/classes/Physics2DServer.xml msgid "" "This is the constant for creating capsule shapes. A capsule shape is defined " "by a radius and a length. It can be used for intersections and inside/" "outside checks." msgstr "" "Esta es la constante para crear formas de cápsulas. La forma de una cápsula " "se define por un radio y una longitud. Se puede usar para intersecciones y " "controles internos y externos." #: doc/classes/Physics2DServer.xml msgid "" "This is the constant for creating convex polygon shapes. A polygon is " "defined by a list of points. It can be used for intersections and inside/" "outside checks. Unlike the [member CollisionPolygon2D.polygon] property, " "polygons modified with [method shape_set_data] do not verify that the points " "supplied form is a convex polygon." msgstr "" "Esta es la constante para crear formas poligonales convexas. Un polígono se " "define por una lista de puntos. Puede ser usado para intersecciones y " "controles internos/externos. A diferencia de la propiedad [member " "CollisionPolygon2D.polygon], los polígonos modificados con [method " "shape_set_data] no verifican que la forma de los puntos suministrados es un " "polígono convexo." #: doc/classes/Physics2DServer.xml msgid "" "This is the constant for creating concave polygon shapes. A polygon is " "defined by a list of points. It can be used for intersections checks, but " "not for inside/outside checks." msgstr "" "Esta es la constante para crear formas poligonales cóncavas. Un polígono se " "define por una lista de puntos. Puede ser usado para comprobar las " "intersecciones, pero no para comprobar el interior/exterior." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "This constant is used internally by the engine. Any attempt to create this " "kind of shape results in an error." msgstr "" "Esta constante es utilizada internamente por el motor. Cualquier intento de " "crear este tipo de forma resulta en un error." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get gravity strength in an area." msgstr "Constante para fijar/obtener la fuerza de gravedad en un área." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get gravity vector/center in an area." msgstr "Constante para fijar/obtener el vector/centro de gravedad en un área." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Constant to set/get whether the gravity vector of an area is a direction, or " "a center point." msgstr "" "Constante para establecer/obtener si el vector de gravedad de un área es una " "dirección, o un punto central." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Constant to set/get the falloff factor for point gravity of an area. The " "greater this value is, the faster the strength of gravity decreases with the " "square of distance." msgstr "" "Constante para fijar/obtener el factor de caída para el punto de gravedad de " "un área. Cuanto mayor es este valor, más rápido disminuye la fuerza de " "gravedad con el cuadrado de la distancia." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "This constant was used to set/get the falloff factor for point gravity. It " "has been superseded by [constant AREA_PARAM_GRAVITY_DISTANCE_SCALE]." msgstr "" "Esta constante se usó para fijar/obtener el factor de caída para la gravedad " "puntual. Ha sido reemplazada por [constant " "AREA_PARAM_GRAVITY_DISTANCE_SCALE]." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get the linear dampening factor of an area." msgstr "" "Constante para fijar/obtener el factor de amortiguación lineal de un área." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get the angular dampening factor of an area." msgstr "" "Constante para fijar/obtener el factor de amortiguación angular de un área." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get the priority (order of processing) of an area." msgstr "" "Constante para establecer/obtener la prioridad (orden de procesamiento) de " "un área." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "This area does not affect gravity/damp. These are generally areas that exist " "only to detect collisions, and objects entering or exiting them." msgstr "" "Esta zona no afecta a la gravedad/humedad. Estas son generalmente áreas que " "existen sólo para detectar colisiones, y objetos que entran o salen de ellas." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "This area adds its gravity/damp values to whatever has been calculated so " "far. This way, many overlapping areas can combine their physics to make " "interesting effects." msgstr "" "Esta área añade sus valores de gravedad/humedad a lo que se ha calculado " "hasta ahora. De esta manera, muchas áreas superpuestas pueden combinar su " "física para hacer efectos interesantes." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "This area adds its gravity/damp values to whatever has been calculated so " "far. Then stops taking into account the rest of the areas, even the default " "one." msgstr "" "Esta área añade sus valores de gravedad/amortiguación a lo que se ha " "calculado hasta ahora. Luego deja de tener en cuenta el resto de las áreas, " "incluso la predeterminada." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "This area replaces any gravity/damp, even the default one, and stops taking " "into account the rest of the areas." msgstr "" "Esta área reemplaza cualquier gravedad/amortiguación, incluso la " "predeterminada, y deja de tener en cuenta el resto de las áreas." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "This area replaces any gravity/damp calculated so far, but keeps calculating " "the rest of the areas, down to the default one." msgstr "" "Esta área reemplaza cualquier gravedad/amortiguación calculada hasta ahora, " "pero sigue calculando el resto de las áreas, hasta la predeterminada." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant for static bodies." msgstr "Constante para los cuerpos estáticos." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant for kinematic bodies." msgstr "Constante para los cuerpos cinemáticos." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant for rigid bodies." msgstr "Constante para cuerpos rígidos." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Constant for rigid bodies in character mode. In this mode, a body can not " "rotate, and only its linear velocity is affected by physics." msgstr "" "Constante para cuerpos rígidos en modo personaje. En este modo, un cuerpo no " "puede rotar, y sólo su velocidad lineal se ve afectada por la física." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get a body's bounce factor." msgstr "Constante para fijar/obtener el factor de rebote de un cuerpo." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get a body's friction." msgstr "Constante para fijar/obtener la fricción de un cuerpo." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get a body's mass." msgstr "Constante para fijar/obtener la masa de un cuerpo." #: doc/classes/Physics2DServer.xml msgid "Constant to set/get a body's inertia." msgstr "Constante para fijar/obtener la inercia de un cuerpo." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get a body's gravity multiplier." msgstr "" "Constante para fijar/obtener el multiplicador de gravedad de un cuerpo." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get a body's linear dampening factor." msgstr "" "Constante para fijar/obtener el factor de amortiguación lineal de un cuerpo." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get a body's angular dampening factor." msgstr "" "Constante para fijar/obtener el factor de amortiguación angular de un cuerpo." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Represents the size of the [enum BodyParameter] enum." msgstr "Representa el tamaño del enum [enum BodyParameter]." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get the current transform matrix of the body." msgstr "" "Constante para fijar/obtener la matriz de transformación de la corriente del " "cuerpo." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get the current linear velocity of the body." msgstr "Constante para fijar/obtener la actual velocidad lineal del cuerpo." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get the current angular velocity of the body." msgstr "Constante para fijar/obtener la actual velocidad angular del cuerpo." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to sleep/wake up a body, or to get whether it is sleeping." msgstr "" "Constante para dormir/despertar un cuerpo, o para saber si está durmiendo." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get whether the body can sleep." msgstr "Constante para establecer/obtener si el cuerpo puede dormir." #: doc/classes/Physics2DServer.xml msgid "Constant to create pin joints." msgstr "Constante para crear articulaciones de alfileres." #: doc/classes/Physics2DServer.xml msgid "Constant to create groove joints." msgstr "Constantemente para crear uniones ranuradas." #: doc/classes/Physics2DServer.xml msgid "Constant to create damped spring joints." msgstr "Constante para crear juntas de resorte amortiguadas." #: doc/classes/Physics2DServer.xml msgid "" "Sets the resting length of the spring joint. The joint will always try to go " "to back this length when pulled apart." msgstr "" "Establece la longitud de reposo de la articulación del resorte. La " "articulación siempre intentará volver a esta longitud cuando se separe." #: doc/classes/Physics2DServer.xml msgid "" "Sets the stiffness of the spring joint. The joint applies a force equal to " "the stiffness times the distance from its resting length." msgstr "" "Establece la rigidez de la articulación del resorte. La articulación aplica " "una fuerza igual a la rigidez por la distancia de su longitud en reposo." #: doc/classes/Physics2DServer.xml msgid "" "Sets the damping ratio of the spring joint. A value of 0 indicates an " "undamped spring, while 1 causes the system to reach equilibrium as fast as " "possible (critical damping)." msgstr "" "Establece la relación de amortiguación de la articulación del resorte. Un " "valor de 0 indica un resorte no amortiguado, mientras que 1 hace que el " "sistema alcance el equilibrio lo más rápido posible (amortiguación crítica)." #: doc/classes/Physics2DServer.xml msgid "" "Disables continuous collision detection. This is the fastest way to detect " "body collisions, but can miss small, fast-moving objects." msgstr "" "Desactiva la detección de colisión continua. Es la forma más rápida de " "detectar colisiones corporales, pero puede pasar por alto pequeños objetos " "de movimiento rápido." #: doc/classes/Physics2DServer.xml msgid "" "Enables continuous collision detection by raycasting. It is faster than " "shapecasting, but less precise." msgstr "" "Permite la detección continua de colisiones mediante la emisión de rayos. Es " "más rápido que el \"shapecasting\", pero menos preciso." #: doc/classes/Physics2DServer.xml msgid "" "Enables continuous collision detection by shapecasting. It is the slowest " "CCD method, and the most precise." msgstr "" "Permite la detección continua de colisiones mediante el modelado. Es el " "método más lento de CCD, y el más preciso." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "The value of the first parameter and area callback function receives, when " "an object enters one of its shapes." msgstr "" "El valor del primer parámetro y la función de retrollamada de área recibe, " "cuando un objeto entra en una de sus formas." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "The value of the first parameter and area callback function receives, when " "an object exits one of its shapes." msgstr "" "El valor del primer parámetro y la función de llamada de área recibe, cuando " "un objeto sale de una de sus formas." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to get the number of objects that are not sleeping." msgstr "Constante para obtener el número de objetos que no están durmiendo." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to get the number of possible collisions." msgstr "Constante para obtener el número de posibles colisiones." #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Constant to get the number of space regions where a collision could occur." msgstr "" "Constante para obtener el número de regiones espaciales donde podría ocurrir " "una colisión." #: doc/classes/Physics2DShapeQueryParameters.xml msgid "Parameters to be sent to a 2D shape physics query." msgstr "Parámetros a enviar a una consulta de física de forma 2D." #: doc/classes/Physics2DShapeQueryParameters.xml #, fuzzy msgid "" "This class contains the shape and other parameters for 2D intersection/" "collision queries." msgstr "" "Esta clase contiene la forma y otros parámetros para consultas de " "intersección/colisión en 2D. Ver también [PhysicsShapeQueryResult2D]." #: doc/classes/Physics2DShapeQueryParameters.xml #, fuzzy msgid "" "Sets the [Shape2D] that will be used for collision/intersection queries." msgstr "" "Devuelve el estado de un espacio, un [PhysicsDirectSpaceState2D]. Este " "objeto puede ser usado para hacer consultas de colisión/intersección." #: doc/classes/Physics2DShapeQueryParameters.xml msgid "If [code]true[/code], the query will take [Area2D]s into account." msgstr "Si [code]true[/code], la consulta tendrá en cuenta las [Area2D]s." #: doc/classes/Physics2DShapeQueryParameters.xml msgid "" "If [code]true[/code], the query will take [PhysicsBody2D]s into account." msgstr "" "Si [code]true[/code], la consulta tendrá en cuenta las [PhysicsBody2D]s." #: doc/classes/Physics2DShapeQueryParameters.xml #: doc/classes/PhysicsShapeQueryParameters.xml msgid "" "The physics layer(s) the query will take into account (as a bitmask). See " "[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-" "and-masks]Collision layers and masks[/url] in the documentation for more " "information." msgstr "" #: doc/classes/Physics2DShapeQueryParameters.xml #: doc/classes/PhysicsShapeQueryParameters.xml msgid "" "The list of objects or object [RID]s that will be excluded from collisions." msgstr "La lista de objetos [RID] que serán excluidos de las colisiones." #: doc/classes/Physics2DShapeQueryParameters.xml #: doc/classes/PhysicsShapeQueryParameters.xml msgid "The collision margin for the shape." msgstr "El margen de colisión de la forma." #: doc/classes/Physics2DShapeQueryParameters.xml msgid "The motion of the shape being queried for." msgstr "El movimiento de la forma que se ha encolado." #: doc/classes/Physics2DShapeQueryParameters.xml #: doc/classes/PhysicsShapeQueryParameters.xml msgid "The queried shape's [RID]. See also [method set_shape]." msgstr "" #: doc/classes/Physics2DShapeQueryParameters.xml #: doc/classes/PhysicsShapeQueryParameters.xml msgid "The queried shape's transform matrix." msgstr "La matriz de transformación de la forma en cuestión." #: doc/classes/PhysicsBody.xml msgid "Base class for all objects affected by physics in 3D space." msgstr "" "Clase base para todos los objetos afectados por la física en el espacio 3D." #: doc/classes/PhysicsBody.xml #, fuzzy msgid "" "PhysicsBody is an abstract base class for implementing a physics body. All " "*Body types inherit from it." msgstr "" "PhysicsBody es una clase base abstracta para implementar un cuerpo de " "física. Todos los tipos de *cuerpo heredan de él." #: doc/classes/PhysicsBody.xml doc/classes/PhysicsBody2D.xml #: doc/classes/SoftBody.xml msgid "Adds a body to the list of bodies that this body can't collide with." msgstr "" "Añade un cuerpo a la lista de cuerpos con los que este cuerpo no puede " "colisionar." #: doc/classes/PhysicsBody.xml doc/classes/PhysicsBody2D.xml #: doc/classes/SoftBody.xml msgid "" "Returns an array of nodes that were added as collision exceptions for this " "body." msgstr "" "Devuelve un conjunto de nodos que se añadieron como excepciones de colisión " "para este cuerpo." #: doc/classes/PhysicsBody.xml doc/classes/PhysicsBody2D.xml #: doc/classes/SoftBody.xml msgid "" "Removes a body from the list of bodies that this body can't collide with." msgstr "" "Quita un cuerpo de la lista de cuerpos con los que este cuerpo no puede " "colisionar." #: doc/classes/PhysicsBody2D.xml msgid "Base class for all objects affected by physics in 2D space." msgstr "" "Clase base para todos los objetos afectados por la física en el espacio 2D." #: doc/classes/PhysicsBody2D.xml msgid "" "PhysicsBody2D is an abstract base class for implementing a physics body. All " "*Body2D types inherit from it." msgstr "" "PhysicsBody2D es una clase base abstracta para implementar un cuerpo de " "física. Todos los tipos de *Body2D heredan de ella." #: doc/classes/PhysicsBody2D.xml #, fuzzy msgid "" "Both collision_layer and collision_mask. Returns collision_layer when " "accessed. Updates collision_layer and collision_mask when modified." msgstr "" "Tanto el [member collision_layer] como la [member collision_mask]. Devuelve " "[member collision_layer] cuando se accede a ella. Actualiza [member " "collision_layer] y [member collision_mask] cuando son modificados." #: doc/classes/PhysicsDirectBodyState.xml #, fuzzy msgid "Direct access object to a physics body in the [PhysicsServer]." msgstr "Acceso directo al objeto a un cuerpo físico en el [PhysicsServer2D]." #: doc/classes/PhysicsDirectBodyState.xml msgid "" "Provides direct access to a physics body in the [PhysicsServer], allowing " "safe changes to physics properties. This object is passed via the direct " "state callback of rigid/character bodies, and is intended for changing the " "direct state of that body. See [method RigidBody._integrate_forces]." msgstr "" "Proporciona acceso directo a un cuerpo físico en el [PhysicsServer], " "permitiendo cambios seguros en las propiedades físicas. Este objeto pasa a " "través de la llamada de estado directo de los cuerpos rígidos/" "característicos, y está destinado a cambiar el estado directo de ese cuerpo. " "Ver [method RigidBody2D._integrate_forces]." #: doc/classes/PhysicsDirectBodyState.xml msgid "" "Adds a constant directional force without affecting rotation.\n" "This is equivalent to [code]add_force(force, Vector3(0,0,0))[/code]." msgstr "" "Añade una fuerza direccional constante sin afectar a la rotación.\n" "Esto equivale a [code]add_force(force, Vector3(0,0,0))[/code]." #: doc/classes/PhysicsDirectBodyState.xml msgid "Adds a constant rotational force without affecting position." msgstr "Añade una fuerza de rotación constante sin afectar a la posición." #: doc/classes/PhysicsDirectBodyState.xml msgid "" "Applies a single directional impulse without affecting rotation.\n" "This is equivalent to [code]apply_impulse(Vector3(0, 0, 0), impulse)[/code]." msgstr "" "Aplica un único impulso direccional sin afectar a la rotación.\n" "Esto equivale a [code]apply_impulse(Vector3(0, 0, 0), impulso)[/code]." #: doc/classes/PhysicsDirectBodyState.xml msgid "" "Applies a positioned impulse to the body. An impulse is time-independent! " "Applying an impulse every frame would result in a framerate-dependent force. " "For this reason it should only be used when simulating one-time impacts. The " "position uses the rotation of the global coordinate system, but is centered " "at the object's origin." msgstr "" "Aplica un impulso posicionado al cuerpo. ¡Un impulso es independiente del " "tiempo! Aplicar un impulso en cada cuadro resultaría en una fuerza " "dependiente del cuadro. Por esta razón, sólo debe utilizarse cuando se " "simulan impactos únicos. La posición utiliza la rotación del sistema de " "coordenadas globales, pero está centrada en el origen del objeto." #: doc/classes/PhysicsDirectBodyState.xml msgid "" "Apply a torque impulse (which will be affected by the body mass and shape). " "This will rotate the body around the vector [code]j[/code] passed as " "parameter." msgstr "" "Aplica un impulso de torsión (que se verá afectado por la masa y la forma " "del cuerpo). Esto hará girar el cuerpo alrededor del vector [code]j[/code] " "pasado como parámetro." #: doc/classes/PhysicsDirectBodyState.xml msgid "Returns the collider object." msgstr "Devuelve el objeto del colisionador." #: doc/classes/PhysicsDirectBodyState.xml #, fuzzy msgid "" "Returns the number of contacts this body has with other bodies.\n" "[b]Note:[/b] By default, this returns 0 unless bodies are configured to " "monitor contacts. See [member RigidBody.contact_monitor]." msgstr "" "Devuelve el número de contactos que este cuerpo tiene con otros cuerpos.\n" "[b]Nota:[/b] Por defecto, esto devuelve 0 a menos que los cuerpos estén " "configurados para monitorear los contactos. Ver [member RigidBody2D." "contact_monitor]." #: doc/classes/PhysicsDirectBodyState.xml msgid "Impulse created by the contact. Only implemented for Bullet physics." msgstr "" "Impulso creado por el contacto. Sólo implementado para la física de la Bala." #: doc/classes/PhysicsDirectBodyState.xml doc/classes/RigidBody.xml msgid "" "The body's rotational velocity in axis-angle format. The magnitude of the " "vector is the rotation rate in [i]radians[/i] per second." msgstr "" #: doc/classes/PhysicsDirectBodyState.xml #, fuzzy msgid "The body's linear velocity in units per second." msgstr "La velocidad lineal del cuerpo." #: doc/classes/PhysicsDirectSpaceState.xml #, fuzzy msgid "Direct access object to a space in the [PhysicsServer]." msgstr "Acceso directo al objeto a un espacio en el [PhysicsServer2D]." #: doc/classes/PhysicsDirectSpaceState.xml #, fuzzy msgid "" "Direct access object to a space in the [PhysicsServer]. It's used mainly to " "do queries against objects and areas residing in a given space." msgstr "" "Acceso directo al objeto a un espacio en el [PhysicsServer2D]. Se utiliza " "principalmente para hacer consultas contra objetos y áreas que residen en un " "espacio determinado." #: doc/classes/PhysicsDirectSpaceState.xml msgid "" "Checks how far a [Shape] can move without colliding. All the parameters for " "the query, including the shape, are supplied through a " "[PhysicsShapeQueryParameters] object.\n" "Returns an array with the safe and unsafe proportions (between 0 and 1) of " "the motion. The safe proportion is the maximum fraction of the motion that " "can be made without a collision. The unsafe proportion is the minimum " "fraction of the distance that must be moved for a collision. If no collision " "is detected a result of [code][1.0, 1.0][/code] will be returned.\n" "[b]Note:[/b] Any [Shape]s that the shape is already colliding with e.g. " "inside of, will be ignored. Use [method collide_shape] to determine the " "[Shape]s that the shape is already colliding with." msgstr "" #: doc/classes/PhysicsDirectSpaceState.xml #, fuzzy msgid "" "Checks the intersections of a shape, given through a " "[PhysicsShapeQueryParameters] object, against the space. The resulting array " "contains a list of points where the shape intersects another. Like with " "[method intersect_shape], the number of returned results can be limited to " "save processing time." msgstr "" "Comprueba las intersecciones de una forma, dadas a través de un objeto " "[PhysicsShapeQueryParameters2D], contra el espacio. El array resultante " "contiene una lista de puntos donde la forma se intersecta con otra. Al igual " "que con [method intersect_shape], el número de resultados devueltos puede " "limitarse para ahorrar tiempo de procesamiento." #: doc/classes/PhysicsDirectSpaceState.xml #, fuzzy msgid "" "Checks the intersections of a shape, given through a " "[PhysicsShapeQueryParameters] object, against the space. If it collides with " "more than one shape, the nearest one is selected. The returned object is a " "dictionary containing the following fields:\n" "[code]collider_id[/code]: The colliding object's ID.\n" "[code]linear_velocity[/code]: The colliding object's velocity [Vector3]. If " "the object is an [Area], the result is [code](0, 0, 0)[/code].\n" "[code]normal[/code]: The object's surface normal at the intersection point.\n" "[code]point[/code]: The intersection point.\n" "[code]rid[/code]: The intersecting object's [RID].\n" "[code]shape[/code]: The shape index of the colliding shape.\n" "If the shape did not intersect anything, then an empty dictionary is " "returned instead." msgstr "" "Comprueba las intersecciones de una forma, dadas a través de un objeto " "[PhysicsShapeQueryParameters], contra el espacio. Si colisiona con más de " "una forma, se selecciona la más cercana. El objeto devuelto es un " "diccionario que contiene los siguientes campos:\n" "[code]collider_id[/code]: El ID del objeto que colisiona.\n" "[code]linear_velocity[/code]: La velocidad del objeto que colisiona " "[Vector3]. Si el objeto es un [Area], el resultado es [code](0, 0, 0)[/" "code].\n" "[code]normal[/code]: La normalidad de la superficie del objeto en el punto " "de intersección.\n" "[code]point[/code]: El punto de intersección.\n" "[code]rid[/code]: El objeto que intersecta [RID].\n" "[code]shape[/code]: El índice de la forma de la forma en colisión.\n" "Si la forma no intersectó nada, entonces se devuelve un diccionario vacío en " "su lugar." #: doc/classes/PhysicsDirectSpaceState.xml #, fuzzy msgid "" "Checks whether a point is inside any solid shape. The shapes the point is " "inside of are returned in an array containing dictionaries with the " "following fields:\n" "[code]collider[/code]: The colliding object.\n" "[code]collider_id[/code]: The colliding object's ID.\n" "[code]rid[/code]: The intersecting object's [RID].\n" "[code]shape[/code]: The shape index of the colliding shape.\n" "The number of intersections can be limited with the [code]max_results[/code] " "parameter, to reduce the processing time.\n" "Additionally, the method can take an [code]exclude[/code] array of objects " "or [RID]s that are to be excluded from collisions, a [code]collision_mask[/" "code] bitmask representing the physics layers to check in, or booleans to " "determine if the ray should collide with [PhysicsBody]s or [Area]s, " "respectively." msgstr "" "Intersecta un rayo en un espacio determinado. El objeto devuelto es un " "diccionario con los siguientes campos:\n" "[code]collider[/code]: El objeto que colisiona.\n" "[code]collider_id[/code]: El ID del objeto que colisiona.\n" "[code]normal[/code]: La normalidad de la superficie del objeto en el punto " "de intersección.\n" "[code]position[/code]: El punto de intersección.\n" "[code]rid[/code]: El objeto que intersecta [RID].\n" "[code]shape[/code]: El índice de la forma de la forma en colisión.\n" "Si el rayo no intersectó nada, entonces se devuelve un diccionario vacío en " "su lugar.\n" "Además, el método puede tomar un array [code]exclude[/code] de objetos o " "[RID]s que deben ser excluidos de las colisiones, una máscara de bits " "[code]collision_mask[/code] que representa las capas de física para " "comprobar, o booleanos para determinar si el rayo debe colisionar con " "[PhysicsBody]s o [Area]s, respectivamente." #: doc/classes/PhysicsDirectSpaceState.xml #, fuzzy msgid "" "Intersects a ray in a given space. The returned object is a dictionary with " "the following fields:\n" "[code]collider[/code]: The colliding object.\n" "[code]collider_id[/code]: The colliding object's ID.\n" "[code]normal[/code]: The object's surface normal at the intersection point.\n" "[code]position[/code]: The intersection point.\n" "[code]rid[/code]: The intersecting object's [RID].\n" "[code]shape[/code]: The shape index of the colliding shape.\n" "If the ray did not intersect anything, then an empty dictionary is returned " "instead.\n" "Additionally, the method can take an [code]exclude[/code] array of objects " "or [RID]s that are to be excluded from collisions, a [code]collision_mask[/" "code] bitmask representing the physics layers to check in, or booleans to " "determine if the ray should collide with [PhysicsBody]s or [Area]s, " "respectively." msgstr "" "Intersecta un rayo en un espacio determinado. El objeto devuelto es un " "diccionario con los siguientes campos:\n" "[code]collider[/code]: El objeto que colisiona.\n" "[code]collider_id[/code]: El ID del objeto que colisiona.\n" "[code]normal[/code]: La normalidad de la superficie del objeto en el punto " "de intersección.\n" "[code]position[/code]: El punto de intersección.\n" "[code]rid[/code]: El objeto que intersecta [RID].\n" "[code]shape[/code]: El índice de la forma de la forma en colisión.\n" "Si el rayo no intersectó nada, entonces se devuelve un diccionario vacío en " "su lugar.\n" "Además, el método puede tomar un array [code]exclude[/code] de objetos o " "[RID]s que deben ser excluidos de las colisiones, una máscara de bits " "[code]collision_mask[/code] que representa las capas de física para " "comprobar, o booleanos para determinar si el rayo debe colisionar con " "[PhysicsBody]s o [Area]s, respectivamente." #: doc/classes/PhysicsDirectSpaceState.xml #, fuzzy msgid "" "Checks the intersections of a shape, given through a " "[PhysicsShapeQueryParameters] object, against the space. The intersected " "shapes are returned in an array containing dictionaries with the following " "fields:\n" "[code]collider[/code]: The colliding object.\n" "[code]collider_id[/code]: The colliding object's ID.\n" "[code]rid[/code]: The intersecting object's [RID].\n" "[code]shape[/code]: The shape index of the colliding shape.\n" "The number of intersections can be limited with the [code]max_results[/code] " "parameter, to reduce the processing time." msgstr "" "Comprueba las intersecciones de una forma, dadas a través de un objeto " "[PhysicsShapeQueryParameters], contra el espacio. Las formas intersectadas " "son devueltas en una matriz que contiene diccionarios con los siguientes " "campos:\n" "[code]colisionador[/code]: El objeto que colisiona.\n" "[code]colisionador[/code]: El ID del objeto que colisiona.\n" "[code]rid[/code]: El [RID] del objeto que colisiona.\n" "[code]shape[/code]: El índice de la forma del objeto que colisiona.\n" "El número de intersecciones puede ser limitado con el parámetro " "[code]max_results[/code], para reducir el tiempo de procesamiento." #: doc/classes/PhysicsMaterial.xml msgid "A material for physics properties." msgstr "Un material para las propiedades físicas." #: doc/classes/PhysicsMaterial.xml #, fuzzy msgid "" "Provides a means of modifying the collision properties of a [PhysicsBody]." msgstr "" "Proporciona un medio para modificar las propiedades de colisión de un " "[PhysicsBody]." #: doc/classes/PhysicsMaterial.xml msgid "" "If [code]true[/code], subtracts the bounciness from the colliding object's " "bounciness instead of adding it." msgstr "" "Si [code]true[/code], resta el rebote del rebote del objeto que colisiona en " "lugar de agregarlo." #: doc/classes/PhysicsMaterial.xml msgid "" "The body's bounciness. Values range from [code]0[/code] (no bounce) to " "[code]1[/code] (full bounciness)." msgstr "" "El rebote del cuerpo. Los valores van desde [code]0[/code] (sin rebote) " "hasta [code]1[/code] (rebote completo)." #: doc/classes/PhysicsMaterial.xml msgid "" "The body's friction. Values range from [code]0[/code] (frictionless) to " "[code]1[/code] (maximum friction)." msgstr "" "La fricción del cuerpo. Los valores van desde [code]0[/code] (sin fricción) " "hasta [code]1[/code] (fricción máxima)." #: doc/classes/PhysicsMaterial.xml msgid "" "If [code]true[/code], the physics engine will use the friction of the object " "marked as \"rough\" when two objects collide. If [code]false[/code], the " "physics engine will use the lowest friction of all colliding objects " "instead. If [code]true[/code] for both colliding objects, the physics engine " "will use the highest friction." msgstr "" "Si [code]true[/code], el motor de la física utilizará la fricción del objeto " "marcado como \"áspero\" cuando dos objetos colisionen. Si [code]false[/" "code], el motor de física usará la menor fricción de todos los objetos que " "colisionen en su lugar. Si [code]true[/code] para ambos objetos que " "colisionan, el motor de física utilizará la fricción más alta." #: doc/classes/PhysicsServer.xml msgid "Server interface for low-level physics access." msgstr "Interfaz de servidor para acceso a la física de bajo nivel." #: doc/classes/PhysicsServer.xml #, fuzzy msgid "" "PhysicsServer is the server responsible for all 3D physics. It can create " "many kinds of physics objects, but does not insert them on the node tree." msgstr "" "PhysicsServer3D es el servidor responsable de toda la física 3D. Puede crear " "muchos tipos de objetos de física, pero no los inserta en el árbol de nodos." #: doc/classes/PhysicsServer.xml #, fuzzy msgid "Creates an [Area]." msgstr "Crea un [Area2D]." #: doc/classes/PhysicsServer.xml msgid "" "Returns an area parameter value. A list of available parameters is on the " "[enum AreaParameter] constants." msgstr "" "Devuelve un valor de parámetro de área. Una lista de los parámetros " "disponibles se encuentra en las constantes [enum AreaParameter]." #: doc/classes/PhysicsServer.xml msgid "If [code]true[/code], area collides with rays." msgstr "Si [code]true[/code], el área colisiona con los rayos." #: doc/classes/PhysicsServer.xml msgid "" "Sets the value for an area parameter. A list of available parameters is on " "the [enum AreaParameter] constants." msgstr "" "Establece el valor de un parámetro de área. Una lista de los parámetros " "disponibles se encuentra en las constantes [enum AreaParameter]." #: doc/classes/PhysicsServer.xml msgid "Sets object pickable with rays." msgstr "Establece un objeto que se puede recoger con los rayos." #: doc/classes/PhysicsServer.xml msgid "" "Sets the space override mode for the area. The modes are described in the " "[enum AreaSpaceOverrideMode] constants." msgstr "" "Establece el modo de anulación de espacio para el área. Los modos se " "describen en las constantes [enum AreaSpaceOverrideMode]." #: doc/classes/PhysicsServer.xml msgid "" "Gives the body a push at a [code]position[/code] in the direction of the " "[code]impulse[/code]." msgstr "" "Da al cuerpo un empujón en una [code]position[/code] en la dirección del " "[code]impulse[/code]." #: doc/classes/PhysicsServer.xml msgid "Gives the body a push to rotate it." msgstr "Le da al cuerpo un empujón para rotarlo." #: doc/classes/PhysicsServer.xml msgid "" "Creates a physics body. The first parameter can be any value from [enum " "BodyMode] constants, for the type of body created. Additionally, the body " "can be created in sleeping state to save processing time." msgstr "" "Crea un cuerpo físico. El primer parámetro puede ser cualquier valor de las " "constantes de [enum BodyMode], para el tipo de cuerpo creado. Además, el " "cuerpo puede ser creado en estado de sueño para ahorrar tiempo de " "procesamiento." #: doc/classes/PhysicsServer.xml #, fuzzy msgid "" "Returns the [PhysicsDirectBodyState] of the body. Returns [code]null[/code] " "if the body is destroyed or removed from the physics space." msgstr "" "Devuelve el valor inicial de la propiedad especificada. Devuelve [code]null[/" "code] si la propiedad no existe." #: doc/classes/PhysicsServer.xml msgid "" "Returns the value of a body parameter. A list of available parameters is on " "the [enum BodyParameter] constants." msgstr "" "Devuelve el valor de un parámetro corporal. Una lista de parámetros " "disponibles se encuentra en las constantes [enum BodyParameter]." #: doc/classes/PhysicsServer.xml msgid "" "If [code]true[/code], the continuous collision detection mode is enabled." msgstr "" "Si [code]true[/code], se activa el modo de detección de colisión continua." #: doc/classes/PhysicsServer.xml msgid "If [code]true[/code], the body can be detected by rays." msgstr "Si [code]true[/code], el cuerpo puede ser detectado por los rayos." #: doc/classes/PhysicsServer.xml msgid "" "Removes a body from the list of bodies exempt from collisions.\n" "Continuous collision detection tries to predict where a moving body will " "collide, instead of moving it and correcting its movement if it collided." msgstr "" "Elimina un cuerpo de la lista de cuerpos exentos de colisiones.\n" "La detección continua de colisiones intenta predecir dónde colisionará un " "cuerpo en movimiento, en lugar de moverlo y corregir su movimiento si " "colisionara." #: doc/classes/PhysicsServer.xml msgid "" "If [code]true[/code], the continuous collision detection mode is enabled.\n" "Continuous collision detection tries to predict where a moving body will " "collide, instead of moving it and correcting its movement if it collided." msgstr "" "Si [code]true[/code], se activa el modo de detección de colisión continua.\n" "La detección de colisión continua trata de predecir dónde colisionará un " "cuerpo en movimiento, en lugar de moverlo y corregir su movimiento si " "colisionara." #: doc/classes/PhysicsServer.xml msgid "Sets the body mode, from one of the [enum BodyMode] constants." msgstr "" "Establece el modo del cuerpo, a partir de una de las constantes de [enum " "BodyMode]." #: doc/classes/PhysicsServer.xml msgid "" "Sets a body parameter. A list of available parameters is on the [enum " "BodyParameter] constants." msgstr "" "Establece un parámetro corporal. Una lista de parámetros disponibles se " "encuentra en las constantes [enum BodyParameter]." #: doc/classes/PhysicsServer.xml msgid "Sets the body pickable with rays if [code]enabled[/code] is set." msgstr "" "Establece que el cuerpo puede ser elegido con rayos si se establece el " "[code]enabled[/code]." #: doc/classes/PhysicsServer.xml msgid "Sets a body state (see [enum BodyState] constants)." msgstr "" "Obtiene un parámetro cone_twist_joint (ver las constantes [enum " "ConeTwistJointParam])." #: doc/classes/PhysicsServer.xml #, fuzzy msgid "" "Returns [code]true[/code] if a collision would result from moving in the " "given direction from a given point in space. [PhysicsTestMotionResult] can " "be passed to return additional information in." msgstr "" "Devuelve [code]true[/code] si una colisión resultara de moverse en la " "dirección dada desde un punto determinado del espacio. El margen aumenta el " "tamaño de las formas involucradas en la detección de la colisión. " "[PhysicsTestMotionResult2D] puede ser pasado para devolver información " "adicional." #: doc/classes/PhysicsServer.xml msgid "" "Gets a cone_twist_joint parameter (see [enum ConeTwistJointParam] constants)." msgstr "" "Obtiene un parámetro cone_twist_joint (ver las constantes [enum " "ConeTwistJointParam])." #: doc/classes/PhysicsServer.xml msgid "" "Sets a cone_twist_joint parameter (see [enum ConeTwistJointParam] constants)." msgstr "" "Establece un parámetro cone_twist_joint (ver las constantes [enum " "ConeTwistJointParam])." #: doc/classes/PhysicsServer.xml #, fuzzy msgid "" "Destroys any of the objects created by PhysicsServer. If the [RID] passed is " "not one of the objects that can be created by PhysicsServer, an error will " "be sent to the console." msgstr "" "Destruye cualquiera de los objetos creados por PhysicsServer2D. Si el [RID] " "pasado no es uno de los objetos que puede ser creado por PhysicsServer2D, se " "enviará un error a la consola." #: doc/classes/PhysicsServer.xml msgid "" "Gets a generic_6_DOF_joint flag (see [enum G6DOFJointAxisFlag] constants)." msgstr "" "Obtiene una flag generic_6_DOF_joint (véase las constantes [enum " "G6DOFJointAxisFlag])." #: doc/classes/PhysicsServer.xml msgid "" "Gets a generic_6_DOF_joint parameter (see [enum G6DOFJointAxisParam] " "constants)." msgstr "" "Obtiene un parámetro generic_6_DOF_joint (véase las constantes [enum " "G6DOFJointAxisParam])." #: doc/classes/PhysicsServer.xml msgid "" "Sets a generic_6_DOF_joint flag (see [enum G6DOFJointAxisFlag] constants)." msgstr "" "Establece una flag generic (véase las constantes [enum G6DOFJointAxisFlag])." #: doc/classes/PhysicsServer.xml msgid "" "Sets a generic_6_DOF_joint parameter (see [enum G6DOFJointAxisParam] " "constants)." msgstr "" "Establece un parámetro generic_6_DOF_joint (véase las constantes [enum " "G6DOFJointAxisParam])." #: doc/classes/PhysicsServer.xml #, fuzzy 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 "" "Devuelve información sobre el estado actual del motor de física 2D. Ver " "[enum ProcessInfo] para una lista de los estados disponibles." #: doc/classes/PhysicsServer.xml msgid "Gets a hinge_joint flag (see [enum HingeJointFlag] constants)." msgstr "" "Obtiene una flag de hinge_joint (ver constantes de [enum HingeJointFlag])." #: doc/classes/PhysicsServer.xml msgid "Gets a hinge_joint parameter (see [enum HingeJointParam])." msgstr "Obtiene un parámetro de hinge_joint (ver [enum HingeJointParam])." #: doc/classes/PhysicsServer.xml msgid "Sets a hinge_joint flag (see [enum HingeJointFlag] constants)." msgstr "" "Establece una flag de hinge_joint (ver las constantes de [enum " "HingeJointFlag])." #: doc/classes/PhysicsServer.xml msgid "Sets a hinge_joint parameter (see [enum HingeJointParam] constants)." msgstr "" "Establece un parámetro de hinge_joint (ver las constantes [enum " "HingeJointParam])." #: doc/classes/PhysicsServer.xml #, fuzzy msgid "Creates a [ConeTwistJoint]." msgstr "Crea un [ConeTwistJoint]." #: doc/classes/PhysicsServer.xml #, fuzzy msgid "Creates a [Generic6DOFJoint]." msgstr "Crea un [Generic6DOFJoint]." #: doc/classes/PhysicsServer.xml #, fuzzy msgid "Creates a [HingeJoint]." msgstr "Crea un [HingeJoint]." #: doc/classes/PhysicsServer.xml #, fuzzy msgid "Creates a [PinJoint]." msgstr "Crea un [PinJoint]." #: doc/classes/PhysicsServer.xml #, fuzzy msgid "Creates a [SliderJoint]." msgstr "Crea un [SliderJoint]." #: doc/classes/PhysicsServer.xml #, fuzzy msgid "Gets the priority value of the Joint." msgstr "Obtiene el valor de prioridad del Joint3D." #: doc/classes/PhysicsServer.xml #, fuzzy msgid "Returns the type of the Joint." msgstr "Devuelve el tipo de la Joint3D." #: doc/classes/PhysicsServer.xml #, fuzzy msgid "Sets the priority value of the Joint." msgstr "Establece el valor de prioridad del Joint3D." #: doc/classes/PhysicsServer.xml msgid "" "Returns position of the joint in the local space of body a of the joint." msgstr "" "Devuelve la posición de la articulación en el espacio local del cuerpo a de " "la articulación." #: doc/classes/PhysicsServer.xml msgid "" "Returns position of the joint in the local space of body b of the joint." msgstr "" "Devuelve la posición de la articulación en el espacio local del cuerpo b de " "la articulación." #: doc/classes/PhysicsServer.xml msgid "Gets a pin_joint parameter (see [enum PinJointParam] constants)." msgstr "" "Obtiene un parámetro pin_joint (ver las constantes [enum PinJointParam])." #: doc/classes/PhysicsServer.xml msgid "Sets position of the joint in the local space of body a of the joint." msgstr "" "Establece la posición de la articulación en el espacio local del cuerpo a de " "la articulación." #: doc/classes/PhysicsServer.xml msgid "Sets position of the joint in the local space of body b of the joint." msgstr "" "Establece la posición de la articulación en el espacio local del cuerpo b de " "la articulación." #: doc/classes/PhysicsServer.xml msgid "Sets a pin_joint parameter (see [enum PinJointParam] constants)." msgstr "" "Establece un parámetro pin_joint (ver las constantes [enum PinJointParam])." #: doc/classes/PhysicsServer.xml msgid "Activates or deactivates the 3D physics engine." msgstr "Activa o desactiva el motor de física 3D." #: doc/classes/PhysicsServer.xml msgid "" "Sets the amount of iterations for calculating velocities of colliding " "bodies. The greater the amount of iterations, the more accurate the " "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 GodotPhysics engine, not the " "default Bullet physics engine." msgstr "" #: doc/classes/PhysicsServer.xml msgid "" "Creates a shape of a type from [enum ShapeType]. Does not assign it to a " "body or an area. To do so, you must use [method area_set_shape] or [method " "body_set_shape]." msgstr "" "Crea una forma de un tipo de [enum ShapeType]. No la asigna a un cuerpo o a " "un área. Para ello, debes usar [method area_set_shape] o [method " "body_set_shape]." #: doc/classes/PhysicsServer.xml msgid "Returns the type of shape (see [enum ShapeType] constants)." msgstr "Devuelve el tipo de forma (ver las constantes [enum ShapeType])." #: doc/classes/PhysicsServer.xml msgid "Gets a slider_joint parameter (see [enum SliderJointParam] constants)." msgstr "" "Obtiene un parámetro slider_joint (ver las constantes [enum " "SliderJointParam])." #: doc/classes/PhysicsServer.xml #, fuzzy msgid "" "Returns the state of a space, a [PhysicsDirectSpaceState]. This object can " "be used to make collision/intersection queries." msgstr "" "Devuelve el estado de un espacio, un [PhysicsDirectSpaceState2D]. Este " "objeto puede ser usado para hacer consultas de colisión/intersección." #: doc/classes/PhysicsServer.xml msgid "" "Sets the value for a space parameter. A list of available parameters is on " "the [enum SpaceParameter] constants." msgstr "" "Establece el valor de un parámetro espacial. Una lista de los parámetros " "disponibles se encuentra en las constantes [enum SpaceParameter]." #: doc/classes/PhysicsServer.xml #, fuzzy msgid "The [Joint] is a [PinJoint]." msgstr "El [Joint] es un [PinJoint]." #: doc/classes/PhysicsServer.xml #, fuzzy msgid "The [Joint] is a [HingeJoint]." msgstr "El [Joint] es un [HingeJoint]." #: doc/classes/PhysicsServer.xml #, fuzzy msgid "The [Joint] is a [SliderJoint]." msgstr "El [Joint] es un [SliderJoint]." #: doc/classes/PhysicsServer.xml #, fuzzy msgid "The [Joint] is a [ConeTwistJoint]." msgstr "El [Joint] es un [ConeTwistJoint]." #: doc/classes/PhysicsServer.xml #, fuzzy msgid "The [Joint] is a [Generic6DOFJoint]." msgstr "El [Joint] es un [Generic6DOFJoint]." #: doc/classes/PhysicsServer.xml msgid "" "The strength with which the pinned objects try to stay in positional " "relation to each other.\n" "The higher, the stronger." msgstr "" "La fuerza con la que los objetos clavados tratan de mantenerse en relación " "posicional entre sí.\n" "Cuanto más alto, más fuerte." #: doc/classes/PhysicsServer.xml msgid "" "The strength with which the pinned objects try to stay in velocity relation " "to each other.\n" "The higher, the stronger." msgstr "" "La fuerza con la que los objetos clavados tratan de mantenerse en relación " "posicional entre sí.\n" "Cuanto más alto, más fuerte." #: doc/classes/PhysicsServer.xml #, fuzzy msgid "" "If above 0, this value is the maximum value for an impulse that this Joint " "puts on its ends." msgstr "" "Si está por encima de 0, este valor es el valor máximo para un impulso que " "este Joint3D pone en sus extremos." #: doc/classes/PhysicsServer.xml msgid "The maximum rotation across the Hinge." msgstr "La máxima rotación a través de la Hinge." #: doc/classes/PhysicsServer.xml msgid "The minimum rotation across the Hinge." msgstr "La máxima rotación a través de la Hinge." #: doc/classes/PhysicsServer.xml msgid "If [code]true[/code], the Hinge has a maximum and a minimum rotation." msgstr "Si [code]true[/code], la Hinge tiene una rotación máxima y una mínima." #: doc/classes/PhysicsServer.xml msgid "If [code]true[/code], a motor turns the Hinge." msgstr "Si [code]true[/code], un motor hace girar el Hinge." #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "" "The maximum difference between the pivot points on their X axis before " "damping happens." msgstr "" "La máxima diferencia entre los puntos de pivote en su eje X antes de que se " "produzca la amortiguación." #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "" "The minimum difference between the pivot points on their X axis before " "damping happens." msgstr "" "La diferencia mínima entre los puntos de pivote en su eje X antes de que se " "produzca la amortiguación." #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "" "A factor applied to the movement across the slider axis once the limits get " "surpassed. The lower, the slower the movement." msgstr "" "Un factor aplicado al movimiento a través del eje del deslizador una vez que " "se superan los límites. Cuanto más bajo, más lento es el movimiento." #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "" "The amount of restitution once the limits are surpassed. The lower, the more " "velocityenergy gets lost." msgstr "" "La cantidad de la restitución una vez que se superen los límites. Cuanto más " "bajo, más energía de velocidad se pierde." #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "The amount of damping once the slider limits are surpassed." msgstr "" "La cantidad de amortiguación una vez que se superan los límites del " "deslizador." #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "" "A factor applied to the movement across the slider axis as long as the " "slider is in the limits. The lower, the slower the movement." msgstr "" "Un factor aplicado al movimiento a través del eje del deslizador mientras el " "deslizador esté en los límites. Cuanto más bajo, más lento es el movimiento." #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "The amount of restitution inside the slider limits." msgstr "La cantidad de restitución dentro de los límites del deslizador." #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "The amount of damping inside the slider limits." msgstr "La cantidad de amortiguación dentro de los límites del deslizador." #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "A factor applied to the movement across axes orthogonal to the slider." msgstr "" "Un factor aplicado al movimiento a través de ejes ortogonales al deslizador." #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "" "The amount of restitution when movement is across axes orthogonal to the " "slider." msgstr "" "La cantidad de restitución cuando el movimiento es a través de ejes " "ortogonales al deslizador." #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "" "The amount of damping when movement is across axes orthogonal to the slider." msgstr "" "La cantidad de amortiguación cuando el movimiento es a través de ejes " "ortogonales al deslizador." #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "The upper limit of rotation in the slider." msgstr "El límite superior de rotación en el deslizador." #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "The lower limit of rotation in the slider." msgstr "El límite inferior de rotación en el deslizador." #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "A factor applied to the all rotation once the limit is surpassed." msgstr "Un factor que se aplica a toda la rotación una vez superado el límite." #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "The amount of restitution of the rotation when the limit is surpassed." msgstr "La cantidad de restitución de la rotación cuando se supera el límite." #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "The amount of damping of the rotation when the limit is surpassed." msgstr "" "La cantidad de amortiguación de la rotación cuando se supera el límite." #: doc/classes/PhysicsServer.xml msgid "A factor that gets applied to the all rotation in the limits." msgstr "Un factor que se aplica a toda la rotación en los límites." #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "The amount of restitution of the rotation in the limits." msgstr "La cantidad de restitución de la rotación en los límites." #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "The amount of damping of the rotation in the limits." msgstr "La cantidad de amortiguación de la rotación en los límites." #: doc/classes/PhysicsServer.xml msgid "" "A factor that gets applied to the all rotation across axes orthogonal to the " "slider." msgstr "" "Un factor que se aplica a toda la rotación a través de ejes ortogonales al " "deslizador." #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "" "The amount of restitution of the rotation across axes orthogonal to the " "slider." msgstr "" "La cantidad de restitución de la rotación a través de ejes ortogonales al " "deslizador." #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "" "The amount of damping of the rotation across axes orthogonal to the slider." msgstr "" "La cantidad de amortiguación de la rotación a través de ejes ortogonales al " "deslizador." #: doc/classes/PhysicsServer.xml msgid "Represents the size of the [enum SliderJointParam] enum." msgstr "Representa el tamaño del enum [enum SliderJointParam]." #: doc/classes/PhysicsServer.xml #, fuzzy msgid "" "The ease with which the Joint twists, if it's too low, it takes more force " "to twist the joint." msgstr "" "La facilidad con la que se retuerce el Joint3D, si es demasiado baja, se " "necesita más fuerza para torcer la articulación." #: doc/classes/PhysicsServer.xml msgid "" "A factor that gets applied to the movement across the axes. The lower, the " "slower the movement." msgstr "" "Un factor que se aplica al movimiento a través de los ejes. Cuanto más bajo, " "más lento es el movimiento." #: doc/classes/PhysicsServer.xml msgid "" "The amount of restitution on the axes movement. The lower, the more velocity-" "energy gets lost." msgstr "" "La cantidad de restitución en el movimiento de los ejes. Cuanto más bajo, " "más energía de velocidad se pierde." #: doc/classes/PhysicsServer.xml msgid "The velocity that the joint's linear motor will attempt to reach." msgstr "" "La velocidad que el motor lineal de la articulación intentará alcanzar." #: doc/classes/PhysicsServer.xml msgid "" "The maximum force that the linear motor can apply while trying to reach the " "target velocity." msgstr "" "La máxima fuerza que el motor lineal puede aplicar mientras intenta alcanzar " "la velocidad objetivo." #: doc/classes/PhysicsServer.xml msgid "A factor that gets multiplied onto all rotations across the axes." msgstr "" "Un factor que se multiplica en todas las rotaciones a través de los ejes." #: doc/classes/PhysicsServer.xml msgid "" "When correcting the crossing of limits in rotation across the axes, this " "error tolerance factor defines how much the correction gets slowed down. The " "lower, the slower." msgstr "" "Cuando se corrige el cruce de límites en la rotación a través de los ejes, " "este factor de tolerancia al error define cuánto se ralentiza la corrección. " "Cuanto más bajo, más lento." #: doc/classes/PhysicsServer.xml #, fuzzy msgid "If set, linear motion is possible within the given limits." msgstr "" "Si se activa, el movimiento lineal es posible dentro de los límites dados." #: doc/classes/PhysicsServer.xml #, fuzzy msgid "If set, rotational motion is possible." msgstr "Si [code]set[/code] hay un movimiento de rotación posible." #: doc/classes/PhysicsServer.xml #, fuzzy msgid "If set, there is a rotational motor across these axes." msgstr "Si se activa, hay un motor de rotación a través de estos ejes." #: doc/classes/PhysicsServer.xml #, fuzzy msgid "" "If set, there is a linear motor on this axis that targets a specific " "velocity." msgstr "" "Si [code]set[/code] hay un motor lineal en este eje que apunta a una " "velocidad específica." #: doc/classes/PhysicsServer.xml #, fuzzy msgid "The [Shape] is a [PlaneShape]." msgstr "El [Shape] es un [RayShape]." #: doc/classes/PhysicsServer.xml #, fuzzy msgid "The [Shape] is a [RayShape]." msgstr "El [Shape] es un [RayShape]." #: doc/classes/PhysicsServer.xml #, fuzzy msgid "The [Shape] is a [SphereShape]." msgstr "La [Shape] es una [SphereShape]." #: doc/classes/PhysicsServer.xml #, fuzzy msgid "The [Shape] is a [BoxShape]." msgstr "El [Shape] es un [BoxShape]." #: doc/classes/PhysicsServer.xml #, fuzzy msgid "The [Shape] is a [CapsuleShape]." msgstr "La [Shape] es una [CapsuleShape]." #: doc/classes/PhysicsServer.xml #, fuzzy msgid "The [Shape] is a [CylinderShape]." msgstr "La [Shape] es una [CylinderShape]." #: doc/classes/PhysicsServer.xml #, fuzzy msgid "The [Shape] is a [ConvexPolygonShape]." msgstr "La [Shape] es una [ConvexPolygonShape]." #: doc/classes/PhysicsServer.xml #, fuzzy msgid "The [Shape] is a [ConcavePolygonShape]." msgstr "La [Shape] es una [ConcavePolygonShape]." #: doc/classes/PhysicsServer.xml #, fuzzy msgid "The [Shape] is a [HeightMapShape]." msgstr "El [Shape] es un [HeightMapShape]." #: doc/classes/PhysicsShapeQueryParameters.xml msgid "Parameters to be sent to a 3D shape physics query." msgstr "Parámetros que se enviarán a una consulta de física de formas 3D." #: doc/classes/PhysicsShapeQueryParameters.xml #, fuzzy msgid "" "This class contains the shape and other parameters for 3D intersection/" "collision queries." msgstr "" "Esta clase contiene la forma y otros parámetros para consultas de " "intersección/colisión en 3D. Ver también [PhysicsShapeQueryResult]." #: doc/classes/PhysicsShapeQueryParameters.xml #, fuzzy msgid "Sets the [Shape] that will be used for collision/intersection queries." msgstr "El [Gradient] que se usará para rellenar la textura." #: doc/classes/PhysicsShapeQueryParameters.xml #, fuzzy msgid "If [code]true[/code], the query will take [Area]s into account." msgstr "Si [code]true[/code], la consulta tendrá en cuenta las [Area2D]s." #: doc/classes/PhysicsShapeQueryParameters.xml #, fuzzy msgid "If [code]true[/code], the query will take [PhysicsBody]s into account." msgstr "" "Si [code]true[/code], la consulta tendrá en cuenta las [PhysicsBody2D]s." #: doc/classes/PinJoint.xml #, fuzzy msgid "Pin joint for 3D PhysicsBodies." msgstr "Articulación de clavija para formas 3D." #: doc/classes/PinJoint.xml #, fuzzy msgid "" "Pin joint for 3D rigid bodies. It pins 2 bodies (rigid or static) together. " "See also [Generic6DOFJoint]." msgstr "" "Articulación de clavijas para cuerpos rígidos en 3D. Se unen dos cuerpos " "(rígidos o estáticos)." #: doc/classes/PinJoint.xml msgid "" "The force with which the pinned objects stay in positional relation to each " "other. The higher, the stronger." msgstr "" "La fuerza con la que los objetos clavados se mantienen en relación " "posicional entre sí. Cuanto más alto, más fuerte." #: doc/classes/PinJoint.xml msgid "" "The force with which the pinned objects stay in velocity relation to each " "other. The higher, the stronger." msgstr "" "La fuerza con la que los objetos clavados se mantienen en relación de " "velocidad entre sí. Cuanto más alto, más fuerte." #: doc/classes/PinJoint.xml #, fuzzy msgid "" "If above 0, this value is the maximum value for an impulse that this Joint " "produces." msgstr "" "Si está por encima de 0, este valor es el valor máximo para un impulso que " "este Joint3D produce." #: doc/classes/PinJoint2D.xml #, fuzzy msgid "Pin Joint for 2D shapes." msgstr "Articulación de clavijas para formas 2D." #: doc/classes/PinJoint2D.xml #, fuzzy msgid "" "Pin Joint for 2D rigid bodies. It pins two bodies (rigid or static) together." msgstr "" "Articulación de clavijas para cuerpos rígidos 2D. Pega dos cuerpos (rígidos " "o estáticos) entre sí." #: doc/classes/PinJoint2D.xml msgid "" "The higher this value, the more the bond to the pinned partner can flex." msgstr "" "Cuanto más alto es este valor, más se puede flexionar el vínculo con el " "compañero clavado." #: doc/classes/Plane.xml msgid "Plane in hessian form." msgstr "Plano en forma hessiana." #: doc/classes/Plane.xml msgid "" "Plane represents a normalized plane equation. Basically, \"normal\" is the " "normal of the plane (a,b,c normalized), and \"d\" is the distance from the " "origin to the plane (in the direction of \"normal\"). \"Over\" or \"Above\" " "the plane is considered the side of the plane towards where the normal is " "pointing." msgstr "" "El plano representa una ecuación plana normalizada. Básicamente, \"normal\" " "es la normal del plano (a,b,c normalizada), y \"d\" es la distancia del " "origen al plano (en la dirección de \"normal\"). \"Sobre\" o \"Por encima\" " "del plano se considera el lado del plano hacia donde la normal está " "apuntando." #: doc/classes/Plane.xml msgid "" "Creates a plane from the four parameters. The three components of the " "resulting plane's [member normal] are [code]a[/code], [code]b[/code] and " "[code]c[/code], and the plane has a distance of [code]d[/code] from the " "origin." msgstr "" "Crea un plano a partir de los cuatro parámetros. Los tres componentes del " "[member normal] del plano resultante son [code]a[/code], [code]b[/code] y " "[code]c[/code], y el plano tiene una distancia de [code]d[/code] del origen." #: doc/classes/Plane.xml msgid "Creates a plane from the three points, given in clockwise order." msgstr "" "Crea un plano a partir de los tres puntos, dados en el sentido de las agujas " "del reloj." #: doc/classes/Plane.xml msgid "Creates a plane from the normal and the plane's distance to the origin." msgstr "" "Crea un plano a partir de la normalidad y la distancia del plano al origen." #: doc/classes/Plane.xml msgid "Returns the center of the plane." msgstr "Devuelve el centro del avión." #: doc/classes/Plane.xml msgid "" "Returns the shortest distance from the plane to the position [code]point[/" "code]." msgstr "" "Devuelve la distancia más corta del plano a la posición [code]point[/code]." #: doc/classes/Plane.xml msgid "" "Returns the center of the plane.\n" "This method is deprecated, please use [method center] instead." msgstr "" #: doc/classes/Plane.xml msgid "" "Returns [code]true[/code] if [code]point[/code] is inside the plane. " "Comparison uses a custom minimum [code]epsilon[/code] threshold." msgstr "" "Devuelve [code]true[/code] si [code]point[/code] está dentro del plano. La " "comparación utiliza un umbral mínimo personalizado de [code]epsilon[/code]." #: doc/classes/Plane.xml msgid "" "Returns the intersection point of the three planes [code]b[/code], [code]c[/" "code] and this plane. If no intersection is found, [code]null[/code] is " "returned." msgstr "" "Devuelve el punto de intersección de los tres planos [code]b[/code], " "[code]c[/code] y este plano. Si no se encuentra ninguna intersección, se " "devuelve [code]null[/code]." #: doc/classes/Plane.xml msgid "" "Returns the intersection point of a ray consisting of the position " "[code]from[/code] and the direction normal [code]dir[/code] with this plane. " "If no intersection is found, [code]null[/code] is returned." msgstr "" "Devuelve el punto de intersección de un rayo que consiste en la posición " "[code]de[/code] y la dirección normal [code]dir[/code] con este plano. Si no " "se encuentra ninguna intersección, se devuelve [code]null[/code]." #: doc/classes/Plane.xml msgid "" "Returns the intersection point of a segment from position [code]begin[/code] " "to position [code]end[/code] with this plane. If no intersection is found, " "[code]null[/code] is returned." msgstr "" "Devuelve el punto de intersección de un segmento desde la posición " "[code]begin[/code] hasta la posición [code]end[/code] con este plano. Si no " "se encuentra ninguna intersección, se devuelve [code]null[/code]." #: doc/classes/Plane.xml msgid "" "Returns [code]true[/code] if this plane and [code]plane[/code] are " "approximately equal, by running [method @GDScript.is_equal_approx] on each " "component." msgstr "" "Devuelve [code]true[/code] si este plano y [code]plano[/code] son " "aproximadamente iguales, ejecutando [method @GDScript.is_equal_approx] en " "cada componente." #: doc/classes/Plane.xml msgid "" "Returns [code]true[/code] if [code]point[/code] is located above the plane." msgstr "" "Devuelve [code]true[/code] si [code]point[/code] se encuentra por encima del " "plano." #: doc/classes/Plane.xml msgid "Returns a copy of the plane, normalized." msgstr "Devuelve una copia del plano, normalizado." #: doc/classes/Plane.xml msgid "" "Returns the orthogonal projection of [code]point[/code] into a point in the " "plane." msgstr "" "Devuelve la proyección ortogonal de [code]point[/code] en un punto del plano." #: doc/classes/Plane.xml msgid "" "The distance from the origin to the plane, in the direction of [member " "normal]. This value is typically non-negative.\n" "In the scalar equation of the plane [code]ax + by + cz = d[/code], this is " "[code]d[/code], while the [code](a, b, c)[/code] coordinates are represented " "by the [member normal] property." msgstr "" "La distancia desde el origen hasta el plano, en la dirección de [member " "normal]. Este valor es típicamente no negativo.\n" "En la ecuación escalar del plano [code]ax + por + cz = d[/code], esto es " "[code]d[/code], mientras que las coordenadas [code](a, b, c)[/code] están " "representadas por la propiedad [member normal]." #: doc/classes/Plane.xml msgid "" "The normal of the plane, which must be normalized.\n" "In the scalar equation of the plane [code]ax + by + cz = d[/code], this is " "the vector [code](a, b, c)[/code], where [code]d[/code] is the [member d] " "property." msgstr "" "La normal del plano, que debe ser normalizada.\n" "En la ecuación escalar del plano [code]ax + por + cz = d[/code], este es el " "vector [code](a, b, c)[/code], donde [code]d[/code] es la propiedad [member " "d]." #: doc/classes/Plane.xml msgid "The X component of the plane's [member normal] vector." msgstr "El componente X del vector [member normal] del plano." #: doc/classes/Plane.xml msgid "The Y component of the plane's [member normal] vector." msgstr "El componente Y del vector [member normal] del avión." #: doc/classes/Plane.xml msgid "The Z component of the plane's [member normal] vector." msgstr "El componente Z del vector [member normal] del plano." #: doc/classes/Plane.xml msgid "A plane that extends in the Y and Z axes (normal vector points +X)." msgstr "" "Un plano que se extiende en los ejes Y y Z (puntos de vector normal +X)." #: doc/classes/Plane.xml msgid "A plane that extends in the X and Z axes (normal vector points +Y)." msgstr "" "Un plano que se extiende en los ejes X y Z (puntos de vector normal +Y)." #: doc/classes/Plane.xml msgid "A plane that extends in the X and Y axes (normal vector points +Z)." msgstr "" "Un plano que se extiende en los ejes X e Y (puntos de vector normal +Z)." #: doc/classes/PlaneMesh.xml msgid "Class representing a planar [PrimitiveMesh]." msgstr "Clase que representa un plano [PrimitiveMesh]." #: doc/classes/PlaneMesh.xml #, fuzzy msgid "" "Class representing a planar [PrimitiveMesh]. This flat mesh does not have a " "thickness. By default, this mesh is aligned on the X and Z axes; this " "default rotation isn't suited for use with billboarded materials. For " "billboarded materials, use [QuadMesh] instead.\n" "[b]Note:[/b] When using a large textured [PlaneMesh] (e.g. as a floor), you " "may stumble upon UV jittering issues depending on the camera angle. To solve " "this, increase [member subdivide_depth] and [member subdivide_width] until " "you no longer notice UV jittering." msgstr "" "Clase que representa un plano [PrimitiveMesh]. Esta malla plana no tiene " "espesor. Por defecto, esta malla está alineada en los ejes X y Z; esta " "rotación por defecto no es adecuada para su uso con materiales de " "cartelería. Para materiales de cartelera, use [QuadMesh] en su lugar." #: doc/classes/PlaneMesh.xml msgid "Offset from the origin of the generated plane. Useful for particles." msgstr "" #: doc/classes/PlaneMesh.xml msgid "Size of the generated plane." msgstr "El tamaño del plano generado." #: doc/classes/PlaneMesh.xml msgid "Number of subdivision along the Z axis." msgstr "Número de subdivisión a lo largo del eje Z." #: doc/classes/PlaneMesh.xml msgid "Number of subdivision along the X axis." msgstr "Número de subdivisión a lo largo del eje X." #: doc/classes/PlaneShape.xml msgid "Infinite plane shape for 3D collisions." msgstr "Forma plana infinita para colisiones 3D." #: doc/classes/PlaneShape.xml #, fuzzy msgid "" "An infinite plane shape for 3D collisions. Note that the [Plane]'s normal " "matters; anything \"below\" the plane will collide with it. If the " "[PlaneShape] is used in a [PhysicsBody], it will cause colliding objects " "placed \"below\" it to teleport \"above\" the plane." msgstr "" "Una forma plana infinita para las colisiones 3D. Tenga en cuenta que el " "[Plane] es normal; cualquier cosa \"debajo\" del plano colisionará con él. " "Si el [WorldMarginShape] se usa en un [PhysicsBody], causará que los objetos " "que colisionen situados \"debajo\" de él se teletransporten \"por encima\" " "del plano." #: doc/classes/PlaneShape.xml #, fuzzy msgid "The [Plane] used by the [PlaneShape] for collision." msgstr "El [Plane] utilizado por el [WorldMarginShape] para la colisión." #: doc/classes/PointMesh.xml msgid "Mesh with a single Point primitive." msgstr "Malla con un solo punto primitivo." #: doc/classes/PointMesh.xml #, fuzzy msgid "" "The PointMesh is made from a single point. Instead of relying on triangles, " "points are rendered as a single rectangle on the screen with a constant " "size. They are intended to be used with Particle systems, but can be used as " "a cheap way to render constant size billboarded sprites (for example in a " "point cloud).\n" "PointMeshes, must be used with a material that has a point size. Point size " "can be accessed in a shader with [code]POINT_SIZE[/code], or in a " "[SpatialMaterial] by setting [member SpatialMaterial.flags_use_point_size] " "and the variable [member SpatialMaterial.params_point_size].\n" "When using PointMeshes, properties that normally alter vertices will be " "ignored, including billboard mode, grow, and cull face." msgstr "" "La malla de puntos está hecha de un solo punto. En lugar de basarse en " "triángulos, los puntos se representan como un único rectángulo en la " "pantalla con un tamaño constante. Están pensados para ser usados con " "sistemas de partículas, pero pueden ser usados como una forma barata de " "renderizar sprites de tamaño constante (por ejemplo en una nube de puntos).\n" "PointMeshes, debe ser usado con un material que tenga un tamaño de punto. El " "tamaño de punto puede ser accedido en un sombreador con [code]POINT_SIZE[/" "code], o en un [SpatialMaterial] estableciendo [member SpatialMaterial." "use_point_size] y la variable [member SpatialMaterial.point_size].\n" "Al usar PointMeshes, las propiedades que normalmente alteran los vértices " "serán ignoradas, incluyendo el modo de cartelera, el crecimiento y la cara " "de selección." #: doc/classes/Polygon2D.xml msgid "A 2D polygon." msgstr "Un polígono 2D." #: doc/classes/Polygon2D.xml #, fuzzy msgid "" "A Polygon2D is defined by a set of points. Each point is connected to the " "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, 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/" "canvas_polygon_index_buffer_size_kb]." msgstr "" "Un Polígono2D se define por un conjunto de puntos. Cada punto está conectado " "al siguiente, y el punto final está conectado al primero, resultando en un " "polígono cerrado. Los Polígonos2D pueden ser rellenados con color (sólido o " "gradiente) o rellenados con una textura dada." #: doc/classes/Polygon2D.xml msgid "" "Adds a bone with the specified [code]path[/code] and [code]weights[/code]." msgstr "" "Añade un hueso con el [code]path[/code] y el [code]weights[/code] " "especificados." #: doc/classes/Polygon2D.xml msgid "Removes all bones from this [Polygon2D]." msgstr "Quita todos los huesos de este [Polygon2D]." #: doc/classes/Polygon2D.xml msgid "Removes the specified bone from this [Polygon2D]." msgstr "Quita el hueso especificado de este [Polygon2D]." #: doc/classes/Polygon2D.xml msgid "Returns the number of bones in this [Polygon2D]." msgstr "Devuelve el número de huesos en este [Polygon2D]." #: doc/classes/Polygon2D.xml msgid "Returns the path to the node associated with the specified bone." msgstr "Devuelve el camino al nodo asociado con el hueso especificado." #: doc/classes/Polygon2D.xml msgid "Returns the height values of the specified bone." msgstr "Devuelve los valores de altura del hueso especificado." #: doc/classes/Polygon2D.xml msgid "Sets the path to the node associated with the specified bone." msgstr "Establece el camino al nodo asociado con el hueso especificado." #: doc/classes/Polygon2D.xml msgid "Sets the weight values for the specified bone." msgstr "Establece los valores de peso para el hueso especificado." #: doc/classes/Polygon2D.xml 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 msgid "" "The polygon's fill color. If [code]texture[/code] is defined, it will be " "multiplied by this color. It will also be the default color for vertices not " "set in [code]vertex_colors[/code]." msgstr "" "El color de relleno del polígono. Si se define [code]texture[/code], se " "multiplicará por este color. También será el color por defecto para los " "vértices no definidos en [code]vertex_colors[/code]." #: doc/classes/Polygon2D.xml msgid "" "Added padding applied to the bounding box when using [code]invert[/code]. " "Setting this value too small may result in a \"Bad Polygon\" error." msgstr "" "Se añadió un relleno aplicado al cuadro delimitador cuando se utiliza " "[code]invert[/code]. Si se fija este valor demasiado pequeño, puede " "producirse un error de \"Polígono malo\"." #: doc/classes/Polygon2D.xml msgid "" "If [code]true[/code], polygon will be inverted, containing the area outside " "the defined points and extending to the [code]invert_border[/code]." msgstr "" "Si [code]true[/code], el polígono se invertirá, conteniendo el área fuera de " "los puntos definidos y extendiéndose hasta el [code]invert_border[/code]." #: doc/classes/Polygon2D.xml msgid "The offset applied to each vertex." msgstr "El desplazamiento se aplicó a cada vértice." #: doc/classes/Polygon2D.xml #, fuzzy msgid "" "The polygon's list of vertices. The final point will be connected to the " "first.\n" "[b]Note:[/b] This returns a copy of the [PoolVector2Array] rather than a " "reference." msgstr "" "La lista de vértices del polígono. El punto final estará conectado al " "primero.\n" "[b]Nota:[/b] Esto devuelve una copia del [PackedVector2Array] en lugar de " "una referencia." #: doc/classes/Polygon2D.xml msgid "" "The polygon's fill texture. Use [code]uv[/code] to set texture coordinates." msgstr "" "La textura de relleno del polígono. Usa [code]uv[/code] para establecer las " "coordenadas de la textura." #: doc/classes/Polygon2D.xml msgid "" "Amount to offset the polygon's [code]texture[/code]. If [code](0, 0)[/code] " "the texture's origin (its top-left corner) will be placed at the polygon's " "[code]position[/code]." msgstr "" "Cantidad para compensar la [code]texture[/code] del polígono. Si [code](0, 0)" "[/code] el origen de la textura (su esquina superior izquierda) se colocará " "en la [code]position[/code] del polígono." #: doc/classes/Polygon2D.xml msgid "The texture's rotation in radians." msgstr "La rotación de la textura en radianes." #: doc/classes/Polygon2D.xml msgid "The texture's rotation in degrees." msgstr "La rotación de la textura en grados." #: doc/classes/Polygon2D.xml msgid "" "Amount to multiply the [code]uv[/code] coordinates when using a " "[code]texture[/code]. Larger values make the texture smaller, and vice versa." msgstr "" "Cantidad para multiplicar las coordenadas [code]uv[/code] cuando se utiliza " "una [code]texture[/code]. Valores más grandes hacen que la textura sea más " "pequeña, y viceversa." #: doc/classes/Polygon2D.xml msgid "" "Texture coordinates for each vertex of the polygon. There should be one " "[code]uv[/code] per polygon vertex. If there are fewer, undefined vertices " "will use [code](0, 0)[/code]." msgstr "" "Las coordenadas de la textura de cada vértice del polígono. Debería haber un " "[code]uv[/code] por vértice del polígono. Si hay menos vértices no definidos " "se usará [code](0, 0)[/code]." #: doc/classes/Polygon2D.xml msgid "" "Color for each vertex. Colors are interpolated between vertices, resulting " "in smooth gradients. There should be one per polygon vertex. If there are " "fewer, undefined vertices will use [code]color[/code]." msgstr "" "Color para cada vértice. Los colores se interpolan entre los vértices, lo " "que resulta en gradientes suaves. Debería haber uno por vértice del " "polígono. Si hay menos vértices no definidos se usará [code]color[/code]." #: doc/classes/PoolByteArray.xml #, fuzzy msgid "A pooled array of bytes." msgstr "Un paquete [Array] de bytes." #: doc/classes/PoolByteArray.xml #, fuzzy msgid "" "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. 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 "" "Un [Array] diseñado específicamente para mantener valores enteros de 32 " "bits. Empaqueta los datos de forma ajustada, por lo que ahorra memoria para " "los tamaños de arrays grandes.\n" "[b]Nota:[/b] Este tipo se pasa por valor y no por referencia.\n" "[b]Nota:[/b] Este tipo almacena enteros de 32 bits con signo, lo que " "significa que puede tomar valores en el intervalo [code][-2^31, 2^31 - 1][/" "code], es decir, [code][-2147483648, 2147483647][/code]. Exceder esos " "límites volvera los valores al minimo inicial. En comparación, [int] usa " "enteros de 64 bits con signo, que pueden contener valores mucho mayores. Si " "necesitas empaquetar los enteros de 64 bits de forma apretada, mira " "[PackedInt64Array]." #: doc/classes/PoolByteArray.xml #, fuzzy msgid "" "Constructs a new [PoolByteArray]. Optionally, you can pass in a generic " "[Array] that will be converted." msgstr "" "Construye un nuevo [PackedByteArray]. Opcionalmente, puedes pasar un [Array] " "genérico que será convertido." #: doc/classes/PoolByteArray.xml #, fuzzy msgid "Appends a [PoolByteArray] at the end of this array." msgstr "Añade un [PackedByteArray] al final de este array." #: doc/classes/PoolByteArray.xml #, fuzzy msgid "" "Returns a new [PoolByteArray] with the data compressed. Set the compression " "mode using one of [enum File.CompressionMode]'s constants." msgstr "" "Devuelve un nuevo [PackedByteArray] con los datos comprimidos. Establece el " "modo de compresión usando una de las constantes de [enum File." "CompressionMode]." #: doc/classes/PoolByteArray.xml #, fuzzy msgid "" "Returns a new [PoolByteArray] with the data decompressed. Set " "[code]buffer_size[/code] to the size of the uncompressed data. Set the " "compression mode using one of [enum File.CompressionMode]'s constants." msgstr "" "Devuelve un nuevo [PackedByteArray] con los datos descomprimidos. Establece " "el [code]buffer_size[/code] al tamaño de los datos descomprimidos. Establece " "el modo de compresión usando una de las constantes de [enum File." "CompressionMode]." #: doc/classes/PoolByteArray.xml msgid "" "Returns a new [PoolByteArray] with the data decompressed. Set the " "compression mode using one of [enum File.CompressionMode]'s constants. " "[b]This method only accepts gzip and deflate compression modes.[/b]\n" "This method is potentially slower than [code]decompress[/code], as it may " "have to re-allocate its output buffer multiple times while decompressing, " "where as [code]decompress[/code] knows its output buffer size from the " "beginning.\n" "\n" "GZIP has a maximal compression ratio of 1032:1, meaning it's very possible " "for a small compressed payload to decompress to a potentially very large " "output. To guard against this, you may provide a maximum size this function " "is allowed to allocate in bytes via [code]max_output_size[/code]. Passing -1 " "will allow for unbounded output. If any positive value is passed, and the " "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 " "[method get_string_from_utf8] if the content is ASCII-only. Unlike the UTF-8 " "function this function maps every byte to a character in the array. " "Multibyte sequences will not be interpreted correctly. For parsing user " "input always use [method get_string_from_utf8]." msgstr "" "Devuelve una copia del contenido del array como [String]. Alternativa rápida " "al [method get_string_from_utf8] si el contenido es sólo ASCII. A diferencia " "de la función UTF-8, esta función asigna cada byte a un carácter del array. " "Las secuencias multibyte no se interpretarán correctamente. Para analizar la " "entrada del usuario siempre usa [method get_string_from_utf8]." #: doc/classes/PoolByteArray.xml msgid "" "Returns a copy of the array's contents as [String]. Slower than [method " "get_string_from_ascii] but supports UTF-8 encoded data. Use this function if " "you are unsure about the source of the data. For user input this function " "should always be preferred." msgstr "" "Devuelve una copia del contenido del array como [String]. Más lento que " "[method get_string_from_ascii] pero soporta datos codificados en UTF-8. " "Utiliza esta función si no estás seguro de la fuente de los datos. Para la " "entrada del usuario esta función siempre debe ser preferida." #: 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 #, fuzzy 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 "" "Devuelve [code]true[/code] si el objeto contiene el [code]method[/code] dado." #: doc/classes/PoolByteArray.xml #, fuzzy msgid "" "Returns a hexadecimal representation of this array as a [String].\n" "[codeblock]\n" "var array = PoolByteArray([11, 46, 255])\n" "print(array.hex_encode()) # Prints: 0b2eff\n" "[/codeblock]" msgstr "" "Devuelve una representación hexadecimal de este array como una [String].\n" "[codeblock]\n" "var array = PackedByteArray([11, 46, 255])\n" "print(array.hex_encode()) # Imprime: 0b2eff\n" "[/codeblock]" #: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml #: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml #: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Inserts a new element at a given position in the array. The position must be " "valid, or at the end of the array ([code]idx == size()[/code])." msgstr "" "Inserta un nuevo elemento en una posición determinada del array. La posición " "debe ser válida, o al final del array ([code]idx == size()[/code])." #: doc/classes/PoolByteArray.xml doc/classes/PoolRealArray.xml msgid "Appends an element at the end of the array." msgstr "Concatena un elemen al final del array." #: 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 "Removes an element from the array by index." msgstr "Elimina un elemento del array por indice." #: doc/classes/PoolByteArray.xml doc/classes/PoolIntArray.xml #: doc/classes/PoolRealArray.xml #, fuzzy msgid "" "Sets the size of the array. If the array is grown, reserves elements at the " "end of the array. If the array is shrunk, truncates the array to the new " "size.\n" "[b]Note:[/b] Added elements are not automatically initialized to 0 and will " "contain garbage, i.e. indeterminate values." msgstr "" "Establece el tamaño del conjunto. Si el array crece, reserva elementos al " "final del array. Si el array se reduce, trunca el array al nuevo tamaño." #: doc/classes/PoolByteArray.xml msgid "Changes the byte at the given index." msgstr "Cambia el byte en el índice dado." #: 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 #, fuzzy msgid "Sorts the elements of the array in ascending order." msgstr "Elimina un elemento del array por indice." #: doc/classes/PoolByteArray.xml #, fuzzy msgid "" "Returns the slice of the [PoolByteArray] between indices (inclusive) as a " "new [PoolByteArray]. Any negative index is considered to be from the end of " "the array." msgstr "" "Devuelve el trozo del [PackedByteArray] entre índices (inclusive) como un " "nuevo [PackedByteArray]. Cualquier índice negativo se considera del final " "del array." #: doc/classes/PoolColorArray.xml #, fuzzy msgid "A pooled array of [Color]s." msgstr "Un paquete de [Array] de [Color]s." #: doc/classes/PoolColorArray.xml #, fuzzy 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. 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 "" "Un [Array] diseñado específicamente para mantener valores enteros de 32 " "bits. Empaqueta los datos de forma ajustada, por lo que ahorra memoria para " "los tamaños de arrays grandes.\n" "[b]Nota:[/b] Este tipo se pasa por valor y no por referencia.\n" "[b]Nota:[/b] Este tipo almacena enteros de 32 bits con signo, lo que " "significa que puede tomar valores en el intervalo [code][-2^31, 2^31 - 1][/" "code], es decir, [code][-2147483648, 2147483647][/code]. Exceder esos " "límites volvera los valores al minimo inicial. En comparación, [int] usa " "enteros de 64 bits con signo, que pueden contener valores mucho mayores. Si " "necesitas empaquetar los enteros de 64 bits de forma apretada, mira " "[PackedInt64Array]." #: doc/classes/PoolColorArray.xml #, fuzzy msgid "" "Constructs a new [PoolColorArray]. Optionally, you can pass in a generic " "[Array] that will be converted." msgstr "" "Construye un nuevo [PackedColorArray]. Opcionalmente, puedes pasar un " "[Array] genérico que será convertido." #: doc/classes/PoolColorArray.xml #, fuzzy msgid "Appends a [PoolColorArray] at the end of this array." msgstr "Añade un [PackedColorArray] al final de este array." #: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml msgid "Appends a value to the array." msgstr "Añade un valor al array." #: doc/classes/PoolColorArray.xml doc/classes/PoolStringArray.xml #: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Sets the size of the array. If the array is grown, reserves elements at the " "end of the array. If the array is shrunk, truncates the array to the new " "size." msgstr "" "Establece el tamaño del conjunto. Si el array crece, reserva elementos al " "final del array. Si el array se reduce, trunca el array al nuevo tamaño." #: doc/classes/PoolColorArray.xml msgid "Changes the [Color] at the given index." msgstr "Cambia el [Color] en el índice dado." #: doc/classes/PoolIntArray.xml #, fuzzy msgid "A pooled array of integers ([int])." msgstr "Un paquete [Array] de 32 bits de tipo entero." #: doc/classes/PoolIntArray.xml #, fuzzy 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. 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 " "around. In comparison, [int] uses signed 64-bit integers which can hold much " "larger values." msgstr "" "Un [Array] diseñado específicamente para mantener valores enteros de 32 " "bits. Empaqueta los datos de forma ajustada, por lo que ahorra memoria para " "los tamaños de arrays grandes.\n" "[b]Nota:[/b] Este tipo se pasa por valor y no por referencia.\n" "[b]Nota:[/b] Este tipo almacena enteros de 32 bits con signo, lo que " "significa que puede tomar valores en el intervalo [code][-2^31, 2^31 - 1][/" "code], es decir, [code][-2147483648, 2147483647][/code]. Exceder esos " "límites volvera los valores al minimo inicial. En comparación, [int] usa " "enteros de 64 bits con signo, que pueden contener valores mucho mayores. Si " "necesitas empaquetar los enteros de 64 bits de forma apretada, mira " "[PackedInt64Array]." #: doc/classes/PoolIntArray.xml #, fuzzy msgid "" "Constructs a new [PoolIntArray]. Optionally, you can pass in a generic " "[Array] that will be converted." msgstr "" "Construye un nuevo [PoolIntArray]. Opcionalmente, puedes pasar un " "[Array] genérico que será convertido." #: doc/classes/PoolIntArray.xml #, fuzzy msgid "Appends a [PoolIntArray] at the end of this array." msgstr "Añade un [PoolIntArray] al final de este array." #: doc/classes/PoolIntArray.xml #, fuzzy msgid "" "Inserts a new int at a given position in the array. The position must be " "valid, or at the end of the array ([code]idx == size()[/code])." msgstr "" "Inserta un nuevo número entero en una posición determinada de la array. La " "posición debe ser válida, o al final de la array ([code]idx == size()[/" "code])." #: doc/classes/PoolIntArray.xml #, fuzzy msgid "Changes the int at the given index." msgstr "Cambia el entero en el índice dado." #: doc/classes/PoolRealArray.xml #, fuzzy msgid "A pooled array of real numbers ([float])." msgstr "Un paquete de [Array] de [Color]s." #: doc/classes/PoolRealArray.xml #, fuzzy 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. 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 " "need to store 64-bit floats in an array, use a generic [Array] with [float] " "elements as these will still be 64-bit. However, using a generic [Array] to " "store [float]s will use roughly 6 times more memory compared to a " "[PoolRealArray]." msgstr "" "Un [Array] diseñado específicamente para mantener valores enteros de 32 " "bits. Empaqueta los datos de forma ajustada, por lo que ahorra memoria para " "los tamaños de arrays grandes.\n" "[b]Nota:[/b] Este tipo se pasa por valor y no por referencia.\n" "[b]Nota:[/b] Este tipo almacena enteros de 32 bits con signo, lo que " "significa que puede tomar valores en el intervalo [code][-2^31, 2^31 - 1][/" "code], es decir, [code][-2147483648, 2147483647][/code]. Exceder esos " "límites volvera los valores al minimo inicial. En comparación, [int] usa " "enteros de 64 bits con signo, que pueden contener valores mucho mayores. Si " "necesitas empaquetar los enteros de 64 bits de forma apretada, mira " "[PackedInt64Array]." #: doc/classes/PoolRealArray.xml #, fuzzy msgid "" "Constructs a new [PoolRealArray]. Optionally, you can pass in a generic " "[Array] that will be converted." msgstr "" "Construye un nuevo [PackedColorArray]. Opcionalmente, puedes pasar un " "[Array] genérico que será convertido." #: doc/classes/PoolRealArray.xml #, fuzzy msgid "Appends a [PoolRealArray] at the end of this array." msgstr "Añade un [PackedColorArray] al final de este array." #: doc/classes/PoolRealArray.xml msgid "Changes the float at the given index." msgstr "Cambia el real en el índice dado." #: doc/classes/PoolStringArray.xml #, fuzzy msgid "A pooled array of [String]s." msgstr "Un paquete de [Array] de [String]s." #: doc/classes/PoolStringArray.xml #, fuzzy msgid "" "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. 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 "" "Un [Array] diseñado específicamente para mantener valores enteros de 32 " "bits. Empaqueta los datos de forma ajustada, por lo que ahorra memoria para " "los tamaños de arrays grandes.\n" "[b]Nota:[/b] Este tipo se pasa por valor y no por referencia.\n" "[b]Nota:[/b] Este tipo almacena enteros de 32 bits con signo, lo que " "significa que puede tomar valores en el intervalo [code][-2^31, 2^31 - 1][/" "code], es decir, [code][-2147483648, 2147483647][/code]. Exceder esos " "límites volvera los valores al minimo inicial. En comparación, [int] usa " "enteros de 64 bits con signo, que pueden contener valores mucho mayores. Si " "necesitas empaquetar los enteros de 64 bits de forma apretada, mira " "[PackedInt64Array]." #: doc/classes/PoolStringArray.xml #, fuzzy msgid "" "Constructs a new [PoolStringArray]. Optionally, you can pass in a generic " "[Array] that will be converted." msgstr "" "Construye un nuevo [PackedStringArray]. Opcionalmente, puedes pasar un " "[Array] genérico que será convertido." #: doc/classes/PoolStringArray.xml #, fuzzy msgid "Appends a [PoolStringArray] at the end of this array." msgstr "Añade un [PackedStringArray] al final de este array." #: doc/classes/PoolStringArray.xml #, fuzzy msgid "" "Returns a [String] with each element of the array joined with the given " "[code]delimiter[/code]." msgstr "Devuelve el peso del punto asociado con el [code]id[/code] dado." #: doc/classes/PoolStringArray.xml msgid "Appends a string element at end of the array." msgstr "Añade un elemento de string al final de la array." #: doc/classes/PoolStringArray.xml msgid "Changes the [String] at the given index." msgstr "Cambia la [String] en el índice dado." #: doc/classes/PoolVector2Array.xml #, fuzzy msgid "A pooled array of [Vector2]s." msgstr "Un empaquetado de [Array] de [Vector2]s." #: doc/classes/PoolVector2Array.xml #, fuzzy msgid "" "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. 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 "" "Un [Array] diseñado específicamente para mantener valores enteros de 32 " "bits. Empaqueta los datos de forma ajustada, por lo que ahorra memoria para " "los tamaños de arrays grandes.\n" "[b]Nota:[/b] Este tipo se pasa por valor y no por referencia.\n" "[b]Nota:[/b] Este tipo almacena enteros de 32 bits con signo, lo que " "significa que puede tomar valores en el intervalo [code][-2^31, 2^31 - 1][/" "code], es decir, [code][-2147483648, 2147483647][/code]. Exceder esos " "límites volvera los valores al minimo inicial. En comparación, [int] usa " "enteros de 64 bits con signo, que pueden contener valores mucho mayores. Si " "necesitas empaquetar los enteros de 64 bits de forma apretada, mira " "[PackedInt64Array]." #: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml #: doc/classes/TileSet.xml msgid "2D Navigation Astar Demo" msgstr "" #: doc/classes/PoolVector2Array.xml #, fuzzy msgid "" "Constructs a new [PoolVector2Array]. Optionally, you can pass in a generic " "[Array] that will be converted." msgstr "" "Construye un nuevo [PackedVector2Array]. Opcionalmente, puedes pasar un " "[Array] genérico que será convertido." #: doc/classes/PoolVector2Array.xml #, fuzzy msgid "Appends a [PoolVector2Array] at the end of this array." msgstr "Añade un [PackedVector2Array] al final de este array." #: doc/classes/PoolVector2Array.xml msgid "Inserts a [Vector2] at the end." msgstr "Inserta un [Vector2] al final." #: doc/classes/PoolVector2Array.xml msgid "Changes the [Vector2] at the given index." msgstr "Cambia el [Vector2] en el índice dado." #: doc/classes/PoolVector3Array.xml #, fuzzy msgid "A pooled array of [Vector3]." msgstr "Un empaquetado [Array] de [Vector3]s." #: doc/classes/PoolVector3Array.xml #, fuzzy msgid "" "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. 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 "" "Un [Array] diseñado específicamente para mantener valores enteros de 32 " "bits. Empaqueta los datos de forma ajustada, por lo que ahorra memoria para " "los tamaños de arrays grandes.\n" "[b]Nota:[/b] Este tipo se pasa por valor y no por referencia.\n" "[b]Nota:[/b] Este tipo almacena enteros de 32 bits con signo, lo que " "significa que puede tomar valores en el intervalo [code][-2^31, 2^31 - 1][/" "code], es decir, [code][-2147483648, 2147483647][/code]. Exceder esos " "límites volvera los valores al minimo inicial. En comparación, [int] usa " "enteros de 64 bits con signo, que pueden contener valores mucho mayores. Si " "necesitas empaquetar los enteros de 64 bits de forma apretada, mira " "[PackedInt64Array]." #: doc/classes/PoolVector3Array.xml #, fuzzy msgid "" "Constructs a new [PoolVector3Array]. Optionally, you can pass in a generic " "[Array] that will be converted." msgstr "" "Construye un nuevo [PackedVector3Array]. Opcionalmente, puedes pasar un " "[Array] genérico que será convertido." #: doc/classes/PoolVector3Array.xml #, fuzzy msgid "Appends a [PoolVector3Array] at the end of this array." msgstr "Añade un [PackedVector3Array] al final de este array." #: doc/classes/PoolVector3Array.xml msgid "Inserts a [Vector3] at the end." msgstr "Inserta un [Vector3] al final." #: doc/classes/PoolVector3Array.xml msgid "Changes the [Vector3] at the given index." msgstr "Cambia el [Vector3] en el índice dado." #: doc/classes/Popup.xml msgid "Base container control for popups and dialogs." msgstr "Control del contenedor base para los popups y diálogos." #: doc/classes/Popup.xml #, fuzzy msgid "" "Popup is a base [Control] used to show dialogs and popups. It's a subwindow " "and modal by default (see [Control]) and has helpers for custom popup " "behavior. All popup methods ensure correct placement within the viewport." msgstr "" "Popup es una base [Control] usada para mostrar diálogos y popups. Es una " "subventana y modal por defecto (ver [Control]) y tiene ayudantes para el " "comportamiento personalizado del popup." #: doc/classes/Popup.xml msgid "Popup (show the control in modal form)." msgstr "" #: doc/classes/Popup.xml msgid "" "Popup (show the control in modal form) in the center of the screen relative " "to its current canvas transform, at the current size, or at a size " "determined by [code]size[/code]." msgstr "" #: doc/classes/Popup.xml msgid "" "Popup (show the control in modal form) in the center of the screen relative " "to the current canvas transform, clamping the size to [code]size[/code], " "then ensuring the popup is no larger than the viewport size multiplied by " "[code]fallback_ratio[/code]." msgstr "" #: doc/classes/Popup.xml msgid "" "Popup (show the control in modal form) in the center of the screen relative " "to the current canvas transform, ensuring the size is never smaller than " "[code]minsize[/code]." msgstr "" #: doc/classes/Popup.xml msgid "" "Popup (show the control in modal form) in the center of the screen relative " "to the current canvas transform, scaled at a ratio of size of the screen." msgstr "" #: doc/classes/Popup.xml msgid "Shrink popup to keep to the minimum size of content." msgstr "" #: doc/classes/Popup.xml msgid "" "If [code]true[/code], the popup will not be hidden when a click event occurs " "outside of it, or when it receives the [code]ui_cancel[/code] action event.\n" "[b]Note:[/b] Enabling this property doesn't affect the Close or Cancel " "buttons' behavior in dialogs that inherit from this class. As a workaround, " "you can use [method WindowDialog.get_close_button] or [method " "ConfirmationDialog.get_cancel] and hide the buttons in question by setting " "their [member CanvasItem.visible] property to [code]false[/code]." msgstr "" #: doc/classes/Popup.xml msgid "" "Emitted when a popup is about to be shown. This is often used in [PopupMenu] " "to clear the list of options then create a new one according to the current " "context." msgstr "" #: doc/classes/Popup.xml msgid "Emitted when a popup is hidden." msgstr "Emitido cuando un popup está oculto." #: doc/classes/Popup.xml #, fuzzy msgid "Notification sent right after the popup is shown." msgstr "Notificación recibida cuando el nodo es instanciado." #: doc/classes/Popup.xml #, fuzzy msgid "Notification sent right after the popup is hidden." msgstr "Notificación recibida cuando el nodo es instanciado." #: doc/classes/PopupDialog.xml #, fuzzy msgid "Base class for popup dialogs." msgstr "Clase base para los separadores." #: doc/classes/PopupDialog.xml msgid "" "PopupDialog is a base class for popup dialogs, along with [WindowDialog]." msgstr "" #: doc/classes/PopupDialog.xml #, fuzzy msgid "Sets a custom [StyleBox] for the panel of the [PopupDialog]." msgstr "" "Establece una costumbre [Texture2D] para las flechas ascendentes y " "descendentes del [SpinBox]." #: doc/classes/PopupMenu.xml msgid "PopupMenu displays a list of options." msgstr "El PopupMenu muestra una lista de opciones." #: doc/classes/PopupMenu.xml msgid "" "[PopupMenu] is a [Control] that displays a list of options. They are popular " "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 msgid "" "Adds a new checkable item with text [code]label[/code].\n" "An [code]id[/code] can optionally be provided, as well as an accelerator " "([code]accel[/code]). If no [code]id[/code] is provided, one will be created " "from the index. If no [code]accel[/code] is provided then the default " "[code]0[/code] will be assigned to it. See [method get_item_accelerator] for " "more info on accelerators.\n" "[b]Note:[/b] Checkable items just display a checkmark, but don't have any " "built-in checking behavior and must be checked/unchecked manually. See " "[method set_item_checked] for more info on how to control it." msgstr "" "Añade un nuevo elemento comprobable con el texto [code]label[/code].\n" "Opcionalmente se puede proporcionar un [code]id[/code], así como un " "acelerador ([code]accel[/code]). Si no se proporciona [code]id[/code], se " "creará uno a partir del índice. Si no se proporciona ningún [code]accel[/" "code], se le asignará el [code]0[/code] por defecto. Ver [method " "get_item_accelerator] para más información sobre los aceleradores.\n" "[b]Nota:[/b] Los elementos marcables sólo muestran una marca de " "verificación, pero no tienen ningún comportamiento de verificación " "incorporado y deben ser marcados/desmarcados manualmente. Ver [method " "set_item_checked] para más información sobre cómo controlarlo." #: doc/classes/PopupMenu.xml msgid "" "Adds a new checkable item and assigns the specified [ShortCut] to it. Sets " "the label of the checkbox to the [ShortCut]'s name.\n" "An [code]id[/code] can optionally be provided. If no [code]id[/code] is " "provided, one will be created from the index.\n" "[b]Note:[/b] Checkable items just display a checkmark, but don't have any " "built-in checking behavior and must be checked/unchecked manually. See " "[method set_item_checked] for more info on how to control it." msgstr "" "Añade un nuevo elemento comprobable y le asigna el [ShortCut] especificado. " "Establece la etiqueta de la casilla de verificación al nombre de " "[ShortCut].\n" "Opcionalmente se puede proporcionar un [code]id[/code]. Si no se proporciona " "un [code]id[/code], se creará uno a partir del índice.\n" "[b]Nota:[/b] Los elementos marcables sólo muestran una marca de " "verificación, pero no tienen ningún comportamiento de verificación " "incorporado y deben ser marcados/desmarcados manualmente. Ver [method " "set_item_checked] para más información sobre cómo controlarlo." #: doc/classes/PopupMenu.xml msgid "" "Adds a new checkable item with text [code]label[/code] and icon " "[code]texture[/code].\n" "An [code]id[/code] can optionally be provided, as well as an accelerator " "([code]accel[/code]). If no [code]id[/code] is provided, one will be created " "from the index. If no [code]accel[/code] is provided then the default " "[code]0[/code] will be assigned to it. See [method get_item_accelerator] for " "more info on accelerators.\n" "[b]Note:[/b] Checkable items just display a checkmark, but don't have any " "built-in checking behavior and must be checked/unchecked manually. See " "[method set_item_checked] for more info on how to control it." msgstr "" "Añade un nuevo elemento comprobable con el texto [code]label[/code] y el " "icono [code]texture[/code].\n" "Opcionalmente se puede proporcionar un [code]id[/code], así como un " "acelerador ([code]accel[/code]). Si no se proporciona un [code]id[/code], se " "creará uno a partir del índice. Si no se proporciona ningún [code]accel[/" "code], se le asignará el [code]0[/code] por defecto. Ver [method " "get_item_accelerator] para más información sobre los aceleradores.\n" "[b]Nota:[/b] Los elementos marcables sólo muestran una marca de " "verificación, pero no tienen ningún comportamiento de verificación " "incorporado y deben ser marcados/desmarcados manualmente. Ver [method " "set_item_checked] para más información sobre cómo controlarlo." #: doc/classes/PopupMenu.xml msgid "" "Adds a new checkable item and assigns the specified [ShortCut] and icon " "[code]texture[/code] to it. Sets the label of the checkbox to the " "[ShortCut]'s name.\n" "An [code]id[/code] can optionally be provided. If no [code]id[/code] is " "provided, one will be created from the index.\n" "[b]Note:[/b] Checkable items just display a checkmark, but don't have any " "built-in checking behavior and must be checked/unchecked manually. See " "[method set_item_checked] for more info on how to control it." msgstr "" "Añade un nuevo elemento comprobable y le asigna la [ShortCut] especificada y " "el icono [code]textura[/code]. Establece la etiqueta de la casilla de " "verificación al nombre de [ShortCut].\n" "Opcionalmente se puede proporcionar un [code]id[/code]. Si no se proporciona " "un [code]id[/code], se creará uno a partir del índice.\n" "[b]Nota:[/b] Los elementos marcables sólo muestran una marca de " "verificación, pero no tienen ningún comportamiento de verificación " "incorporado y deben ser marcados/desmarcados manualmente. Ver [method " "set_item_checked] para más información sobre cómo controlarlo." #: doc/classes/PopupMenu.xml msgid "" "Adds a new item with text [code]label[/code] and icon [code]texture[/code].\n" "An [code]id[/code] can optionally be provided, as well as an accelerator " "([code]accel[/code]). If no [code]id[/code] is provided, one will be created " "from the index. If no [code]accel[/code] is provided then the default " "[code]0[/code] will be assigned to it. See [method get_item_accelerator] for " "more info on accelerators." msgstr "" "Añade un nuevo elemento con el texto [code]label[/code] y el icono " "[code]texture[/code].\n" "Opcionalmente se puede proporcionar un [code]id[/code], así como un " "acelerador ([code]accel[/code]). Si no se proporciona un [code]id[/code], se " "creará uno a partir del índice. Si no se proporciona ningún [code]accel[/" "code], se le asignará el [code]0[/code] por defecto. Ver [method " "get_item_accelerator] para más información sobre los aceleradores." #: doc/classes/PopupMenu.xml msgid "Same as [method add_icon_check_item], but uses a radio check button." msgstr "" "Igual que [method add_icon_check_item], pero utiliza un botón de " "comprobación de radio." #: doc/classes/PopupMenu.xml msgid "" "Same as [method add_icon_check_shortcut], but uses a radio check button." msgstr "" "Igual que [method add_icon_check_shortcut], pero utiliza un botón de " "comprobación de radio." #: doc/classes/PopupMenu.xml msgid "" "Adds a new item and assigns the specified [ShortCut] and icon [code]texture[/" "code] to it. Sets the label of the checkbox to the [ShortCut]'s name.\n" "An [code]id[/code] can optionally be provided. If no [code]id[/code] is " "provided, one will be created from the index." msgstr "" "Añade un nuevo elemento y le asigna la [ShortCut] especificada y el icono " "[code]texture[/code]. Establece la etiqueta de la casilla de verificación al " "nombre de [ShortCut].\n" "Opcionalmente se puede proporcionar un [code]id[/code]. Si no se proporciona " "un [code]id[/code], se creará uno a partir del índice." #: doc/classes/PopupMenu.xml msgid "" "Adds a new item with text [code]label[/code].\n" "An [code]id[/code] can optionally be provided, as well as an accelerator " "([code]accel[/code]). If no [code]id[/code] is provided, one will be created " "from the index. If no [code]accel[/code] is provided then the default " "[code]0[/code] will be assigned to it. See [method get_item_accelerator] for " "more info on accelerators." msgstr "" "Añade un nuevo elemento con el texto [code]label[/code].\n" "Opcionalmente se puede proporcionar un [code]id[/code], así como un " "acelerador ([code]accel[/code]). Si no se proporciona [code]id[/code], se " "creará uno a partir del índice. Si no se proporciona ningún [code]accel[/" "code], se le asignará el [code]0[/code] por defecto. Ver [method " "get_item_accelerator] para más información sobre los aceleradores." #: doc/classes/PopupMenu.xml msgid "" "Adds a new multistate item with text [code]label[/code].\n" "Contrarily to normal binary items, multistate items can have more than two " "states, as defined by [code]max_states[/code]. Each press or activate of the " "item will increase the state by one. The default value is defined by " "[code]default_state[/code].\n" "An [code]id[/code] can optionally be provided, as well as an accelerator " "([code]accel[/code]). If no [code]id[/code] is provided, one will be created " "from the index. If no [code]accel[/code] is provided then the default " "[code]0[/code] will be assigned to it. See [method get_item_accelerator] for " "more info on accelerators." msgstr "" "Añade un nuevo elemento multiestatal con el texto [code]label[/code].\n" "A diferencia de los elementos binarios normales, los elementos multiestado " "pueden tener más de dos estados, según se define en [code]max_states[/code]. " "Cada pulsación o activación del elemento aumentará el estado en uno. El " "valor por defecto está definido por [code]default_state[/code].\n" "Opcionalmente se puede proporcionar un [code]id[/code], así como un " "acelerador ([code]accel[/code]). Si no se proporciona [code]id[/code], se " "creará uno a partir del índice. Si no se proporciona ningún [code]accel[/" "code], se le asignará el [code]0[/code] por defecto. Ver [method " "get_item_accelerator] para más información sobre los aceleradores." #: doc/classes/PopupMenu.xml msgid "" "Adds a new radio check button with text [code]label[/code].\n" "An [code]id[/code] can optionally be provided, as well as an accelerator " "([code]accel[/code]). If no [code]id[/code] is provided, one will be created " "from the index. If no [code]accel[/code] is provided then the default " "[code]0[/code] will be assigned to it. See [method get_item_accelerator] for " "more info on accelerators.\n" "[b]Note:[/b] Checkable items just display a checkmark, but don't have any " "built-in checking behavior and must be checked/unchecked manually. See " "[method set_item_checked] for more info on how to control it." msgstr "" "Añade un nuevo botón de comprobación de radio con el texto [code]label[/" "code].\n" "Opcionalmente se puede proporcionar un [code]id[/code], así como un " "acelerador ([code]accel[/code]). Si no se proporciona un [code]id[/code], se " "creará uno a partir del índice. Si no se proporciona ningún [code]accel[/" "code], se le asignará el [code]0[/code] por defecto. Ver [method " "get_item_accelerator] para más información sobre los aceleradores.\n" "[b]Nota:[/b] Los elementos marcables sólo muestran una marca de " "verificación, pero no tienen ningún comportamiento de verificación " "incorporado y deben ser marcados/desmarcados manualmente. Ver [method " "set_item_checked] para más información sobre cómo controlarlo." #: doc/classes/PopupMenu.xml msgid "" "Adds a new radio check button and assigns a [ShortCut] to it. Sets the label " "of the checkbox to the [ShortCut]'s name.\n" "An [code]id[/code] can optionally be provided. If no [code]id[/code] is " "provided, one will be created from the index.\n" "[b]Note:[/b] Checkable items just display a checkmark, but don't have any " "built-in checking behavior and must be checked/unchecked manually. See " "[method set_item_checked] for more info on how to control it." msgstr "" "Añade un nuevo botón de comprobación de radio y le asigna un [ShortCut]. " "Establece la etiqueta de la casilla de verificación al nombre de " "[ShortCut].\n" "Opcionalmente se puede proporcionar un [code]id[/code]. Si no se proporciona " "un [code]id[/code], se creará uno a partir del índice.\n" "[b]Nota:[/b] Los elementos marcables sólo muestran una marca de " "verificación, pero no tienen ningún comportamiento de verificación " "incorporado y deben ser marcados/desmarcados manualmente. Ver [method " "set_item_checked] para más información sobre cómo controlarlo." #: doc/classes/PopupMenu.xml msgid "" "Adds a separator between items. Separators also occupy an index, which you " "can set by using the [code]id[/code] parameter.\n" "A [code]label[/code] can optionally be provided, which will appear at the " "center of the separator." msgstr "" #: doc/classes/PopupMenu.xml msgid "" "Adds a [ShortCut].\n" "An [code]id[/code] can optionally be provided. If no [code]id[/code] is " "provided, one will be created from the index." msgstr "" "Añade un [ShortCut].\n" "Opcionalmente se puede proporcionar un [code]id[/code]. Si no se proporciona " "un [code]id[/code], se creará uno a partir del índice." #: doc/classes/PopupMenu.xml msgid "" "Adds an item that will act as a submenu of the parent [PopupMenu] node when " "clicked. The [code]submenu[/code] argument is the name of the child " "[PopupMenu] node that will be shown when the item is clicked.\n" "An [code]id[/code] can optionally be provided. If no [code]id[/code] is " "provided, one will be created from the index." msgstr "" "Añade un elemento que actuará como un submenú del nodo padre [PopupMenu] " "cuando se haga clic. El argumento [code]submenu[/code] es el nombre del nodo " "hijo [PopupMenu] que se mostrará cuando se haga clic en el elemento.\n" "Opcionalmente se puede proporcionar un [code]id[/code]. Si no se proporciona " "un [code]id[/code], se creará uno a partir del índice." #: doc/classes/PopupMenu.xml msgid "Removes all items from the [PopupMenu]." msgstr "Elimina todos los artículos del [PopupMenu]." #: doc/classes/PopupMenu.xml #, fuzzy msgid "" "Returns the index of the currently focused item. Returns [code]-1[/code] if " "no item is focused." msgstr "" "El índice del artículo actualmente seleccionado, o [code]-1[/code] si no hay " "ningún artículo seleccionado." #: doc/classes/PopupMenu.xml msgid "" "Returns the accelerator of the item at index [code]idx[/code]. Accelerators " "are special combinations of keys that activate the item, no matter which " "control is focused." msgstr "" "Devuelve el acelerador del artículo en el índice [code]idx[/code]. Los " "aceleradores son combinaciones especiales de teclas que activan el artículo, " "sin importar el control que se enfoque." #: doc/classes/PopupMenu.xml msgid "Returns the number of items in the [PopupMenu]." msgstr "Devuelve el número de objetos en el [PopupMenu]." #: doc/classes/PopupMenu.xml msgid "" "Returns the id of the item at index [code]idx[/code]. [code]id[/code] can be " "manually assigned, while index can not." msgstr "" "Devuelve el id del artículo en el índice [code]idx[/code]. El [code]id[/" "code] puede asignarse manualmente, mientras que el índice no puede." #: doc/classes/PopupMenu.xml msgid "" "Returns the index of the item containing the specified [code]id[/code]. " "Index is automatically assigned to each item by the engine. Index can not be " "set manually." msgstr "" "Devuelve el índice del artículo que contiene el [code]id[/code] " "especificado. El índice es asignado automáticamente a cada elemento por el " "motor. El índice no se puede establecer manualmente." #: doc/classes/PopupMenu.xml msgid "" "Returns the metadata of the specified item, which might be of any type. You " "can set it with [method set_item_metadata], which provides a simple way of " "assigning context data to items." msgstr "" "Devuelve los metadatos del elemento especificado, que pueden ser de " "cualquier tipo. Puede configurarlo con [method set_item_metadata], que " "proporciona una forma sencilla de asignar datos de contexto a los elementos." #: doc/classes/PopupMenu.xml msgid "" "Returns the [ShortCut] associated with the specified [code]idx[/code] item." msgstr "" "Devuelve el [ShortCut] asociado al elemento [code]idx[/code] especificado." #: doc/classes/PopupMenu.xml msgid "" "Returns the submenu name of the item at index [code]idx[/code]. See [method " "add_submenu_item] for more info on how to add a submenu." msgstr "" "Devuelve el nombre del submenú del artículo en el índice [code]idx[/code]. " "Ver [method add_submenu_item] para más información sobre cómo añadir un " "submenú." #: doc/classes/PopupMenu.xml #, fuzzy msgid "" "Returns the tooltip associated with the specified index [code]idx[/code]." msgstr "" "Devuelve la punta de la herramienta asociada al índice especificado " "[code]idx[/code]." #: doc/classes/PopupMenu.xml #, fuzzy msgid "" "Returns [code]true[/code] if the popup will be hidden when the window loses " "focus or not." msgstr "Devuelve [code]true[/code] si la string comienza con la string dada." #: doc/classes/PopupMenu.xml msgid "" "Returns [code]true[/code] if the item at index [code]idx[/code] is checkable " "in some way, i.e. if it has a checkbox or radio button.\n" "[b]Note:[/b] Checkable items just display a checkmark or radio button, but " "don't have any built-in checking behavior and must be checked/unchecked " "manually." msgstr "" "Devuelve [code]true[/code] si el elemento en el índice [code]idx[/code] es " "comprobable de alguna manera, es decir, si tiene una casilla de verificación " "o un botón de radio.\n" "[b]Nota:[/b] Los elementos marcables sólo muestran una casilla de " "verificación o un botón de radio, pero no tienen ningún comportamiento de " "verificación incorporado y deben ser marcados/desmarcados manualmente." #: doc/classes/PopupMenu.xml msgid "" "Returns [code]true[/code] if the item at index [code]idx[/code] is checked." msgstr "" "Devuelve [code]true[/code] si el elemento en el índice [code]idx[/code] está " "marcado." #: doc/classes/PopupMenu.xml msgid "" "Returns [code]true[/code] if the item at index [code]idx[/code] is disabled. " "When it is disabled it can't be selected, or its action invoked.\n" "See [method set_item_disabled] for more info on how to disable an item." msgstr "" "Devuelve [code]true[/code] si el elemento en el índice [code]idx[/code] está " "desactivado. Cuando está deshabilitado no puede ser seleccionado, o su " "acción invocada.\n" "Consulta [method set_item_disabled] para más información sobre cómo " "desactivar un elemento." #: doc/classes/PopupMenu.xml msgid "" "Returns [code]true[/code] if the item at index [code]idx[/code] has radio " "button-style checkability.\n" "[b]Note:[/b] This is purely cosmetic; you must add the logic for checking/" "unchecking items in radio groups." msgstr "" "Devuelve [code]true[/code] si el elemento en el índice [code]idx[/code] " "tiene un control de tipo botón de radio.\n" "[b]Nota:[/b] Esto es puramente cosmético; debes añadir la lógica para " "comprobar/descomprobar los elementos en los grupos de radio." #: doc/classes/PopupMenu.xml msgid "" "Returns [code]true[/code] if the item is a separator. If it is, it will be " "displayed as a line. See [method add_separator] for more info on how to add " "a separator." msgstr "" "Devuelve [code]true[/code] si el artículo es un separador. Si lo es, se " "mostrará como una línea. Ver [method add_separator] para más información " "sobre cómo añadir un separador." #: doc/classes/PopupMenu.xml msgid "Returns [code]true[/code] if the specified item's shortcut is disabled." msgstr "" "Devuelve [code]true[/code] si el atajo del elemento especificado está " "desactivado." #: doc/classes/PopupMenu.xml msgid "" "Removes the item at index [code]idx[/code] from the menu.\n" "[b]Note:[/b] The indices of items after the removed item will be shifted by " "one." msgstr "" "Elimina el elemento en el índice [code]idx[/code] del menú.\n" "[b]Nota:[/b] Los índices de los ítems después del ítem removido serán " "desplazados por uno." #: doc/classes/PopupMenu.xml #, fuzzy 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 "Establece el icono del artículo en el índice [code]idx[/code]." #: doc/classes/PopupMenu.xml #, fuzzy msgid "Hides the [PopupMenu] when the window loses focus." msgstr "Enviado cuando el nodo pierde el enfoque." #: doc/classes/PopupMenu.xml msgid "" "Sets the accelerator of the item at index [code]idx[/code]. Accelerators are " "special combinations of keys that activate the item, no matter which control " "is focused." msgstr "" "Establece el acelerador del objeto en el índice [code]idx[/code]. Los " "aceleradores son combinaciones especiales de teclas que activan el artículo, " "sin importar el control que se enfoque." #: doc/classes/PopupMenu.xml msgid "" "Sets whether the item at index [code]idx[/code] has a checkbox. If " "[code]false[/code], sets the type of the item to plain text.\n" "[b]Note:[/b] Checkable items just display a checkmark, but don't have any " "built-in checking behavior and must be checked/unchecked manually." msgstr "" "Establece si el elemento en el índice [code]idx[/code] tiene una casilla de " "verificación. Si [code]false[/code], establece el tipo del artículo en texto " "plano.\n" "[b]Nota:[/b] Los elementos marcables sólo muestran una marca de " "verificación, pero no tienen ningún comportamiento de verificación " "incorporado y deben ser marcados/desmarcados manualmente." #: doc/classes/PopupMenu.xml msgid "" "Sets the type of the item at the specified index [code]idx[/code] to radio " "button. If [code]false[/code], sets the type of the item to plain text." msgstr "" "Establece el tipo del artículo en el índice especificado [code]idx[/code] al " "botón de radio. Si [code]false[/code], establece el tipo del artículo en " "texto plano." #: doc/classes/PopupMenu.xml msgid "" "Mark the item at index [code]idx[/code] as a separator, which means that it " "would be displayed as a line. If [code]false[/code], sets the type of the " "item to plain text." msgstr "" "Marque el elemento en el índice [code]idx[/code] como separador, lo que " "significa que se mostraría como una línea. Si [code]false[/code], establece " "el tipo del artículo en texto plano." #: doc/classes/PopupMenu.xml msgid "Sets the checkstate status of the item at index [code]idx[/code]." msgstr "" "Establece el estado de verificación del artículo en el índice [code]idx[/" "code]." #: doc/classes/PopupMenu.xml msgid "" "Enables/disables the item at index [code]idx[/code]. When it is disabled, it " "can't be selected and its action can't be invoked." msgstr "" "Activa/desactiva el elemento en el índice [code]idx[/code]. Cuando está " "desactivado, no puede ser seleccionado y su acción no puede ser invocada." #: doc/classes/PopupMenu.xml #, fuzzy msgid "Replaces the [Texture] icon of the specified [code]idx[/code]." msgstr "Sustituye al icono [Texture2D] del [code]idx[/code] especificado." #: doc/classes/PopupMenu.xml msgid "Sets the [code]id[/code] of the item at index [code]idx[/code]." msgstr "" "Establece el [code]id[/code] del artículo en el índice [code]idx[/code]." #: doc/classes/PopupMenu.xml msgid "" "Sets the metadata of an item, which may be of any type. You can later get it " "with [method get_item_metadata], which provides a simple way of assigning " "context data to items." msgstr "" "Establece los metadatos de un elemento, que pueden ser de cualquier tipo. " "Posteriormente se puede obtener con [method get_item_metadata], que " "proporciona una forma sencilla de asignar datos de contexto a los elementos." #: doc/classes/PopupMenu.xml #, fuzzy msgid "" "Sets the state of a multistate item. See [method add_multistate_item] for " "details." msgstr "" "Establece el estado de un artículo multiestatal. Ver [method " "add_multistate_item] para más detalles." #: doc/classes/PopupMenu.xml msgid "Sets a [ShortCut] for the specified item [code]idx[/code]." msgstr "" "Establece un [ShortCut] para el elemento especificado [code]idx[/code]." #: doc/classes/PopupMenu.xml msgid "Disables the [ShortCut] of the specified index [code]idx[/code]." msgstr "Desactiva el [ShortCut] del índice especificado [code]idx[/code]." #: doc/classes/PopupMenu.xml msgid "" "Sets the submenu of the item at index [code]idx[/code]. The submenu is the " "name of a child [PopupMenu] node that would be shown when the item is " "clicked." msgstr "" "Establece el submenú del artículo en el índice [code]idx[/code]. El submenú " "es el nombre de un nodo hijo [PopupMenu] que se mostraría al hacer clic en " "el elemento." #: doc/classes/PopupMenu.xml msgid "" "Sets the [String] tooltip of the item at the specified index [code]idx[/" "code]." msgstr "" "Establece la sugerencia [String] del artículo en el índice especificado " "[code]idx[/code]." #: doc/classes/PopupMenu.xml msgid "" "Toggles the check state of the item of the specified index [code]idx[/code]." msgstr "" "Cambia el estado de verificación del elemento del índice especificado " "[code]idx[/code]." #: doc/classes/PopupMenu.xml #, fuzzy msgid "" "Cycle to the next state of a multistate item. See [method " "add_multistate_item] for details." msgstr "" "Ciclo al siguiente estado de un artículo multiestatal. Ver [method " "add_multistate_item] para más detalles." #: doc/classes/PopupMenu.xml #, fuzzy msgid "If [code]true[/code], allows navigating [PopupMenu] with letter keys." msgstr "" "Si [code]true[/code], permite navegar por [PopupMenu] con las teclas de " "letras." #: doc/classes/PopupMenu.xml msgid "" "If [code]true[/code], hides the [PopupMenu] when a checkbox or radio button " "is selected." msgstr "" "Si [code]true[/code], oculta el [PopupMenu] cuando se selecciona una casilla " "de verificación o un botón de radio." #: doc/classes/PopupMenu.xml msgid "If [code]true[/code], hides the [PopupMenu] when an item is selected." msgstr "" "Si [code]true[/code], oculta el [PopupMenu] cuando se selecciona un elemento." #: doc/classes/PopupMenu.xml msgid "" "If [code]true[/code], hides the [PopupMenu] when a state item is selected." msgstr "" "Si [code]true[/code], oculta el [PopupMenu] cuando se selecciona un elemento " "de estado." #: doc/classes/PopupMenu.xml msgid "" "Sets the delay time in seconds for the submenu item to popup on mouse " "hovering. If the popup menu is added as a child of another (acting as a " "submenu), it will inherit the delay time of the parent menu item." msgstr "" "Establece el tiempo de demora en segundos para que el elemento del submenú " "aparezca al pasar el ratón por encima. Si el menú emergente se añade como un " "hijo de otro (actuando como un submenú), heredará el tiempo de retardo del " "elemento de menú superior." #: doc/classes/PopupMenu.xml msgid "" "Emitted when user navigated to an item of some [code]id[/code] using " "[code]ui_up[/code] or [code]ui_down[/code] action." msgstr "" "Se emite cuando el usuario navega a un elemento de algún [code]id[/code] " "utilizando la acción [code]ui_up[/code] o [code]ui_down[/code]." #: doc/classes/PopupMenu.xml msgid "" "Emitted when an item of some [code]id[/code] is pressed or its accelerator " "is activated." msgstr "" "Se emite cuando se pulsa un elemento de algún [code]id[/code] o se activa su " "acelerador." #: doc/classes/PopupMenu.xml msgid "" "Emitted when an item of some [code]index[/code] is pressed or its " "accelerator is activated." msgstr "" "Se emite cuando un elemento de algún [code]index[/code] es presionado o su " "acelerador es activado." #: doc/classes/PopupMenu.xml msgid "The default text [Color] for menu items' names." msgstr "" "El texto predeterminado [Color] para los nombres de los elementos del menú." #: doc/classes/PopupMenu.xml msgid "" "The text [Color] used for shortcuts and accelerators that show next to the " "menu item name when defined. See [method get_item_accelerator] for more info " "on accelerators." msgstr "" "El texto [Color] utilizado para los atajos y aceleradores que se muestran " "junto al nombre del elemento de menú cuando está definido. Ver [method " "get_item_accelerator] para más información sobre los aceleradores." #: doc/classes/PopupMenu.xml msgid "[Color] used for disabled menu items' text." msgstr "" "[Color] utilizado para el texto de los elementos del menú desactivados." #: doc/classes/PopupMenu.xml msgid "[Color] used for the hovered text." msgstr "[Color] usado por el texto cuando el cursor esta encima del mismo." #: doc/classes/PopupMenu.xml #, fuzzy msgid "[Color] used for labeled separators' text. See [method add_separator]." msgstr "[StyleBox] usado para los separadores. Ver [method add_separator]." #: doc/classes/PopupMenu.xml msgid "" "The horizontal space between the item's name and the shortcut text/submenu " "arrow." msgstr "" "El espacio horizontal entre el nombre del elemento y el atajo del texto/" "flecha del submenú." #: doc/classes/PopupMenu.xml msgid "The vertical space between each menu item." msgstr "El espacio vertical entre cada elemento del menú." #: doc/classes/PopupMenu.xml msgid "[Font] used for the menu items." msgstr "[Font] usada para los elementos del menú." #: doc/classes/PopupMenu.xml #, fuzzy msgid "[Font] used for the labeled separator." msgstr "[Font] que se usa para el texto de las [Label]." #: doc/classes/PopupMenu.xml #, fuzzy msgid "[Texture] icon for the checked checkbox items." msgstr "Icono [Texture2D] para las casillas marcadas." #: doc/classes/PopupMenu.xml #, fuzzy msgid "[Texture] icon for the checked radio button items." msgstr "[Texture2D] para los elementos de los botones de radio marcados." #: doc/classes/PopupMenu.xml #, fuzzy msgid "[Texture] icon for the unchecked radio button items." msgstr "[Texture2D] para los elementos de los botones de radio no marcados." #: doc/classes/PopupMenu.xml #, fuzzy msgid "[Texture] icon for the submenu arrow." msgstr "[Texture2D] para la flecha del submenú." #: doc/classes/PopupMenu.xml #, fuzzy msgid "[Texture] icon for the unchecked checkbox items." msgstr "Icono [Texture2D] para los elementos de checkbox no marcados." #: doc/classes/PopupMenu.xml msgid "[StyleBox] displayed when the [PopupMenu] item is hovered." msgstr "" "[StyleBox] que se muestra cuando el [PopupMenu] elemento tiene el cursor " "encima." #: doc/classes/PopupMenu.xml msgid "" "[StyleBox] for the left side of labeled separator. See [method " "add_separator]." msgstr "" "[StyleBox] para el lado izquierdo del separador etiquetado. Ver [method " "add_separator]." #: doc/classes/PopupMenu.xml msgid "" "[StyleBox] for the right side of labeled separator. See [method " "add_separator]." msgstr "" "[StyleBox] para el lado derecho del separador etiquetado. Ver [method " "add_separator]." #: doc/classes/PopupMenu.xml msgid "Default [StyleBox] of the [PopupMenu] items." msgstr "El [StyleBox] por defecto de los elementos del [PopupMenu]." #: doc/classes/PopupMenu.xml msgid "[StyleBox] used when the [PopupMenu] item is disabled." msgstr "[StyleBox] usado cuando el [PopupMenu] está desactivado." #: doc/classes/PopupMenu.xml msgid "[StyleBox] used for the separators. See [method add_separator]." msgstr "[StyleBox] usado para los separadores. Ver [method add_separator]." #: doc/classes/PopupPanel.xml msgid "Class for displaying popups with a panel background." msgstr "Clase para mostrar popups con un fondo de panel." #: doc/classes/PopupPanel.xml #, fuzzy 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].\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 "" "Clase para mostrar popups con un fondo de panel. En algunos casos puede ser " "más simple de usar que el [Popup], ya que proporciona un fondo configurable. " "Si está haciendo ventanas, mejor revise [Window]." #: doc/classes/PopupPanel.xml msgid "The background panel style of this [PopupPanel]." msgstr "El estilo del panel de fondo de este [PopupPanel]." #: doc/classes/Portal.xml msgid "Portal nodes are used to enable visibility between [Room]s." msgstr "" #: doc/classes/Portal.xml msgid "" "[Portal]s are a special type of [MeshInstance] that allow the portal culling " "system to 'see' from one room to the next. They often correspond to doors " "and windows in level geometry. By only allowing [Camera]s to see through " "portals, this allows the system to cull out all the objects in rooms that " "cannot be seen through portals. This is a form of [b]occlusion culling[/b], " "and can greatly increase performance.\n" "There are some limitations to the form of portals:\n" "They must be single sided convex polygons, and usually you would orientate " "their front faces [b]outward[/b] from the [Room] they are placed in. The " "vertices should be positioned on a single plane (although their positioning " "does not have to be perfect).\n" "There is no need to place an opposite portal in an adjacent room, links are " "made two-way automatically." msgstr "" #: doc/classes/Portal.xml doc/classes/Room.xml msgid "Sets individual points. Primarily for use by the editor." msgstr "" #: doc/classes/Portal.xml msgid "" "This is a shortcut for setting the linked [Room] in the name of the [Portal] " "(the name is used during conversion)." msgstr "" #: doc/classes/Portal.xml msgid "" "The points defining the shape of the [Portal] polygon (which should be " "convex).\n" "These are defined in 2D, with [code]0,0[/code] being the origin of the " "[Portal] node's [member Spatial.global_transform].\n" "[b]Note:[/b] These raw points are sanitized for winding order internally." msgstr "" #: doc/classes/Portal.xml msgid "" "Visibility through [Portal]s can be turned on and off at runtime - this is " "useful for having closable doors." msgstr "" #: doc/classes/Portal.xml msgid "" "Some objects are so big that they may be present in more than one [Room] " "('sprawling'). As we often don't want objects that *just* breach the edges " "to be assigned to neighbouring rooms, you can assign an extra margin through " "the [Portal] to allow objects to breach without sprawling." msgstr "" #: doc/classes/Portal.xml msgid "" "Portals default to being two way - see through in both directions, however " "you can make them one way, visible from the source room only." msgstr "" #: doc/classes/Portal.xml msgid "" "In most cases you will want to use the default [Portal] margin in your " "portals (this is set in the [RoomManager]).\n" "If you want to override this default, set this value to [code]false[/code], " "and the local [member portal_margin] will take effect." msgstr "" #: doc/classes/Position2D.xml msgid "Generic 2D position hint for editing." msgstr "Sugerencia de la posición 2D genérica para editar." #: doc/classes/Position2D.xml msgid "" "Generic 2D position hint for editing. It's just like a plain [Node2D], but " "it displays as a cross in the 2D editor at all times. You can set cross' " "visual size by using the gizmo in the 2D editor while the node is selected." msgstr "" "Sugerencia de posición 2D genérica para editar. Es como un plano [Node2D], " "pero se muestra como una cruz en el editor 2D en todo momento. Puedes " "establecer el tamaño visual de la cruz usando el gizmo en el editor 2D " "mientras el nodo está seleccionado." #: doc/classes/Position3D.xml msgid "Generic 3D position hint for editing." msgstr "Sugerencia de posición 3D genérica para la edición." #: doc/classes/Position3D.xml #, fuzzy msgid "" "Generic 3D position hint for editing. It's just like a plain [Spatial], but " "it displays as a cross in the 3D editor at all times." msgstr "" "Sugerencia de posición 3D genérica para la edición. Es como un plano " "[Spatial], pero se muestra como una cruz en el editor 3D en todo momento." #: doc/classes/PrimitiveMesh.xml msgid "" "Base class for all primitive meshes. Handles applying a [Material] to a " "primitive mesh." msgstr "" "Clase base para todas las mallas primitivas. Maneja la aplicación de un " "[Material] a una malla primitiva." #: doc/classes/PrimitiveMesh.xml msgid "" "Base class for all primitive meshes. Handles applying a [Material] to a " "primitive mesh. Examples include [CapsuleMesh], [CubeMesh], [CylinderMesh], " "[PlaneMesh], [PrismMesh], [QuadMesh], and [SphereMesh]." msgstr "" "Clase base para todas las mallas primitivas. Maneja la aplicación de un " "[Material] a una malla primitiva. Los ejemplos incluyen [CapsuleMesh], " "[CubeMesh], [CylinderMesh], [PlaneMesh], [PrismMesh], [QuadMesh], y " "[SphereMesh]." #: doc/classes/PrimitiveMesh.xml msgid "" "Returns mesh arrays used to constitute surface of [Mesh]. The result can be " "passed to [method ArrayMesh.add_surface_from_arrays] to create a new " "surface. For example:\n" "[codeblock]\n" "var c := CylinderMesh.new()\n" "var arr_mesh := ArrayMesh.new()\n" "arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, c." "get_mesh_arrays())\n" "[/codeblock]" msgstr "" "Devuelve los conjuntos de malla utilizados para constituir la superficie de " "[Mesh]. El resultado puede ser pasado al [method ArrayMesh." "add_surface_from_arrays] para crear una nueva superficie. Por ejemplo:\n" "[codeblock]\n" "var c = CylinderMesh.new()\n" "var arr_mesh = ArrayMesh.new()\n" "arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, c." "get_mesh_arrays())\n" "[/codeblock]" #: doc/classes/PrimitiveMesh.xml #, fuzzy msgid "" "If set, the order of the vertices in each triangle are reversed resulting in " "the backside of the mesh being drawn.\n" "This gives the same result as using [constant SpatialMaterial.CULL_BACK] in " "[member SpatialMaterial.params_cull_mode]." msgstr "" "Si se establece, el orden de los vértices de cada triángulo se invierte, lo " "que hace que se dibuje la parte trasera de la malla.\n" "Esto da el mismo resultado que usando [constant SpatialMaterial.CULL_BACK] " "en [member SpatialMaterial.cull_mode]." #: doc/classes/PrimitiveMesh.xml msgid "The current [Material] of the primitive mesh." msgstr "El actual [Material] de la malla primitiva." #: doc/classes/PrismMesh.xml msgid "Class representing a prism-shaped [PrimitiveMesh]." msgstr "Clase que representa un prisma en forma de [PrimitiveMesh]." #: doc/classes/PrismMesh.xml msgid "" "Displacement of the upper edge along the X axis. 0.0 positions edge straight " "above the bottom-left edge." msgstr "" "Desplazamiento del borde superior a lo largo del eje X. 0,0 posiciona el " "borde recto por encima del borde inferior izquierdo." #: doc/classes/PrismMesh.xml msgid "Size of the prism." msgstr "El tamaño del prisma." #: doc/classes/PrismMesh.xml msgid "Number of added edge loops along the Z axis." msgstr "Número de bucles de borde añadidos a lo largo del eje Z." #: doc/classes/PrismMesh.xml msgid "Number of added edge loops along the Y axis." msgstr "Número de bucles de borde añadidos a lo largo del eje Y." #: doc/classes/PrismMesh.xml msgid "Number of added edge loops along the X axis." msgstr "Número de bucles de borde añadidos a lo largo del eje X." #: doc/classes/ProceduralSky.xml #, fuzzy msgid "" "Type of [Sky] that is generated procedurally based on user input parameters." msgstr "" "Un [Material] usado con [Sky] para generar un fondo basado en los parámetros " "de entrada del usuario." #: doc/classes/ProceduralSky.xml #, fuzzy msgid "" "ProceduralSky provides a way to create an effective background quickly by " "defining procedural parameters for the sun, the sky and the ground. The sky " "and ground are very similar, they are defined by a color at the horizon, " "another color, and finally an easing curve to interpolate between these two " "colors. Similarly, the sun is described by a position in the sky, a color, " "and an easing curve. However, the sun also defines a minimum and maximum " "angle, these two values define at what distance the easing curve begins and " "ends from the sun, and thus end up defining the size of the sun in the sky.\n" "The ProceduralSky is updated on the CPU after the parameters change. It is " "stored in a texture and then displayed as a background in the scene. This " "makes it relatively unsuitable for real-time updates during gameplay. " "However, with a small enough texture size, it can still be updated " "relatively frequently, as it is updated on a background thread when multi-" "threading is available." msgstr "" "ProceduralSkyMaterial proporciona una manera de crear un fondo efectivo " "rápidamente definiendo parámetros de procedimiento para el sol, el cielo y " "el suelo. El cielo y el suelo son muy similares, están definidos por un " "color en el horizonte, otro color, y finalmente una curva de relajación para " "interpolar entre estos dos colores. De manera similar, el sol se describe " "por una posición en el cielo, un color y una curva de relajación. Sin " "embargo, el sol también define un ángulo mínimo y máximo, estos dos valores " "definen a qué distancia comienza y termina la curva de relajación del sol, y " "por lo tanto terminan definiendo el tamaño del sol en el cielo.\n" "El [ProceduralSkyMaterial] utiliza un sombreador ligero para dibujar el " "cielo y por lo tanto es adecuado para las actualizaciones en tiempo real. " "Cuando no se necesita un cielo rápido que no es realista, esta es una buena " "opción.\n" "El [ProceduralSkyMaterial] soporta hasta 4 soles. Cada sol toma su color, " "energía y dirección de la correspondiente [DirectionalLight] de la escena." #: doc/classes/ProceduralSky.xml #, fuzzy msgid "Color of the ground at the bottom." msgstr "El color del texto del título." #: doc/classes/ProceduralSky.xml msgid "" "How quickly the [member ground_horizon_color] fades into the [member " "ground_bottom_color]." msgstr "" "Qué tan rápido se desvanece el [member ground_horizon_color] en el [member " "ground_bottom_color]." #: doc/classes/ProceduralSky.xml msgid "Amount of energy contribution from the ground." msgstr "Cantidad de contribución de energía desde el suelo." #: doc/classes/ProceduralSky.xml #, fuzzy msgid "Color of the ground at the horizon." msgstr "[Color] de la guía." #: doc/classes/ProceduralSky.xml msgid "" "How quickly the [member sky_horizon_color] fades into the [member " "sky_top_color]." msgstr "" "La rapidez con la que el [member sky_horizon_color] se desvanece en el " "[member sky_top_color]." #: doc/classes/ProceduralSky.xml msgid "Amount of energy contribution from the sky." msgstr "Cantidad de contribución de energía del cielo." #: doc/classes/ProceduralSky.xml #, fuzzy msgid "Color of the sky at the horizon." msgstr "El color del texto del título." #: doc/classes/ProceduralSky.xml #, fuzzy msgid "Color of the sky at the top." msgstr "El color del texto del título." #: doc/classes/ProceduralSky.xml msgid "Distance from center of sun where it fades out completely." msgstr "Distancia desde el centro del sol donde se desvanece completamente." #: doc/classes/ProceduralSky.xml #, fuzzy msgid "Distance from sun where it goes from solid to starting to fade." msgstr "Distancia desde el centro del sol donde se desvanece completamente." #: doc/classes/ProceduralSky.xml #, fuzzy msgid "The sun's color." msgstr "El color de la línea." #: doc/classes/ProceduralSky.xml #, fuzzy msgid "" "How quickly the sun fades away between [member sun_angle_min] and [member " "sun_angle_max]." msgstr "" "La rapidez con la que el sol se desvanece entre el borde del disco solar y " "el [member sun_angle_max]." #: doc/classes/ProceduralSky.xml #, fuzzy msgid "Amount of energy contribution from the sun." msgstr "Cantidad de contribución de energía del cielo." #: doc/classes/ProceduralSky.xml msgid "The sun's height using polar coordinates." msgstr "" #: doc/classes/ProceduralSky.xml #, fuzzy msgid "The direction of the sun using polar coordinates." msgstr "El punto de colisión, en coordenadas globales." #: doc/classes/ProceduralSky.xml msgid "" "Size of [Texture] that the ProceduralSky will generate. The size is set " "using [enum TextureSize]." msgstr "" #: doc/classes/ProceduralSky.xml msgid "Sky texture will be 256x128." msgstr "" #: doc/classes/ProceduralSky.xml msgid "Sky texture will be 512x256." msgstr "" #: doc/classes/ProceduralSky.xml msgid "Sky texture will be 1024x512. This is the default size." msgstr "" #: doc/classes/ProceduralSky.xml msgid "Sky texture will be 2048x1024." msgstr "" #: doc/classes/ProceduralSky.xml msgid "Sky texture will be 4096x2048." msgstr "" #: doc/classes/ProceduralSky.xml #, fuzzy msgid "Represents the size of the [enum TextureSize] enum." msgstr "Representa el tamaño del enum [enum TextureFilter]." #: doc/classes/ProgressBar.xml msgid "General-purpose progress bar." msgstr "Barra de progreso de propósito general." #: doc/classes/ProgressBar.xml msgid "General-purpose progress bar. Shows fill percentage from right to left." msgstr "" "Barra de progreso de propósito general. Muestra el porcentaje de llenado de " "derecha a izquierda." #: doc/classes/ProgressBar.xml msgid "If [code]true[/code], the fill percentage is displayed on the bar." msgstr "Si [code]true[/code], el porcentaje de llenado se muestra en la barra." #: doc/classes/ProgressBar.xml msgid "The color of the text." msgstr "El color del texto." #: doc/classes/ProgressBar.xml msgid "The color of the text's shadow." msgstr "El color de la sombra del texto." #: doc/classes/ProgressBar.xml msgid "" "Font used to draw the fill percentage if [member percent_visible] is " "[code]true[/code]." msgstr "" "Fuente utilizada para dibujar el porcentaje de relleno si [member " "percent_visible] es [code]true[/code]." #: doc/classes/ProgressBar.xml msgid "The style of the background." msgstr "El estilo del fondo." #: doc/classes/ProgressBar.xml msgid "The style of the progress (i.e. the part that fills the bar)." msgstr "El estilo del progreso (es decir, la parte que llena la barra)." #: doc/classes/ProjectSettings.xml msgid "Contains global variables accessible from everywhere." msgstr "Contiene variables globales accesibles desde cualquier lugar." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "" "Contains global variables accessible from everywhere. Use [method " "get_setting], [method set_setting] or [method has_setting] to access them. " "Variables stored in [code]project.godot[/code] are also loaded into " "ProjectSettings, making this object very useful for reading custom game " "configuration options.\n" "When naming a Project Settings property, use the full path to the setting " "including the category. For example, [code]\"application/config/name\"[/" "code] for the project name. Category and property names can be viewed in the " "Project Settings dialog.\n" "[b]Feature tags:[/b] Project settings can be overridden for specific " "platforms and configurations (debug, release, ...) using [url=$DOCS_URL/" "tutorials/export/feature_tags.html]feature tags[/url].\n" "[b]Overriding:[/b] Any project setting can be overridden by creating a file " "named [code]override.cfg[/code] in the project's root directory. This can " "also be used in exported projects by placing this file in the same directory " "as the project binary. Overriding will still take the base project " "settings' [url=$DOCS_URL/tutorials/export/feature_tags.html]feature tags[/" "url] in account. Therefore, make sure to [i]also[/i] override the setting " "with the desired feature tags if you want them to override base project " "settings on all platforms and configurations." msgstr "" "Contiene variables globales accesibles desde cualquier lugar. Usa [method " "get_setting], [method set_setting] o [method has_setting] para acceder a " "ellas. Las variables almacenadas en [code]project.godot[/code] también se " "cargan en ProjectSettings, lo que hace que este objeto sea muy útil para " "leer las opciones de configuración de los juegos personalizados.\n" "Al nombrar una propiedad de Configuración del Proyecto, usa la ruta completa " "de la configuración incluyendo la categoría. Por ejemplo, " "[code]\"application/config/name\"[/code] para el nombre del proyecto. Los " "nombres de las categorías y propiedades se pueden ver en el diálogo de " "Configuración del proyecto.\n" "[b]Overriding:[/b] Cualquier configuración del proyecto puede ser anulada " "creando un archivo llamado [code]override.cfg[/code] en el directorio raíz " "del proyecto. También puede utilizarse en los proyectos exportados colocando " "este archivo en el mismo directorio que el binario del proyecto." #: doc/classes/ProjectSettings.xml msgid "" "Adds a custom property info to a property. The dictionary must contain:\n" "- [code]name[/code]: [String] (the property's name)\n" "- [code]type[/code]: [int] (see [enum Variant.Type])\n" "- optionally [code]hint[/code]: [int] (see [enum PropertyHint]) and " "[code]hint_string[/code]: [String]\n" "[b]Example:[/b]\n" "[codeblock]\n" "ProjectSettings.set(\"category/property_name\", 0)\n" "\n" "var property_info = {\n" " \"name\": \"category/property_name\",\n" " \"type\": TYPE_INT,\n" " \"hint\": PROPERTY_HINT_ENUM,\n" " \"hint_string\": \"one,two,three\"\n" "}\n" "\n" "ProjectSettings.add_property_info(property_info)\n" "[/codeblock]" msgstr "" "Añade una información de propiedad personalizada a una propiedad. El " "diccionario debe contener:\n" "- [code]name[/code]: [String] (el nombre de la propiedad)\n" "- [code]type[/code]: [int] (véase [enum Variant.Type])\n" "- opcionalmente [code]hint[/code]: [int] (ver [enum PropertyHint]) y " "[code]hint_string[/code]: [String]\n" "[b]Ejemplo:[/b]\n" "[codeblock]\n" "ProjectSettings.set(\"category/property_name\", 0)\n" "\n" "var property_info = {\n" " \"name\": \"category/property_name\",\n" " \"type\": TYPE_INT,\n" " \"hint\": PROPERTY_HINT_ENUM,\n" " \"hint_string\": \"uno, dos, tres\"\n" "}\n" "\n" "ProjectSettings.add_property_info(property_info)\n" "[/codeblock]" #: doc/classes/ProjectSettings.xml msgid "Clears the whole configuration (not recommended, may break things)." msgstr "Despeja toda la configuración (no recomendado, puede romper cosas)." #: doc/classes/ProjectSettings.xml msgid "" "Returns the order of a configuration value (influences when saved to the " "config file)." msgstr "" "Devuelve el orden de un valor de configuración (influye cuando se guarda en " "el archivo de configuración)." #: doc/classes/ProjectSettings.xml msgid "" "Returns the value of a setting.\n" "[b]Example:[/b]\n" "[codeblock]\n" "print(ProjectSettings.get_setting(\"application/config/name\"))\n" "[/codeblock]" msgstr "" "Devuelve el valor de un ajuste.\n" "[b]Ejemplo:[/b]\n" "[codeblock]\n" "print(ProjectSettings.get_setting(\"application/config/name\"))\n" "[/codeblock]" #: doc/classes/ProjectSettings.xml msgid "" "Returns the absolute, native OS path corresponding to the localized " "[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 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 " "the path when running from an exported project:\n" "[codeblock]\n" "var path = \"\"\n" "if OS.has_feature(\"editor\"):\n" " # Running from an editor binary.\n" " # `path` will contain the absolute path to `hello.txt` located in the " "project root.\n" " path = ProjectSettings.globalize_path(\"res://hello.txt\")\n" "else:\n" " # Running from an exported project.\n" " # `path` will contain the absolute path to `hello.txt` next to the " "executable.\n" " # This is *not* identical to using `ProjectSettings.globalize_path()` " "with a `res://` path,\n" " # but is close enough in spirit.\n" " path = OS.get_executable_path().get_base_dir().plus_file(\"hello.txt\")\n" "[/codeblock]" msgstr "" #: doc/classes/ProjectSettings.xml msgid "Returns [code]true[/code] if a configuration value is present." msgstr "Devuelve [code]true[/code] si un valor de configuración está presente." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "" "Loads the contents of the .pck or .zip file specified by [code]pack[/code] " "into the resource filesystem ([code]res://[/code]). Returns [code]true[/" "code] on success.\n" "[b]Note:[/b] If a file from [code]pack[/code] shares the same path as a file " "already in the resource filesystem, any attempts to load that file will use " "the file from [code]pack[/code] unless [code]replace_files[/code] is set to " "[code]false[/code].\n" "[b]Note:[/b] The optional [code]offset[/code] parameter can be used to " "specify the offset in bytes to the start of the resource pack. This is only " "supported for .pck files." msgstr "" "Carga el contenido del archivo .pck o .zip especificado por [code]pack[/" "code] en el sistema de archivos de recursos ([code]res://[/code]). Devuelve " "[code]true[/code] cuando tiene éxito.\n" "[b]Nota:[/b] Si un archivo de [code]pack[/code] comparte la misma ruta que " "un archivo que ya está en el sistema de archivos de recursos, cualquier " "intento de cargar ese archivo utilizará el archivo de [code]pack[/code] a " "menos que [code]replace_files[/code] esté configurado como [code]false[/" "code]." #: doc/classes/ProjectSettings.xml msgid "" "Returns the localized path (starting with [code]res://[/code]) corresponding " "to the absolute, native OS [code]path[/code]. See also [method " "globalize_path]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Returns [code]true[/code] if the specified property exists and its initial " "value differs from the current value." msgstr "" "Devuelve [code]true[/code] si la propiedad especificada existe y su valor " "inicial difiere del valor actual." #: doc/classes/ProjectSettings.xml msgid "" "Returns the specified property's initial value. Returns [code]null[/code] if " "the property does not exist." msgstr "" "Devuelve el valor inicial de la propiedad especificada. Devuelve [code]null[/" "code] si la propiedad no existe." #: doc/classes/ProjectSettings.xml msgid "" "Saves the configuration to the [code]project.godot[/code] file.\n" "[b]Note:[/b] This method is intended to be used by editor plugins, as " "modified [ProjectSettings] can't be loaded back in the running app. If you " "want to change project settings in exported projects, use [method " "save_custom] to save [code]override.cfg[/code] file." msgstr "" #: doc/classes/ProjectSettings.xml #, fuzzy msgid "" "Saves the configuration to a custom file. The file extension must be [code]." "godot[/code] (to save in text-based [ConfigFile] format) or [code].binary[/" "code] (to save in binary format). You can also save [code]override.cfg[/" "code] file, which is also text, but can be used in exported projects unlike " "other formats." msgstr "" "Guarda la configuración en un archivo personalizado. La extensión del " "archivo debe ser [code].godot[/code] (para guardarlo en formato de texto " "[ConfigFile]) o [code].binary[/code] (para guardarlo en formato binario)." #: doc/classes/ProjectSettings.xml msgid "" "Sets the specified property's initial value. This is the value the property " "reverts to." msgstr "" "Establece el valor inicial de la propiedad especificada. Este es el valor al " "que vuelve la propiedad." #: doc/classes/ProjectSettings.xml msgid "" "Sets the order of a configuration value (influences when saved to the config " "file)." msgstr "" "Establece el orden de un valor de configuración (influye cuando se guarda en " "el archivo de configuración)." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "" "Sets the value of a setting.\n" "[b]Example:[/b]\n" "[codeblock]\n" "ProjectSettings.set_setting(\"application/config/name\", \"Example\")\n" "[/codeblock]\n" "This can also be used to erase custom project settings. To do this change " "the setting value to [code]null[/code]." msgstr "" "Establece el valor de un ajuste.\n" "[b]Ejemplo:[/b]\n" "[codeblock]\n" "ProjectSettings.set_setting(\"application/config/name\", \"Ejemplo\")\n" "[/codeblock]" #: doc/classes/ProjectSettings.xml msgid "" "Comma-separated list of custom Android modules (which must have been built " "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 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]GodotPayment[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Background color for the boot splash." msgstr "Color de fondo para la imagen de arranque." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "" "If [code]true[/code], scale the boot splash image to the full window size " "(preserving the aspect ratio) when the engine starts. If [code]false[/code], " "the engine will leave it at the default pixel size." msgstr "" "Si [code]true[/code], escala la imagen de arranque a la longitud total de la " "ventana cuando el motor se pone en marcha. Si [code]false[/code], el motor " "lo dejará con el tamaño de píxeles predeterminado." #: doc/classes/ProjectSettings.xml msgid "" "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]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], displays the image specified in [member application/" "boot_splash/image] when the engine starts. If [code]false[/code], only " "displays the plain color specified in [member application/boot_splash/" "bg_color]." msgstr "" #: doc/classes/ProjectSettings.xml #, fuzzy msgid "" "If [code]true[/code], applies linear filtering when scaling the image " "(recommended for high-resolution artwork). If [code]false[/code], uses " "nearest-neighbor interpolation (recommended for pixel art)." msgstr "" "Si [code]true[/code], aplica un filtrado lineal al escalar la imagen " "(recomendado para obras de arte de alta resolución). Si [code]false[/code], " "utiliza la interpolación del vecino más cercano (recomendado para el pixel " "art)." #: doc/classes/ProjectSettings.xml 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 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 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." msgstr "" "Este directorio de usuario se utiliza para almacenar datos persistentes " "(sistema de archivos [code]user://[/code]). Si se deja vacío, [code]user://[/" "code] se resuelve en una carpeta específica del proyecto en la propia " "carpeta de configuración de Godot (véase [method OS.get_user_data_dir]). Si " "se define un nombre de directorio personalizado, este nombre se utilizará en " "su lugar y se añadirá al directorio de datos de usuario específico del " "sistema (la misma carpeta principal que la carpeta de configuración de Godot " "documentada en [method OS.get_user_data_dir]).\n" "El ajuste [member application/config/use_custom_user_dir] debe estar " "activado para que esto surta efecto." #: doc/classes/ProjectSettings.xml msgid "" "The project's description, displayed as a tooltip in the Project Manager " "when hovering the project." msgstr "" "La descripción del proyecto, que se muestra como una sugerencia en el " "Administrador de Proyectos cuando se pasa el cursor por encima del proyecto." #: doc/classes/ProjectSettings.xml msgid "" "Icon used for the project, set when project loads. Exporters will also use " "this icon when possible." msgstr "" "Icono utilizado para el proyecto, establecido cuando el proyecto se carga. " "Los exportadores también usarán este icono cuando sea posible." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "" "Icon set in [code].icns[/code] format used on macOS to set the game's icon. " "This is done automatically on start by calling [method OS.set_native_icon]." msgstr "" "Icono en formato [code].icns[/code] usado en macOS para fijar el icono del " "juego. Esto se hace automáticamente al inicio llamando a [method " "DisplayServer.set_native_icon]." #: doc/classes/ProjectSettings.xml msgid "" "The project's name. It is used both by the Project Manager and by exporters. " "The project name can be translated by translating its value in localization " "files. The window title will be set to match the project name automatically " "on startup.\n" "[b]Note:[/b] Changing this value will also change the user data folder's " "path if [member application/config/use_custom_user_dir] is [code]false[/" "code]. After renaming the project, you will no longer be able to access " "existing data in [code]user://[/code] unless you rename the old folder to " "match the new project name. See [url=$DOCS_URL/tutorials/io/data_paths." "html]Data paths[/url] in the documentation for more information." msgstr "" #: doc/classes/ProjectSettings.xml #, fuzzy msgid "" "Specifies a file to override project settings. For example: [code]user://" "custom_settings.cfg[/code]. See \"Overriding\" in the [ProjectSettings] " "class description at the top for more information.\n" "[b]Note:[/b] Regardless of this setting's value, [code]res://override.cfg[/" "code] will still be read to override the project settings." msgstr "" "Especifica un archivo para anular la configuración del proyecto. Por " "ejemplo: [code]user://custom_settings.cfg[/code].\n" "[b]Nota:[/b] Independientemente del valor de esta configuración, se seguirá " "leyendo [code]res://override.cfg[/code] para anular la configuración del " "proyecto (véase la descripción de esta clase en la parte superior)." #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], the project will save user data to its own user " "directory (see [member application/config/custom_user_dir_name]). This " "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)/Godot/app_userdata/(project name)[/code]." msgstr "" "Si [code]true[/code], el proyecto guardará los datos de los usuarios en su " "propio directorio de usuarios (véase [member application/config/" "custom_user_dir_name]). Esta configuración sólo es efectiva en las " "plataformas de escritorio. Se debe establecer un nombre en el parámetro " "[member application/config/custom_user_dir_name] para que esto tenga efecto. " "Si [code]false[/code], el proyecto guardará los datos del usuario en [code]" "(directorio de datos de usuario del sistema operativo)/Godot/app_userdata/" "(nombre del proyecto)[/code]." #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], the project will use a hidden directory ([code]." "import[/code]) for storing project-specific data (metadata, shader cache, " "etc.).\n" "If [code]false[/code], a non-hidden directory ([code]import[/code]) will be " "used instead.\n" "[b]Note:[/b] Restart the application after changing this setting.\n" "[b]Note:[/b] Changing this value can help on platforms or with third-party " "tools where hidden directory patterns are disallowed. Only modify this " "setting if you know that your environment requires it, as changing the " "default can impact compatibility with some external tools or plugins which " "expect the default [code].import[/code] folder." msgstr "" #: doc/classes/ProjectSettings.xml #, fuzzy msgid "" "Icon set in [code].ico[/code] format used on Windows to set the game's icon. " "This is done automatically on start by calling [method OS.set_native_icon]." msgstr "" "Icono en formato [code].ico[/code] usado en Windows para fijar el icono del " "juego. Esto se hace automáticamente al inicio llamando al [method " "DisplayServer.set_native_icon]." #: doc/classes/ProjectSettings.xml msgid "" "Time samples for frame deltas are subject to random variation introduced by " "the platform, even when frames are displayed at regular intervals thanks to " "V-Sync. This can lead to jitter. Delta smoothing can often give a better " "result by filtering the input deltas to correct for minor fluctuations from " "the refresh rate.\n" "[b]Note:[/b] Delta smoothing is only attempted when [member display/window/" "vsync/use_vsync] is switched on, as it does not work well without V-Sync.\n" "It may take several seconds at a stable frame rate before the smoothing is " "initially activated. It will only be active on machines where performance is " "adequate to render frames at the refresh rate." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "[b]Experimental.[/b] Shifts the measurement of delta time for each frame to " "just after the drawing has taken place. This may lead to more consistent " "deltas and a reduction in frame stutters." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], disables printing to standard error. If [code]true[/" "code], this also hides error and warning messages printed by [method " "@GDScript.push_error] and [method @GDScript.push_warning]. See also [member " "application/run/disable_stdout].\n" "Changes to this setting will only be applied upon restarting the application." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], disables printing to standard output. This is " "equivalent to starting the editor or project with the [code]--quiet[/code] " "command line argument. See also [member application/run/disable_stderr].\n" "Changes to this setting will only be applied upon restarting the application." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], flushes the standard output stream every time a line " "is printed. This affects both terminal logging and file logging.\n" "When running a project, this setting must be enabled if you want logs to be " "collected by service managers such as systemd/journalctl. This setting is " "disabled by default on release builds, since flushing on every printed line " "will negatively affect performance if lots of lines are printed in a rapid " "succession. Also, if this setting is enabled, logged files will still be " "written successfully if the application crashes or is otherwise killed by " "the user (without being closed \"normally\").\n" "[b]Note:[/b] Regardless of this setting, the standard error stream " "([code]stderr[/code]) is always flushed when a line is printed to it.\n" "Changes to this setting will only be applied upon restarting the application." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Debug build override for [member application/run/flush_stdout_on_print], as " "performance is less important during debugging.\n" "Changes to this setting will only be applied upon restarting the application." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Forces a delay between frames in the main loop (in milliseconds). This may " "be useful if you plan to disable vertical synchronization." msgstr "" "Fuerza un retardo entre fotogramas en el bucle principal (en milisegundos). " "Esto puede ser útil si planea deshabilitar la sincronización vertical." #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables low-processor usage mode. This setting only " "works on desktop platforms. The screen is not redrawn if nothing changes " "visually. This is meant for writing applications and editors, but is pretty " "useless (and can hurt performance) in most games." msgstr "" "Si [code]true[/code], habilita el modo de uso del procesador bajo. Esta " "configuración sólo funciona en plataformas de escritorio. La pantalla no se " "redibuja si nada cambia visualmente. Esto está pensado para escribir " "aplicaciones y editores, pero es bastante inútil (y puede perjudicar el " "rendimiento) en la mayoría de los juegos." #: doc/classes/ProjectSettings.xml msgid "" "Amount of sleeping between frames when the low-processor usage mode is " "enabled (in microseconds). Higher values will result in lower CPU usage." msgstr "" "Cantidad de sueño entre fotogramas cuando se activa el modo de uso del " "procesador bajo (en microsegundos). Valores más altos resultarán en un menor " "uso de la CPU." #: doc/classes/ProjectSettings.xml msgid "Path to the main scene file that will be loaded when the project runs." msgstr "" "Ruta al archivo de la escena principal que se cargará cuando se ejecute el " "proyecto." #: doc/classes/ProjectSettings.xml msgid "" "Audio buses will disable automatically when sound goes below a given dB " "threshold for a given time. This saves CPU as effects assigned to that bus " "will no longer do any processing." msgstr "" "Los buses de audio se desactivarán automáticamente cuando el sonido baje de " "un determinado umbral de dB durante un tiempo determinado. Esto ahorra a la " "CPU ya que los efectos asignados a ese bus ya no harán ningún tipo de " "procesamiento." #: doc/classes/ProjectSettings.xml msgid "" "Default [AudioBusLayout] resource file to use in the project, unless " "overridden by the scene." msgstr "" "Archivo de recursos [AudioBusLayout] por defecto para usar en el proyecto, a " "menos que sea sobreescrito por la escena." #: doc/classes/ProjectSettings.xml msgid "" "Specifies the audio driver to use. This setting is platform-dependent as " "each platform supports different audio drivers. If left empty, the default " "audio driver will be used." msgstr "" "Especifica el controlador de audio a utilizar. Esta configuración depende de " "la plataforma, ya que cada plataforma admite diferentes controladores de " "audio. Si se deja en blanco, se utilizará el controlador de audio " "predeterminado." #: 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.\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 #, fuzzy msgid "" "The mixing rate used for audio (in Hz). In general, it's better to not touch " "this and leave it to the host operating system." msgstr "" "Tasa de mezcla utilizada para el audio. En general, es mejor no tocar esto y " "dejarlo al sistema operativo del host." #: doc/classes/ProjectSettings.xml msgid "" "Safer override for [member audio/mix_rate] in the Web platform. Here " "[code]0[/code] means \"let the browser choose\" (since some browsers do not " "like forcing the mix rate)." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Specifies the preferred output latency in milliseconds for audio. Lower " "values will result in lower audio latency at the cost of increased CPU " "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 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." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Safer override for [member audio/output_latency] in the Web platform, to " "avoid audio issues especially on mobile devices." msgstr "" "Sobreescritura más segura para [member audio/output_latency] en la " "plataforma web, para evitar problemas de audio especialmente en los " "dispositivos móviles." #: doc/classes/ProjectSettings.xml msgid "" "Setting to hardcode audio delay when playing video. Best to leave this " "untouched unless you know what you are doing." msgstr "" "Ajustar el retardo de audio hardcode cuando se reproduce el video. Es mejor " "dejar esto intacto a menos que sepas lo que estás haciendo." #: doc/classes/ProjectSettings.xml msgid "" "The default compression level for gzip. Affects compressed scenes and " "resources. Higher levels result in smaller files at the cost of compression " "speed. Decompression speed is mostly unaffected by the compression level. " "[code]-1[/code] uses the default gzip compression level, which is identical " "to [code]6[/code] but could change in the future due to underlying zlib " "updates." msgstr "" "El nivel de compresión por defecto para el gzip. Afecta a las escenas y " "recursos comprimidos. Los niveles más altos dan como resultado archivos más " "pequeños a costa de la velocidad de compresión. La velocidad de " "descompresión no se ve afectada por el nivel de compresión. [code]-1[/code] " "utiliza el nivel de compresión predeterminado de gzip, que es idéntico al de " "[code]6[/code] pero podría cambiar en el futuro debido a las actualizaciones " "subyacentes de zlib." #: doc/classes/ProjectSettings.xml msgid "" "The default compression level for Zlib. Affects compressed scenes and " "resources. Higher levels result in smaller files at the cost of compression " "speed. Decompression speed is mostly unaffected by the compression level. " "[code]-1[/code] uses the default gzip compression level, which is identical " "to [code]6[/code] but could change in the future due to underlying zlib " "updates." msgstr "" "El nivel de compresión por defecto para Zlib. Afecta a las escenas y " "recursos comprimidos. Los niveles más altos dan como resultado archivos más " "pequeños a costa de la velocidad de compresión. La velocidad de " "descompresión no se ve afectada por el nivel de compresión. [code]-1[/code] " "utiliza el nivel de compresión predeterminado de gzip, que es idéntico al de " "[code]6[/code] pero podría cambiar en el futuro debido a las actualizaciones " "subyacentes de zlib." #: doc/classes/ProjectSettings.xml msgid "" "The default compression level for Zstandard. Affects compressed scenes and " "resources. Higher levels result in smaller files at the cost of compression " "speed. Decompression speed is mostly unaffected by the compression level." msgstr "" "El nivel de compresión por defecto para Zstandard. Afecta a las escenas y " "recursos comprimidos. Los niveles más altos dan como resultado archivos más " "pequeños a costa de la velocidad de compresión. La velocidad de " "descompresión no se ve afectada por el nivel de compresión." #: doc/classes/ProjectSettings.xml msgid "" "Enables [url=https://github.com/facebook/zstd/releases/tag/v1.3.2]long-" "distance matching[/url] in Zstandard." msgstr "" "Habilita [url=https://github.com/facebook/zstd/releases/tag/v1.3.2]la " "coincidencia a larga distancia[/url] en Zstandard." #: doc/classes/ProjectSettings.xml msgid "" "Largest size limit (in power of 2) allowed when compressing using long-" "distance matching with Zstandard. Higher values can result in better " "compression, but will require more memory when compressing and decompressing." msgstr "" "Límite de tamaño más grande (en potencia de 2) permitido cuando se comprime " "usando la correspondencia a larga distancia con Zstandard. Valores más altos " "pueden resultar en una mejor compresión, pero requerirán más memoria al " "comprimir y descomprimir." #: doc/classes/ProjectSettings.xml 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 (Godot 2), as using member variables is the preferred style from " "Godot 3 onwards." msgstr "" "Si [code]true[/code], muestra los resultados de getters y setters en " "autocompletado en el editor de scripts. Esta configuración está pensada para " "ser usada cuando se portan proyectos antiguos (Godot 2), ya que el uso de " "variables de miembros es el estilo preferido a partir de Godot 3." #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when a constant is used as a function." msgstr "" "Si [code]true[/code], habilita las advertencias cuando se utiliza una " "constante como función." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "" "If [code]true[/code], enables warnings when deprecated keywords such as " "[code]slave[/code] are used." msgstr "" "Si [code]true[/code], activa las advertencias cuando se utilizan palabras " "clave obsoletas." #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables specific GDScript warnings (see [code]debug/" "gdscript/warnings/*[/code] settings). If [code]false[/code], disables all " "GDScript warnings." msgstr "" "Si [code]true[/code], habilita advertencias específicas de GDScript (véase " "la configuración de [code]debug/gdscript/warnings/*[/code]). Si [code]false[/" "code], desactiva todas las advertencias de GDScript." #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], scripts in the [code]res://addons[/code] folder will " "not generate warnings." msgstr "" "Si [code]true[/code], los scripts de la carpeta [code]res://addons[/code] no " "generarán advertencias." #: doc/classes/ProjectSettings.xml #, fuzzy 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 "" "Si [code]true[/code], habilita advertencias cuando un operador ternario " "puede emitir valores con tipos incompatibles." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "" "If [code]true[/code], enables warnings when a function is declared with the " "same name as a constant." msgstr "" "Si [code]true[/code], habilita las advertencias cuando se utiliza una " "función como si fuera una propiedad." #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when a function is declared with the " "same name as a variable. This will turn into an error in a future version " "when first-class functions become supported in GDScript." msgstr "" #: doc/classes/ProjectSettings.xml #, fuzzy msgid "" "If [code]true[/code], enables warnings when a function assigned to a " "variable may yield and return a function state instead of a value." msgstr "" "Si [code]true[/code], habilita las advertencias al asignar el resultado de " "una función que devuelve [code]void[/code] a una variable." #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when using a function as if it was a " "property." msgstr "" "Si [code]true[/code], habilita las advertencias cuando se utiliza una " "función como si fuera una propiedad." #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when a ternary operator may emit " "values with incompatible types." msgstr "" "Si [code]true[/code], habilita advertencias cuando un operador ternario " "puede emitir valores con tipos incompatibles." #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when dividing an integer by another " "integer (the decimal part will be discarded)." msgstr "" "Si [code]true[/code], habilita las advertencias al dividir un entero por " "otro entero (la parte decimal será descartada)." #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when passing a floating-point value " "to a function that expects an integer (it will be converted and lose " "precision)." msgstr "" "Si [code]true[/code], habilita las advertencias al pasar un valor de real a " "una función que espera un número entero (se convertirá y perderá precisión)." #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when using a property as if it was a " "function." msgstr "" "Si [code]true[/code], habilita las advertencias cuando se utiliza una " "propiedad como si fuera una función." #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when calling a function without using " "its return value (by assigning it to a variable or using it as a function " "argument). Such return values are sometimes used to denote possible errors " "using the [enum Error] enum." msgstr "" "Si [code]true[/code], habilita advertencias cuando se llama a una función " "sin utilizar su valor de retorno (asignándolo a una variable o utilizándolo " "como argumento de la función). Esos valores de retorno se utilizan a veces " "para denotar posibles errores mediante el uso de enum [enum Error]." #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when defining a local or subclass " "member variable that would shadow a variable at an upper level (such as a " "member variable)." msgstr "" "Si [code]true[/code], habilita las advertencias al definir una variable " "miembro local o de subclase que ensombrecería una variable en un nivel " "superior (como una variable miembro)." #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when calling an expression that has " "no effect on the surrounding code, such as writing [code]2 + 2[/code] as a " "statement." msgstr "" "Si [code]true[/code], permite advertencias cuando se llama a una expresión " "que no tiene efecto en el código circundante, como escribir [code]2 + 2[/" "code] como una declaración." #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when calling a ternary expression " "that has no effect on the surrounding code, such as writing [code]42 if " "active else 0[/code] as a statement." msgstr "" "Si [code]true[/code], habilita advertencias cuando se llama a una expresión " "ternaria que no tiene efecto en el código circundante, como escribir " "[code]42 si está activo o 0[/code] como una declaración." #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], all warnings will be reported as if they were errors." msgstr "" "Si [code]true[/code], todas las advertencias serán reportadas como si fueran " "errores." #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when using a variable that wasn't " "previously assigned." msgstr "" "Si [code]true[/code], habilita las advertencias cuando se utiliza una " "variable que no fue asignada previamente." #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when assigning a variable using an " "assignment operator like [code]+=[/code] if the variable wasn't previously " "assigned." msgstr "" "Si [code]true[/code], habilita advertencias cuando se asigna una variable " "utilizando un operador de asignación como [code]+=[/code] si la variable no " "fue asignada previamente." #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when unreachable code is detected " "(such as after a [code]return[/code] statement that will always be executed)." msgstr "" "Si [code]true[/code], activa advertencias cuando se detecta un código " "inalcanzable (como después de una declaración de [code]return[/code] que " "siempre se ejecutará)." #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when using an expression whose type " "may not be compatible with the function parameter expected." msgstr "" "Si [code]true[/code], habilita las advertencias cuando se utiliza una " "expresión cuyo tipo puede no ser compatible con el parámetro de función " "esperado." #: doc/classes/ProjectSettings.xml msgid "If [code]true[/code], enables warnings when performing an unsafe cast." msgstr "" "Si [code]true[/code], habilita las advertencias cuando se realiza un " "lanzamiento inseguro." #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when calling a method whose presence " "is not guaranteed at compile-time in the class." msgstr "" "Si [code]true[/code], habilita las advertencias al llamar a un método cuya " "presencia no está garantizada en tiempo de compilación en la clase." #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when accessing a property whose " "presence is not guaranteed at compile-time in the class." msgstr "" "Si [code]true[/code], habilita las advertencias cuando se accede a una " "propiedad cuya presencia no está garantizada en tiempo de compilación en la " "clase." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "" "If [code]true[/code], enables warnings when a function parameter is unused." msgstr "" "Si [code]true[/code], habilita las advertencias cuando una señal no es " "utilizada." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "" "If [code]true[/code], enables warnings when a member variable is unused." msgstr "" "Si [code]true[/code], habilita las advertencias cuando una variable local no " "se utiliza." #: doc/classes/ProjectSettings.xml msgid "If [code]true[/code], enables warnings when a signal is unused." msgstr "" "Si [code]true[/code], habilita las advertencias cuando una señal no es " "utilizada." #: doc/classes/ProjectSettings.xml msgid "If [code]true[/code], enables warnings when a local variable is unused." msgstr "" "Si [code]true[/code], habilita las advertencias cuando una variable local no " "se utiliza." #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when a variable is declared with the " "same name as a function. This will turn into an error in a future version " "when first-class functions become supported in GDScript." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when assigning the result of a " "function that returns [code]void[/code] to a variable." msgstr "" "Si [code]true[/code], habilita las advertencias al asignar el resultado de " "una función que devuelve [code]void[/code] a una variable." #: doc/classes/ProjectSettings.xml 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 #, fuzzy 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_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 " "VSync, e.g. to perform non-real-time rendering of static frames, or test the " "project under lag conditions.\n" "[b]Note:[/b] This property is only read when the project starts. To change " "the rendering FPS cap at runtime, set [member Engine.target_fps] instead." msgstr "" "Número máximo de fotogramas por segundo permitido. El número real de " "fotogramas por segundo puede estar todavía por debajo de este valor si el " "juego se retrasa.\n" "Si [member display/window/vsync/use_vsync] está habilitado, tiene prioridad " "y el número de FPS forzado no puede exceder la frecuencia de actualización " "del monitor.\n" "Por lo tanto, esta configuración es relevante sobre todo para reducir el " "máximo FPS por debajo de VSync, por ejemplo, para realizar una renderización " "no en tiempo real de fotogramas estáticos, o para probar el proyecto en " "condiciones de retardo." #: doc/classes/ProjectSettings.xml msgid "Maximum call stack allowed for debugging GDScript." msgstr "Máxima pila de llamadas permitida para depurar GDScript." #: 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 "" "Cantidad máxima de funciones por fotograma permitidas en la elaboración de " "perfiles." #: doc/classes/ProjectSettings.xml msgid "Print frames per second to standard output every second." msgstr "Imprime fotogramas por segundo a una salida estándar cada segundo." #: doc/classes/ProjectSettings.xml msgid "" "Print more information to standard output when running. It displays " "information such as memory leaks, which scenes and resources are being " "loaded, etc." msgstr "" "Imprima más información a la salida estándar cuando esté funcionando. " "Muestra información como las fugas de memoria, qué escenas y recursos se " "están cargando, etc." #: doc/classes/ProjectSettings.xml msgid "Maximum call stack in visual scripting, to avoid infinite recursion." msgstr "" "Máxima pila de llamadas en el guión visual, para evitar la recursividad " "infinita." #: doc/classes/ProjectSettings.xml msgid "" "Color of the contact points between collision shapes, visible when \"Visible " "Collision Shapes\" is enabled in the Debug menu." msgstr "" "Color de los puntos de contacto entre las formas de colisión, visible cuando " "\"Formas de colisión visibles\" está activado en el menú de Depuración." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "" "Sets whether 2D physics will display collision outlines in game when " "\"Visible Collision Shapes\" is enabled in the Debug menu." msgstr "" "Color de las formas de colisión, visible cuando \"Formas de colisión " "visibles\" está activado en el menú de Depuración." #: doc/classes/ProjectSettings.xml msgid "" "Maximum number of contact points between collision shapes to display when " "\"Visible Collision Shapes\" is enabled in the Debug menu." msgstr "" "Número máximo de puntos de contacto entre las formas de colisión a mostrar " "cuando \"Formas de colisión visibles\" está activado en el menú de " "Depuración." #: doc/classes/ProjectSettings.xml msgid "" "Color of the collision shapes, visible when \"Visible Collision Shapes\" is " "enabled in the Debug menu." msgstr "" "Color de las formas de colisión, visible cuando \"Formas de colisión " "visibles\" está activado en el menú de Depuración." #: doc/classes/ProjectSettings.xml msgid "" "Color of the disabled navigation geometry, visible when \"Visible " "Navigation\" is enabled in the Debug menu." msgstr "" "Color de la geometría de navegación desactivada, visible cuando la " "\"Navegación visible\" está activada en el menú de depuración." #: doc/classes/ProjectSettings.xml msgid "" "Color of the navigation geometry, visible when \"Visible Navigation\" is " "enabled in the Debug menu." msgstr "" "Color de la geometría de navegación, visible cuando la \"Navegación " "visible\" está activada en el menú de depuración." #: doc/classes/ProjectSettings.xml msgid "Custom image for the mouse cursor (limited to 256×256)." msgstr "Imagen personalizada para el cursor del ratón (limitada a 256×256)." #: doc/classes/ProjectSettings.xml msgid "Hotspot for the custom mouse cursor image." msgstr "Punto donde se encuentra la imagen personalizada del cursor del ratón." #: doc/classes/ProjectSettings.xml msgid "Position offset for tooltips, relative to the mouse cursor's hotspot." msgstr "" "Desplazamiento de la posición de las sugerencias, en relación con el punto " "donde se encuentra el cursor del ratón." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "" "If [code]true[/code], allows HiDPI display on Windows, macOS, and the HTML5 " "platform. This setting has no effect on desktop Linux, as DPI-awareness " "fallbacks are not supported there." msgstr "" "Si [code]true[/code], permite la visualización de HiDPI en Windows y macOS. " "Esta configuración no tiene efecto en el escritorio de Linux, ya que los " "fallos de conocimiento de DPI no están soportados allí." #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], keeps the screen on (even in case of inactivity), so " "the screensaver does not take over. Works on desktop and mobile platforms." msgstr "" "Si [code]true[/code], mantiene la pantalla encendida (incluso en caso de " "inactividad), por lo que el salvapantallas no toma el control. Funciona en " "plataformas de escritorio y móviles." #: doc/classes/ProjectSettings.xml msgid "" "The default screen orientation to use on mobile devices.\n" "[b]Note:[/b] When set to a portrait orientation, this project setting does " "not flip the project resolution's width and height automatically. Instead, " "you have to set [member display/window/size/width] and [member display/" "window/size/height] accordingly." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], the home indicator is hidden automatically. This only " "affects iOS devices without a physical home button." msgstr "" "Si [code]verdad[/code], el indicador de casa se oculta automáticamente. Esto " "sólo afecta a los dispositivos iOS sin un botón de inicio físico." #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], allows per-pixel transparency for the window " "background. This affects performance, so leave it on [code]false[/code] " "unless you need it.\n" "See [member OS.window_per_pixel_transparency_enabled] for more details.\n" "[b]Note:[/b] This feature is implemented on HTML5, Linux, macOS, Windows, " "and Android." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Sets the window background to transparent when it starts.\n" "See [member OS.window_per_pixel_transparency_enabled] for more details.\n" "[b]Note:[/b] This feature is implemented on HTML5, Linux, macOS, Windows, " "and Android." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Forces the main window to be always on top.\n" "[b]Note:[/b] This setting is ignored on iOS, Android, and HTML5." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Forces the main window to be borderless.\n" "[b]Note:[/b] This setting is ignored on iOS, Android, and HTML5." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Sets the main window to full screen when the project starts. Note that this " "is not [i]exclusive[/i] fullscreen. On Windows and Linux, a borderless " "window is used to emulate fullscreen. On macOS, a new desktop is used to " "display the running project.\n" "Regardless of the platform, enabling fullscreen will change the window size " "to match the monitor's size. Therefore, make sure your project supports " "[url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]multiple " "resolutions[/url] when enabling fullscreen mode.\n" "[b]Note:[/b] This setting is ignored on iOS, Android, and HTML5." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Sets the game's main viewport height. On desktop platforms, this is the " "default window size. Stretch mode settings also use this as a reference when " "enabled." msgstr "" "Establece la altura de la vista principal del juego. En las plataformas de " "escritorio, este es el tamaño de ventana por defecto. Los ajustes del modo " "de estiramiento también utilizan esto como referencia cuando está activado." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "" "Allows the window to be resizable by default.\n" "[b]Note:[/b] This setting is ignored on iOS." msgstr "Permite que la ventana sea redimensionada por defecto." #: doc/classes/ProjectSettings.xml msgid "" "If greater than zero, overrides the window height when running the game. " "Useful for testing stretch modes." msgstr "" "Si es mayor que cero, sobreescribe la altura de la ventana al ejecutar el " "juego. Es útil para probar los modos de estiramiento." #: doc/classes/ProjectSettings.xml msgid "" "If greater than zero, overrides the window width when running the game. " "Useful for testing stretch modes." msgstr "" "Si es mayor que cero, anula el ancho de la ventana al ejecutar el juego. Es " "útil para probar los modos de estiramiento." #: doc/classes/ProjectSettings.xml msgid "" "Sets the game's main viewport width. On desktop platforms, this is the " "default window size. Stretch mode settings also use this as a reference when " "enabled." msgstr "" "Establece el ancho de la vista principal del juego. En las plataformas de " "escritorio, este es el tamaño de ventana por defecto. La configuración del " "modo ampliado también utiliza esto como referencia cuando está activado." #: doc/classes/ProjectSettings.xml msgid "" "Specifies the tablet driver to use. If left empty, the default driver will " "be used." msgstr "" "Especifica el controlador de la tableta a utilizar. Si se deja vacío, se " "utilizará el controlador predeterminado." #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables vertical synchronization. This eliminates " "tearing that may appear in moving scenes, at the cost of higher input " "latency and stuttering at lower framerates. If [code]false[/code], vertical " "synchronization will be disabled, however, many platforms will enforce it " "regardless (such as mobile platforms and HTML5)." msgstr "" "Si [code]true[/code], permite la sincronización vertical. Esto elimina el " "desgarro que puede aparecer en las escenas en movimiento, a costa de una " "mayor latencia de entrada y el tartamudeo en los marcos inferiores. Si " "[code]false[/code], la sincronización vertical se desactivará, sin embargo, " "muchas plataformas la harán cumplir independientemente (como las plataformas " "móviles y HTML5)." #: doc/classes/ProjectSettings.xml msgid "" "If [code]Use Vsync[/code] is enabled and this setting is [code]true[/code], " "enables vertical synchronization via the operating system's window " "compositor when in windowed mode and the compositor is enabled. This will " "prevent stutter in certain situations. (Windows only.)\n" "[b]Note:[/b] This option is experimental and meant to alleviate stutter " "experienced by some users. However, some users have experienced a Vsync " "framerate halving (e.g. from 60 FPS to 30 FPS) when using it." msgstr "" "Si se activa [code]Use Vsync[/code] y este ajuste es [code]true[/code], " "permite la sincronización vertical a través del compositor de ventanas del " "sistema operativo cuando está en modo de ventanas y el compositor está " "activado. Esto evitará el tartamudeo en ciertas situaciones. (Sólo en " "Windows).\n" "[b]Nota:[/b] Esta opción es experimental y está pensada para aliviar el " "tartamudeo que experimentan algunos usuarios. Sin embargo, algunos usuarios " "han experimentado una reducción de la mitad de la velocidad de los cuadros " "Vsync (por ejemplo, de 60 FPS a 30 FPS) al usarla." #: doc/classes/ProjectSettings.xml msgid "" "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 Godot by using the " "[code]%command%[/code] placeholder. The placeholder will be replaced with " "Godot's own command line. Program-specific arguments should be placed " "[i]before[/i] the placeholder, whereas Godot-specific arguments should be " "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" "[codeblock]\n" "prime-run %command%\n" "[/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 #, fuzzy 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 "" "Ruta de búsqueda para plantillas de script específicas del proyecto. Las " "plantillas de script se buscarán tanto en la ruta específica del editor como " "en esta ruta específica del proyecto." #: doc/classes/ProjectSettings.xml msgid "" "Text-based file extensions to include in the script editor's \"Find in " "Files\" feature. You can add e.g. [code]tscn[/code] if you wish to also " "parse your scene files, especially if you use built-in scripts which are " "serialized in the scene files." msgstr "" "Extensiones de archivo basadas en texto para incluir en la función \"Buscar " "en los archivos\" del editor de scripts. Puedes añadir, por ejemplo, " "[code]tscn[/code] si deseas analizar también los archivos de la escena, " "especialmente si utilizas scripts incorporados que se serializan en los " "archivos de la escena." #: doc/classes/ProjectSettings.xml msgid "" "Load the previously opened VCS plugin when the editor starts up. This is set " "to [code]true[/code] whenever a new VCS plugin is initialized." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Last loaded VCS plugin name. Used to autoload the plugin when the editor " "starts up." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Default value for [member ScrollContainer.scroll_deadzone], which will be " "used for all [ScrollContainer]s unless overridden." msgstr "" "Valor por defecto para [member ScrollContainer.scroll_deadzone], que se " "utilizará para todos los [ScrollContainer]s a menos que se sobrescriba." #: 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 #, fuzzy msgid "" "If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and " "UWP to follow interface conventions." msgstr "" "Si [code]true[/code], cambia los botones Cancelar y Aceptar en los diálogos " "de Windows y UWP para seguir las convenciones de la interfaz." #: doc/classes/ProjectSettings.xml msgid "" "Path to a custom [Theme] resource file to use for the project ([code]theme[/" "code] or generic [code]tres[/code]/[code]res[/code] extension)." msgstr "" "Ruta a un archivo de recursos [Theme] personalizado para usar en el proyecto " "([code]theme[/code] o genérico [code]tres[/code]/[code]res[/code] extension)." #: doc/classes/ProjectSettings.xml msgid "" "Path to a custom [Font] resource to use as default for all GUI elements of " "the project." msgstr "" "Ruta a un recurso [Font] personalizado para usar como predeterminado para " "todos los elementos de la interfaz gráfica de usuario del proyecto." #: doc/classes/ProjectSettings.xml msgid "If [code]true[/code], makes sure the theme used works with HiDPI." msgstr "" "Si [code]true[/code], se asegura de que el tema utilizado funciona con HiDPI." #: doc/classes/ProjectSettings.xml msgid "" "Timer setting for incremental search in [Tree], [ItemList], etc. controls " "(in milliseconds)." msgstr "" "Ajuste del temporizador para la búsqueda incremental en los controles de " "[Tree], [ItemList], etc. (en milisegundos)." #: doc/classes/ProjectSettings.xml msgid "Timer for detecting idle in [TextEdit] (in seconds)." msgstr "Temporizador para detectar la inactividad en [TextEdit] (en segundos)." #: doc/classes/ProjectSettings.xml msgid "Default delay for tooltips (in seconds)." msgstr "Retraso predeterminado para las sugerencias (en segundos)." #: doc/classes/ProjectSettings.xml msgid "" "Default [InputEventAction] to confirm a focused button, menu or list item, " "or validate input.\n" "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" "[InputEventAction] por defecto para confirmar un botón enfocado, un menú o " "un elemento de la lista, o validar la entrada.\n" "[b]Nota:[/b] Las acciones [code]ui_*[/code] por defecto no pueden ser " "eliminadas ya que son necesarias para la lógica interna de varios " "[Control]s. Sin embargo, los eventos asignados a la acción pueden ser " "modificados." #: doc/classes/ProjectSettings.xml msgid "" "Default [InputEventAction] to discard a modal or pending input.\n" "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" "[InputEventAction] por defecto para descartar una entrada modal o " "pendiente.\n" "[b]Nota:[/b] Las acciones [code]ui_*[/code] por defecto no se pueden " "eliminar ya que son necesarias para la lógica interna de varios [Control]s. " "Sin embargo, los eventos asignados a la acción pueden ser modificados." #: doc/classes/ProjectSettings.xml msgid "" "Default [InputEventAction] to move down in the UI.\n" "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" "[InputEventAction] por defecto para moverse hacia abajo en la UI.\n" "[b]Nota:[/b] Las acciones [code]ui_*[/code] por defecto no se pueden " "eliminar ya que son necesarias para la lógica interna de varios [Control]s. " "Sin embargo, los eventos asignados a la acción pueden ser modificados." #: doc/classes/ProjectSettings.xml msgid "" "Default [InputEventAction] to go to the end position of a [Control] (e.g. " "last item in an [ItemList] or a [Tree]), matching the behavior of [constant " "KEY_END] on typical desktop UI systems.\n" "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" "[InputEventAction] por defecto para ir a la posición final de un [Control] " "(por ejemplo, el último elemento de una [ItemList] o de un [Tree]), que " "coincide con el comportamiento de la [constant KEY_END] en los típicos " "sistemas de interfaz de usuario de escritorio.\n" "[b]Nota:[/b] Las acciones predeterminadas de [code]ui_*[/code] no se pueden " "eliminar ya que son necesarias para la lógica interna de varios [Control]s. " "Sin embargo, los eventos asignados a la acción pueden ser modificados." #: doc/classes/ProjectSettings.xml msgid "" "Default [InputEventAction] to focus the next [Control] in the scene. The " "focus behavior can be configured via [member Control.focus_next].\n" "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" "[InputEventAction] por defecto para enfocar el siguiente [Control] en la " "escena. El comportamiento de enfoque puede ser configurado a través del " "[member Control.focus_next].\n" "[b]Nota:[/b] Las acciones por defecto de [code]ui_*[/code] no se pueden " "eliminar ya que son necesarias para la lógica interna de varios [Control]s. " "Sin embargo, los eventos asignados a la acción pueden ser modificados." #: doc/classes/ProjectSettings.xml msgid "" "Default [InputEventAction] to focus the previous [Control] in the scene. The " "focus behavior can be configured via [member Control.focus_previous].\n" "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" "[InputEventAction] por defecto para enfocar el [Control] anterior en la " "escena. El comportamiento de enfoque puede ser configurado a través del " "[member Control.focus_previous].\n" "[b]Nota:[/b] Las acciones por defecto de [code]ui_*[/code] no se pueden " "eliminar ya que son necesarias para la lógica interna de varios [Control]s. " "Sin embargo, los eventos asignados a la acción pueden ser modificados." #: doc/classes/ProjectSettings.xml msgid "" "Default [InputEventAction] to go to the start position of a [Control] (e.g. " "first item in an [ItemList] or a [Tree]), matching the behavior of [constant " "KEY_HOME] on typical desktop UI systems.\n" "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" "[InputEventAction] por defecto para ir a la posición de inicio de un " "[Control] (por ejemplo, el primer elemento de una [ItemList] o de un " "[Tree]), que coincide con el comportamiento de [constant KEY_HOME] en los " "típicos sistemas de interfaz de usuario de escritorio.\n" "[b]Nota:[/b] Las acciones predeterminadas de [code]ui_*[/code] no se pueden " "eliminar ya que son necesarias para la lógica interna de varios [Control]s. " "Sin embargo, los eventos asignados a la acción pueden ser modificados." #: doc/classes/ProjectSettings.xml msgid "" "Default [InputEventAction] to move left in the UI.\n" "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" "[InputEventAction] por defecto para moverse a la izquierda en la UI.\n" "[b]Nota:[/b] Las acciones [code]ui_*[/code] por defecto no se pueden " "eliminar ya que son necesarias para la lógica interna de varios [Control]s. " "Sin embargo, los eventos asignados a la acción pueden ser modificados." #: doc/classes/ProjectSettings.xml msgid "" "Default [InputEventAction] to go down a page in a [Control] (e.g. in an " "[ItemList] or a [Tree]), matching the behavior of [constant KEY_PAGEDOWN] on " "typical desktop UI systems.\n" "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" "[InputEventAction] por defecto para bajar una página en un [Control] (por " "ejemplo, en una [ItemList] o un [Tree]), coincidiendo con el comportamiento " "de [constant KEY_PAGEDOWN] en los típicos sistemas de interfaz de usuario de " "escritorio.\n" "[b]Nota:[/b] Las acciones predeterminadas de [code]ui_*[/code] no se pueden " "eliminar ya que son necesarias para la lógica interna de varios [Control]s. " "Sin embargo, los eventos asignados a la acción pueden ser modificados." #: doc/classes/ProjectSettings.xml msgid "" "Default [InputEventAction] to go up a page in a [Control] (e.g. in an " "[ItemList] or a [Tree]), matching the behavior of [constant KEY_PAGEUP] on " "typical desktop UI systems.\n" "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" "[InputEventAction] por defecto para subir una página en un [Control] (por " "ejemplo, en una [ItemList] o en un [Tree]), que coincida con el " "comportamiento de [constant KEY_PAGEUP] en los típicos sistemas de interfaz " "de usuario de escritorio.\n" "[b]Nota:[/b] Las acciones predeterminadas de [code]ui_*[/code] no se pueden " "eliminar ya que son necesarias para la lógica interna de varios [Control]s. " "Sin embargo, los eventos asignados a la acción pueden ser modificados." #: doc/classes/ProjectSettings.xml msgid "" "Default [InputEventAction] to move right in the UI.\n" "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" "[InputEventAction] por defecto para moverse a la derecha en la UI.\n" "[b]Nota:[/b] Las acciones [code]ui_*[/code] por defecto no se pueden " "eliminar ya que son necesarias para la lógica interna de varios [Control]s. " "Sin embargo, los eventos asignados a la acción pueden ser modificados." #: doc/classes/ProjectSettings.xml msgid "" "Default [InputEventAction] to select an item in a [Control] (e.g. in an " "[ItemList] or a [Tree]).\n" "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" "[InputEventAction] por defecto para seleccionar un elemento en un [Control] " "(por ejemplo, en una [ItemList] o en un [Tree]).\n" "[b]Nota:[/b] Las acciones de [code]ui_*[/code] por defecto no se pueden " "eliminar ya que son necesarias para la lógica interna de varios [Control]s. " "Sin embargo, los eventos asignados a la acción pueden ser modificados." #: doc/classes/ProjectSettings.xml msgid "" "Default [InputEventAction] to move up in the UI.\n" "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" "[InputEventAction] por defecto para subir en la UI.\n" "[b]Nota:[/b] Las acciones [code]ui_*[/code] por defecto no se pueden " "eliminar ya que son necesarias para la lógica interna de varios [Control]s. " "Sin embargo, los eventos asignados a la acción pueden ser modificados." #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], key/touch/joystick events will be flushed just before " "every idle and physics frame.\n" "If [code]false[/code], such events will be flushed only once per idle frame, " "between iterations of the engine.\n" "Enabling this can greatly improve the responsiveness to input, specially in " "devices that need to run multiple physics frames per visible (idle) frame, " "because they can't run at the target frame rate.\n" "[b]Note:[/b] Currently implemented only in Android." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], sends mouse input events when tapping or swiping on " "the touchscreen." msgstr "" "Si [code]true[/code], envía eventos de entrada de ratón al tocar o deslizar " "en la pantalla táctil." #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], sends touch input events when clicking or dragging the " "mouse." msgstr "" "Si [code]true[/code], envía eventos de entrada táctil al hacer clic o " "arrastrar el ratón." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "Default delay for touch events. This only affects iOS devices." msgstr "Retraso predeterminado para las sugerencias (en segundos)." #: 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 "Nombre opcional para la capa 1 de la física 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 10." msgstr "Nombre opcional para la capa 10 de física 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 11." msgstr "Nombre opcional para la capa 11 de física 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 12." msgstr "Nombre opcional para la capa 12 de física 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 13." msgstr "Nombre opcional para la capa 13 de la física 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 14." msgstr "Nombre opcional para la capa 14 de la física 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 15." msgstr "Nombre opcional para la capa 15 de física 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 16." msgstr "Nombre opcional para la capa 15 de la física 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 17." msgstr "Nombre opcional para la capa 17 de la física 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 18." msgstr "Nombre opcional para la capa 18 de física 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 19." msgstr "Nombre opcional para la capa 19 de la física 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 2." msgstr "Nombre opcional para la capa 2 de física 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 20." msgstr "Nombre opcional para la capa 20 de física 2D." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "Optional name for the 2D physics layer 21." msgstr "Nombre opcional para la capa 2 de física 2D." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "Optional name for the 2D physics layer 22." msgstr "Nombre opcional para la capa 2 de física 2D." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "Optional name for the 2D physics layer 23." msgstr "Nombre opcional para la capa 2 de física 2D." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "Optional name for the 2D physics layer 24." msgstr "Nombre opcional para la capa 2 de física 2D." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "Optional name for the 2D physics layer 25." msgstr "Nombre opcional para la capa 2 de física 2D." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "Optional name for the 2D physics layer 26." msgstr "Nombre opcional para la capa 2 de física 2D." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "Optional name for the 2D physics layer 27." msgstr "Nombre opcional para la capa 2 de física 2D." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "Optional name for the 2D physics layer 28." msgstr "Nombre opcional para la capa 2 de física 2D." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "Optional name for the 2D physics layer 29." msgstr "Nombre opcional para la capa 2 de física 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 3." msgstr "Nombre opcional para la capa 3 de física 2D." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "Optional name for the 2D physics layer 30." msgstr "Nombre opcional para la capa 3 de física 2D." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "Optional name for the 2D physics layer 31." msgstr "Nombre opcional para la capa 3 de física 2D." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "Optional name for the 2D physics layer 32." msgstr "Nombre opcional para la capa 3 de física 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 4." msgstr "Nombre opcional para la capa 4 de física 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 5." msgstr "Nombre opcional para la capa 5 de física 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 6." msgstr "Nombre opcional para la capa 6 de física 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 7." msgstr "Nombre opcional para la capa 7 de física 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 8." msgstr "Nombre opcional para la capa 8 de física 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 9." msgstr "Nombre opcional para la capa 9 de física 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 1." msgstr "Nombre opcional para la capa 1 del renderizado 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 10." msgstr "Nombre opcional para la capa 10 del renderizado 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 11." msgstr "Nombre opcional para la capa 11 del renderizado 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 12." msgstr "Nombre opcional para la capa 12 del renderizado 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 13." msgstr "Nombre opcional para la capa 13 del renderizado 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 14." msgstr "Nombre opcional para la capa 14 del renderizado 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 15." msgstr "Nombre opcional para la capa 15 del renderizado 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 16." msgstr "Nombre opcional para la capa 16 del renderizado 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 17." msgstr "Nombre opcional para la capa 17 del renderizado 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 18." msgstr "Nombre opcional para la capa 18 del renderizado 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 19." msgstr "Nombre opcional para la capa 19 del renderizado 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 2." msgstr "Nombre opcional para la capa 2 del renderizado 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 20." msgstr "Nombre opcional para la capa 20 del renderizado 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 3." msgstr "Nombre opcional para la capa 3 del renderizado 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 4." msgstr "Nombre opcional para la capa 4 del renderizado 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 5." msgstr "Nombre opcional para la capa 5 del renderizado 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 6." msgstr "Nombre opcional para la capa 6 del renderizado 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 7." msgstr "Nombre opcional para la capa 7 del renderizado 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 8." msgstr "Nombre opcional para la capa 8 del renderizado 2D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 9." msgstr "Nombre opcional para la capa 9 del renderizado 2D." #: 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 "Nombre opcional para la capa 1 de la física 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 10." msgstr "Nombre opcional para la capa 10 de física 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 11." msgstr "Nombre opcional para la capa 11 de la física 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 12." msgstr "Nombre opcional para la capa 12 de física 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 13." msgstr "Nombre opcional para la capa 13 de la física 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 14." msgstr "Nombre opcional para la capa 14 de la física 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 15." msgstr "Nombre opcional para la capa 15 de la física 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 16." msgstr "Nombre opcional para la capa 16 de la física 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 17." msgstr "Nombre opcional para la capa 17 de la física 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 18." msgstr "Nombre opcional para la capa 18 de la física 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 19." msgstr "Nombre opcional para la capa 19 de la física 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 2." msgstr "Nombre opcional para la capa 2 de la física 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 20." msgstr "Nombre opcional para la capa 20 de física 3D." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "Optional name for the 3D physics layer 21." msgstr "Nombre opcional para la capa 2 de la física 3D." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "Optional name for the 3D physics layer 22." msgstr "Nombre opcional para la capa 2 de la física 3D." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "Optional name for the 3D physics layer 23." msgstr "Nombre opcional para la capa 2 de la física 3D." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "Optional name for the 3D physics layer 24." msgstr "Nombre opcional para la capa 2 de la física 3D." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "Optional name for the 3D physics layer 25." msgstr "Nombre opcional para la capa 2 de la física 3D." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "Optional name for the 3D physics layer 26." msgstr "Nombre opcional para la capa 2 de la física 3D." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "Optional name for the 3D physics layer 27." msgstr "Nombre opcional para la capa 2 de la física 3D." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "Optional name for the 3D physics layer 28." msgstr "Nombre opcional para la capa 2 de la física 3D." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "Optional name for the 3D physics layer 29." msgstr "Nombre opcional para la capa 2 de la física 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 3." msgstr "Nombre opcional para la capa 3 de física 3D." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "Optional name for the 3D physics layer 30." msgstr "Nombre opcional para la capa 3 de física 3D." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "Optional name for the 3D physics layer 31." msgstr "Nombre opcional para la capa 3 de física 3D." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "Optional name for the 3D physics layer 32." msgstr "Nombre opcional para la capa 3 de física 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 4." msgstr "Nombre opcional para la capa 4 de física 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 5." msgstr "Nombre opcional para la capa 5 de física 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 6." msgstr "Nombre opcional para la capa 6 de física 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 7." msgstr "Nombre opcional para la capa 7 de física 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 8." msgstr "Nombre opcional para la capa 8 de física 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 9." msgstr "Nombre opcional para la capa 9 de física 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 1." msgstr "Nombre opcional para la capa 1 del renderizado 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 10." msgstr "Nombre opcional para la capa 10 del renderizado 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 11." msgstr "Nombre opcional para la capa 11 del renderizado 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 12." msgstr "Nombre opcional para la capa 12 del renderizado 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 13." msgstr "Nombre opcional para la capa 13 del renderizado 3D." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "Optional name for the 3D render layer 14." msgstr "Nombre opcional para la capa 14 del renderizado 3D" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 15." msgstr "Nombre opcional para la capa 15 del renderizado 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 16." msgstr "Nombre opcional para la capa 16 del renderizado 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 17." msgstr "Nombre opcional para la capa 17 del renderizado 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 18." msgstr "Nombre opcional para la capa 18 del renderizado 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 19." msgstr "Nombre opcional para la capa 19 del renderizado 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 2." msgstr "Nombre opcional para la capa 2 del renderizado 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 20." msgstr "Nombre opcional para la capa 20 del renderizado 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 3." msgstr "Nombre opcional para la capa 3 del renderizado 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 4." msgstr "Nombre opcional para la capa 4 del renderizado 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 5." msgstr "Nombre opcional para la capa 5 del renderizado 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 6." msgstr "Nombre opcional para la capa 6 del renderizado 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 7." msgstr "Nombre opcional para la capa 7 del renderizado 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 8." msgstr "Nombre opcional para la capa 8 del renderizado 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 9." msgstr "Nombre opcional para la capa 9 del renderizado 3D." #: doc/classes/ProjectSettings.xml msgid "" "The locale to fall back to if a translation isn't available in a given " "language. If left empty, [code]en[/code] (English) will be used." msgstr "" "El lugar al que recurrir si una traducción no está disponible en un idioma " "determinado. Si se deja vacío, se usará [code]en[/code] (inglés)." #: doc/classes/ProjectSettings.xml msgid "" "If non-empty, this locale will be used when running the project from the " "editor." msgstr "" "Si no está vacío, este lugar se utilizará cuando se ejecute el proyecto " "desde el editor." #: doc/classes/ProjectSettings.xml msgid "If [code]true[/code], logs all output to files." msgstr "Si [code]true[/code], registra todos los resultados en archivos." #: doc/classes/ProjectSettings.xml msgid "" "Desktop override for [member logging/file_logging/enable_file_logging], as " "log files are not readily accessible on mobile/Web platforms." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Path to logs within the project. Using an [code]user://[/code] path is " "recommended." msgstr "" "Camino a los registros dentro del proyecto. Se recomienda utilizar una ruta " "[code]user://[/code]." #: doc/classes/ProjectSettings.xml msgid "Specifies the maximum amount of log files allowed (used for rotation)." msgstr "" "Especifica la cantidad máxima de archivos de registro permitidos (utilizados " "para la rotación)." #: doc/classes/ProjectSettings.xml msgid "" "Godot uses a message queue to defer some function calls. If you run out of " "space on it (you will see an error), you can increase the size here." msgstr "" "Godot utiliza una cola de mensajes para aplazar algunas llamadas a " "funciones. Si te quedas sin espacio en ella (verás un error), puedes " "aumentar el tamaño aquí." #: doc/classes/ProjectSettings.xml msgid "" "This is used by servers when used in multi-threading mode (servers and " "visual). RIDs are preallocated to avoid stalling the server requesting them " "on threads. If servers get stalled too often when loading resources in a " "thread, increase this number." msgstr "" "Esto es utilizado por los servidores cuando se usa en el modo de multi-hilo " "(servidores y visual). Los RIDs son preasignados para evitar que el servidor " "los solicite en los hilos. Si los servidores se paralizan con demasiada " "frecuencia al cargar recursos en un hilo, aumente este número." #: doc/classes/ProjectSettings.xml msgid "" "The policy to use for unhandled Mono (C#) exceptions. The default " "\"Terminate Application\" exits the project as soon as an unhandled " "exception is thrown. \"Log Error\" logs an error message to the console " "instead, and will not interrupt the project execution when an unhandled " "exception is thrown.\n" "[b]Note:[/b] The unhandled exception policy is always set to \"Log Error\" " "in the editor, which also includes C# [code]tool[/code] scripts running " "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. " "Over this value, content is dropped. This helps not to stall the debugger " "connection." msgstr "" "Cantidad máxima de caracteres que se pueden enviar como salida del " "depurador. Por encima de este valor, el contenido se elimina. Esto ayuda a " "no detener la conexión del depurador." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "" "Maximum number of errors allowed to be sent as output from the debugger. " "Over this value, content is dropped. This helps not to stall the debugger " "connection." msgstr "" "Máximo número de errores que se permite enviar desde el depurador. Por " "encima de este valor, el contenido se elimina. Esto ayuda a no detener la " "conexión del depurador." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "" "Maximum amount of messages allowed to send as output from the debugger. Over " "this value, content is dropped. This helps not to stall the debugger " "connection." msgstr "" "Cantidad máxima de caracteres que se pueden enviar como salida del " "depurador. Por encima de este valor, el contenido se elimina. Esto ayuda a " "no detener la conexión del depurador." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "" "Maximum number of warnings allowed to be sent as output from the debugger. " "Over this value, content is dropped. This helps not to stall the debugger " "connection." msgstr "" "El número máximo de advertencias que se permite enviar desde el depurador. " "Por encima de este valor, el contenido se elimina. Esto ayuda a no detener " "la conexión del depurador." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "" "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 "" "Tamaño por defecto del flujo de paquetes para deserializar los datos de " "Godot. Por encima de este tamaño, los datos se eliminan." #: doc/classes/ProjectSettings.xml msgid "Timeout (in seconds) for connection attempts using TCP." msgstr "" "Tiempo de espera (en segundos) para los intentos de conexión usando TCP." #: doc/classes/ProjectSettings.xml msgid "Maximum size (in kiB) for the [WebRTCDataChannel] input buffer." msgstr "Tamaño máximo (en kiB) para el buffer de entrada [WebRTCDataChannel]." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "Maximum size (in kiB) for the [WebSocketClient] input buffer." msgstr "Tamaño máximo (en kiB) para el buffer de entrada [WebRTCDataChannel]." #: doc/classes/ProjectSettings.xml msgid "Maximum number of concurrent input packets for [WebSocketClient]." msgstr "" #: doc/classes/ProjectSettings.xml #, fuzzy msgid "Maximum size (in kiB) for the [WebSocketClient] output buffer." msgstr "Tamaño máximo (en kiB) para el buffer de entrada [WebRTCDataChannel]." #: doc/classes/ProjectSettings.xml msgid "Maximum number of concurrent output packets for [WebSocketClient]." msgstr "" #: doc/classes/ProjectSettings.xml #, fuzzy msgid "Maximum size (in kiB) for the [WebSocketServer] input buffer." msgstr "Tamaño máximo (en kiB) para el buffer de entrada [WebRTCDataChannel]." #: doc/classes/ProjectSettings.xml msgid "Maximum number of concurrent input packets for [WebSocketServer]." msgstr "" #: doc/classes/ProjectSettings.xml #, fuzzy msgid "Maximum size (in kiB) for the [WebSocketServer] output buffer." msgstr "Tamaño máximo (en kiB) para el buffer de entrada [WebRTCDataChannel]." #: doc/classes/ProjectSettings.xml msgid "Maximum number of concurrent output packets for [WebSocketServer]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Amount of read ahead used by remote filesystem. Higher values decrease the " "effects of latency at the cost of higher bandwidth usage." msgstr "" "Cantidad de lectura por adelantado utilizada por el sistema de archivos " "remoto. Los valores más altos disminuyen los efectos de la latencia a costa " "de un mayor uso del ancho de banda." #: doc/classes/ProjectSettings.xml msgid "Page size used by remote filesystem (in bytes)." msgstr "" "Tamaño de la página utilizada por el sistema de archivos remoto (en bytes)." #: 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] 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" "If in doubt, leave this setting empty." msgstr "" "El paquete de certificados de CA para usar en las conexiones SSL. Si se " "establece en un valor no vacío, esto [i]sobreescribira[/i] el paquete de " "certificados de Godot por defecto [url=https://github.com/godotengine/godot/" "blob/master/thirdparty/certs/ca-certificates.crt]paquete de certificados de " "Mozilla[/url]. Si se deja vacío, se utilizará el paquete de certificados por " "defecto.\n" "En caso de duda, deje este ajuste vacío." #: doc/classes/ProjectSettings.xml msgid "" "When creating node names automatically, set the type of casing in this " "project. This is mostly an editor setting." msgstr "" "Al crear los nombres de los nodos de forma automática, establezca el tipo de " "carcasa en este proyecto. Esto es mayormente un ajuste de editor." #: doc/classes/ProjectSettings.xml msgid "" "What to use to separate node name from number. This is mostly an editor " "setting." msgstr "" "Qué usar para separar el nombre del nodo del número. Esto es mayormente un " "ajuste de editor." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "" "Size of the hash table used for the broad-phase 2D hash grid algorithm.\n" "[b]Note:[/b] Not used if [member ProjectSettings.physics/2d/use_bvh] is " "enabled." msgstr "" "Tamaño de la tabla hash usada para el algoritmo de la cuadrícula hash 2D de " "fase ancha." #: doc/classes/ProjectSettings.xml msgid "" "Additional expansion applied to object bounds in the 2D physics bounding " "volume hierarchy. This can reduce BVH processing at the cost of a slightly " "coarser broadphase, which can stress the physics more in some situations.\n" "The default value will work well in most situations. A value of 0.0 will " "turn this optimization off, and larger values may work better for larger, " "faster moving objects.\n" "[b]Note:[/b] Used only if [member ProjectSettings.physics/2d/use_bvh] is " "enabled." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Cell size used for the broad-phase 2D hash grid algorithm (in pixels).\n" "[b]Note:[/b] Not used if [member ProjectSettings.physics/2d/use_bvh] is " "enabled." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "The default angular damp in 2D.\n" "[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. " "At value [code]0[/code] objects will keep moving with the same velocity. " "Values greater than [code]1[/code] will aim to reduce the velocity to " "[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_fps], [code]60[/code] by default) will bring the object to a " "stop in one iteration." msgstr "" #: doc/classes/ProjectSettings.xml #, fuzzy msgid "" "The default gravity strength in 2D (in pixels per second squared).\n" "[b]Note:[/b] This property is only read when the project starts. To change " "the default gravity at runtime, use the following code sample:\n" "[codeblock]\n" "# Set the default gravity strength to 98.\n" "Physics2DServer.area_set_param(get_viewport().find_world_2d().get_space(), " "Physics2DServer.AREA_PARAM_GRAVITY, 98)\n" "[/codeblock]" msgstr "" "La fuerza de gravedad por defecto en 2D.\n" "[b]Nota:[/b] Esta propiedad sólo se lee cuando el proyecto comienza. Para " "cambiar la gravedad por defecto en tiempo de ejecución, usa el siguiente " "ejemplo de código:\n" "[codeblock]\n" "# Establece la fuerza de gravedad por defecto a 98.\n" "PhysicsServer2D.area_set_param(get_viewport().find_world_2d().get_space(), " "PhysicsServer2D.AREA_PARAM_GRAVITY, 98)\n" "[/codeblock]" #: doc/classes/ProjectSettings.xml #, fuzzy msgid "" "The default gravity direction in 2D.\n" "[b]Note:[/b] This property is only read when the project starts. To change " "the default gravity vector at runtime, use the following code sample:\n" "[codeblock]\n" "# Set the default gravity direction to `Vector2(0, 1)`.\n" "Physics2DServer.area_set_param(get_viewport().find_world_2d().get_space(), " "Physics2DServer.AREA_PARAM_GRAVITY_VECTOR, Vector2(0, 1))\n" "[/codeblock]" msgstr "" "La dirección de la gravedad por defecto en 2D.\n" "[b]Nota:[/b] Esta propiedad sólo se lee cuando el proyecto comienza. Para " "cambiar el vector de gravedad por defecto en tiempo de ejecución, usa el " "siguiente ejemplo de código:\n" "[codeblock]\n" "# Poner la dirección de la gravedad por defecto en \"Vector2(0, 1)`.\n" "Servidor de Física2D.area_set_param(get_viewport().find_world_2d()." "get_space(), Servidor de Física2D.AREA_PARAM_GRAVITY_VECTOR, Vector2(0, 1))\n" "[/codeblock]" #: doc/classes/ProjectSettings.xml msgid "" "The default linear damp in 2D.\n" "[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. " "At value [code]0[/code] objects will keep moving with the same velocity. " "Values greater than [code]1[/code] will aim to reduce the velocity to " "[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_fps], [code]60[/code] by default) will bring the object to a " "stop in one iteration." msgstr "" #: doc/classes/ProjectSettings.xml #, fuzzy msgid "" "Threshold defining the surface size that constitutes a large object with " "regard to cells in the broad-phase 2D hash grid algorithm.\n" "[b]Note:[/b] Not used if [member ProjectSettings.physics/2d/use_bvh] is " "enabled." msgstr "" "Umbral que define el tamaño de la superficie que constituye un objeto grande " "con respecto a las células en el algoritmo de la cuadrícula hash 2D de fase " "ancha." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "" "Sets which physics engine to use for 2D physics.\n" "\"DEFAULT\" and \"GodotPhysics\" are the same, as there is currently no " "alternative 2D physics server implemented." msgstr "" "Establece qué motor de física usar para la física 2D.\n" "\"DEFAULT\" y \"GodotPhysics2D\" son lo mismo, ya que actualmente no hay " "ningún servidor de física 2D alternativo implementado." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "" "Threshold angular velocity under which a 2D physics body will be considered " "inactive. See [constant Physics2DServer." "SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD]." msgstr "" "Velocidad angular umbral bajo la cual un cuerpo de física 2D se considerará " "inactivo. Ver [constant PhysicsServer2D." "SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD]." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "" "Threshold linear velocity under which a 2D physics body will be considered " "inactive. See [constant Physics2DServer." "SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD]." msgstr "" "Velocidad lineal umbral bajo la cual un cuerpo de física 2D se considerará " "inactivo. Ver [constant PhysicsServer2D." "SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD]." #: doc/classes/ProjectSettings.xml 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 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 "" "Establece si la física se ejecuta en el hilo principal o en uno separado. " "Ejecutar el servidor en un hilo aumenta el rendimiento, pero restringe el " "acceso a la API sólo a los procesos de física.\n" "[b]Advertencia:[/b] A partir de Godot 3.2, hay informes mixtos sobre el uso " "de un modelo de hilo multi-hilo para la física. Asegúrate de evaluar si te " "da un rendimiento extra y no hay regresiones al usarlo." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "" "Time (in seconds) of inactivity before which a 2D physics body will put to " "sleep. See [constant Physics2DServer.SPACE_PARAM_BODY_TIME_TO_SLEEP]." msgstr "" "Tiempo (en segundos) de inactividad antes de que un cuerpo de física 2D se " "ponga a dormir. Ver [constant PhysicsServer2D." "SPACE_PARAM_BODY_TIME_TO_SLEEP]." #: doc/classes/ProjectSettings.xml msgid "" "Enables the use of bounding volume hierarchy instead of hash grid for 2D " "physics spatial partitioning. This may give better performance." msgstr "" #: doc/classes/ProjectSettings.xml #, fuzzy msgid "" "Sets whether the 3D physics world will be created with support for " "[SoftBody] physics. Only applies to the Bullet physics engine." msgstr "" "Establece si el mundo de la física 3D se creará con soporte para la física " "[SoftBody]. Sólo se aplica al motor de física de Bullet." #: doc/classes/ProjectSettings.xml msgid "" "The default angular damp in 3D.\n" "[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. " "At value [code]0[/code] objects will keep moving with the same velocity. " "Values greater than [code]1[/code] will aim to reduce the velocity to " "[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_fps], [code]60[/code] by default) will bring the object to a " "stop in one iteration." msgstr "" #: doc/classes/ProjectSettings.xml #, fuzzy msgid "" "The default gravity strength in 3D (in meters per second squared).\n" "[b]Note:[/b] This property is only read when the project starts. To change " "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().get_space(), " "PhysicsServer.AREA_PARAM_GRAVITY, 9.8)\n" "[/codeblock]" msgstr "" "La fuerza de gravedad predeterminada en 3D.\n" "[b]Nota:[/b] Esta propiedad sólo se lee cuando el proyecto comienza. Para " "cambiar la gravedad por defecto en tiempo de ejecución, usa el siguiente " "ejemplo de código:\n" "[codeblock]\n" "# Establece la fuerza de gravedad por defecto a 9.8.\n" "PhysicsServer3D.area_set_param(get_viewport().find_world().get_space(), " "PhysicsServer3D.AREA_PARAM_GRAVITY, 9.8)\n" "[/codeblock]" #: doc/classes/ProjectSettings.xml #, fuzzy msgid "" "The default gravity direction in 3D.\n" "[b]Note:[/b] This property is only read when the project starts. To change " "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().get_space(), " "PhysicsServer.AREA_PARAM_GRAVITY_VECTOR, Vector3(0, -1, 0))\n" "[/codeblock]" msgstr "" "La dirección de la gravedad por defecto en 3D.\n" "[b]Nota:[/b] Esta propiedad sólo se lee cuando el proyecto comienza. Para " "cambiar el vector de gravedad por defecto en tiempo de ejecución, usa el " "siguiente ejemplo de código:\n" "[codeblock]\n" "# Poner la dirección de la gravedad por defecto en \"Vector3(0, -1, 0)`.\n" "PhysicsServer3D.area_set_param(get_viewport().find_world().get_space(), " "PhysicsServer3D.AREA_PARAM_GRAVITY_VECTOR, Vector3(0, -1, 0))\n" "[/codeblock]" #: doc/classes/ProjectSettings.xml msgid "" "The default linear damp in 3D.\n" "[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. " "At value [code]0[/code] objects will keep moving with the same velocity. " "Values greater than [code]1[/code] will aim to reduce the velocity to " "[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_fps], [code]60[/code] by default) will bring the object to a " "stop in one iteration." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Additional expansion applied to object bounds in the 3D physics bounding " "volume hierarchy. This can reduce BVH processing at the cost of a slightly " "coarser broadphase, which can stress the physics more in some situations.\n" "The default value will work well in most situations. A value of 0.0 will " "turn this optimization off, and larger values may work better for larger, " "faster moving objects.\n" "[b]Note:[/b] Used only if [member ProjectSettings.physics/3d/godot_physics/" "use_bvh] is enabled." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Enables the use of bounding volume hierarchy instead of octree for 3D " "physics spatial partitioning. This may give better performance." msgstr "" #: doc/classes/ProjectSettings.xml #, fuzzy msgid "" "Sets which physics engine to use for 3D physics.\n" "\"DEFAULT\" is currently the [url=https://bulletphysics.org]Bullet[/url] " "physics engine. The \"GodotPhysics\" engine is still supported as an " "alternative." msgstr "" "Establece qué motor de física usar para la física 3D.\n" "\"DEFAULT\" es actualmente el motor de física [url=https://bulletphysics." "org]Bullet[/url]. El motor de \"GodotPhysics3D\" sigue siendo soportado como " "una alternativa." #: 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 "Habilita [member Viewport.physics_object_picking] en el viewport raíz." #: doc/classes/ProjectSettings.xml msgid "" "If enabled, 2D and 3D physics picking behaves this way in relation to " "pause:\n" "- When pause is started, every collision object that is hovered or captured " "(3D only) is released from that condition, getting the relevant mouse-exit " "callback, unless its pause mode makes it immune to pause.\n" "- During pause, picking only considers collision objects immune to pause, " "sending input events and enter/exit callbacks to them as expected.\n" "If disabled, the legacy behavior is used, which consists in queuing the " "picking input events during pause (so nodes won't get them) and flushing " "that queue on resume, against the state of the 2D/3D world at that point." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "The number of fixed iterations per second. This controls how often physics " "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.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_fps] above " "240. Otherwise, the game will slow down when the rendering framerate goes " "below 30 FPS." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], the renderer will interpolate the transforms of " "physics objects between the last two transforms, such that smooth motion is " "seen when physics ticks do not coincide with rendered frames.\n" "[b]Note:[/b] When moving objects to new positions (rather than the usual " "physics motion) you may want to temporarily turn off interpolation to " "prevent a visible glitch. You can do this using the [method Node." "reset_physics_interpolation] function." msgstr "" #: doc/classes/ProjectSettings.xml #, fuzzy msgid "" "Controls how much physics ticks are synchronized with real time. For 0 or " "less, the ticks are synchronized. Such values are recommended for network " "games, where clock synchronization matters. Higher values cause higher " "deviation of in-game clock and real clock, but allows smoothing out " "framerate jitters. The default value of 0.5 should be fine for most; values " "above 2 could cause the game to react to dropped frames with a noticeable " "delay and are not recommended.\n" "[b]Note:[/b] For best results, when using a custom physics interpolation " "solution, the physics jitter fix should be disabled by setting [member " "physics/common/physics_jitter_fix] to [code]0[/code].\n" "[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member " "physics/common/physics_interpolation] is enabled.\n" "[b]Note:[/b] This property is only read when the project starts. To change " "the value at runtime, set [member Engine.physics_jitter_fix] instead." msgstr "" "Controla cuánto se sincronizan los ticks de la física con el tiempo real. " "Para 0 o menos, los ticks están sincronizadas. Estos valores se recomiendan " "para los juegos en red, donde la sincronización del reloj es importante. Los " "valores más altos causan una mayor desviación del reloj del juego y del " "reloj real, pero permiten suavizar los cambios bruscos en la tasa de " "fotogramas. El valor predeterminado de 0,5 debería estar bien para la " "mayoría; los valores superiores a 2 podrían hacer que el juego reaccionara a " "los fotogramas caídos con un retraso notable y no se recomiendan." #: doc/classes/ProjectSettings.xml msgid "" "[b]Experimental.[/b] Calls [code]glBufferData[/code] with NULL data prior to " "uploading batching data. This may not be necessary but can be used for " "safety.\n" "[b]Note:[/b] Use with care. You are advised to leave this as default for " "exports. A non-default setting that works better on your machine may " "adversely affect performance for end users." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "[b]Experimental.[/b] If set to on, uses the [code]GL_STREAM_DRAW[/code] flag " "for batching buffer uploads. If off, uses the [code]GL_DYNAMIC_DRAW[/code] " "flag.\n" "[b]Note:[/b] Use with care. You are advised to leave this as default for " "exports. A non-default setting that works better on your machine may " "adversely affect performance for end users." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "[b]Experimental.[/b] If set to on, this applies buffer orphaning - " "[code]glBufferData[/code] is called with NULL data and the full buffer size " "prior to uploading new data. This can be important to avoid stalling on some " "hardware.\n" "[b]Note:[/b] Use with care. You are advised to leave this as default for " "exports. A non-default setting that works better on your machine may " "adversely affect performance for end users." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "[b]Experimental.[/b] If set to on, uses the [code]GL_STREAM_DRAW[/code] flag " "for legacy buffer uploads. If off, uses the [code]GL_DYNAMIC_DRAW[/code] " "flag.\n" "[b]Note:[/b] Use with care. You are advised to leave this as default for " "exports. A non-default setting that works better on your machine may " "adversely affect performance for end users." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Choose between fixed mode where corner scalings are preserved matching the " "artwork, and scaling mode.\n" "Not available in GLES3 when [member rendering/batching/options/use_batching] " "is off." msgstr "" #: doc/classes/ProjectSettings.xml #, fuzzy msgid "" "Some NVIDIA GPU drivers have a bug which produces flickering issues for the " "[code]draw_rect[/code] method, especially as used in [TileMap]. Refer to " "[url=https://github.com/godotengine/godot/issues/9913]GitHub issue 9913[/" "url] for details.\n" "If [code]true[/code], this option enables a \"safe\" code path for such " "NVIDIA GPUs at the cost of performance. This option affects GLES2 and GLES3 " "rendering, but only on desktop platforms." msgstr "" "Algunos controladores de GPU NVIDIA tienen un error que produce problemas de " "parpadeo para el método [code]draw_rect[/code], especialmente cuando se " "utiliza en [TileMap]. Consulte [url=https://github.com/godotengine/godot/" "issues/9913]GitHub número 9913[/url] para más detalles.\n" "Si [code]true[/code], esta opción habilita una ruta de código \"segura\" " "para tales GPUs NVIDIA a costa del rendimiento. Esta opción sólo afecta al " "backend de renderizado GLES2, y sólo a las plataformas de escritorio. No es " "necesaria cuando se utiliza el backend de Vulkan." #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], performs 2D skinning on the CPU rather than the GPU. " "This provides greater compatibility with a wide range of hardware, and also " "may be faster in some circumstances.\n" "Currently only available when [member rendering/batching/options/" "use_batching] is active.\n" "[b]Note:[/b] Antialiased software skinned polys are not supported, and will " "be rendered without antialiasing.\n" "[b]Note:[/b] Custom shaders that use the [code]VERTEX[/code] built-in " "operate with [code]VERTEX[/code] position [i]after[/i] skinning, whereas " "with hardware skinning, [code]VERTEX[/code] is the position [i]before[/i] " "skinning." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], forces snapping of vertices to pixels in 2D rendering. " "May help in some pixel art styles.\n" "This snapping is performed on the GPU in the vertex shader.\n" "Consider using the project setting [member rendering/batching/precision/" "uv_contract] to prevent artifacts." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "When batching is on, this regularly prints a frame diagnosis log. Note that " "this will degrade performance." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "[b]Experimental.[/b] For regression testing against the old renderer. If " "this is switched on, and [code]use_batching[/code] is set, the renderer will " "swap alternately between using the old renderer, and the batched renderer, " "on each frame. This makes it easy to identify visual differences. " "Performance will be degraded." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Lights have the potential to prevent joining items, and break many of the " "performance benefits of batching. This setting enables some complex logic to " "allow joining items if their lighting is similar, and overlap tests pass. " "This can significantly improve performance in some games. Set to 0 to switch " "off. With large values the cost of overlap tests may lead to diminishing " "returns." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Sets the proportion of the total screen area (in pixels) that must be saved " "by a scissor operation in order to activate light scissoring. This can " "prevent parts of items being rendered outside the light area. Lower values " "scissor more aggressively. A value of 1 scissors none of the items, a value " "of 0 scissors every item. The power of 4 of the value is used, in order to " "emphasize the lower range, and multiplied by the total screen area in pixels " "to give the threshold. This can reduce fill rate requirements in scenes with " "a lot of lighting." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Enabling this setting uses the legacy method to draw batches containing only " "one rect. The legacy method is faster (approx twice as fast), but can cause " "flicker on some systems. In order to directly compare performance with the " "non-batching renderer you can set this to true, but it is recommended to " "turn this off unless you can guarantee your target hardware will work with " "this method." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Turns 2D batching on and off. Batching increases performance by reducing the " "amount of graphics API drawcalls." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Switches on 2D batching within the editor." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Size of buffer reserved for batched vertices. Larger size enables larger " "batches, but there are diminishing returns for the memory used. This should " "only have a minor effect on performance." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Including color in the vertex format has a cost, however, not including " "color prevents batching across color changes. This threshold determines the " "ratio of [code]number of vertex color changes / total number of vertices[/" "code] above which vertices will be translated to colored format. A value of " "0 will always use colored vertices, 1 will never use colored vertices." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "In certain circumstances, the batcher can reorder items in order to better " "join them. This may result in better performance. An overlap test is needed " "however for each item lookahead, so there is a trade off, with diminishing " "returns. If you are getting no benefit, setting this to 0 will switch it off." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Sets the number of commands to lookahead to determine whether to batch " "render items. A value of 1 can join items consisting of single commands, 0 " "turns off joining. Higher values are in theory more likely to join, however " "this has diminishing returns and has a runtime cost so a small value is " "recommended." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "On some platforms (especially mobile), precision issues in shaders can lead " "to reading 1 texel outside of bounds, particularly where rects are scaled. " "This can particularly lead to border artifacts around tiles in tilemaps.\n" "This adjustment corrects for this by making a small contraction to the UV " "coordinates used. Note that this can result in a slight squashing of border " "texels." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "The amount of UV contraction. This figure is divided by 1000000, and is a " "proportion of the total texture dimensions, where the width and height are " "both ranged from 0.0 to 1.0.\n" "Use the default unless correcting for a problem on particular hardware." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Amount of light samples taken when using [constant BakedLightmap." "BAKE_QUALITY_HIGH]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Amount of light samples taken when using [constant BakedLightmap." "BAKE_QUALITY_LOW]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Amount of light samples taken when using [constant BakedLightmap." "BAKE_QUALITY_MEDIUM]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Amount of light samples taken when using [constant BakedLightmap." "BAKE_QUALITY_ULTRA]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Default background clear color. Overridable per [Viewport] using its " "[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 "" "Color de fondo claro por defecto. Sobrescribible por el [Viewport] usando su " "[Environment]. Vea [member Environment.background_mode] y [member " "Environment.background_color] en particular. Para cambiar este color " "predeterminado de forma programada, utilice el [method VisualServer." "set_default_clear_color]." #: doc/classes/ProjectSettings.xml msgid "" "[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 " "[code]default_env.tres[/code], or to specify a different default environment " "here." msgstr "" "[Environment] que será utilizado como un medio ambiente de reserva en caso " "de que una escena no especifique su propio medio ambiente. El entorno por " "defecto se carga en el momento de la carga de la escena, independientemente " "de si se ha establecido un entorno o no. Si no se confía en el entorno de " "reserva, es mejor borrar [code]default_env.tres[/code], o especificar aquí " "un entorno por defecto diferente." #: doc/classes/ProjectSettings.xml msgid "" "The use of half-float vertex compression may be producing rendering errors " "on some platforms (especially iOS). These have been seen particularly in " "particles. Disabling half-float may resolve these problems." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "iOS specific override for [member rendering/gles2/compatibility/" "disable_half_float], due to poor support for half-float vertex compression " "on many devices." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code] and available on the target Android device, enables " "high floating point precision for all shader computations in GLES2.\n" "[b]Warning:[/b] High floating point precision can be extremely slow on older " "devices and is often not available at all. Use with caution." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], every time an asynchronous shader compilation or an " "asynchronous shader reconstruction from cache starts or finishes, a line " "will be logged telling how many of those are happening.\n" "If the platform doesn't support parallel shader compile, but only the " "compile queue via a secondary GL context, what the message will tell is the " "number of shader compiles currently queued.\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]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "This is the maximum number of shaders that can be compiled (or reconstructed " "from cache) at the same time.\n" "At runtime, while that count is reached, other shaders that can be " "asynchronously compiled will just use their fallback, without their setup " "being started until the count gets lower.\n" "This is a way to balance the CPU work between running the game and compiling " "the shaders. The goal is to have as many asynchronous compiles in flight as " "possible without impacting the responsiveness of the game, which beyond some " "point would destroy the benefits of asynchronous compilation. In other " "words, you may be able to afford that the FPS lowers a bit, and that will " "already be better than the stalling that synchronous compilation could " "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 [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 devices 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 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 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 [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 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 msgid "" "If set to [code]Asynchronous[/code] and available on the target device, " "asynchronous compilation of shaders is enabled (in contrast to " "[code]Asynchronous[/code]).\n" "That means that when a shader is first used under some new rendering " "situation, the game won't stall while such shader is being compiled. " "Instead, a fallback will be used and the real shader will be compiled in the " "background. Once the actual shader is compiled, it will be used the next " "times it's used to draw a frame.\n" "Depending on the async mode configured for a given material/shader, the " "fallback will be an \"ubershader\" (the default) or just skip rendering any " "item it is applied to.\n" "An ubershader is a very complex shader, slow but suited to any rendering " "situation, that the engine generates internally so it can be used from the " "beginning while the traditional conditioned, optimized version of it is " "being compiled.\n" "To reduce loading times after the project has been launched at least once, " "you can use [code]Asynchronous + Cache[/code]. This also causes the " "ubershaders to be cached into storage so they can be ready faster next time " "they are used (provided the platform provides support for it).\n" "[b]Note:[/b] Asynchronous compilation is currently only supported for " "spatial (3D) and particle materials/shaders. CanvasItem (2D) shaders will " "not use asynchronous compilation even if this setting is set to " "[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 " "work." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Max buffer size for drawing polygons. Any polygon bigger than this will not " "work." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Max index buffer size for drawing polygons. Any polygon bigger than this " "will not work." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Max buffer size for drawing immediate objects (ImmediateGeometry nodes). " "Nodes using more than this size will not work." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Max number of lights renderable per object. This is further limited by " "hardware support. Most devices only support 409 lights, while many devices " "(especially mobile) only support 102. Setting this low will slightly reduce " "memory usage and may decrease shader compile times." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Max amount of elements renderable in a frame. If more elements than this are " "visible per frame, they will not be drawn. Keep in mind elements refer to " "mesh surfaces and not meshes themselves. Setting this low will slightly " "reduce memory usage and may decrease shader compile times, particularly on " "web. For most uses, the default value is suitable, but consider lowering as " "much as possible on web export." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Max number of lights renderable in a frame. If more lights than this number " "are used, they will be ignored. Setting this low will slightly reduce memory " "usage and may decrease shader compile times, particularly on web. For most " "uses, the default value is suitable, but consider lowering as much as " "possible on web export." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Max number of reflection probes renderable in a frame. If more reflection " "probes than this number are used, they will be ignored. Setting this low " "will slightly reduce memory usage and may decrease shader compile times, " "particularly on web. For most uses, the default value is suitable, but " "consider lowering as much as possible on web export." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Shaders have a time variable that constantly increases. At some point, it " "needs to be rolled back to zero to avoid precision errors on shader " "animations. This setting specifies when (in seconds)." msgstr "" #: doc/classes/ProjectSettings.xml #, fuzzy msgid "" "If [code]true[/code], the texture importer will import lossless textures " "using the PNG format. Otherwise, it will default to using WebP." msgstr "" "Si [code]true[/code], el importador de texturas importará texturas " "comprimidas con VRAM utilizando el algoritmo de compresión de texturas S3. " "Este algoritmo sólo es compatible con las plataformas y consolas de " "escritorio." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "" "The default compression level for lossless WebP. Higher levels result in " "smaller files at the cost of compression speed. Decompression speed is " "mostly unaffected by the compression level. Supported values are 0 to 9. " "Note that compression levels above 6 are very slow and offer very little " "savings." msgstr "" "El nivel de compresión por defecto para Zlib. Afecta a las escenas y " "recursos comprimidos. Los niveles más altos dan como resultado archivos más " "pequeños a costa de la velocidad de compresión. La velocidad de " "descompresión no se ve afectada por el nivel de compresión. [code]-1[/code] " "utiliza el nivel de compresión predeterminado de gzip, que es idéntico al de " "[code]6[/code] pero podría cambiar en el futuro debido a las actualizaciones " "subyacentes de zlib." #: doc/classes/ProjectSettings.xml msgid "" "On import, mesh vertex data will be split into two streams within a single " "vertex buffer, one for position data and the other for interleaved " "attributes data. Recommended to be enabled if targeting mobile devices. " "Requires manual reimport of meshes after toggling." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Determines the maximum number of polygon occluders that will be used at any " "one time.\n" "Although you can have many occluders in a scene, each frame the system will " "choose from these the most relevant based on a screen space metric, in order " "to give the best overall performance.\n" "A greater number of polygons can potentially cull more objects, however the " "cost of culling calculations scales with the number of occluders." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Determines the maximum number of sphere occluders that will be used at any " "one time.\n" "Although you can have many occluders in a scene, each frame the system will " "choose from these the most relevant based on a screen space metric, in order " "to give the best overall performance." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "The default convention is for portal normals to point outward (face outward) " "from the source room.\n" "If you accidentally build your level with portals facing the wrong way, this " "setting can fix the problem.\n" "It will flip named portal meshes (i.e. [code]-portal[/code]) on the initial " "conversion to [Portal] nodes." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Show conversion logs.\n" "[b]Note:[/b] This will automatically be disabled in exports." msgstr "" #: doc/classes/ProjectSettings.xml #, fuzzy msgid "" "If [code]true[/code], gameplay callbacks will be sent as [code]signals[/" "code]. If [code]false[/code], they will be sent as [code]notifications[/" "code]." msgstr "" "Si [code]true[/code], las colisiones de TileMap se manejarán como un cuerpo " "cinematico. Si [code]false[/code], las colisiones se manejarán como un " "cuerpo estático." #: doc/classes/ProjectSettings.xml msgid "" "If enabled, while merging meshes, the system will also attempt to remove " "[Spatial] nodes that no longer have any children.\n" "Reducing the number of [Node]s in the scene tree can make traversal more " "efficient, but can be switched off in case you wish to use empty [Spatial]s " "for markers or some other purpose." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Show logs during PVS generation.\n" "[b]Note:[/b] This will automatically be disabled in exports." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Uses a simplified method of generating PVS (potentially visible set) data. " "The results may not be accurate where more than one portal join adjacent " "rooms.\n" "[b]Note:[/b] Generally you should only use this option if you encounter bugs " "when it is set to [code]false[/code], i.e. there are problems with the " "default method." msgstr "" "Usa un método simplificado para generar datos CPV (Conjunto Potencialmente " "Visible). Los resultados pueden no ser precisos cuando más de un portal une " "habitaciones adyacentes.\n" "[b]Nota:[/b] Por lo general, solo deberías utilizar esta opción si " "encuentras errores al estar en [code]false[/code], por ej. cuando hay " "problemas con el método predeterminado." #: doc/classes/ProjectSettings.xml 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 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 "" #: doc/classes/ProjectSettings.xml 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 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 "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], allocates the root [Viewport]'s framebuffer with full " "floating-point precision (32-bit) instead of half floating-point precision " "(16-bit). Only effective when [member rendering/quality/depth/hdr] is also " "enabled.\n" "[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " "full floating-point precision is slower, and is generally only needed for " "advanced shaders that require a high level of precision. To reduce banding, " "enable [member rendering/quality/filters/use_debanding] instead.\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Disables depth pre-pass for some GPU vendors (usually mobile), as their " "architecture already does this." msgstr "" "Desactiva el paso previo de profundidad para algunos fabricantes de GPU " "(normalmente móviles), ya que su arquitectura ya lo hace." #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], performs a previous depth pass before rendering " "materials. This increases performance in scenes with high overdraw, when " "complex materials and lighting are used." msgstr "" "Si [code]true[/code], realiza una pasada de profundidad previa antes de " "renderizar los materiales. Esto aumenta el rendimiento en escenas con alto " "sobregiro, cuando se utilizan materiales complejos e iluminación." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "" "The directional shadow's size in pixels. Higher values will result in " "sharper shadows, at the cost of performance. The value will be rounded up to " "the nearest power of 2. This setting can be changed at run-time; the change " "will be applied immediately." msgstr "" "El tamaño de la sombra direccional en píxeles. Valores más altos resultarán " "en sombras más nítidas, a costa del rendimiento. El valor se redondeará a la " "potencia más cercana de 2." #: doc/classes/ProjectSettings.xml msgid "" "Lower-end override for [member rendering/quality/directional_shadow/size] on " "mobile devices, due to performance concerns or driver support." msgstr "" "Sobrescritura del extremo inferior para [member rendering/quality/" "directional_shadow/size] en los dispositivos móviles, debido a problemas de " "rendimiento o de apoyo al driver." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "" "The video driver to use (\"GLES2\" or \"GLES3\").\n" "[b]Note:[/b] The backend in use can be overridden at runtime via the [code]--" "video-driver[/code] command line argument, or by the [member rendering/" "quality/driver/fallback_to_gles2] option if the target system does not " "support GLES3 and falls back to GLES2. In such cases, this property is not " "updated, so use [method OS.get_current_video_driver] to query it at run-time." msgstr "" "El controlador de vídeo a utilizar (\"GLES2\" o \"Vulkan\").\n" "[b]Nota:[/b] El backend en uso puede ser sobreescrito en tiempo de ejecución " "mediante argumentos de línea de comandos [code]--rendering-driver[/code].\n" "[b]ARREGLAME:[/b] Ya no es válido después de la división del DisplayServer:\n" "En estos casos, esta propiedad no se actualiza, por lo que se debe utilizar " "[code]OS.get_current_video_driver[/code] para consultarla en tiempo de " "ejecución." #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], allows falling back to the GLES2 driver if the GLES3 " "driver is not supported.\n" "[b]Note:[/b] The two video drivers are not drop-in replacements for each " "other, so a game designed for GLES3 might not work properly when falling " "back to GLES2. In particular, some features of the GLES3 backend are not " "available in GLES2. Enabling this setting also means that both ETC and ETC2 " "VRAM-compressed textures will be exported on Android and iOS, increasing the " "data pack's size." msgstr "" #: doc/classes/ProjectSettings.xml 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. 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 #, fuzzy msgid "" "Sets the number of MSAA samples to use. MSAA is used to reduce aliasing " "around the edges of polygons. A higher MSAA value results in smoother edges " "but can be significantly slower on some hardware.\n" "[b]Note:[/b] MSAA is not available on HTML5 export using the GLES2 backend." msgstr "" "Establece el número de muestras de MSAA a utilizar (como una potencia de " "dos). La MSAA se usa para reducir el aliasing alrededor de los bordes de los " "polígonos. Un valor de MSAA más alto da como resultado bordes más suaves " "pero puede ser significativamente más lento en algunos equipos.\n" "[b]Nota:[/b] La MSAA no está disponible en la exportación a HTML5 utilizando " "el backend GLES2." #: doc/classes/ProjectSettings.xml msgid "" "If set to a value greater than [code]0.0[/code], contrast-adaptive " "sharpening will be applied to the 3D viewport. This has a low performance " "cost and can be used to recover some of the sharpness lost from using FXAA. " "Values around [code]0.5[/code] generally give the best results. See also " "[member rendering/quality/filters/use_fxaa]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], uses a fast post-processing filter to make banding " "significantly less visible in 3D. 2D rendering is [i]not[/i] affected by " "debanding unless the [member Environment.background_mode] is [constant " "Environment.BG_CANVAS]. In this case, [member rendering/quality/" "intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n" "In some cases, debanding may introduce a slightly noticeable dithering " "pattern. It's recommended to enable debanding only when actually needed " "since the dithering pattern will make lossless-compressed screenshots " "larger.\n" "[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/" "depth/hdr] must also be [code]true[/code] for debanding to be effective.\n" "[b]Note:[/b] There are known issues with debanding breaking rendering on " "mobile platforms. Due to this, it is recommended to leave this option " "disabled when targeting mobile platforms.\n" "[b]Note:[/b] This property is only read when the project starts. To set " "debanding at run-time, set [member Viewport.debanding] on the root " "[Viewport] instead." msgstr "" #: doc/classes/ProjectSettings.xml #, fuzzy msgid "" "Enables FXAA in the root Viewport. FXAA is a popular screen-space " "antialiasing method, which is fast but will make the image look blurry, " "especially at lower resolutions. It can still work relatively well at large " "resolutions such as 1440p and 4K. Some of the lost sharpness can be " "recovered by enabling contrast-adaptive sharpening (see [member rendering/" "quality/filters/sharpen_intensity])." msgstr "" "Usar un antialiasing aproximado rápido. FXAA es un método popular de " "antialiasing en el espacio de la pantalla, que es rápido pero que hará que " "la imagen se vea borrosa, especialmente en resoluciones más bajas. Puede " "funcionar relativamente bien en resoluciones grandes como 1440p y 4K." #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], uses nearest-neighbor mipmap filtering when using " "mipmaps (also called \"bilinear filtering\"), which will result in visible " "seams appearing between mipmap stages. This may increase performance in " "mobile as less memory bandwidth is used. If [code]false[/code], linear " "mipmap filtering (also called \"trilinear filtering\") is used." msgstr "" "Si [code]true[/code], utiliza el filtrado de mipmaps más cercano cuando " "utiliza mipmaps (también llamado \"filtrado bilineal\"), lo que dará lugar a " "la aparición de vetas visibles entre las etapas del mipmap. Esto puede " "aumentar el rendimiento en el móvil, ya que se utiliza menos ancho de banda " "de memoria. Si [code]false[/code], se utiliza el filtrado lineal de mipmaps " "(también llamado \"filtrado trilíneo\")." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "" "Strategy used for framebuffer allocation. The simpler it is, the less " "resources it uses (but the less features it supports). If set to \"2D " "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 [Environment]." msgstr "" "Estrategia utilizada para la asignación de la memoria intermedia. Cuanto más " "simple es, menos recursos utiliza (pero menos características soporta). Si " "se configura como \"2D sin muestreo\" o \"3D sin efectos\", no se asignarán " "buffers de muestreo. Esto significa que [code]SCREEN_TEXTURE[/code] y " "[code]DEPTH_TEXTURE[/code] no estarán disponibles en los shaders y los " "efectos de post-procesamiento no estarán disponibles en el [Environment]." #: doc/classes/ProjectSettings.xml msgid "" "Lower-end override for [member rendering/quality/intended_usage/" "framebuffer_allocation] on mobile devices, due to performance concerns or " "driver support." msgstr "" "Anulación del extremo inferior para [member rendering/quality/intended_usage/" "framebuffer_allocation] en los dispositivos móviles, debido a problemas de " "rendimiento o de compatibilidad con el controlador." #: doc/classes/ProjectSettings.xml msgid "" "Enable usage of bicubic sampling in baked lightmaps. This results in " "smoother looking lighting at the expense of more bandwidth usage. On GLES2, " "changes to this setting will only be applied upon restarting the application." msgstr "" #: doc/classes/ProjectSettings.xml #, fuzzy msgid "" "Lower-end override for [member rendering/quality/lightmapping/" "use_bicubic_sampling] on mobile devices, in order to reduce bandwidth usage." msgstr "" "Sobreescritura del extremo inferior para [member rendering/quality/shading/" "force_vertex_shading] en los dispositivos móviles, debido a problemas de " "rendimiento o de compatibilidad con el controlador." #: doc/classes/ProjectSettings.xml msgid "" "Size of the atlas used by reflection probes. A larger size can result in " "higher visual quality, while a smaller size will be faster and take up less " "memory." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Number of subdivisions to use for the reflection atlas. A higher number " "lowers the quality of each atlas, but allows you to use more." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], uses a high amount of samples to create blurred " "variants of reflection probes and panorama backgrounds (sky). Those blurred " "variants are used by rough materials." msgstr "" #: doc/classes/ProjectSettings.xml #, fuzzy msgid "" "Lower-end override for [member rendering/quality/reflections/" "high_quality_ggx] on mobile devices, due to performance concerns or driver " "support." msgstr "" "Sobrescritura del extremo inferior para [member rendering/quality/" "reflections/ggx_samples] en dispositivos móviles, debido a problemas de " "rendimiento o de compatibilidad con el controlador." #: doc/classes/ProjectSettings.xml msgid "" "Limits the size of the irradiance map which is normally determined by " "[member Sky.radiance_size]. A higher size results in a higher quality " "irradiance map similarly to [member rendering/quality/reflections/" "high_quality_ggx]. Use a higher value when using high-frequency HDRI maps, " "otherwise keep this as low as possible.\n" "[b]Note:[/b] Low and mid range hardware do not support complex irradiance " "maps well and may crash if this is set too high." msgstr "" #: doc/classes/ProjectSettings.xml #, fuzzy msgid "" "If [code]true[/code], uses texture arrays instead of mipmaps for reflection " "probes and panorama backgrounds (sky). This reduces jitter noise on " "reflections, but costs more performance and memory." msgstr "" "Si [code]true[/code], utiliza arreglos de texturas en lugar de mipmaps para " "las sondas de reflexión y fondos de panorama (cielo). Esto reduce el ruido " "del jitter y aumenta la escala de los artefactos en las reflexiones, pero es " "significativamente más lento de calcular y utiliza [member rendering/quality/" "reflections/roughness_layers] veces más memoria." #: doc/classes/ProjectSettings.xml msgid "" "Lower-end override for [member rendering/quality/reflections/" "texture_array_reflections] on mobile devices, due to performance concerns or " "driver support." msgstr "" "Sobreescritura del extremo inferior para [member rendering/quality/" "reflections/texture_array_reflections] en dispositivos móviles, debido a " "problemas de rendimiento o compatibilidad con el controlador." #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], uses faster but lower-quality Blinn model to generate " "blurred reflections instead of the GGX model." msgstr "" "Si [code]true[/code], utiliza un modelo Blinn más rápido pero de menor " "calidad para generar reflejos borrosos en lugar del modelo GGX." #: doc/classes/ProjectSettings.xml msgid "" "Lower-end override for [member rendering/quality/shading/" "force_blinn_over_ggx] on mobile devices, due to performance concerns or " "driver support." msgstr "" "Sobreescritura del extremo inferior para [member rendering/quality/shading/" "force_blinn_over_ggx] en los dispositivos móviles, debido a problemas de " "rendimiento o de soporte de los conductores." #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], uses faster but lower-quality Lambert material " "lighting model instead of Burley." msgstr "" "Si [code]true[/code], utiliza un modelo de iluminación de material Lambert " "más rápido pero de menor calidad en lugar del Burley." #: doc/classes/ProjectSettings.xml msgid "" "Lower-end override for [member rendering/quality/shading/" "force_lambert_over_burley] on mobile devices, due to performance concerns or " "driver support." msgstr "" "Sobreescritura del extremo inferior para [member rendering/quality/shading/" "force_lambert_over_burley] en los dispositivos móviles, debido a problemas " "de rendimiento o de apoyo al conductor." #: doc/classes/ProjectSettings.xml msgid "" "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 #, fuzzy msgid "" "Lower-end override for [member rendering/quality/shading/" "force_vertex_shading] on mobile devices, due to performance concerns or " "driver support. If lighting looks broken after exporting the project to a " "mobile platform, try disabling this setting." msgstr "" "Sobreescritura del extremo inferior para [member rendering/quality/shading/" "force_vertex_shading] en los dispositivos móviles, debido a problemas de " "rendimiento o de compatibilidad con el controlador." #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables new physical light attenuation for " "[OmniLight]s and [SpotLight]s. This results in more realistic lighting " "appearance with a very small performance cost. When physical light " "attenuation is enabled, lights will appear to be darker as a result of the " "new attenuation formula. This can be compensated by adjusting the lights' " "energy or attenuation values.\n" "Changes to this setting will only be applied upon restarting the application." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Size for cubemap into which the shadow is rendered before being copied into " "the shadow atlas. A higher number can result in higher resolution shadows " "when used with a higher [member rendering/quality/shadow_atlas/size]. " "Setting higher than a quarter of the [member rendering/quality/shadow_atlas/" "size] will not result in a perceptible increase in visual quality." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Subdivision quadrant size for shadow mapping. See shadow mapping " "documentation." msgstr "" "Tamaño del cuadrante de subdivisión para el mapeo de sombras. Ver la " "documentación del mapeo de sombras." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "" "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 "" "Establece el tamaño de las imágenes del atlas de sombras (usado para omni y " "focos). El valor se redondeará a la potencia más cercana de 2." #: doc/classes/ProjectSettings.xml msgid "" "Lower-end override for [member rendering/quality/shadow_atlas/size] on " "mobile devices, due to performance concerns or driver support." msgstr "" "Anulación del extremo inferior para [member rendering/quality/shadow_atlas/" "size] en los dispositivos móviles, debido a problemas de rendimiento o de " "compatibilidad con el controlador." #: doc/classes/ProjectSettings.xml msgid "" "Shadow filter mode. Higher-quality settings result in smoother shadows that " "flicker less when moving. \"Disabled\" is the fastest option, but also has " "the lowest quality. \"PCF5\" is smoother but is also slower. \"PCF13\" is " "the smoothest option, but is also the slowest.\n" "[b]Note:[/b] When using the GLES2 backend, the \"PCF13\" option actually " "uses 16 samples to emulate linear filtering in the shader. This results in a " "shadow appearance similar to the one produced by the GLES3 backend." msgstr "" #: doc/classes/ProjectSettings.xml #, fuzzy msgid "" "Lower-end override for [member rendering/quality/shadows/filter_mode] on " "mobile devices, due to performance concerns or driver support." msgstr "" "Anulación del extremo inferior para [member rendering/quality/shadow_atlas/" "size] en los dispositivos móviles, debido a problemas de rendimiento o de " "compatibilidad con el controlador." #: doc/classes/ProjectSettings.xml msgid "" "Forces [MeshInstance] to always perform skinning on the CPU (applies to both " "GLES2 and GLES3).\n" "See also [member rendering/quality/skinning/software_skinning_fallback]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Allows [MeshInstance] to perform skinning on the CPU when the hardware " "doesn't support the default GPU skinning process with GLES2.\n" "If [code]false[/code], an alternative skinning process on the GPU is used in " "this case (slower in most cases).\n" "See also [member rendering/quality/skinning/force_software_skinning].\n" "[b]Note:[/b] When the software skinning fallback is triggered, custom vertex " "shaders will behave in a different way, because the bone transform will be " "already applied to the modelview matrix." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Additional expansion applied to object bounds in the 3D rendering bounding " "volume hierarchy. This can reduce BVH processing at the cost of a slightly " "reduced accuracy.\n" "The default value will work well in most situations. A value of 0.0 will " "turn this optimization off, and larger values may work better for larger, " "faster moving objects.\n" "[b]Note:[/b] Used only if [member ProjectSettings.rendering/quality/" "spatial_partitioning/use_bvh] is enabled." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "The rendering octree balance can be changed to favor smaller ([code]0[/" "code]), or larger ([code]1[/code]) branches.\n" "Larger branches can increase performance significantly in some projects.\n" "[b]Note:[/b] Not used if [member ProjectSettings.rendering/quality/" "spatial_partitioning/use_bvh] is enabled." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Enables the use of bounding volume hierarchy instead of octree for rendering " "spatial partitioning. This may give better performance." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Improves quality of subsurface scattering, but cost significantly increases." msgstr "" #: doc/classes/ProjectSettings.xml #, fuzzy msgid "Quality setting for subsurface scattering (samples taken)." msgstr "La fuerza del efecto de dispersión del subsuelo." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "Max radius used for subsurface scattering samples." msgstr "La fuerza del efecto de dispersión del subsuelo." #: doc/classes/ProjectSettings.xml msgid "" "Weight subsurface scattering samples. Helps to avoid reading samples from " "unrelated parts of the screen." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Use high-quality voxel cone tracing. This results in better-looking " "reflections, but is much more expensive on the GPU." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Thread model for rendering. Rendering on a thread can vastly improve " "performance, but synchronizing to the main thread can cause a bit more " "jitter." msgstr "" "Modelo de hilo para la representación. El renderizado en un hilo puede " "mejorar enormemente el rendimiento, pero la sincronización con el hilo " "principal puede causar un poco más de temblor." #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], a thread safe version of BVH (bounding volume " "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 "" #: doc/classes/ProjectSettings.xml #, fuzzy msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the BPTC algorithm. This texture compression algorithm is " "only supported on desktop platforms, and only when using the GLES3 " "renderer.\n" "[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were " "already imported before. To make this setting apply to textures that were " "already imported, exit the editor, remove the [code].import/[/code] folder " "located inside the project folder then restart the editor (see [member " "application/config/use_hidden_project_data_directory])." msgstr "" "Si [code]true[/code], el importador de texturas importará texturas " "comprimidas con VRAM usando el algoritmo BPTC. Este algoritmo de compresión " "de texturas sólo está soportado en plataformas de escritorio, y sólo cuando " "se utiliza el renderizador Vulkan." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the Ericsson Texture Compression algorithm. This algorithm " "doesn't support alpha channels in textures.\n" "[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were " "already imported before. To make this setting apply to textures that were " "already imported, exit the editor, remove the [code].import/[/code] folder " "located inside the project folder then restart the editor (see [member " "application/config/use_hidden_project_data_directory])." msgstr "" "Si [code]true[/code], el importador de texturas importará texturas " "comprimidas con VRAM usando el algoritmo BPTC. Este algoritmo de compresión " "de texturas sólo está soportado en plataformas de escritorio, y sólo cuando " "se utiliza el renderizador Vulkan." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the Ericsson Texture Compression 2 algorithm. This texture " "compression algorithm is only supported when using the GLES3 renderer.\n" "[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were " "already imported before. To make this setting apply to textures that were " "already imported, exit the editor, remove the [code].import/[/code] folder " "located inside the project folder then restart the editor (see [member " "application/config/use_hidden_project_data_directory])." msgstr "" "Si [code]true[/code], el importador de texturas importará texturas " "comprimidas con VRAM usando el algoritmo BPTC. Este algoritmo de compresión " "de texturas sólo está soportado en plataformas de escritorio, y sólo cuando " "se utiliza el renderizador Vulkan." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the PowerVR Texture Compression algorithm. This texture " "compression algorithm is only supported on iOS.\n" "[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were " "already imported before. To make this setting apply to textures that were " "already imported, exit the editor, remove the [code].import/[/code] folder " "located inside the project folder then restart the editor (see [member " "application/config/use_hidden_project_data_directory])." msgstr "" "Si [code]true[/code], el importador de texturas importará texturas " "comprimidas con VRAM usando el algoritmo BPTC. Este algoritmo de compresión " "de texturas sólo está soportado en plataformas de escritorio, y sólo cuando " "se utiliza el renderizador Vulkan." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the S3 Texture Compression algorithm. This algorithm is only " "supported on desktop platforms and consoles.\n" "[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were " "already imported before. To make this setting apply to textures that were " "already imported, exit the editor, remove the [code].import/[/code] folder " "located inside the project folder then restart the editor (see [member " "application/config/use_hidden_project_data_directory])." msgstr "" "Si [code]true[/code], el importador de texturas importará texturas " "comprimidas con VRAM usando el algoritmo BPTC. Este algoritmo de compresión " "de texturas sólo está soportado en plataformas de escritorio, y sólo cuando " "se utiliza el renderizador Vulkan." #: doc/classes/ProjectSettings.xml #, fuzzy msgid "" "Cell size used for the 2D hash grid that [VisibilityNotifier2D] uses (in " "pixels)." msgstr "" "Tamaño de la celda usada para la cuadrícula de hash 2D que usa " "[VisibilityNotifier2D]." #: doc/classes/ProjectSettings.xml msgid "" "Objects can use this signal to restrict reading of settings only to " "situations where a change has been made." msgstr "" #: doc/classes/PropertyTweener.xml #, fuzzy msgid "Interpolates an [Object]'s property over time." msgstr "Anima suavemente las propiedades de un nodo a lo largo del tiempo." #: 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 #, fuzzy msgid "General-purpose 3D proximity detection node." msgstr "Nodo de detección de proximidad de propósito general." #: 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 msgid "Class representing a square mesh." msgstr "Clase que representa una malla cuadrada." #: doc/classes/QuadMesh.xml msgid "" "Class representing a square [PrimitiveMesh]. This flat mesh does not have a " "thickness. By default, this mesh is aligned on the X and Y axes; this " "default rotation is more suited for use with billboarded materials. Unlike " "[PlaneMesh], this mesh doesn't provide subdivision options." msgstr "" "Clase que representa un cuadrado [PrimitiveMesh]. Esta malla plana no tiene " "espesor. Por defecto, esta malla está alineada en los ejes X e Y; esta " "rotación por defecto es más adecuada para su uso con materiales de " "cartelería. A diferencia de [PlaneMesh], esta malla no proporciona opciones " "de subdivisión." #: doc/classes/QuadMesh.xml doc/classes/Viewport.xml #: doc/classes/ViewportTexture.xml msgid "2D in 3D Demo" msgstr "" #: doc/classes/QuadMesh.xml #, fuzzy msgid "Offset of the generated Quad. Useful for particles." msgstr "Altura de la textura generada." #: doc/classes/QuadMesh.xml msgid "Size on the X and Y axes." msgstr "Tamaño en los ejes X e Y." #: doc/classes/Quat.xml msgid "Quaternion." msgstr "Cuaternario." #: 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" "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 "" "Un cuaternario unitario utilizado para representar las rotaciones 3D. Los " "cuaterniones deben ser normalizados para ser usados para la rotación.\n" "Es similar a Basis, que implementa la representación matricial de las " "rotaciones, y puede ser parametrizada usando tanto un par eje-ángulo como " "ángulos de Euler. Basis almacena la rotación, la escala y el corte, mientras " "que Quaternion sólo almacena la rotación.\n" "Debido a su compactación y a la forma en que se almacena en la memoria, " "ciertas operaciones (obtener el ángulo del eje y realizar el SLERP, en " "particular) son más eficientes y robustas contra los errores de reales." #: doc/classes/Quat.xml msgid "Constructs a quaternion from the given [Basis]." msgstr "Construye un cuaternario a partir de la [Basis] dada." #: 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 "" "Construye un cuaternario que realizará una rotación especificada por los " "ángulos de Euler (en la convención YXZ: al descomponerse, primero Z, luego " "X, y por último Y), dados en el formato vectorial como (ángulo X, ángulo Y, " "ángulo Z)." #: 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 "" "Construye un cuaternario que girará alrededor del eje dado por el ángulo " "especificado. El eje debe ser un vector normalizado." #: doc/classes/Quat.xml msgid "Constructs a quaternion defined by the given values." msgstr "Construye un cuaternario definido por los valores dados." #: 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 " "other.\n" "[b]Note:[/b] This method has an abnormally high amount of floating-point " "error, so methods such as [method @GDScript.is_zero_approx] will not work " "reliably." msgstr "" #: doc/classes/Quat.xml #, fuzzy 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 "" "Realiza una interpolación esférica cúbica entre los cuaterniones [code]preA[/" "code], este vector, [code]b[/code], y [code]postB[/code], por la cantidad " "dada [code]t[/code]." #: doc/classes/Quat.xml msgid "Returns the dot product of two quaternions." msgstr "Realiza una interpolación esférica cúbica entre cuaterniones." #: 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 " "quaternion. Returned vector contains the rotation angles in the format (X " "angle, Y angle, Z angle)." msgstr "" "Devuelve los ángulos de Euler (en la convención YXZ: al descomponerse, " "primero Z, luego X e Y al final) correspondientes a la rotación representada " "por la unidad cuaternaria. El vector devuelto contiene los ángulos de " "rotación en el formato (ángulo X, ángulo Y, ángulo Z)." #: doc/classes/Quat.xml msgid "Returns the inverse of the quaternion." msgstr "Devuelve el inverso del cuaternario." #: doc/classes/Quat.xml #, fuzzy 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 "" "Devuelve [code]true[/code] si este cuaternario y [code]quat[/code] son " "aproximadamente iguales, ejecutando [method @GDScript.is_equal_approx] en " "cada componente." #: doc/classes/Quat.xml msgid "Returns whether the quaternion is normalized or not." msgstr "Devuelve si el cuaternario está normalizado o no." #: doc/classes/Quat.xml msgid "Returns the length of the quaternion." msgstr "Devuelve la longitud del cuaternario." #: doc/classes/Quat.xml msgid "Returns the length of the quaternion, squared." msgstr "Devuelve la longitud del cuaternario, cuadrada." #: doc/classes/Quat.xml msgid "Returns a copy of the quaternion, normalized to unit length." msgstr "" "Devuelve una copia del cuaternario, normalizada a la longitud de la unidad." #: 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 "" "Establece el cuaternario a una rotación que gira alrededor del eje por el " "ángulo especificado, en radianes. El eje debe ser un vector normalizado." #: 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 "" "Establece el cuaternario a una rotación especificada por los ángulos de " "Euler (en la convención YXZ: al descomponerse, primero Z, luego X e Y en " "último lugar), dada en el formato vectorial como (ángulo X, ángulo Y, ángulo " "Z)." #: 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 "" "Devuelve el resultado de la interpolación lineal esférica entre este " "cuaternario y [code]a[/code] por cantidad [code]peso[/code].\n" "[b]Nota:[/b] Ambos cuaterniones deben ser normalizados." #: 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 "" "Devuelve el resultado de la interpolación lineal esférica entre este " "cuaternario y [code]a[/code] por cantidad [code]peso[/code], pero sin " "comprobar si la trayectoria de rotación no es mayor de 90 grados." #: doc/classes/Quat.xml msgid "Returns a vector transformed (multiplied) by this quaternion." msgstr "Devuelve un vector transformado (multiplicado) por este cuaternario." #: doc/classes/Quat.xml msgid "" "W component of the quaternion (real part).\n" "Quaternion components should usually not be manipulated directly." msgstr "" "Componente W del cuaternario (parte real).\n" "Los componentes del cuaternario normalmente no deben ser manipulados " "directamente." #: 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 "" "Componente X del cuaternario (parte del eje imaginario [code]i[/code]).\n" "Los componentes del cuaternario no deberían ser manipulados directamente." #: 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 "" "Componente Y del cuaternario (parte del eje imaginario [code]j[/code]).\n" "Los componentes del cuaternario normalmente no deben ser manipulados " "directamente." #: 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 "" "Componente Z del cuaternario (parte del eje imaginario [code]k[/code]).\n" "Los componentes del cuaternario normalmente no deben ser manipulados " "directamente." #: 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 " "will not change." msgstr "" "El cuaternario de identidad, que no representa una rotación. Equivalente a " "una matriz [Basis] de identidad. Si un vector es transformado por un " "cuaternario de identidad, no cambiará." #: doc/classes/RandomNumberGenerator.xml msgid "A class for generating pseudo-random numbers." msgstr "Una clase para generar números pseudo-aleatorios." #: doc/classes/RandomNumberGenerator.xml #, fuzzy msgid "" "RandomNumberGenerator is a class for generating pseudo-random numbers. It " "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 Godot versions.\n" "To generate a random float number (within a given range) based on a time-" "dependant seed:\n" "[codeblock]\n" "var rng = RandomNumberGenerator.new()\n" "func _ready():\n" " rng.randomize()\n" " var my_random_number = rng.randf_range(-10.0, 10.0)\n" "[/codeblock]\n" "[b]Note:[/b] The default values of [member seed] and [member state] " "properties are pseudo-random, and changes when calling [method randomize]. " "The [code]0[/code] value documented here is a placeholder, and not the " "actual default seed." msgstr "" "RandomNumberGenerator es una clase para generar números pseudo-aleatorios. " "Actualmente usa [url=http://www.pcg-random.org/]PCG32[/url].\n" "[b]Note:[/b] El algoritmo usado es un detalle de implementación. Por tanto, " "no se debería depender de este algoritmo en código que tenga que reproducir " "mismo resultados en versiones diferentes de Godot.\n" "Para generar un número float aleatorio (dentro de un rango dado) basado en " "una semilla dependiente del tiempo:\n" "[codeblock]\n" "var rng = RandomNumberGenerator.new()\n" "func _ready():\n" " rng.randomize()\n" " var my_random_number = rng.randf_range(-10.0, 10.0)\n" "[/codeblock]" #: doc/classes/RandomNumberGenerator.xml #, fuzzy msgid "Random number generation" msgstr "Coloca la semilla para el generador de números aleatorios." #: doc/classes/RandomNumberGenerator.xml msgid "" "Generates a pseudo-random float between [code]0.0[/code] and [code]1.0[/" "code] (inclusive)." msgstr "" "Genera un número float pseuodo-aleatorio entre [code]0.0[/code] y [code]1.0[/" "code] (ambos incluídos)." #: doc/classes/RandomNumberGenerator.xml msgid "" "Generates a pseudo-random float between [code]from[/code] and [code]to[/" "code] (inclusive)." msgstr "" "Genera un número float pseudo-aleatorio entre [code]from[/code] y [code]to[/" "code] (ambos incluidos)." #: doc/classes/RandomNumberGenerator.xml msgid "" "Generates a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" "distributed[/url] pseudo-random number, using Box-Muller transform with the " "specified [code]mean[/code] and a standard [code]deviation[/code]. This is " "also called Gaussian distribution." msgstr "" "Genera un número pseudoaleatorio [url=https://en.wikipedia.org/wiki/" "Normal_distribution]distribuido normalmente[/url], utilizando la " "transformación Box-Muller con el [code]mean[/code] especificado y una " "[code]desviación[/code] estándar. Esto también se denomina distribución " "Gaussiana." #: doc/classes/RandomNumberGenerator.xml msgid "" "Generates a pseudo-random 32-bit unsigned integer between [code]0[/code] and " "[code]4294967295[/code] (inclusive)." msgstr "" "Genera un número entero seudoaleatorio de 32 bits sin signo entre [code]0[/" "code] y [code]4294967295[/code] (inclusive)." #: doc/classes/RandomNumberGenerator.xml msgid "" "Generates a pseudo-random 32-bit signed integer between [code]from[/code] " "and [code]to[/code] (inclusive)." msgstr "" "Genera un entero seudoaleatorio de 32 bits firmado entre [code]de[/code] y " "[code]a[/code] (inclusive)." #: doc/classes/RandomNumberGenerator.xml msgid "Setups a time-based seed to generator." msgstr "Configura una semilla basada en el tiempo para el generador." #: doc/classes/RandomNumberGenerator.xml msgid "" "Initializes the random number generator state based on the given seed value. " "A given seed will give a reproducible sequence of pseudo-random numbers.\n" "[b]Note:[/b] The RNG does not have an avalanche effect, and can output " "similar random streams given similar seeds. Consider using a hash function " "to improve your seed quality if they're sourced externally.\n" "[b]Note:[/b] Setting this property produces a side effect of changing the " "internal [member state], so make sure to initialize the seed [i]before[/i] " "modifying the [member state]:\n" "[codeblock]\n" "var rng = RandomNumberGenerator.new()\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 Godot " "4.0." msgstr "" #: doc/classes/RandomNumberGenerator.xml msgid "" "The current state of the random number generator. Save and restore this " "property to restore the generator to a previous state:\n" "[codeblock]\n" "var rng = RandomNumberGenerator.new()\n" "print(rng.randf())\n" "var saved_state = rng.state # Store current state.\n" "print(rng.randf()) # Advance internal state.\n" "rng.state = saved_state # Restore the state.\n" "print(rng.randf()) # Prints the same value as in previous.\n" "[/codeblock]\n" "[b]Note:[/b] Do not set state to arbitrary values, since the random number " "generator requires the state to have certain qualities to behave properly. " "It should only be set to values that came from the state property itself. To " "initialize the random number generator with arbitrary input, use [member " "seed] instead." msgstr "" #: doc/classes/Range.xml msgid "Abstract base class for range-based controls." msgstr "Clase base abstracta para controles basados en el rango." #: doc/classes/Range.xml #, fuzzy msgid "" "Range is a base class for [Control] nodes that change a floating-point " "[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 "" "Rango es una clase base para los nodos [Control] que cambian un [i]valor[/i] " "real entre un [i]mínimo[/i] y un [i]máximo[/i], usando [i]paso[/i] y " "[i]página[/i], por ejemplo una [ScrollBar]." #: doc/classes/Range.xml #, fuzzy msgid "" "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 "" "Une dos rangos junto con cualquier rango previamente agrupado con cualquiera " "de ellos. Cuando cualquiera de las variables miembros del rango cambie, " "compartirá el nuevo valor con todos los demás rangos de su grupo." #: doc/classes/Range.xml #, fuzzy msgid "Stops the [Range] from sharing its member variables with any other." msgstr "" "Para el rango, de compartir sus variables de miembros con cualquier otro." #: doc/classes/Range.xml msgid "" "If [code]true[/code], [member value] may be greater than [member max_value]." msgstr "" "Si [code]true[/code], [member value] puede ser mayor que [member max_value]." #: doc/classes/Range.xml msgid "" "If [code]true[/code], [member value] may be less than [member min_value]." msgstr "" "Si [code]true[/code], [member value] puede ser menor que [member min_value]." #: doc/classes/Range.xml msgid "" "If [code]true[/code], and [code]min_value[/code] is greater than 0, " "[code]value[/code] will be represented exponentially rather than linearly." msgstr "" "Si [code]true[/code], y [code]min_value[/code] es mayor que 0, [code]value[/" "code] se representará exponencialmente en lugar de linealmente." #: doc/classes/Range.xml msgid "" "Maximum value. Range is clamped if [code]value[/code] is greater than " "[code]max_value[/code]." msgstr "" "Valor máximo. El rango se fija si el [code]value[/code] es mayor que el " "[code]max_value[/code]." #: doc/classes/Range.xml msgid "" "Minimum value. Range is clamped if [code]value[/code] is less than " "[code]min_value[/code]." msgstr "" "Valor mínimo. El rango se fija si el [code]value[/code] es menor que el " "[code]min_value[/code]." #: doc/classes/Range.xml msgid "" "Page size. Used mainly for [ScrollBar]. ScrollBar's length is its size " "multiplied by [code]page[/code] over the difference between [code]min_value[/" "code] and [code]max_value[/code]." msgstr "" "Tamaño de la página. Usado principalmente para la [ScrollBar]. La longitud " "de la ScrollBar es su tamaño multiplicado por [code]page[/code] sobre la " "diferencia entre [code]min_value[/code] y [code]max_value[/code]." #: doc/classes/Range.xml msgid "The value mapped between 0 and 1." msgstr "El valor asignado entre 0 y 1." #: doc/classes/Range.xml msgid "" "If [code]true[/code], [code]value[/code] will always be rounded to the " "nearest integer." msgstr "" "Si [code]true[/code], [code]value[/code] siempre se redondeará al entero más " "cercano." #: doc/classes/Range.xml msgid "" "If greater than 0, [code]value[/code] will always be rounded to a multiple " "of [code]step[/code]. If [code]rounded[/code] is also [code]true[/code], " "[code]value[/code] will first be rounded to a multiple of [code]step[/code] " "then rounded to the nearest integer." msgstr "" "Si es mayor de 0, el valor [code]value[/code] siempre se redondeará a un " "múltiplo de [code]step[/code]. Si [code]rounded[/code] es también " "[code]true[/code], [code]value[/code] se redondeará primero a un múltiplo de " "[code]step[/code] y luego al entero más cercano." #: doc/classes/Range.xml msgid "Range's current value." msgstr "El valor actual del rango." #: doc/classes/Range.xml msgid "" "Emitted when [member min_value], [member max_value], [member page], or " "[member step] change." msgstr "" "Emitido cuando [member min_value], [member max_value], [member page] o " "[member step] cambian." #: doc/classes/Range.xml 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 msgid "Query the closest object intersecting a ray." msgstr "Busca el objeto más cercano que intersecta un rayo." #: doc/classes/RayCast.xml #, fuzzy msgid "" "A RayCast represents a line from its origin to its destination position, " "[code]cast_to[/code]. It is used to query the 3D space in order to find the " "closest object along the path of the ray.\n" "RayCast can ignore some objects by adding them to the exception list via " "[code]add_exception[/code] or by setting proper filtering with collision " "layers and masks.\n" "RayCast can be configured to report collisions with [Area]s ([member " "collide_with_areas]) and/or [PhysicsBody]s ([member collide_with_bodies]).\n" "Only enabled raycasts will be able to query the space and report " "collisions.\n" "RayCast calculates intersection every physics frame (see [Node]), and the " "result is cached so it can be used later until the next frame. If multiple " "queries are required between physics frames (or during the same frame), use " "[method force_raycast_update] after adjusting the raycast." msgstr "" "Un RayCast representa una línea desde su origen hasta su posición de " "destino, [code]cast_to[/code]. Se utiliza para consultar el espacio " "tridimensional con el fin de encontrar el objeto más cercano a lo largo de " "la trayectoria del rayo.\n" "RayCast3D puede ignorar algunos objetos añadiéndolos a la lista de " "excepciones mediante [code]add_exception[/code] o estableciendo un filtrado " "adecuado con capas y máscaras de colisión.\n" "RayCast3D puede ser configurado para reportar colisiones con [Area]s " "([member collide_with_areas]) y/o [PhysicsBody]s ([member " "collide_with_bodies]).\n" "Sólo las emisiones de rayos habilitadas podrán consultar el espacio e " "informar de las colisiones.\n" "RayCast3D calcula la intersección de cada cuadro de física (ver [Node]), y " "el resultado se almacena en caché para poder ser utilizado más tarde hasta " "el siguiente cuadro. Si se requieren múltiples consultas entre marcos " "físicos (o durante el mismo marco), utilice [method force_raycast_update] " "después de ajustar el raycast." #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" "Adds a collision exception so the ray does not report collisions with the " "specified node." msgstr "" "Añade una excepción de colisión para que el rayo no informe de las " "colisiones con el nodo especificado." #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" "Adds a collision exception so the ray does not report collisions with the " "specified [RID]." msgstr "" "Añade una excepción de colisión para que el rayo no reporte colisiones con " "el [RID] especificado." #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "Removes all collision exceptions for this ray." msgstr "Elimina todas las excepciones de colisión para este rayo." #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml #, fuzzy msgid "" "Updates the collision information for the ray. Use this method to update the " "collision information immediately instead of waiting for the next " "[code]_physics_process[/code] call, for example if the ray or its parent has " "changed state.\n" "[b]Note:[/b] [code]enabled[/code] is not required for this to work." msgstr "" "Actualiza la información de la colisión para el rayo. Utiliza este método " "para actualizar la información de la colisión inmediatamente en lugar de " "esperar a la siguiente llamada a [code]_physics_process[/code], por ejemplo " "si el rayo o su padre ha cambiado de estado.\n" "[b]Nota: [/b] [member enabled] no necesita ser [code]true[/code] para que " "esto funcione." #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" "Returns the first object that the ray intersects, or [code]null[/code] if no " "object is intersecting the ray (i.e. [method is_colliding] returns " "[code]false[/code])." msgstr "" "Devuelve el primer objeto que el rayo intersecta, o [code]null[/code] si no " "hay ningún objeto que intersecte el rayo (es decir, [method is_colliding] " "devuelve [code]false[/code])." #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" "Returns the shape ID of the first object that the ray intersects, or " "[code]0[/code] if no object is intersecting the ray (i.e. [method " "is_colliding] returns [code]false[/code])." msgstr "" "Devuelve el ID de la forma del primer objeto que el rayo intersecta, o " "[code]0[/code] si no hay ningún objeto que intersecte el rayo (es decir, " "[method is_colliding] devuelve [code]false[/code])." #: doc/classes/RayCast.xml msgid "" "Returns [code]true[/code] if the bit index passed is turned on.\n" "[b]Note:[/b] Bit indices range from 0-19." msgstr "" "Devuelve [code]true[/code] si el índice de bits pasado está activado.\n" "[b]Nota:[/b] Los índices de bits van de 0 a 19." #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" "Returns the normal of the intersecting object's shape at the collision point." msgstr "" "Devuelve la normalidad de la forma del objeto que se intersecta en el punto " "de colisión." #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" "Returns the collision point at which the ray intersects the closest object.\n" "[b]Note:[/b] This point is in the [b]global[/b] coordinate system." msgstr "" "Devuelve el punto de colisión en el que el rayo intersecta el objeto más " "cercano.\n" "[b]Nota:[/b] Este punto está en el sistema de coordenadas [b]global[/b]." #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" "Returns whether any object is intersecting with the ray's vector " "(considering the vector length)." msgstr "" "Devuelve si algún objeto se cruza con el vector del rayo (considerando la " "longitud del vector)." #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" "Removes a collision exception so the ray does report collisions with the " "specified node." msgstr "" "Elimina una excepción de colisión para que el rayo informe de las colisiones " "con el nodo especificado." #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" "Removes a collision exception so the ray does report collisions with the " "specified [RID]." msgstr "" "Elimina una excepción de colisión para que el rayo reporte colisiones con el " "[RID] especificado." #: doc/classes/RayCast.xml msgid "" "Sets the bit index passed to the [code]value[/code] passed.\n" "[b]Note:[/b] Bit indexes range from 0-19." msgstr "" "Establece el índice de bits pasado al [code]value[/code] pasado.\n" "[b]Nota:[/b] Los índices de bits van de 0 a 19." #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" "The ray's destination point, relative to the RayCast's [code]position[/code]." msgstr "" "El punto de destino del rayo, relativo a la [code]position[/code] del " "RayCast." #: doc/classes/RayCast.xml #, fuzzy msgid "If [code]true[/code], collision with [Area]s will be reported." msgstr "Si [code]true[/code], se informará de la colisión con [Area2D]s." #: doc/classes/RayCast.xml #, fuzzy msgid "If [code]true[/code], collision with [PhysicsBody]s will be reported." msgstr "Si [code]true[/code], se informará de la colisión con [PhysicsBody2D]." #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml #, fuzzy msgid "" "The ray's collision mask. Only objects in at least one collision layer " "enabled in the mask will be detected. See [url=$DOCS_URL/tutorials/physics/" "physics_introduction.html#collision-layers-and-masks]Collision layers and " "masks[/url] in the documentation for more information." msgstr "" "La(s) capa(s) física(s) del área. Los objetos coleccionables pueden existir " "en cualquiera de las 32 capas diferentes. Se detecta un contacto si el " "objeto A está en cualquiera de las capas que el objeto B escanea, o si el " "objeto B está en cualquiera de las capas que el objeto A escanea. Véase " "también [member collision_mask]." #: doc/classes/RayCast.xml msgid "" "The custom color to use to draw the shape in the editor and at run-time if " "[b]Visible Collision Shapes[/b] is enabled in the [b]Debug[/b] menu. This " "color will be highlighted at run-time if the [RayCast] is colliding with " "something.\n" "If set to [code]Color(0.0, 0.0, 0.0)[/code] (by default), the color set in " "[member ProjectSettings.debug/shapes/collision/shape_color] is used." msgstr "" #: doc/classes/RayCast.xml msgid "" "If set to [code]1[/code], a line is used as the debug shape. Otherwise, a " "truncated pyramid is drawn to represent the [RayCast]. Requires [b]Visible " "Collision Shapes[/b] to be enabled in the [b]Debug[/b] menu for the debug " "shape to be visible at run-time." msgstr "" #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "If [code]true[/code], collisions will be reported." msgstr "Si [code]true[/code], se informará de las colisiones." #: doc/classes/RayCast.xml #, fuzzy msgid "" "If [code]true[/code], collisions will be ignored for this RayCast's " "immediate parent." msgstr "" "Si [code]true[/code], las colisiones serán ignoradas por el padre inmediato " "de este RayCast3D." #: doc/classes/RayCast2D.xml msgid "" "A RayCast represents a line from its origin to its destination position, " "[code]cast_to[/code]. It is used to query the 2D space in order to find the " "closest object along the path of the ray.\n" "RayCast2D can ignore some objects by adding them to the exception list via " "[code]add_exception[/code], by setting proper filtering with collision " "layers, or by filtering object types with type masks.\n" "RayCast2D can be configured to report collisions with [Area2D]s ([member " "collide_with_areas]) and/or [PhysicsBody2D]s ([member " "collide_with_bodies]).\n" "Only enabled raycasts will be able to query the space and report " "collisions.\n" "RayCast2D calculates intersection every physics frame (see [Node]), and the " "result is cached so it can be used later until the next frame. If multiple " "queries are required between physics frames (or during the same frame) use " "[method force_raycast_update] after adjusting the raycast." msgstr "" "Un RayCast representa una línea desde su origen hasta su posición de " "destino, [code]cast_to[/code]. Se utiliza para consultar el espacio 2D con " "el fin de encontrar el objeto más cercano a lo largo de la trayectoria del " "rayo.\n" "RayCast2D puede ignorar algunos objetos añadiéndolos a la lista de " "excepciones mediante [code]add_exception[/code], estableciendo un filtrado " "adecuado con las capas de colisión, o filtrando los tipos de objetos con " "máscaras de tipo.\n" "RayCast2D puede ser configurado para reportar colisiones con [Area2D]s " "([member collide_with_areas]) y/o [PhysicsBody2D]s ([member " "collide_with_bodies]).\n" "Sólo las emisiones de rayos habilitadas podrán consultar el espacio e " "informar de las colisiones.\n" "RayCast2D calcula la intersección de cada cuadro de física (ver [Node]), y " "el resultado se almacena en caché para poder ser utilizado más tarde hasta " "el siguiente cuadro. Si se requieren múltiples consultas entre marcos " "físicos (o durante el mismo marco) utilice [method force_raycast_update] " "después de ajustar el raycast." #: doc/classes/RayCast2D.xml msgid "" "Sets or clears individual bits on the collision mask. This makes selecting " "the areas scanned easier." msgstr "" "Establece o borra bits individuales en la máscara de colisión. Esto hace que " "la selección de las áreas escaneadas sea más fácil." #: doc/classes/RayCast2D.xml msgid "If [code]true[/code], collision with [Area2D]s will be reported." msgstr "Si [code]true[/code], se informará de la colisión con [Area2D]s." #: doc/classes/RayCast2D.xml msgid "If [code]true[/code], collision with [PhysicsBody2D]s will be reported." msgstr "Si [code]true[/code], se informará de la colisión con [PhysicsBody2D]." #: doc/classes/RayCast2D.xml msgid "" "If [code]true[/code], the parent node will be excluded from collision " "detection." msgstr "" "Si [code]true[/code], el nodo padre será excluido de la detección de " "colisiones." #: doc/classes/RayShape.xml msgid "Ray shape for 3D collisions." msgstr "Forma de rayo para colisiones en 3D." #: doc/classes/RayShape.xml #, fuzzy msgid "" "Ray shape for 3D collisions, which can be set into a [PhysicsBody] or " "[Area]. A ray is not really a collision body; instead, it tries to separate " "itself from whatever is touching its far endpoint. It's often useful for " "characters." msgstr "" "Forma de rayo para colisiones 3D, que puede ser fijada en un [PhysicsBody] o " "[Area]. Un rayo no es realmente un cuerpo de colisión, sino que trata de " "separarse de lo que está tocando su punto final lejano. A menudo es útil " "para los personajes." #: doc/classes/RayShape.xml doc/classes/RayShape2D.xml msgid "The ray's length." msgstr "La longitud del rayo." #: doc/classes/RayShape.xml doc/classes/RayShape2D.xml msgid "If [code]true[/code], allow the shape to return the correct normal." msgstr "" "Si [code]true[/code], permite que la forma devuelva la normalidad correcta." #: doc/classes/RayShape2D.xml msgid "Ray shape for 2D collisions." msgstr "Forma de rayo para colisiones en 2D." #: doc/classes/RayShape2D.xml msgid "" "Ray shape for 2D collisions. A ray is not really a collision body; instead, " "it tries to separate itself from whatever is touching its far endpoint. It's " "often useful for characters." msgstr "" "Forma de rayo para colisiones en 2D. Un rayo no es realmente un cuerpo de " "colisión, sino que intenta separarse de lo que está tocando su punto final " "lejano. A menudo es útil para los personajes." #: doc/classes/Rect2.xml #, fuzzy msgid "2D axis-aligned bounding box." msgstr "Caja bordeada alineada con el eje." #: doc/classes/Rect2.xml #, fuzzy msgid "" "[Rect2] consists of a position, a size, and several utility functions. It is " "typically used for fast overlap tests.\n" "It uses floating-point coordinates.\n" "The 3D counterpart to [Rect2] is [AABB]." msgstr "" "[Rect2] consta de una posición, un tamaño y varias funciones de utilidad. Se " "utiliza típicamente para pruebas de superposición rápida.\n" "Utiliza coordenadas reales." #: doc/classes/Rect2.xml msgid "Constructs a [Rect2] by position and size." msgstr "Construye un [Rect2] por posición y tamaño." #: doc/classes/Rect2.xml msgid "Constructs a [Rect2] by x, y, width, and height." msgstr "Construye un [Rect2] por x, y, ancho y alto." #: doc/classes/Rect2.xml msgid "" "Returns a [Rect2] with equivalent position and area, modified so that the " "top-left corner is the origin and [code]width[/code] and [code]height[/code] " "are positive." msgstr "" "Devuelve una [Rect2] con posición y área equivalentes, modificada de manera " "que la esquina superior izquierda es el origen y [code]width[/code] y " "[code]height[/code] son positivos." #: doc/classes/Rect2.xml msgid "Returns the intersection of this [Rect2] and b." msgstr "Devuelve la intersección de esta [Rect2] y b." #: doc/classes/Rect2.xml msgid "" "Returns [code]true[/code] if this [Rect2] completely encloses another one." msgstr "" "Devuelve [code]true[/code] si este [Rect2] encierra completamente otro." #: doc/classes/Rect2.xml msgid "" "Returns a copy of this [Rect2] expanded to include a given point.\n" "[b]Example:[/b]\n" "[codeblock]\n" "# position (-3, 2), size (1, 1)\n" "var rect = Rect2(Vector2(-3, 2), Vector2(1, 1))\n" "# position (-3, -1), size (3, 4), so we fit both rect and Vector2(0, -1)\n" "var rect2 = rect.expand(Vector2(0, -1))\n" "[/codeblock]" msgstr "" #: doc/classes/Rect2.xml #, fuzzy msgid "Returns the area of the [Rect2]. See also [method has_no_area]." msgstr "Devuelve el área de la [Rect2]." #: doc/classes/Rect2.xml #, fuzzy msgid "" "Returns the center of the [Rect2], which is equal to [member position] + " "([member size] / 2)." msgstr "" "Devuelve la relación de aspecto de este vector, la relación de [member x] a " "[member y]." #: doc/classes/Rect2.xml msgid "" "Returns a copy of the [Rect2] grown a given amount of units towards all the " "sides." msgstr "" "Devuelve una copia del [Rect2] crecido una cantidad dada de unidades hacia " "todos los lados." #: doc/classes/Rect2.xml msgid "" "Returns a copy of the [Rect2] grown a given amount of units towards each " "direction individually." msgstr "" "Devuelve una copia del [Rect2] crecido una cantidad dada de unidades hacia " "todos los lados." #: doc/classes/Rect2.xml msgid "" "Returns a copy of the [Rect2] grown a given amount of units towards the " "[enum Margin] direction." msgstr "" "Devuelve una copia del [Rect2] crecido una cantidad dada de unidades hacia " "la dirección del [enum Margin]." #: doc/classes/Rect2.xml msgid "" "Returns [code]true[/code] if the [Rect2] is flat or empty, [code]false[/" "code] otherwise. See also [method get_area].\n" "[b]Note:[/b] If the [Rect2] has a negative size and is not flat or empty, " "[method has_no_area] will return [code]true[/code]." msgstr "" #: doc/classes/Rect2.xml msgid "" "Returns [code]true[/code] if the [Rect2] contains a point. By convention, " "the right and bottom edges of the [Rect2] are considered exclusive, so " "points on these edges are [b]not[/b] included.\n" "[b]Note:[/b] This method is not reliable for [Rect2] with a [i]negative " "size[/i]. Use [method abs] to get a positive sized equivalent rectangle to " "check for contained points." msgstr "" #: doc/classes/Rect2.xml msgid "" "Returns [code]true[/code] if the [Rect2] overlaps with [code]b[/code] (i.e. " "they have at least one point in common).\n" "If [code]include_borders[/code] is [code]true[/code], they will also be " "considered overlapping if their borders touch, even without intersection." msgstr "" "Devuelve [code]true[/code] si la [Rect2] se superpone con [code]b[/code] (es " "decir, tienen al menos un punto en común).\n" "Si [code]include_borders[/code] es [code]true[/code], también se considerará " "que se superponen si sus bordes se tocan, incluso sin intersección." #: doc/classes/Rect2.xml msgid "" "Returns [code]true[/code] if this [Rect2] and [code]rect[/code] are " "approximately equal, by calling [code]is_equal_approx[/code] on each " "component." msgstr "" "Devuelve [code]true[/code] si este [Rect2] y [code]rect[/code] son " "aproximadamente iguales, llamando a [code]is_equal_approx[/code] en cada " "componente." #: doc/classes/Rect2.xml msgid "Returns a larger [Rect2] that contains this [Rect2] and [code]b[/code]." msgstr "" "Devuelve un [Rect2] más grande que contiene este [Rect2] y [code]b[/code]." #: doc/classes/RectangleShape2D.xml msgid "Rectangle shape for 2D collisions." msgstr "Forma rectangular para colisiones 2D." #: doc/classes/RectangleShape2D.xml msgid "" "Rectangle shape for 2D collisions. This shape is useful for modeling box-" "like 2D objects." msgstr "" "Forma rectangular para colisiones 2D. Esta forma es útil para modelar " "objetos 2D tipo caja." #: doc/classes/RectangleShape2D.xml msgid "" "The rectangle's half extents. The width and height of this shape is twice " "the half extents." msgstr "" "El rectángulo es de media extensión. El ancho y la altura de esta forma es " "el doble de la mitad de la extensión." #: doc/classes/Reference.xml msgid "Base class for reference-counted objects." msgstr "Clase base para los objetos contados como referencia." #: doc/classes/Reference.xml #, fuzzy msgid "" "Base class for any object that keeps a reference count. [Resource] and many " "other helper objects inherit this class.\n" "Unlike other [Object] types, References keep an internal reference counter " "so that they are automatically released when no longer in use, and only " "then. References therefore do not need to be freed manually with [method " "Object.free].\n" "In the vast majority of use cases, instantiating and using [Reference]-" "derived types is all you need to do. The methods provided in this class are " "only for advanced users, and can cause issues if misused.\n" "[b]Note:[/b] In C#, references will not be freed instantly after they are no " "longer in use. Instead, garbage collection will run periodically and will " "free references that are no longer in use. This means that unused references " "will linger on for a while before being removed." msgstr "" "Clase base para cualquier objeto que mantenga una cuenta de referencia. " "[Resource] y muchos otros objetos de ayuda heredan esta clase.\n" "A diferencia de los [Object], las Referencias mantienen un contador de " "referencia interno, de manera que se liberan automáticamente cuando ya no se " "usan, y sólo entonces. Por lo tanto, las referencias no necesitan ser " "liberadas manualmente con el [method Object.free].\n" "En la gran mayoría de los casos de uso, lo único que hay que hacer es " "instanciar y utilizar los tipos derivados de [Reference]. Los métodos " "proporcionados en esta clase son sólo para usuarios avanzados, y pueden " "causar problemas si se usan mal." #: doc/classes/Reference.xml msgid "" "Initializes the internal reference counter. Use this only if you really know " "what you are doing.\n" "Returns whether the initialization was successful." msgstr "" "Inicializa el contador de referencia interno. Usa esto sólo si realmente " "sabes lo que estás haciendo.\n" "Devuelve si la inicialización tuvo éxito." #: doc/classes/Reference.xml msgid "" "Increments the internal reference counter. Use this only if you really know " "what you are doing.\n" "Returns [code]true[/code] if the increment was successful, [code]false[/" "code] otherwise." msgstr "" "Incrementa el contador de referencia interno. Usa esto sólo si realmente " "sabes lo que estás haciendo.\n" "Devuelve [code]true[/code] si el incremento fue exitoso, [code]false[/code] " "en caso contrario." #: doc/classes/Reference.xml msgid "" "Decrements the internal reference counter. Use this only if you really know " "what you are doing.\n" "Returns [code]true[/code] if the decrement was successful, [code]false[/" "code] otherwise." msgstr "" "Disminuye el contador de referencia interno. Usa esto sólo si realmente " "sabes lo que estás haciendo.\n" "Devuelve [code]true[/code] si el decremento tuvo éxito, [code]false[/code] " "en caso contrario." #: doc/classes/ReferenceRect.xml msgid "Reference frame for GUI." msgstr "Marco de referencia para la interfaz gráfica de usuario." #: doc/classes/ReferenceRect.xml #, fuzzy msgid "" "A rectangle box that displays only a [member border_color] border color " "around its rectangle. [ReferenceRect] has no fill [Color]. If you need to " "display a rectangle filled with a solid color, consider using [ColorRect] " "instead." msgstr "" "Una caja de rectángulo que muestra sólo un color de borde [member " "border_color] alrededor de su rectángulo. [ReferenceRect] no tiene un " "[Color] de relleno." #: doc/classes/ReferenceRect.xml msgid "Sets the border [Color] of the [ReferenceRect]." msgstr "Establece el borde [Color] del [ReferenceRect]." #: doc/classes/ReferenceRect.xml msgid "" "Sets the border width of the [ReferenceRect]. The border grows both inwards " "and outwards with respect to the rectangle box." msgstr "" #: doc/classes/ReferenceRect.xml msgid "" "If set to [code]true[/code], the [ReferenceRect] will only be visible while " "in editor. Otherwise, [ReferenceRect] will be visible in game." msgstr "" "Si se ajusta a [code]true[/code], el [ReferenceRect] sólo será visible " "mientras esté en el editor. De lo contrario, el [ReferenceRect] será visible " "en el juego." #: doc/classes/ReflectionProbe.xml #, fuzzy msgid "" "Captures its surroundings to create fast, accurate reflections from a given " "point." msgstr "Captura su entorno para crear reflejos." #: doc/classes/ReflectionProbe.xml #, fuzzy msgid "" "Capture its surroundings as a dual paraboloid image, and stores versions of " "it with increasing levels of blur to simulate different material " "roughnesses.\n" "The [ReflectionProbe] is used to create high-quality reflections at a low " "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 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 [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, 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" "[b]Note:[/b] The GLES2 backend will only display two reflection probes at " "the same time for a single mesh. If possible, split up large meshes that " "span over multiple reflection probes into smaller ones." msgstr "" "Captura su entorno como un mapa de cubo, y almacena versiones de él con " "niveles crecientes de desenfoque para simular diferentes rugosidades " "materiales.\n" "La [ReflectionProbe] se utiliza para crear reflejos de alta calidad a costa " "del rendimiento. Puede combinarse con [GIProbe] y con los reflejos del " "espacio de la pantalla para conseguir reflejos de alta calidad. La " "[ReflectionProbe]s renderiza todos los objetos dentro de su [member " "cull_mask], por lo que actualizarlos puede ser bastante caro. Es mejor " "actualizarlos una vez con los objetos estáticos importantes y luego dejarlos." #: doc/classes/ReflectionProbe.xml #, fuzzy msgid "" "If [code]true[/code], enables box projection. This makes reflections look " "more correct in rectangle-shaped rooms by offsetting the reflection center " "depending on the camera's location.\n" "[b]Note:[/b] To better fit rectangle-shaped rooms that are not aligned to " "the grid, you can rotate the [ReflectionProbe] node." msgstr "" "Si [code]true[/code], permite la proyección de la caja. Esto hace que los " "reflejos se vean más correctos en habitaciones con forma de rectángulo al " "compensar el centro de reflejo dependiendo de la ubicación de la cámara." #: doc/classes/ReflectionProbe.xml #, fuzzy msgid "" "Sets the cull mask which determines what objects are drawn by this probe. " "Every [VisualInstance] with a layer included in this cull mask will be " "rendered by the probe. To improve performance, it is best to only include " "large objects which are likely to take up a lot of space in the reflection." msgstr "" "Establece la máscara de selección que determina qué objetos son dibujados " "por esta sonda. Cada [VisualInstance] con una capa incluida en esta máscara " "de selección será representada por la sonda. Es mejor incluir sólo los " "objetos grandes que probablemente ocupen mucho espacio en el reflejo para " "ahorrar en el coste de la renderización." #: doc/classes/ReflectionProbe.xml msgid "" "If [code]true[/code], computes shadows in the reflection probe. This makes " "the reflection probe slower to render; you may want to disable this if using " "the [constant UPDATE_ALWAYS] [member update_mode]." msgstr "" "Si [code]true[/code], calcula las sombras en la sonda de reflexión. Esto " "hace que la sonda de reflexión se renderice más lentamente; puede que " "quieras desactivarlo si utilizas el [constant UPDATE_ALWAYS] [member " "update_mode]." #: doc/classes/ReflectionProbe.xml #, fuzzy msgid "" "The size of the reflection probe. The larger the extents the more space " "covered by the probe which will lower the perceived resolution. It is best " "to keep the extents only as large as you need them.\n" "[b]Note:[/b] To better fit areas that are not aligned to the grid, you can " "rotate the [ReflectionProbe] node." msgstr "" "El tamaño de la sonda de reflexión. Cuanto más grande sea la extensión, más " "espacio cubierto por la sonda, lo que reducirá la resolución percibida. Es " "mejor mantener los alcances sólo tan grandes como los necesites." #: doc/classes/ReflectionProbe.xml msgid "" "Defines the reflection intensity. Intensity modulates the strength of the " "reflection." msgstr "" "Define la intensidad del reflejo. La intensidad modula la fuerza de la " "reflexión." #: doc/classes/ReflectionProbe.xml msgid "" "Sets the ambient light color to be used when this probe is set to [member " "interior_enable]." msgstr "" #: doc/classes/ReflectionProbe.xml msgid "" "Sets the contribution value for how much the reflection affects the ambient " "light for this reflection probe when set to [member interior_enable]. Useful " "so that ambient light matches the color of the room." msgstr "" #: doc/classes/ReflectionProbe.xml msgid "" "Sets the energy multiplier for this reflection probe's ambient light " "contribution when set to [member interior_enable]." msgstr "" #: doc/classes/ReflectionProbe.xml #, fuzzy msgid "" "If [code]true[/code], reflections will ignore sky contribution. Ambient " "lighting is then controlled by the [code]interior_ambient_*[/code] " "properties." msgstr "" "Si [code]true[/code], los reflejos ignorarán la contribución del cielo. " "Equivalente a [member ReflectionProbe.interior]." #: doc/classes/ReflectionProbe.xml #, fuzzy msgid "" "The maximum distance away from the [ReflectionProbe] an object can be before " "it is culled. Decrease this to improve performance, especially when using " "the [constant UPDATE_ALWAYS] [member update_mode].\n" "[b]Note:[/b] The maximum reflection distance is always at least equal to the " "[member extents]. This means that decreasing [member max_distance] will not " "always cull objects from reflections, especially if the reflection probe's " "[member extents] are already large." msgstr "" "Establece la máxima distancia de la sonda a la que puede estar un objeto " "antes de ser seleccionado. Equivalente a [member ReflectionProbe." "max_distance]." #: doc/classes/ReflectionProbe.xml msgid "" "Sets the origin offset to be used when this [ReflectionProbe] is in [member " "box_projection] mode. This can be set to a non-zero value to ensure a " "reflection fits a rectangle-shaped room, while reducing the amount of " "objects that \"get in the way\" of the reflection." msgstr "" #: doc/classes/ReflectionProbe.xml #, fuzzy msgid "" "Sets how frequently the [ReflectionProbe] is updated. Can be [constant " "UPDATE_ONCE] or [constant UPDATE_ALWAYS]." msgstr "" "Establece la frecuencia con la que se actualiza la sonda. Puede ser " "[constant UPDATE_ONCE] o [constant UPDATE_ALWAYS]." #: doc/classes/ReflectionProbe.xml msgid "" "Update the probe once on the next frame (recommended for most objects). The " "corresponding radiance map will be generated over the following six frames. " "This takes more time to update than [constant UPDATE_ALWAYS], but it has a " "lower performance cost and can result in higher-quality reflections. The " "ReflectionProbe is updated when its transform changes, but not when nearby " "geometry changes. You can force a [ReflectionProbe] update by moving the " "[ReflectionProbe] slightly in any direction." msgstr "" #: doc/classes/ReflectionProbe.xml msgid "" "Update the probe every frame. This provides better results for fast-moving " "dynamic objects (such as cars). However, it has a significant performance " "cost. Due to the cost, it's recommended to only use one ReflectionProbe with " "[constant UPDATE_ALWAYS] at most per scene. For all other use cases, use " "[constant UPDATE_ONCE]." msgstr "" #: modules/regex/doc_classes/RegEx.xml msgid "Class for searching text for patterns using regular expressions." msgstr "Clase para buscar patrones en el texto usando expresiones regulares." #: modules/regex/doc_classes/RegEx.xml #, fuzzy msgid "" "A regular expression (or regex) is a compact language that can be used to " "recognise strings that follow a specific pattern, such as URLs, email " "addresses, complete sentences, etc. For instance, a regex of [code]ab[0-9][/" "code] would find any string that is [code]ab[/code] followed by any number " "from [code]0[/code] to [code]9[/code]. For a more in-depth look, you can " "easily find various tutorials and detailed explanations on the Internet.\n" "To begin, the RegEx object needs to be compiled with the search pattern " "using [method compile] before it can be used.\n" "[codeblock]\n" "var regex = RegEx.new()\n" "regex.compile(\"\\\\w-(\\\\d+)\")\n" "[/codeblock]\n" "The search pattern must be escaped first for GDScript before it is escaped " "for the expression. For example, [code]compile(\"\\\\d+\")[/code] would be " "read by RegEx as [code]\\d+[/code]. Similarly, [code]compile(\"\\\"(?:\\\\\\" "\\.|[^\\\"])*\\\"\")[/code] would be read as [code]\"(?:\\\\.|[^\"])*\"[/" "code].\n" "Using [method search], you can find the pattern within the given text. If a " "pattern is found, [RegExMatch] is returned and you can retrieve details of " "the results using methods such as [method RegExMatch.get_string] and [method " "RegExMatch.get_start].\n" "[codeblock]\n" "var regex = RegEx.new()\n" "regex.compile(\"\\\\w-(\\\\d+)\")\n" "var result = regex.search(\"abc n-0123\")\n" "if result:\n" " print(result.get_string()) # Would print n-0123\n" "[/codeblock]\n" "The results of capturing groups [code]()[/code] can be retrieved by passing " "the group number to the various methods in [RegExMatch]. Group 0 is the " "default and will always refer to the entire pattern. In the above example, " "calling [code]result.get_string(1)[/code] would give you [code]0123[/code].\n" "This version of RegEx also supports named capturing groups, and the names " "can be used to retrieve the results. If two or more groups have the same " "name, the name would only refer to the first one with a match.\n" "[codeblock]\n" "var regex = RegEx.new()\n" "regex.compile(\"d(?[0-9]+)|x(?[0-9a-f]+)\")\n" "var result = regex.search(\"the number is x2f\")\n" "if result:\n" " print(result.get_string(\"digit\")) # Would print 2f\n" "[/codeblock]\n" "If you need to process multiple results, [method search_all] generates a " "list of all non-overlapping results. This can be combined with a [code]for[/" "code] loop for convenience.\n" "[codeblock]\n" "for result in regex.search_all(\"d01, d03, d0c, x3f and x42\"):\n" " print(result.get_string(\"digit\"))\n" "# Would print 01 03 0 3f 42\n" "[/codeblock]\n" "[b]Example of splitting a string using a RegEx:[/b]\n" "[codeblock]\n" "var regex = RegEx.new()\n" "regex.compile(\"\\\\S+\") # Negated whitespace character class.\n" "var results = []\n" "for result in regex.search_all(\"One Two \\n\\tThree\"):\n" " results.push_back(result.get_string())\n" "# The `results` array now contains \"One\", \"Two\", \"Three\".\n" "[/codeblock]\n" "[b]Note:[/b] Godot's regex implementation is based on the [url=https://www." "pcre.org/]PCRE2[/url] library. You can view the full pattern reference " "[url=https://www.pcre.org/current/doc/html/pcre2pattern.html]here[/url].\n" "[b]Tip:[/b] You can use [url=https://regexr.com/]Regexr[/url] to test " "regular expressions online." msgstr "" "Una expresión regular (o regex) es un lenguaje compacto que puede utilizarse " "para reconocer cadenas que siguen un patrón específico, como URL, " "direcciones de correo electrónico, frases completas, etc. Por ejemplo, una " "regex de [code]ab[0-9][/code] encontraría cualquier string que sea [code]ab[/" "code] seguida de cualquier número desde [code]0[/code] hasta [code]9[/code]. " "Para una mirada más profunda, puedes encontrar fácilmente varios tutoriales " "y explicaciones detalladas en Internet.\n" "Para empezar, el objeto RegEx necesita ser compilado con el patrón de " "búsqueda usando [method compile] antes de que pueda ser usado.\n" "[codeblock]\n" "var regex = RegEx.new()\n" "regex.compile(\"\\\\w-(\\\\d+)\")\n" "[/codeblock]\n" "El patrón de búsqueda debe escaparse primero para el GDScript antes de que " "se escape para la expresión. Por ejemplo, [code]compile(\"\\\\d+\")[/code] " "sería leído por RegEx como [code]\\d+[/code]. De manera similar, " "[code]compile(\"\\\"(?:\\\\\\N-[^^])*[^]\"[/code] sería leído como " "[code]\"(?:\\N-[^]])*\"[/code].\n" "Usando [method search], puedes encontrar el patrón dentro del texto dado. Si " "se encuentra un patrón, se devuelve [RegExMatch] y se pueden recuperar los " "detalles de los resultados usando métodos como [method RegExMatch." "get_string] y [method RegExMatch.get_start].\n" "[codeblock]\n" "var regex = RegEx.new()\n" "regex.compile(\"\\\\w-(\\\\d+)\")\n" "var result = regex.search(\"abc n-0123\")\n" "if result:\n" " print(result.get_string()) # Se imprimiría el n-0123\n" "[/codeblock]\n" "Los resultados de la captura de grupos [code]()[/code] pueden ser " "recuperados pasando el número de grupo a los diversos métodos en " "[RegExMatch]. El grupo 0 es el predeterminado y siempre se referirá al " "patrón completo. En el ejemplo anterior, llamando a [code]result." "get_string(1)[/code] obtendríamos [code]0123[/code].\n" "Esta versión de RegEx también soporta grupos de captura con nombre, y los " "nombres pueden ser usados para recuperar los resultados. Si dos o más grupos " "tienen el mismo nombre, el nombre sólo se referiría al primero con una " "coincidencia.\n" "[codeblock]\n" "var regex = RegEx.new()\n" "regex.compile(\"d(?[0-9]+)|x(?[0-9a-f]+)\")\n" "var result = regex.search(\"el número es x2f\")\n" "si el resultado:\n" " print(result.get_string(\"digit\")) # Imprimiría 2f\n" "[/codeblock]\n" "Si necesita procesar varios resultados, [method search_all] genera una lista " "de todos los resultados no superpuestos. Esto puede combinarse con un bucle " "[code]for[/code] para mayor comodidad.\n" "[codeblock]\n" "para el resultado en regex.search_all(\"d01, d03, d0c, x3f y x42\"):\n" " print(result.get_string(\"digit\"))\n" "# Imprimiría 01 03 0 3f 42\n" "[/codeblock]\n" "[b]Ejemplo de división de una cadena utilizando un RegEx:[/b]\n" "[codeblock]\n" "var regex = RegEx.new()\n" "regex.compile(\"\\\\N-S+\") # Clase de personaje de espacio blanco negado.\n" "var results = []\n" "for match in regex.search_all(\"Uno Dos \\n\\tTres\"):\n" " results.push_back(match.get_string())\n" "# El `results` ahora contiene \"Uno\", \"Dos\", \"Tres\".\n" "[/codeblock]\n" "[b]Nota:[/b] La implementación de regex de Godot se basa en la biblioteca " "[url=https://www.pcre.org/]PCRE2[/url]. Puedes ver la referencia completa " "del patrón [url=https://www.pcre.org/current/doc/html/pcre2pattern." "html]aquí[/url].\n" "[b]Consejo:[/b] Puedes usar [url=https://regexr.com/]Regexr[/url] para " "probar las expresiones regulares en línea." #: modules/regex/doc_classes/RegEx.xml msgid "" "This method resets the state of the object, as if it was freshly created. " "Namely, it unassigns the regular expression of this object." msgstr "" "Este método restablece el estado del objeto, como si fuera recién creado. Es " "decir, desasigna la expresión regular de este objeto." #: modules/regex/doc_classes/RegEx.xml msgid "" "Compiles and assign the search pattern to use. Returns [constant OK] if the " "compilation is successful. If an error is encountered, details are printed " "to standard output and an error is returned." msgstr "" "Compila y asigna el patrón de búsqueda a utilizar. Devuelve [constant OK] si " "la compilación tiene éxito. Si se encuentra un error, los detalles se " "imprimen en la salida estándar y se devuelve un error." #: modules/regex/doc_classes/RegEx.xml msgid "Returns the number of capturing groups in compiled pattern." msgstr "Devuelve el número de grupos de captura en un patrón compilado." #: modules/regex/doc_classes/RegEx.xml msgid "" "Returns an array of names of named capturing groups in the compiled pattern. " "They are ordered by appearance." msgstr "" "Devuelve un array de nombres de grupos de captura de nombres en el patrón " "compilado. Están ordenados por su apariencia." #: modules/regex/doc_classes/RegEx.xml msgid "Returns the original search pattern that was compiled." msgstr "Devuelve el patrón de búsqueda original que fue compilado." #: modules/regex/doc_classes/RegEx.xml msgid "Returns whether this object has a valid search pattern assigned." msgstr "Devuelve si este objeto tiene asignado un patrón de búsqueda válido." #: modules/regex/doc_classes/RegEx.xml msgid "" "Searches the text for the compiled pattern. Returns a [RegExMatch] container " "of the first matching result if found, otherwise [code]null[/code].\n" "The region to search within can be specified with [code]offset[/code] and " "[code]end[/code]. This is useful when searching for another match in the " "same [code]subject[/code] by calling this method again after a previous " "success. Setting these parameters differs from passing over a shortened " "string. For example, the start anchor [code]^[/code] is not affected by " "[code]offset[/code], and the character before [code]offset[/code] will be " "checked for the word boundary [code]\\b[/code]." msgstr "" #: modules/regex/doc_classes/RegEx.xml msgid "" "Searches the text for the compiled pattern. Returns an array of [RegExMatch] " "containers for each non-overlapping result. If no results were found, an " "empty array is returned instead.\n" "The region to search within can be specified with [code]offset[/code] and " "[code]end[/code]. This is useful when searching for another match in the " "same [code]subject[/code] by calling this method again after a previous " "success. Setting these parameters differs from passing over a shortened " "string. For example, the start anchor [code]^[/code] is not affected by " "[code]offset[/code], and the character before [code]offset[/code] will be " "checked for the word boundary [code]\\b[/code]." msgstr "" #: modules/regex/doc_classes/RegEx.xml #, fuzzy msgid "" "Searches the text for the compiled pattern and replaces it with the " "specified string. Escapes and backreferences such as [code]$1[/code] and " "[code]$name[/code] are expanded and resolved. By default, only the first " "instance is replaced, but it can be changed for all instances (global " "replacement).\n" "The region to search within can be specified with [code]offset[/code] and " "[code]end[/code]. This is useful when searching for another match in the " "same [code]subject[/code] by calling this method again after a previous " "success. Setting these parameters differs from passing over a shortened " "string. For example, the start anchor [code]^[/code] is not affected by " "[code]offset[/code], and the character before [code]offset[/code] will be " "checked for the word boundary [code]\\b[/code]." msgstr "" "Busca en el texto el patrón compilado y lo reemplaza con la string " "especificada. Escapadas y retro-referencias como [code]$1[/code] y " "[code]$name[/code] son expandidas y resueltas. Por defecto, sólo se " "reemplaza la primera instancia, pero se puede cambiar para todas las " "instancias (reemplazo global). La región en la que se debe buscar puede " "especificarse sin modificar el lugar en el que se encuentra el ancla de " "inicio y fin." #: modules/regex/doc_classes/RegExMatch.xml msgid "Contains the results of a [RegEx] search." msgstr "Contiene los resultados de una búsqueda [RegEx]." #: modules/regex/doc_classes/RegExMatch.xml msgid "" "Contains the results of a single [RegEx] match returned by [method RegEx." "search] and [method RegEx.search_all]. It can be used to find the position " "and range of the match and its capturing groups, and it can extract its " "substring for you." msgstr "" "Contiene los resultados de una sola coincidencia [RegEx] devuelta por " "[method RegEx.search] y [method RegEx.search_all]. Puede ser usado para " "encontrar la posición y el rango de la coincidencia y sus grupos de captura, " "y puede extraer su subcadena para usted." #: modules/regex/doc_classes/RegExMatch.xml msgid "" "Returns the end position of the match within the source string. The end " "position of capturing groups can be retrieved by providing its group number " "as an integer or its string name (if it's a named group). The default value " "of 0 refers to the whole pattern.\n" "Returns -1 if the group did not match or doesn't exist." msgstr "" "Devuelve la posición final de la coincidencia dentro de la cadena de origen. " "La posición final de los grupos de captura puede recuperarse proporcionando " "su número de grupo como un número entero o su nombre de cadena (si es un " "grupo con nombre). El valor por defecto de 0 se refiere al patrón completo.\n" "Devuelve -1 si el grupo no coincide o no existe." #: modules/regex/doc_classes/RegExMatch.xml msgid "Returns the number of capturing groups." msgstr "Devuelve el número de grupos de captura." #: modules/regex/doc_classes/RegExMatch.xml msgid "" "Returns the starting position of the match within the source string. The " "starting position of capturing groups can be retrieved by providing its " "group number as an integer or its string name (if it's a named group). The " "default value of 0 refers to the whole pattern.\n" "Returns -1 if the group did not match or doesn't exist." msgstr "" "Devuelve la posición inicial de la coincidencia dentro de la string de " "origen. La posición inicial de los grupos de captura puede recuperarse " "proporcionando su número de grupo como un número entero o su nombre de " "cadena (si es un grupo con nombre). El valor por defecto de 0 se refiere al " "patrón completo.\n" "Devuelve -1 si el grupo no coincide o no existe." #: modules/regex/doc_classes/RegExMatch.xml msgid "" "Returns the substring of the match from the source string. Capturing groups " "can be retrieved by providing its group number as an integer or its string " "name (if it's a named group). The default value of 0 refers to the whole " "pattern.\n" "Returns an empty string if the group did not match or doesn't exist." msgstr "" "Devuelve la substring de la coincidencia de la string de origen. Los grupos " "de captura pueden recuperarse proporcionando su número de grupo como un " "entero o su nombre de string (si es un grupo con nombre). El valor " "predeterminado de 0 se refiere al patrón completo.\n" "Devuelve una cadena vacía si el grupo no coincidió o no existe." #: modules/regex/doc_classes/RegExMatch.xml msgid "" "A dictionary of named groups and its corresponding group number. Only groups " "that were matched are included. If multiple groups have the same name, that " "name would refer to the first matching one." msgstr "" "Un diccionario de grupos nombrados y su correspondiente número de grupo. " "Sólo se incluyen los grupos que fueron coincidentes. Si varios grupos tienen " "el mismo nombre, ese nombre se referirá al primero que coincida." #: modules/regex/doc_classes/RegExMatch.xml msgid "An [Array] of the match and its capturing groups." msgstr "Una [Array] de la coincidencia y sus grupos de captura." #: modules/regex/doc_classes/RegExMatch.xml msgid "" "The source string used with the search pattern to find this matching result." msgstr "" "La string de fuente utilizada con el patrón de búsqueda para encontrar este " "resultado coincidente." #: doc/classes/RemoteTransform.xml #, fuzzy msgid "" "RemoteTransform pushes its own [Transform] to another [Spatial] derived Node " "in the scene." msgstr "" "RemoteTransform3D empuja su propia [Transform] a otro Nodo derivado de " "[Spatial] en la escena." #: doc/classes/RemoteTransform.xml #, fuzzy msgid "" "RemoteTransform pushes its own [Transform] to another [Spatial] derived Node " "(called the remote node) in the scene.\n" "It can be set to update another Node's position, rotation and/or scale. It " "can use either global or local coordinates." msgstr "" "RemoteTransform3D empuja su propia [Transform] a otro Nodo derivado de " "[Spatial] (llamado el nodo remoto) en la escena.\n" "Puede ser configurado para actualizar la posición, rotación y/o escala de " "otro Nodo. Puede usar tanto coordenadas globales como locales." #: doc/classes/RemoteTransform.xml #, fuzzy msgid "" "[RemoteTransform] caches the remote node. It may not notice if the remote " "node disappears; [method force_update_cache] forces it to update the cache " "again." msgstr "" "[RemoteTransform2D] almacena el nodo remoto. Puede que no se dé cuenta si el " "nodo remoto desaparece; [method force_update_cache] le obliga a actualizar " "la caché de nuevo." #: doc/classes/RemoteTransform.xml #, fuzzy msgid "" "The [NodePath] to the remote node, relative to the RemoteTransform's " "position in the scene." msgstr "" "El [NodePath] al nodo remoto, relativo a la posición del RemoteTransform2D " "en la escena." #: doc/classes/RemoteTransform.xml doc/classes/RemoteTransform2D.xml msgid "If [code]true[/code], the remote node's position is updated." msgstr "Si [code]true[/code], la posición del nodo remoto se actualiza." #: doc/classes/RemoteTransform.xml doc/classes/RemoteTransform2D.xml msgid "If [code]true[/code], the remote node's rotation is updated." msgstr "Si [code]true[/code], la rotación del nodo remoto se actualiza." #: doc/classes/RemoteTransform.xml doc/classes/RemoteTransform2D.xml msgid "If [code]true[/code], the remote node's scale is updated." msgstr "Si [code]true[/code], la rotación del nodo remoto se actualiza." #: doc/classes/RemoteTransform.xml doc/classes/RemoteTransform2D.xml msgid "" "If [code]true[/code], global coordinates are used. If [code]false[/code], " "local coordinates are used." msgstr "" "Si [code]true[/code], se utilizan las coordenadas globales. Si [code]false[/" "code], se utilizan las coordenadas locales." #: doc/classes/RemoteTransform2D.xml msgid "" "RemoteTransform2D pushes its own [Transform2D] to another [CanvasItem] " "derived Node in the scene." msgstr "" "RemoteTransform2D empuja su propio [Transform2D] a otro Nodo derivado de " "[CanvasItem] en la escena." #: doc/classes/RemoteTransform2D.xml msgid "" "RemoteTransform2D pushes its own [Transform2D] to another [CanvasItem] " "derived Node (called the remote node) in the scene.\n" "It can be set to update another Node's position, rotation and/or scale. It " "can use either global or local coordinates." msgstr "" "RemoteTransform2D empuja su propio [Transform2D] a otro Nodo derivado de " "[CanvasItem] (llamado el nodo remoto) en la escena.\n" "Puede ser configurado para actualizar la posición, rotación y/o escala de " "otro Nodo. Puede usar tanto coordenadas globales como locales." #: doc/classes/RemoteTransform2D.xml msgid "" "[RemoteTransform2D] caches the remote node. It may not notice if the remote " "node disappears; [method force_update_cache] forces it to update the cache " "again." msgstr "" "[RemoteTransform2D] almacena el nodo remoto. Puede que no se dé cuenta si el " "nodo remoto desaparece; [method force_update_cache] le obliga a actualizar " "la caché de nuevo." #: doc/classes/RemoteTransform2D.xml msgid "" "The [NodePath] to the remote node, relative to the RemoteTransform2D's " "position in the scene." msgstr "" "El [NodePath] al nodo remoto, relativo a la posición del RemoteTransform2D " "en la escena." #: doc/classes/Resource.xml msgid "Base class for all resources." msgstr "Clase base para todos los recursos." #: doc/classes/Resource.xml #, fuzzy msgid "" "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 " "a given path will return the same reference (all this in contrast to a " "[Node], which is not reference-counted and can be instanced from disk as " "many times as desired). Resources can be saved externally on disk or bundled " "into another object, such as a [Node] or another resource.\n" "[b]Note:[/b] In C#, resources will not be freed instantly after they are no " "longer in use. Instead, garbage collection will run periodically and will " "free resources that are no longer in use. This means that unused resources " "will linger on for a while before being removed." msgstr "" "El recurso es la clase base de todos los tipos de recursos específicos de " "Godot, sirviendo principalmente como contenedores de datos. A diferencia de " "los [Object]s, son contados por referencia y liberados cuando ya no se usan. " "También se almacenan en caché una vez cargados desde el disco, de modo que " "cualquier otro intento de cargar un recurso desde una ruta determinada " "devolverá la misma referencia (todo esto en contraste con un [Node], que no " "es contado por referencia y puede ser instanciado desde el disco tantas " "veces como se desee). Los recursos pueden guardarse externamente en el disco " "o agruparse en otro objeto, como un [Node] u otro recurso." #: doc/classes/Resource.xml msgid "Resources" msgstr "" #: doc/classes/Resource.xml msgid "" "Virtual function which can be overridden to customize the behavior value of " "[method setup_local_to_scene]." msgstr "" "Función virtual que puede ser sobreescrita para personalizar el valor de " "comportamiento de [method setup_local_to_scene]." #: doc/classes/Resource.xml #, fuzzy msgid "" "Duplicates the resource, returning a new resource with the exported members " "copied. [b]Note:[/b] To duplicate the resource the constructor is called " "without arguments. This method will error when the constructor doesn't have " "default values.\n" "By default, sub-resources are shared between resource copies for efficiency. " "This can be changed by passing [code]true[/code] to the [code]subresources[/" "code] argument which will copy the subresources.\n" "[b]Note:[/b] If [code]subresources[/code] is [code]true[/code], this method " "will only perform a shallow copy. Nested resources within subresources will " "not be duplicated and will still be shared.\n" "[b]Note:[/b] When duplicating a resource, only [code]export[/code]ed " "properties are copied. Other properties will be set to their default value " "in the new resource." msgstr "" "Duplica el recurso, devolviendo un nuevo recurso. Por defecto, los " "subrecursos se comparten entre las copias de los recursos para mayor " "eficiencia. Esto puede cambiarse pasando [code]true[/code] al argumento " "[code]subresources[/code] que copiará los subrecursos.\n" "[b]Nota: [/b] Si [code]subresources[/code] es [code]true[/code], este método " "sólo realizará una copia superficial. Los recursos anidados dentro de los " "subrecursos no se duplicarán y seguirán siendo compartidos." #: doc/classes/Resource.xml msgid "" "Emits the [signal changed] signal.\n" "If external objects which depend on this resource should be updated, this " "method must be called manually whenever the state of this resource has " "changed (such as modification of properties).\n" "The method is equivalent to:\n" "[codeblock]\n" "emit_signal(\"changed\")\n" "[/codeblock]\n" "[b]Note:[/b] This method is called automatically for built-in resources." msgstr "" #: doc/classes/Resource.xml msgid "" "If [member resource_local_to_scene] is enabled and the resource was loaded " "from a [PackedScene] instantiation, returns the local scene where this " "resource's unique copy is in use. Otherwise, returns [code]null[/code]." msgstr "" "Si [member resource_local_to_scene] está activado y el recurso se cargó " "desde una instanciación [PackedScene], devuelve la escena local en la que se " "utiliza la copia única de este recurso. En caso contrario, devuelve " "[code]null[/code]." #: doc/classes/Resource.xml #, fuzzy msgid "" "Returns the RID of the resource (or an empty RID). Many resources (such as " "[Texture], [Mesh], etc) are high-level abstractions of resources stored in a " "server, so this function will return the original RID." msgstr "" "Devuelve el RID del recurso (o un RID vacío). Muchos recursos (como " "[Texture2D], [Mesh], etc.) son abstracciones de alto nivel de recursos " "almacenados en un servidor, por lo que esta función devolverá el RID " "original." #: doc/classes/Resource.xml msgid "" "This method is called when a resource with [member resource_local_to_scene] " "enabled is loaded from a [PackedScene] instantiation. Its behavior can be " "customized by overriding [method _setup_local_to_scene] from script.\n" "For most resources, this method performs no base logic. [ViewportTexture] " "performs custom logic to properly set the proxy texture and flags in the " "local viewport." msgstr "" "Este método se llama cuando un recurso con [member resource_local_to_scene] " "activado se carga desde una instanciación [PackedScene]. Su comportamiento " "puede ser personalizado anulando [method _setup_local_to_scene] desde el " "script.\n" "Para la mayoría de los recursos, este método no realiza ninguna lógica de " "base. [ViewportTexture] realiza una lógica personalizada para establecer " "correctamente la textura del proxy y las banderas en el viewport local." #: doc/classes/Resource.xml msgid "" "Sets the path of the resource, potentially overriding an existing cache " "entry for this path. This differs from setting [member resource_path], as " "the latter would error out if another resource was already cached for the " "given path." msgstr "" "Establece la ruta del recurso, anulando potencialmente una entrada de caché " "existente para esta ruta. Esto difiere del establecimiento de [member " "resource_path], ya que este último daría un error si otro recurso ya " "estuviera en caché para la ruta dada." #: doc/classes/Resource.xml msgid "" "If [code]true[/code], the resource will be made unique in each instance of " "its local scene. It can thus be modified in a scene instance without " "impacting other instances of that same scene." msgstr "" "Si [code]true[/code], el recurso se hará único en cada instancia de su " "escena local. Por lo tanto, puede modificarse en una instancia de la escena " "sin afectar a otras instancias de la misma escena." #: doc/classes/Resource.xml msgid "" "The name of the resource. This is an optional identifier. If [member " "resource_name] is not empty, its value will be displayed to represent the " "current resource in the editor inspector. For built-in scripts, the [member " "resource_name] will be displayed as the tab name in the script editor." msgstr "" #: doc/classes/Resource.xml msgid "" "The path to the resource. In case it has its own file, it will return its " "filepath. If it's tied to the scene, it will return the scene's path, " "followed by the resource's index." msgstr "" "El camino hacia el recurso. En caso de que tenga su propio archivo, " "devolverá su ruta de acceso. Si está ligado a la escena, devolverá la ruta " "de la escena, seguida por el índice del recurso." #: doc/classes/Resource.xml msgid "" "Emitted whenever the resource changes.\n" "[b]Note:[/b] This signal is not emitted automatically for custom resources, " "which means that you need to create a setter and emit the signal yourself." msgstr "" #: doc/classes/ResourceFormatLoader.xml msgid "Loads a specific resource type from a file." msgstr "Carga un tipo de recurso específico de un archivo." #: doc/classes/ResourceFormatLoader.xml #, fuzzy msgid "" "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 " "ResourceFormatLoaders are registered in the engine.\n" "Extending this class allows you to define your own loader. Be sure to " "respect the documented return types and values. You should give it a global " "class name with [code]class_name[/code] for it to be registered. Like built-" "in ResourceFormatLoaders, it will be called automatically when loading " "resources of its handled type(s). You may also implement a " "[ResourceFormatSaver].\n" "[b]Note:[/b] You can also extend [EditorImportPlugin] if the resource type " "you need exists but Godot is unable to load its format. Choosing one way " "over 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 " "better efficiency on the graphics card." msgstr "" "Godot carga recursos en el editor o en los juegos exportados usando " "ResourceFormatLoaders. Se consultan automáticamente a través del singleton " "[ResourceLoader], o cuando se carga un recurso con dependencias internas. " "Cada tipo de archivo puede cargarse como un tipo de recurso diferente, por " "lo que se registran varios ResourceFormatLoaders en el motor.\n" "La ampliación de esta clase permite definir su propio cargador. Asegúrate de " "respetar los tipos y valores de retorno documentados. Debes darle un nombre " "de clase global con [code]class_name[/code] para que se registre. Al igual " "que los ResourceFormatLoaders incorporados, se llamará automáticamente " "cuando se carguen los recursos de su(s) tipo(s) manejado(s). También puedes " "implementar un [ResourceFormatSaver].\n" "[b]Nota:[/b] También puedes extender [EditorImportPlugin] si el tipo de " "recurso que necesitas existe pero Godot no puede cargar su formato. Elegir " "una forma en lugar de otra depende de si el formato es adecuado o no para el " "juego exportado final. Por ejemplo, es mejor importar primero las texturas " "[code].png[/code] como [code].stex[/code] ([StreamTexture2D]), para que se " "puedan cargar con mayor eficacia en la tarjeta gráfica." #: doc/classes/ResourceFormatLoader.xml msgid "" "If implemented, gets the dependencies of a given resource. If " "[code]add_types[/code] is [code]true[/code], paths should be appended " "[code]::TypeName[/code], where [code]TypeName[/code] is the class name of " "the dependency.\n" "[b]Note:[/b] Custom resource types defined by scripts aren't known by the " "[ClassDB], so you might just return [code]\"Resource\"[/code] for them." msgstr "" "Si se aplica, obtiene las dependencias de un recurso determinado. Si " "[code]add_types[/code] es [code]true[/code], las rutas deben ser anexadas " "[code]::TypeName[/code], donde [code]TypeName[/code] es el nombre de la " "clase de la dependencia.\n" "[b]Nota:[/b] Los tipos de recursos personalizados definidos por los scripts " "no son conocidos por la [ClassDB], por lo que sólo se puede devolver " "[code]\"Resource\"[/code] por ellos." #: doc/classes/ResourceFormatLoader.xml msgid "Gets the list of extensions for files this loader is able to read." msgstr "" "Obtiene la lista de extensiones de los archivos que este cargador es capaz " "de leer." #: doc/classes/ResourceFormatLoader.xml msgid "" "Gets the class name of the resource associated with the given path. If the " "loader cannot handle it, it should return [code]\"\"[/code].\n" "[b]Note:[/b] Custom resource types defined by scripts aren't known by the " "[ClassDB], so you might just return [code]\"Resource\"[/code] for them." msgstr "" "Obtiene el nombre de la clase del recurso asociado con el camino dado. Si el " "cargador no puede manejarlo, debe devolver [code]\"[/code].\n" "[b]Nota:[/b] Los tipos de recursos personalizados definidos por los scripts " "no son conocidos por el [ClassDB], por lo que debería devolver " "[code]\"Resource\"[/code] por ellos." #: doc/classes/ResourceFormatLoader.xml msgid "" "Tells which resource class this loader can load.\n" "[b]Note:[/b] Custom resource types defined by scripts aren't known by the " "[ClassDB], so you might just handle [code]\"Resource\"[/code] for them." msgstr "" "Dice qué clase de recursos puede cargar este cargador.\n" "[b]Nota:[/b] Los tipos de recursos personalizados definidos por los scripts " "no son conocidos por la [ClassDB], por lo que sólo puedes manejar " "[code]\"Resource\"[/code] para ellos." #: doc/classes/ResourceFormatLoader.xml msgid "" "Loads a resource when the engine finds this loader to be compatible. If the " "loaded resource is the result of an import, [code]original_path[/code] will " "target the source file. Returns a [Resource] object on success, or an [enum " "Error] constant in case of failure." msgstr "" "Carga un recurso cuando el motor encuentra que este cargador es compatible. " "Si el recurso cargado es el resultado de una importación, " "[code]original_path[/code] se dirigirá al archivo fuente. Devuelve un objeto " "[Resource] en caso de éxito, o una constante [enum Error] en caso de fracaso." #: doc/classes/ResourceFormatLoader.xml msgid "" "If implemented, renames dependencies within the given resource and saves it. " "[code]renames[/code] is a dictionary [code]{ String => String }[/code] " "mapping old dependency paths to new paths.\n" "Returns [constant OK] on success, or an [enum Error] constant in case of " "failure." msgstr "" "Si se implementa, renombra las dependencias dentro del recurso dado y lo " "guarda. [code]renambes[/code] es un diccionario [code]{ String => String }[/" "code] que mapea las antiguas rutas de dependencia a las nuevas rutas.\n" "Devuelve [constant OK] en caso de éxito, o una constante [enum Error] en " "caso de fracaso." #: doc/classes/ResourceFormatSaver.xml msgid "Saves a specific resource type to a file." msgstr "Guarda un tipo de recurso específico en un archivo." #: doc/classes/ResourceFormatSaver.xml msgid "" "The engine can save resources when you do it from the editor, or when you " "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, 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 " "[code]class_name[/code] for it to be registered. Like built-in " "ResourceFormatSavers, it will be called automatically when saving resources " "of its recognized type(s). You may also implement a [ResourceFormatLoader]." msgstr "" "El motor puede ahorrar recursos cuando lo haces desde el editor, o cuando " "usas el botón [ResourceSaver]. Esto se logra gracias a los múltiples " "[ResourceFormatSaver], cada uno de los cuales maneja su propio formato y es " "llamado automáticamente por el motor.\n" "Por defecto, Godot guarda recursos como [code].tres[/code] (basado en " "texto), [code].res[/code] (binario) u otro formato incorporado, pero puedes " "elegir crear tu propio formato extendiendo esta clase. Asegúrate de respetar " "los tipos y valores de retorno documentados. Debes darle un nombre de clase " "global con [code]class_name[/code] para que se registre. Al igual que los " "ResourceFormatSavers incorporados, se llamará automáticamente cuando se " "guarden los recursos de su(s) tipo(s) reconocido(s). También puedes " "implementar un [ResourceFormatLoader]." #: doc/classes/ResourceFormatSaver.xml msgid "" "Returns the list of extensions available for saving the resource object, " "provided it is recognized (see [method recognize])." msgstr "" "Devuelve la lista de extensiones disponibles para guardar el objeto de " "recurso, siempre que se reconozca (véase [method recognize])." #: doc/classes/ResourceFormatSaver.xml msgid "Returns whether the given resource object can be saved by this saver." msgstr "" "Devuelve si el objeto de recurso dado puede ser salvado por este salvador." #: doc/classes/ResourceFormatSaver.xml msgid "" "Saves the given resource object to a file at the target [code]path[/code]. " "[code]flags[/code] is a bitmask composed with [enum ResourceSaver." "SaverFlags] constants.\n" "Returns [constant OK] on success, or an [enum Error] constant in case of " "failure." msgstr "" "Guarda el objeto de recurso dado en un archivo en la [code]path[/code] de " "destino. [code]flags[/code] es una máscara de bits compuesta con constantes " "[enum ResourceSaver.SaverFlags].\n" "Devuelve [constant OK] en caso de éxito, o una constante [enum Error] en " "caso de fracaso." #: doc/classes/ResourceImporter.xml #, fuzzy msgid "Base class for the implementation of core resource importers." msgstr "Clase base para todos los recursos de formas 3D." #: doc/classes/ResourceImporter.xml msgid "" "This is the base class for the resource importers implemented in core. To " "implement your own resource importers using editor plugins, see " "[EditorImportPlugin]." msgstr "" #: doc/classes/ResourceImporter.xml msgid "Import plugins" msgstr "" #: doc/classes/ResourceImporter.xml #, fuzzy msgid "The default import order." msgstr "El color de texto por defecto." #: doc/classes/ResourceImporter.xml msgid "" "The import order for scenes, which ensures scenes are imported [i]after[/i] " "all other core resources such as textures. Custom importers should generally " "have an import order lower than [code]100[/code] to avoid issues when " "importing scenes that rely on custom resources." msgstr "" #: doc/classes/ResourceInteractiveLoader.xml #, fuzzy msgid "Interactive [Resource] loader." msgstr "El [Resource] a cargar." #: doc/classes/ResourceInteractiveLoader.xml msgid "" "Interactive [Resource] loader. This object is returned by [ResourceLoader] " "when performing an interactive load. It allows loading resources with high " "granularity, which makes it mainly useful for displaying loading bars or " "percentages." msgstr "" #: doc/classes/ResourceInteractiveLoader.xml #, fuzzy msgid "" "Returns the loaded resource if the load operation completed successfully, " "[code]null[/code] otherwise." msgstr "" "Devuelve [code]true[/code] si el dominio esta siendo finalizado, " "[code]false[/code] en caso contrario." #: doc/classes/ResourceInteractiveLoader.xml #, fuzzy msgid "" "Returns the load stage. The total amount of stages can be queried with " "[method get_stage_count]." msgstr "" "Devuelve la instancia del nodo [Popup] si ya se ha establecido uno con " "[method set_popup]." #: doc/classes/ResourceInteractiveLoader.xml msgid "" "Returns the total amount of stages (calls to [method poll]) needed to " "completely load this resource." msgstr "" #: doc/classes/ResourceInteractiveLoader.xml msgid "" "Polls the loading operation, i.e. loads a data chunk up to the next stage.\n" "Returns [constant OK] if the poll is successful but the load operation has " "not finished yet (intermediate stage). This means [method poll] will have to " "be called again until the last stage is completed.\n" "Returns [constant ERR_FILE_EOF] if the load operation has completed " "successfully. The loaded resource can be obtained by calling [method " "get_resource].\n" "Returns another [enum Error] code if the poll has failed." msgstr "" #: doc/classes/ResourceInteractiveLoader.xml msgid "" "Polls the loading operation successively until the resource is completely " "loaded or a [method poll] fails.\n" "Returns [constant ERR_FILE_EOF] if the load operation has completed " "successfully. The loaded resource can be obtained by calling [method " "get_resource].\n" "Returns another [enum Error] code if a poll has failed, aborting the " "operation." msgstr "" #: doc/classes/ResourceLoader.xml msgid "Singleton used to load resource files." msgstr "Singleton que se usa para cargar archivos de recursos." #: doc/classes/ResourceLoader.xml #, fuzzy msgid "" "Singleton used to load resource files from the filesystem.\n" "It uses the many [ResourceFormatLoader] classes registered in the engine " "(either built-in or from a plugin) to load files into memory and convert " "them to a format that can be used by the engine." msgstr "" "Singleton se utiliza para cargar archivos de recursos del sistema de " "archivos.\n" "Utiliza las muchas clases [ResourceFormatLoader] registradas en el motor (ya " "sea incorporadas o de un plugin) para cargar archivos en la memoria y " "convertirlos a un formato que pueda ser utilizado por el motor.\n" "GDScript tiene un método simplificado incorporado [method @GDScript.load] " "que puede ser usado en la mayoría de las situaciones, dejando el uso de " "[ResourceLoader] para escenarios más avanzados." #: doc/classes/ResourceLoader.xml msgid "" "Returns whether a recognized resource exists for the given [code]path[/" "code].\n" "An optional [code]type_hint[/code] can be used to further specify the " "[Resource] type that should be handled by the [ResourceFormatLoader]." msgstr "" "Devuelve si existe un recurso reconocido para la [code]path[/code] dada.\n" "Se puede utilizar un [code]type_hint[/code] opcional para especificar con " "más detalle el tipo de [Resource] que debe manejar el [ResourceFormatLoader]." #: doc/classes/ResourceLoader.xml msgid "" "Returns the dependencies for the resource at the given [code]path[/code]." msgstr "Devuelve las dependencias del recurso en la [code]path[/code] dada." #: doc/classes/ResourceLoader.xml msgid "Returns the list of recognized extensions for a resource type." msgstr "Devuelve la lista de extensiones reconocidas para un tipo de recurso." #: doc/classes/ResourceLoader.xml msgid "" "[i]Deprecated method.[/i] Use [method has_cached] or [method exists] instead." msgstr "" #: doc/classes/ResourceLoader.xml #, fuzzy msgid "" "Returns whether a cached resource is available for the given [code]path[/" "code].\n" "Once a resource has been loaded by the engine, it is cached in memory for " "faster access, and future calls to the [method load] or [method " "load_interactive] methods will use the cached version. The cached resource " "can be overridden by using [method Resource.take_over_path] on a new " "resource for that same path." msgstr "" "Devuelve si un recurso almacenado en caché está disponible para la " "[code]path[/code] dada.\n" "Una vez que un recurso ha sido cargado por el motor, se almacena en la " "memoria para un acceso más rápido, y las futuras llamadas al método [method " "load] utilizarán la versión en caché. El recurso cacheado puede ser anulado " "usando el [method Resource.take_over_path] en un nuevo recurso para ese " "mismo camino." #: doc/classes/ResourceLoader.xml #, fuzzy msgid "" "Loads a resource at the given [code]path[/code], caching the result for " "further access.\n" "The registered [ResourceFormatLoader]s are queried sequentially to find the " "first one which can handle the file's extension, and then attempt loading. " "If loading fails, the remaining ResourceFormatLoaders are also attempted.\n" "An optional [code]type_hint[/code] can be used to further specify the " "[Resource] type that should be handled by the [ResourceFormatLoader]. " "Anything that inherits from [Resource] can be used as a type hint, for " "example [Image].\n" "If [code]no_cache[/code] is [code]true[/code], the resource cache will be " "bypassed and the resource will be loaded anew. Otherwise, the cached " "resource will be returned if it exists.\n" "Returns an empty resource if no [ResourceFormatLoader] could handle the " "file.\n" "GDScript has a simplified [method @GDScript.load] built-in method which can " "be used in most situations, leaving the use of [ResourceLoader] for more " "advanced scenarios." msgstr "" "Carga un recurso en la [code]path[/code] dada, almacenando el resultado en " "caché para un mayor acceso.\n" "Los [ResourceFormatLoader]s registrados son consultados secuencialmente para " "encontrar el primero que pueda manejar la extensión del archivo, y luego " "intenta cargarlo. Si la carga falla, también se intenta con los restantes " "ResourceFormatLoaders.\n" "Se puede utilizar un [code]type_hint[/code] opcional para especificar con " "más detalle el tipo de [Resource] que debe manejar el " "[ResourceFormatLoader].\n" "Si [code]no_cache[/code] es [code]true[/code], la caché de recursos será " "ignorada y el recurso se cargará de nuevo. De lo contrario, el recurso " "cacheado será devuelto si existe.\n" "Devuelve un recurso vacío si ningún ResourceFormatLoader pudo manejar el " "archivo." #: doc/classes/ResourceLoader.xml msgid "" "Starts loading a resource interactively. The returned " "[ResourceInteractiveLoader] object allows to load with high granularity, " "calling its [method ResourceInteractiveLoader.poll] method successively to " "load chunks.\n" "An optional [code]type_hint[/code] can be used to further specify the " "[Resource] type that should be handled by the [ResourceFormatLoader]. " "Anything that inherits from [Resource] can be used as a type hint, for " "example [Image]." msgstr "" #: doc/classes/ResourceLoader.xml msgid "" "Changes the behavior on missing sub-resources. The default behavior is to " "abort loading." msgstr "" "Cambia el comportamiento sobre los subrecursos faltantes. El comportamiento " "por defecto es abortar la carga." #: doc/classes/ResourcePreloader.xml msgid "Resource Preloader Node." msgstr "Nodo Precargador de Recursos." #: doc/classes/ResourcePreloader.xml msgid "" "This node is used to preload sub-resources inside a scene, so when the scene " "is loaded, all the resources are ready to use and can be retrieved from the " "preloader.\n" "GDScript has a simplified [method @GDScript.preload] built-in method which " "can be used in most situations, leaving the use of [ResourcePreloader] for " "more advanced scenarios." msgstr "" "Este nodo se utiliza para precargar subrecursos dentro de una escena, de " "modo que cuando se carga la escena, todos los recursos están listos para ser " "utilizados y pueden ser recuperados del precargador.\n" "GDScript tiene un método simplificado incorporado [method @GDScript.preload] " "que puede ser usado en la mayoría de las situaciones, dejando el uso de " "[ResourcePreloader] para escenarios más avanzados." #: doc/classes/ResourcePreloader.xml msgid "" "Adds a resource to the preloader with the given [code]name[/code]. If a " "resource with the given [code]name[/code] already exists, the new resource " "will be renamed to \"[code]name[/code] N\" where N is an incrementing number " "starting from 2." msgstr "" "Añade un recurso al precargador con el [code]name[/code] dado. Si un recurso " "con el [code]name[/code] dado ya existe, el nuevo recurso será renombrado a " "\"[code]name[/code] N\" donde N es un número incremental que comienza en 2." #: doc/classes/ResourcePreloader.xml msgid "Returns the resource associated to [code]name[/code]." msgstr "Devuelve el recurso asociado a [code]name[/code]." #: doc/classes/ResourcePreloader.xml msgid "Returns the list of resources inside the preloader." msgstr "Devuelve la lista de recursos dentro del precargador." #: doc/classes/ResourcePreloader.xml msgid "" "Returns [code]true[/code] if the preloader contains a resource associated to " "[code]name[/code]." msgstr "" "Devuelve [code]true[/code] si el precargador contiene un recurso asociado a " "[code]name[/code]." #: doc/classes/ResourcePreloader.xml msgid "" "Removes the resource associated to [code]name[/code] from the preloader." msgstr "Elimina el recurso asociado a [code]name[/code] del precargador." #: doc/classes/ResourcePreloader.xml msgid "" "Renames a resource inside the preloader from [code]name[/code] to " "[code]newname[/code]." msgstr "" "Renombra un recurso dentro del precargador de [code]name[/code] a " "[code]newname[/code]." #: doc/classes/ResourceSaver.xml msgid "Singleton for saving Godot-specific resource types." msgstr "Singleton para salvar los tipos de recursos específicos de Godot." #: doc/classes/ResourceSaver.xml msgid "" "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 " "(e.g. [code].res[/code] or [code].scn[/code])." msgstr "" "Singleton para guardar tipos de recursos específicos de Godot en el sistema " "de archivos.\n" "Utiliza las muchas clases [ResourceFormatSaver] registradas en el motor (ya " "sea incorporadas o desde un plugin) para guardar datos de recursos " "específicos del motor en archivos de texto (por ejemplo, [code].tres[/code] " "o [code].tscn[/code]) o binarios (por ejemplo, [code].res[/code] o [code]." "scn[/code])." #: doc/classes/ResourceSaver.xml msgid "" "Returns the list of extensions available for saving a resource of a given " "type." msgstr "" "Devuelve la lista de extensiones disponibles para guardar un recurso de un " "tipo determinado." #: doc/classes/ResourceSaver.xml msgid "" "Saves a resource to disk to the given path, using a [ResourceFormatSaver] " "that recognizes the resource object.\n" "The [code]flags[/code] bitmask can be specified to customize the save " "behavior.\n" "Returns [constant OK] on success." msgstr "" "Guarda un recurso en el disco en la ruta dada, usando un " "[ResourceFormatSaver] que reconoce el objeto recurso.\n" "Se puede especificar la máscara de bits [code]flags[/code] para personalizar " "el comportamiento de guardado.\n" "Devuelve [constant OK] al éxito." #: doc/classes/ResourceSaver.xml msgid "Save the resource with a path relative to the scene which uses it." msgstr "Guarda el recurso con una ruta relativa a la escena que lo utiliza." #: doc/classes/ResourceSaver.xml msgid "Bundles external resources." msgstr "Agrupa los recursos externos." #: doc/classes/ResourceSaver.xml msgid "" "Changes the [member Resource.resource_path] of the saved resource to match " "its new location." msgstr "" "Cambia la [member Resource.resource_path] del recurso guardado para que " "coincida con su nueva ubicación." #: doc/classes/ResourceSaver.xml msgid "" "Do not save editor-specific metadata (identified by their [code]__editor[/" "code] prefix)." msgstr "" "No guarde los metadatos específicos del editor (identificados por su prefijo " "[code]__editor[/code])." #: doc/classes/ResourceSaver.xml msgid "Save as big endian (see [member File.endian_swap])." msgstr "Guardar como big endian (ver [member File.endian_swap])." #: doc/classes/ResourceSaver.xml msgid "" "Compress the resource on save using [constant File.COMPRESSION_ZSTD]. Only " "available for binary resource types." msgstr "" "Comprime el recurso al guardarlo usando [constant File.COMPRESSION_ZSTD]. " "Sólo disponible para tipos de recursos binarios." #: doc/classes/ResourceSaver.xml msgid "" "Take over the paths of the saved subresources (see [method Resource." "take_over_path])." msgstr "" "Asumir las rutas de los subrecursos guardados (ver [method Resource." "take_over_path])." #: doc/classes/RichTextEffect.xml msgid "A custom effect for use with [RichTextLabel]." msgstr "Un efecto personalizado para usar con [RichTextLabel]." #: doc/classes/RichTextEffect.xml msgid "" "A custom effect for use with [RichTextLabel].\n" "[b]Note:[/b] For a [RichTextEffect] to be usable, a BBCode tag must be " "defined as a member variable called [code]bbcode[/code] in the script.\n" "[codeblock]\n" "# The RichTextEffect will be usable like this: `[example]Some text[/" "example]`\n" "var bbcode = \"example\"\n" "[/codeblock]\n" "[b]Note:[/b] As soon as a [RichTextLabel] contains at least one " "[RichTextEffect], it will continuously process the effect unless the project " "is paused. This may impact battery life negatively." msgstr "" "Un efecto personalizado para usar con [RichTextLabel].\n" "[b]Nota:[/b] Para que un [RichTextEffect] sea utilizable, una etiqueta " "BBCode debe ser definida como una variable miembro llamada [code]bbcode[/" "code] en el script.\n" "[codeblock]\n" "# El efecto RichTextEffect será utilizable así: `[example]Algún texto[/" "example]`\n" "var bbcode = \"example\"\n" "[/codeblock]\n" "[b]Nota:[/b] Tan pronto como un [RichTextLabel] contenga al menos un " "[RichTextEffect], procesará continuamente el efecto a menos que el proyecto " "se detenga. Esto puede afectar negativamente a la vida de la batería." #: doc/classes/RichTextEffect.xml msgid "" "Override this method to modify properties in [code]char_fx[/code]. The " "method must return [code]true[/code] if the character could be transformed " "successfully. If the method returns [code]false[/code], it will skip " "transformation to avoid displaying broken text." msgstr "" "Anula este método para modificar las propiedades en [code]char_fx[/code]. El " "método debe devolver [code]true[/code] si el carácter se ha podido " "transformar con éxito. Si el método devuelve [code]false[/code], se saltará " "la transformación para evitar que se muestre el texto roto." #: doc/classes/RichTextLabel.xml msgid "Label that displays rich text." msgstr "Etiqueta que muestra el texto enriquecido." #: doc/classes/RichTextLabel.xml msgid "" "Rich text can contain custom text, fonts, images and some basic formatting. " "The label manages these as an internal tag stack. It also adapts itself to " "given width/heights.\n" "[b]Note:[/b] Assignments to [member bbcode_text] clear the tag stack and " "reconstruct it from the property's contents. Any edits made to [member " "bbcode_text] will erase previous edits made from other manual sources such " "as [method append_bbcode] and the [code]push_*[/code] / [method pop] " "methods.\n" "[b]Note:[/b] RichTextLabel doesn't support entangled BBCode tags. For " "example, instead of using [code][b]bold[i]bold italic[/b]italic[/i][/code], " "use [code][b]bold[i]bold italic[/i][/b][i]italic[/i][/code].\n" "[b]Note:[/b] [code]push_*/pop[/code] functions won't affect BBCode.\n" "[b]Note:[/b] Unlike [Label], RichTextLabel doesn't have a [i]property[/i] to " "horizontally align text to the center. Instead, enable [member " "bbcode_enabled] and surround the text in a [code][center][/code] tag as " "follows: [code][center]Example[/center][/code]. There is currently no built-" "in way to vertically align text either, but this can be emulated by relying " "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 Godot 4.0." msgstr "" #: doc/classes/RichTextLabel.xml msgid "BBCode in RichTextLabel" msgstr "" #: doc/classes/RichTextLabel.xml msgid "GUI Rich Text/BBcode Demo" msgstr "" #: doc/classes/RichTextLabel.xml #, fuzzy msgid "" "Adds an image's opening and closing tags to the tag stack, optionally " "providing a [code]width[/code] and [code]height[/code] to resize the image.\n" "If [code]width[/code] or [code]height[/code] is set to 0, the image size " "will be adjusted in order to keep the original aspect ratio." msgstr "" "Añade las etiquetas de apertura y cierre de una imagen a la pila de " "etiquetas, proporcionando opcionalmente un [code]width[/code] y un " "[code]height[/code] para redimensionar la imagen y un [code]color[/code] " "para teñir la imagen.\n" "Si [code]width[/code] o [code]height[/code] se pone a 0, el tamaño de la " "imagen se ajustará para mantener la relación de aspecto original." #: doc/classes/RichTextLabel.xml msgid "Adds raw non-BBCode-parsed text to the tag stack." msgstr "Añade texto crudo no preparado por BBCode a la pila de etiquetas." #: doc/classes/RichTextLabel.xml msgid "" "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].\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 msgid "Clears the tag stack and sets [member bbcode_text] to an empty string." msgstr "" "Borra la pila de etiquetas y establece [member bbcode_text] en una string " "vacía." #: doc/classes/RichTextLabel.xml msgid "Returns the height of the content." msgstr "Devuelve la altura del contenido." #: doc/classes/RichTextLabel.xml msgid "" "Returns the total number of newlines in the tag stack's text tags. Considers " "wrapped text as one line." msgstr "" "Devuelve el número total de líneas nuevas en las etiquetas de texto de la " "pila de etiquetas. Considera el texto envuelto como una línea." #: doc/classes/RichTextLabel.xml #, fuzzy msgid "Returns the current selection text. Does not include BBCodes." msgstr "" "Devuelve el número total de caracteres de las etiquetas de texto. No incluye " "los BBCodes." #: doc/classes/RichTextLabel.xml msgid "" "Returns the total number of characters from text tags. Does not include " "BBCodes." msgstr "" "Devuelve el número total de caracteres de las etiquetas de texto. No incluye " "los BBCodes." #: doc/classes/RichTextLabel.xml msgid "Returns the number of visible lines." msgstr "Devuelve el número de líneas visibles." #: doc/classes/RichTextLabel.xml msgid "" "Installs a custom effect. [code]effect[/code] should be a valid " "[RichTextEffect]." msgstr "" "Instala un efecto personalizado. El [code]effect[/code] debe ser un " "[RichTextEffect] válido." #: doc/classes/RichTextLabel.xml msgid "Adds a newline tag to the tag stack." msgstr "Añade una etiqueta de nueva línea a la pila de etiquetas." #: doc/classes/RichTextLabel.xml #, fuzzy msgid "" "The assignment version of [method append_bbcode]. Clears the tag stack and " "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 "" "La versión de asignación de [method append_bbcode]. Borra la pila de " "etiquetas e inserta el nuevo contenido. Devuelve [constant OK] si parsea " "[code]bbcode[/code] con éxito." #: doc/classes/RichTextLabel.xml msgid "Parses BBCode parameter [code]expressions[/code] into a dictionary." msgstr "" "Analiza el parámetro BBCode [code]expressions[/code] en un diccionario." #: doc/classes/RichTextLabel.xml msgid "" "Terminates the current tag. Use after [code]push_*[/code] methods to close " "BBCodes manually. Does not need to follow [code]add_*[/code] methods." msgstr "" "Termina la etiqueta actual. Utiliza después de [code]push_*[/code] métodos " "para cerrar manualmente los BBCodes. No necesita seguir los métodos " "[code]add_*[/code]." #: doc/classes/RichTextLabel.xml msgid "" "Adds an [code][align][/code] tag based on the given [code]align[/code] " "value. See [enum Align] for possible values." msgstr "" "Añade una etiqueta [code]align[/code] basada en el valor [code]align[/code] " "dado. Ver [enum Align] para los posibles valores." #: doc/classes/RichTextLabel.xml msgid "" "Adds a [code][font][/code] tag with a bold font to the tag stack. This is " "the same as adding a [code][b][/code] tag if not currently in a [code][i][/" "code] tag." msgstr "" "Añade una etiqueta [code][font][/code] con una fuente en negrita a la pila " "de etiquetas. Esto es lo mismo que añadir una etiqueta [code]b[/code] si no " "está actualmente en una etiqueta [code]i[/code]." #: doc/classes/RichTextLabel.xml msgid "" "Adds a [code][font][/code] tag with a bold italics font to the tag stack." msgstr "" "Añade una etiqueta [code]font[/code] con una fuente en negrita y cursiva a " "la pila de etiquetas." #: doc/classes/RichTextLabel.xml msgid "" "Adds a [code][cell][/code] tag to the tag stack. Must be inside a [code]" "[table][/code] tag. See [method push_table] for details." msgstr "" "Añade una etiqueta de [code]cell[/code] a la pila de etiquetas. Debe estar " "dentro de una etiqueta [code]table[/code]. Ver [method push_table] para más " "detalles." #: doc/classes/RichTextLabel.xml msgid "Adds a [code][color][/code] tag to the tag stack." msgstr "Añade una etiqueta de [code]color[/code] a la pila de etiquetas." #: doc/classes/RichTextLabel.xml msgid "" "Adds a [code][font][/code] tag to the tag stack. Overrides default fonts for " "its duration." msgstr "" "Añade una etiqueta [code]font[/code] a la pila de etiquetas. Anula las " "fuentes predeterminadas para su duración." #: doc/classes/RichTextLabel.xml msgid "" "Adds an [code][indent][/code] tag to the tag stack. Multiplies [code]level[/" "code] by current [member tab_size] to determine new margin length." msgstr "" "Añade una etiqueta de [code]indent[/code] a la pila de etiquetas. Multiplica " "el [code]level[/code] por el [member tab_size] actual para determinar la " "nueva longitud del margen." #: doc/classes/RichTextLabel.xml msgid "" "Adds a [code][font][/code] tag with a italics font to the tag stack. This is " "the same as adding a [code][i][/code] tag if not currently in a [code][b][/" "code] tag." msgstr "" "Añade una etiqueta [code]font[/code] con una fuente en cursiva a la pila de " "etiquetas. Esto es lo mismo que añadir una etiqueta [code]i[/code] si no " "está actualmente en una etiqueta [code]b[/code]." #: doc/classes/RichTextLabel.xml msgid "" "Adds a [code][list][/code] tag to the tag stack. Similar to the BBCodes " "[code][ol][/code] or [code][ul][/code], but supports more list types. Not " "fully implemented!" msgstr "" "Añade una etiqueta [code]list[/code] a la pila de etiquetas. Similar a los " "BBCodes [code]ol[/code] o [code]ul[/code], pero soporta más tipos de listas. " "No está totalmente implementado!" #: doc/classes/RichTextLabel.xml msgid "" "Adds a [code][meta][/code] tag to the tag stack. Similar to the BBCode [code]" "[url=something]{text}[/url][/code], but supports non-[String] metadata types." msgstr "" "Añade una etiqueta [code]meta[/code] a la pila de etiquetas. Similar al " "BBCode [code][url=algo]{text}[/url][/code], pero soporta tipos de metadatos " "que no son [String]." #: doc/classes/RichTextLabel.xml msgid "Adds a [code][font][/code] tag with a monospace font to the tag stack." msgstr "" "Añade una etiqueta [code]font[/code] con una fuente monoespacio a la pila de " "etiquetas." #: doc/classes/RichTextLabel.xml msgid "Adds a [code][font][/code] tag with a normal font to the tag stack." msgstr "" "Añade una etiqueta [code]font[/code] con una fuente normal a la pila de " "etiquetas." #: doc/classes/RichTextLabel.xml msgid "Adds a [code][s][/code] tag to the tag stack." msgstr "Añade una etiqueta de [code]s[/code] a la pila de etiquetas." #: doc/classes/RichTextLabel.xml msgid "Adds a [code][table=columns][/code] tag to the tag stack." msgstr "Añade una etiqueta [code]table=columns[/code] a la pila de etiquetas." #: doc/classes/RichTextLabel.xml msgid "Adds a [code][u][/code] tag to the tag stack." msgstr "Añade una etiqueta [code]u[/code] a la pila de etiquetas." #: doc/classes/RichTextLabel.xml msgid "" "Removes a line of content from the label. Returns [code]true[/code] if the " "line exists.\n" "The [code]line[/code] argument is the index of the line to remove, it can " "take values in the interval [code][0, get_line_count() - 1][/code]." msgstr "" "Elimina una línea de contenido de la etiqueta. Devuelve [code]true[/code] si " "la línea existe.\n" "El argumento [code]line[/code] es el índice de la línea a eliminar, puede " "tomar valores en el intervalo [code][0, get_line_count() - 1][/code]." #: doc/classes/RichTextLabel.xml msgid "Scrolls the window's top line to match [code]line[/code]." msgstr "" "Desplaza la línea superior de la ventana para que coincida con la " "[code]line[/code]." #: doc/classes/RichTextLabel.xml msgid "" "Edits the selected column's expansion options. If [code]expand[/code] is " "[code]true[/code], the column expands in proportion to its expansion ratio " "versus the other columns' ratios.\n" "For example, 2 columns with ratios 3 and 4 plus 70 pixels in available width " "would expand 30 and 40 pixels, respectively.\n" "If [code]expand[/code] is [code]false[/code], the column will not contribute " "to the total ratio." msgstr "" "Edita las opciones de expansión de la columna seleccionada. Si [code]expand[/" "code] es [code]true[/code], la columna se expande en proporción a su ratio " "de expansión frente a los ratios de las otras columnas.\n" "Por ejemplo, 2 columnas con proporciones de 3 y 4 más 70 píxeles de ancho " "disponible se expandirían 30 y 40 píxeles, respectivamente.\n" "Si [code]expand[/code] es [code]false[/code], la columna no contribuirá a la " "proporción total." #: doc/classes/RichTextLabel.xml msgid "" "If [code]true[/code], the label uses BBCode formatting.\n" "[b]Note:[/b] Trying to alter the [RichTextLabel]'s text with [method " "add_text] will reset this to [code]false[/code]. Use instead [method " "append_bbcode] to preserve BBCode formatting." msgstr "" #: doc/classes/RichTextLabel.xml #, fuzzy msgid "" "The label's text in BBCode format. Is not representative of manual " "modifications to the internal tag stack. Erases changes made by other " "methods when edited.\n" "[b]Note:[/b] It is unadvised to use the [code]+=[/code] operator with " "[code]bbcode_text[/code] (e.g. [code]bbcode_text += \"some string\"[/code]) " "as it replaces the whole text and can cause slowdowns. It will also erase " "all BBCode that was added to stack using [code]push_*[/code] methods. Use " "[method append_bbcode] for adding text instead, unless you absolutely need " "to close a tag that was opened in an earlier method call." msgstr "" "El texto de la etiqueta en formato BBCode. No es representativo de las " "modificaciones manuales de la pila de etiquetas internas. Borra los cambios " "realizados por otros métodos cuando se edita.\n" "[b]Nota:[/b] No se aconseja utilizar el operador [code]+=[/code] con " "[code]bbcode_text[/code] (por ejemplo, [code]bbcode_text += \"alguna " "string\"[/code]) ya que reemplaza todo el texto y puede causar " "ralentizaciones. Utilice [method append_bbcode] para añadir el texto en su " "lugar." #: doc/classes/RichTextLabel.xml msgid "" "The currently installed custom effects. This is an array of " "[RichTextEffect]s.\n" "To add a custom effect, it's more convenient to use [method install_effect]." msgstr "" "Los efectos personalizados actualmente instalados. Este es un conjunto de " "[RichTextEffect].\n" "Para añadir un efecto personalizado, es más conveniente usar [method " "install_effect]." #: doc/classes/RichTextLabel.xml msgid "" "If [code]true[/code], the label's height will be automatically updated to " "fit its content.\n" "[b]Note:[/b] This property is used as a workaround to fix issues with " "[RichTextLabel] in [Container]s, but it's unreliable in some cases and will " "be removed in future versions." msgstr "" "Si [code]true[/code], la altura de la etiqueta se actualizará " "automáticamente para que se ajuste a su contenido.\n" "[b]Nota:[/b] Esta propiedad se utiliza como solución provisional para " "solucionar los problemas con [RichTextLabel] en los [Container]s, pero no es " "fiable en algunos casos y se eliminará en futuras versiones." #: doc/classes/RichTextLabel.xml msgid "" "If [code]true[/code], the label underlines meta tags such as [code][url]" "{text}[/url][/code]." msgstr "" "Si [code]true[/code], la etiqueta subraya las metaetiquetas como [code][url]" "{text}[/url][/code]." #: doc/classes/RichTextLabel.xml msgid "If [code]true[/code], the label uses the custom font color." msgstr "" "Si [code]true[/code], la etiqueta utiliza el color de fuente personalizado." #: doc/classes/RichTextLabel.xml msgid "" "The range of characters to display, as a [float] between 0.0 and 1.0. When " "assigned an out of range value, it's the same as assigning 1.0.\n" "[b]Note:[/b] Setting this property updates [member visible_characters] based " "on current [method get_total_character_count]." msgstr "" "El rango de caracteres a mostrar, como un [float] entre 0.0 y 1.0. Cuando se " "le asigna un valor fuera de rango, es lo mismo que asignar 1.0.\n" "[b]Nota:[/b] Al establecer esta propiedad se actualiza [member " "visible_characters] en base al [method get_total_character_count] actual." #: doc/classes/RichTextLabel.xml msgid "" "If [code]true[/code], the scrollbar is visible. Setting this to [code]false[/" "code] does not block scrolling completely. See [method scroll_to_line]." msgstr "" "Si [code]true[/code], la barra de desplazamiento es visible. Ponerla en " "[code]false[/code] no bloquea completamente el desplazamiento. Ver [method " "scroll_to_line]." #: doc/classes/RichTextLabel.xml msgid "" "If [code]true[/code], the window scrolls down to display new content " "automatically." msgstr "" "Si [code]true[/code], la ventana se desplaza hacia abajo para mostrar " "automáticamente el nuevo contenido." #: doc/classes/RichTextLabel.xml msgid "If [code]true[/code], the label allows text selection." msgstr "Si [code]true[/code], la etiqueta permite la selección de texto." #: doc/classes/RichTextLabel.xml msgid "" "The number of spaces associated with a single tab length. Does not affect " "[code]\\t[/code] in text tags, only indent tags." msgstr "" "El número de espacios asociados a una sola pestaña de longitud. No afecta al " "[code]\\t[/code] en las etiquetas de texto, sólo a las etiquetas con " "indentado." #: doc/classes/RichTextLabel.xml msgid "" "The raw text of the label.\n" "When set, clears the tag stack and adds a raw text tag to the top of it. " "Does not parse BBCodes. Does not modify [member bbcode_text]." msgstr "" "El texto en bruto de la etiqueta.\n" "Cuando se establece, borra la pila de etiquetas y añade una etiqueta de " "texto crudo en la parte superior de la misma. No analiza los BBCodes. No " "modifica [member bbcode_text]." #: doc/classes/RichTextLabel.xml #, fuzzy msgid "" "The restricted number of characters to display in the label. If [code]-1[/" "code], all characters will be displayed.\n" "[b]Note:[/b] Setting this property updates [member percent_visible] based on " "current [method get_total_character_count]." msgstr "" "El rango de caracteres a mostrar, como un [float] entre 0.0 y 1.0. Cuando se " "le asigna un valor fuera de rango, es lo mismo que asignar 1.0.\n" "[b]Nota:[/b] Al establecer esta propiedad se actualiza [member " "visible_characters] en base al [method get_total_character_count] actual." #: doc/classes/RichTextLabel.xml msgid "" "Triggered when the user clicks on content between meta tags. If the meta is " "defined in text, e.g. [code][url={\"data\"=\"hi\"}]hi[/url][/code], then the " "parameter for this signal will be a [String] type. If a particular type or " "an object is desired, the [method push_meta] method must be used to manually " "insert the data into the tag stack." msgstr "" "Se activa cuando el usuario hace clic en el contenido entre las meta " "etiquetas. Si el meta se define en texto, por ejemplo, [code]" "[url={\"data\"=\"hi\"}]hi[/url][/code], entonces el parámetro para esta " "señal será del tipo [String]. Si se desea un tipo o un objeto determinado, " "se debe utilizar el método [method push_meta] para insertar manualmente los " "datos en la pila de etiquetas." #: doc/classes/RichTextLabel.xml msgid "Triggers when the mouse exits a meta tag." msgstr "Se activa cuando el ratón sale de una meta etiqueta." #: doc/classes/RichTextLabel.xml msgid "Triggers when the mouse enters a meta tag." msgstr "Se activa cuando el ratón sale de una meta etiqueta." #: doc/classes/RichTextLabel.xml msgid "Makes text left aligned." msgstr "Hace que el texto se alinee a la izquierda." #: doc/classes/RichTextLabel.xml msgid "Makes text centered." msgstr "Hace que el texto se centre." #: doc/classes/RichTextLabel.xml msgid "Makes text right aligned." msgstr "Hace que el texto se alinee a la derecha." #: doc/classes/RichTextLabel.xml msgid "Makes text fill width." msgstr "Hace que el texto se expanda para rellenar el ancho." #: doc/classes/RichTextLabel.xml #, fuzzy msgid "Aligns top of the inline image to the top of the text." msgstr "La altura de la caja medida desde el centro de la caja." #: doc/classes/RichTextLabel.xml #, fuzzy msgid "Aligns center of the inline image to the center of the text." msgstr "Alinea a los niños con el centro del contenedor." #: doc/classes/RichTextLabel.xml #, fuzzy msgid "Aligns bottom of the inline image to the baseline of the text." msgstr "La altura de la caja medida desde el centro de la caja." #: doc/classes/RichTextLabel.xml #, fuzzy msgid "Aligns bottom of the inline image to the bottom of the text." msgstr "Alinea a los niños con el final del contenedor." #: doc/classes/RichTextLabel.xml msgid "Each list item has a number marker." msgstr "Cada elemento de la lista tiene un marcador numérico." #: doc/classes/RichTextLabel.xml msgid "Each list item has a letter marker." msgstr "Cada elemento de la lista tiene un marcador de letras." #: doc/classes/RichTextLabel.xml msgid "Each list item has a filled circle marker." msgstr "Cada elemento de la lista tiene un marcador de círculo lleno." #: doc/classes/RichTextLabel.xml msgid "The default text color." msgstr "El color de texto por defecto." #: doc/classes/RichTextLabel.xml msgid "" "The color of selected text, used when [member selection_enabled] is " "[code]true[/code]." msgstr "" "El color del texto seleccionado, utilizado cuando [member selection_enabled] " "es [code]true[/code]." #: doc/classes/RichTextLabel.xml msgid "The color of the font's shadow." msgstr "El color de la sombra de la fuente." #: doc/classes/RichTextLabel.xml msgid "The color of the selection box." msgstr "El color de la caja de selección." #: doc/classes/RichTextLabel.xml msgid "The vertical space between lines." msgstr "El espacio vertical entre las líneas." #: doc/classes/RichTextLabel.xml msgid "" "Boolean value. If 1 ([code]true[/code]), the shadow will be displayed around " "the whole text as an outline." msgstr "" "Valor booleano. Si 1 ([code]true[/code]), la sombra se mostrará alrededor de " "todo el texto como un contorno." #: doc/classes/RichTextLabel.xml msgid "The horizontal offset of the font's shadow." msgstr "El desplazamiento horizontal de la sombra de la fuente." #: doc/classes/RichTextLabel.xml msgid "The vertical offset of the font's shadow." msgstr "El desplazamiento vertical de la sombra de la fuente." #: doc/classes/RichTextLabel.xml msgid "The horizontal separation of elements in a table." msgstr "La separación horizontal de elementos en una tabla." #: doc/classes/RichTextLabel.xml msgid "The vertical separation of elements in a table." msgstr "La separación vertical de elementos en una tabla." #: doc/classes/RichTextLabel.xml msgid "The font used for bold text." msgstr "La fuente usada para el texto en negrita." #: doc/classes/RichTextLabel.xml msgid "The font used for bold italics text." msgstr "La fuente usada para el texto en negrita y cursiva." #: doc/classes/RichTextLabel.xml msgid "The font used for italics text." msgstr "La fuente usada para el texto en cursiva." #: doc/classes/RichTextLabel.xml msgid "The font used for monospace text." msgstr "La fuente usada para el texto monoespacio." #: doc/classes/RichTextLabel.xml msgid "The default text font." msgstr "La fuente por defecto." #: doc/classes/RichTextLabel.xml #, fuzzy msgid "The background used when the [RichTextLabel] is focused." msgstr "El fondo utilizado cuando se enfoca el [RichTextLabel]." #: doc/classes/RichTextLabel.xml msgid "The normal background for the [RichTextLabel]." msgstr "El fondo normal para el [RichTextLabel]." #: doc/classes/RID.xml msgid "Handle for a [Resource]'s unique ID." msgstr "Manejar para una identificación única de [Resource]." #: doc/classes/RID.xml 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 " "[VisualServer]." msgstr "" "El tipo de RID se utiliza para acceder a la identificación entera única de " "un recurso. Son opacos, lo que significa que no permiten el acceso al " "recurso asociado por sí mismos. Son utilizados por y con las clases de " "servidores de bajo nivel como [VisualServer]." #: doc/classes/RID.xml msgid "" "Creates a new RID instance with the ID of a given resource. When not handed " "a valid resource, silently stores the unused ID 0." msgstr "" "Crea una nueva instancia de RID con la identificación de un recurso " "determinado. Cuando no se le entrega un recurso válido, almacena en silencio " "el ID 0 no utilizado." #: doc/classes/RID.xml msgid "Returns the ID of the referenced resource." msgstr "Devuelve el ID del recurso referido." #: doc/classes/RigidBody.xml msgid "" "Physics Body whose position is determined through physics simulation in 3D " "space." msgstr "" "Cuerpo físico cuya posición se determina a través de la simulación física en " "el espacio 3D." #: doc/classes/RigidBody.xml #, fuzzy msgid "" "This is the node that implements full 3D physics. This means that you do not " "control a RigidBody directly. Instead, you can apply forces to it (gravity, " "impulses, etc.), and the physics simulation will calculate the resulting " "movement, collision, bouncing, rotating, etc.\n" "A RigidBody has 4 behavior [member mode]s: Rigid, Static, Character, and " "Kinematic.\n" "[b]Note:[/b] Don't change a RigidBody's position every frame or very often. " "Sporadic changes work fine, but physics runs at a different granularity " "(fixed Hz) than usual rendering (process callback) and maybe even in a " "separate thread, so changing this from a process loop may result in strange " "behavior. If you need to directly affect the body's state, use [method " "_integrate_forces], which allows you to directly access the physics state.\n" "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 GodotPhysics, the center of mass is the average of the " "[CollisionShape] centers." msgstr "" "Este es el nodo que implementa la física 3D completa. Esto significa que no " "controlas un RigidBody directamente. En su lugar, puedes aplicarle fuerzas " "(gravedad, impulsos, etc.), y la simulación física calculará el movimiento " "resultante, la colisión, el rebote, la rotación, etc.\n" "Un RigidBody tiene 4 comportamientos [member mode]s: Rígido, Estático, " "Carácter y Cinemático.\n" "[b]Nota:[/b] No cambies la posición de un RigidBody cada fotograma o muy a " "menudo. Los cambios esporádicos funcionan bien, pero la física funciona con " "una granularidad (Hz fijos) diferente a la de la representación habitual " "(llamada de proceso) y tal vez incluso en un hilo separado, por lo que " "cambiar esto de un bucle de proceso puede dar lugar a un comportamiento " "extraño. Si necesitas afectar directamente el estado del cuerpo, usa [method " "_integrate_forces], que te permite acceder directamente al estado de la " "física.\n" "Si necesitas anular el comportamiento físico predeterminado, puedes escribir " "una función de integración de fuerzas personalizada. Ver [member " "custom_integrator]." #: doc/classes/RigidBody.xml msgid "" "Called during physics processing, allowing you to read and safely modify the " "simulation state for the object. By default, it works in addition to the " "usual physics behavior, but the [member custom_integrator] property allows " "you to disable the default behavior and do fully custom force integration " "for a body." msgstr "" "Llamado durante el procesamiento de la física, que permite leer y modificar " "con seguridad el estado de simulación del objeto. Por defecto, funciona " "además del comportamiento físico habitual, pero la propiedad [member " "custom_integrator] te permite deshabilitar el comportamiento por defecto y " "hacer una integración de fuerza totalmente personalizada para un cuerpo." #: doc/classes/RigidBody.xml msgid "" "Adds a constant directional force (i.e. acceleration) without affecting " "rotation.\n" "This is equivalent to [code]add_force(force, Vector3(0,0,0))[/code]." msgstr "" "Añade una fuerza direccional constante (es decir, aceleración) sin afectar a " "la rotación.\n" "Esto equivale a [code]add_force(force, Vector3(0,0,0))[/code]." #: doc/classes/RigidBody.xml msgid "" "Adds a constant directional force (i.e. acceleration).\n" "The position uses the rotation of the global coordinate system, but is " "centered at the object's origin." msgstr "" "Añade una fuerza direccional constante (es decir, aceleración) sin afectar a " "la rotación.\n" "Esto equivale a [code]add_force(force, Vector3(0,0,0))[/code]." #: doc/classes/RigidBody.xml msgid "" "Adds a constant rotational force (i.e. a motor) without affecting position." msgstr "" "Añade una fuerza de rotación constante (es decir, un motor) sin afectar a la " "posición." #: doc/classes/RigidBody.xml msgid "" "Applies a directional impulse without affecting rotation.\n" "This is equivalent to [code]apply_impulse(Vector3(0,0,0), impulse)[/code]." msgstr "" "Aplica un impulso direccional sin afectar a la rotación.\n" "Esto equivale a [code]apply_impulse(Vector3(0,0,0), impulse)[/code]." #: doc/classes/RigidBody.xml msgid "" "Applies a positioned impulse to the body. An impulse is time independent! " "Applying an impulse every frame would result in a framerate-dependent force. " "For this reason it should only be used when simulating one-time impacts. The " "position uses the rotation of the global coordinate system, but is centered " "at the object's origin." msgstr "" "Aplica un impulso posicionado al cuerpo. ¡Un impulso es independiente del " "tiempo! Aplicar un impulso en cada cuadro resultaría en una fuerza " "dependiente del cuadro. Por esta razón, sólo debe utilizarse cuando se " "simulan impactos únicos. La posición utiliza la rotación del sistema de " "coordenadas globales, pero está centrada en el origen del objeto." #: doc/classes/RigidBody.xml msgid "" "Applies a torque impulse which will be affected by the body mass and shape. " "This will rotate the body around the [code]impulse[/code] vector passed." msgstr "" "Aplica un impulso de torsión que se verá afectado por la masa y la forma del " "cuerpo. Esto hará girar el cuerpo alrededor del vector de [code]impulse[/" "code] pasado." #: doc/classes/RigidBody.xml msgid "" "Returns [code]true[/code] if the specified linear or rotational axis is " "locked." msgstr "" "Devuelve [code]true[/code] si el eje lineal o rotativo especificado está " "bloqueado." #: doc/classes/RigidBody.xml doc/classes/RigidBody2D.xml msgid "" "Returns a list of the bodies colliding with this one. Requires [member " "contact_monitor] to be set to [code]true[/code] and [member " "contacts_reported] to be set high enough to detect all the collisions.\n" "[b]Note:[/b] The result of this test is not immediate after moving objects. " "For performance, list of collisions is updated once per frame and before the " "physics step. Consider using signals instead." msgstr "" "Retorna una lista de los cuerpos que colisionan con éste. Requiere que " "[member contact_monitor] sea [code]true[/code], y que [member " "contacts_reported] sea lo suficientemente alto para detectar todas las " "colisiones.\n" "[b]Nota:[/b] El resultado de esta prueba no es inmediato después de mover " "los objetos. Para un mejor rendimiento, la lista de superposiciones se " "actualiza una vez por cuadro y antes del paso de física. Considere la " "posibilidad de utilizar señales en su lugar." #: doc/classes/RigidBody.xml #, fuzzy msgid "" "Returns the inverse inertia tensor basis. This is used to calculate the " "angular acceleration resulting from a torque applied to the RigidBody." msgstr "" "Devuelve la base del tensor de inercia inversa. Se utiliza para calcular la " "aceleración angular resultante de un par aplicado al [RigidBody]." #: doc/classes/RigidBody.xml msgid "Locks the specified linear or rotational axis." msgstr "Bloquea el eje lineal o rotacional especificado." #: doc/classes/RigidBody.xml #, fuzzy msgid "" "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 "" "La amortiguación lineal del cuerpo. No puede ser menor de -1.0. Si este " "valor es diferente de -1,0, cualquier humedad lineal derivada del mundo o de " "las áreas será anulada." #: doc/classes/RigidBody.xml msgid "Lock the body's rotation in the X axis." msgstr "Bloquea la rotación del cuerpo en el eje X." #: doc/classes/RigidBody.xml msgid "Lock the body's rotation in the Y axis." msgstr "Bloquea la rotación del cuerpo en el eje Y." #: doc/classes/RigidBody.xml msgid "Lock the body's rotation in the Z axis." msgstr "Bloquea la rotación del cuerpo en el eje Z." #: doc/classes/RigidBody.xml msgid "Lock the body's movement in the X axis." msgstr "Bloquea el movimiento del cuerpo en el eje X." #: doc/classes/RigidBody.xml msgid "Lock the body's movement in the Y axis." msgstr "Bloquea el movimiento del cuerpo en el eje Y." #: doc/classes/RigidBody.xml msgid "Lock the body's movement in the Z axis." msgstr "Bloquea el movimiento del cuerpo en el eje Z." #: doc/classes/RigidBody.xml doc/classes/RigidBody2D.xml #: doc/classes/StaticBody.xml doc/classes/StaticBody2D.xml #, fuzzy msgid "" "The body's bounciness. Values range from [code]0[/code] (no bounce) to " "[code]1[/code] (full bounciness).\n" "Deprecated, use [member PhysicsMaterial.bounce] instead via [member " "physics_material_override]." msgstr "" "El rebote del cuerpo. Los valores van desde [code]0[/code] (sin rebote) " "hasta [code]1[/code] (rebote completo)." #: doc/classes/RigidBody.xml msgid "" "If [code]true[/code], the body can enter sleep mode when there is no " "movement. See [member sleeping].\n" "[b]Note:[/b] A RigidBody3D will never enter sleep mode automatically if its " "[member mode] is [constant MODE_CHARACTER]. It can still be put to sleep " "manually by setting its [member sleeping] property to [code]true[/code]." msgstr "" #: doc/classes/RigidBody.xml #, fuzzy msgid "" "If [code]true[/code], the RigidBody will emit signals when it collides with " "another RigidBody. See also [member contacts_reported]." msgstr "" "Si [code]true[/code], el RigidBody emitirá señales cuando colisione con otro " "RigidBody. Véase también [member contacts_reported]." #: doc/classes/RigidBody.xml msgid "" "The maximum number of contacts that will be recorded. Requires [member " "contact_monitor] to be set to [code]true[/code].\n" "[b]Note:[/b] The number of contacts is different from the number of " "collisions. Collisions between parallel edges will result in two contacts " "(one at each end), and collisions between parallel faces will result in four " "contacts (one at each corner)." msgstr "" "El número máximo de contactos que serán reportados. Requiere que [member " "contact_monitor] sea [code]true[/code].\n" "[b]Nota:[/b] El número de contactos es diferente al número de colisiones. " "Las colisiones entre bordes paralelos resultará en dos contactos (uno en " "cada extremo), y las colisiones entre caras paralelas resultará en cuatro " "contactos (uno en cada esquina)." #: doc/classes/RigidBody.xml msgid "" "If [code]true[/code], continuous collision detection is used.\n" "Continuous collision detection tries to predict where a moving body will " "collide, instead of moving it and correcting its movement if it collided. " "Continuous collision detection is more precise, and misses fewer impacts by " "small, fast-moving objects. Not using continuous collision detection is " "faster to compute, but can miss small, fast-moving objects." msgstr "" "Si [code]true[/code], se utiliza la detección continua de colisiones.\n" "La detección de colisión continua trata de predecir dónde colisionará un " "cuerpo en movimiento, en lugar de moverlo y corregir su movimiento si " "colisionara. La detección de colisión continua es más precisa, y pierde " "menos impactos de objetos pequeños y de movimiento rápido. No usar la " "detección de colisión continua es más rápido de calcular, pero puede pasar " "por alto los objetos pequeños y de movimiento rápido." #: doc/classes/RigidBody.xml msgid "" "If [code]true[/code], internal force integration will be disabled (like " "gravity or air friction) for this body. Other than collision response, the " "body will only move as determined by the [method _integrate_forces] " "function, if defined." msgstr "" "Si [code]true[/code], la integración de la fuerza interna se desactivará " "(como la gravedad o la fricción del aire) para este cuerpo. Aparte de la " "respuesta a la colisión, el cuerpo sólo se moverá según lo determinado por " "la función [method _integrate_forces], si está definida." #: doc/classes/RigidBody.xml msgid "" "The body's friction, from 0 (frictionless) to 1 (max friction).\n" "Deprecated, use [member PhysicsMaterial.friction] instead via [member " "physics_material_override]." msgstr "" #: doc/classes/RigidBody.xml #, fuzzy msgid "" "This is multiplied by the global 3D gravity setting found in [b]Project > " "Project Settings > Physics > 3d[/b] to produce RigidBody's gravity. For " "example, a value of 1 will be normal gravity, 2 will apply double gravity, " "and 0.5 will apply half gravity to this object." msgstr "" "Esto se multiplica por el ajuste de la gravedad global 3D que se encuentra " "en [b]Proyecto > Ajustes del proyecto > Física > 3d[/b] para producir la " "gravedad de RigidBody. Por ejemplo, un valor de 1 será la gravedad normal, 2 " "aplicará la gravedad doble y 0,5 aplicará la mitad de la gravedad a este " "objeto." #: doc/classes/RigidBody.xml #, fuzzy msgid "" "The body's linear damp. Cannot be less than -1.0. If this value is different " "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 "" "La amortiguación lineal del cuerpo. No puede ser menor de -1.0. Si este " "valor es diferente de -1,0, cualquier humedad lineal derivada del mundo o de " "las áreas será anulada." #: doc/classes/RigidBody.xml #, fuzzy msgid "" "The body's linear velocity in units per second. Can be used sporadically, " "but [b]don't set this every frame[/b], because physics may run in another " "thread and runs at a different granularity. Use [method _integrate_forces] " "as your process loop for precise control of the body state." msgstr "" "La velocidad lineal del cuerpo. Puede ser utilizada esporádicamente, pero " "[b]no fijes esto en cada fotograma[/b], porque la física puede correr en " "otro hilo y funciona con una granularidad diferente. Utiliza [method " "_integrate_forces] como tu bucle de proceso para un control preciso del " "estado del cuerpo." #: doc/classes/RigidBody.xml doc/classes/RigidBody2D.xml msgid "The body's mass." msgstr "La masa del cuerpo." #: doc/classes/RigidBody.xml msgid "The body mode. See [enum Mode] for possible values." msgstr "" "El modo corporal. Consulte [enum Mode] para conocer los posibles valores." #: doc/classes/RigidBody.xml doc/classes/RigidBody2D.xml #: doc/classes/StaticBody.xml doc/classes/StaticBody2D.xml msgid "" "The physics material override for the body.\n" "If a material is assigned to this property, it will be used instead of any " "other physics material, such as an inherited one." msgstr "" "El material de la física se sobreescribe para el cuerpo.\n" "Si se asigna un material a esta propiedad, se utilizará en lugar de " "cualquier otro material de física, como por ejemplo uno heredado." #: doc/classes/RigidBody.xml doc/classes/RigidBody2D.xml msgid "" "If [code]true[/code], the body will not move and will not calculate forces " "until woken up by another body through, for example, a collision, or by " "using the [method apply_impulse] or [method add_force] methods." msgstr "" "Si [code]true[/code], el cuerpo no se moverá y no calculará fuerzas hasta " "que sea despertado por otro cuerpo a través de, por ejemplo, una colisión, o " "utilizando los métodos [method apply_impulse] o [method add_force]." #: doc/classes/RigidBody.xml msgid "" "The body's weight based on its mass and the global 3D gravity. Global values " "are set in [b]Project > Project Settings > Physics > 3d[/b]." msgstr "" "El peso del cuerpo basado en su masa y la gravedad 3D global. Los valores " "globales se establecen en [b]Proyecto > Configuración del proyecto > Física " "> 3d[/b]." #: doc/classes/RigidBody.xml #, fuzzy msgid "" "Emitted when a collision with another [PhysicsBody] or [GridMap] occurs. " "Requires [member contact_monitor] to be set to [code]true[/code] and [member " "contacts_reported] to be set high enough to detect all the collisions. " "[GridMap]s are detected if the [MeshLibrary] has Collision [Shape]s.\n" "[code]body[/code] the [Node], if it exists in the tree, of the other " "[PhysicsBody] or [GridMap]." msgstr "" "Emitido cuando un cuerpo entra en contacto con éste. Requiere que [member " "contact_monitor] se establezca en [code]true[/code] y que [member " "contacts_reported] se establezca lo suficientemente alto para detectar todas " "las colisiones.\n" "Esta señal no sólo recibe el cuerpo que colisionó con éste, sino también su " "[RID] ([code]body_id[/code]), el índice de forma del cuerpo que colisionó " "([code]body_shape[/code]), y el índice de forma de este cuerpo " "([code]local_shape[/code]) con el que colisionó el otro cuerpo." #: doc/classes/RigidBody.xml #, fuzzy msgid "" "Emitted when the collision with another [PhysicsBody] or [GridMap] ends. " "Requires [member contact_monitor] to be set to [code]true[/code] and [member " "contacts_reported] to be set high enough to detect all the collisions. " "[GridMap]s are detected if the [MeshLibrary] has Collision [Shape]s.\n" "[code]body[/code] the [Node], if it exists in the tree, of the other " "[PhysicsBody] or [GridMap]." msgstr "" "Emitido cuando un cuerpo entra en contacto con éste. Requiere que [member " "contact_monitor] se establezca en [code]true[/code] y que [member " "contacts_reported] se establezca lo suficientemente alto para detectar todas " "las colisiones.\n" "Esta señal no sólo recibe el cuerpo que colisionó con éste, sino también su " "[RID] ([code]body_id[/code]), el índice de forma del cuerpo que colisionó " "([code]body_shape[/code]), y el índice de forma de este cuerpo " "([code]local_shape[/code]) con el que colisionó el otro cuerpo." #: doc/classes/RigidBody.xml msgid "" "Emitted when one of this RigidBody's [Shape]s collides with another " "[PhysicsBody] or [GridMap]'s [Shape]s. Requires [member contact_monitor] to " "be set to [code]true[/code] and [member contacts_reported] to be set high " "enough to detect all the collisions. [GridMap]s are detected if the " "[MeshLibrary] has Collision [Shape]s.\n" "[code]body_rid[/code] the [RID] of the other [PhysicsBody] or " "[MeshLibrary]'s [CollisionObject] used by the [PhysicsServer].\n" "[code]body[/code] the [Node], if it exists in the tree, of the other " "[PhysicsBody] or [GridMap].\n" "[code]body_shape_index[/code] the index of the [Shape] of the other " "[PhysicsBody] or [GridMap] used by the [PhysicsServer]. Get the " "[CollisionShape] node with [code]body.shape_owner_get_owner(body_shape_index)" "[/code].\n" "[code]local_shape_index[/code] the index of the [Shape] of this RigidBody " "used by the [PhysicsServer]. Get the [CollisionShape] node with [code]self." "shape_owner_get_owner(local_shape_index)[/code].\n" "[b]Note:[/b] Bullet physics cannot identify the shape index when using a " "[ConcavePolygonShape]. Don't use multiple [CollisionShape]s when using a " "[ConcavePolygonShape] with Bullet physics if you need shape indices." msgstr "" #: doc/classes/RigidBody.xml msgid "" "Emitted when the collision between one of this RigidBody's [Shape]s and " "another [PhysicsBody] or [GridMap]'s [Shape]s ends. Requires [member " "contact_monitor] to be set to [code]true[/code] and [member " "contacts_reported] to be set high enough to detect all the collisions. " "[GridMap]s are detected if the [MeshLibrary] has Collision [Shape]s.\n" "[code]body_rid[/code] the [RID] of the other [PhysicsBody] or " "[MeshLibrary]'s [CollisionObject] used by the [PhysicsServer]. [GridMap]s " "are detected if the Meshes have [Shape]s.\n" "[code]body[/code] the [Node], if it exists in the tree, of the other " "[PhysicsBody] or [GridMap].\n" "[code]body_shape_index[/code] the index of the [Shape] of the other " "[PhysicsBody] or [GridMap] used by the [PhysicsServer]. Get the " "[CollisionShape] node with [code]body.shape_owner_get_owner(body_shape_index)" "[/code].\n" "[code]local_shape_index[/code] the index of the [Shape] of this RigidBody " "used by the [PhysicsServer]. Get the [CollisionShape] node with [code]self." "shape_owner_get_owner(local_shape_index)[/code].\n" "[b]Note:[/b] Bullet physics cannot identify the shape index when using a " "[ConcavePolygonShape]. Don't use multiple [CollisionShape]s when using a " "[ConcavePolygonShape] with Bullet physics if you need shape indices." msgstr "" #: doc/classes/RigidBody.xml doc/classes/RigidBody2D.xml msgid "" "Emitted when the physics engine changes the body's sleeping state.\n" "[b]Note:[/b] Changing the value [member sleeping] will not trigger this " "signal. It is only emitted if the sleeping state is changed by the physics " "engine or [code]emit_signal(\"sleeping_state_changed\")[/code] is used." msgstr "" "Emitida cuando el motor físico cambia el estado de sueño del cuerpo.\n" "[b]Nota:[/b] Cambiar el valor [member sleeping] no activará esta señal. Sólo " "se emite si el motor de física cambia el estado de sueño o si se utiliza " "[code]emit_signal(\"sleeping_state_changed\")[/code]." #: doc/classes/RigidBody.xml msgid "" "Rigid body mode. This is the \"natural\" state of a rigid body. It is " "affected by forces, and can move, rotate, and be affected by user code." msgstr "" "Modo de cuerpo rígido. Este es el estado \"natural\" de un cuerpo rígido. Es " "afectado por fuerzas, y puede moverse, rotar y ser afectado por el código de " "usuario." #: doc/classes/RigidBody.xml #, fuzzy msgid "" "Static mode. The body behaves like a [StaticBody], and can only move by user " "code." msgstr "" "Modo estático. El cuerpo se comporta como un [StaticBody], y sólo puede " "moverse por el código de usuario." #: doc/classes/RigidBody.xml msgid "" "Character body mode. This behaves like a rigid body, but can not rotate." msgstr "" "Modo de cuerpo de personaje. Se comporta como un cuerpo rígido, pero no " "puede girar." #: doc/classes/RigidBody.xml #, fuzzy msgid "" "Kinematic body mode. The body behaves like a [KinematicBody], and can only " "move by user code." msgstr "" "Modo corporal cinemático. El cuerpo se comporta como un [KinematicBody], y " "sólo puede moverse por el código de usuario." #: doc/classes/RigidBody2D.xml msgid "A body that is controlled by the 2D physics engine." msgstr "Un cuerpo que es controlado por el motor de física 2D." #: doc/classes/RigidBody2D.xml #, fuzzy msgid "" "This node implements simulated 2D physics. You do not control a RigidBody2D " "directly. Instead, you apply forces to it (gravity, impulses, etc.) and the " "physics simulation calculates the resulting movement based on its mass, " "friction, and other physical properties.\n" "A RigidBody2D has 4 behavior [member mode]s: Rigid, Static, Character, and " "Kinematic.\n" "[b]Note:[/b] You should not change a RigidBody2D's [code]position[/code] or " "[code]linear_velocity[/code] every frame or even very often. If you need to " "directly affect the body's state, use [method _integrate_forces], which " "allows you to directly access the physics state.\n" "Please also keep in mind that physics bodies manage their own transform " "which overwrites the ones you set. So any direct or indirect transformation " "(including scaling of the node or its parent) will be visible in the editor " "only, and immediately reset at runtime.\n" "If you need to override the default physics behavior or add a transformation " "at runtime, you can write a custom force integration. See [member " "custom_integrator].\n" "The center of mass is always located at the node's origin without taking " "into account the [CollisionShape2D] centroid offsets." msgstr "" "Este nodo implementa física 2D simulada. No controla directamente un " "RigidBody2D. En su lugar, le aplicas fuerzas (gravedad, impulsos, etc.) y la " "simulación física calcula el movimiento resultante basándose en su masa, " "fricción y otras propiedades físicas.\n" "Un RigidBody2D tiene 4 modos de comportamiento [member mode]s: Rígido, " "Estático, Carácter y Cinemático.\n" "[b]Nota:[/b] No debes cambiar la [code]position[/code] o la " "[code]linear_velocity[/code] de un RigidBody2D en cada cuadro o incluso muy " "a menudo. Si necesitas afectar directamente al estado del cuerpo, usa " "[method _integrate_forces], que te permite acceder directamente al estado de " "la física.\n" "Ten en cuenta también que los cuerpos físicos gestionan su propia " "transformación que sobrescribe las que tú estableces. Por lo tanto, " "cualquier transformación directa o indirecta (incluyendo el escalado del " "nodo o de su padre) será visible sólo en el editor, y se reiniciará " "inmediatamente en tiempo de ejecución.\n" "Si necesitas anular el comportamiento físico predeterminado o añadir una " "transformación en tiempo de ejecución, puedes escribir una integración de " "fuerzas personalizada. Ver [member custom_integrator]." #: doc/classes/RigidBody2D.xml msgid "2D Physics Platformer Demo" msgstr "" #: doc/classes/RigidBody2D.xml doc/classes/Sprite.xml msgid "Instancing Demo" msgstr "" #: doc/classes/RigidBody2D.xml msgid "" "Allows you to read and safely modify the simulation state for the object. " "Use this instead of [method Node._physics_process] if you need to directly " "change the body's [code]position[/code] or other physics properties. By " "default, it works in addition to the usual physics behavior, but [member " "custom_integrator] allows you to disable the default behavior and write " "custom force integration for a body." msgstr "" "Permite leer y modificar con seguridad el estado de simulación del objeto. " "Utilízalo en lugar del [method Node._physics_process] si necesitas cambiar " "directamente la [code]position[/code] del cuerpo o otras propiedades " "físicas. Por defecto, funciona además del comportamiento físico habitual, " "pero [member custom_integrator] te permite desactivar el comportamiento por " "defecto y escribir la integración de fuerza personalizada para un cuerpo." #: doc/classes/RigidBody2D.xml msgid "" "Applies a positioned impulse to the body. An impulse is time-independent! " "Applying an impulse every frame would result in a framerate-dependent force. " "For this reason it should only be used when simulating one-time impacts (use " "the \"_force\" functions otherwise). The position uses the rotation of the " "global coordinate system, but is centered at the object's origin." msgstr "" "Aplica un impulso posicionado al cuerpo. ¡Un impulso es independiente del " "tiempo! Aplicar un impulso en cada cuadro resultaría en una fuerza " "dependiente del cuadro. Por esta razón, sólo debe utilizarse cuando se " "simulan impactos únicos (de lo contrario, utilice las funciones \"_force\"). " "La posición utiliza la rotación del sistema de coordenadas globales, pero " "está centrada en el origen del objeto." #: doc/classes/RigidBody2D.xml msgid "" "Sets the body's velocity on the given axis. The velocity in the given vector " "axis will be set as the given vector length. This is useful for jumping " "behavior." msgstr "" "Asigna la velocidad del cuerpo en el eje dado. La velocidad en el eje del " "vector será asignada como la longitud del vector. Esto es útil para " "comportamiento pertinente al salto." #: doc/classes/RigidBody2D.xml #, fuzzy msgid "" "Returns [code]true[/code] if a collision would result from moving in the " "given vector. [code]margin[/code] increases the size of the shapes involved " "in the collision detection, and [code]result[/code] is an object of type " "[Physics2DTestMotionResult], which contains additional information about the " "collision (should there be one)." msgstr "" "Retorna [code]true[/code] si una colisión resultaría de mover el cuerpo en " "el vector dado. [code]margin[/code] aumenta el tamaño de las formas " "involucradas en la detección de colisiones, y [code]result[/code] es un " "objeto de tipo [PhysicsTestMotionResult2D], el cual contiene información " "adicional acerca de la colisión (si hay una)." #: doc/classes/RigidBody2D.xml #, fuzzy 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]. 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 "" "Amortigua la [member angular_velocity] del cuerpo. Si [code]-1[/code], el " "cuerpo usará la [b]Amortiguamiento angular por defecto[/b] definido en " "[b]Proyecto > Configuración del proyecto > Física > 2d[/b]." #: doc/classes/RigidBody2D.xml msgid "The body's total applied force." msgstr "La fuerza total aplicada al cuerpo." #: doc/classes/RigidBody2D.xml msgid "The body's total applied torque." msgstr "El torque total aplicado al cuerpo." #: doc/classes/RigidBody2D.xml msgid "" "If [code]true[/code], the body can enter sleep mode when there is no " "movement. See [member sleeping].\n" "[b]Note:[/b] A RigidBody2D will never enter sleep mode automatically if its " "[member mode] is [constant MODE_CHARACTER]. It can still be put to sleep " "manually by setting its [member sleeping] property to [code]true[/code]." msgstr "" #: doc/classes/RigidBody2D.xml msgid "" "If [code]true[/code], the body will emit signals when it collides with " "another RigidBody2D. See also [member contacts_reported]." msgstr "" "Si es [code]true[/code], el cuerpo emitirá señales cuando colisione con otro " "RigidBody2D. Véase tambien [member contacts_reported]." #: doc/classes/RigidBody2D.xml #, fuzzy msgid "" "The maximum number of contacts that will be recorded. Requires [member " "contact_monitor] to be set to [code]true[/code].\n" "[b]Note:[/b] The number of contacts is different from the number of " "collisions. Collisions between parallel edges will result in two contacts " "(one at each end)." msgstr "" "El número máximo de contactos que serán reportados. Requiere que [member " "contact_monitor] sea [code]true[/code].\n" "[b]Nota:[/b] El número de contactos es diferente al número de colisiones. " "Las colisiones entre bordes paralelos resultará en dos contactos (uno en " "cada extremo), y las colisiones entre caras paralelas resultará en cuatro " "contactos (uno en cada esquina)." #: doc/classes/RigidBody2D.xml msgid "" "Continuous collision detection mode.\n" "Continuous collision detection tries to predict where a moving body will " "collide instead of moving it and correcting its movement after collision. " "Continuous collision detection is slower, but more precise and misses fewer " "collisions with small, fast-moving objects. Raycasting and shapecasting " "methods are available. See [enum CCDMode] for details." msgstr "" "Modo de detección de colisiones continua.\n" "La detección de colisiones continua intenta predecir dónde colisionará un " "cuerpo en movimiento en lugar de moverlo y corregir su movimiento después de " "la colisión. La detección continua es más lenta, pero más precisa y " "desacierta menos colisiones con objetos pequeños y en rápido movimiento. " "Métodos para raycasting y shapecasting están disponibles. Véase [enum " "CCDMode] para más detalles." #: doc/classes/RigidBody2D.xml msgid "" "If [code]true[/code], internal force integration is disabled for this body. " "Aside from collision response, the body will only move as determined by the " "[method _integrate_forces] function." msgstr "" "Si es [code]true[/code], la integración para fuerzas internas está " "desabilitada para este cuerpo. Aparte de reaccionar a colisiones, el cuerpo " "sólo se moverá por la función [method _integrate_forces]." #: doc/classes/RigidBody2D.xml #, fuzzy msgid "" "The body's friction. Values range from [code]0[/code] (frictionless) to " "[code]1[/code] (maximum friction).\n" "Deprecated, use [member PhysicsMaterial.friction] instead via [member " "physics_material_override]." msgstr "" "La fricción del cuerpo. Los valores van desde [code]0[/code] (sin fricción) " "hasta [code]1[/code] (fricción máxima)." #: doc/classes/RigidBody2D.xml msgid "" "Multiplies the gravity applied to the body. The body's gravity is calculated " "from the [b]Default Gravity[/b] value in [b]Project > Project Settings > " "Physics > 2d[/b] and/or any additional gravity vector applied by [Area2D]s." msgstr "" "Multiplica la gravedad aplicada al cuerpo. La gravedad del cuerpo se calcula " "a partir del valor [b]Gravedad por defecto[/b] en [b]Proyecto > " "Configuración del proyecto > Física > 2d[/b] y/o cualquier vector de " "gravedad adicional aplicado por [Area2D]s." #: doc/classes/RigidBody2D.xml msgid "" "The body's moment of inertia. This is like mass, but for rotation: it " "determines how much torque it takes to rotate the body. The moment of " "inertia is usually computed automatically from the mass and the shapes, but " "this function allows you to set a custom value. Set 0 inertia to return to " "automatically computing it." msgstr "" "El momento de inercia del cuerpo. Es como la masa, pero para la rotación: " "determina la cantidad de torsión que se necesita para girar el cuerpo. El " "momento de inercia suele calcularse automáticamente a partir de la masa y " "las formas, pero esta función permite establecer un valor personalizado. " "Establezca 0 inercia para volver a calcularlo automáticamente." #: doc/classes/RigidBody2D.xml #, fuzzy 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]. 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 "" "Amortigua la [member linear_velocity] del cuerpo. Si [code]-1[/code], el " "cuerpo usará la [b]Amortiguador Lineal por Defecto[/b] en [b]Proyecto > " "Configuración del Proyecto > Física > 2d[/b]." #: doc/classes/RigidBody2D.xml #, fuzzy msgid "" "The body's linear velocity in pixels per second. Can be used sporadically, " "but [b]don't set this every frame[/b], because physics may run in another " "thread and runs at a different granularity. Use [method _integrate_forces] " "as your process loop for precise control of the body state." msgstr "" "La velocidad lineal del cuerpo. Puede ser utilizada esporádicamente, pero " "[b]no fijes esto en cada fotograma[/b], porque la física puede correr en " "otro hilo y funciona con una granularidad diferente. Utiliza [method " "_integrate_forces] como tu bucle de proceso para un control preciso del " "estado del cuerpo." #: doc/classes/RigidBody2D.xml msgid "The body's mode. See [enum Mode] for possible values." msgstr "El modo del cuerpo. Vea [enum Mode] para los posibles valores." #: doc/classes/RigidBody2D.xml msgid "" "The body's weight based on its mass and the [b]Default Gravity[/b] value in " "[b]Project > Project Settings > Physics > 2d[/b]." msgstr "" "El peso del cuerpo basado en su masa y el valor [b]Gravedad por defecto[/b] " "en [b]Proyecto > Configuración del proyecto > Física > 2d[/b]." #: doc/classes/RigidBody2D.xml #, fuzzy msgid "" "Emitted when a collision with another [PhysicsBody2D] or [TileMap] occurs. " "Requires [member contact_monitor] to be set to [code]true[/code] and [member " "contacts_reported] to be set high enough to detect all the collisions. " "[TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.\n" "[code]body[/code] the [Node], if it exists in the tree, of the other " "[PhysicsBody2D] or [TileMap]." msgstr "" "Emitido cuando un cuerpo entra en contacto con éste. Requiere que [member " "contact_monitor] se establezca en [code]true[/code] y que [member " "contacts_reported] se establezca lo suficientemente alto para detectar todas " "las colisiones.\n" "Esta señal no sólo recibe el cuerpo que colisionó con éste, sino también su " "[RID] ([code]body_id[/code]), el índice de forma del cuerpo que colisionó " "([code]body_shape[/code]), y el índice de forma de este cuerpo " "([code]local_shape[/code]) con el que colisionó el otro cuerpo." #: doc/classes/RigidBody2D.xml #, fuzzy msgid "" "Emitted when the collision with another [PhysicsBody2D] or [TileMap] ends. " "Requires [member contact_monitor] to be set to [code]true[/code] and [member " "contacts_reported] to be set high enough to detect all the collisions. " "[TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.\n" "[code]body[/code] the [Node], if it exists in the tree, of the other " "[PhysicsBody2D] or [TileMap]." msgstr "" "Emitido cuando un cuerpo entra en contacto con éste. Requiere que [member " "contact_monitor] se establezca en [code]true[/code] y que [member " "contacts_reported] se establezca lo suficientemente alto para detectar todas " "las colisiones.\n" "Esta señal no sólo recibe el cuerpo que colisionó con éste, sino también su " "[RID] ([code]body_id[/code]), el índice de forma del cuerpo que colisionó " "([code]body_shape[/code]), y el índice de forma de este cuerpo " "([code]local_shape[/code]) con el que colisionó el otro cuerpo." #: doc/classes/RigidBody2D.xml msgid "" "Emitted when one of this RigidBody2D's [Shape2D]s collides with another " "[PhysicsBody2D] or [TileMap]'s [Shape2D]s. Requires [member contact_monitor] " "to be set to [code]true[/code] and [member contacts_reported] to be set high " "enough to detect all the collisions. [TileMap]s are detected if the " "[TileSet] has Collision [Shape2D]s.\n" "[code]body_rid[/code] the [RID] of the other [PhysicsBody2D] or [TileSet]'s " "[CollisionObject2D] used by the [Physics2DServer].\n" "[code]body[/code] the [Node], if it exists in the tree, of the other " "[PhysicsBody2D] or [TileMap].\n" "[code]body_shape_index[/code] the index of the [Shape2D] of the other " "[PhysicsBody2D] or [TileMap] used by the [Physics2DServer]. Get the " "[CollisionShape2D] node with [code]body." "shape_owner_get_owner(body_shape_index)[/code].\n" "[code]local_shape_index[/code] the index of the [Shape2D] of this " "RigidBody2D used by the [Physics2DServer]. Get the [CollisionShape2D] node " "with [code]self.shape_owner_get_owner(local_shape_index)[/code]." msgstr "" #: doc/classes/RigidBody2D.xml msgid "" "Emitted when the collision between one of this RigidBody2D's [Shape2D]s and " "another [PhysicsBody2D] or [TileMap]'s [Shape2D]s ends. Requires [member " "contact_monitor] to be set to [code]true[/code] and [member " "contacts_reported] to be set high enough to detect all the collisions. " "[TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.\n" "[code]body_rid[/code] the [RID] of the other [PhysicsBody2D] or [TileSet]'s " "[CollisionObject2D] used by the [Physics2DServer].\n" "[code]body[/code] the [Node], if it exists in the tree, of the other " "[PhysicsBody2D] or [TileMap].\n" "[code]body_shape_index[/code] the index of the [Shape2D] of the other " "[PhysicsBody2D] or [TileMap] used by the [Physics2DServer]. Get the " "[CollisionShape2D] node with [code]body." "shape_owner_get_owner(body_shape_index)[/code].\n" "[code]local_shape_index[/code] the index of the [Shape2D] of this " "RigidBody2D used by the [Physics2DServer]. Get the [CollisionShape2D] node " "with [code]self.shape_owner_get_owner(local_shape_index)[/code]." msgstr "" #: doc/classes/RigidBody2D.xml msgid "" "Rigid mode. The body behaves as a physical object. It collides with other " "bodies and responds to forces applied to it. This is the default mode." msgstr "" "Modo rígido. El cuerpo se comporta como un objeto físico. Colisiona con " "otros cuerpos y responde a las fuerzas que se le aplican. Este es el modo " "por defecto." #: doc/classes/RigidBody2D.xml msgid "Static mode. The body behaves like a [StaticBody2D] and does not move." msgstr "" "Modo estático. El cuerpo se comporta como un [StaticBody2D] y no se mueve." #: doc/classes/RigidBody2D.xml msgid "" "Character mode. Similar to [constant MODE_RIGID], but the body can not " "rotate." msgstr "" "Modo de personaje. Similar a [constant MODE_RIGID], pero el cuerpo no puede " "rotar." #: doc/classes/RigidBody2D.xml msgid "" "Kinematic mode. The body behaves like a [KinematicBody2D], and must be moved " "by code." msgstr "" "Modo cinemático. El cuerpo se comporta como un [KinematicBody2D], y debe ser " "movido por un código." #: doc/classes/RigidBody2D.xml msgid "" "Continuous collision detection disabled. This is the fastest way to detect " "body collisions, but can miss small, fast-moving objects." msgstr "" "Detección de colisión continua desactivada. Es la forma más rápida de " "detectar colisiones corporales, pero puede pasar por alto pequeños objetos " "de movimiento rápido." #: doc/classes/RigidBody2D.xml msgid "" "Continuous collision detection enabled using raycasting. This is faster than " "shapecasting but less precise." msgstr "" "Detección de colisión continua activada mediante raycasting. Esto es más " "rápido que el \"shapecasting\" pero menos preciso." #: doc/classes/RigidBody2D.xml msgid "" "Continuous collision detection enabled using shapecasting. This is the " "slowest CCD method and the most precise." msgstr "" "Detección de colisión continua habilitada mediante el uso de " "\"shapecasting\". Este es el método CCD más lento y más preciso." #: doc/classes/Room.xml msgid "Room node, used to group objects together locally for [Portal] culling." msgstr "" #: doc/classes/Room.xml msgid "" "The [Portal] culling system requires levels to be built using objects " "grouped together by location in areas called [Room]s. In many cases these " "will correspond to actual rooms in buildings, but not necessarily (a canyon " "area may be treated as a room).\n" "Any [VisualInstance] that is a child or grandchild of a [Room] will be " "assigned to that room, if the [code]portal_mode[/code] of that " "[VisualInstance] is set to [code]STATIC[/code] (does not move) or " "[code]DYNAMIC[/code] (moves only within the room).\n" "Internally the room boundary must form a [b]convex hull[/b], and by default " "this is determined automatically by the geometry of the objects you place " "within the room.\n" "You can alternatively precisely specify a [b]manual bound[/b]. If you place " "a [MeshInstance] with a name prefixed by [code]Bound_[/code], it will turn " "off the bound generation from geometry, and instead use the vertices of this " "MeshInstance to directly calculate a convex hull during the conversion stage " "(see [RoomManager]).\n" "In order to see from one room into an adjacent room, [Portal]s must be " "placed over non-occluded openings between rooms. These will often be placed " "over doors and windows." msgstr "" #: doc/classes/Room.xml msgid "" "If [code]points[/code] are set, the [Room] bounding convex hull will be " "built from these points. If no points are set, the room bound will either be " "derived from a manual bound ([MeshInstance] with name prefix [code]Bound_[/" "code]), or from the geometry within the room.\n" "Note that you can use the [code]Generate Points[/code] editor button to get " "started. This will use either the geometry or manual bound to generate the " "room hull, and save the resulting points, allowing you to edit them to " "further refine the bound." msgstr "" #: doc/classes/Room.xml msgid "" "The [code]simplify[/code] value determines to what degree room hulls " "(bounds) are simplified, by removing similar planes. A value of 0 gives no " "simplification, 1 gives maximum simplification." msgstr "" #: doc/classes/Room.xml msgid "" "The room hull simplification can either use the default value set in the " "[RoomManager], or override this and use the per room setting." msgstr "" #: doc/classes/RoomGroup.xml msgid "Groups [Room]s together to allow common functionality." msgstr "" #: doc/classes/RoomGroup.xml msgid "" "Although [Room] behavior can be specified individually, sometimes it is " "faster and more convenient to write functionality for a group of rooms.\n" "[RoomGroup]s should be placed as children of the [b]room list[/b] (the " "parent [Node] of your [Room]s), and [Room]s should be placed in turn as " "children of a [RoomGroup] in order to assign them to the RoomGroup.\n" "A [RoomGroup] can for example be used to specify [Room]s that are " "[b]outside[/b], and switch on or off a directional light, sky, or rain " "effect as the player enters / exits the area.\n" "[RoomGroup]s receive [b]gameplay callbacks[/b] when the " "[code]gameplay_monitor[/code] is switched on, as [code]signal[/code]s or " "[code]notification[/code]s as they enter and exit the [b]gameplay area[/b] " "(see [RoomManager] for details)." msgstr "" #: doc/classes/RoomGroup.xml msgid "" "This priority will be applied to [Room]s within the group. The [Room] " "priority allows the use of [b]internal rooms[/b], rooms [i]within[/i] " "another room or rooms.\n" "When the [Camera] is within more than one room (regular and internal), the " "higher priority room will take precedence. So with for example, a house " "inside a terrain 'room', you would make the house higher priority, so that " "when the camera is within the house, the house is used as the source room, " "but outside the house, the terrain room would be used instead." msgstr "" #: doc/classes/RoomManager.xml msgid "The RoomManager node is used to control the portal culling system." msgstr "" #: doc/classes/RoomManager.xml msgid "" "In order to utilize the portal occlusion culling system, you must build your " "level using [Room]s and [Portal]s. Before these can be used at runtime, they " "must undergo a short conversion process to build the [code]room graph[/" "code], runtime data needed for portal culling. The [code]room graph[/code] " "is controlled by the [RoomManager] node, and the [RoomManager] also contains " "settings that are common throughout the portal system." msgstr "" #: doc/classes/RoomManager.xml msgid "" "This function clears all converted data from the [b]room graph[/b]. Use this " "before unloading a level, when transitioning from level to level, or " "returning to a main menu." msgstr "" #: doc/classes/RoomManager.xml msgid "" "This is the most important function in the whole portal culling system. " "Without it, the system cannot function.\n" "First it goes through every [Room] that is a child of the [code]room list[/" "code] node (and [RoomGroup]s within) and converts and adds it to the " "[code]room graph[/code].\n" "This works for both [Room] nodes, and [Spatial] nodes that follow a special " "naming convention. They should begin with the prefix [i]'Room_'[/i], " "followed by the name you wish to give the room, e.g. [i]'Room_lounge'[/i]. " "This will automatically convert such [Spatial]s to [Room] nodes for you. " "This is useful if you want to build you entire room system in e.g. Blender, " "and reimport multiple times as you work on the level.\n" "The conversion will try to assign [VisualInstance]s that are children and " "grandchildren of the [Room] to the room. These should be given a suitable " "[code]portal mode[/code] (see the [CullInstance] documentation). The default " "[code]portal mode[/code] is [code]STATIC[/code] - objects which are not " "expected to move while the level is played, which will typically be most " "objects.\n" "The conversion will usually use the geometry of these [VisualInstance]s (and " "the [Portal]s) to calculate a convex hull bound for the room. These bounds " "will be shown in the editor with a wireframe. Alternatively you can specify " "a manual custom bound for any room, see the [Room] documentation.\n" "By definition, [Camera]s within a room can see everything else within the " "room (that is one advantage to using convex hulls). However, in order to see " "from one room into adjacent rooms, you must place [Portal]s, which represent " "openings that the camera can see through, like windows and doors.\n" "[Portal]s are really just specialized [MeshInstance]s. In fact you will " "usually first create a portal by creating a [MeshInstance], especially a " "[code]plane[/code] mesh instance. You would move the plane in the editor to " "cover a window or doorway, with the front face pointing outward from the " "room. To let the conversion process know you want this mesh to be a portal, " "again we use a special naming convention. [MeshInstance]s to be converted to " "a [Portal] should start with the prefix [i]'Portal_'[/i].\n" "You now have a choice - you can leave the name as [i]'Portal_'[/i] and allow " "the system to automatically detect the nearest [Room] to link. In most cases " "this will work fine.\n" "An alternative method is to specify the [Room] to link to manually, " "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 - 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" "The solution is a wildcard character. After the room name, if you use the " "character [i]'*'[/i], this character and anything following it will be " "ignored. So you can use for example [i]'Portal_lounge*0'[/i], " "[i]'Portal_lounge*1'[/i] etc.\n" "Note that [Portal]s that have already been converted to [Portal] nodes " "(rather than [MeshInstance]s) still need to follow the same naming " "convention, as they will be relinked each time during conversion.\n" "It is recommended that you only place objects in rooms that are desired to " "stay within those rooms - i.e. [code]portal mode[/code]s [code]STATIC[/code] " "or [code]DYNAMIC[/code] (not crossing portals). [code]GLOBAL[/code] and " "[code]ROAMING[/code] objects are best placed in another part of the scene " "tree, to avoid confusion. See [CullInstance] for a full description of " "portal modes." msgstr "" #: doc/classes/RoomManager.xml 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 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).\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 msgid "" "Large objects can 'sprawl' over (be present in) more than one room. It can " "be useful to visualize which objects are sprawling outside the current " "room.\n" "Toggling this setting turns this debug view on and off." msgstr "" #: doc/classes/RoomManager.xml msgid "" "Usually we don't want objects that only [b]just[/b] cross a boundary into an " "adjacent [Room] to sprawl into that room. To prevent this, each [Portal] has " "an extra margin, or tolerance zone where objects can enter without sprawling " "to a neighbouring room.\n" "In most cases you can set this here for all portals. It is possible to " "override the margin for each portal." msgstr "" #: doc/classes/RoomManager.xml msgid "" "When using a partial or full PVS, the gameplay monitor allows you to receive " "callbacks when roaming objects or rooms enter or exit the [b]gameplay area[/" "b]. The gameplay area is defined as either the primary, or secondary PVS.\n" "These callbacks allow you to, for example, reduce processing for objects " "that are far from the player, or turn on and off AI.\n" "You can either choose to receive callbacks as notifications through the " "[code]_notification[/code] function, or as signals.\n" "[code]NOTIFICATION_ENTER_GAMEPLAY[/code]\n" "[code]NOTIFICATION_EXIT_GAMEPLAY[/code]\n" "Signals: [code]\"gameplay_entered\"[/code], [code]\"gameplay_exited\"[/code]" msgstr "" #: doc/classes/RoomManager.xml msgid "" "If enabled, the system will attempt to merge similar meshes (particularly in " "terms of materials) within [Room]s during conversion. This can significantly " "reduce the number of drawcalls and state changes required during rendering, " "albeit at a cost of reduced culling granularity.\n" "[b]Note:[/b] This operates at runtime during the conversion process, and " "will only operate on exported or running projects, in order to prevent " "accidental alteration to the scene and loss of data." msgstr "" #: doc/classes/RoomManager.xml msgid "" "When converting rooms, the editor will warn you if overlap is detected " "between rooms. Overlap can interfere with determining the room that cameras " "and objects are within. A small amount can be acceptable, depending on your " "level. Here you can alter the threshold at which the editor warning appears. " "There are no other side effects." msgstr "" #: doc/classes/RoomManager.xml msgid "" "Portal rendering is recursive - each time a portal is seen through an " "earlier portal there is some cost. For this reason, and to prevent the " "possibility of infinite loops, this setting provides a hard limit on the " "recursion depth.\n" "[b]Note:[/b] This value is unused when using [code]Full[/code] PVS mode." msgstr "" #: doc/classes/RoomManager.xml msgid "" "Portal culling normally operates using the current [Camera] / [Camera]s, " "however for debugging purposes within the editor, you can use this setting " "to override this behavior and force it to use a particular camera to get a " "better idea of what the occlusion culling is doing." msgstr "" #: doc/classes/RoomManager.xml msgid "" "Optionally during conversion the potentially visible set (PVS) of rooms that " "are potentially visible from each room can be calculated. This can be used " "either to aid in dynamic portal culling, or to totally replace portal " "culling.\n" "In [code]Full[/code] PVS Mode, all objects within the potentially visible " "rooms will be frustum culled, and rendered if they are within the view " "frustum." msgstr "" #: doc/classes/RoomManager.xml msgid "" "In order to reduce processing for roaming objects, an expansion is applied " "to their AABB as they move. This expanded volume is used to calculate which " "rooms the roaming object is within. If the object's exact AABB is still " "within this expanded volume on the next move, there is no need to reprocess " "the object, which can save considerable CPU.\n" "The downside is that if the expansion is too much, the object may end up " "unexpectedly sprawling into neighbouring rooms and showing up where it might " "otherwise be culled.\n" "In order to balance roaming performance against culling accuracy, this " "expansion margin can be customized by the user. It will typically depend on " "your room and object sizes, and movement speeds. The default value should " "work reasonably in most circumstances." msgstr "" #: doc/classes/RoomManager.xml msgid "" "During the conversion process, the geometry of objects within [Room]s, or a " "custom specified manual bound, are used to generate a [b]convex hull bound[/" "b].\n" "This convex hull is [b]required[/b] in the visibility system, and is used " "for many purposes. Most importantly, it is used to decide whether the " "[Camera] (or an object) is within a [Room]. The convex hull generating " "algorithm is good, but occasionally it can create too many (or too few) " "planes to give a good representation of the room volume.\n" "The [code]room_simplify[/code] value can be used to gain fine control over " "this process. It determines how similar planes can be for them to be " "considered the same (and duplicates removed). The value can be set between 0 " "(no simplification) and 1 (maximum simplification).\n" "The value set here is the default for all rooms, but individual rooms can " "override this value if desired.\n" "The room convex hulls are shown as a wireframe in the editor." msgstr "" #: doc/classes/RoomManager.xml msgid "" "For the [Room] conversion process to succeed, you must point the " "[RoomManager] to the parent [Node] of your [Room]s and [RoomGroup]s, which " "we refer to as the [code]roomlist[/code] (the roomlist is not a special node " "type, it is normally just a [Spatial])." msgstr "" #: doc/classes/RoomManager.xml msgid "Shows the [Portal] margins when the portal gizmo is used in the editor." msgstr "" #: doc/classes/RoomManager.xml msgid "" "When receiving gameplay callbacks when objects enter and exit gameplay, the " "[b]gameplay area[/b] can be defined by either the primary PVS (potentially " "visible set) of [Room]s, or the secondary PVS (the primary PVS and their " "neighbouring [Room]s).\n" "Sometimes using the larger gameplay area of the secondary PVS may be " "preferable." msgstr "" #: doc/classes/RoomManager.xml msgid "" "Use only [Portal]s at runtime to determine visibility. PVS will not be " "generated at [Room]s conversion, and gameplay notifications cannot be used." msgstr "" #: doc/classes/RoomManager.xml msgid "" "Use a combination of PVS and [Portal]s to determine visibility (this is " "usually fastest and most accurate)." msgstr "" #: doc/classes/RoomManager.xml msgid "" "Use only the PVS (potentially visible set) of [Room]s to determine " "visibility." msgstr "" #: doc/classes/RootMotionView.xml msgid "Editor-only helper for setting up root motion in [AnimationTree]." msgstr "" #: doc/classes/RootMotionView.xml msgid "" "[i]Root motion[/i] refers to an animation technique where a mesh's skeleton " "is used to give impulse to a character. When working with 3D animations, a " "popular technique is for animators to use the root skeleton bone to give " "motion to the rest of the skeleton. This allows animating characters in a " "way where steps actually match the floor below. It also allows precise " "interaction with objects during cinematics. See also [AnimationTree].\n" "[b]Note:[/b] [RootMotionView] is only visible in the editor. It will be " "hidden automatically in the running project, and will also be converted to a " "plain [Node] in the running project. This means a script attached to a " "[RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of " "[code]extends RootMotionView[/code]. Additionally, it must not be a " "[code]tool[/code] script." msgstr "" #: doc/classes/RootMotionView.xml msgid "Using AnimationTree - Root motion" msgstr "" #: doc/classes/RootMotionView.xml msgid "Path to an [AnimationTree] node to use as a basis for root motion." msgstr "" #: doc/classes/RootMotionView.xml #, fuzzy msgid "The grid's cell size in 3D units." msgstr "El tamaño de la celda del TileMap." #: doc/classes/RootMotionView.xml #, fuzzy msgid "The grid's color." msgstr "El color de la línea." #: doc/classes/RootMotionView.xml msgid "" "The grid's radius in 3D units. The grid's opacity will fade gradually as the " "distance from the origin increases until this [member radius] is reached." msgstr "" #: doc/classes/RootMotionView.xml #, fuzzy msgid "" "If [code]true[/code], the grid's points will all be on the same Y coordinate " "([i]local[/i] Y = 0). If [code]false[/code], the points' original Y " "coordinate is preserved." msgstr "" "Si [code]true[/code], las partículas usan el espacio de coordenadas del nodo " "padre. Si [code]false[/code], usan las coordenadas globales." #: doc/classes/SceneState.xml msgid "A script interface to a scene file's data." msgstr "Una interfaz de script para los datos de un archivo de escena." #: doc/classes/SceneState.xml msgid "" "Maintains a list of resources, nodes, exported, and overridden properties, " "and built-in scripts associated with a scene.\n" "This class cannot be instantiated directly, it is retrieved for a given " "scene as the result of [method PackedScene.get_state]." msgstr "" "Mantiene una lista de recursos, nodos, propiedades exportadas y anuladas, y " "scripts incorporados asociados a una escena.\n" "Esta clase no puede ser instanciada directamente, se recupera para una " "escena dada como resultado del [method PackedScene.get_state]." #: doc/classes/SceneState.xml msgid "" "Returns the list of bound parameters for the signal at [code]idx[/code]." msgstr "" "Devuelve la lista de parámetros vinculados a la señal en [code]idx[/code]." #: doc/classes/SceneState.xml msgid "" "Returns the number of signal connections in the scene.\n" "The [code]idx[/code] argument used to query connection metadata in other " "[code]get_connection_*[/code] methods in the interval [code][0, " "get_connection_count() - 1][/code]." msgstr "" "Devuelve el número de conexiones de señales en la escena.\n" "El argumento [code]idx[/code] utilizado para consultar los metadatos de " "conexión en otros métodos [code]get_connection_*[/code] en el intervalo " "[code][0, get_connection_count() - 1][/code]." #: doc/classes/SceneState.xml msgid "" "Returns the connection flags for the signal at [code]idx[/code]. See [enum " "Object.ConnectFlags] constants." msgstr "" "Devuelve las flags de conexión para la señal en [code]idx[/code]. Ver las " "constantes [enum Object.ConnectFlags]." #: doc/classes/SceneState.xml msgid "Returns the method connected to the signal at [code]idx[/code]." msgstr "Devuelve el método conectado a la señal en [code]idx[/code]." #: doc/classes/SceneState.xml msgid "Returns the name of the signal at [code]idx[/code]." msgstr "Devuelve el nombre de la señal en [code]idx[/code]." #: doc/classes/SceneState.xml msgid "" "Returns the path to the node that owns the signal at [code]idx[/code], " "relative to the root node." msgstr "" "Devuelve el camino al nodo que posee la señal en [code]idx[/code], relativo " "al nodo raíz." #: doc/classes/SceneState.xml msgid "" "Returns the path to the node that owns the method connected to the signal at " "[code]idx[/code], relative to the root node." msgstr "" "Devuelve el camino al nodo que posee el método conectado a la señal en " "[code]idx[/code], relativo al nodo raíz." #: doc/classes/SceneState.xml msgid "" "Returns the number of nodes in the scene.\n" "The [code]idx[/code] argument used to query node data in other " "[code]get_node_*[/code] methods in the interval [code][0, get_node_count() - " "1][/code]." msgstr "" "Devuelve el número de nodos en la escena.\n" "El argumento [code]idx[/code] utilizado para consultar los datos de los " "nodos en otros métodos [code]get_node_*[/code] en el intervalo [code][0, " "get_node_count() - 1][/code]." #: doc/classes/SceneState.xml msgid "" "Returns the list of group names associated with the node at [code]idx[/code]." msgstr "" "Devuelve la lista de nombres de grupos asociados al nodo en [code]idx[/code]." #: doc/classes/SceneState.xml msgid "" "Returns the node's index, which is its position relative to its siblings. " "This is only relevant and saved in scenes for cases where new nodes are " "added to an instanced or inherited scene among siblings from the base scene. " "Despite the name, this index is not related to the [code]idx[/code] argument " "used here and in other methods." msgstr "" "Devuelve el índice del nodo, que es su posición en relación con sus " "hermanos. Esto sólo es relevante y se guarda en las escenas para los casos " "en que se añaden nuevos nodos a una escena instanciada o heredada entre " "hermanos de la escena base. A pesar del nombre, este índice no está " "relacionado con el argumento [code]idx[/code] utilizado aquí y en otros " "métodos." #: doc/classes/SceneState.xml msgid "" "Returns a [PackedScene] for the node at [code]idx[/code] (i.e. the whole " "branch starting at this node, with its child nodes and resources), or " "[code]null[/code] if the node is not an instance." msgstr "" "Devuelve un [PackedScene] para el nodo en [code]idx[/code] (es decir, toda " "la rama que comienza en este nodo, con sus nodos hijos y recursos), o " "[code]null[/code] si el nodo no es una instancia." #: doc/classes/SceneState.xml msgid "" "Returns the path to the represented scene file if the node at [code]idx[/" "code] is an [InstancePlaceholder]." msgstr "" "Devuelve la ruta del archivo de la escena representada si el nodo en " "[code]idx[/code] es un [InstancePlaceholder]." #: doc/classes/SceneState.xml msgid "Returns the name of the node at [code]idx[/code]." msgstr "Devuelve el nombre del nodo en [code]idx[/code]." #: doc/classes/SceneState.xml msgid "" "Returns the path to the owner of the node at [code]idx[/code], relative to " "the root node." msgstr "" "Devuelve la ruta al propietario del nodo en [code]idx[/code], relativa al " "nodo raíz." #: doc/classes/SceneState.xml msgid "" "Returns the path to the node at [code]idx[/code].\n" "If [code]for_parent[/code] is [code]true[/code], returns the path of the " "[code]idx[/code] node's parent instead." msgstr "" "Devuelve el camino al nodo en [code]idx[/code].\n" "Si [code]for_parent[/code] es [code]true[/code], devuelve la ruta del padre " "del nodo [code]idx[/code] en su lugar." #: doc/classes/SceneState.xml msgid "" "Returns the number of exported or overridden properties for the node at " "[code]idx[/code].\n" "The [code]prop_idx[/code] argument used to query node property data in other " "[code]get_node_property_*[/code] methods in the interval [code][0, " "get_node_property_count() - 1][/code]." msgstr "" "Devuelve el número de propiedades exportadas o anuladas del nodo en " "[code]idx[/code].\n" "El argumento [code]prop_idx[/code] utilizado para consultar los datos de las " "propiedades del nodo en otros métodos [code]get_node_property_*[/code] en el " "intervalo [code][0, get_node_property_count() - 1][/code]." #: doc/classes/SceneState.xml msgid "" "Returns the name of the property at [code]prop_idx[/code] for the node at " "[code]idx[/code]." msgstr "" "Devuelve el nombre de la propiedad en [code]prop_idx[/code] para el nodo en " "[code]idx[/code]." #: doc/classes/SceneState.xml msgid "" "Returns the value of the property at [code]prop_idx[/code] for the node at " "[code]idx[/code]." msgstr "" "Devuelve el valor de la propiedad en [code]prop_idx[/code] para el nodo en " "[code]idx[/code]." #: doc/classes/SceneState.xml msgid "Returns the type of the node at [code]idx[/code]." msgstr "Devuelve el tipo de nodo en [code]idx[/code]." #: doc/classes/SceneState.xml msgid "" "Returns [code]true[/code] if the node at [code]idx[/code] is an " "[InstancePlaceholder]." msgstr "" "Devuelve [code]true[/code] si el nodo de [code]idx[/code] es un " "[InstancePlaceholder]." #: doc/classes/SceneState.xml msgid "" "If passed to [method PackedScene.instance], blocks edits to the scene state." msgstr "" "Si se pasa a [method PackedScene.instance], bloquea las ediciones al estado " "de escena." #: doc/classes/SceneState.xml msgid "" "If passed to [method PackedScene.instance], provides inherited scene " "resources to the local scene.\n" "[b]Note:[/b] Only available in editor builds." msgstr "" "Si se pasa a [method PackedScene.instance], proporciona recursos de escena " "heredados a la escena local.\n" "[b]Nota:[/b] Sólo disponible en las construcciones de los editores." #: doc/classes/SceneState.xml msgid "" "If passed to [method PackedScene.instance], provides local scene resources " "to the local scene. Only the main scene should receive the main edit state.\n" "[b]Note:[/b] Only available in editor builds." msgstr "" "Si se pasa a [method PackedScene.instance], proporciona recursos de la " "escena local a la escena local. Sólo la escena principal debería recibir el " "estado de edición principal.\n" "[b]Nota:[/b] Sólo disponible en las construcciones de los editores." #: doc/classes/SceneState.xml #, fuzzy msgid "" "If passed to [method PackedScene.instance], it's similar to [constant " "GEN_EDIT_STATE_MAIN], but for the case where the scene is being instantiated " "to be the base of another one.\n" "[b]Note:[/b] Only available in editor builds." msgstr "" "Si se pasa a [method PackedScene.instance], proporciona recursos de escena " "heredados a la escena local.\n" "[b]Nota:[/b] Sólo disponible en las construcciones de los editores." #: doc/classes/SceneTree.xml msgid "Manages the game loop via a hierarchy of nodes." msgstr "Maneja el bucle del juego a través de una jerarquía de nodos." #: doc/classes/SceneTree.xml #, fuzzy msgid "" "As one of the most important classes, the [SceneTree] manages the hierarchy " "of nodes in a scene as well as scenes themselves. Nodes can be added, " "retrieved and removed. The whole scene tree (and thus the current scene) can " "be paused. Scenes can be loaded, switched and reloaded.\n" "You can also use the [SceneTree] to organize your nodes into groups: every " "node can be assigned as many groups as you want to create, e.g. an \"enemy\" " "group. You can then iterate these groups or even call methods and set " "properties on all the group's members at once.\n" "[SceneTree] is the default [MainLoop] implementation used by scenes, and is " "thus in charge of the game loop." msgstr "" "Como una de las clases más importantes, el [SceneTree] maneja la jerarquía " "de nodos en una escena así como las escenas mismas. Los nodos pueden ser " "añadidos, recuperados y eliminados. Todo el árbol de la escena (y por lo " "tanto la escena actual) puede ser pausado. Las escenas pueden ser cargadas, " "conmutadas y recargadas.\n" "También puede usar el [SceneTree] para organizar sus nodos en grupos: a cada " "nodo se le pueden asignar tantos grupos como desee crear, por ejemplo, un " "grupo \"enemigo\". Puede entonces iterar estos grupos o incluso llamar a " "métodos y establecer propiedades en todos los miembros del grupo a la vez.\n" "[SceneTree] es la implementación por defecto del [MainLoop] que utilizan las " "escenas, y por lo tanto se encarga del bucle del juego." #: doc/classes/SceneTree.xml msgid "" "Calls [code]method[/code] on each member of the given group. You can pass " "arguments to [code]method[/code] by specifying them at the end of the method " "call. This method is equivalent of calling [method call_group_flags] with " "[constant GROUP_CALL_DEFAULT] flag.\n" "[b]Note:[/b] [code]method[/code] may only have 5 arguments at most (7 " "arguments passed to this method in total).\n" "[b]Note:[/b] Due to design limitations, [method call_group] will fail " "silently if one of the arguments is [code]null[/code].\n" "[b]Note:[/b] [method call_group] will always call methods with an one-frame " "delay, in a way similar to [method Object.call_deferred]. To call methods " "immediately, use [method call_group_flags] with the [constant " "GROUP_CALL_REALTIME] flag." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Calls [code]method[/code] on each member of the given group, respecting the " "given [enum GroupCallFlags]. You can pass arguments to [code]method[/code] " "by specifying them at the end of the method call.\n" "[b]Note:[/b] [code]method[/code] may only have 5 arguments at most (8 " "arguments passed to this method in total).\n" "[b]Note:[/b] Due to design limitations, [method call_group_flags] will fail " "silently if one of the arguments is [code]null[/code].\n" "[codeblock]\n" "# Call the method immediately and in reverse order.\n" "get_tree().call_group_flags(SceneTree.GROUP_CALL_REALTIME | SceneTree." "GROUP_CALL_REVERSE, \"bases\", \"destroy\")\n" "[/codeblock]" msgstr "" #: doc/classes/SceneTree.xml #, fuzzy msgid "" "Changes the running scene to the one at the given [code]path[/code], after " "loading it into a [PackedScene] and creating a new instance.\n" "Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the " "[code]path[/code] cannot be loaded into a [PackedScene], or [constant " "ERR_CANT_CREATE] if that scene cannot be instantiated.\n" "[b]Note:[/b] The scene change is deferred, which means that the new scene " "node is added on the next idle frame. You won't be able to access it " "immediately after the [method change_scene] call." msgstr "" "Cambia la escena en curso a la que se encuentra en la [code]path[/code] " "dada, después de cargarla en un [PackedScene] y crear una nueva instancia.\n" "Devuelve [constant OK] en el éxito, [constant ERR_CANT_OPEN] si el " "[code]path[/code] no puede ser cargado en un [PackedScene], o [constant " "ERR_CANT_CREATE] si esa escena no puede ser instanciada." #: doc/classes/SceneTree.xml #, fuzzy msgid "" "Changes the running scene to a new instance of the given [PackedScene].\n" "Returns [constant OK] on success or [constant ERR_CANT_CREATE] if the scene " "cannot be instantiated.\n" "[b]Note:[/b] The scene change is deferred, which means that the new scene " "node is added on the next idle frame. You won't be able to access it " "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 "" "Cambia la escena en curso a una nueva instancia de la [PackedScene] dada.\n" "Devuelve [constant OK] en el éxito o [constant ERR_CANT_CREATE] si la escena " "no puede ser instanciada." #: doc/classes/SceneTree.xml #, fuzzy msgid "" "Returns a [SceneTreeTimer] which will [signal SceneTreeTimer.timeout] after " "the given time in seconds elapsed in this [SceneTree]. If " "[code]pause_mode_process[/code] is set to [code]false[/code], pausing the " "[SceneTree] will also pause the timer.\n" "Commonly used to create a one-shot delay timer as in the following example:\n" "[codeblock]\n" "func some_function():\n" " print(\"start\")\n" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(\"end\")\n" "[/codeblock]\n" "The timer will be automatically freed after its time elapses." msgstr "" "Devuelve un [SceneTreeTimer] que [signal SceneTreeTimer.timeout] después del " "tiempo dado en segundos transcurrido en este [SceneTree]. Si " "[code]pause_mode_process[/code] está ajustado a [code]false[/code], la pausa " "del [SceneTree] también hará que el temporizador se detenga.\n" "Se utiliza comúnmente para crear un temporizador de retardo de una sola vez " "como en el siguiente ejemplo:\n" "[codeblock]\n" "func some_function():\n" " print(\"comienza\")\n" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " imprimir(\"fin\")\n" "[/codeblock]" #: 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 " "application started." msgstr "" "Devuelve el número de fotogramas actual, es decir, el número total de " "fotogramas desde que se inició la aplicación." #: doc/classes/SceneTree.xml msgid "" "Returns the peer IDs of all connected peers of this [SceneTree]'s [member " "network_peer]." msgstr "" "Devuelve las identificaciones de todos los pares conectados de este " "[SceneTree] de [member network_peer]." #: doc/classes/SceneTree.xml msgid "Returns the unique peer ID of this [SceneTree]'s [member network_peer]." msgstr "" "Devuelve la identificación única de este [SceneTree] de [member " "network_peer]." #: doc/classes/SceneTree.xml msgid "Returns the number of nodes in this [SceneTree]." msgstr "Devuelve el número de nodos en este [SceneTree]." #: doc/classes/SceneTree.xml msgid "Returns a list of all nodes assigned to the given group." msgstr "Devuelve una lista de todos los nodos asignados al grupo dado." #: 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 "" "Devuelve la identificación del remitente de la última llamada RPC recibida." #: doc/classes/SceneTree.xml msgid "Returns [code]true[/code] if the given group exists." msgstr "Devuelve [code]true[/code] si el grupo dado existe." #: doc/classes/SceneTree.xml #, fuzzy msgid "" "Returns [code]true[/code] if the most recent [InputEvent] was marked as " "handled with [method set_input_as_handled]." msgstr "" "Devuelve [code]true[/code] si el nodo está procesando una entrada no " "manejada (ver [method set_process_unhandled_input])." #: doc/classes/SceneTree.xml msgid "" "Returns [code]true[/code] if this [SceneTree]'s [member network_peer] is in " "server mode (listening for connections)." msgstr "" "Devuelve [code]true[/code] si el [member network_peer] de este [SceneTree] " "está en modo servidor (escuchando las conexiones)." #: doc/classes/SceneTree.xml msgid "Sends the given notification to all members of the [code]group[/code]." msgstr "" "Envía la notificación dada a todos los miembros del [code]group[/code]." #: doc/classes/SceneTree.xml msgid "" "Sends the given notification to all members of the [code]group[/code], " "respecting the given [enum GroupCallFlags]." msgstr "" "Envía la notificación dada a todos los miembros del [code]grupo[/code], " "respetando las [enum GroupCallFlags] dadas." #: doc/classes/SceneTree.xml msgid "" "Queues the given object for deletion, delaying the call to [method Object." "free] to after the current frame." msgstr "" "Pone en cola el objeto dado para su eliminación, retrasando la llamada al " "[method Object.free] hasta después del fotograma actual." #: doc/classes/SceneTree.xml #, fuzzy msgid "" "Quits the application at the end of the current iteration. A process " "[code]exit_code[/code] can optionally be passed as an argument. If this " "argument is [code]0[/code] or greater, it will override the [member OS." "exit_code] defined before quitting the application.\n" "[b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the " "iOS Human Interface Guidelines, the user is expected to close apps via the " "Home button." msgstr "" "Deja la solicitud. Un proceso [code]exit_code[/code] puede pasarse " "opcionalmente como argumento. Si este argumento es [code]0[/code] o mayor, " "anulará el [member OS.exit_code] definido antes de salir de la aplicación." #: doc/classes/SceneTree.xml msgid "" "Reloads the currently active scene.\n" "Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member " "current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member " "current_scene] cannot be loaded into a [PackedScene], or [constant " "ERR_CANT_CREATE] if the scene cannot be instantiated." msgstr "" "Recarga la escena actualmente activa.\n" "Devuelve [constant OK] en el éxito, [constant ERR_UNCONFIGURED] si aún no se " "ha definido [member current_scene], [constant ERR_CANT_OPEN] si [member " "current_scene] no puede ser cargada en una [PackedScene], o [constant " "ERR_CANT_CREATE] si la escena no puede ser instanciada." #: doc/classes/SceneTree.xml msgid "" "Sets the given [code]property[/code] to [code]value[/code] on all members of " "the given group." msgstr "" "Establece la [code]property[/code] dada a [code]value[/code] en todos los " "miembros del grupo dado." #: doc/classes/SceneTree.xml msgid "" "Sets the given [code]property[/code] to [code]value[/code] on all members of " "the given group, respecting the given [enum GroupCallFlags]." msgstr "" "Establece la [code]property[/code] dada a [code]value[/code] en todos los " "miembros del grupo dado, respetando las [enum GroupCallFlags] dadas." #: doc/classes/SceneTree.xml #, fuzzy msgid "Marks the most recent [InputEvent] as handled." msgstr "Devuelve el [InputEvent] del atajo como una [String]." #: doc/classes/SceneTree.xml msgid "" "Configures screen stretching to the given [enum StretchMode], [enum " "StretchAspect], minimum size and [code]scale[/code]." msgstr "" #: doc/classes/SceneTree.xml #, fuzzy msgid "" "If [code]true[/code], the application automatically accepts quitting.\n" "For mobile platforms, see [member quit_on_go_back]." msgstr "" "Si [code]true[/code], la aplicación acepta automáticamente salir. Habilitado " "por defecto.\n" "Para las plataformas móviles, véase [method set_quit_on_go_back]." #: doc/classes/SceneTree.xml msgid "The current scene." msgstr "La escena actual." #: doc/classes/SceneTree.xml msgid "" "If [code]true[/code], collision shapes will be visible when running the 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_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.\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 msgid "The root of the edited scene." msgstr "La raíz de la escena editada." #: doc/classes/SceneTree.xml msgid "The default [MultiplayerAPI] instance for this [SceneTree]." msgstr "La instancia por defecto [MultiplayerAPI] para este [SceneTree]." #: doc/classes/SceneTree.xml msgid "" "If [code]true[/code] (default value), enables automatic polling of the " "[MultiplayerAPI] for this SceneTree during [signal idle_frame].\n" "If [code]false[/code], you need to manually call [method MultiplayerAPI." "poll] to process network packets and deliver RPCs/RSETs. This allows running " "RPCs/RSETs in a different loop (e.g. physics, thread, specific time step) " "and for manual [Mutex] protection when accessing the [MultiplayerAPI] from " "threads." msgstr "" "Si [code]true[/code] (valor por defecto), habilita el sondeo automático de " "la [MultiplayerAPI] para este Árbol de Escenas durante [signal idle_frame].\n" "Si [code]false[/code], necesita llamar manualmente al [method MultiplayerAPI." "poll] para procesar los paquetes de red y entregar los RPCs/RSETs. Esto " "permite ejecutar RPCs/RSETs en un bucle diferente (por ejemplo, física, " "hilo, paso de tiempo específico) y para la protección manual [Mutex] cuando " "se accede a la [MultiplayerAPI] desde los hilos." #: doc/classes/SceneTree.xml msgid "" "The peer object to handle the RPC system (effectively enabling networking " "when set). Depending on the peer itself, the [SceneTree] will become a " "network server (check with [method is_network_server]) and will set the root " "node's network mode to master, or it will become a regular peer with the " "root node set to puppet. All child nodes are set to inherit the network mode " "by default. Handling of networking-related events (connection, " "disconnection, new clients) is done by connecting to [SceneTree]'s signals." msgstr "" "El objeto paritario para manejar el sistema RPC (que permite efectivamente " "la conexión en red cuando se establece). Dependiendo del par en sí, el " "[SceneTree] se convertirá en un servidor de red (compruébelo con [method " "is_network_server]) y establecerá el modo de red del nodo raíz como maestro, " "o se convertirá en un par normal con el nodo raíz establecido como " "marioneta. Todos los nodos hijos están configurados para heredar el modo de " "red por defecto. El manejo de los eventos relacionados con la red (conexión, " "desconexión, nuevos clientes) se hace conectando a las señales de " "[SceneTree]." #: doc/classes/SceneTree.xml #, fuzzy msgid "" "If [code]true[/code], the [SceneTree] is paused. Doing so will have the " "following behavior:\n" "- 2D and 3D physics will be stopped. This includes signals and collision " "detection.\n" "- [method Node._process], [method Node._physics_process] and [method Node." "_input] will not be called anymore in nodes." msgstr "" "Si [code]true[/code], el [SceneTree] está en pausa. Al hacerlo, tendrá el " "siguiente comportamiento:\n" "- La física 2D y 3D se detendrá.\n" "- [method Node._process], [method Node._physics_process] y [method Node." "_input] no serán llamados más en los nodos." #: doc/classes/SceneTree.xml msgid "" "Although physics interpolation would normally be globally turned on and off " "using [member ProjectSettings.physics/common/physics_interpolation], this " "property allows control over interpolation at runtime." msgstr "" #: doc/classes/SceneTree.xml #, fuzzy 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 "" "Si [code]true[/code], la aplicación se cierra automáticamente al volver (por " "ejemplo, en Android). Habilitado por defecto.\n" "Para manejar el botón 'Retroceder' cuando esta opción está desactivada, usa " "[constant DisplayServer.WINDOW_EVENT_GO_BACK_REQUEST]." #: doc/classes/SceneTree.xml msgid "" "If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new " "incoming connections." msgstr "" "Si [code]true[/code], el [SceneTree] de [member network_peer] rechaza las " "nuevas conexiones entrantes." #: doc/classes/SceneTree.xml #, fuzzy msgid "The [SceneTree]'s root [Viewport]." msgstr "La ventana de raíz del [SceneTree]." #: doc/classes/SceneTree.xml msgid "" "If [code]true[/code], font oversampling is enabled. This means that " "[DynamicFont]s will be rendered at higher or lower size than configured " "based on the viewport's scaling ratio. For example, in a viewport scaled " "with a factor 1.5, a font configured with size 14 would be rendered with " "size 21 ([code]14 * 1.5[/code]).\n" "[b]Note:[/b] Font oversampling is only used if the viewport stretch mode is " "[constant STRETCH_MODE_VIEWPORT], and if the stretch aspect mode is " "different from [constant STRETCH_ASPECT_IGNORE].\n" "[b]Note:[/b] This property is set automatically for the active [SceneTree] " "when the project starts based on the configuration of [code]rendering/" "quality/dynamic_fonts/use_oversampling[/code] in [ProjectSettings]. The " "property can however be overridden at runtime as needed." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted whenever this [SceneTree]'s [member network_peer] successfully " "connected to a server. Only emitted on clients." msgstr "" "Emitido siempre que el [SceneTree] de este [member network_peer] se conectó " "con éxito a un servidor. Sólo se emite en los clientes." #: doc/classes/SceneTree.xml msgid "" "Emitted whenever this [SceneTree]'s [member network_peer] fails to establish " "a connection to a server. Only emitted on clients." msgstr "" "Emitido siempre que el [member network_peer] de este [SceneTree] no logre " "establecer una conexión con un servidor. Sólo se emite en los clientes." #: doc/classes/SceneTree.xml msgid "" "Emitted when files are dragged from the OS file manager and dropped in the " "game window. The arguments are a list of file paths and the identifier of " "the screen where the drag originated." msgstr "" "Se emite cuando los archivos se arrastran desde el administrador de archivos " "del sistema operativo y se sueltan en la ventana del juego. Los argumentos " "son una lista de las rutas de los archivos y el identificador de la pantalla " "donde se originó el arrastre." #: doc/classes/SceneTree.xml #, fuzzy msgid "Emitted whenever global menu item is clicked." msgstr "Emitido cuando se selecciona un elemento." #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._process] is called on every node in " "the [SceneTree]." msgstr "" "Emitido inmediatamente antes de que se llame a [method Node._process] en " "cada nodo del [SceneTree]." #: doc/classes/SceneTree.xml msgid "" "Emitted whenever this [SceneTree]'s [member network_peer] connects with a " "new peer. ID is the peer ID of the new peer. Clients get notified when other " "clients connect to the same server. Upon connecting to a server, a client " "also receives this signal for the server (with ID being 1)." msgstr "" "Emitido cada vez que el [SceneTree] de este [member network_peer] se conecta " "con un nuevo par. ID es el ID del nuevo par. Los clientes son notificados " "cuando otros clientes se conectan al mismo servidor. Al conectarse a un " "servidor, un cliente también recibe esta señal para el servidor (con ID 1)." #: doc/classes/SceneTree.xml msgid "" "Emitted whenever this [SceneTree]'s [member network_peer] disconnects from a " "peer. Clients get notified when other clients disconnect from the same " "server." msgstr "" "Emitido cada vez que el [SceneTree] de este [member network_peer] se " "desconecta de un par. Los clientes son notificados cuando otros clientes se " "desconectan del mismo servidor." #: doc/classes/SceneTree.xml msgid "Emitted whenever a node is added to the [SceneTree]." msgstr "Se emite cada vez que se añade un nodo al [SceneTree]." #: doc/classes/SceneTree.xml msgid "" "Emitted when a node's configuration changed. Only emitted in [code]tool[/" "code] mode." msgstr "" "Emitido cuando la configuración de un nodo cambió. Sólo se emite en el modo " "[code]tool[/code]." #: doc/classes/SceneTree.xml msgid "Emitted whenever a node is removed from the [SceneTree]." msgstr "Se emite cada vez que se quita un nodo del [SceneTree]." #: doc/classes/SceneTree.xml msgid "Emitted whenever a node is renamed." msgstr "Emitido cada vez que un nodo es renombrado." #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._physics_process] is called on every " "node in the [SceneTree]." msgstr "" "Emitido inmediatamente antes de que [method Node._physics_process] sea " "llamado en cada nodo del [SceneTree]." #: doc/classes/SceneTree.xml msgid "" "Emitted when the screen resolution (fullscreen) or window size (windowed) " "changes." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted whenever this [SceneTree]'s [member network_peer] disconnected from " "server. Only emitted on clients." msgstr "" "Emitido cada vez que el [SceneTree] de este [member network_peer] se " "desconecta del servidor. Sólo se emite en los clientes." #: doc/classes/SceneTree.xml msgid "" "Emitted whenever the [SceneTree] hierarchy changed (children being moved or " "renamed, etc.)." msgstr "" "Emitido cada vez que la jerarquía [SceneTree] cambiaba (los niños eran " "movidos o renombrados, etc.)." #: doc/classes/SceneTree.xml msgid "Call a group with no flags (default)." msgstr "Llama a un grupo sin flags (por defecto)." #: doc/classes/SceneTree.xml msgid "Call a group in reverse scene order." msgstr "Llama a un grupo en orden inverso al de la escena." #: doc/classes/SceneTree.xml msgid "Call a group immediately (calls are normally made on idle)." msgstr "" "Llama a un grupo inmediatamente (las llamadas se hacen normalmente en " "reposo)." #: doc/classes/SceneTree.xml msgid "" "Call a group only once even if the call is executed many times.\n" "[b]Note:[/b] Arguments are not taken into account when deciding whether the " "call is unique or not. Therefore when the same method is called with " "different arguments, only the first call will be performed." msgstr "" #: doc/classes/SceneTree.xml #, fuzzy msgid "No stretching." msgstr "Para de escuchar." #: doc/classes/SceneTree.xml msgid "Render stretching in higher resolution (interpolated)." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Keep the specified display resolution. No interpolation. Content may appear " "pixelated." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Fill the window with the content stretched to cover excessive space. Content " "may appear stretched." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Retain the same aspect ratio by padding with black bars on either axis. This " "prevents distortion." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Expand vertically. Left/right black bars may appear if the window is too " "wide." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Expand horizontally. Top/bottom black bars may appear if the window is too " "tall." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Expand in both directions, retaining the same aspect ratio. This prevents " "distortion while avoiding black bars." msgstr "" #: doc/classes/SceneTreeTimer.xml msgid "One-shot timer." msgstr "Un temporizador de un solo uso." #: doc/classes/SceneTreeTimer.xml #, fuzzy msgid "" "A one-shot timer managed by the scene tree, which emits [signal timeout] on " "completion. See also [method SceneTree.create_timer].\n" "As opposed to [Timer], it does not require the instantiation of a node. " "Commonly used to create a one-shot delay timer as in the following example:\n" "[codeblock]\n" "func some_function():\n" " print(\"Timer started.\")\n" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(\"Timer ended.\")\n" "[/codeblock]\n" "The timer will be dereferenced after its time elapses. To preserve the " "timer, you can keep a reference to it. See [Reference]." msgstr "" "Un temporizador de un solo uso gestionado por el árbol de la escena, que " "emite [signal timeout] al finalizar. Véase también [method SceneTree." "create_timer].\n" "A diferencia de [Timer], no requiere la instanciación de un nodo. Se utiliza " "comúnmente para crear un temporizador de retardo de una sola vez como en el " "siguiente ejemplo:\n" "[codeblock]\n" "func some_function():\n" " print(\"Tiempo iniciado.\")\n" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(\"Tiempo finalizado.\")\n" "[/codeblock]" #: doc/classes/SceneTreeTimer.xml #, fuzzy msgid "The time remaining (in seconds)." msgstr "El tiempo restante." #: doc/classes/SceneTreeTimer.xml doc/classes/Timer.xml msgid "Emitted when the timer reaches 0." msgstr "Emitido cuando el temporizador llega a 0." #: 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 #, fuzzy msgid "" "The [SceneTreeTween] will process regardless of whether [SceneTree] is " "paused." msgstr "Continúe el proceso sin importar el estado de pausa de [SceneTree]." #: doc/classes/Script.xml msgid "A class stored as a resource." msgstr "Una clase almacenada como recurso." #: doc/classes/Script.xml msgid "" "A class stored as a resource. A script extends the functionality of all " "objects that instance it.\n" "The [code]new[/code] method of a script subclass creates a new instance. " "[method Object.set_script] extends an existing object, if that object's " "class matches one of the script's base classes." msgstr "" "Una clase almacenada como recurso. Un script extiende la funcionalidad de " "todos los objetos que lo ejemplifican.\n" "El método [code]new[/code] de una subclase de un script crea una nueva " "instancia. El [method Object.set_script] extiende un objeto existente, si la " "clase de ese objeto coincide con una de las clases base del script." #: doc/classes/Script.xml msgid "Returns [code]true[/code] if the script can be instanced." msgstr "Devuelve [code]true[/code] si el script puede ser instanciado." #: doc/classes/Script.xml msgid "Returns the script directly inherited by this script." msgstr "Devuelve el script directamente heredado por este script." #: doc/classes/Script.xml msgid "Returns the script's base type." msgstr "Devuelve el tipo de base del script." #: doc/classes/Script.xml msgid "Returns the default value of the specified property." msgstr "Devuelve el valor por defecto de la propiedad especificada." #: doc/classes/Script.xml msgid "Returns a dictionary containing constant names and their values." msgstr "" "Devuelve un diccionario que contiene nombres de constantes y sus valores." #: doc/classes/Script.xml msgid "Returns the list of methods in this [Script]." msgstr "Devuelve la lista de métodos en este [Script]." #: doc/classes/Script.xml msgid "Returns the list of properties in this [Script]." msgstr "Devuelve la lista de propiedades en este [Script]." #: doc/classes/Script.xml msgid "Returns the list of user signals defined in this [Script]." msgstr "Devuelve la lista de señales de usuario definidas en este [Script]." #: doc/classes/Script.xml msgid "" "Returns [code]true[/code] if the script, or a base class, defines a signal " "with the given name." msgstr "" "Devuelve [code]true[/code] si el script, o una clase base, define una señal " "con el nombre dado." #: doc/classes/Script.xml msgid "Returns [code]true[/code] if the script contains non-empty source code." msgstr "" "Devuelve [code]true[/code] si el script contiene un código fuente no vacío." #: doc/classes/Script.xml msgid "" "Returns [code]true[/code] if [code]base_object[/code] is an instance of this " "script." msgstr "" "Devuelve [code]true[/code] si [code]base_object[/code] es una instancia de " "este script." #: doc/classes/Script.xml msgid "" "Returns [code]true[/code] if the script is a tool script. A tool script can " "run in the editor." msgstr "" "Devuelve [code]true[/code] si el script es un script de herramientas. Un " "script de herramienta puede ejecutarse en el editor." #: doc/classes/Script.xml msgid "Reloads the script's class implementation. Returns an error code." msgstr "" "Recarga la implementación de la clase del script. Devuelve un código de " "error." #: doc/classes/Script.xml msgid "" "The script source code or an empty string if source code is not available. " "When set, does not reload the class implementation automatically." msgstr "" "El código fuente del script o una string vacía si el código fuente no está " "disponible. Cuando está configurado, no recarga la implementación de la " "clase automáticamente." #: doc/classes/ScriptCreateDialog.xml msgid "The Editor's popup dialog for creating new [Script] files." msgstr "El diálogo emergente del editor para crear nuevos archivos [Script]." #: doc/classes/ScriptCreateDialog.xml #, fuzzy msgid "" "The [ScriptCreateDialog] creates script files according to a given template " "for a given scripting language. The standard use is to configure its fields " "prior to calling one of the [method Popup.popup] methods.\n" "[codeblock]\n" "func _ready():\n" " dialog.config(\"Node\", \"res://new_node.gd\") # For in-engine types\n" " dialog.config(\"\\\"res://base_node.gd\\\"\", \"res://derived_node.gd\") " "# For script types\n" " dialog.popup_centered()\n" "[/codeblock]" msgstr "" "El [ScriptCreateDialog] crea archivos de script de acuerdo con una plantilla " "determinada para un lenguaje de script determinado. El uso estándar es " "configurar sus campos antes de llamar a uno de los métodos [method Window." "popup].\n" "[codeblock]\n" "func _ready():\n" " dialog.config(\"Node\", \"res://nodo_nuevo.gd\") # Para los tipos en el " "motor\n" " dialog.config(\"\\\"res://base_node.gd\\\"\", \"res://derived_node.gd\") " "# Para los tipos de guión\n" " dialog.popup_centered()\n" "[/codeblock]" #: doc/classes/ScriptCreateDialog.xml msgid "Prefills required fields to configure the ScriptCreateDialog for use." msgstr "" "Rellena previamente los campos obligatorios para configurar el " "ScriptCreateDialog para su uso." #: doc/classes/ScriptCreateDialog.xml msgid "Emitted when the user clicks the OK button." msgstr "Emitido cuando el usuario hace clic en el botón OK." #: doc/classes/ScriptEditor.xml msgid "Godot editor's script editor." msgstr "El editor de script de Godot." #: doc/classes/ScriptEditor.xml msgid "" "[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "the singleton using [method EditorInterface.get_script_editor]." msgstr "" "[b]Nota:[/b] Esta clase no debe ser instanciada directamente. En su lugar, " "accede al singleton usando [method EditorInterface.get_script_editor]." #: doc/classes/ScriptEditor.xml msgid "Returns a [Script] that is currently active in editor." msgstr "Devuelve un [Script] que está actualmente activo en el editor." #: doc/classes/ScriptEditor.xml msgid "" "Returns an array with all [Script] objects which are currently open in " "editor." msgstr "" "Devuelve un array con todos los objetos [Script] que están actualmente " "abiertos en el editor." #: doc/classes/ScriptEditor.xml msgid "Goes to the specified line in the current script." msgstr "Va a la línea especificada en el script actual." #: doc/classes/ScriptEditor.xml msgid "" "Opens the script create dialog. The script will extend [code]base_name[/" "code]. The file extension can be omitted from [code]base_path[/code]. It " "will be added based on the selected scripting language." msgstr "" #: doc/classes/ScriptEditor.xml msgid "" "Reload all currently opened scripts from disk in case the file contents are " "newer." msgstr "" #: doc/classes/ScriptEditor.xml msgid "" "Emitted when user changed active script. Argument is a freshly activated " "[Script]." msgstr "" "Emitido cuando el usuario cambió el script activo. El argumento es un " "[Script] recién activado." #: doc/classes/ScriptEditor.xml msgid "" "Emitted when editor is about to close the active script. Argument is a " "[Script] that is going to be closed." msgstr "" "Emitido cuando el editor está a punto de cerrar el script activo. El " "argumento es un [Script] que va a ser cerrado." #: doc/classes/ScrollBar.xml msgid "Base class for scroll bars." msgstr "Clase base para barras de desplazamiento." #: doc/classes/ScrollBar.xml msgid "" "Scrollbars are a [Range]-based [Control], that display a draggable area (the " "size of the page). Horizontal ([HScrollBar]) and Vertical ([VScrollBar]) " "versions are available." msgstr "" "Las barras de desplazamiento son un [Control] basado en [Range], que muestra " "un área arrastrable (el tamaño de la página). Están disponibles las " "versiones Horizontal ([HScrollBar]) y Vertical ([VScrollBar])." #: doc/classes/ScrollBar.xml msgid "" "Overrides the step used when clicking increment and decrement buttons or " "when using arrow keys when the [ScrollBar] is focused." msgstr "" "Sobreescribe el paso utilizado cuando se hace clic en los botones de " "incremento y disminución o cuando se utilizan las teclas de flecha cuando la " "[ScrollBar] está enfocada." #: doc/classes/ScrollBar.xml msgid "Emitted when the scrollbar is being scrolled." msgstr "Emitido cuando la barra de desplazamiento se está desplazando." #: doc/classes/ScrollContainer.xml msgid "A helper node for displaying scrollable elements such as lists." msgstr "Un nodo de ayuda para mostrar elementos desplazables como listas." #: doc/classes/ScrollContainer.xml #, fuzzy msgid "" "A ScrollContainer node meant to contain a [Control] child. ScrollContainers " "will automatically create a scrollbar child ([HScrollBar], [VScrollBar], or " "both) when needed and will only draw the Control within the ScrollContainer " "area. Scrollbars will automatically be drawn at the right (for vertical) or " "bottom (for horizontal) and will enable dragging to move the viewable " "Control (and its children) within the ScrollContainer. Scrollbars will also " "automatically resize the grabber based on the [member Control.rect_min_size] " "of the Control relative to the ScrollContainer. Works great with a [Panel] " "control. You can set [code]EXPAND[/code] on the children's size flags, so " "they will upscale to the ScrollContainer's size if it's larger (scroll is " "invisible for the chosen dimension)." msgstr "" "Un nodo ScrollContainer destinado a contener un hijo [Control].\n" "Los ScrollContainers crearán automáticamente un hijo de la barra de " "desplazamiento ([HScrollBar], [VScrollBar], o ambos) cuando sea necesario y " "sólo dibujará el Control dentro del área del Contenedor de Desplazamiento. " "Las barras de desplazamiento se dibujarán automáticamente a la derecha (para " "la vertical) o abajo (para la horizontal) y permitirán el arrastre para " "mover el Control visible (y sus hijos) dentro del ScrollContainer. Las " "barras de desplazamiento también cambiarán automáticamente el tamaño del " "agarrador según el [member Control.rect_min_size] del Control relativo al " "ScrollContainer.\n" "Funciona muy bien con un control [Panel]. Puede configurar [code]EXPAND[/" "code] en las banderas de tamaño infantil, de modo que se eleven al tamaño " "del ScrollContainer si es más grande (el desplazamiento es invisible para la " "dimensión elegida)." #: doc/classes/ScrollContainer.xml msgid "" "Ensures the given [code]control[/code] is visible (must be a direct or " "indirect child of the ScrollContainer). Used by [member follow_focus].\n" "[b]Note:[/b] This will not work on a node that was just added during the " "same frame. If you want to scroll to a newly added child, you must wait " "until the next frame using [signal SceneTree.idle_frame]:\n" "[codeblock]\n" "add_child(child_node)\n" "yield(get_tree(), \"idle_frame\")\n" "ensure_control_visible(child_node)\n" "[/codeblock]" msgstr "" #: doc/classes/ScrollContainer.xml msgid "" "Returns the horizontal scrollbar [HScrollBar] of this [ScrollContainer].\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to disable the horizontal scrollbar, use " "[member scroll_horizontal_enabled]. If you want to only hide it instead, use " "its [member CanvasItem.visible] property." msgstr "" #: doc/classes/ScrollContainer.xml msgid "" "Returns the vertical scrollbar [VScrollBar] of this [ScrollContainer].\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to disable the vertical scrollbar, use " "[member scroll_vertical_enabled]. If you want to only hide it instead, use " "its [member CanvasItem.visible] property." msgstr "" #: doc/classes/ScrollContainer.xml msgid "" "If [code]true[/code], the ScrollContainer will automatically scroll to " "focused children (including indirect children) to make sure they are fully " "visible." msgstr "" "Si [code]true[/code], el ScrollContainer se desplazará automáticamente a los " "hijos enfocados (incluyendo los niños indirectos) para asegurarse de que son " "completamente visibles." #: doc/classes/ScrollContainer.xml msgid "The current horizontal scroll value." msgstr "El valor actual de desplazamiento horizontal." #: doc/classes/ScrollContainer.xml msgid "If [code]true[/code], enables horizontal scrolling." msgstr "Si [code]true[/code], permite el desplazamiento horizontal." #: doc/classes/ScrollContainer.xml msgid "The current vertical scroll value." msgstr "El valor actual de scroll vertical." #: doc/classes/ScrollContainer.xml msgid "If [code]true[/code], enables vertical scrolling." msgstr "Si [code]true[/code], permite el desplazamiento vertical." #: doc/classes/ScrollContainer.xml msgid "Emitted when scrolling stops." msgstr "Emitido cuando el scroll se detiene." #: doc/classes/ScrollContainer.xml msgid "Emitted when scrolling is started." msgstr "Emitido cuando se inicia el scrolling." #: doc/classes/ScrollContainer.xml msgid "The background [StyleBox] of the [ScrollContainer]." msgstr "El fondo [StyleBox] del [ScrollContainer]." #: doc/classes/SegmentShape2D.xml msgid "Segment shape for 2D collisions." msgstr "Forma de segmento para colisiones 2D." #: doc/classes/SegmentShape2D.xml msgid "" "Segment shape for 2D collisions. Consists of two points, [code]a[/code] and " "[code]b[/code]." msgstr "" "Forma de segmento para colisiones 2D. Consiste en dos puntos, [code]a[/code] " "y [code]b[/code]." #: doc/classes/SegmentShape2D.xml msgid "The segment's first point position." msgstr "La posición del primer punto del segmento." #: doc/classes/SegmentShape2D.xml msgid "The segment's second point position." msgstr "La posición del segundo punto del segmento." #: doc/classes/Semaphore.xml msgid "A synchronization semaphore." msgstr "Un semáforo de sincronización." #: doc/classes/Semaphore.xml msgid "" "A synchronization semaphore which can be used to synchronize multiple " "[Thread]s. Initialized to zero on creation. Be careful to avoid deadlocks. " "For a binary version, see [Mutex]." msgstr "" "Un semáforo de sincronización que puede utilizarse para sincronizar " "múltiples [Thread]s. Inicializado a cero en la creación. Tenga cuidado para " "evitar los bloqueos. Para una versión binaria, véase [Mutex]." #: doc/classes/Semaphore.xml msgid "" "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 "" "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 msgid "Base class for separators." msgstr "Clase base para los separadores." #: doc/classes/Separator.xml msgid "" "Separator is a [Control] used for separating other controls. It's purely a " "visual decoration. Horizontal ([HSeparator]) and Vertical ([VSeparator]) " "versions are available." msgstr "" "El separador es un [Control] que se utiliza para separar otros controles. Es " "puramente una decoración visual. Hay versiones horizontales ([HSeparator]) y " "verticales ([VSeparator])." #: doc/classes/Shader.xml msgid "A custom shader program." msgstr "Un programa shader personalizado." #: doc/classes/Shader.xml msgid "" "This class allows you to define a custom shader program that can be used by " "a [ShaderMaterial]. Shaders allow you to write your own custom behavior for " "rendering objects or updating particle information. For a detailed " "explanation and usage, please see the tutorials linked below." msgstr "" "Esta clase permite definir un programa de shader personalizado que puede ser " "usado por un [ShaderMaterial]. Los sombreadores le permiten escribir su " "propio comportamiento personalizado para renderizar objetos o actualizar la " "información de las partículas. Para una explicación detallada y el uso, por " "favor vea los tutoriales enlazados a continuación." #: doc/classes/Shader.xml msgid "" "Returns the texture that is set as default for the specified parameter.\n" "[b]Note:[/b] [code]param[/code] must match the name of the uniform in the " "code exactly." msgstr "" "Devuelve la textura que está establecida como predeterminada para el " "parámetro especificado.\n" "[b]Nota:[/b] [code]param[/code] debe coincidir exactamente con el nombre del " "uniforme en el código." #: doc/classes/Shader.xml msgid "" "Returns the shader mode for the shader, either [constant MODE_CANVAS_ITEM], " "[constant MODE_SPATIAL] or [constant MODE_PARTICLES]." msgstr "" "Devuelve el modo shader para el shader, ya sea [constant MODE_CANVAS_ITEM], " "[constant MODE_SPATIAL] o [constant MODE_PARTICLES]." #: doc/classes/Shader.xml msgid "" "Returns [code]true[/code] if the shader has this param defined as a uniform " "in its code.\n" "[b]Note:[/b] [code]param[/code] must match the name of the uniform in the " "code exactly." msgstr "" "Devuelve [code]true[/code] si el shader tiene este param definido como " "uniforme en su código.\n" "[b]Nota: [/b] [code]param[/code] debe coincidir exactamente con el nombre " "del uniforme en el código." #: doc/classes/Shader.xml msgid "" "Sets the default texture to be used with a texture uniform. The default is " "used if a texture is not set in the [ShaderMaterial].\n" "[b]Note:[/b] [code]param[/code] must match the name of the uniform in the " "code exactly." msgstr "" "Establece la textura por defecto que se utilizará con una textura uniforme. " "El valor por defecto se usa si una textura no está establecida en el " "[ShaderMaterial].\n" "[b]Nota:[/b] [code]param[/code] debe coincidir exactamente con el nombre del " "uniforme en el código." #: doc/classes/Shader.xml msgid "" "Returns the shader's code as the user has written it, not the full generated " "code used internally." msgstr "" "Devuelve el código del shader tal y como lo ha escrito el usuario, no el " "código generado completo usado internamente." #: doc/classes/Shader.xml msgid "" "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 Godot shader parser, so " "care should be taken when using them." msgstr "" #: doc/classes/Shader.xml msgid "Mode used to draw all 3D objects." msgstr "Modo utilizado para dibujar todos los objetos 3D." #: doc/classes/Shader.xml msgid "Mode used to draw all 2D objects." msgstr "El modo utilizado para dibujar todos los objetos 2D." #: doc/classes/Shader.xml msgid "" "Mode used to calculate particle information on a per-particle basis. Not " "used for drawing." msgstr "" "Modo utilizado para calcular la información de las partículas en base a cada " "una de ellas. No se usa para dibujar." #: doc/classes/ShaderMaterial.xml msgid "A material that uses a custom [Shader] program." msgstr "Un material que utiliza un programa personalizado [Shader]." #: doc/classes/ShaderMaterial.xml #, fuzzy msgid "" "A material that uses a custom [Shader] program to render either items to " "screen or process particles. You can create multiple materials for the same " "shader but configure different values for the uniforms defined in the " "shader.\n" "[b]Note:[/b] Due to a renderer limitation, emissive [ShaderMaterial]s cannot " "emit light when used in a [GIProbe]. Only emissive [SpatialMaterial]s can " "emit light in a [GIProbe]." msgstr "" "Un material que utiliza un programa personalizado [Shader] para renderizar " "los elementos a la pantalla o procesar las partículas. Puede crear múltiples " "materiales para el mismo shader pero configurar diferentes valores para los " "uniformes definidos en el shader." #: doc/classes/ShaderMaterial.xml msgid "" "Returns the current value set for this material of a uniform in the shader." msgstr "" "Devuelve el valor actual establecido para este material de un uniforme en el " "shader." #: doc/classes/ShaderMaterial.xml msgid "" "Returns [code]true[/code] if the property identified by [code]name[/code] " "can be reverted to a default value." msgstr "" "Devuelve [code]true[/code] si la propiedad identificada por [code]name[/" "code] puede ser revertida a un valor por defecto." #: doc/classes/ShaderMaterial.xml msgid "" "Returns the default value of the material property with given [code]name[/" "code]." msgstr "" "Devuelve el valor por defecto de la propiedad material con el [code]name[/" "code] dado." #: doc/classes/ShaderMaterial.xml #, fuzzy msgid "" "Changes the value set for this material of a uniform in the shader.\n" "[b]Note:[/b] [code]param[/code] must match the name of the uniform in the " "code exactly." msgstr "" "Cambia el valor establecido para este material de un uniforme en el shader. " "[b]Nota:[/b] [code]param[/code] debe coincidir exactamente con el nombre del " "uniforme en el código." #: doc/classes/ShaderMaterial.xml msgid "The [Shader] program used to render this material." msgstr "El programa [Shader] utilizado para renderizar este material." #: doc/classes/Shape.xml msgid "Base class for all 3D shape resources." msgstr "Clase base para todos los recursos de formas 3D." #: doc/classes/Shape.xml #, fuzzy msgid "" "Base class for all 3D shape resources. Nodes that inherit from this can be " "used as shapes for a [PhysicsBody] or [Area] objects." msgstr "" "Clase base para todos los recursos de formas 3D. Los nodos que heredan de " "esto pueden ser usados como formas para un objeto [PhysicsBody] o [Area]." #: doc/classes/Shape.xml msgid "" "Returns the [ArrayMesh] used to draw the debug collision for this [Shape]." msgstr "" #: doc/classes/Shape.xml msgid "" "The collision margin for the shape. Used in Bullet Physics only.\n" "Collision margins allow collision detection to be more efficient by adding " "an extra shell around shapes. Collision algorithms are more expensive when " "objects overlap by more than their margin, so a higher value for margins is " "better for performance, at the cost of accuracy around edges as it makes " "them less sharp." msgstr "" #: doc/classes/Shape2D.xml msgid "Base class for all 2D shapes." msgstr "Clase base para todas las formas 2D." #: doc/classes/Shape2D.xml msgid "Base class for all 2D shapes. All 2D shape types inherit from this." msgstr "" "Clase base para todas las formas 2D. Todos los tipos de formas 2D heredan de " "esto." #: doc/classes/Shape2D.xml msgid "" "Returns [code]true[/code] if this shape is colliding with another.\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 " "([code]shape_xform[/code])." msgstr "" "Devuelve [code]true[/code] si esta forma está colisionando con otra.\n" "Este método necesita la matriz de transformación de esta forma " "([code]local_xform[/code]), la forma para comprobar las colisiones con " "([code]with_shape[/code]), y la matriz de transformación de esa forma " "([code]shape_xform[/code])." #: doc/classes/Shape2D.xml msgid "" "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 " "([code]shape_xform[/code])." msgstr "" #: doc/classes/Shape2D.xml msgid "" "Returns whether this shape would collide with another, if a given movement " "was applied.\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 " "([code]with_shape[/code]), the transformation matrix of that shape " "([code]shape_xform[/code]), and the movement to test onto the other object " "([code]shape_motion[/code])." msgstr "" "Devuelve si esta forma chocaría con otra, si se aplicara un movimiento " "determinado.\n" "Este método necesita la matriz de transformación de esta forma " "([code]local_xform[/code]), el movimiento a probar en esta forma " "([code]local_motion[/code]), la forma para comprobar las colisiones con " "([code]with_shape[/code]), la matriz de transformación de esa forma " "([code]shape_xform[/code]), y el movimiento a probar en el otro objeto " "([code]shape_motion[/code])." #: doc/classes/Shape2D.xml #, fuzzy msgid "" "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 " "([code]with_shape[/code]), the transformation matrix of that shape " "([code]shape_xform[/code]), and the movement to test onto the other object " "([code]shape_motion[/code])." msgstr "" "Devuelve una lista de los puntos en los que esta forma tocaría a otra, si se " "aplicara un movimiento determinado. Si no hay colisiones la lista está " "vacía.\n" "Este método necesita la matriz de transformación de esta forma " "([code]local_xform[/code]), el movimiento a probar en esta forma " "([code]local_motion[/code]), la forma para comprobar las colisiones con " "([code]with_shape[/code]), la matriz de transformación de esa forma " "([code]shape_xform[/code]), y el movimiento a probar en el otro objeto " "([code]shape_motion[/code])." #: doc/classes/Shape2D.xml msgid "" "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 "" "Dibuja una forma sólida en un [CanvasItem] con la API [VisualServer] " "rellenada con el [code]color[/code] especificado. El método exacto de dibujo " "es específico para cada forma y no puede ser configurado." #: doc/classes/Shape2D.xml 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 msgid "A shortcut for binding input." msgstr "Un atajo para vincular la entrada." #: doc/classes/ShortCut.xml msgid "" "A shortcut for binding input.\n" "Shortcuts are commonly used for interacting with a [Control] element from a " "[InputEvent]." msgstr "" "Un atajo para vincular la entrada.\n" "Los atajos se utilizan comúnmente para interactuar con un elemento de " "[Control] de un [InputEvent]." #: doc/classes/ShortCut.xml msgid "Returns the shortcut's [InputEvent] as a [String]." msgstr "Devuelve el [InputEvent] del atajo como una [String]." #: doc/classes/ShortCut.xml msgid "" "Returns [code]true[/code] if the shortcut's [InputEvent] equals [code]event[/" "code]." msgstr "" "Devuelve [code]true[/code] si el [InputEvent] del atajo es igual a " "[code]event[/code]." #: doc/classes/ShortCut.xml msgid "If [code]true[/code], this shortcut is valid." msgstr "Si [code]true[/code], este atajo es válido." #: doc/classes/ShortCut.xml msgid "" "The shortcut's [InputEvent].\n" "Generally the [InputEvent] is a keyboard key, though it can be any " "[InputEvent]." msgstr "" "El atajo es [InputEvent].\n" "Generalmente el [InputEvent] es una tecla del teclado, aunque puede ser " "cualquier [InputEvent]." #: doc/classes/Skeleton.xml msgid "Skeleton for characters and animated objects." msgstr "Esqueleto de personajes y objetos animados." #: doc/classes/Skeleton.xml #, fuzzy msgid "" "Skeleton provides a hierarchical interface for managing bones, including " "pose, rest and animation (see [Animation]). It can also use ragdoll " "physics.\n" "The overall transform of a bone with respect to the skeleton is determined " "by the following hierarchical order: rest pose, custom pose and pose.\n" "Note that \"global pose\" below refers to the overall transform of the bone " "with respect to skeleton, so it not the actual global/world transform of the " "bone." msgstr "" "Skeleton3D proporciona una interfaz jerárquica para el manejo de los huesos, " "incluyendo la pose, el descanso y la animación (ver [Animation]). También " "puede utilizar la física de los muñecos de trapo.\n" "La transformación global de un hueso con respecto al esqueleto está " "determinada por el siguiente orden jerárquico: postura en reposo, postura " "personalizada y postura.\n" "Obsérvese que la \"postura global\" que figura a continuación se refiere a " "la transformación global del hueso con respecto al esqueleto, por lo que no " "es la transformación global/mundial real del hueso." #: doc/classes/Skeleton.xml msgid "" "Adds a bone, with name [code]name[/code]. [method get_bone_count] will " "become the bone index." msgstr "" "Añade un hueso, con el nombre [code]name[/code]. [method get_bone_count] se " "convertirá en el índice óseo." #: doc/classes/Skeleton.xml msgid "[i]Deprecated soon.[/i]" msgstr "[i]Pronto estara obsoleto.[/i]" #: doc/classes/Skeleton.xml msgid "Clear all the bones in this skeleton." msgstr "Limpia todos los huesos de este esqueleto." #: doc/classes/Skeleton.xml msgid "Returns the bone index that matches [code]name[/code] as its name." msgstr "" "Devuelve el índice óseo que coincide con [code]name[/code] como su nombre." #: doc/classes/Skeleton.xml msgid "Returns the amount of bones in the skeleton." msgstr "Devuelve la cantidad de huesos del esqueleto." #: doc/classes/Skeleton.xml msgid "" "Returns the custom pose of the specified bone. Custom pose is applied on top " "of the rest pose." msgstr "" "Devuelve la postura personalizada del hueso especificado. La postura " "personalizada se aplica sobre la postura de descanso." #: doc/classes/Skeleton.xml msgid "" "Returns the overall transform of the specified bone, with respect to the " "skeleton. Being relative to the skeleton frame, this is not the actual " "\"global\" transform of the bone." msgstr "" "Devuelve la transformación general del hueso especificado, con respecto al " "esqueleto. Siendo relativa al marco del esqueleto, esta no es la " "transformación \"global\" real del hueso." #: doc/classes/Skeleton.xml #, fuzzy msgid "" "Returns the overall transform of the specified bone, with respect to the " "skeleton, but without any global pose overrides. Being relative to the " "skeleton frame, this is not the actual \"global\" transform of the bone." msgstr "" "Devuelve la transformación general del hueso especificado, con respecto al " "esqueleto. Siendo relativa al marco del esqueleto, esta no es la " "transformación \"global\" real del hueso." #: doc/classes/Skeleton.xml msgid "Returns the name of the bone at index [code]index[/code]." msgstr "Devuelve el nombre del hueso en el índice [code]index[/code]." #: doc/classes/Skeleton.xml msgid "" "Returns the bone index which is the parent of the bone at [code]bone_idx[/" "code]. If -1, then bone has no parent.\n" "[b]Note:[/b] The parent bone returned will always be less than " "[code]bone_idx[/code]." msgstr "" "Devuelve el índice de hueso que es el padre del hueso en [code]bone_idx[/" "code]. Si es -1, entonces el hueso no tiene padre.\n" "[b]Nota:[/b] El hueso padre devuelto siempre será menor que [code]bone_idx[/" "code]." #: doc/classes/Skeleton.xml msgid "" "Returns the pose transform of the specified bone. Pose is applied on top of " "the custom pose, which is applied on top the rest pose." msgstr "" "Devuelve la transformación de la postura del hueso especificado. La pose se " "aplica encima de la pose personalizada, que se aplica encima de la pose de " "descanso." #: doc/classes/Skeleton.xml msgid "Returns the rest transform for a bone [code]bone_idx[/code]." msgstr "" "Devuelve la transformación de reposo para un hueso [code]bone_idx[/code]." #: doc/classes/Skeleton.xml msgid "" "Sets the bone index [code]parent_idx[/code] as the parent of the bone at " "[code]bone_idx[/code]. If -1, then bone has no parent.\n" "[b]Note:[/b] [code]parent_idx[/code] must be less than [code]bone_idx[/code]." msgstr "" "Establece el índice óseo [code]parent_idx[/code] como el padre del hueso en " "[code]bone_idx[/code]. Si es -1, entonces el hueso no tiene padre.\n" "[b]Nota:[/b] [code]parent_idx[/code] debe ser menor que [code]bone_idx[/" "code]." #: doc/classes/Skeleton.xml #, fuzzy msgid "Sets the pose transform for bone [code]bone_idx[/code]." msgstr "" "Establece la transformación del descanso para el hueso [code]bone_idx[/code]." #: doc/classes/Skeleton.xml msgid "Sets the rest transform for bone [code]bone_idx[/code]." msgstr "" "Establece la transformación del descanso para el hueso [code]bone_idx[/code]." #: doc/classes/Skeleton2D.xml msgid "Skeleton for 2D characters and animated objects." msgstr "Esqueleto de personajes 2D y objetos animados." #: doc/classes/Skeleton2D.xml msgid "" "Skeleton2D parents a hierarchy of [Bone2D] objects. It is a requirement of " "[Bone2D]. Skeleton2D holds a reference to the rest pose of its children and " "acts as a single point of access to its bones." msgstr "" "Skeleton2D tiene una jerarquía de objetos [Bone2D]. Es un requisito de " "[Bone2D]. Skeleton2D mantiene una referencia al resto de la pose de sus " "hijos y actúa como un único punto de acceso a sus huesos." #: doc/classes/Skeleton2D.xml msgid "" "Returns a [Bone2D] from the node hierarchy parented by Skeleton2D. The " "object to return is identified by the parameter [code]idx[/code]. Bones are " "indexed by descending the node hierarchy from top to bottom, adding the " "children of each branch before moving to the next sibling." msgstr "" "Devuelve un [Bone2D] de la jerarquía de nodos que tiene Skeleton2D. El " "objeto a devolver se identifica con el parámetro [code]idx[/code]. Los " "huesos se indexan descendiendo la jerarquía de nodos de arriba a abajo, " "añadiendo los hijos de cada rama antes de pasar al siguiente hermano." #: doc/classes/Skeleton2D.xml msgid "" "Returns the number of [Bone2D] nodes in the node hierarchy parented by " "Skeleton2D." msgstr "" "Devuelve el número de nodos [Bone2D] en la jerarquía de nodos que tiene " "Skeleton2D." #: doc/classes/Skeleton2D.xml msgid "Returns the [RID] of a Skeleton2D instance." msgstr "Devuelve el [RID] de una instancia de Skeleton2D." #: doc/classes/SkeletonIK.xml msgid "" "SkeletonIK is used to place the end bone of a [Skeleton] bone chain at a " "certain point in 3D by rotating all bones in the chain accordingly." msgstr "" #: doc/classes/SkeletonIK.xml msgid "" "SkeletonIK is used to place the end bone of a [Skeleton] bone chain at a " "certain point in 3D by rotating all bones in the chain accordingly. A " "typical scenario for IK in games is to place a characters feet on the ground " "or a characters hands on a currently hold object. SkeletonIK uses " "FabrikInverseKinematic internally to solve the bone chain and applies the " "results to the [Skeleton] [code]bones_global_pose_override[/code] property " "for all affected bones in the chain. If fully applied this overwrites any " "bone transform from [Animation]s or bone custom poses set by users. The " "applied amount can be controlled with the [code]interpolation[/code] " "property.\n" "[codeblock]\n" "# Apply IK effect automatically on every new frame (not the current)\n" "skeleton_ik_node.start()\n" "\n" "# Apply IK effect only on the current frame\n" "skeleton_ik_node.start(true)\n" "\n" "# Stop IK effect and reset bones_global_pose_override on Skeleton\n" "skeleton_ik_node.stop()\n" "\n" "# Apply full IK effect\n" "skeleton_ik_node.set_interpolation(1.0)\n" "\n" "# Apply half IK effect\n" "skeleton_ik_node.set_interpolation(0.5)\n" "\n" "# Apply zero IK effect (a value at or below 0.01 also removes " "bones_global_pose_override on Skeleton)\n" "skeleton_ik_node.set_interpolation(0.0)\n" "[/codeblock]" msgstr "" #: doc/classes/SkeletonIK.xml msgid "" "Returns the parent [Skeleton] Node that was present when SkeletonIK entered " "the [SceneTree]. Returns null if the parent node was not a [Skeleton] Node " "when SkeletonIK entered the [SceneTree]." msgstr "" #: doc/classes/SkeletonIK.xml msgid "" "Returns [code]true[/code] if SkeletonIK is applying IK effects on continues " "frames to the [Skeleton] bones. Returns [code]false[/code] if SkeletonIK is " "stopped or [method start] was used with the [code]one_time[/code] parameter " "set to [code]true[/code]." msgstr "" #: doc/classes/SkeletonIK.xml msgid "" "Starts applying IK effects on each frame to the [Skeleton] bones but will " "only take effect starting on the next frame. If [code]one_time[/code] is " "[code]true[/code], this will take effect immediately but also reset on the " "next frame." msgstr "" #: doc/classes/SkeletonIK.xml msgid "" "Stops applying IK effects on each frame to the [Skeleton] bones and also " "calls [method Skeleton.clear_bones_global_pose_override] to remove existing " "overrides on all bones." msgstr "" #: doc/classes/SkeletonIK.xml msgid "" "Interpolation value for how much the IK results are applied to the current " "skeleton bone chain. A value of [code]1.0[/code] will overwrite all skeleton " "bone transforms completely while a value of [code]0.0[/code] will visually " "disable the SkeletonIK. A value at or below [code]0.01[/code] also calls " "[method Skeleton.clear_bones_global_pose_override]." msgstr "" #: doc/classes/SkeletonIK.xml msgid "" "Secondary target position (first is [member target] property or [member " "target_node]) for the IK chain. Use magnet position (pole target) to control " "the bending of the IK chain. Only works if the bone chain has more than 2 " "bones. The middle chain bone position will be linearly interpolated with the " "magnet position." msgstr "" #: doc/classes/SkeletonIK.xml msgid "" "Number of iteration loops used by the IK solver to produce more accurate " "(and elegant) bone chain results." msgstr "" #: doc/classes/SkeletonIK.xml msgid "" "The minimum distance between bone and goal target. If the distance is below " "this value, the IK solver stops further iterations." msgstr "" #: doc/classes/SkeletonIK.xml msgid "" "If [code]true[/code] overwrites the rotation of the tip bone with the " "rotation of the [member target] (or [member target_node] if defined)." msgstr "" #: doc/classes/SkeletonIK.xml msgid "The name of the current root bone, the first bone in the IK chain." msgstr "" #: doc/classes/SkeletonIK.xml msgid "" "First target of the IK chain where the tip bone is placed and, if [member " "override_tip_basis] is [code]true[/code], how the tip bone is rotated. If a " "[member target_node] path is available the nodes transform is used instead " "and this property is ignored." msgstr "" #: doc/classes/SkeletonIK.xml msgid "" "Target node [NodePath] for the IK chain. If available, the node's current " "[Transform] is used instead of the [member target] property." msgstr "" #: doc/classes/SkeletonIK.xml msgid "" "The name of the current tip bone, the last bone in the IK chain placed at " "the [member target] transform (or [member target_node] if defined)." msgstr "" #: doc/classes/SkeletonIK.xml msgid "" "If [code]true[/code], instructs the IK solver to consider the secondary " "magnet target (pole target) when calculating the bone chain. Use the magnet " "position (pole target) to control the bending of the IK chain." msgstr "" #: doc/classes/Sky.xml msgid "The base class for [PanoramaSky] and [ProceduralSky]." msgstr "" #: doc/classes/Sky.xml #, fuzzy msgid "" "The [Sky]'s radiance map size. The higher the radiance map size, the more " "detailed the lighting from the [Sky] will be.\n" "See [enum RadianceSize] constants for values.\n" "[b]Note:[/b] You will only benefit from high radiance sizes if you have " "perfectly sharp reflective surfaces in your project and are not using " "[ReflectionProbe]s or [GIProbe]s. For most projects, keeping [member " "radiance_size] to the default value is the best compromise between visuals " "and performance. Be careful when using high radiance size values as these " "can cause crashes on low-end GPUs." msgstr "" "El tamaño del mapa del resplandor del [Sky]. Cuanto más alto sea el tamaño " "del mapa de radiación, más detallada será la iluminación del [Sky].\n" "Vea las constantes de [enum RadianceSize] para los valores.\n" "[b]Nota:[/b] Algunos equipos tendrán problemas con tamaños de radiación más " "altos, especialmente [constant RADIANCE_SIZE_512] y superiores. Sólo utilice " "valores tan altos en hardware de alta gama." #: doc/classes/Sky.xml msgid "Radiance texture size is 32×32 pixels." msgstr "El tamaño de la textura de la radiación es de 32×32 píxeles." #: doc/classes/Sky.xml msgid "Radiance texture size is 64×64 pixels." msgstr "El tamaño de la textura de la radiación es de 64×64 píxeles." #: doc/classes/Sky.xml msgid "Radiance texture size is 128×128 pixels." msgstr "El tamaño de la textura del resplandor es de 128×128 píxeles." #: doc/classes/Sky.xml msgid "Radiance texture size is 256×256 pixels." msgstr "El tamaño de la textura del resplandor es de 256×256 píxeles." #: doc/classes/Sky.xml msgid "Radiance texture size is 512×512 pixels." msgstr "El tamaño de la textura del resplandor es de 512×512 píxeles." #: doc/classes/Sky.xml msgid "" "Radiance texture size is 1024×1024 pixels.\n" "[b]Note:[/b] [constant RADIANCE_SIZE_1024] is not exposed in the inspector " "as it is known to cause GPU hangs on certain systems." msgstr "" #: doc/classes/Sky.xml msgid "" "Radiance texture size is 2048×2048 pixels.\n" "[b]Note:[/b] [constant RADIANCE_SIZE_2048] is not exposed in the inspector " "as it is known to cause GPU hangs on certain systems." msgstr "" #: doc/classes/Sky.xml msgid "Represents the size of the [enum RadianceSize] enum." msgstr "Representa el tamaño del enum [enum RadianceSize]." #: doc/classes/Slider.xml msgid "Base class for GUI sliders." msgstr "Clase base para los deslizadores GUI." #: doc/classes/Slider.xml msgid "" "Base class for GUI sliders.\n" "[b]Note:[/b] The [signal Range.changed] and [signal Range.value_changed] " "signals are part of the [Range] class which this class inherits from." msgstr "" #: doc/classes/Slider.xml msgid "" "If [code]true[/code], the slider can be interacted with. If [code]false[/" "code], the value can be changed only by code." msgstr "" "Si [code]true[/code], se puede interactuar con el deslizador. Si " "[code]false[/code], el valor puede ser cambiado sólo por el código." #: doc/classes/Slider.xml msgid "If [code]true[/code], the value can be changed using the mouse wheel." msgstr "" "Si [code]true[/code], el valor puede ser cambiado usando la rueda del ratón." #: doc/classes/Slider.xml msgid "" "Number of ticks displayed on the slider, including border ticks. Ticks are " "uniformly-distributed value markers." msgstr "" "Número de marcas que aparecen en el deslizador, incluyendo las marcas de los " "bordes. Las marcas son marcadores de valor uniformemente distribuidos." #: doc/classes/Slider.xml msgid "" "If [code]true[/code], the slider will display ticks for minimum and maximum " "values." msgstr "" "Si [code]true[/code], el deslizador mostrará las marcas de los valores " "mínimo y máximo." #: doc/classes/Slider.xml msgid "" "Emitted when dragging stops. If [code]value_changed[/code] is true, [member " "Range.value] is different from the value when you started the dragging." msgstr "" #: doc/classes/Slider.xml #, fuzzy msgid "Emitted when dragging is started." msgstr "Emitido cuando se inicia el scrolling." #: doc/classes/SliderJoint.xml #, fuzzy msgid "Slider between two PhysicsBodies in 3D." msgstr "Un tipo de pistón que se desliza entre dos cuerpos en 3D." #: doc/classes/SliderJoint.xml #, fuzzy msgid "" "Slides across the X axis of the pivot object. See also [Generic6DOFJoint]." msgstr "Se desliza a través del eje X del objeto pivote." #: doc/classes/SliderJoint.xml msgid "" "The amount of damping of the rotation when the limit is surpassed.\n" "A lower damping value allows a rotation initiated by body A to travel to " "body B slower." msgstr "" "La cantidad de amortiguación de la rotación cuando se supera el límite.\n" "Un valor de amortiguación menor permite que una rotación iniciada por el " "cuerpo A viaje al cuerpo B más lentamente." #: doc/classes/SliderJoint.xml msgid "" "The amount of restitution of the rotation when the limit is surpassed.\n" "Does not affect damping." msgstr "" "La cantidad de restitución de la rotación cuando se supera el límite.\n" "No afecta a la amortiguación." #: doc/classes/SliderJoint.xml msgid "" "A factor applied to the all rotation once the limit is surpassed.\n" "Makes all rotation slower when between 0 and 1." msgstr "" "Un factor que se aplica a toda la rotación una vez superado el límite.\n" "Hace que toda la rotación sea más lenta cuando está entre 0 y 1." #: doc/classes/SliderJoint.xml msgid "A factor applied to the all rotation in the limits." msgstr "Un factor que se aplica a toda la rotación una vez superado el límite." #: doc/classes/SliderJoint.xml msgid "" "A factor applied to the all rotation across axes orthogonal to the slider." msgstr "" "Un factor aplicado a toda la rotación a través de los ejes ortogonales al " "deslizador." #: doc/classes/SliderJoint.xml msgid "" "The amount of damping that happens once the limit defined by [member " "linear_limit/lower_distance] and [member linear_limit/upper_distance] is " "surpassed." msgstr "" "La cantidad de amortiguación que ocurre una vez que se supera el límite " "definido por [member linear_limit/lower_distance] y [member linear_limit/" "upper_distance]." #: doc/classes/SliderJoint.xml msgid "" "The amount of restitution once the limits are surpassed. The lower, the more " "velocity-energy gets lost." msgstr "" "El monto de la restitución una vez que se superen los límites. Cuanto más " "bajo, más energía de velocidad se pierde." #: doc/classes/SoftBody.xml msgid "A soft mesh physics body." msgstr "Un cuerpo físico de malla suave." #: doc/classes/SoftBody.xml msgid "" "A deformable physics body. Used to create elastic or deformable objects such " "as cloth, rubber, or other flexible materials.\n" "[b]Note:[/b] There are many known bugs in [SoftBody]. Therefore, it's not " "recommended to use them for things that can affect gameplay (such as a " "player character made entirely out of soft bodies)." msgstr "" #: doc/classes/SoftBody.xml #, fuzzy msgid "Returns local translation of a vertex in the surface array." msgstr "Devuelve la traducción del locale actual para el mensaje dado (clave)." #: doc/classes/SoftBody.xml #, fuzzy msgid "Returns [code]true[/code] if vertex is set to pinned." msgstr "Devuelve [code]true[/code] si el temporizador se detiene." #: doc/classes/SoftBody.xml msgid "" "Sets the pinned state of a surface vertex. When set to [code]true[/code], " "the optional [code]attachment_path[/code] can define a [Spatial] the pinned " "vertex will be attached to." msgstr "" #: doc/classes/SoftBody.xml #, fuzzy msgid "" "The physics layers this SoftBody is in.\n" "Collidable objects can exist in any of 32 different layers. These layers " "work like a tagging system, and are not visual. A collidable can use these " "layers to select with which objects it can collide, using the collision_mask " "property.\n" "A contact is detected if object A is in any of the layers that object B " "scans, or object B is in any layer scanned by object A. See [url=$DOCS_URL/" "tutorials/physics/physics_introduction.html#collision-layers-and-" "masks]Collision layers and masks[/url] in the documentation for more " "information." msgstr "" "Las capas físicas en las que se encuentra este SoftBody.\n" "Los objetos coleccionables pueden existir en cualquiera de las 32 capas " "diferentes. Estas capas funcionan como un sistema de etiquetado, y no son " "visuales. Un colisionable puede usar estas capas para seleccionar con qué " "objetos puede colisionar, usando la propiedad collision_mask.\n" "Se detecta un contacto si el objeto A está en cualquiera de las capas que el " "objeto B explora, o si el objeto B está en cualquier capa explorada por el " "objeto A." #: doc/classes/SoftBody.xml msgid "" "The physics layers this SoftBody scans for collisions. See [url=$DOCS_URL/" "tutorials/physics/physics_introduction.html#collision-layers-and-" "masks]Collision layers and masks[/url] in the documentation for more " "information." msgstr "" #: doc/classes/SoftBody.xml #, fuzzy msgid "[NodePath] to a [CollisionObject] this SoftBody should avoid clipping." msgstr "" "[NodePath] a un [CollisionObject] este SoftBody debería evitar el recorte." #: doc/classes/SoftBody.xml #, fuzzy msgid "" "If [code]true[/code], the [SoftBody] is simulated in physics. Can be set to " "[code]false[/code] to pause the physics simulation." msgstr "" "Si [code]true[/code], el estado del toque se pulsa. Si [code]false[/code], " "el estado del toque se libera." #: doc/classes/SoftBody.xml #, fuzzy msgid "If [code]true[/code], the [SoftBody] will respond to [RayCast]s." msgstr "Si [code]true[/code], el [SoftBody] responderá a los [RayCast]s." #: doc/classes/SoftBody.xml msgid "" "Increasing this value will improve the resulting simulation, but can affect " "performance. Use with care." msgstr "" "Aumentar este valor mejorará la simulación resultante, pero puede afectar al " "rendimiento. Usar con cuidado." #: doc/classes/SoftBody.xml #, fuzzy msgid "The SoftBody's mass." msgstr "La masa del SoftBody." #: doc/classes/Spatial.xml msgid "Most basic 3D game object, parent of all 3D-related nodes." msgstr "" "El objeto de juego 3D más básico, padre de todos los nodos relacionados con " "el 3D." #: doc/classes/Spatial.xml msgid "" "Most basic 3D game object, with a 3D [Transform] and visibility settings. " "All other 3D game objects inherit from Spatial. Use [Spatial] as a parent " "node to move, scale, rotate and show/hide children in a 3D project.\n" "Affine operations (rotate, scale, translate) happen in parent's local " "coordinate system, unless the [Spatial] object is set as top-level. Affine " "operations in this coordinate system correspond to direct affine operations " "on the [Spatial]'s transform. The word local below refers to this coordinate " "system. The coordinate system that is attached to the [Spatial] object " "itself is referred to as object-local coordinate system.\n" "[b]Note:[/b] Unless otherwise specified, all methods that have angle " "parameters must have angles specified as [i]radians[/i]. To convert degrees " "to radians, use [method @GDScript.deg2rad]." msgstr "" "El objeto más básico de un juego en 3D, con un [Transform] 3D y ajustes de " "visibilidad. Todos los demás objetos de juegos 3D heredan de Spatial. " "Utiliza [Spatial] como nodo padre para mover, escalar, rotar y mostrar/" "esconder a los hijos en un proyecto 3D.\n" "Las operaciones de afinación (rotar, escalar, traducir) ocurren en el " "sistema de coordenadas locales del padre, a menos que el objeto [Spatial] se " "establezca como de nivel superior. Las operaciones afines en este sistema de " "coordenadas corresponden a operaciones afines directas en la transformación " "de [Spatial]. La palabra local a continuación se refiere a este sistema de " "coordenadas. El sistema de coordenadas que está unido al propio objeto " "[Spatial] se denomina sistema de coordenadas objeto-local.\n" "[b]Nota:[/b] A menos que se especifique lo contrario, todos los métodos que " "tienen parámetros de ángulo deben tener ángulos especificados como " "[i]radianes[/i]. Para convertir los grados en radianes, utilice [method " "@GDScript.deg2rad]." #: doc/classes/Spatial.xml msgid "Introduction to 3D" msgstr "" #: doc/classes/Spatial.xml doc/classes/Vector3.xml msgid "All 3D Demos" msgstr "" #: doc/classes/Spatial.xml msgid "" "When using physics interpolation, there will be circumstances in which you " "want to know the interpolated (displayed) transform of a node rather than " "the standard transform (which may only be accurate to the most recent " "physics tick).\n" "This is particularly important for frame-based operations that take place in " "[method Node._process], rather than [method Node._physics_process]. Examples " "include [Camera]s focusing on a node, or finding where to fire lasers from " "on a frame rather than physics tick." msgstr "" #: doc/classes/Spatial.xml #, fuzzy msgid "" "Returns the parent [Spatial], or an empty [Object] if no parent exists or " "parent is not of type [Spatial]." msgstr "" "Devuelve el padre [Spatial], o un [Object] vacío si no existe un padre o el " "padre no es de tipo [Spatial]." #: doc/classes/Spatial.xml #, fuzzy msgid "" "Returns the current [World] resource this [Spatial] node is registered to." msgstr "" "Devuelve el recurso actual [World] al que este nodo [Spatial] está " "registrado." #: doc/classes/Spatial.xml msgid "" "Rotates the global (world) transformation around axis, a unit [Vector3], by " "specified angle in radians. The rotation axis is in global coordinate system." msgstr "" "Gira la transformación global (del mundo) alrededor del eje, una unidad " "[Vector3], por un ángulo especificado en radianes. El eje de rotación está " "en el sistema de coordenadas globales." #: doc/classes/Spatial.xml msgid "" "Scales the global (world) transformation by the given [Vector3] scale " "factors." msgstr "" "Escala la transformación global (del mundo) por los factores de escala " "[Vector3] dados." #: doc/classes/Spatial.xml msgid "" "Moves the global (world) transformation by [Vector3] offset. The offset is " "in global coordinate system." msgstr "" "Mueve la transformación global (del mundo) por el desplazamiento del " "[Vector3]. El desplazamiento está en el sistema de coordenadas globales." #: doc/classes/Spatial.xml msgid "" "Disables rendering of this node. Changes [member visible] to [code]false[/" "code]." msgstr "" "Desactiva la representación de este nodo. Cambia [member visible] por " "[code]false[/code]." #: doc/classes/Spatial.xml #, fuzzy msgid "" "Returns whether node notifies about its local transformation changes. " "[Spatial] will not propagate this by default." msgstr "" "Devuelve si el nodo notifica sobre sus cambios de transformación local. " "[Spatial] no propagará esto por defecto." #: doc/classes/Spatial.xml msgid "" "Returns whether this node uses a scale of [code](1, 1, 1)[/code] or its " "local transformation scale." msgstr "" "Devuelve si este nodo utiliza una escala de [code](1, 1, 1)[/code] o su " "escala de transformación local." #: doc/classes/Spatial.xml msgid "" "Returns whether this node is set as Toplevel, that is whether it ignores its " "parent nodes transformations." msgstr "" "Devuelve si este nodo se establece como Toplevel, es decir, si ignora las " "transformaciones de sus nodos padres." #: doc/classes/Spatial.xml #, fuzzy msgid "" "Returns whether the node notifies about its global and local transformation " "changes. [Spatial] will not propagate this by default." msgstr "" "Devuelve si el nodo notifica sobre sus cambios de transformación global y " "local. [Spatial] no propagará esto por defecto." #: 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 "" "Devuelve [code]true[/code] si el nodo está presente en el [SceneTree], su " "propiedad [member visible] es [code]true[/code] y todos sus antecedentes " "también son visibles. Si algún antecedente está oculto, este nodo no será " "visible en el árbol de la escena." #: doc/classes/Spatial.xml msgid "" "Rotates the node so that the local forward axis (-Z) points toward the " "[code]target[/code] position.\n" "The local up axis (+Y) points as close to the [code]up[/code] vector as " "possible while staying perpendicular to the local forward axis. The " "resulting transform is orthogonal, and the scale is preserved. Non-uniform " "scaling may not work correctly.\n" "The [code]target[/code] position cannot be the same as the node's position, " "the [code]up[/code] vector cannot be zero, and the direction from the node's " "position to the [code]target[/code] vector cannot be parallel to the " "[code]up[/code] vector.\n" "Operations take place in global space." msgstr "" #: doc/classes/Spatial.xml msgid "" "Moves the node to the specified [code]position[/code], and then rotates " "itself to point toward the [code]target[/code] as per [method look_at]. " "Operations take place in global space." msgstr "" "Mueve el nodo a la posición [code]position[/code] especificada, y luego se " "rota para apuntar hacia el [code]target[/code] según el [method look_at]. " "Las operaciones tienen lugar en el espacio global." #: doc/classes/Spatial.xml msgid "" "Resets this node's transformations (like scale, skew and taper) preserving " "its rotation and translation by performing Gram-Schmidt orthonormalization " "on this node's [Transform]." msgstr "" "Restablece las transformaciones de este nodo (como escala, sesgo y " "conicidad) preservando su rotación y traslación al realizar la " "ortonormalización de Gram-Schmidt en la [Transform] de este nodo." #: doc/classes/Spatial.xml msgid "" "Rotates the local transformation around axis, a unit [Vector3], by specified " "angle in radians." msgstr "" "Gira la transformación local alrededor del eje, una unidad [Vector3], por un " "ángulo especificado en radianes." #: doc/classes/Spatial.xml msgid "" "Rotates the local transformation around axis, a unit [Vector3], by specified " "angle in radians. The rotation axis is in object-local coordinate system." msgstr "" "Gira la transformación local alrededor del eje, una unidad [Vector3], por un " "ángulo especificado en radianes. El eje de rotación está en el sistema de " "coordenadas locales del objeto." #: doc/classes/Spatial.xml msgid "Rotates the local transformation around the X axis by angle in radians." msgstr "" "Gira la transformación local alrededor del eje X por el ángulo en radianes." #: doc/classes/Spatial.xml msgid "Rotates the local transformation around the Y axis by angle in radians." msgstr "" "Gira la transformación local alrededor del eje Y por el ángulo en radianes." #: doc/classes/Spatial.xml msgid "Rotates the local transformation around the Z axis by angle in radians." msgstr "" "Gira la transformación local alrededor del eje Z por el ángulo en radianes." #: doc/classes/Spatial.xml msgid "" "Scales the local transformation by given 3D scale factors in object-local " "coordinate system." msgstr "" "Escala la transformación local mediante factores de escala tridimensionales " "dados en el sistema de coordenadas objeto-local." #: doc/classes/Spatial.xml msgid "" "Makes the node ignore its parents transformations. Node transformations are " "only in global space." msgstr "" "Hace que el nodo ignore las transformaciones de sus padres. Las " "transformaciones del nodo sólo se dan en el espacio global." #: doc/classes/Spatial.xml msgid "" "Sets whether the node uses a scale of [code](1, 1, 1)[/code] or its local " "transformation scale. Changes to the local transformation scale are " "preserved." msgstr "" "Establece si el nodo utiliza una escala de [code](1, 1, 1)[/code] o su " "escala de transformación local. Los cambios en la escala de transformación " "local se conservan." #: doc/classes/Spatial.xml msgid "" "Reset all transformations for this node (sets its [Transform] to the " "identity matrix)." msgstr "" "Reinicia todas las transformaciones para este nodo (establece su [Transform] " "a la matriz de identidad)." #: doc/classes/Spatial.xml msgid "" "Sets whether the node ignores notification that its transformation (global " "or local) changed." msgstr "" "Establece si el nodo ignora la notificación de que su transformación (global " "o local) ha cambiado." #: doc/classes/Spatial.xml #, fuzzy msgid "" "Sets whether the node notifies about its local transformation changes. " "[Spatial] will not propagate this by default." msgstr "" "Establece si el nodo notifica sobre sus cambios de transformación local. " "[Spatial] no propagará esto por defecto." #: doc/classes/Spatial.xml #, fuzzy msgid "" "Sets whether the node notifies about its global and local transformation " "changes. [Spatial] will not propagate this by default, unless it is in the " "editor context and it has a valid gizmo." msgstr "" "Establece si el nodo notifica sobre sus cambios de transformación global y " "local. [Spatial] no propagará esto por defecto." #: doc/classes/Spatial.xml msgid "" "Enables rendering of this node. Changes [member visible] to [code]true[/" "code]." msgstr "" "Permite la representación de este nodo. Cambia [member visible] a " "[code]true[/code]." #: doc/classes/Spatial.xml msgid "" "Transforms [code]local_point[/code] from this node's local space to world " "space." msgstr "" "Transforma [code]local_point[/code] del espacio local de este nodo al " "espacio mundial." #: doc/classes/Spatial.xml msgid "" "Transforms [code]global_point[/code] from world space to this node's local " "space." msgstr "" "Transforma [code]global_point[/code] del espacio mundial al espacio local de " "este nodo." #: doc/classes/Spatial.xml msgid "" "Changes the node's position by the given offset [Vector3].\n" "Note that the translation [code]offset[/code] is affected by the node's " "scale, so if scaled by e.g. [code](10, 1, 1)[/code], a translation by an " "offset of [code](2, 0, 0)[/code] would actually add 20 ([code]2 * 10[/code]) " "to the X coordinate." msgstr "" "Cambia la posición del nodo por el desplazamiento dado [Vector3].\n" "Observe que la traslación [code]offset[/code] se ve afectada por la escala " "del nodo, de modo que si se escalara por ejemplo por [code](10, 1, 1)[/" "code], una traslación por un offset de [code](2, 0, 0)[/code] añadiría en " "realidad 20 ([code]2 * 10[/code]) a la coordenada X." #: doc/classes/Spatial.xml msgid "" "Changes the node's position by the given offset [Vector3] in local space." msgstr "" "Cambia la posición del nodo por el desplazamiento dado [Vector3] en el " "espacio local." #: doc/classes/Spatial.xml #, fuzzy msgid "Updates the [SpatialGizmo] of this node." msgstr "Actualiza el [Nodo3DGizmo] de este nodo." #: doc/classes/Spatial.xml #, fuzzy msgid "" "The [SpatialGizmo] for this node. Used for example in [EditorSpatialGizmo] " "as custom visualization and editing handles in Editor." msgstr "" "El [SpatialGizmo] para este nodo. Usado por ejemplo en [EditorSpatialGizmo] " "como visualización personalizada y manejadores de edición en el Editor." #: doc/classes/Spatial.xml #, fuzzy 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 "" "Parte de la rotación de la transformación local en radianes, especificada en " "términos de ángulos YXZ-Euler en el formato (ángulo X, ángulo Y, ángulo Z).\n" "[b]Nota:[/b] En el sentido matemático, la rotación es una matriz y no un " "vector. Los tres ángulos de Euler, que son los tres parámetros " "independientes de la parametrización del ángulo de Euler de la matriz de " "rotación, se almacenan en una estructura de datos [Vector3] no porque la " "rotación sea un vector, sino sólo porque el [Vector3] existe como una " "estructura de datos conveniente para almacenar 3 números reales. Por lo " "tanto, la aplicación de operaciones afines en el \"vector\" de rotación no " "es significativa." #: doc/classes/Spatial.xml #, fuzzy msgid "World space (global) [Transform] of this node." msgstr "World3D espacio (global) [Transform] de este nodo." #: 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 " "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 "" "Parte de la rotación de la transformación local en radianes, especificada en " "términos de ángulos YXZ-Euler en el formato (ángulo X, ángulo Y, ángulo Z).\n" "[b]Nota:[/b] En el sentido matemático, la rotación es una matriz y no un " "vector. Los tres ángulos de Euler, que son los tres parámetros " "independientes de la parametrización del ángulo de Euler de la matriz de " "rotación, se almacenan en una estructura de datos [Vector3] no porque la " "rotación sea un vector, sino sólo porque el [Vector3] existe como una " "estructura de datos conveniente para almacenar 3 números reales. Por lo " "tanto, la aplicación de operaciones afines en el \"vector\" de rotación no " "es significativa." #: doc/classes/Spatial.xml msgid "" "Rotation part of the local transformation in degrees, specified in terms of " "YXZ-Euler angles in the format (X angle, Y angle, Z angle)." msgstr "" "Parte de la rotación de la transformación local en grados, especificada en " "términos de ángulos YXZ-Euler en el formato (ángulo X, ángulo Y, ángulo Z)." #: doc/classes/Spatial.xml 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.\n" "[b]Note:[/b] Not all nodes are visually scaled by the [member scale] " "property. For example, [Light]s are not visually affected by [member scale]." msgstr "" #: doc/classes/Spatial.xml msgid "Local space [Transform] of this node, with respect to the parent node." msgstr "El espacio local [Transform] de este nodo, con respecto al nodo padre." #: doc/classes/Spatial.xml msgid "Local translation of this node." msgstr "Traducción local de este nodo." #: doc/classes/Spatial.xml msgid "" "If [code]true[/code], this node is drawn. The node is only visible if all of " "its antecedents are visible as well (in other words, [method " "is_visible_in_tree] must return [code]true[/code])." msgstr "" "Si [code]true[/code], este nodo se dibuja. El nodo sólo es visible si todos " "sus antecedentes también lo son (en otras palabras, [method " "is_visible_in_tree] debe devolver [code]true[/code])." #: doc/classes/Spatial.xml msgid "" "Emitted by portal system gameplay monitor when a node enters the gameplay " "area." msgstr "" #: doc/classes/Spatial.xml msgid "" "Emitted by portal system gameplay monitor when a node exits the gameplay " "area." msgstr "" #: doc/classes/Spatial.xml msgid "Emitted when node visibility changes." msgstr "Emitido cuando cambia la visibilidad del nodo." #: doc/classes/Spatial.xml #, fuzzy msgid "" "Spatial nodes receives this notification when their global transform " "changes. This means that either the current or a parent node changed its " "transform.\n" "In order for [constant NOTIFICATION_TRANSFORM_CHANGED] to work, users first " "need to ask for it, with [method set_notify_transform]. The notification is " "also sent if the node is in the editor context and it has a valid gizmo." msgstr "" "Los nodos de Spatial reciben esta notificación cuando su transformación " "global cambia. Esto significa que o bien el nodo actual o bien un nodo padre " "cambió su transformación.\n" "Para que [constant NOTIFICATION_TRANSFORM_CHANGED] funcione, los usuarios " "primero tienen que pedirlo, con [method set_notify_transform]." #: doc/classes/Spatial.xml #, fuzzy msgid "" "Spatial nodes receives this notification when they are registered to new " "[World] resource." msgstr "" "Los nodos de Spatial reciben esta notificación cuando se registran en el " "nuevo recurso [World]." #: doc/classes/Spatial.xml #, fuzzy msgid "" "Spatial nodes receives this notification when they are unregistered from " "current [World] resource." msgstr "" "Los nodos de Spatial reciben esta notificación cuando no están registrados " "en el recurso actual [World]." #: doc/classes/Spatial.xml #, fuzzy msgid "Spatial nodes receives this notification when their visibility changes." msgstr "" "Los nodos de Spatial reciben esta notificación cuando su visibilidad cambia." #: doc/classes/Spatial.xml msgid "" "Spatial nodes receives this notification if the portal system gameplay " "monitor detects they have entered the gameplay area." msgstr "" #: doc/classes/Spatial.xml msgid "" "Spatial nodes receives this notification if the portal system gameplay " "monitor detects they have exited the gameplay area." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Default 3D rendering material." msgstr "Material de renderizado 3D por defecto." #: doc/classes/SpatialMaterial.xml msgid "" "This provides a default material with a wide variety of rendering features " "and properties without the need to write shader code. See the tutorial below " "for details." msgstr "" "Esto proporciona un material por defecto con una amplia variedad de " "características y propiedades de renderizado sin necesidad de escribir " "codigo shader. Consulte el siguiente tutorial para obtener más detalles." #: doc/classes/SpatialMaterial.xml msgid "Returns [code]true[/code], if the specified [enum Feature] is enabled." msgstr "" "Devuelve [code]true[/code], si el [enum Feature] especificado está activado." #: doc/classes/SpatialMaterial.xml msgid "" "Returns [code]true[/code], if the specified flag is enabled. See [enum " "Flags] enumerator for options." msgstr "" "Devuelve [code]true[/code], si el flag especificado está activado. Ver el " "enumerador [enum Flags] para las opciones." #: doc/classes/SpatialMaterial.xml msgid "" "Returns the [Texture] associated with the specified [enum TextureParam]." msgstr "Devuelve la [Texture] asociada a la [enum TextureParam] especificada." #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "" "If [code]true[/code], enables the specified [enum Feature]. Many features " "that are available in [SpatialMaterial]s need to be enabled before use. This " "way the cost for using the feature is only incurred when specified. Features " "can also be enabled by setting the corresponding member to [code]true[/code]." msgstr "" "Si [code]true[/code], habilita la [enum Feature] especificada. Muchas de las " "características que están disponibles en [SpatialMaterial] deben ser " "habilitadas antes de su uso. De esta manera, el costo de usar la " "característica sólo se incurre cuando se especifica. Las características " "también pueden ser habilitadas estableciendo el miembro correspondiente en " "[code]true[/code]." #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "" "If [code]true[/code], enables the specified flag. Flags are optional " "behavior that can be turned on and off. Only one flag can be enabled at a " "time with this function, the flag enumerators cannot be bit-masked together " "to enable or disable multiple flags at once. Flags can also be enabled by " "setting the corresponding member to [code]true[/code]. See [enum Flags] " "enumerator for options." msgstr "" "Si [code]true[/code], habilita la [enum Feature] especificada. Muchas de las " "características que están disponibles en [SpatialMaterial] deben ser " "habilitadas antes de su uso. De esta manera, el costo de usar la " "característica sólo se incurre cuando se especifica. Las características " "también pueden ser habilitadas estableciendo el miembro correspondiente en " "[code]true[/code]." #: doc/classes/SpatialMaterial.xml msgid "" "Sets the [Texture] to be used by the specified [enum TextureParam]. This " "function is called when setting members ending in [code]*_texture[/code]." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "The material's base color." msgstr "El color base del material." #: doc/classes/SpatialMaterial.xml msgid "" "Texture to multiply by [member albedo_color]. Used for basic texturing of " "objects." msgstr "" "La textura se multiplica por [member albedo_color]. Se utiliza para la " "textura básica de los objetos." #: doc/classes/SpatialMaterial.xml msgid "" "The strength of the anisotropy effect. This is multiplied by [member " "anisotropy_flowmap]'s alpha channel if a texture is defined there and the " "texture contains an alpha channel." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of " "the specular blob and aligns it to tangent space. This is useful for brushed " "aluminium and hair reflections.\n" "[b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh " "does not contain tangents, the anisotropy effect will appear broken.\n" "[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]. The anisotropic " "filtering level can be changed by adjusting [member ProjectSettings." "rendering/quality/filters/anisotropic_filter_level]." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "Texture that offsets the tangent map for anisotropy calculations and " "optionally controls the anisotropy effect (if an alpha channel is present). " "The flowmap texture is expected to be a derivative map, with the red channel " "representing distortion on the X axis and green channel representing " "distortion on the Y axis. Values below 0.5 will result in negative " "distortion, whereas values above 0.5 will result in positive distortion.\n" "If present, the texture's alpha channel will be used to multiply the " "strength of the [member anisotropy] effect. Fully opaque pixels will keep " "the anisotropy effect's original strength while fully transparent pixels " "will disable the anisotropy effect entirely. The flowmap texture's blue " "channel is ignored." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], ambient occlusion is enabled. Ambient occlusion " "darkens areas based on the [member ao_texture]." msgstr "" "Si [code]true[/code], se activa la oclusión ambiental. La oclusión ambiental " "oscurece las áreas basadas en el [member ao_texture]." #: doc/classes/SpatialMaterial.xml msgid "" "Amount that ambient occlusion affects lighting from lights. If [code]0[/" "code], ambient occlusion only affects ambient light. If [code]1[/code], " "ambient occlusion affects lights just as much as it affects ambient light. " "This can be used to impact the strength of the ambient occlusion effect, but " "typically looks unrealistic." msgstr "" "La cantidad que la oclusión ambiental afecta a la iluminación de las luces. " "Si [code]0[/code], la oclusión ambiental sólo afecta a la luz ambiental. Si " "[code]1[/code], la oclusión ambiental afecta a las luces tanto como a la luz " "ambiental. Esto puede utilizarse para influir en la intensidad del efecto de " "la oclusión ambiental, pero normalmente tiene un aspecto poco realista." #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], use [code]UV2[/code] coordinates to look up from the " "[member ao_texture]." msgstr "" "Si [code]true[/code], usa las coordenadas [code]UV2[/code] para mirar hacia " "arriba desde el [member ao_texture]." #: doc/classes/SpatialMaterial.xml msgid "" "Texture that defines the amount of ambient occlusion for a given point on " "the object." msgstr "" "Textura que define la cantidad de oclusión ambiental para un punto " "determinado del objeto." #: doc/classes/SpatialMaterial.xml msgid "" "Specifies the channel of the [member ao_texture] in which the ambient " "occlusion information is stored. This is useful when you store the " "information for multiple effects in a single texture. For example if you " "stored metallic in the red channel, roughness in the blue, and ambient " "occlusion in the green you could reduce the number of textures you use." msgstr "" "Especifica el canal del [member ao_texture] en el que se almacena la " "información de oclusión ambiental. Esto es útil cuando se almacena la " "información de múltiples efectos en una sola textura. Por ejemplo, si " "almacena metálico en el canal rojo, rugosidad en el azul y oclusión " "ambiental en el verde podría reducir el número de texturas que utiliza." #: doc/classes/SpatialMaterial.xml msgid "" "If [member ProjectSettings.rendering/gles3/shaders/shader_compilation_mode] " "is [code]Synchronous[/code] (with or without cache), this determines how " "this material must behave in regards to asynchronous shader compilation.\n" "[constant ASYNC_MODE_VISIBLE] is the default and the best for most cases." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "Sets the strength of the clearcoat effect. Setting to [code]0[/code] looks " "the same as disabling the clearcoat effect." msgstr "" "Establece la fuerza del efecto del barniz. Ajustar a [code]0[/code] se ve " "igual que desactivar el efecto de barniz." #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "" "If [code]true[/code], clearcoat rendering is enabled. Adds a secondary " "transparent pass to the lighting calculation resulting in an added specular " "blob. This makes materials appear as if they have a clear layer on them that " "can be either glossy or rough.\n" "[b]Note:[/b] Clearcoat rendering is not visible if the material has [member " "flags_unshaded] set to [code]true[/code]." msgstr "" "Si [code]true[/code], se habilita la renderización de barniz. Añade un pase " "transparente secundario al cálculo de iluminación, lo que resulta en una " "mancha especular añadida. Esto hace que los materiales aparezcan como si " "tuvieran una capa transparente sobre ellos que puede ser brillante o rugosa." #: doc/classes/SpatialMaterial.xml msgid "" "Sets the roughness of the clearcoat pass. A higher value results in a " "smoother clearcoat while a lower value results in a rougher clearcoat." msgstr "" "Establece la rugosidad del paso del barniz. Un valor más alto resulta en un " "barniz más suave mientras que un valor más bajo resulta en un barniz más " "áspero." #: doc/classes/SpatialMaterial.xml msgid "" "Texture that defines the strength of the clearcoat effect and the glossiness " "of the clearcoat. Strength is specified in the red channel while glossiness " "is specified in the green channel." msgstr "" "Textura que define la fuerza del efecto del barniz y el brillo del barniz. " "La fuerza se especifica en el canal rojo mientras que el brillo se " "especifica en el canal verde." #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], the shader will read depth texture at multiple points " "along the view ray to determine occlusion and parrallax. This can be very " "performance demanding, but results in more realistic looking depth mapping." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], depth mapping is enabled (also called \"parallax " "mapping\" or \"height mapping\"). See also [member normal_enabled].\n" "[b]Note:[/b] Depth mapping is not supported if triplanar mapping is used on " "the same material. The value of [member depth_enabled] will be ignored if " "[member uv1_triplanar] is enabled." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], direction of the binormal is flipped before using in " "the depth effect. This may be necessary if you have encoded your binormals " "in a way that is conflicting with the depth effect." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], direction of the tangent is flipped before using in " "the depth effect. This may be necessary if you have encoded your tangents in " "a way that is conflicting with the depth effect." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "Number of layers to use when using [member depth_deep_parallax] and the view " "direction is perpendicular to the surface of the object. A higher number " "will be more performance demanding while a lower number may not look as " "crisp." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "Number of layers to use when using [member depth_deep_parallax] and the view " "direction is parallel to the surface of the object. A higher number will be " "more performance demanding while a lower number may not look as crisp." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "Scales the depth offset effect. A higher number will create a larger depth." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "Texture used to determine depth at a given pixel. Depth is always stored in " "the red channel." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Texture that specifies the color of the detail overlay." msgstr "Textura que especifica el color de la superposición de los detalles." #: doc/classes/SpatialMaterial.xml msgid "" "Specifies how the [member detail_albedo] should blend with the current " "[code]ALBEDO[/code]. See [enum BlendMode] for options." msgstr "" "Especifica cómo el [member detail_albedo] debe mezclarse con el actual " "[code]ALBEDO[/code]. Ver [enum BlendMode] para las opciones." #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], enables the detail overlay. Detail is a second texture " "that gets mixed over the surface of the object based on [member " "detail_mask]. This can be used to add variation to objects, or to blend " "between two different albedo/normal textures." msgstr "" "Si [code]true[/code], permite la superposición de detalles. El detalle es " "una segunda textura que se mezcla sobre la superficie del objeto basada en " "[member detail_mask]. Esto puede ser usado para añadir variación a los " "objetos, o para mezclar entre dos diferentes texturas de albedo/normal." #: doc/classes/SpatialMaterial.xml msgid "" "Texture used to specify how the detail textures get blended with the base " "textures." msgstr "" "La textura usada para especificar cómo las texturas de detalle se mezclan " "con las texturas de base." #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "" "Texture that specifies the per-pixel normal of the detail overlay.\n" "[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 "" "Textura que especifica la normalidad por píxel de la superposición de " "detalles.\n" "[b]Nota:[/b] Godot espera que el mapa de normales utilice las coordenadas " "X+, Y-, y Z+. Ver [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]esta página[/url] " "para una comparación de las coordenadas del mapa normal esperadas por los " "motores populares." #: doc/classes/SpatialMaterial.xml msgid "" "Specifies whether to use [code]UV[/code] or [code]UV2[/code] for the detail " "layer. See [enum DetailUV] for options." msgstr "" "Especifica si se utiliza [code]UV[/code] o [code]UV2[/code] para la capa de " "detalle. Ver [enum DetailUV] para las opciones." #: doc/classes/SpatialMaterial.xml msgid "" "Distance at which the object appears fully opaque.\n" "[b]Note:[/b] If [code]distance_fade_max_distance[/code] is less than " "[code]distance_fade_min_distance[/code], the behavior will be reversed. The " "object will start to fade away at [code]distance_fade_max_distance[/code] " "and will fully disappear once it reaches [code]distance_fade_min_distance[/" "code]." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "Distance at which the object starts to become visible. If the object is less " "than this distance away, it will be invisible.\n" "[b]Note:[/b] If [code]distance_fade_min_distance[/code] is greater than " "[code]distance_fade_max_distance[/code], the behavior will be reversed. The " "object will start to fade away at [code]distance_fade_max_distance[/code] " "and will fully disappear once it reaches [code]distance_fade_min_distance[/" "code]." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "Specifies which type of fade to use. Can be any of the [enum " "DistanceFadeMode]s." msgstr "" "Especifica el tipo de desvanecimiento a utilizar. Puede ser cualquiera de " "los [enum DistanceFadeMode]s." #: doc/classes/SpatialMaterial.xml msgid "The emitted light's color. See [member emission_enabled]." msgstr "El color de la luz emitida. Ver [member emission_enabled]." #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "" "If [code]true[/code], the body emits light. Emitting light makes the object " "appear brighter. The object can also cast light on other objects if a " "[GIProbe] or [BakedLightmap] is used and this object is used in baked " "lighting." msgstr "" "Si [code]true[/code], el cuerpo emite luz. Emitir luz hace que el objeto " "parezca más brillante. El objeto también puede emitir luz sobre otros " "objetos si se utiliza un [GIProbe] y este objeto se utiliza en el mapa de " "iluminacion cocinada." #: doc/classes/SpatialMaterial.xml msgid "The emitted light's strength. See [member emission_enabled]." msgstr "La fuerza de la luz emitida. Ver [member emission_enabled]." #: doc/classes/SpatialMaterial.xml msgid "Use [code]UV2[/code] to read from the [member emission_texture]." msgstr "Utilice [code]UV2[/code] para leer de la [member emission_texture]." #: doc/classes/SpatialMaterial.xml msgid "" "Sets how [member emission] interacts with [member emission_texture]. Can " "either add or multiply. See [enum EmissionOperator] for options." msgstr "" "Establece cómo interactúa [member emission] con [member emission_texture]. " "Puede sumar o multiplicar. Ver [enum EmissionOperator] para las opciones." #: doc/classes/SpatialMaterial.xml msgid "Texture that specifies how much surface emits light at a given point." msgstr "" "Textura que especifica cuánta superficie emite luz en un punto determinado." #: doc/classes/SpatialMaterial.xml msgid "" "Forces a conversion of the [member albedo_texture] from sRGB space to linear " "space." msgstr "" "Fuerza una conversión del [member albedo_texture] del espacio sRGB al " "espacio lineal." #: 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 "Si [code]true[/code], el objeto no recibe luz ambiental." #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], the object receives no shadow that would otherwise be " "cast onto it." msgstr "" "Si [code]true[/code], el objeto no recibe ninguna sombra que de otra manera " "sería arrojada sobre él." #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], the shader will compute extra operations to make sure " "the normal stays correct when using a non-uniform scale. Only enable if " "using non-uniform scaling." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], the object is rendered at the same size regardless of " "distance." msgstr "" "Si [code]true[/code], el objeto se renderiza con el mismo tamaño " "independientemente de la distancia." #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "" "If [code]true[/code], transparency is enabled on the body. See also [member " "params_blend_mode]." msgstr "" "Si [code]true[/code], se habilita la transparencia en el cuerpo. Véase " "también [member blend_mode]." #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "If [code]true[/code], the object is unaffected by lighting." msgstr "Si [code]true[/code], el objeto no recibe luz ambiental." #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "" "If [code]true[/code], render point size can be changed.\n" "[b]Note:[/b] This is only effective for objects whose geometry is point-" "based rather than triangle-based. See also [member params_point_size]." msgstr "" "Si [code]true[/code], el tamaño del punto de renderizado puede ser " "cambiado.\n" "[b]Nota:[/b] esto sólo es efectivo para los objetos cuya geometría se basa " "en puntos en vez de en triángulos. Ver también [member point_size]." #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], enables the \"shadow to opacity\" render mode where " "lighting modifies the alpha so shadowed areas are opaque and non-shadowed " "areas are transparent. Useful for overlaying shadows onto a camera feed in " "AR." msgstr "" "Si [code]true[/code], habilita el modo de representación \"sombra a " "opacidad\" en el que la iluminación modifica el alfa de modo que las áreas " "sombreadas son opacas y las áreas no sombreadas son transparentes. Es útil " "para superponer sombras en una cámara de alimentación en AR." #: 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, 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 #, fuzzy msgid "" "If [code]true[/code], triplanar mapping is calculated in world space rather " "than object local space. See also [member uv1_triplanar]." msgstr "" "Si [code]true[/code], el mapeado triplanar para [code]UV[/code] se calcula " "en el espacio del mundo en lugar de en el espacio local de los objetos. Ver " "también [member uv1_triplanar]." #: doc/classes/SpatialMaterial.xml msgid "" "A high value makes the material appear more like a metal. Non-metals use " "their albedo as the diffuse color and add diffuse to the specular " "reflection. With non-metals, the reflection appears on top of the albedo " "color. Metals use their albedo as a multiplier to the specular reflection " "and set the diffuse color to black resulting in a tinted reflection. " "Materials work better when fully metal or fully non-metal, values between " "[code]0[/code] and [code]1[/code] should only be used for blending between " "metal and non-metal sections. To alter the amount of reflection use [member " "roughness]." msgstr "" "Un valor alto hace que el material parezca más como un metal. Los no " "metálicos usan su albedo como color difuso y añaden difusión a la reflexión " "especular. Con los no metálicos, la reflexión aparece sobre el color del " "albedo. Los metales usan su albedo como multiplicador de la reflexión " "especular y ponen el color difuso en negro, lo que resulta en una reflexión " "teñida. Los materiales funcionan mejor cuando son totalmente metálicos o " "totalmente no metálicos, los valores entre [code]0[/code] y [code]1[/code] " "sólo deben utilizarse para la mezcla entre secciones metálicas y no " "metálicas. Para alterar la cantidad de reflexión utilice [member roughness]." #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "" "Sets the size of the specular lobe. The specular lobe is the bright spot " "that is reflected from light sources.\n" "[b]Note:[/b] Unlike [member metallic], this is not energy-conserving, so it " "should be left at [code]0.5[/code] in most cases. See also [member " "roughness]." msgstr "" "Establece el tamaño del lóbulo especular. El lóbulo especular es el punto " "brillante que se refleja en las fuentes de luz.\n" "[b]Nota:[/b] a diferencia de [member metallic], este no es un conservador de " "energía, por lo que debe dejarse en [code]0.5[/code] en la mayoría de los " "casos. Véase también [member roughness]." #: doc/classes/SpatialMaterial.xml msgid "" "Texture used to specify metallic for an object. This is multiplied by " "[member metallic]." msgstr "" "Textura utilizada para especificar el metal de un objeto. Se multiplica por " "[member metallic]." #: doc/classes/SpatialMaterial.xml msgid "" "Specifies the channel of the [member metallic_texture] in which the metallic " "information is stored. This is useful when you store the information for " "multiple effects in a single texture. For example if you stored metallic in " "the red channel, roughness in the blue, and ambient occlusion in the green " "you could reduce the number of textures you use." msgstr "" "Especifica el canal de la [member metallic_texture] en el que se almacena la " "información metálica. Esto es útil cuando se almacena la información para " "múltiples efectos en una sola textura. Por ejemplo, si almacenas metálicos " "en el canal rojo, rugosidad en el azul y oclusión ambiental en el verde, " "podrías reducir el número de texturas que utilizas." #: doc/classes/SpatialMaterial.xml msgid "If [code]true[/code], normal mapping is enabled." msgstr "Si [code]true[/code], se habilita el mapeado normal." #: doc/classes/SpatialMaterial.xml msgid "The strength of the normal map's effect." msgstr "La fuerza del efecto del mapa normal." #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "" "Texture used to specify the normal at a given pixel. The " "[code]normal_texture[/code] only uses the red and green channels; the blue " "and alpha channels are ignored. The normal read from [code]normal_texture[/" "code] is oriented around the surface normal provided by the [Mesh].\n" "[b]Note:[/b] The mesh must have both normals and tangents defined in its " "vertex data. Otherwise, the normal map won't render correctly and will only " "appear to darken the whole surface. If creating geometry with [SurfaceTool], " "you can use [method SurfaceTool.generate_normals] and [method SurfaceTool." "generate_tangents] to automatically generate normals and tangents " "respectively.\n" "[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. " "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 "" "Textura utilizada para especificar la normal en un pixel determinado. La " "[code]normal_texture[/code] sólo utiliza los canales rojo y verde. El normal " "leído de [code]normal_texture[/code] se orienta alrededor del normal de la " "superficie proporcionado por la [Mesh].\n" "[b]Nota:[/b] Godot espera que el mapa de normales utilice las coordenadas " "X+, Y-, y Z+. Ver [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]esta página[/url] " "para una comparación de las coordenadas del mapa normal esperadas por los " "motores populares." #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "" "If [code]true[/code], the shader will keep the scale set for the mesh. " "Otherwise the scale is lost when billboarding. Only applies when [member " "params_billboard_mode] is [constant BILLBOARD_ENABLED]." msgstr "" "Si [code]true[/code], el shader mantendrá la escala establecida para la " "malla. De lo contrario, la escala se perderá cuando se haga billboarding. " "Sólo se aplica cuando [member billboard_mode] es [constant " "BILLBOARD_ENABLED]." #: doc/classes/SpatialMaterial.xml msgid "" "Controls how the object faces the camera. See [enum BillboardMode].\n" "[b]Note:[/b] Billboard mode is not suitable for VR because the left-right " "vector of the camera is not horizontal when the screen is attached to your " "head instead of on the table. See [url=https://github.com/godotengine/godot/" "issues/41567]GitHub issue #41567[/url] for details." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "The material's blend mode.\n" "[b]Note:[/b] Values other than [code]Mix[/code] force the object into the " "transparent pipeline. See [enum BlendMode]." msgstr "" "El modo de mezcla del material.\n" "[b]Nota:[/b] Los valores distintos a [code]Mix[/code] obligan al objeto a " "entrar en el pipeline transparente. Ver [enum BlendMode]." #: doc/classes/SpatialMaterial.xml msgid "" "Which side of the object is not drawn when backfaces are rendered. See [enum " "CullMode]." msgstr "" "Cual lado del objeto no se dibuja cuando se renderizan las caras traseras. " "Ver [enum CullMode]." #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "" "Determines when depth rendering takes place. See [enum DepthDrawMode]. See " "also [member flags_transparent]." msgstr "" "Determina cuándo el renderizado de profundidad se lleva a cabo. Ver [enum " "DepthDrawMode]. Ver también [member transparency]." #: doc/classes/SpatialMaterial.xml msgid "" "The algorithm used for diffuse light scattering. See [enum DiffuseMode]." msgstr "" "El algoritmo utilizado para la dispersión de la luz difusa. Véase [enum " "DiffuseMode]." #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "" "If [code]true[/code], enables the vertex grow setting. See [member " "params_grow_amount]." msgstr "" "Si [code]true[/code], permite el ajuste de crecimiento del vértice. Ver " "[member grow_amount]." #: doc/classes/SpatialMaterial.xml msgid "Grows object vertices in the direction of their normals." msgstr "Crecen los vértices de los objetos en la dirección de sus normales." #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "Currently unimplemented in Godot." msgstr "Actualmente sin implementar en Godot 3.x." #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "The point size in pixels. See [member flags_use_point_size]." msgstr "El tamaño del punto en píxeles. Ver [member use_point_size]." #: doc/classes/SpatialMaterial.xml msgid "The method for rendering the specular blob. See [enum SpecularMode]." msgstr "" "El método para renderizar la mancha especular. Ver [enum SpecularMode]." #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], the shader will discard all pixels that have an alpha " "value less than [member params_alpha_scissor_threshold]." msgstr "" #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "" "The number of horizontal frames in the particle sprite sheet. Only enabled " "when using [constant BILLBOARD_PARTICLES]. See [member " "params_billboard_mode]." msgstr "" "El número de fotogramas horizontales en la hoja de sprites de partículas. " "Sólo se habilita cuando se usa la constante [BILLBOARD_PARTICLES]. Ver " "[member billboard_mode]." #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "" "If [code]true[/code], particle animations are looped. Only enabled when " "using [constant BILLBOARD_PARTICLES]. See [member params_billboard_mode]." msgstr "" "Si [code]true[/code], las animaciones de las partículas se hacen en bucle. " "Sólo se activa cuando se usa [constante BILLBOARD_PARTICLES]. Ver [member " "billboard_mode]." #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "" "The number of vertical frames in the particle sprite sheet. Only enabled " "when using [constant BILLBOARD_PARTICLES]. See [member " "params_billboard_mode]." msgstr "" "El número de fotogramas verticales en la hoja de sprites de partículas. Sólo " "se habilita cuando se usa la constante [BILLBOARD_PARTICLES]. Ver [member " "billboard_mode]." #: doc/classes/SpatialMaterial.xml msgid "" "Distance over which the fade effect takes place. The larger the distance the " "longer it takes for an object to fade." msgstr "" "Distancia a la que se produce el efecto de desvanecimiento. Cuanto mayor es " "la distancia, más tiempo tarda un objeto en desvanecerse." #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], the proximity fade effect is enabled. The proximity " "fade effect fades out each pixel based on its distance to another object." msgstr "" "Si [code]true[/code], se activa el efecto de desvanecimiento por proximidad. " "El efecto de desvanecimiento por proximidad se desvanece cada píxel basado " "en su distancia a otro objeto." #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], the refraction effect is enabled. Refraction distorts " "transparency based on light from behind the object. When using the GLES3 " "backend, the material's roughness value will affect the blurriness of the " "refraction. Higher roughness values will make the refraction look blurrier." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "The strength of the refraction effect. Higher values result in a more " "distorted appearance for the refraction." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "Texture that controls the strength of the refraction per-pixel. Multiplied " "by [member refraction_scale]." msgstr "" "Textura que controla la fuerza de la refracción por píxel. Multiplicado por " "[member refraction_scale]." #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "" "Specifies the channel of the [member refraction_texture] in which the " "refraction information is stored. This is useful when you store the " "information for multiple effects in a single texture. For example if you " "stored metallic in the red channel, roughness in the blue, and ambient " "occlusion in the green you could reduce the number of textures you use." msgstr "" "Especifica el canal de la [member metallic_texture] en el que se almacena la " "información metálica. Esto es útil cuando se almacena la información para " "múltiples efectos en una sola textura. Por ejemplo, si almacenas metálicos " "en el canal rojo, rugosidad en el azul y oclusión ambiental en el verde, " "podrías reducir el número de texturas que utilizas." #: doc/classes/SpatialMaterial.xml msgid "Sets the strength of the rim lighting effect." msgstr "Establece la fuerza del efecto de iluminación del borde." #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "" "If [code]true[/code], rim effect is enabled. Rim lighting increases the " "brightness at glancing angles on an object.\n" "[b]Note:[/b] Rim lighting is not visible if the material has [member " "flags_unshaded] set to [code]true[/code]." msgstr "" "Si [code]true[/code], el efecto de borde está activado. La iluminación de " "los bordes aumenta el brillo en los ángulos de visión de un objeto." #: doc/classes/SpatialMaterial.xml msgid "" "Texture used to set the strength of the rim lighting effect per-pixel. " "Multiplied by [member rim]." msgstr "" "La textura utilizada para establecer la fuerza del efecto de iluminación del " "borde por píxel. Multiplicado por el [member rim]." #: doc/classes/SpatialMaterial.xml msgid "" "The amount of to blend light and albedo color when rendering rim effect. If " "[code]0[/code] the light color is used, while [code]1[/code] means albedo " "color is used. An intermediate value generally works best." msgstr "" "La cantidad de luz de mezclia y el color del albedo cuando se renderiza el " "efecto de borde. Si se utiliza [code]0[/code] el color de la luz, mientras " "que [code]1[/code] significa que se utiliza el color del albedo. Un valor " "intermedio generalmente funciona mejor." #: doc/classes/SpatialMaterial.xml msgid "" "Surface reflection. A value of [code]0[/code] represents a perfect mirror " "while a value of [code]1[/code] completely blurs the reflection. See also " "[member metallic]." msgstr "" "Reflexión de la superficie. Un valor de [code]0[/code] representa un espejo " "perfecto mientras que un valor de [code]1[/code] difumina completamente el " "reflejo. Véase también [member metallic]." #: doc/classes/SpatialMaterial.xml msgid "" "Texture used to control the roughness per-pixel. Multiplied by [member " "roughness]." msgstr "" "La textura utilizada para controlar la rugosidad por píxel. Multiplicado por " "[member roughness]." #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], subsurface scattering is enabled. Emulates light that " "penetrates an object's surface, is scattered, and then emerges." msgstr "" "Si [code]true[/code], se activa la dispersión subterránea. Emula la luz que " "penetra en la superficie de un objeto, se dispersa y luego emerge." #: doc/classes/SpatialMaterial.xml msgid "The strength of the subsurface scattering effect." msgstr "La fuerza del efecto de dispersión del subsuelo." #: doc/classes/SpatialMaterial.xml msgid "" "Texture used to control the subsurface scattering strength. Stored in the " "red texture channel. Multiplied by [member subsurf_scatter_strength]." msgstr "" "La textura utilizada para controlar la fuerza del subsurface scattering. Se " "almacena en el canal rojo de la textura. Multiplicado por [member " "subsurf_scatter_strength]." #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "" "The color used by the transmission effect. Represents the light passing " "through an object." msgstr "" "El color usado por el efecto de luz de fondo. Representa la luz que pasa a " "través de un objeto." #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "If [code]true[/code], the transmission effect is enabled." msgstr "Si [code]true[/code], se activa el efecto de brillo." #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "" "Texture used to control the transmission effect per-pixel. Added to [member " "transmission]." msgstr "" "Textura utilizada para controlar el efecto de luz de fondo por píxel. " "Añadido a [member backlight]." #: doc/classes/SpatialMaterial.xml msgid "" "How much to offset the [code]UV[/code] coordinates. This amount will be " "added to [code]UV[/code] in the vertex function. This can be used to offset " "a texture." msgstr "" "Cuánto desplazar las coordenadas [code]UV[/code]. Esta cantidad se añadirá a " "[code]UV[/code] en la función de vértice. Esto puede ser usado para " "desplazar una textura." #: doc/classes/SpatialMaterial.xml msgid "" "How much to scale the [code]UV[/code] coordinates. This is multiplied by " "[code]UV[/code] in the vertex function." msgstr "" "Cuánto escalar las coordenadas [code]UV[/code]. Esto se multiplica por " "[code]UV[/code] en la función de vértice." #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], instead of using [code]UV[/code] textures will use a " "triplanar texture lookup to determine how to apply textures. Triplanar uses " "the orientation of the object's surface to blend between texture " "coordinates. It reads from the source texture 3 times, once for each axis " "and then blends between the results based on how closely the pixel aligns " "with each axis. This is often used for natural features to get a realistic " "blend of materials. Because triplanar texturing requires many more texture " "reads per-pixel it is much slower than normal UV texturing. Additionally, " "because it is blending the texture between the three axes, it is unsuitable " "when you are trying to achieve crisp texturing." msgstr "" "Si [code]true[/code], en lugar de usar [code]UV[/code] las texturas usarán " "una búsqueda de texturas triplanares para determinar cómo aplicarlas. " "Triplanar usa la orientación de la superficie del objeto para mezclar entre " "las coordenadas de la textura. Lee de la textura fuente 3 veces, una para " "cada eje y luego se mezcla entre los resultados en base a cuán cerca se " "alinea el píxel con cada eje. Esto se utiliza a menudo para las " "características naturales para obtener una mezcla realista de los " "materiales. Debido a que la textura triplanar requiere muchas más lecturas " "de textura por píxel, es mucho más lenta que la textura UV normal. Además, " "debido a que está mezclando la textura entre los tres ejes, es inadecuado " "cuando se trata de lograr una textura nítida." #: doc/classes/SpatialMaterial.xml msgid "" "A lower number blends the texture more softly while a higher number blends " "the texture more sharply." msgstr "" "Un número más bajo mezcla la textura más suavemente mientras que un número " "más alto mezcla la textura más bruscamente." #: doc/classes/SpatialMaterial.xml msgid "" "How much to offset the [code]UV2[/code] coordinates. This amount will be " "added to [code]UV2[/code] in the vertex function. This can be used to offset " "a texture." msgstr "" "Cuánto desplazar las coordenadas [code]UV2[/code]. Esta cantidad se añadirá " "a [code]UV2[/code] en la función de vértice. Esto puede ser usado para " "compensar una textura." #: doc/classes/SpatialMaterial.xml msgid "" "How much to scale the [code]UV2[/code] coordinates. This is multiplied by " "[code]UV2[/code] in the vertex function." msgstr "" "Cuánto escalar las coordenadas de [code]UV2[/code]. Esto se multiplica por " "[code]UV2[/code] en la función de vértice." #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], instead of using [code]UV2[/code] textures will use a " "triplanar texture lookup to determine how to apply textures. Triplanar uses " "the orientation of the object's surface to blend between texture " "coordinates. It reads from the source texture 3 times, once for each axis " "and then blends between the results based on how closely the pixel aligns " "with each axis. This is often used for natural features to get a realistic " "blend of materials. Because triplanar texturing requires many more texture " "reads per-pixel it is much slower than normal UV texturing. Additionally, " "because it is blending the texture between the three axes, it is unsuitable " "when you are trying to achieve crisp texturing." msgstr "" "Si [code]true[/code], en lugar de usar [code]UV2[/code] las texturas usarán " "una búsqueda de texturas triplanares para determinar cómo aplicarlas. " "Triplanar usa la orientación de la superficie del objeto para mezclar entre " "las coordenadas de la textura. Lee de la textura fuente 3 veces, una para " "cada eje y luego se mezcla entre los resultados en base a cuán cerca se " "alinea el píxel con cada eje. Esto se utiliza a menudo para las " "características naturales para obtener una mezcla realista de los " "materiales. Debido a que la textura triplanar requiere muchas más lecturas " "de textura por píxel, es mucho más lenta que la textura UV normal. Además, " "debido a que está mezclando la textura entre los tres ejes, es inadecuado " "cuando se trata de lograr una textura nítida." #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], the model's vertex colors are processed as sRGB mode." msgstr "" "Si [code]true[/code], los colores de los vértices del modelo se procesan " "como modo sRGB." #: doc/classes/SpatialMaterial.xml msgid "If [code]true[/code], the vertex color is used as albedo color." msgstr "" "Si [code]true[/code], el color del vértice se utiliza como color del albedo." #: doc/classes/SpatialMaterial.xml msgid "Texture specifying per-pixel color." msgstr "Textura que especifica el color por píxel." #: doc/classes/SpatialMaterial.xml msgid "Texture specifying per-pixel metallic value." msgstr "Textura que especifica el valor metálico por píxel." #: doc/classes/SpatialMaterial.xml msgid "Texture specifying per-pixel roughness value." msgstr "Textura que especifica el valor de rugosidad por píxel." #: doc/classes/SpatialMaterial.xml msgid "Texture specifying per-pixel emission color." msgstr "Textura que especifica el color de emisión por píxel." #: doc/classes/SpatialMaterial.xml msgid "Texture specifying per-pixel normal vector." msgstr "Textura que especifica el vector normal por píxel." #: doc/classes/SpatialMaterial.xml msgid "Texture specifying per-pixel rim value." msgstr "Textura que especifica el valor del borde por píxel." #: doc/classes/SpatialMaterial.xml msgid "Texture specifying per-pixel clearcoat value." msgstr "Textura que especifica el valor del barniz por píxel." #: doc/classes/SpatialMaterial.xml msgid "" "Texture specifying per-pixel flowmap direction for use with [member " "anisotropy]." msgstr "" "Textura que especifica la dirección del mapa de flujo por píxel para su uso " "con [member anisotropy]." #: doc/classes/SpatialMaterial.xml msgid "Texture specifying per-pixel ambient occlusion value." msgstr "Textura que especifica el valor de oclusión ambiental por píxel." #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "Texture specifying per-pixel depth." msgstr "Textura que especifica la altura por píxel." #: doc/classes/SpatialMaterial.xml msgid "Texture specifying per-pixel subsurface scattering." msgstr "Textura que especifica la subsurface scattering por pixel." #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "Texture specifying per-pixel transmission color." msgstr "Textura que especifica el color de emisión por píxel." #: doc/classes/SpatialMaterial.xml msgid "Texture specifying per-pixel refraction strength." msgstr "Textura que especifica la fuerza de refracción por píxel." #: doc/classes/SpatialMaterial.xml msgid "Texture specifying per-pixel detail mask blending value." msgstr "" "Textura que especifica el valor de mezcla de la máscara de detalles por " "píxel." #: doc/classes/SpatialMaterial.xml msgid "Texture specifying per-pixel detail color." msgstr "Textura que especifica el color de detalle por píxel." #: doc/classes/SpatialMaterial.xml msgid "Texture specifying per-pixel detail normal." msgstr "La textura que especifica el detalle de la normal por píxel." #: doc/classes/SpatialMaterial.xml msgid "Represents the size of the [enum TextureParam] enum." msgstr "Representa el tamaño del enum [enum TextureParam]." #: doc/classes/SpatialMaterial.xml msgid "Use [code]UV[/code] with the detail texture." msgstr "Usa [code]UV[/code] con la textura de detalle." #: doc/classes/SpatialMaterial.xml msgid "Use [code]UV2[/code] with the detail texture." msgstr "Usa [code]UV2[/code] con la textura de detalle." #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "Constant for setting [member flags_transparent]." msgstr "Constante para configuración [member ao_enabled]." #: doc/classes/SpatialMaterial.xml msgid "Constant for setting [member emission_enabled]." msgstr "Constante para establecer [member emission_enabled]." #: doc/classes/SpatialMaterial.xml msgid "Constant for setting [member normal_enabled]." msgstr "Constante para configuración [member normal_enabled]." #: doc/classes/SpatialMaterial.xml msgid "Constant for setting [member rim_enabled]." msgstr "Constante para configuración [member rim_enabled]." #: doc/classes/SpatialMaterial.xml msgid "Constant for setting [member clearcoat_enabled]." msgstr "Constante para configuración [member clearcoat_enabled]." #: doc/classes/SpatialMaterial.xml msgid "Constant for setting [member anisotropy_enabled]." msgstr "Constante para configuración [member anisotropy_enabled]." #: doc/classes/SpatialMaterial.xml msgid "Constant for setting [member ao_enabled]." msgstr "Constante para configuración [member ao_enabled]." #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "Constant for setting [member depth_enabled]." msgstr "Constante para configuración [member detail_enabled]." #: doc/classes/SpatialMaterial.xml msgid "Constant for setting [member subsurf_scatter_enabled]." msgstr "Constante para configuración [member subsurf_scatter_enabled]." #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "Constant for setting [member transmission_enabled]." msgstr "Constante para establecer [member emission_enabled]." #: doc/classes/SpatialMaterial.xml msgid "Constant for setting [member refraction_enabled]." msgstr "Constante para configuración [member refraction_enabled]." #: doc/classes/SpatialMaterial.xml msgid "Constant for setting [member detail_enabled]." msgstr "Constante para configuración [member detail_enabled]." #: doc/classes/SpatialMaterial.xml msgid "" "Default blend mode. The color of the object is blended over the background " "based on the object's alpha value." msgstr "" "Modo de mezcla por defecto. El color del objeto se mezcla sobre el fondo en " "base al valor alfa del objeto." #: doc/classes/SpatialMaterial.xml msgid "The color of the object is added to the background." msgstr "El color del objeto se añade al fondo." #: doc/classes/SpatialMaterial.xml msgid "The color of the object is subtracted from the background." msgstr "El color del objeto se resta del fondo." #: doc/classes/SpatialMaterial.xml msgid "The color of the object is multiplied by the background." msgstr "El color del objeto se multiplica por el fondo." #: doc/classes/SpatialMaterial.xml msgid "Default depth draw mode. Depth is drawn only for opaque objects." msgstr "" "Modo de dibujo de profundidad predeterminado. La profundidad se dibuja sólo " "para los objetos opacos." #: doc/classes/SpatialMaterial.xml msgid "Depth draw is calculated for both opaque and transparent objects." msgstr "" "El dibujo de profundidad se calcula tanto para objetos opacos como " "transparentes." #: doc/classes/SpatialMaterial.xml msgid "No depth draw." msgstr "No hay dibujo de profundidad." #: doc/classes/SpatialMaterial.xml msgid "" "For transparent objects, an opaque pass is made first with the opaque parts, " "then transparency is drawn." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Default cull mode. The back of the object is culled when not visible." msgstr "" "Modo descarte por defecto. La parte trasera del objeto es descartada(no se " "dibuja) cuando no está visible." #: doc/classes/SpatialMaterial.xml msgid "The front of the object is culled when not visible." msgstr "La parte delantera del objeto es descartada cuando no está visible." #: doc/classes/SpatialMaterial.xml msgid "No culling is performed." msgstr "No se realiza ningún descarte." #: doc/classes/SpatialMaterial.xml msgid "" "No lighting is used on the object. Color comes directly from [code]ALBEDO[/" "code]." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "Lighting is calculated per-vertex rather than per-pixel. This can be used to " "increase the speed of the shader at the cost of quality." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh." msgstr "" "Ponga [code]ALBEDO[/code] en el color por vértice especificado en la malla." #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "" "Vertex color is in sRGB space and needs to be converted to linear. Only " "applies in the GLES3 renderer." msgstr "" "El color del vértice está en el espacio sRGB y necesita ser convertido a " "lineal. Sólo se aplica en el renderizador de Vulkan." #: doc/classes/SpatialMaterial.xml msgid "" "Uses point size to alter the size of primitive points. Also changes the " "albedo texture lookup to use [code]POINT_COORD[/code] instead of [code]UV[/" "code]." msgstr "" "Utiliza el tamaño de los puntos para alterar el tamaño de los puntos " "primitivos. También cambia la búsqueda de la textura del albedo para usar " "[code]POINT_COORD[/code] en lugar de [code]UV[/code]." #: doc/classes/SpatialMaterial.xml msgid "" "Object is scaled by depth so that it always appears the same size on screen." msgstr "" "El objeto se escala según la profundidad para que siempre aparezca del mismo " "tamaño en la pantalla." #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "" "Shader will keep the scale set for the mesh. Otherwise the scale is lost " "when billboarding. Only applies when [member params_billboard_mode] is " "[constant BILLBOARD_ENABLED]." msgstr "" "Shader mantendrá la escala establecida para la malla. De lo contrario, la " "escala se perderá cuando se haga la billboarding. Sólo se aplica cuando " "[member billboard_mode] es [constant BILLBOARD_ENABLED]." #: doc/classes/SpatialMaterial.xml msgid "" "Use triplanar texture lookup for all texture lookups that would normally use " "[code]UV[/code]." msgstr "" "Use la búsqueda de texturas triplanares para todas las búsquedas de texturas " "que normalmente usarían [code]UV[/code]." #: doc/classes/SpatialMaterial.xml msgid "" "Use triplanar texture lookup for all texture lookups that would normally use " "[code]UV2[/code]." msgstr "" "Use la búsqueda de texturas triplanares para todas las búsquedas de texturas " "que normalmente usarían [code]UV2[/code]." #: doc/classes/SpatialMaterial.xml msgid "" "Use [code]UV2[/code] coordinates to look up from the [member ao_texture]." msgstr "" "Use las coordenadas [code]UV2[/code] para mirar hacia arriba desde el " "[member ao_texture]." #: doc/classes/SpatialMaterial.xml msgid "" "Use [code]UV2[/code] coordinates to look up from the [member " "emission_texture]." msgstr "" "Utilice las coordenadas [code]UV2[/code] para mirar hacia arriba desde la " "[member emission_texture]." #: doc/classes/SpatialMaterial.xml msgid "Use alpha scissor. Set by [member params_use_alpha_scissor]." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "Use world coordinates in the triplanar texture lookup instead of local " "coordinates." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Forces the shader to convert albedo from sRGB space to linear space." msgstr "" "Obliga al shader a convertir el albedo del espacio sRGB al espacio lineal." #: doc/classes/SpatialMaterial.xml msgid "Disables receiving shadows from other objects." msgstr "Desactiva la recepción de sombras de otros objetos." #: doc/classes/SpatialMaterial.xml msgid "Disables receiving ambient light." msgstr "Desactiva la recepción de luz ambiental." #: doc/classes/SpatialMaterial.xml msgid "Ensures that normals appear correct, even with non-uniform scaling." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Enables the shadow to opacity feature." msgstr "Habilita la característica de opacidad de la sombra." #: doc/classes/SpatialMaterial.xml msgid "Default diffuse scattering algorithm." msgstr "Algoritmo de dispersión difusa por defecto." #: doc/classes/SpatialMaterial.xml msgid "Diffuse scattering ignores roughness." msgstr "La dispersión difusa ignora las rugosidades." #: doc/classes/SpatialMaterial.xml msgid "Extends Lambert to cover more than 90 degrees when roughness increases." msgstr "" "Extiende a Lambert para cubrir más de 90 grados cuando la rugosidad aumenta." #: doc/classes/SpatialMaterial.xml msgid "Attempts to use roughness to emulate microsurfacing." msgstr "Intenta usar la rugosidad para emular la micro superficie." #: doc/classes/SpatialMaterial.xml msgid "Uses a hard cut for lighting, with smoothing affected by roughness." msgstr "" "Utiliza un corte duro para la iluminación, con el alisado afectado por la " "aspereza." #: doc/classes/SpatialMaterial.xml msgid "Default specular blob." msgstr "Bola especular por defecto." #: doc/classes/SpatialMaterial.xml msgid "Older specular algorithm, included for compatibility." msgstr "Algoritmo especular más antiguo, incluido por compatibilidad." #: doc/classes/SpatialMaterial.xml msgid "Toon blob which changes size based on roughness." msgstr "" "La mancha de un dibujo que cambia de tamaño en función de la rugosidad." #: doc/classes/SpatialMaterial.xml msgid "No specular blob." msgstr "No hay manchas especulares." #: doc/classes/SpatialMaterial.xml msgid "Billboard mode is disabled." msgstr "Modo Billboard esta desactivado." #: doc/classes/SpatialMaterial.xml msgid "The object's Z axis will always face the camera." msgstr "El eje Z del objeto siempre estará de cara a la cámara." #: doc/classes/SpatialMaterial.xml msgid "The object's X axis will always face the camera." msgstr "El eje X del objeto siempre estará de cara a la cámara." #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "" "Used for particle systems when assigned to [Particles] and [CPUParticles] " "nodes. Enables [code]particles_anim_*[/code] properties.\n" "The [member ParticlesMaterial.anim_speed] or [member CPUParticles." "anim_speed] should also be set to a positive value for the animation to play." msgstr "" "Se utiliza para sistemas de partículas cuando se asigna a los nodos " "[GPUParticles] y [CPUParticles]. Habilita las propiedades de " "[code]partículas_anim_*[/code].\n" "El [member ParticlesMaterial.anim_speed] o [member CPUParticles3D." "anim_speed] también debe tener un valor positivo para que la animación se " "reproduzca." #: doc/classes/SpatialMaterial.xml msgid "Used to read from the red channel of a texture." msgstr "Se usa para leer del canal rojo de una textura." #: doc/classes/SpatialMaterial.xml msgid "Used to read from the green channel of a texture." msgstr "Se usa para leer del canal verde de una textura." #: doc/classes/SpatialMaterial.xml msgid "Used to read from the blue channel of a texture." msgstr "Se usa para leer del canal azul de una textura." #: doc/classes/SpatialMaterial.xml msgid "Used to read from the alpha channel of a texture." msgstr "Se usa para leer del canal azul de una textura." #: doc/classes/SpatialMaterial.xml msgid "Adds the emission color to the color from the emission texture." msgstr "Añade el color de la emisión al color de la textura de la emisión." #: doc/classes/SpatialMaterial.xml msgid "Multiplies the emission color by the color from the emission texture." msgstr "" "Multiplica el color de la emisión por el color de la textura de la emisión." #: doc/classes/SpatialMaterial.xml msgid "Do not use distance fade." msgstr "No utilice el desvanecimiento de la distancia." #: doc/classes/SpatialMaterial.xml msgid "" "Smoothly fades the object out based on each pixel's distance from the camera " "using the alpha channel." msgstr "" "Suavemente se desvanece el objeto en base a la distancia de cada píxel de la " "cámara usando el canal alfa." #: doc/classes/SpatialMaterial.xml msgid "" "Smoothly fades the object out based on each pixel's distance from the camera " "using a dither approach. Dithering discards pixels based on a set pattern to " "smoothly fade without enabling transparency. On certain hardware this can be " "faster than [constant DISTANCE_FADE_PIXEL_ALPHA]." msgstr "" "Suavemente desvanece el objeto en base a la distancia de cada píxel de la " "cámara usando un enfoque de titubeo. Los píxeles descartados siguen un " "patrón establecido para desvanecerse suavemente sin permitir la " "transparencia. En cierto hardware esto puede ser más rápido que [constant " "DISTANCE_FADE_PIXEL_ALPHA]." #: doc/classes/SpatialMaterial.xml msgid "" "Smoothly fades the object out based on the object's distance from the camera " "using a dither approach. Dithering discards pixels based on a set pattern to " "smoothly fade without enabling transparency. On certain hardware this can be " "faster than [constant DISTANCE_FADE_PIXEL_ALPHA]." msgstr "" "Suavemente desvanece el objeto en base a la distancia de cada píxel de la " "cámara usando un enfoque de titubeo. Los píxeles descartados siguen un " "patrón establecido para desvanecerse suavemente sin permitir la " "transparencia. En cierto hardware esto puede ser más rápido que [constant " "DISTANCE_FADE_PIXEL_ALPHA]." #: doc/classes/SpatialMaterial.xml msgid "" "The real conditioned shader needed on each situation will be sent for " "background compilation. In the meantime, a very complex shader that adapts " "to every situation will be used (\"ubershader\"). This ubershader is much " "slower to render, but will keep the game running without stalling to " "compile. Once shader compilation is done, the ubershader is replaced by the " "traditional optimized shader." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "Anything with this material applied won't be rendered while this material's " "shader is being compiled.\n" "This is useful for optimization, in cases where the visuals won't suffer " "from having certain non-essential elements missing during the short time " "their shaders are being compiled." msgstr "" #: doc/classes/SphereMesh.xml msgid "Class representing a spherical [PrimitiveMesh]." msgstr "Clase que representa una malla esférica [PrimitiveMesh]." #: doc/classes/SphereMesh.xml msgid "Full height of the sphere." msgstr "Altura completa de la esfera." #: doc/classes/SphereMesh.xml msgid "" "If [code]true[/code], a hemisphere is created rather than a full sphere.\n" "[b]Note:[/b] To get a regular hemisphere, the height and radius of the " "sphere must be equal." msgstr "" "Si [code]true[/code], se crea un hemisferio en lugar de una esfera " "completa.\n" "[b]Nota:[/b] Para obtener un hemisferio regular, la altura y el radio de la " "esfera deben ser iguales." #: doc/classes/SphereMesh.xml msgid "Number of radial segments on the sphere." msgstr "Número de segmentos radiales en la esfera." #: doc/classes/SphereMesh.xml msgid "Radius of sphere." msgstr "Radio de la esfera." #: doc/classes/SphereMesh.xml msgid "Number of segments along the height of the sphere." msgstr "Número de segmentos a lo largo de la altura de la esfera." #: doc/classes/SphereShape.xml msgid "Sphere shape for 3D collisions." msgstr "Forma de la esfera para las colisiones en 3D." #: doc/classes/SphereShape.xml #, fuzzy msgid "" "Sphere shape for 3D collisions, which can be set into a [PhysicsBody] or " "[Area]. This shape is useful for modeling sphere-like 3D objects." msgstr "" "Forma de la esfera para colisiones 3D, que puede ser fijada en un " "[PhysicsBody] o [Area]. Esta forma es útil para modelar objetos 3D similares " "a una esfera." #: doc/classes/SphereShape.xml msgid "The sphere's radius. The shape's diameter is double the radius." msgstr "El radio de la esfera. El diámetro de la forma es el doble del radio." #: doc/classes/SpinBox.xml msgid "Numerical input text field." msgstr "Campo de texto de entrada numérica." #: doc/classes/SpinBox.xml #, fuzzy msgid "" "SpinBox is a numerical input text field. It allows entering integers and " "floats.\n" "[b]Example:[/b]\n" "[codeblock]\n" "var spin_box = SpinBox.new()\n" "add_child(spin_box)\n" "var line_edit = spin_box.get_line_edit()\n" "line_edit.context_menu_enabled = false\n" "spin_box.align = LineEdit.ALIGN_RIGHT\n" "[/codeblock]\n" "The above code will create a [SpinBox], disable context menu on it and set " "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.\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 "" "SpinBox es un campo de texto de entrada numérica. Permite introducir números " "enteros y reales.\n" "[b]Ejemplo:[/b]\n" "[codeblock]\n" "var spin_box = SpinBox.new()\n" "add_child(spin_box)\n" "var line_edit = spin_box.get_line_edit()\n" "line_edit.context_menu_enabled = false\n" "spin_box.align = LineEdit.ALIGN_RIGHT\n" "[/codeblock]\n" "El código anterior creará un [SpinBox], deshabilitará el menú contextual en " "él y establecerá la alineación del texto a la derecha.\n" "Ver la clase [Range] para más opciones sobre el [SpinBox]." #: doc/classes/SpinBox.xml msgid "Applies the current value of this [SpinBox]." msgstr "Aplica el valor actual de este [SpinBox]." #: doc/classes/SpinBox.xml msgid "" "Returns the [LineEdit] instance from this [SpinBox]. You can use it to " "access properties and methods of [LineEdit].\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" #: doc/classes/SpinBox.xml msgid "Sets the text alignment of the [SpinBox]." msgstr "Establece la alineación del texto del [SpinBox]." #: doc/classes/SpinBox.xml msgid "" "If [code]true[/code], the [SpinBox] will be editable. Otherwise, it will be " "read only." msgstr "" "Si [code]true[/code], el [SpinBox] será editable. De lo contrario, sólo será " "de lectura." #: doc/classes/SpinBox.xml msgid "" "Adds the specified [code]prefix[/code] string before the numerical value of " "the [SpinBox]." msgstr "" "Añade la string especificada del [code]prefix[/code] antes del valor " "numérico del [SpinBox]." #: doc/classes/SpinBox.xml msgid "" "Adds the specified [code]suffix[/code] string after the numerical value of " "the [SpinBox]." msgstr "" "Añade la string especificada del [code]prefix[/code] antes del valor " "numérico del [SpinBox]." #: doc/classes/SpinBox.xml #, fuzzy msgid "Sets a custom [Texture] for up and down arrows of the [SpinBox]." msgstr "" "Establece una costumbre [Texture2D] para las flechas ascendentes y " "descendentes del [SpinBox]." #: doc/classes/SplitContainer.xml msgid "Container for splitting and adjusting." msgstr "Contenedor para dividir y ajustar." #: doc/classes/SplitContainer.xml msgid "" "Container for splitting two [Control]s vertically or horizontally, with a " "grabber that allows adjusting the split offset or ratio." msgstr "" "Contenedor para dividir dos [Control]s vertical u horizontalmente, con un " "agarrador que permite ajustar el desplazamiento o la relación de división." #: doc/classes/SplitContainer.xml msgid "" "Clamps the [member split_offset] value to not go outside the currently " "possible minimal and maximum values." msgstr "" "Bloquea el valor [member split_offset] para que no se salga de los valores " "mínimos y máximos actualmente posibles." #: doc/classes/SplitContainer.xml msgid "" "If [code]true[/code], the area of the first [Control] will be collapsed and " "the dragger will be disabled." msgstr "" "Si [code]true[/code], el área del primer [Control] se colapsará y el " "arrastrador se desactivará." #: doc/classes/SplitContainer.xml msgid "" "Determines the dragger's visibility. See [enum DraggerVisibility] for " "details." msgstr "" "Determina la visibilidad del arrastrador. Ver [enum DraggerVisibility] para " "más detalles." #: doc/classes/SplitContainer.xml msgid "" "The initial offset of the splitting between the two [Control]s, with " "[code]0[/code] being at the end of the first [Control]." msgstr "" "El desplazamiento inicial de la división entre los dos [Control]s, con " "[code]0[/code] estando al final del primer [Control]." #: doc/classes/SplitContainer.xml msgid "Emitted when the dragger is dragged by user." msgstr "Emitido cuando el arrastrador es arrastrado por el usuario." #: doc/classes/SplitContainer.xml msgid "The split dragger is visible when the cursor hovers it." msgstr "El arrastre dividido es visible cuando el cursor pasa por encima." #: doc/classes/SplitContainer.xml msgid "The split dragger is never visible." msgstr "El arrastre dividido nunca es visible." #: doc/classes/SplitContainer.xml msgid "The split dragger is never visible and its space collapsed." msgstr "El arrastrador dividido nunca es visible y su espacio se colapsó." #: doc/classes/SpotLight.xml msgid "A spotlight, such as a reflector spotlight or a lantern." msgstr "Un foco, como un reflector o una linterna." #: doc/classes/SpotLight.xml msgid "" "A Spotlight is a type of [Light] node that emits lights in a specific " "direction, in the shape of a cone. The light is attenuated through the " "distance. This attenuation can be configured by changing the energy, radius " "and attenuation parameters of [Light].\n" "[b]Note:[/b] By default, only 32 SpotLights may affect a single mesh " "[i]resource[/i] at once. Consider splitting your level into several meshes " "to decrease the likelihood that more than 32 lights will affect the same " "mesh resource. Splitting the level mesh will also improve frustum culling " "effectiveness, leading to greater performance. If you need to use more " "lights per mesh, you can increase [member ProjectSettings.rendering/limits/" "rendering/max_lights_per_object] at the cost of shader compilation times." msgstr "" #: doc/classes/SpotLight.xml msgid "" "The spotlight's angle in degrees.\n" "[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] " "(the light's scale or its parent's scale)." msgstr "" #: doc/classes/SpotLight.xml msgid "The spotlight's angular attenuation curve." msgstr "La curva de atenuación angular del foco." #: doc/classes/SpotLight.xml msgid "The spotlight's light energy attenuation curve." msgstr "La curva de atenuación de la energía de la luz del foco." #: doc/classes/SpotLight.xml #, fuzzy msgid "" "The maximal range that can be reached by the spotlight. Note that the " "effectively lit area may appear to be smaller depending on the [member " "spot_attenuation] in use. No matter the [member spot_attenuation] in use, " "the light will never reach anything outside this range.\n" "[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] " "(the light's scale or its parent's scale)." msgstr "" "El máximo rango que puede ser alcanzado por el foco. Tenga en cuenta que el " "área efectivamente iluminada puede parecer más pequeña dependiendo del " "[member spot_attenuation] en uso. No importa el [member spot_attenuation] en " "uso, la luz nunca alcanzará nada fuera de este rango." #: doc/classes/SpringArm.xml msgid "A helper node, mostly used in 3rd person cameras." msgstr "Un nodo de ayuda, usado principalmente en cámaras de tercera persona." #: doc/classes/SpringArm.xml #, fuzzy msgid "" "The SpringArm node is a node that casts a ray (or collision shape) along its " "z axis and moves all its direct children to the collision point, minus a " "margin.\n" "The most common use case for this is to make a 3rd person camera that reacts " "to collisions in the environment.\n" "The SpringArm will either cast a ray, or if a shape is given, it will cast " "the shape in the direction of its z axis.\n" "If you use the SpringArm as a camera controller for your player, you might " "need to exclude the player's collider from the SpringArm's collision check." msgstr "" "El nodo SpringArm3D es un nodo que proyecta un rayo (o forma de colisión) a " "lo largo de su eje z y mueve todos sus hijos directos al punto de colisión, " "menos un margen.\n" "El caso de uso más común para esto es hacer una cámara de tercera persona " "que reaccione a las colisiones del entorno.\n" "El SpringArm3D lanzará un rayo, o si se da una forma, lanzará la forma en la " "dirección de su eje z.\n" "Si utilizas el SpringArm3D como controlador de cámara para tu jugador, puede " "que tengas que excluir el colisionador del jugador de la comprobación de " "colisión del SpringArm3D." #: doc/classes/SpringArm.xml #, fuzzy msgid "" "Adds the [PhysicsBody] object with the given [RID] to the list of " "[PhysicsBody] objects excluded from the collision check." msgstr "" "Añade el objeto [PhysicsBody] con el [RID] dado a la lista de objetos " "[PhysicsBody] excluidos de la comprobación de colisión." #: doc/classes/SpringArm.xml #, fuzzy msgid "" "Clears the list of [PhysicsBody] objects excluded from the collision check." msgstr "" "Borra la lista de objetos [PhysicsBody] excluidos de la comprobación de " "colisión." #: doc/classes/SpringArm.xml msgid "Returns the spring arm's current length." msgstr "Devuelve la longitud actual del brazo de resorte." #: doc/classes/SpringArm.xml #, fuzzy msgid "" "Removes the given [RID] from the list of [PhysicsBody] objects excluded from " "the collision check." msgstr "" "Elimina el [RID] dado de la lista de objetos [PhysicsBody] excluidos de la " "comprobación de colisión." #: doc/classes/SpringArm.xml msgid "" "The layers against which the collision check shall be done. See " "[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-" "and-masks]Collision layers and masks[/url] in the documentation for more " "information." msgstr "" #: doc/classes/SpringArm.xml #, fuzzy msgid "" "When the collision check is made, a candidate length for the SpringArm is " "given.\n" "The margin is then subtracted to this length and the translation is applied " "to the child objects of the SpringArm.\n" "This margin is useful for when the SpringArm has a [Camera] as a child node: " "without the margin, the [Camera] would be placed on the exact point of " "collision, while with the margin the [Camera] would be placed close to the " "point of collision." msgstr "" "Cuando se hace la comprobación de la colisión, se da una longitud candidata " "para el SpringArm3D.\n" "El margen se resta a esta longitud y la traducción se aplica a los objetos " "hijos del SpringArm3D.\n" "Este margen es útil para cuando el SpringArm3D tiene un [Camera] como nodo " "hijo: sin el margen, el [Camera] se colocaría en el punto exacto de la " "colisión, mientras que con el margen el [Camera] se colocaría cerca del " "punto de colisión." #: doc/classes/SpringArm.xml #, fuzzy msgid "" "The [Shape] to use for the SpringArm.\n" "When the shape is set, the SpringArm will cast the [Shape] on its z axis " "instead of performing a ray cast." msgstr "" "El [Shape] para usar para el SpringArm3D.\n" "Cuando la forma se establece, el SpringArm3D arrojará la [Shape] sobre su " "eje z en lugar de realizar un lanzamiento de rayos." #: doc/classes/SpringArm.xml #, fuzzy msgid "" "The maximum extent of the SpringArm. This is used as a length for both the " "ray and the shape cast used internally to calculate the desired position of " "the SpringArm's child nodes.\n" "To know more about how to perform a shape cast or a ray cast, please consult " "the [PhysicsDirectSpaceState] documentation." msgstr "" "La máxima extensión del SpringArm3D. Se utiliza como una longitud tanto para " "el rayo como para el molde de forma usado internamente para calcular la " "posición deseada de los nodos hijos del SpringArm3D.\n" "Para saber más sobre cómo realizar un molde de forma o un molde de rayos, " "por favor consulte la documentación [PhysicsDirectSpaceState]." #: doc/classes/Sprite.xml msgid "General-purpose sprite node." msgstr "Nodo de sprites de propósito general." #: doc/classes/Sprite.xml msgid "" "A node that displays a 2D texture. The texture displayed can be a region " "from a larger atlas texture, or a frame from a sprite sheet animation." msgstr "" "Un nodo que muestra una textura 2D. La textura mostrada puede ser una región " "de una textura de atlas más grande, o un cuadro de una animación de hoja de " "sprite." #: doc/classes/Sprite.xml #, fuzzy msgid "" "Returns a [Rect2] representing the Sprite's boundary in local coordinates. " "Can be used to detect if the Sprite was clicked. Example:\n" "[codeblock]\n" "func _input(event):\n" " if event is InputEventMouseButton and event.pressed and event." "button_index == BUTTON_LEFT:\n" " if get_rect().has_point(to_local(event.position)):\n" " print(\"A click!\")\n" "[/codeblock]" msgstr "" "Devuelve un [Rect2] que representa el límite del Sprite2D en coordenadas " "locales. Puede ser usado para detectar si el Sprite2D fue pulsado. Ejemplo:\n" "[codeblock]\n" "func _input(event):\n" " if event is InputEventMouseButton y event.pressed y event.button_index " "== BUTTON_LEFT:\n" " if get_rect().has_point(to_local(event.position)):\n" " print(\"Un click!\")\n" "[/codeblock]" #: doc/classes/Sprite.xml msgid "" "Returns [code]true[/code], if the pixel at the given position is opaque and " "[code]false[/code] in other case.\n" "[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is " "[code]null[/code] or if the given position is invalid." msgstr "" "Devuelve [code]true[/code], si el píxel en la posición dada es opaco y " "[code]false[/code] en otro caso.\n" "[b]Nota:[/b] También devuelve [code]false[/code], si la textura del sprite " "es [code]null[/code] o si la posición dada es inválida." #: doc/classes/Sprite.xml msgid "If [code]true[/code], texture is centered." msgstr "Si [code]true[/code], la textura se centra." #: doc/classes/Sprite.xml doc/classes/Sprite3D.xml #, fuzzy msgid "" "Current frame to display from sprite sheet. [member hframes] or [member " "vframes] must be greater than 1." msgstr "" "Fotograma actual para mostrar desde la hoja de sprite. [member vframes] o " "[member hframes] debe ser mayor que 1." #: doc/classes/Sprite.xml doc/classes/Sprite3D.xml #, fuzzy msgid "" "Coordinates of the frame to display from sprite sheet. This is as an alias " "for the [member frame] property. [member hframes] or [member vframes] must " "be greater than 1." msgstr "" "Las coordenadas del fotograma a mostrar desde la hoja de sprite. Esto es " "como un alias para la propiedad [member frame]. [member vframes] o [member " "hframes] debe ser mayor que 1." #: doc/classes/Sprite.xml doc/classes/Sprite3D.xml msgid "The number of columns in the sprite sheet." msgstr "El número de columnas en la hoja de sprites." #: doc/classes/Sprite.xml #, fuzzy msgid "" "The normal map gives depth to the Sprite.\n" "[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 "" "El mapa normal da profundidad al Sprite2D.\n" "[b]Nota:[/b] Godot espera que el mapa normal use las coordenadas X+, Y-, y " "Z+. Ver [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]esta página[/url] " "para una comparación de las coordenadas del mapa normal esperadas por los " "motores populares." #: doc/classes/Sprite.xml msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See " "[member region_rect]." msgstr "" "Si [code]true[/code], la textura se corta de una textura de atlas más " "grande. Ver [member region_rect]." #: doc/classes/Sprite.xml msgid "If [code]true[/code], the outermost pixels get blurred out." msgstr "Si [code]true[/code], los píxeles más externos se desdibujan." #: doc/classes/Sprite.xml doc/classes/Sprite3D.xml msgid "" "The region of the atlas texture to display. [member region_enabled] must be " "[code]true[/code]." msgstr "" "La región de la textura del atlas a mostrar. [member region_enabled] debe " "ser [code]true[/code]." #: doc/classes/Sprite.xml #, fuzzy msgid "[Texture] object to draw." msgstr "Objeto [Texture2D] a dibujar." #: doc/classes/Sprite.xml doc/classes/Sprite3D.xml msgid "The number of rows in the sprite sheet." msgstr "El número de filas en la hoja de sprites." #: doc/classes/Sprite.xml doc/classes/Sprite3D.xml msgid "Emitted when the [member frame] changes." msgstr "Emitido cuando el [member frame] cambia." #: doc/classes/Sprite.xml msgid "Emitted when the [member texture] changes." msgstr "Emitido cuando la [member texture] cambia." #: doc/classes/Sprite3D.xml msgid "2D sprite node in a 3D world." msgstr "Nodo de sprite 2D en un mundo 3D." #: doc/classes/Sprite3D.xml #, fuzzy msgid "" "A node that displays a 2D texture in a 3D environment. The texture displayed " "can be a region from a larger atlas texture, or a frame from a sprite sheet " "animation." msgstr "" "Un nodo que muestra una textura 2D. La textura mostrada puede ser una región " "de una textura de atlas más grande, o un cuadro de una animación de hoja de " "sprite." #: doc/classes/Sprite3D.xml msgid "" "If [code]true[/code], texture will be cut from a larger atlas texture. See " "[member region_rect]." msgstr "" "Si [code]true[/code], la textura será cortada de una textura de atlas más " "grande. Ver [member region_rect]." #: doc/classes/Sprite3D.xml msgid "" "[Texture] object to draw. If [member GeometryInstance.material_override] is " "used, this will be overridden. The size information is still used." msgstr "" #: doc/classes/SpriteBase3D.xml msgid "2D sprite node in 3D environment." msgstr "Nodo de sprite 2D en un entorno 3D." #: doc/classes/SpriteBase3D.xml msgid "A node that displays 2D texture information in a 3D environment." msgstr "Un nodo que muestra información de textura 2D en un entorno 3D." #: doc/classes/SpriteBase3D.xml msgid "Returns the rectangle representing this sprite." msgstr "Devuelve el rectángulo que representa a este sprite." #: doc/classes/SpriteBase3D.xml msgid "If [code]true[/code], the specified flag will be enabled." msgstr "Si [code]true[/code], se activará la bandera especificada." #: doc/classes/SpriteBase3D.xml msgid "The direction in which the front of the texture faces." msgstr "La dirección en la que se orienta el frente de la textura." #: doc/classes/SpriteBase3D.xml msgid "" "If [code]true[/code], texture can be seen from the back as well, if " "[code]false[/code], it is invisible when looking at it from behind." msgstr "" "Si [code]true[/code], la textura también se puede ver desde atrás, si " "[code]false[/code], es invisible cuando se mira desde atrás." #: doc/classes/SpriteBase3D.xml msgid "" "A color value used to [i]multiply[/i] the texture's colors. Can be used for " "mood-coloring or to simulate the color of light.\n" "[b]Note:[/b] If a [member GeometryInstance.material_override] is defined on " "the [SpriteBase3D], the material override must be configured to take vertex " "colors into account for albedo. Otherwise, the color defined in [member " "modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial." "vertex_color_use_as_albedo] must be [code]true[/code]. For a " "[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the " "shader's [code]fragment()[/code] function." msgstr "" #: doc/classes/SpriteBase3D.xml msgid "" "The texture's visibility on a scale from [code]0[/code] (fully invisible) to " "[code]1[/code] (fully visible). [member opacity] is a multiplier for the " "[member modulate] color's alpha channel.\n" "[b]Note:[/b] If a [member GeometryInstance.material_override] is defined on " "the [SpriteBase3D], the material override must be configured to take vertex " "colors into account for albedo. Otherwise, the opacity defined in [member " "opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial." "vertex_color_use_as_albedo] must be [code]true[/code]. For a " "[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the " "shader's [code]fragment()[/code] function." msgstr "" #: doc/classes/SpriteBase3D.xml msgid "The size of one pixel's width on the sprite to scale it in 3D." msgstr "El tamaño del ancho de un píxel en el sprite para escalarlo en 3D." #: doc/classes/SpriteBase3D.xml #, fuzzy msgid "" "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 "" "Establece la prioridad de renderización de los objetos transparentes en las " "escenas 3D. Los objetos de mayor prioridad se clasificarán delante de los de " "menor prioridad.\n" "[b]Nota:[/b] esto sólo se aplica a la clasificación de los objetos " "transparentes. Esto no afectará a la forma en que se clasifican los objetos " "transparentes en relación con los opacos. Esto se debe a que los objetos " "opacos no se clasifican, mientras que los transparentes se clasifican de " "atrás hacia adelante (sujetos a prioridad)." #: doc/classes/SpriteBase3D.xml #, fuzzy msgid "" "If [code]true[/code], the [Light] in the [Environment] has effects on the " "sprite." msgstr "" "Si [code]true[/code], la [Light] en el [Environment] tiene efectos sobre el " "sprite." #: doc/classes/SpriteBase3D.xml msgid "" "If [code]true[/code], the texture's transparency and the opacity are used to " "make those parts of the sprite invisible." msgstr "" "Si [code]true[/code], la transparencia de la textura y la opacidad se usan " "para hacer invisibles estas partes del sprite." #: doc/classes/SpriteBase3D.xml msgid "" "If set, the texture's transparency and the opacity are used to make those " "parts of the sprite invisible." msgstr "" "Si se fija, la transparencia de la textura y la opacidad se utilizan para " "hacer invisibles esas partes del sprite." #: doc/classes/SpriteBase3D.xml msgid "If set, lights in the environment affect the sprite." msgstr "Si se ajusta, las luces del entorno afectan al sprite." #: doc/classes/SpriteBase3D.xml msgid "" "If set, texture can be seen from the back as well, if not, it is invisible " "when looking at it from behind." msgstr "" "Si se fija, la textura puede ser vista desde atrás también, si no, es " "invisible cuando se mira desde atrás." #: doc/classes/SpriteBase3D.xml #, fuzzy msgid "" "Sprite is scaled by depth so that it always appears the same size on screen." msgstr "" "El objeto se escala según la profundidad para que siempre aparezca del mismo " "tamaño en la pantalla." #: doc/classes/SpriteFrames.xml #, fuzzy msgid "Sprite frame library for AnimatedSprite and AnimatedSprite3D." msgstr "Biblioteca de fotogramas de Sprite para AnimatedSprite2D." #: doc/classes/SpriteFrames.xml msgid "" "Sprite frame library for an [AnimatedSprite] or [AnimatedSprite3D] node. " "Contains frames and animation data for playback.\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." msgstr "" #: doc/classes/SpriteFrames.xml msgid "Adds a new animation to the library." msgstr "Añade una nueva animación a la biblioteca." #: doc/classes/SpriteFrames.xml msgid "Adds a frame to the given animation." msgstr "Añade un fotograma a la animación dada." #: doc/classes/SpriteFrames.xml msgid "Removes all frames from the given animation." msgstr "Elimina todos los fotogramas de la animación dada." #: doc/classes/SpriteFrames.xml msgid "Removes all animations. A \"default\" animation will be created." msgstr "" "Elimina todas las animaciones. Se creará una animación \"por defecto\"." #: doc/classes/SpriteFrames.xml #, fuzzy msgid "" "Returns [code]true[/code] if the given animation is configured to loop when " "it finishes playing. Otherwise, returns [code]false[/code]." msgstr "" "Devuelve [code]true[/code] si el addon está listo para responder a las " "llamadas de la función, si no, devuelve [code]false[/code]." #: doc/classes/SpriteFrames.xml msgid "" "Returns an array containing the names associated to each animation. Values " "are placed in alphabetical order." msgstr "" "Devuelve un array que contiene los nombres asociados a cada animación. Los " "valores se colocan en orden alfabético." #: doc/classes/SpriteFrames.xml msgid "The animation's speed in frames per second." msgstr "La velocidad de la animación en fotogramas por segundo." #: doc/classes/SpriteFrames.xml msgid "Returns the animation's selected frame." msgstr "Devuelve el fotograma seleccionado de la animación." #: doc/classes/SpriteFrames.xml msgid "Returns the number of frames in the animation." msgstr "Devuelve el número de fotogramas de la animación." #: doc/classes/SpriteFrames.xml msgid "If [code]true[/code], the named animation exists." msgstr "Si [code]true[/code], la animación nombrada existe." #: doc/classes/SpriteFrames.xml msgid "Removes the given animation." msgstr "Elimina la animación dada." #: doc/classes/SpriteFrames.xml msgid "Removes the animation's selected frame." msgstr "Elimina el fotograma seleccionado de la animación." #: doc/classes/SpriteFrames.xml msgid "Changes the animation's name to [code]newname[/code]." msgstr "Cambia el nombre de la animación a [code]newname[/code]." #: doc/classes/SpriteFrames.xml msgid "If [code]true[/code], the animation will loop." msgstr "Si [code]true[/code], la animación se repetirá." #: doc/classes/SpriteFrames.xml msgid "Sets the texture of the given frame." msgstr "Establece la textura del fotograma dado." #: doc/classes/SpriteFrames.xml msgid "Compatibility property, always equals to an empty array." msgstr "La propiedad de compatibilidad, siempre equivale a una array vacío." #: doc/classes/StaticBody.xml msgid "Static body for 3D physics." msgstr "Cuerpo estático para la física 3D." #: doc/classes/StaticBody.xml #, fuzzy msgid "" "Static body for 3D physics. A static body is a simple body that is not " "intended to move. In contrast to [RigidBody], they don't consume any CPU " "resources as long as they don't move.\n" "Additionally, a constant linear or angular velocity can be set for the " "static body, so even if it doesn't move, it affects other bodies as if it " "was moving (this is useful for simulating conveyor belts or conveyor wheels)." msgstr "" "Cuerpo estático para la física 3D. Un cuerpo estático es un cuerpo simple " "que no está destinado a moverse. A diferencia de [RigidBody], no consumen " "recursos de la CPU mientras no se muevan.\n" "Además, se puede establecer una velocidad lineal o angular constante para el " "cuerpo estático, de modo que aunque no se mueva, afecta a otros cuerpos como " "si estuviera en movimiento (esto es útil para simular cintas transportadoras " "o ruedas de transporte)." #: doc/classes/StaticBody.xml msgid "" "The body's constant angular velocity. This does not rotate the body, but " "affects other bodies that touch it, as if it was in a state of rotation." msgstr "" "La velocidad angular constante del cuerpo. Esto no rota el cuerpo, sino que " "afecta a otros cuerpos que lo tocan, como si estuviera en estado de rotación." #: doc/classes/StaticBody.xml msgid "" "The body's constant linear velocity. This does not move the body, but " "affects other bodies that touch it, as if it was in a state of movement." msgstr "" "La velocidad lineal constante del cuerpo. Esto no mueve el cuerpo, sino que " "afecta a otros cuerpos que lo tocan, como si estuviera en estado de " "movimiento." #: doc/classes/StaticBody.xml msgid "" "The body's friction, from 0 (frictionless) to 1 (full friction).\n" "Deprecated, use [member PhysicsMaterial.friction] instead via [member " "physics_material_override]." msgstr "" #: doc/classes/StaticBody2D.xml msgid "Static body for 2D physics." msgstr "Cuerpo estático para la física 2D." #: doc/classes/StaticBody2D.xml msgid "" "Static body for 2D physics. A StaticBody2D is a body that is not intended to " "move. It is ideal for implementing objects in the environment, such as walls " "or platforms.\n" "Additionally, a constant linear or angular velocity can be set for the " "static body, which will affect colliding bodies as if it were moving (for " "example, a conveyor belt)." msgstr "" "Cuerpo estático para la física 2D. Un StaticBody2D es un cuerpo que no está " "destinado a moverse. Es ideal para implementar objetos en el entorno, como " "paredes o plataformas.\n" "Además, se puede establecer una velocidad lineal o angular constante para el " "cuerpo estático, que afectará a los cuerpos que colisionen como si se " "movieran (por ejemplo, una cinta transportadora)." #: doc/classes/StaticBody2D.xml msgid "" "The body's constant angular velocity. This does not rotate the body, but " "affects colliding bodies, as if it were rotating." msgstr "" "La velocidad angular constante del cuerpo. Esto no rota el cuerpo, sino que " "afecta a los cuerpos en colisión, como si estuviera rotando." #: doc/classes/StaticBody2D.xml msgid "" "The body's constant linear velocity. This does not move the body, but " "affects colliding bodies, as if it were moving." msgstr "" "La velocidad lineal constante del cuerpo. Esto no mueve el cuerpo, sino que " "afecta a los cuerpos en colisión, como si se moviera." #: doc/classes/StaticBody2D.xml #, fuzzy msgid "" "The body's friction. Values range from [code]0[/code] (no friction) to " "[code]1[/code] (full friction).\n" "Deprecated, use [member PhysicsMaterial.friction] instead via [member " "physics_material_override]." msgstr "" "La fricción del cuerpo. Los valores van desde [code]0[/code] (sin fricción) " "hasta [code]1[/code] (fricción máxima)." #: doc/classes/StreamPeer.xml msgid "Abstraction and base class for stream-based protocols." msgstr "Abstracción y clase base para protocolos basados en streams." #: doc/classes/StreamPeer.xml #, fuzzy msgid "" "StreamPeer is an abstraction and base class for stream-based protocols (such " "as TCP). It provides an API for sending and receiving data through streams " "as raw data or strings." msgstr "" "StreamPeer es una clase de abstracción y base para protocolos basados en " "flujos (como los sockets TCP o UNIX). Proporciona una API para enviar y " "recibir datos a través de flujos como datos en bruto o strings." #: doc/classes/StreamPeer.xml msgid "Gets a signed 16-bit value from the stream." msgstr "Obtiene un valor con signo de 16 bits del stream." #: doc/classes/StreamPeer.xml msgid "Gets a signed 32-bit value from the stream." msgstr "Obtiene un valor con signo de 32 bits del stream." #: doc/classes/StreamPeer.xml msgid "Gets a signed 64-bit value from the stream." msgstr "Obtiene un valor con signo de 64 bits del stream." #: doc/classes/StreamPeer.xml msgid "Gets a signed byte from the stream." msgstr "Obtiene un byte con signo del stream." #: doc/classes/StreamPeer.xml msgid "Returns the amount of bytes this [StreamPeer] has available." msgstr "Devuelve la cantidad de bytes que este [StreamPeer] tiene disponible." #: doc/classes/StreamPeer.xml msgid "" "Returns a chunk data with the received bytes. The amount of bytes to be " "received can be requested in the [code]bytes[/code] argument. If not enough " "bytes are available, the function will block until the desired amount is " "received. This function returns two values, an [enum @GlobalScope.Error] " "code and a data array." msgstr "" "Devuelve un trozo de datos con los bytes recibidos. La cantidad de bytes a " "recibir puede solicitarse en el argumento [code]bytes[/code]. Si no hay " "suficientes bytes disponibles, la función se bloqueará hasta que se reciba " "la cantidad deseada. Esta función devuelve dos valores, un código [enum " "@GlobalScope.Error] y una array de datos." #: doc/classes/StreamPeer.xml msgid "Gets a double-precision float from the stream." msgstr "Consigue un real de double-precision del stream." #: doc/classes/StreamPeer.xml msgid "Gets a single-precision float from the stream." msgstr "Consigue un real de single-precision del stream." #: doc/classes/StreamPeer.xml msgid "" "Returns a chunk data with the received bytes. The amount of bytes to be " "received can be requested in the \"bytes\" argument. If not enough bytes are " "available, the function will return how many were actually received. This " "function returns two values, an [enum @GlobalScope.Error] code, and a data " "array." msgstr "" "Devuelve un trozo de datos con los bytes recibidos. La cantidad de bytes a " "recibir puede ser solicitada en el argumento \"bytes\". Si no hay " "suficientes bytes disponibles, la función devolverá cuántos se han recibido " "realmente. Esta función devuelve dos valores, un código [enum @GlobalScope." "Error], y una array de datos." #: doc/classes/StreamPeer.xml #, fuzzy msgid "" "Gets an ASCII string with byte-length [code]bytes[/code] from the stream. If " "[code]bytes[/code] is negative (default) the length will be read from the " "stream using the reverse process of [method put_string]." msgstr "" "Obtiene una cadena con longitud de bytes [code]bytes[/code] de la corriente. " "Si [code]bytes[/code] es negativo (por defecto) la longitud se leerá de la " "corriente usando el proceso inverso de [method put_string]." #: doc/classes/StreamPeer.xml msgid "Gets an unsigned 16-bit value from the stream." msgstr "Obtiene un valor de 16 bits sin signo de la corriente." #: doc/classes/StreamPeer.xml msgid "Gets an unsigned 32-bit value from the stream." msgstr "Obtiene un valor de 32 bits sin signo del stream." #: doc/classes/StreamPeer.xml msgid "Gets an unsigned 64-bit value from the stream." msgstr "Obtiene un valor de 64 bits sin signo del stream." #: doc/classes/StreamPeer.xml msgid "Gets an unsigned byte from the stream." msgstr "Obtiene un byte sin signo del stream." #: doc/classes/StreamPeer.xml msgid "" "Gets an UTF-8 string with byte-length [code]bytes[/code] from the stream " "(this decodes the string sent as UTF-8). If [code]bytes[/code] is negative " "(default) the length will be read from the stream using the reverse process " "of [method put_utf8_string]." msgstr "" "Obtiene una cadena UTF-8 con longitud de bytes [code]bytes[/code] del flujo " "(esto decodifica la cadena enviada como UTF-8). Si [code]bytes[/code] es " "negativo (por defecto) la longitud será leída desde la corriente usando el " "proceso inverso de [method put_utf8_string]." #: doc/classes/StreamPeer.xml msgid "" "Gets a Variant from the stream. If [code]allow_objects[/code] is [code]true[/" "code], decoding objects is allowed.\n" "[b]Warning:[/b] Deserialized objects can contain code which gets executed. " "Do not use this option if the serialized object comes from untrusted sources " "to avoid potential security threats such as remote code execution." msgstr "" "Obtiene una Variante del stream. Si [code]allow_objects[/code] es " "[code]true[/code], se permite la decodificación de objetos.\n" "[b]Advertencia:[/b] Los objetos deserializados pueden contener código que se " "ejecuta. No utilice esta opción si el objeto serializado proviene de fuentes " "no fiables para evitar posibles amenazas a la seguridad, como la ejecución " "remota de código." #: doc/classes/StreamPeer.xml msgid "Puts a signed 16-bit value into the stream." msgstr "Pone un valor con signo de 16 bits en el stream." #: doc/classes/StreamPeer.xml msgid "Puts a signed 32-bit value into the stream." msgstr "Pone un valor con signo de 32 bits en el stream." #: doc/classes/StreamPeer.xml msgid "Puts a signed 64-bit value into the stream." msgstr "Pone un valor con signo de 64 bits en el stream." #: doc/classes/StreamPeer.xml msgid "Puts a signed byte into the stream." msgstr "Pone un byte con signo en el stream." #: doc/classes/StreamPeer.xml msgid "" "Sends a chunk of data through the connection, blocking if necessary until " "the data is done sending. This function returns an [enum @GlobalScope.Error] " "code." msgstr "" "Envía un trozo de datos a través de la conexión, bloqueando si es necesario " "hasta que se termine de enviar los datos. Esta función devuelve un código " "[enum @GlobalScope.Error]." #: doc/classes/StreamPeer.xml msgid "Puts a double-precision float into the stream." msgstr "Pone un real de double-precision en el stream." #: doc/classes/StreamPeer.xml msgid "Puts a single-precision float into the stream." msgstr "Pone un real de single-precision en el stream." #: doc/classes/StreamPeer.xml msgid "" "Sends a chunk of data through the connection. If all the data could not be " "sent at once, only part of it will. This function returns two values, an " "[enum @GlobalScope.Error] code and an integer, describing how much data was " "actually sent." msgstr "" "Envía un trozo de datos a través de la conexión. Si no se pudieron enviar " "todos los datos a la vez, sólo una parte de ellos lo hará. Esta función " "devuelve dos valores, un código [enum @GlobalScope.Error] y un entero, que " "describe cuántos datos se enviaron realmente." #: doc/classes/StreamPeer.xml #, fuzzy msgid "" "Puts a zero-terminated ASCII string into the stream prepended by a 32-bit " "unsigned integer representing its size.\n" "[b]Note:[/b] To put an ASCII string without prepending its size, you can use " "[method put_data]:\n" "[codeblock]\n" "put_data(\"Hello world\".to_ascii())\n" "[/codeblock]" msgstr "" "Coloca una string ASCII terminado en cero en el stream preparado por un " "integer de 32 bits sin signo que representa su tamaño.\n" "Nota: Para poner una cadena ASCII sin preparar su tamaño, puedes usar " "[method put_data]:\n" "[codeblock]\n" "put_data(\"Hola mundo\".to_ascii())\n" "[/codeblock]" #: doc/classes/StreamPeer.xml msgid "Puts an unsigned 16-bit value into the stream." msgstr "Pone un valor de 16 bits sin signo en el stream." #: doc/classes/StreamPeer.xml msgid "Puts an unsigned 32-bit value into the stream." msgstr "Pone un valor de 32 bits sin signo en el stream." #: doc/classes/StreamPeer.xml msgid "Puts an unsigned 64-bit value into the stream." msgstr "Pone un valor de 64 bits sin signo en stream." #: doc/classes/StreamPeer.xml msgid "Puts an unsigned byte into the stream." msgstr "Pone un byte sin signo en el stream." #: doc/classes/StreamPeer.xml #, fuzzy msgid "" "Puts a zero-terminated UTF-8 string into the stream prepended by a 32 bits " "unsigned integer representing its size.\n" "[b]Note:[/b] To put an UTF-8 string without prepending its size, you can use " "[method put_data]:\n" "[codeblock]\n" "put_data(\"Hello world\".to_utf8())\n" "[/codeblock]" msgstr "" "Pone una string de UTF-8 con terminación cero en el stream preparado para un " "entero de 32 bits sin signo que representa su tamaño.\n" "Nota: Para poner una string UTF-8 sin preparar su tamaño, puedes usar " "[method put_data]:\n" "[codeblock]\n" "put_data(\"Hola mundo\".to_utf8())\n" "[/codeblock]" #: doc/classes/StreamPeer.xml msgid "" "Puts a Variant into the stream. If [code]full_objects[/code] is [code]true[/" "code] encoding objects is allowed (and can potentially include code)." msgstr "" "Pone una Variant en el stream. Si [code]full_objects[/code] es [code]true[/" "code] se permite la codificación de objetos (y potencialmente puede incluir " "código)." #: doc/classes/StreamPeer.xml msgid "" "If [code]true[/code], this [StreamPeer] will using big-endian format for " "encoding and decoding." msgstr "" "Si [code]true[/code], este [StreamPeer] usará el formato big-endian para " "codificar y decodificar." #: doc/classes/StreamPeerBuffer.xml #, fuzzy msgid "Data buffer stream peer." msgstr "SSL stream peer." #: doc/classes/StreamPeerBuffer.xml msgid "" "Data buffer stream peer that uses a byte array as the stream. This object " "can be used to handle binary data from network sessions. To handle binary " "data stored in files, [File] can be used directly.\n" "A [StreamPeerBuffer] object keeps an internal cursor which is the offset in " "bytes to the start of the buffer. Get and put operations are performed at " "the cursor position and will move the cursor accordingly." msgstr "" #: doc/classes/StreamPeerBuffer.xml msgid "Clears the [member data_array] and resets the cursor." msgstr "" #: doc/classes/StreamPeerBuffer.xml msgid "" "Returns a new [StreamPeerBuffer] with the same [member data_array] content." msgstr "" #: doc/classes/StreamPeerBuffer.xml #, fuzzy msgid "Returns the current cursor position." msgstr "Devuelve la posición de scrolling actual." #: doc/classes/StreamPeerBuffer.xml #, fuzzy msgid "Returns the size of [member data_array]." msgstr "Devuelve el seno del parámetro." #: doc/classes/StreamPeerBuffer.xml msgid "Resizes the [member data_array]. This [i]doesn't[/i] update the cursor." msgstr "" #: doc/classes/StreamPeerBuffer.xml msgid "" "Moves the cursor to the specified position. [code]position[/code] must be a " "valid index of [member data_array]." msgstr "" #: doc/classes/StreamPeerBuffer.xml msgid "The underlying data buffer. Setting this value resets the cursor." msgstr "" #: doc/classes/StreamPeerSSL.xml msgid "SSL stream peer." msgstr "SSL stream peer." #: doc/classes/StreamPeerSSL.xml msgid "" "SSL stream peer. This object can be used to connect to an SSL server or " "accept a single SSL client connection." msgstr "" "SSL stream peer. Este objeto puede ser usado para conectarse a un servidor " "SSL o aceptar una única conexión de cliente SSL." #: doc/classes/StreamPeerSSL.xml msgid "" "Accepts a peer connection as a server using the given [code]private_key[/" "code] and providing the given [code]certificate[/code] to the client. You " "can pass the optional [code]chain[/code] parameter to provide additional CA " "chain information along with the certificate." msgstr "" "Acepta una conexión entre pares como servidor utilizando el " "[code]private_key[/code] dado y proporcionando el [code]certificate[/code] " "dado al cliente. Puede pasar el parámetro opcional [code]chain[/code] para " "proporcionar información adicional de la cadena de CA junto con el " "certificado." #: doc/classes/StreamPeerSSL.xml msgid "" "Connects to a peer using an underlying [StreamPeer] [code]stream[/code]. If " "[code]validate_certs[/code] is [code]true[/code], [StreamPeerSSL] will " "validate that the certificate presented by the peer matches the " "[code]for_hostname[/code].\n" "[b]Note:[/b] Specifying a custom [code]valid_certificate[/code] is not " "supported in HTML5 exports due to browsers restrictions." msgstr "" "Se conecta a un par usando un [StreamPeer] [code]stream[/code] subyacente. " "Si [code]validate_certs[/code] es [code]true[/code], [StreamPeerSSL] " "validará que el certificado presentado por el par coincide con el " "[code]for_hostname[/code].\n" "[b]Nota:[/b] La especificación de un [code]valid_certificate[/code] " "personalizado no se admite en las exportaciones de HTML5 debido a las " "restricciones de los navegadores." #: doc/classes/StreamPeerSSL.xml doc/classes/StreamPeerTCP.xml msgid "Disconnects from host." msgstr "Se desconecta del host." #: doc/classes/StreamPeerSSL.xml msgid "" "Poll the connection to check for incoming bytes. Call this right before " "[method StreamPeer.get_available_bytes] for it to work properly." msgstr "" "Sondea la conexión para comprobar los bytes entrantes. Llama a esto justo " "antes de [method StreamPeer.get_available_bytes] para que funcione " "correctamente." #: doc/classes/StreamPeerSSL.xml msgid "A status representing a [StreamPeerSSL] that is disconnected." msgstr "Un estado que representa un [StreamPeerSSL] que está desconectado." #: doc/classes/StreamPeerSSL.xml msgid "A status representing a [StreamPeerSSL] during handshaking." msgstr "Un estado que representa un [StreamPeerSSL] durante el handshaking." #: doc/classes/StreamPeerSSL.xml msgid "A status representing a [StreamPeerSSL] that is connected to a host." msgstr "" "Un estado que representa un [StreamPeerSSL] que está conectado a un host." #: doc/classes/StreamPeerSSL.xml msgid "A status representing a [StreamPeerSSL] in error state." msgstr "Un estado que representa un [StreamPeerSSL] en estado de error." #: doc/classes/StreamPeerSSL.xml msgid "" "An error status that shows a mismatch in the SSL certificate domain " "presented by the host and the domain requested for validation." msgstr "" "Un estado de error que muestra una falta de coincidencia entre el dominio " "del certificado SSL presentado por el host y el dominio solicitado para la " "validación." #: doc/classes/StreamPeerTCP.xml msgid "TCP stream peer." msgstr "TCP stream peer." #: doc/classes/StreamPeerTCP.xml msgid "" "TCP stream peer. This object can be used to connect to TCP servers, or also " "is returned by a TCP server." msgstr "" "TCP stream peer. Este objeto puede ser utilizado para conectarse a " "servidores TCP, o también es devuelto por un servidor TCP." #: doc/classes/StreamPeerTCP.xml msgid "" "Connects to the specified [code]host:port[/code] pair. A hostname will be " "resolved if valid. Returns [constant OK] on success or [constant FAILED] on " "failure." msgstr "" "Se conecta al par especificado [code]host:port[/code]. Un nombre de host se " "resolverá si es válido. Devuelve [constant OK] en caso de éxito o [constant " "FAILED] en caso de fracaso." #: doc/classes/StreamPeerTCP.xml msgid "Returns the IP of this peer." msgstr "Devuelve la IP de este par." #: doc/classes/StreamPeerTCP.xml msgid "Returns the port of this peer." msgstr "Devuelve el puerto de este par." #: doc/classes/StreamPeerTCP.xml msgid "Returns the status of the connection, see [enum Status]." msgstr "Devuelve el estado de la conexión, ver [enum Status]." #: doc/classes/StreamPeerTCP.xml #, fuzzy msgid "" "Returns [code]true[/code] if this peer is currently connected or is " "connecting to a host, [code]false[/code] otherwise." msgstr "" "Devuelve [code]true[/code] si este par está actualmente conectado a un host, " "[code]false[/code] en caso contrario." #: doc/classes/StreamPeerTCP.xml msgid "" "If [code]enabled[/code] is [code]true[/code], packets will be sent " "immediately. If [code]enabled[/code] is [code]false[/code] (the default), " "packet transfers will be delayed and combined using [url=https://en." "wikipedia.org/wiki/Nagle%27s_algorithm]Nagle's algorithm[/url].\n" "[b]Note:[/b] It's recommended to leave this disabled for applications that " "send large packets or need to transfer a lot of data, as enabling this can " "decrease the total available bandwidth." msgstr "" #: doc/classes/StreamPeerTCP.xml msgid "" "The initial status of the [StreamPeerTCP]. This is also the status after " "disconnecting." msgstr "" "El estado inicial del [StreamPeerTCP]. Este es también el estado después de " "la desconexión." #: doc/classes/StreamPeerTCP.xml msgid "A status representing a [StreamPeerTCP] that is connecting to a host." msgstr "" "Un estado que representa un [StreamPeerTCP] que se está conectando a un host." #: doc/classes/StreamPeerTCP.xml msgid "A status representing a [StreamPeerTCP] that is connected to a host." msgstr "" "Un estado que representa un [StreamPeerTCP] que está conectado a un host." #: doc/classes/StreamPeerTCP.xml msgid "A status representing a [StreamPeerTCP] in error state." msgstr "Un estado que representa un [StreamPeerSSL] en estado de error." #: doc/classes/StreamTexture.xml msgid "A [code].stex[/code] texture." msgstr "Una textura [code].stex[/code]." #: doc/classes/StreamTexture.xml msgid "A texture that is loaded from a [code].stex[/code] file." msgstr "Una textura que se carga desde un archivo [code].stex[/code]." #: doc/classes/StreamTexture.xml msgid "Loads the texture from the given path." msgstr "Carga la textura de la ruta dada." #: doc/classes/StreamTexture.xml msgid "The StreamTexture's file path to a [code].stex[/code] file." msgstr "La ruta del archivo de StreamTexture a un archivo [code].stex[/code]." #: doc/classes/String.xml msgid "Built-in string class." msgstr "Clase String integrada." #: doc/classes/String.xml msgid "" "This is the built-in string class (and the one used by GDScript). It " "supports Unicode and provides all necessary means for string handling. " "Strings are reference-counted and use a copy-on-write approach, so passing " "them around is cheap in resources." msgstr "" "Esta es la clase de string integrada (y la utilizada por GDScript). Soporta " "Unicode y proporciona todos los medios necesarios para el manejo de las " "strings. Las strings son contadas como referencia y usan un enfoque de copia " "sobre escritura, por lo que pasarlas es barato en recursos." #: doc/classes/String.xml msgid "Constructs a new String from the given [bool]." msgstr "Construye una nueva String a partir del [bool] dado." #: doc/classes/String.xml msgid "Constructs a new String from the given [int]." msgstr "Construye un nuevo String a partir del [int] dado." #: doc/classes/String.xml msgid "Constructs a new String from the given [float]." msgstr "Construye una nueva string a partir del [float] dado." #: doc/classes/String.xml msgid "Constructs a new String from the given [Vector2]." msgstr "Construye una nueva string a partir del [Vector2] dado." #: doc/classes/String.xml msgid "Constructs a new String from the given [Rect2]." msgstr "Construye una nueva String a partir del [Rect2] dado." #: doc/classes/String.xml msgid "Constructs a new String from the given [Vector3]." msgstr "Construye una nueva String a partir del [Vector3] dado." #: doc/classes/String.xml msgid "Constructs a new String from the given [Transform2D]." msgstr "Construye un nuevo String a partir del dado [Transform2D]." #: doc/classes/String.xml msgid "Constructs a new String from the given [Plane]." msgstr "Construye una nueva String desde el [Plane] dado." #: doc/classes/String.xml msgid "Constructs a new String from the given [Quat]." msgstr "Construye una nueva String a partir del [Quat] dado." #: doc/classes/String.xml msgid "Constructs a new String from the given [AABB]." msgstr "Construye una nueva String a partir del [AABB] dado." #: doc/classes/String.xml msgid "Constructs a new String from the given [Basis]." msgstr "Construye una nueva String a partir de la [Basis] dada." #: doc/classes/String.xml msgid "Constructs a new String from the given [Transform]." msgstr "Construye un nuevo String a partir de la [Transform] dada." #: doc/classes/String.xml msgid "Constructs a new String from the given [Color]." msgstr "Construye un nuevo String a partir del [Color] dado." #: doc/classes/String.xml msgid "Constructs a new String from the given [NodePath]." msgstr "Construye un nuevo String a partir del [NodePath] dado." #: doc/classes/String.xml msgid "Constructs a new String from the given [RID]." msgstr "Construye una nueva String a partir del [RID] dado." #: doc/classes/String.xml msgid "Constructs a new String from the given [Dictionary]." msgstr "Construye un nuevo String a partir del [Dictionary] dado." #: doc/classes/String.xml msgid "Constructs a new String from the given [Array]." msgstr "Construye un nuevo String a partir del [Array] dado." #: doc/classes/String.xml #, fuzzy msgid "Constructs a new String from the given [PoolByteArray]." msgstr "Construye un nuevo String a partir del [PackedByteArray] dado." #: doc/classes/String.xml #, fuzzy msgid "Constructs a new String from the given [PoolIntArray]." msgstr "Construye un nuevo String a partir del [Array] dado." #: doc/classes/String.xml #, fuzzy msgid "Constructs a new String from the given [PoolRealArray]." msgstr "Construye un nuevo String a partir del [Array] dado." #: doc/classes/String.xml #, fuzzy msgid "Constructs a new String from the given [PoolStringArray]." msgstr "Construye una nueva String a partir del [PackedStringArray] dado." #: doc/classes/String.xml #, fuzzy msgid "Constructs a new String from the given [PoolVector2Array]." msgstr "Construye un nuevo String a partir del [PackedVector2Array] dado." #: doc/classes/String.xml #, fuzzy msgid "Constructs a new String from the given [PoolVector3Array]." msgstr "Construye un nuevo String a partir del [PackedVector3Array] dado." #: doc/classes/String.xml #, fuzzy msgid "Constructs a new String from the given [PoolColorArray]." msgstr "Construye un nuevo String a partir del [PackedColorArray] dado." #: doc/classes/String.xml msgid "Returns [code]true[/code] if the string begins with the given string." msgstr "Devuelve [code]true[/code] si la string comienza con la string dada." #: doc/classes/String.xml msgid "" "Returns an array containing the bigrams (pairs of consecutive letters) of " "this string.\n" "[codeblock]\n" "print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n" "[/codeblock]" msgstr "" #: doc/classes/String.xml msgid "" "Returns a copy of the string with special characters escaped using the C " "language standard." msgstr "" "Devuelve una copia de la string con caracteres especiales escapados usando " "el estándar del lenguaje C." #: doc/classes/String.xml msgid "" "Returns a copy of the string with escaped characters replaced by their " "meanings. Supported escape sequences are [code]\\'[/code], [code]\\\"[/" "code], [code]\\?[/code], [code]\\\\[/code], [code]\\a[/code], [code]\\b[/" "code], [code]\\f[/code], [code]\\n[/code], [code]\\r[/code], [code]\\t[/" "code], [code]\\v[/code].\n" "[b]Note:[/b] Unlike the GDScript parser, this method doesn't support the " "[code]\\uXXXX[/code] escape sequence." msgstr "" "Devuelve una copia de la cadena con caracteres de escape reemplazados por " "sus significados. Las secuencias de escape admitidas son [code]\\'[/code], " "[code]\\\"[/code], [code]\\?[/code], [code]\\\\[/code], [code]\\a[/code], " "[code]\\b[/code], [code]\\f[/code], [code]\\n[/code], [code]\\r [/code], " "[code]\\t [/code], [code]\\v[/code].\n" "[b] Nota:[/b] A diferencia del analizador de GDScript, este método no admite " "la secuencia de escape [code]\\uXXXX[/code]." #: doc/classes/String.xml msgid "" "Changes the case of some letters. Replaces underscores with spaces, adds " "spaces before in-word uppercase characters, converts all letters to " "lowercase, then capitalizes the first letter and every letter following a " "space character. For [code]capitalize camelCase mixed_with_underscores[/" "code], it will return [code]Capitalize Camel Case Mixed With Underscores[/" "code]." msgstr "" "Cambia el caso de algunas cartas. Reemplaza los subrayados por espacios, " "añade espacios antes de los caracteres en mayúsculas, convierte todas las " "letras en minúsculas, luego pone en mayúsculas la primera letra y cada letra " "que sigue a un espacio. Para [code]capitalize CamelCase " "mixed_with_underscores[/code], devolverá [code]Capitalize Camel Case Mixed " "With Underscores[/code]." #: doc/classes/String.xml msgid "" "Performs a case-sensitive comparison to another string. Returns [code]-1[/" "code] if less than, [code]1[/code] if greater than, or [code]0[/code] if " "equal. \"less than\" or \"greater than\" are determined by the [url=https://" "en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode code points[/url] " "of each string, which roughly matches the alphabetical order.\n" "[b]Behavior with different string lengths:[/b] Returns [code]1[/code] if the " "\"base\" string is longer than the [code]to[/code] string or [code]-1[/code] " "if the \"base\" string is shorter than the [code]to[/code] string. Keep in " "mind this length is determined by the number of Unicode codepoints, [i]not[/" "i] the actual visible characters.\n" "[b]Behavior with empty strings:[/b] Returns [code]-1[/code] if the \"base\" " "string is empty, [code]1[/code] if the [code]to[/code] string is empty or " "[code]0[/code] if both strings are empty.\n" "To get a boolean result from a string comparison, use the [code]==[/code] " "operator instead. See also [method nocasecmp_to]." msgstr "" #: doc/classes/String.xml msgid "" "Returns the number of occurrences of substring [code]what[/code] between " "[code]from[/code] and [code]to[/code] positions. If [code]from[/code] and " "[code]to[/code] equals 0 the whole string will be used. If only [code]to[/" "code] equals 0 the remained substring will be used." msgstr "" "Devuelve el número de ocurrencias de la substring [code]what[/code] entre " "las posiciones de [code]from[/code] y [code]to[/code]. Si [code]from[/code] " "y [code]to[/code] es igual a 0 se utilizará la string completa. Si sólo " "[code]a[/code] es igual a 0 se usará la substring restante." #: doc/classes/String.xml msgid "" "Returns the number of occurrences of substring [code]what[/code] (ignoring " "case) between [code]from[/code] and [code]to[/code] positions. If " "[code]from[/code] and [code]to[/code] equals 0 the whole string will be " "used. If only [code]to[/code] equals 0 the remained substring will be used." msgstr "" "Devuelve el número de ocurrencias de la substring [code]what[/code] " "(ignorando el caso) entre las posiciones de [code]from[/code] y [code]to[/" "code]. Si [code]from[/code] y [code]to[/code] es igual a 0 se utilizará la " "string completa. Si sólo [code]a[/code] es igual a 0 se usará la substring " "restante." #: doc/classes/String.xml #, fuzzy msgid "" "Returns a copy of the string with indentation (leading tabs and spaces) " "removed. See also [method indent] to add indentation." msgstr "" "Devuelve una copia de la string sin indentado (tabuladores y espacios)." #: doc/classes/String.xml msgid "" "Returns [code]true[/code] if the length of the string equals [code]0[/code]." msgstr "" "Devuelve [code]true[/code] si la longitud de la string es igual a [code]0[/" "code]." #: doc/classes/String.xml msgid "Returns [code]true[/code] if the string ends with the given string." msgstr "Devuelve [code]true[/code] si la string termina con la string dada." #: doc/classes/String.xml msgid "" "Erases [code]chars[/code] characters from the string starting from " "[code]position[/code]." msgstr "" "Borra los caracteres [code]chars[/code] de la string que comienza con " "[code]position[/code]." #: doc/classes/String.xml #, fuzzy msgid "" "Finds the first occurrence of a substring. Returns the starting position of " "the substring or [code]-1[/code] if not found. Optionally, the initial " "search index can be passed.\n" "[b]Note:[/b] If you just want to know whether a string contains a substring, " "use the [code]in[/code] operator as follows:\n" "[codeblock]\n" "# Will evaluate to `false`.\n" "if \"i\" in \"team\":\n" " pass\n" "[/codeblock]" msgstr "" "Devuelve el índice de la aparición de la string especificada en este caso " "[b]primera[/b] mayúscula y minúscula, o [code]-1[/code]. Opcionalmente, se " "puede especificar el índice de búsqueda inicial, continuando hasta el final " "de la string.\n" "[b]Nota:[/b] Si sólo desea saber si una string contiene una substring, " "utilice el operador [code]in[/code] de la siguiente manera:\n" "[codeblock]\n" "# Evaluará a \"falso\".\n" "if \"i\" in \"team\":\n" " pass\n" "[/codeblock]" #: doc/classes/String.xml #, fuzzy msgid "" "Finds the last occurrence of a substring. Returns the starting position of " "the substring or [code]-1[/code] if not found." msgstr "" "Busca el array por un valor y devuelve su indice o -1 sino se encuentra. " "Opcionalmente, el indice de busqueda inicial puede ser pasado." #: doc/classes/String.xml #, fuzzy msgid "" "Finds the first occurrence of a substring, ignoring case. Returns the " "starting position of the substring or [code]-1[/code] if not found. " "Optionally, the initial search index can be passed." msgstr "" "Busca el array por un valor y devuelve su indice o -1 sino se encuentra. " "Opcionalmente, el indice de busqueda inicial puede ser pasado." #: doc/classes/String.xml msgid "" "Formats the string by replacing all occurrences of [code]placeholder[/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 msgid "If the string is a valid file path, returns the base directory name." msgstr "" "Si la string es una ruta de archivo válida, devuelve el nombre del " "directorio base." #: doc/classes/String.xml msgid "" "If the string is a valid file path, returns the full file path without the " "extension." msgstr "" "Si la string es una ruta de archivo válida, devuelve la ruta de archivo " "completa sin la extensión." #: doc/classes/String.xml msgid "" "Returns the extension without the leading period character ([code].[/code]) " "if the string is a valid file name or path. If the string does not contain " "an extension, returns an empty string instead.\n" "[codeblock]\n" "print(\"/path/to/file.txt\".get_extension()) # \"txt\"\n" "print(\"file.txt\".get_extension()) # \"txt\"\n" "print(\"file.sample.txt\".get_extension()) # \"txt\"\n" "print(\".txt\".get_extension()) # \"txt\"\n" "print(\"file.txt.\".get_extension()) # \"\" (empty string)\n" "print(\"file.txt..\".get_extension()) # \"\" (empty string)\n" "print(\"txt\".get_extension()) # \"\" (empty string)\n" "print(\"\".get_extension()) # \"\" (empty string)\n" "[/codeblock]" msgstr "" #: doc/classes/String.xml msgid "If the string is a valid file path, returns the filename." msgstr "" "Si la string es una ruta de archivo válida, devuelve el nombre del archivo." #: doc/classes/String.xml msgid "" "Splits a string using a [code]delimiter[/code] and returns a substring at " "index [code]slice[/code]. Returns an empty string if the index doesn't " "exist.\n" "This is a more performant alternative to [method split] for cases when you " "need only one element from the array at a fixed index.\n" "Example:\n" "[codeblock]\n" "print(\"i/am/example/string\".get_slice(\"/\", 2)) # Prints 'example'.\n" "[/codeblock]" msgstr "" #: doc/classes/String.xml msgid "" "Returns the 32-bit hash value representing the string's contents.\n" "[b]Note:[/b] [String]s with equal content will always produce identical hash " "values. However, the reverse is not true. Returning identical hash values " "does [i]not[/i] imply the strings are equal, because different strings can " "have identical hash values due to hash collisions." msgstr "" #: doc/classes/String.xml msgid "" "Converts a string containing a hexadecimal number into an integer. " "Hexadecimal strings are expected to be prefixed with \"[code]0x[/code]\" " "otherwise [code]0[/code] is returned.\n" "[codeblock]\n" "print(\"0xff\".hex_to_int()) # Print \"255\"\n" "[/codeblock]" msgstr "" "Convierte una string que contiene un número hexadecimal en un entero. Se " "espera que las strings hexadecimales lleven el prefijo \"[code]0x[/code]\", " "de lo contrario se devuelve [code]0[/code].\n" "[codeblock]\n" "print(\"0xff\".hex_to_int()) # Imprimir \"255\"\n" "[/codeblock]" #: doc/classes/String.xml msgid "" "Escapes (encodes) a string to URL friendly format. Also referred to as 'URL " "encode'.\n" "[codeblock]\n" "print(\"https://example.org/?escaped=\" + \"Godot Engine:'docs'\"." "http_escape())\n" "[/codeblock]" msgstr "" "Escapa (codifica) una string a un formato compatible con la URL. También " "conocido como 'codificación de URL'.\n" "[codeblock]\n" "print(\"https://example.org/?escaped=\" + \"Godot Engine:'docs'\"." "http_escape())\n" "[/codeblock]" #: doc/classes/String.xml msgid "" "Unescapes (decodes) a string in URL encoded format. Also referred to as 'URL " "decode'.\n" "[codeblock]\n" "print(\"https://example.org/?escaped=\" + \"Godot%20Engine%3A%27docs%27\"." "http_unescape())\n" "[/codeblock]" msgstr "" "Desvincula (decodifica) una string en formato codificado de URL. También " "conocido como \"decodificación de URL\".\n" "[codeblock]\n" "print(\"https://example.org/?escaped=\" + \"Godot%20Motor%3A%27docs%27\"." "http_unescape())\n" "[/codeblock]" #: doc/classes/String.xml msgid "" "Converts [code]size[/code] represented as number of bytes to human-readable " "format using internationalized set of data size units, namely: B, KiB, MiB, " "GiB, TiB, PiB, EiB. Note that the next smallest unit is picked automatically " "to hold at most 1024 units.\n" "[codeblock]\n" "var bytes = 133790307\n" "var size = String.humanize_size(bytes)\n" "print(size) # prints \"127.5 MiB\"\n" "[/codeblock]" msgstr "" "Convierte el [code]size[/code] representado como número de bytes a un " "formato legible para el ser humano utilizando un conjunto de unidades de " "tamaño de datos internacionalizados, a saber: B, KiB, MiB, GiB, TiB, PiB, " "EiB. Nótese que la siguiente unidad más pequeña es escogida automáticamente " "para contener como máximo 1024 unidades.\n" "[codeblock]\n" "var bytes = 133790307\n" "var size = String.humanize_size(bytes)\n" "print(size) # imprime \"127.5 MiB\"\n" "[/codeblock]" #: doc/classes/String.xml msgid "" "Returns a copy of the string with lines indented with [code]prefix[/code].\n" "For example, the string can be indented with two tabs using " "[code]\"\\t\\t\"[/code], or four spaces using [code]\" \"[/code]. The " "prefix can be any string so it can also be used to comment out strings with " "e.g. [code]\"# \"[/code]. See also [method dedent] to remove indentation.\n" "[b]Note:[/b] Empty lines are kept empty." msgstr "" #: doc/classes/String.xml msgid "" "Returns a copy of the string with the substring [code]what[/code] inserted " "at the given position." msgstr "" "Devuelve una copia de la string con la substring [code]what[/code] insertada " "en la posición dada." #: doc/classes/String.xml msgid "" "If the string is a path to a file or directory, returns [code]true[/code] if " "the path is absolute." msgstr "" "Si la string es una ruta a un archivo o directorio, devuelve [code]true[/" "code] si la ruta es absoluta." #: doc/classes/String.xml msgid "" "If the string is a path to a file or directory, returns [code]true[/code] if " "the path is relative." msgstr "" "Si la string es una ruta a un archivo o directorio, devuelve [code]true[/" "code] si la ruta es relativa." #: doc/classes/String.xml msgid "" "Returns [code]true[/code] if this string is a subsequence of the given " "string." msgstr "" "Devuelve [code]true[/code] si esta string es una subsecuente de la string " "dada." #: doc/classes/String.xml msgid "" "Returns [code]true[/code] if this string is a subsequence of the given " "string, without considering case." msgstr "" "Devuelve [code]true[/code] si esta string es una subsecuente de la string " "dada, sin considerar el caso." #: doc/classes/String.xml msgid "" "Returns [code]true[/code] if this string is free from characters that aren't " "allowed in file names, those being:\n" "[code]: / \\ ? * \" | % < >[/code]" msgstr "" "Devuelve [code]true[/code] si esta string está libre de caracteres que no " "están permitidos en los nombres de los archivos, que son:\n" "[code]: / \\ ? * \" | % < >[/code]" #: doc/classes/String.xml #, fuzzy 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(\"Hello\".is_valid_float()) # Prints \"False\"\n" "[/codeblock]" msgstr "" "Devuelve [code]true[/code] si esta string es un identificador válido. Un " "identificador válido sólo puede contener letras, dígitos y guiones bajos " "([code]_[/code]) y el primer carácter no puede ser un dígito." #: doc/classes/String.xml msgid "" "Returns [code]true[/code] if this string contains a valid hexadecimal " "number. If [code]with_prefix[/code] is [code]true[/code], then a validity of " "the hexadecimal number is determined by [code]0x[/code] prefix, for " "instance: [code]0xDEADC0DE[/code]." msgstr "" "Devuelve [code]true[/code] si esta string contiene un número hexadecimal " "válido. Si [code]with_prefix[/code] es [code]true[/code], entonces la " "validez del número hexadecimal está determinada por el prefijo [code]0x[/" "code], por ejemplo: [code]0xDEADC0DE[/code]." #: doc/classes/String.xml msgid "" "Returns [code]true[/code] if this string contains a valid color in " "hexadecimal HTML notation. Other HTML notations such as named colors or " "[code]hsl()[/code] colors aren't considered valid by this method and will " "return [code]false[/code]." msgstr "" "Devuelve [code]true[/code] si esta cadena contiene un color válido en " "notación HTML hexadecimal. Otras notaciones HTML como colores con nombre o " "colores [code]hsl()[/code] no se consideran válidas por este método y " "devolverán [code]false[/code]." #: doc/classes/String.xml #, fuzzy msgid "" "Returns [code]true[/code] if this string is a valid identifier. A valid " "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" "[/codeblock]" msgstr "" "Devuelve [code]true[/code] si esta string es un identificador válido. Un " "identificador válido sólo puede contener letras, dígitos y guiones bajos " "([code]_[/code]) y el primer carácter no puede ser un dígito." #: doc/classes/String.xml #, fuzzy msgid "" "Returns [code]true[/code] if this string contains a valid integer.\n" "[codeblock]\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 "" "Devuelve [code]true[/code] si esta string es un identificador válido. Un " "identificador válido sólo puede contener letras, dígitos y guiones bajos " "([code]_[/code]) y el primer carácter no puede ser un dígito." #: doc/classes/String.xml msgid "" "Returns [code]true[/code] if this string contains only a well-formatted IPv4 " "or IPv6 address. This method considers [url=https://en.wikipedia.org/wiki/" "Reserved_IP_addresses]reserved IP addresses[/url] such as [code]0.0.0.0[/" "code] as valid." msgstr "" #: doc/classes/String.xml msgid "" "Return a [String] which is the concatenation of the [code]parts[/code]. The " "separator between elements is the string providing this method.\n" "Example:\n" "[codeblock]\n" "print(\", \".join([\"One\", \"Two\", \"Three\", \"Four\"]))\n" "[/codeblock]" msgstr "" #: doc/classes/String.xml msgid "" "Returns a copy of the string with special characters escaped using the JSON " "standard." msgstr "" "Devuelve una copia de la string con caracteres especiales escapados usando " "el estándar JSON." #: doc/classes/String.xml msgid "Returns a number of characters from the left of the string." msgstr "Devuelve un número de caracteres de la izquierda de la string." #: doc/classes/String.xml msgid "Returns the string's amount of characters." msgstr "Devuelve la cantidad de caracteres de la string." #: doc/classes/String.xml msgid "" "Returns a copy of the string with characters removed from the left. The " "[code]chars[/code] argument is a string specifying the set of characters to " "be removed.\n" "[b]Note:[/b] The [code]chars[/code] is not a prefix. See [method " "trim_prefix] method that will remove a single prefix string rather than a " "set of characters." msgstr "" #: doc/classes/String.xml #, fuzzy msgid "" "Does a simple case-sensitive expression match, where [code]\"*\"[/code] " "matches zero or more arbitrary characters and [code]\"?\"[/code] matches any " "single character except a period ([code]\".\"[/code]). An empty string or " "empty expression always evaluates to [code]false[/code]." msgstr "" "Hace una comparación simple con expresión que distingue entre mayúsculas y " "minúsculas, en la que [code]\"*\"[/code] coincide con cero o más caracteres " "arbitrarios y [code]\"?\"[/code] coincide con cualquier carácter individual " "excepto con un punto ([code]\".\"[/code])." #: doc/classes/String.xml #, fuzzy msgid "" "Does a simple case-insensitive expression match, where [code]\"*\"[/code] " "matches zero or more arbitrary characters and [code]\"?\"[/code] matches any " "single character except a period ([code]\".\"[/code]). An empty string or " "empty expression always evaluates to [code]false[/code]." msgstr "" "Hace una simple comparación expresión insensible a las mayúsculas y " "minúsculas, en la que [code]\"*\"[/code] coincide con cero o más caracteres " "arbitrarios y [code]\"?\"[/code] coincide con cualquier carácter individual " "excepto con un punto ([code]\".\"[/code])." #: doc/classes/String.xml msgid "Returns the MD5 hash of the string as an array of bytes." msgstr "Devuelve el hash MD5 de la string como un conjunto de bytes." #: doc/classes/String.xml msgid "Returns the MD5 hash of the string as a string." msgstr "Devuelve el hash MD5 de la string como una string." #: doc/classes/String.xml msgid "" "Performs a case-insensitive [i]natural order[/i] comparison to another " "string. Returns [code]-1[/code] if less than, [code]1[/code] if greater " "than, or [code]0[/code] if equal. \"less than\" or \"greater than\" are " "determined by the [url=https://en.wikipedia.org/wiki/" "List_of_Unicode_characters]Unicode code points[/url] of each string, which " "roughly matches the alphabetical order. Internally, lowercase characters " "will be converted to uppercase during the comparison.\n" "When used for sorting, natural order comparison will order suites of numbers " "as expected by most people. If you sort the numbers from 1 to 10 using " "natural order, you will get [code][1, 2, 3, ...][/code] instead of [code][1, " "10, 2, 3, ...][/code].\n" "[b]Behavior with different string lengths:[/b] Returns [code]1[/code] if the " "\"base\" string is longer than the [code]to[/code] string or [code]-1[/code] " "if the \"base\" string is shorter than the [code]to[/code] string. Keep in " "mind this length is determined by the number of Unicode codepoints, [i]not[/" "i] the actual visible characters.\n" "[b]Behavior with empty strings:[/b] Returns [code]-1[/code] if the \"base\" " "string is empty, [code]1[/code] if the [code]to[/code] string is empty or " "[code]0[/code] if both strings are empty.\n" "To get a boolean result from a string comparison, use the [code]==[/code] " "operator instead. See also [method nocasecmp_to] and [method casecmp_to]." msgstr "" #: doc/classes/String.xml msgid "" "Performs a case-insensitive comparison to another string. Returns [code]-1[/" "code] if less than, [code]1[/code] if greater than, or [code]0[/code] if " "equal. \"less than\" or \"greater than\" are determined by the [url=https://" "en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode code points[/url] " "of each string, which roughly matches the alphabetical order. Internally, " "lowercase characters will be converted to uppercase during the comparison.\n" "[b]Behavior with different string lengths:[/b] Returns [code]1[/code] if the " "\"base\" string is longer than the [code]to[/code] string or [code]-1[/code] " "if the \"base\" string is shorter than the [code]to[/code] string. Keep in " "mind this length is determined by the number of Unicode codepoints, [i]not[/" "i] the actual visible characters.\n" "[b]Behavior with empty strings:[/b] Returns [code]-1[/code] if the \"base\" " "string is empty, [code]1[/code] if the [code]to[/code] string is empty or " "[code]0[/code] if both strings are empty.\n" "To get a boolean result from a string comparison, use the [code]==[/code] " "operator instead. See also [method casecmp_to]." msgstr "" #: doc/classes/String.xml msgid "Returns the character code at position [code]at[/code]." msgstr "Devuelve el código de caracteres en la posición [code]at[/code]." #: doc/classes/String.xml msgid "" "Formats a number to have an exact number of [code]digits[/code] after the " "decimal point." msgstr "" "Formatea un número para tener un número exacto de [code]digits[/code] " "después del punto decimal." #: doc/classes/String.xml msgid "" "Formats a number to have an exact number of [code]digits[/code] before the " "decimal point." msgstr "" "Formatea un número para tener un número exacto de [code]digits[/code] " "después del punto decimal." #: doc/classes/String.xml msgid "Decode a percent-encoded string. See [method percent_encode]." msgstr "" "Decodificar una string de porcentaje codificado. Ver [method percent_encode]." #: doc/classes/String.xml msgid "" "Percent-encodes a string. Encodes parameters in a URL when sending a HTTP " "GET request (and bodies of form-urlencoded POST requests)." msgstr "" "Percent-encodes una string. Codifica los parámetros en una URL enviadon una " "solicitud HTTP GET (y los cuerpos de form-urlencoded POST requests)." #: doc/classes/String.xml msgid "" "If the string is a path, this concatenates [code]file[/code] at the end of " "the string as a subpath. E.g. [code]\"this/is\".plus_file(\"path\") == " "\"this/is/path\"[/code]." msgstr "" "Si la string es un camino, esto concatena [code]file[/code] al final del " "string como un sub camino. Por ejemplo, [code]\"this/is\"." "plus_file(\"path\") == \"this/is/path\"[/code]." #: doc/classes/String.xml msgid "" "Returns original string repeated a number of times. The number of " "repetitions is given by the argument." msgstr "" "Devuelve la string original repetida varias veces. El número de repeticiones " "viene dado por el argumento." #: doc/classes/String.xml msgid "" "Replaces occurrences of a case-sensitive substring with the given one inside " "the string." msgstr "" "Reemplaza las ocurrencias de una substring que distingue entre mayúsculas y " "minúsculas con la dada dentro de la string." #: doc/classes/String.xml msgid "" "Replaces occurrences of a case-insensitive substring with the given one " "inside the string." msgstr "" "Reemplaza las ocurrencias de una substring insensible a las mayúsculas y " "minúsculas con la dada dentro de la string." #: doc/classes/String.xml msgid "" "Performs a case-sensitive search for a substring, but starts from the end of " "the string instead of the beginning." msgstr "" #: doc/classes/String.xml msgid "" "Performs a case-insensitive search for a substring, but starts from the end " "of the string instead of the beginning." msgstr "" #: doc/classes/String.xml msgid "Returns the right side of the string from a given position." msgstr "Devuelve el lado derecho de la string desde una posición determinada." #: doc/classes/String.xml #, fuzzy msgid "" "Splits the string by a [code]delimiter[/code] string and returns an array of " "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" "Example:\n" "[codeblock]\n" "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 \"One,Two,Three\"\n" "print(some_array[1]) # Prints \"Four\"\n" "[/codeblock]" msgstr "" "Divide la string por un string de [code]delimiter[/code] y devuelve un array " "de substrings, empezando por la derecha.\n" "Las divisiones en el array devuelto se ordenan en el mismo orden que la " "string original, de izquierda a derecha.\n" "Si se especifica [code]maxsplit[/code], define el número de divisiones a " "realizar desde la derecha hasta [code]maxsplit[/code]. El valor por defecto " "de 0 significa que todos los elementos se dividen, dando así el mismo " "resultado que [method split].\n" "Ejemplo:\n" "[codeblock]\n" "var some_string = \"One,Two,Three,Four\"\n" "var some_array = some_string.rsplit(\",\", true, 1)\n" "print(some_array.size()) # Imprime 2\n" "print(some_array[0]) # Imprime \"Cuatro\"\n" "print(some_array[1]) # Imprime \"Three,Two,One\"\n" "[/codeblock]" #: doc/classes/String.xml msgid "" "Returns a copy of the string with characters removed from the right. The " "[code]chars[/code] argument is a string specifying the set of characters to " "be removed.\n" "[b]Note:[/b] The [code]chars[/code] is not a suffix. See [method " "trim_suffix] method that will remove a single suffix string rather than a " "set of characters." msgstr "" #: doc/classes/String.xml msgid "Returns the SHA-1 hash of the string as an array of bytes." msgstr "Devuelve el hash SHA-1 de la string como un conjunto de bytes." #: doc/classes/String.xml msgid "Returns the SHA-1 hash of the string as a string." msgstr "Devuelve el hash del SHA-1 de la string como una string." #: doc/classes/String.xml msgid "Returns the SHA-256 hash of the string as an array of bytes." msgstr "Devuelve el hash SHA-256 de la string como un array de bytes." #: doc/classes/String.xml msgid "Returns the SHA-256 hash of the string as a string." msgstr "Devuelve el hash SHA-256 de la string como una string." #: 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]) 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" "print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n" "print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n" "[/codeblock]" msgstr "" #: doc/classes/String.xml msgid "Returns a simplified canonical path." msgstr "" #: doc/classes/String.xml #, fuzzy 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" "If you need only one element from the array at a specific index, [method " "get_slice] is a more performant option.\n" "Example:\n" "[codeblock]\n" "var some_string = \"One,Two,Three,Four\"\n" "var some_array = some_string.split(\",\", true, 1)\n" "print(some_array.size()) # Prints 2\n" "print(some_array[0]) # Prints \"One\"\n" "print(some_array[1]) # Prints \"Two,Three,Four\"\n" "[/codeblock]\n" "If you need to split strings with more complex rules, use the [RegEx] class " "instead." msgstr "" "Divide la string por una string de [code]delimiter[/code] y devuelve un " "array de las substrings. El [code]delimiter[/code] puede ser de cualquier " "longitud.\n" "Si se especifica [code]maxsplit[/code], define el número de divisiones a " "realizar desde la izquierda hasta [code]maxsplit[/code]. El valor por " "defecto de [code]0[/code] significa que todos los elementos se dividen.\n" "Ejemplo:\n" "[codeblock]\n" "var some_string = \"One,Two,Three,Four\"\n" "var some_array = some_string.split(\",\", true, 1)\n" "print(some_array.size()) # Imprime 2\n" "print(some_array[0]) # Imprime \"One\"\n" "print(some_array[1]) # Imprime \"Two,Three,Four\"\n" "[/codeblock]\n" "Si necesitas dividir string con reglas más complejas, usa la clase [RegEx] " "en su lugar." #: doc/classes/String.xml #, fuzzy 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].\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 "" "Divide la string en reales usando una string delimitadora y devuelve un " "array de las substrings..\n" "Por ejemplo, [code]\"1,2.5,3\"[/code] devolverá [code][1,2.5,3][/code] si se " "divide por [code]\",\"[/code]." #: doc/classes/String.xml msgid "" "Returns a copy of the string stripped of any non-printable character " "(including tabulations, spaces and line breaks) at the beginning and the " "end. The optional arguments are used to toggle stripping on the left and " "right edges respectively." msgstr "" "Devuelve una copia de la string despojada de cualquier carácter no " "imprimible (incluyendo tabulaciones, espacios y saltos de línea) al " "principio y al final. Los argumentos opcionales se utilizan para conmutar la " "eliminación de la string en los bordes izquierdo y derecho respectivamente" #: doc/classes/String.xml msgid "" "Returns a copy of the string stripped of any escape character. These include " "all non-printable control characters of the first page of the ASCII table (< " "32), such as tabulation ([code]\\t[/code] in C) and newline ([code]\\n[/" "code] and [code]\\r[/code]) characters, but not spaces." msgstr "" "Devuelve una copia de la string desprovista de cualquier carácter de escape. " "Estos incluyen todos los caracteres de control no imprimibles de la primera " "página de la tabla ASCII (< 32), como los caracteres de tabulación " "([code]\\t[/code] en C) y de nueva línea ([code]\\n[/code] y [code]\\r[/" "code]), pero no los espacios." #: doc/classes/String.xml msgid "" "Returns part of the string from the position [code]from[/code] with length " "[code]len[/code]. Argument [code]len[/code] is optional and using [code]-1[/" "code] will return remaining characters from given position." msgstr "" "Devuelve parte de la string de la posición [code]from[/code] con la longitud " "[code]len[/code]. El argumento [code]len[/code] es opcional y usando " "[code]-1[/code] devolverá los caracteres restantes de la posición dada." #: doc/classes/String.xml #, fuzzy msgid "" "Converts the String (which is a character array) to [PoolByteArray] (which " "is an array of bytes). The conversion is faster compared to [method " "to_utf8], as this method assumes that all the characters in the String are " "ASCII characters." msgstr "" "Convierte la String (que es un array de caracteres) en [PackedByteArray] " "(que es una array de bytes). La conversión es más rápida en comparación con " "[method to_utf8], ya que este método asume que todos los caracteres del " "String son caracteres ASCII." #: doc/classes/String.xml msgid "" "Converts a string containing a decimal number into a [code]float[/code]. The " "method will stop on the first non-number character except the first [code].[/" "code] (decimal point), and [code]e[/code] which is used for exponential.\n" "[codeblock]\n" "print(\"12.3\".to_float()) # 12.3\n" "print(\"1.2.3\".to_float()) # 1.2\n" "print(\"12ab3\".to_float()) # 12\n" "print(\"1e3\".to_float()) # 1000\n" "[/codeblock]" msgstr "" #: doc/classes/String.xml msgid "" "Converts a string containing an integer number into an [code]int[/code]. The " "method will remove any non-number character and stop if it encounters a " "[code].[/code].\n" "[codeblock]\n" "print(\"123\".to_int()) # 123\n" "print(\"a1b2c3\".to_int()) # 123\n" "print(\"1.2.3\".to_int()) # 1\n" "[/codeblock]" msgstr "" #: doc/classes/String.xml msgid "Returns the string converted to lowercase." msgstr "Devuelve la string convertida en minúsculas." #: doc/classes/String.xml msgid "Returns the string converted to uppercase." msgstr "Devuelve la string convertida en mayúsculas." #: doc/classes/String.xml #, fuzzy msgid "" "Converts the String (which is an array of characters) to [PoolByteArray] " "(which is an array of bytes). The conversion is a bit slower than [method " "to_ascii], but supports all UTF-8 characters. Therefore, you should prefer " "this function over [method to_ascii]." msgstr "" "Convierte la Cadena (que es un array de caracteres) en [PackedByteArray] " "(que es un array de bytes). La conversión es un poco más lenta que la de " "[method to_ascii], pero soporta todos los caracteres UTF-8. Por lo tanto, " "debería preferir esta función a [method to_ascii]." #: doc/classes/String.xml msgid "" "Converts the String (which is an array of characters) to [PoolByteArray] " "(which is an array of bytes)." msgstr "" #: doc/classes/String.xml msgid "" "Removes a given string from the start if it starts with it or leaves the " "string unchanged." msgstr "" "Elimina una determinada string desde el principio si empieza con ella o deja " "la string sin cambios." #: doc/classes/String.xml msgid "" "Removes a given string from the end if it ends with it or leaves the string " "unchanged." msgstr "" "Elimina una determinada string del final si termina con ella o deja la " "string sin cambios." #: doc/classes/String.xml #, fuzzy msgid "" "Removes any characters from the string that are prohibited in [Node] names " "([code].[/code] [code]:[/code] [code]@[/code] [code]/[/code] [code]\"[/" "code])." msgstr "" "Devuelve la fecha actual como un diccionario de claves: [code]year[/code], " "[code]month[/code], [code]day[/code], [code]weekday[/code], [code]dst[/code] " "(Horario de verano)." #: doc/classes/String.xml msgid "" "Returns a copy of the string with special characters escaped using the XML " "standard." msgstr "" "Devuelve una copia de la string con caracteres especiales escapados usando " "el estándar XML." #: doc/classes/String.xml msgid "" "Returns a copy of the string with escaped characters replaced by their " "meanings according to the XML standard." msgstr "" "Devuelve una copia de la string con los caracteres escapados reemplazados " "por sus significados según el estándar XML." #: doc/classes/StyleBox.xml msgid "Base class for drawing stylized boxes for the UI." msgstr "Clase base para dibujar cajas estilizadas para la UI." #: doc/classes/StyleBox.xml #, fuzzy msgid "" "StyleBox is [Resource] that provides an abstract base class for drawing " "stylized boxes for the UI. StyleBoxes are used for drawing the styles of " "buttons, line edit backgrounds, tree backgrounds, etc. and also for testing " "a transparency mask for pointer signals. If mask test fails on a StyleBox " "assigned as mask to a control, clicks and motion signals will go through it " "to the one below.\n" "[b]Note:[/b] For children of [Control] that have [i]Theme Properties[/i], " "the [code]focus[/code] [StyleBox] is displayed over the [code]normal[/code], " "[code]hover[/code] or [code]pressed[/code] [StyleBox]. This makes the " "[code]focus[/code] [StyleBox] more reusable across different nodes." msgstr "" "StyleBox es [Resource] que proporciona una clase base abstracta para dibujar " "cajas estilizadas para la interfaz de usuario. StyleBoxes se utiliza para " "dibujar los estilos de los botones, fondos de edición de línea, fondos de " "árbol, etc. y también para probar una máscara de transparencia para las " "señales de los punteros. Si la prueba de la máscara falla en un StyleBox " "asignado como máscara a un control, los clics y las señales de movimiento " "pasarán a través de ella a la siguiente." #: doc/classes/StyleBox.xml msgid "" "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 msgid "Returns the size of this [StyleBox] without the margins." msgstr "Devuelve el tamaño de este [StyleBox] sin los márgenes." #: doc/classes/StyleBox.xml msgid "" "Returns the [CanvasItem] that handles its [constant CanvasItem." "NOTIFICATION_DRAW] or [method CanvasItem._draw] callback at this moment." msgstr "" "Devuelve el [CanvasItem] que maneja su [constant CanvasItem." "NOTIFICATION_DRAW] o [method CanvasItem._draw] llamada en este momento." #: doc/classes/StyleBox.xml msgid "Returns the default value of the specified [enum Margin]." msgstr "Devuelve el valor por defecto del especificado [enum Margin]." #: doc/classes/StyleBox.xml msgid "" "Returns the content margin offset for the specified [enum Margin].\n" "Positive values reduce size inwards, unlike [Control]'s margin values." msgstr "" "Devuelve el desplazamiento del margen de contenido para el especificado " "[enum Margin].\n" "Los valores positivos reducen el tamaño hacia adentro, a diferencia de los " "valores de margen de [Control]." #: doc/classes/StyleBox.xml msgid "Returns the minimum size that this stylebox can be shrunk to." msgstr "Devuelve el tamaño mínimo al que se puede reducir esta caja de estilo." #: doc/classes/StyleBox.xml msgid "" "Returns the \"offset\" of a stylebox. This helper function returns a value " "equivalent to [code]Vector2(style.get_margin(MARGIN_LEFT), style." "get_margin(MARGIN_TOP))[/code]." msgstr "" "Devuelve el \"desplazamiento\" de una caja de estilo. Esta función de ayuda " "devuelve un valor equivalente a [code]Vector2(style.get_margin(MARGIN_LEFT), " "style.get_margin(MARGIN_TOP))[/code]." #: doc/classes/StyleBox.xml msgid "" "Sets the default value of the specified [enum Margin] to given [code]offset[/" "code] in pixels." msgstr "" "Establece el valor por defecto del [enum Margin] especificado a un " "[code]desplazamiento[/code] dado en píxeles." #: doc/classes/StyleBox.xml msgid "Test a position in a rectangle, return whether it passes the mask test." msgstr "" "Pruebe una posición en un rectángulo, vuelva si pasa la prueba de la máscara." #: doc/classes/StyleBox.xml msgid "" "The bottom margin for the contents of this style box. Increasing this value " "reduces the space available to the contents from the bottom.\n" "If this value is negative, it is ignored and a child-specific margin is used " "instead. For example for [StyleBoxFlat] the border thickness (if any) is " "used instead.\n" "It is up to the code using this style box to decide what these contents are: " "for example, a [Button] respects this content margin for the textual " "contents of the button.\n" "[method get_margin] should be used to fetch this value as consumer instead " "of reading these properties directly. This is because it correctly respects " "negative values and the fallback mentioned above." msgstr "" "El margen inferior para el contenido de esta caja de estilo. Aumentando este " "valor se reduce el espacio disponible para los contenidos desde la parte " "inferior.\n" "Si este valor es negativo, se ignora y en su lugar se utiliza un margen " "específico para el niño. Por ejemplo, para [StyleBoxFlat] se utiliza en su " "lugar el grosor del borde (si lo hay).\n" "Depende del código que utilice este cuadro de estilo decidir cuáles son " "estos contenidos: por ejemplo, un [Button] respeta este margen de contenido " "para el contenido textual del botón.\n" "El [method get_margin] debe ser usado para obtener este valor como " "consumidor en lugar de leer estas propiedades directamente. Esto se debe a " "que respeta correctamente los valores negativos y la solución alternativa " "mencionada anteriormente." #: doc/classes/StyleBox.xml msgid "" "The left margin for the contents of this style box.Increasing this value " "reduces the space available to the contents from the left.\n" "Refer to [member content_margin_bottom] for extra considerations." msgstr "" "El margen izquierdo para el contenido de esta caja de estilo. Aumentando " "este valor se reduce el espacio disponible para los contenidos de la " "izquierda.\n" "Consulte [member content_margin_bottom] para consideraciones adicionales." #: doc/classes/StyleBox.xml msgid "" "The right margin for the contents of this style box. Increasing this value " "reduces the space available to the contents from the right.\n" "Refer to [member content_margin_bottom] for extra considerations." msgstr "" "El margen derecho para el contenido de esta caja de estilo. Aumentando este " "valor se reduce el espacio disponible para los contenidos de la derecha.\n" "Consulte [member content_margin_bottom] para consideraciones adicionales." #: doc/classes/StyleBox.xml msgid "" "The top margin for the contents of this style box. Increasing this value " "reduces the space available to the contents from the top.\n" "Refer to [member content_margin_bottom] for extra considerations." msgstr "" "El margen superior para el contenido de esta caja de estilo. Aumentando este " "valor se reduce el espacio disponible para los contenidos desde la parte " "superior.\n" "Consulte [member content_margin_bottom] para consideraciones adicionales." #: doc/classes/StyleBoxEmpty.xml msgid "Empty stylebox (does not display anything)." msgstr "Caja de estilo vacía (no muestra nada)." #: doc/classes/StyleBoxEmpty.xml msgid "Empty stylebox (really does not display anything)." msgstr "Caja de estilo vacía (realmente no muestra nada)." #: doc/classes/StyleBoxFlat.xml msgid "" "Customizable [StyleBox] with a given set of parameters (no texture required)." msgstr "" "Personalizable [StyleBox] con un conjunto determinado de parámetros (no " "requiere textura)." #: doc/classes/StyleBoxFlat.xml #, fuzzy msgid "" "This [StyleBox] can be used to achieve all kinds of looks without the need " "of a texture. The following properties are customizable:\n" "- Color\n" "- Border width (individual width for each border)\n" "- Rounded corners (individual radius for each corner)\n" "- Shadow (with blur and offset)\n" "Setting corner radius to high values is allowed. As soon as corners overlap, " "the stylebox will switch to a relative system. Example:\n" "[codeblock]\n" "height = 30\n" "corner_radius_top_left = 50\n" "corner_radius_bottom_left = 100\n" "[/codeblock]\n" "The relative system now would take the 1:2 ratio of the two left corners to " "calculate the actual corner width. Both corners added will [b]never[/b] be " "more than the height. Result:\n" "[codeblock]\n" "corner_radius_top_left: 10\n" "corner_radius_bottom_left: 20\n" "[/codeblock]" msgstr "" "Este [StyleBox] puede ser usado para lograr todo tipo de apariencia sin " "necesidad de una textura. Esas propiedades son personalizables:\n" "- Color\n" "- Ancho de la frontera (ancho individual para cada frontera)\n" "- Esquinas redondeadas (radio individual para cada esquina)\n" "- Sombra (con desenfoque y desplazamiento)\n" "Se permite ajustar el radio de la esquina a valores altos. Tan pronto como " "las esquinas se superpongan, el cuadro de estilo cambiará a un sistema " "relativo. Ejemplo:\n" "[codeblock]\n" "height = 30\n" "corner_radious_top_left = 50\n" "corner_radius_bottom_left = 100\n" "[/codeblock]\n" "El sistema relativo ahora tomaría la proporción 1:2 de las dos esquinas " "izquierdas para calcular el ancho real de la esquina. Ambas esquinas sumadas " "[b]nunca[/b] serán más que la altura. Resultado:\n" "[codeblock]\n" "corner_radius_top_left: 10\n" "corner_radius_bottom_left: 20\n" "[/codeblock]" #: doc/classes/StyleBoxFlat.xml msgid "" "Returns the given [code]margin[/code]'s border width. See [enum Margin] for " "possible values." msgstr "" "Devuelve el ancho del borde del [code]margin[/code] dado. Ver [enum Margin] " "para los posibles valores." #: doc/classes/StyleBoxFlat.xml msgid "Returns the smallest border width out of all four borders." msgstr "Devuelve el menor ancho de borde de los cuatro bordes." #: doc/classes/StyleBoxFlat.xml msgid "" "Returns the given [code]corner[/code]'s radius. See [enum Corner] for " "possible values." msgstr "" "Devuelve el radio de la [code]corner[/code] dado. Ver [enum Corner] para los " "posibles valores." #: doc/classes/StyleBoxFlat.xml doc/classes/StyleBoxTexture.xml msgid "" "Returns the size of the given [code]margin[/code]'s expand margin. See [enum " "Margin] for possible values." msgstr "" "Devuelve el tamaño de la expansión del [code]margin[/code]. Ver [enum " "Margin] para los posibles valores." #: doc/classes/StyleBoxFlat.xml msgid "" "Sets the border width to [code]width[/code] pixels for the given " "[code]margin[/code]. See [enum Margin] for possible values." msgstr "" "Establece el ancho del borde a [code]width[/code] píxeles para el " "[code]margin[/code] dado. Ver [enum Margin] para los posibles valores." #: doc/classes/StyleBoxFlat.xml msgid "Sets the border width to [code]width[/code] pixels for all margins." msgstr "" "Establece el ancho del borde a [code]width[/code] pixeles para todos los " "márgenes." #: doc/classes/StyleBoxFlat.xml msgid "" "Sets the corner radius to [code]radius[/code] pixels for the given " "[code]corner[/code]. See [enum Corner] for possible values." msgstr "" "Establece el radio de la esquina a [code]radius[/code] píxeles para la " "[code]corner[/code] dada. Ver [enum Corner] para los posibles valores." #: doc/classes/StyleBoxFlat.xml msgid "Sets the corner radius to [code]radius[/code] pixels for all corners." msgstr "" "Establece el radio de la esquina a [code]radius[/code] píxeles para todas " "las esquinas." #: doc/classes/StyleBoxFlat.xml msgid "" "Sets the corner radius for each corner to [code]radius_top_left[/code], " "[code]radius_top_right[/code], [code]radius_bottom_right[/code], and " "[code]radius_bottom_left[/code] pixels." msgstr "" "Establece el radio de cada esquina en [code]radius_top_left[/code], " "[code]radius_top_right[/code], [code]radius_bottom_right[/code], y " "[code]radius_bottom_left[/code] pixeles." #: doc/classes/StyleBoxFlat.xml doc/classes/StyleBoxTexture.xml msgid "" "Sets the expand margin to [code]size[/code] pixels for the given " "[code]margin[/code]. See [enum Margin] for possible values." msgstr "" "Establece el margen de expansión a [code]size[/code] pixels para el " "[code]margin[/code] dado. Ver [enum Margin] para los posibles valores." #: doc/classes/StyleBoxFlat.xml doc/classes/StyleBoxTexture.xml msgid "Sets the expand margin to [code]size[/code] pixels for all margins." msgstr "" "Establece el margen de expansión a [code]size[/code] pixeles para todos los " "márgenes." #: doc/classes/StyleBoxFlat.xml doc/classes/StyleBoxTexture.xml msgid "" "Sets the expand margin for each margin to [code]size_left[/code], " "[code]size_top[/code], [code]size_right[/code], and [code]size_bottom[/code] " "pixels." msgstr "" "Establece el margen de expansión de cada margen en [code]size_left[/code], " "[code]size_top[/code], [code]size_right[/code], y [code]size_bottom[/code] " "pixeles." #: doc/classes/StyleBoxFlat.xml #, fuzzy 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 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 " "glitches." msgstr "" "El antialiasing dibuja un pequeño anillo alrededor de los bordes, que se " "desvanece en la transparencia. Como resultado, los bordes se ven mucho más " "suaves. Esto sólo se nota cuando se usan esquinas redondeadas." #: doc/classes/StyleBoxFlat.xml msgid "" "This changes the size of the faded ring. Higher values can be used to " "achieve a \"blurry\" effect." msgstr "" "Esto cambia el tamaño del anillo descolorido. Se pueden usar valores más " "altos para lograr un efecto \"borroso\"." #: doc/classes/StyleBoxFlat.xml msgid "The background color of the stylebox." msgstr "El color de fondo de la caja de estilo." #: doc/classes/StyleBoxFlat.xml msgid "If [code]true[/code], the border will fade into the background color." msgstr "Si [code]true[/code], el borde se desvanecerá en el color de fondo." #: doc/classes/StyleBoxFlat.xml msgid "Sets the color of the border." msgstr "Establece el color del borde." #: doc/classes/StyleBoxFlat.xml msgid "Border width for the bottom border." msgstr "Ancho del borde para el borde inferior." #: doc/classes/StyleBoxFlat.xml msgid "Border width for the left border." msgstr "Ancho del borde para el borde izquierdo." #: doc/classes/StyleBoxFlat.xml msgid "Border width for the right border." msgstr "Ancho del borde para el borde derecho." #: doc/classes/StyleBoxFlat.xml msgid "Border width for the top border." msgstr "Ancho del borde para el borde superior." #: doc/classes/StyleBoxFlat.xml #, fuzzy msgid "" "This sets the number of vertices used for each corner. Higher values result " "in rounder corners but take more processing power to compute. When choosing " "a value, you should take the corner radius ([method set_corner_radius_all]) " "into account.\n" "For corner radii less than 10, [code]4[/code] or [code]5[/code] should be " "enough. For corner radii less than 30, values between [code]8[/code] and " "[code]12[/code] should be enough.\n" "A corner detail of [code]1[/code] will result in chamfered corners instead " "of rounded corners, which is useful for some artistic effects." msgstr "" "Esto establece la cantidad de vértices utilizados para cada esquina. Valores " "más altos resultan en esquinas más redondeadas pero requieren más poder de " "procesamiento para calcular. Cuando se elige un valor, se debe tener en " "cuenta el radio de la esquina ([method set_corner_radius_all]).\n" "Para radios de esquina menores de 10, [code]4[/code] o [code]5[/code] " "debería ser suficiente. Para radios de esquina menores de 30, los valores " "entre [code]8[/code] y [code]12[/code] deberían ser suficientes.\n" "Un detalle de esquina de [code]1[/code] dará lugar a esquinas biseladas en " "lugar de esquinas redondeadas, lo que es útil para algunos efectos " "artísticos." #: doc/classes/StyleBoxFlat.xml msgid "" "The bottom-left corner's radius. If [code]0[/code], the corner is not " "rounded." msgstr "" "El radio de la esquina inferior izquierda. Si [code]0[/code], la esquina no " "está redondeada." #: doc/classes/StyleBoxFlat.xml msgid "" "The bottom-right corner's radius. If [code]0[/code], the corner is not " "rounded." msgstr "" "El radio de la esquina inferior derecha. Si [code]0[/code], la esquina no " "está redondeada." #: doc/classes/StyleBoxFlat.xml msgid "" "The top-left corner's radius. If [code]0[/code], the corner is not rounded." msgstr "" "El radio de la esquina superior izquierda. Si [code]0[/code], la esquina no " "está redondeada." #: doc/classes/StyleBoxFlat.xml msgid "" "The top-right corner's radius. If [code]0[/code], the corner is not rounded." msgstr "" "El radio de la esquina superior derecha. Si [code]0[/code], la esquina no " "está redondeada." #: doc/classes/StyleBoxFlat.xml msgid "Toggles drawing of the inner part of the stylebox." msgstr "Cambia el dibujo de la parte interior de la caja de estilo." #: doc/classes/StyleBoxFlat.xml 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.\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.\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.\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.\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 msgid "" "The color of the shadow. This has no effect if [member shadow_size] is lower " "than 1." msgstr "" "El color de la sombra. Esto no tiene efecto si [member shadow_size] es " "inferior a 1." #: doc/classes/StyleBoxFlat.xml msgid "" "The shadow offset in pixels. Adjusts the position of the shadow relatively " "to the stylebox." msgstr "" "El desplazamiento de la sombra en píxeles. Ajusta la posición de la sombra " "relativamente al stylebox." #: doc/classes/StyleBoxFlat.xml msgid "The shadow size in pixels." msgstr "El tamaño de la sombra en píxeles." #: 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 "[StyleBox] que muestra una sola línea." #: doc/classes/StyleBoxLine.xml msgid "" "[StyleBox] that displays a single line of a given color and thickness. It " "can be used to draw things like separators." msgstr "" "[StyleBox] que muestra una sola línea de un determinado color y grosor. Se " "puede usar para dibujar cosas como separadores." #: doc/classes/StyleBoxLine.xml msgid "The line's color." msgstr "El color de la línea." #: doc/classes/StyleBoxLine.xml msgid "" "The number of pixels the line will extend before the [StyleBoxLine]'s " "bounds. If set to a negative value, the line will begin inside the " "[StyleBoxLine]'s bounds." msgstr "" "El número de píxeles que la línea se extenderá antes de los límites de la " "[StyleBoxLine]. Si se ajusta a un valor negativo, la línea comenzará dentro " "de los límites de [StyleBoxLine]." #: doc/classes/StyleBoxLine.xml msgid "" "The number of pixels the line will extend past the [StyleBoxLine]'s bounds. " "If set to a negative value, the line will end inside the [StyleBoxLine]'s " "bounds." msgstr "" "El número de píxeles que la línea se extenderá más allá de los límites de " "[StyleBoxLine]. Si se ajusta a un valor negativo, la línea terminará dentro " "de los límites de [StyleBoxLine]." #: doc/classes/StyleBoxLine.xml msgid "The line's thickness in pixels." msgstr "El grosor de la línea en píxeles." #: doc/classes/StyleBoxLine.xml msgid "" "If [code]true[/code], the line will be vertical. If [code]false[/code], the " "line will be horizontal." msgstr "" "Si [code]true[/code], la línea será vertical. Si [code]false[/code], la " "línea será horizontal." #: doc/classes/StyleBoxTexture.xml msgid "Texture-based nine-patch [StyleBox]." msgstr "Textura basada en nine-patch [StyleBox]." #: doc/classes/StyleBoxTexture.xml msgid "" "Texture-based nine-patch [StyleBox], in a way similar to [NinePatchRect]. " "This stylebox performs a 3×3 scaling of a texture, where only the center " "cell is fully stretched. This makes it possible to design bordered styles " "regardless of the stylebox's size." msgstr "" "Textura basada en nine-patch [StyleBox], de forma similar a [NinePatchRect]. " "Este cuadro de estilo realiza una escala de 3×3 de una textura, donde sólo " "la celda central se estira completamente. Esto hace posible diseñar estilos " "con bordes sin importar el tamaño del cuadro de estilo." #: doc/classes/StyleBoxTexture.xml msgid "" "Returns the size of the given [code]margin[/code]. See [enum Margin] for " "possible values." msgstr "" "Devuelve el tamaño del [code]margin[/code] dado. Ver [enum Margin] para los " "posibles valores." #: doc/classes/StyleBoxTexture.xml msgid "" "Sets the margin to [code]size[/code] pixels for the given [code]margin[/" "code]. See [enum Margin] for possible values." msgstr "" "Establece el margen a [code]size[/code] pixels para el [code]margin[/code] " "dado. Ver [enum Margin] para los posibles valores." #: doc/classes/StyleBoxTexture.xml msgid "" "Controls how the stylebox's texture will be stretched or tiled horizontally. " "See [enum AxisStretchMode] for possible values." msgstr "" "Controla cómo la textura de la caja de estilo será estirada o embaldosada " "horizontalmente. Ver [enum AxisStretchMode] para los posibles valores." #: doc/classes/StyleBoxTexture.xml msgid "" "Controls how the stylebox's texture will be stretched or tiled vertically. " "See [enum AxisStretchMode] for possible values." msgstr "" "Controla cómo la textura de la caja de estilo será estirada o embaldosada " "verticalmente. Ver [enum AxisStretchMode] para los posibles valores." #: doc/classes/StyleBoxTexture.xml msgid "" "If [code]true[/code], the nine-patch texture's center tile will be drawn." msgstr "" "Si [code]true[/code], se dibujará el tile central de la textura nine-patch." #: doc/classes/StyleBoxTexture.xml msgid "" "Expands the bottom margin of this style box when drawing, causing it to be " "drawn larger than requested." msgstr "" "Expande el margen inferior de este cuadro de estilo al dibujar, haciendo que " "sea más grande de lo solicitado." #: doc/classes/StyleBoxTexture.xml msgid "" "Expands the left margin of this style box when drawing, causing it to be " "drawn larger than requested." msgstr "" "Expande el margen izquierdo de esta caja de estilo al dibujar, haciendo que " "se dibuje más grande de lo solicitado." #: doc/classes/StyleBoxTexture.xml msgid "" "Expands the right margin of this style box when drawing, causing it to be " "drawn larger than requested." msgstr "" "Expande el margen derecho de esta caja de estilo al dibujar, haciendo que se " "dibuje más grande de lo solicitado." #: doc/classes/StyleBoxTexture.xml msgid "" "Expands the top margin of this style box when drawing, causing it to be " "drawn larger than requested." msgstr "" "Expande el margen superior de esta caja de estilo al dibujar, haciendo que " "se dibuje más grande de lo solicitado." #: doc/classes/StyleBoxTexture.xml msgid "" "Increases the bottom margin of the 3×3 texture box.\n" "A higher value means more of the source texture is considered to be part of " "the bottom border of the 3×3 box.\n" "This is also the value used as fallback for [member StyleBox." "content_margin_bottom] if it is negative." msgstr "" "Aumenta el margen inferior de la caja de textura de 3×3.\n" "Un valor más alto significa que se considera que una mayor parte de la " "textura fuente forma parte del borde inferior de la caja de 3×3.\n" "Este es también el valor usado como respaldo para [member StyleBox." "content_margin_bottom] si es negativo." #: doc/classes/StyleBoxTexture.xml msgid "" "Increases the left margin of the 3×3 texture box.\n" "A higher value means more of the source texture is considered to be part of " "the left border of the 3×3 box.\n" "This is also the value used as fallback for [member StyleBox." "content_margin_left] if it is negative." msgstr "" "Aumenta el margen izquierdo de la caja de textura de 3×3.\n" "Un valor más alto significa que se considera que una mayor parte de la " "textura de la fuente forma parte del margen izquierdo de la caja de 3×3.\n" "Este es también el valor usado como respaldo para [member StyleBox." "content_margin_left] si es negativo." #: doc/classes/StyleBoxTexture.xml msgid "" "Increases the right margin of the 3×3 texture box.\n" "A higher value means more of the source texture is considered to be part of " "the right border of the 3×3 box.\n" "This is also the value used as fallback for [member StyleBox." "content_margin_right] if it is negative." msgstr "" "Aumenta el margen derecho de la caja de textura de 3×3.\n" "Un valor más alto significa que se considera que una mayor parte de la " "textura fuente forma parte del margen derecho de la caja de 3×3.\n" "Este es también el valor usado como respaldo para [member StyleBox." "content_margin_right] si es negativo." #: doc/classes/StyleBoxTexture.xml msgid "" "Increases the top margin of the 3×3 texture box.\n" "A higher value means more of the source texture is considered to be part of " "the top border of the 3×3 box.\n" "This is also the value used as fallback for [member StyleBox." "content_margin_top] if it is negative." msgstr "" "Aumenta el margen superior de la caja de textura de 3×3.\n" "Un valor más alto significa que se considera que una mayor parte de la " "textura fuente forma parte del borde superior de la caja de 3×3.\n" "Este es también el valor usado como respaldo para [member StyleBox." "content_margin_top] si es negativo." #: doc/classes/StyleBoxTexture.xml msgid "Modulates the color of the texture when this style box is drawn." msgstr "Modula el color de la textura cuando se dibuja este cuadro de estilo." #: doc/classes/StyleBoxTexture.xml msgid "" "The normal map to use when drawing this style box.\n" "[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 "" "El mapa normal para usar al dibujar este cuadro de estilo.\n" "[b]Nota:[/b] Godot espera que el mapa normal use las coordenadas X+, Y-, y " "Z+. Ver [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]esta página[/url] " "para una comparación de las coordenadas del mapa normal esperadas por los " "motores populares." #: doc/classes/StyleBoxTexture.xml msgid "" "Species a sub-region of the texture to use.\n" "This is equivalent to first wrapping the texture in an [AtlasTexture] with " "the same region." msgstr "" "Especifica una sub-región de la textura a utilizar.\n" "Esto equivale a envolver primero la textura en un [AtlasTexture] con la " "misma región." #: doc/classes/StyleBoxTexture.xml msgid "The texture to use when drawing this style box." msgstr "La textura a usar al dibujar este cuadro de estilo." #: doc/classes/StyleBoxTexture.xml msgid "Emitted when the stylebox's texture is changed." msgstr "Emitido cuando se cambia la textura del stylebox." #: doc/classes/StyleBoxTexture.xml msgid "" "Stretch the stylebox's texture. This results in visible distortion unless " "the texture size matches the stylebox's size perfectly." msgstr "" "Estira la textura de la stylebox. Esto resulta en una distorsión visible a " "menos que el tamaño de la textura coincida perfectamente con el tamaño de la " "stylebox." #: doc/classes/StyleBoxTexture.xml msgid "" "Repeats the stylebox's texture to match the stylebox's size according to the " "nine-patch system." msgstr "" "Repite la textura de la stylebox para que coincida con el tamaño de la caja " "de estilo según el sistema nine-patch." #: doc/classes/StyleBoxTexture.xml msgid "" "Repeats the stylebox's texture to match the stylebox's size according to the " "nine-patch system. Unlike [constant AXIS_STRETCH_MODE_TILE], the texture may " "be slightly stretched to make the nine-patch texture tile seamlessly." msgstr "" "Repite la textura de la stylebox para que coincida con el tamaño de la caja " "de estilo según el sistema nine-patch. A diferencia de [constant " "AXIS_STRETCH_MODE_TILE], la textura puede ser ligeramente estirada para " "hacer que la textura nine-patch se aplique sin fisuras." #: doc/classes/SurfaceTool.xml msgid "Helper tool to create geometry." msgstr "Herramienta de ayuda para crear geometría." #: doc/classes/SurfaceTool.xml #, fuzzy msgid "" "The [SurfaceTool] is used to construct a [Mesh] by specifying vertex " "attributes individually. It can be used to construct a [Mesh] from a script. " "All properties except indices need to be added before calling [method " "add_vertex]. For example, to add vertex colors and UVs:\n" "[codeblock]\n" "var st = SurfaceTool.new()\n" "st.begin(Mesh.PRIMITIVE_TRIANGLES)\n" "st.add_color(Color(1, 0, 0))\n" "st.add_uv(Vector2(0, 0))\n" "st.add_vertex(Vector3(0, 0, 0))\n" "[/codeblock]\n" "The above [SurfaceTool] now contains one vertex of a triangle which has a UV " "coordinate and a specified [Color]. If another vertex were added without " "calling [method add_uv] or [method add_color], then the last values would be " "used.\n" "Vertex attributes must be passed [b]before[/b] calling [method add_vertex]. " "Failure to do so will result in an error when committing the vertex " "information to a mesh.\n" "Additionally, the attributes used before the first vertex is added determine " "the format of the mesh. For example, if you only add UVs to the first " "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] Godot uses clockwise [url=https://learnopengl.com/Advanced-" "OpenGL/Face-culling]winding order[/url] for front faces of triangle " "primitive modes." msgstr "" "La [SurfaceTool] se utiliza para construir una [Mesh] especificando " "individualmente los atributos de los vértices. Se puede utilizar para " "construir una [Mesh] a partir de un script. Todas las propiedades, excepto " "los índices, deben ser añadidas antes de llamar a [method add_vertex]. Por " "ejemplo, para añadir colores de vértice y UVs:\n" "[codeblock]\n" "var st = SurfaceTool.new()\n" "st.begin(Mesh.PRIMITIVE_TRIANGLES)\n" "st.add_color(Color(1, 0, 0))\n" "st.add_uv(Vector2(0, 0))\n" "st.add_vertex(Vector3(0, 0, 0))\n" "[/codeblock]\n" "La [SurfaceTool] anterior contiene ahora un vértice de un triángulo que " "tiene una coordenada UV y un [Color] especificado. Si se agregara otro " "vértice sin llamar a [method add_uv] o [method add_color], entonces se " "utilizarían los últimos valores.\n" "Los atributos del vértice deben pasarse [b]antes de[/b] llamar a [method " "add_vertex]. Si no se hace así, se producirá un error al confirmar la " "información de los vértices en una malla.\n" "Además, los atributos utilizados antes de añadir el primer vértice " "determinan el formato de la malla. Por ejemplo, si sólo se agregan UVs al " "primer vértice, no se puede agregar color a ninguno de los vértices " "subsiguientes.\n" "Ver también [ArrayMesh], [ImmediateGeometry] y [MeshDataTool] para la " "generación de la geometría de procedimiento.\n" "[b]Nota:[/b] Godot utiliza el orden de giro en el sentido de las agujas del " "reloj [url=https://learnopengl.com/Advanced-OpenGL/Face-culling]para las " "caras frontales de los modos primitivos de los triángulos." #: doc/classes/SurfaceTool.xml #, fuzzy msgid "" "Specifies an array of bones to use for the [i]next[/i] vertex. [code]bones[/" "code] must contain 4 integers." msgstr "" "Añade un array de huesos para el próximo vértice a utilizar. Los " "[code]bones[/code] deben contener 4 enteros." #: doc/classes/SurfaceTool.xml msgid "" "Specifies a [Color] to use for the [i]next[/i] vertex. If every vertex needs " "to have this information set and you fail to submit it for the first vertex, " "this information may not be used at all.\n" "[b]Note:[/b] The material must have [member SpatialMaterial." "vertex_color_use_as_albedo] enabled for the vertex color to be visible." msgstr "" #: doc/classes/SurfaceTool.xml msgid "" "Adds an index to index array if you are using indexed vertices. Does not " "need to be called before adding vertices." msgstr "" "Añade un índice a un array de índices si está usando vértices indexados. No " "es necesario llamar antes de añadir los vértices." #: doc/classes/SurfaceTool.xml msgid "" "Specifies a normal to use for the [i]next[/i] vertex. If every vertex needs " "to have this information set and you fail to submit it for the first vertex, " "this information may not be used at all." msgstr "" #: doc/classes/SurfaceTool.xml msgid "" "Specifies whether the current vertex (if using only vertex arrays) or " "current index (if also using index arrays) should use smooth normals for " "normal calculation." msgstr "" "Especifica si el vértice actual (si se utilizan sólo arrays de vértices) o " "el índice actual (si también se utilizan arrays de índices) debe utilizar " "normales suaves para el cálculo normal." #: doc/classes/SurfaceTool.xml msgid "" "Specifies a tangent to use for the [i]next[/i] vertex. If every vertex needs " "to have this information set and you fail to submit it for the first vertex, " "this information may not be used at all." msgstr "" #: doc/classes/SurfaceTool.xml msgid "" "Inserts a triangle fan made of array data into [Mesh] being constructed.\n" "Requires the primitive type be set to [constant Mesh.PRIMITIVE_TRIANGLES]." msgstr "" "Inserta un triangulo fan hecho de un array de datos en la [Mesh] que se está " "construyendo.\n" "Requiere que el tipo primitivo se establezca en [constant Mesh." "PRIMITIVE_TRIANGLES]." #: doc/classes/SurfaceTool.xml msgid "" "Specifies a set of UV coordinates to use for the [i]next[/i] vertex. If " "every vertex needs to have this information set and you fail to submit it " "for the first vertex, this information may not be used at all." msgstr "" #: doc/classes/SurfaceTool.xml msgid "" "Specifies an optional second set of UV coordinates to use for the [i]next[/" "i] vertex. If every vertex needs to have this information set and you fail " "to submit it for the first vertex, this information may not be used at all." msgstr "" #: doc/classes/SurfaceTool.xml msgid "" "Specifies the position of current vertex. Should be called after specifying " "other vertex properties (e.g. Color, UV)." msgstr "" "Especifica la posición del vértice actual. Debe ser llamado después de " "especificar otras propiedades del vértice (por ejemplo, Color, UV)." #: doc/classes/SurfaceTool.xml msgid "" "Specifies weight values to use for the [i]next[/i] vertex. [code]weights[/" "code] must contain 4 values. If every vertex needs to have this information " "set and you fail to submit it for the first vertex, this information may not " "be used at all." msgstr "" #: doc/classes/SurfaceTool.xml msgid "" "Append vertices from a given [Mesh] surface onto the current vertex array " "with specified [Transform].\n" "[b]Note:[/b] Using [method append_from] on a [Thread] is much slower as the " "GPU must communicate data back to the CPU, while also causing the main " "thread to stall (as OpenGL is not thread-safe). Consider requesting a copy " "of the mesh, converting it to an [ArrayMesh] and adding vertices manually " "instead." msgstr "" #: doc/classes/SurfaceTool.xml msgid "" "Called before adding any vertices. Takes the primitive type as an argument " "(e.g. [constant Mesh.PRIMITIVE_TRIANGLES])." msgstr "" "Llamado antes de añadir cualquier vértice. Toma el tipo primitivo como " "argumento (por ejemplo, [constant Mesh.PRIMITIVE_TRIANGLES])." #: doc/classes/SurfaceTool.xml msgid "Clear all information passed into the surface tool so far." msgstr "" "Despeja toda la información pasada a la herramienta de la superficie hasta " "ahora." #: doc/classes/SurfaceTool.xml #, fuzzy msgid "" "Returns a constructed [ArrayMesh] from current information passed in. If an " "existing [ArrayMesh] is passed in as an argument, will add an extra surface " "to the existing [ArrayMesh].\n" "Default flag is [constant Mesh.ARRAY_COMPRESS_DEFAULT] if compression is " "enabled. If compression is disabled the default flag is [constant Mesh." "ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION]. See [code]ARRAY_COMPRESS_*[/code] " "constants in [enum Mesh.ArrayFormat] for other flags." msgstr "" "Devuelve un [ArrayMesh] construido a partir de la información actual pasada. " "Si se pasa un [ArrayMesh] existente como argumento, añadirá una superficie " "extra al [ArrayMesh] existente.\n" "La bandera por defecto es [Mesh constant.ARRAY_COMPRESS_DEFAULT]. Ver las " "constantes [code]ARRAY_COMPRESS_*[/code] en [enum Mesh.ArrayFormat] para " "otras banderas." #: doc/classes/SurfaceTool.xml msgid "" "Commits the data to the same format used by [method ArrayMesh." "add_surface_from_arrays]. This way you can further process the mesh data " "using the [ArrayMesh] API." msgstr "" "Confirma los datos al mismo formato utilizado por el [method ArrayMesh." "add_surface_from_arrays]. De esta manera se puede seguir procesando los " "datos de la malla usando la API [ArrayMesh]." #: doc/classes/SurfaceTool.xml msgid "Creates a vertex array from an existing [Mesh]." msgstr "Crea un array de vértices a partir de una [Mesh] existente." #: doc/classes/SurfaceTool.xml msgid "" "Creates a vertex array from the specified blend shape of an existing [Mesh]. " "This can be used to extract a specific pose from a blend shape." msgstr "" "Crea un array de vértices a partir de la forma de mezcla especificada de una " "[Mesh] existente. Esto puede ser usado para extraer una pose específica de " "una forma de mezcla." #: doc/classes/SurfaceTool.xml msgid "Removes the index array by expanding the vertex array." msgstr "Elimina el array de índices expandiendo el array de vértices." #: doc/classes/SurfaceTool.xml msgid "" "Generates normals from vertices so you do not have to do it manually. If " "[code]flip[/code] is [code]true[/code], the resulting normals will be " "inverted. [method generate_normals] should be called [i]after[/i] generating " "geometry and [i]before[/i] committing the mesh using [method commit] or " "[method commit_to_arrays]. For correct display of normal-mapped surfaces, " "you will also have to generate tangents using [method generate_tangents].\n" "[b]Note:[/b] [method generate_normals] only works if the primitive type to " "be set to [constant Mesh.PRIMITIVE_TRIANGLES]." msgstr "" #: doc/classes/SurfaceTool.xml #, fuzzy msgid "" "Generates a tangent vector for each vertex. Requires that each vertex have " "UVs and normals set already (see [method generate_normals])." msgstr "" "Genera un vector tangente para cada vértice. Requiere que cada vértice tenga " "ya fijados los UV y los normales." #: doc/classes/SurfaceTool.xml #, fuzzy msgid "" "Shrinks the vertex array by creating an index array. This can improve " "performance by avoiding vertex reuse." msgstr "" "Encoge el array de vértices creando un array de índices (evita la " "reutilización de los vértices)." #: doc/classes/SurfaceTool.xml msgid "Sets [Material] to be used by the [Mesh] you are constructing." msgstr "" "Establece [Material] para ser usado por la [Mesh] que estás construyendo." #: doc/classes/TabContainer.xml msgid "Tabbed container." msgstr "Contenedor con pestaña." #: doc/classes/TabContainer.xml msgid "" "Arranges [Control] children into a tabbed view, creating a tab for each one. " "The active tab's corresponding [Control] has its [code]visible[/code] " "property set to [code]true[/code], and all other children's to [code]false[/" "code].\n" "Ignores non-[Control] children.\n" "[b]Note:[/b] The drawing of the clickable tabs themselves is handled by this " "node. Adding [Tabs] as children is not needed." msgstr "" #: doc/classes/TabContainer.xml msgid "Returns the child [Control] node located at the active tab index." msgstr "Devuelve el nodo hijo [Control] situado en el pestaña activa." #: doc/classes/TabContainer.xml msgid "" "Returns the [Popup] node instance if one has been set already with [method " "set_popup].\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" #: doc/classes/TabContainer.xml doc/classes/Tabs.xml msgid "Returns the previously active tab index." msgstr "Devuelve la pestaña anteriormente activa." #: doc/classes/TabContainer.xml msgid "Returns the [Control] node from the tab at index [code]tab_idx[/code]." msgstr "" "Devuelve el nodo [Control] de la pestaña en el índice [code]tab_idx[/code]." #: doc/classes/TabContainer.xml doc/classes/Tabs.xml msgid "Returns the number of tabs." msgstr "Devuelve el número de pestañas." #: doc/classes/TabContainer.xml doc/classes/Tabs.xml msgid "" "Returns [code]true[/code] if the tab at index [code]tab_idx[/code] is " "disabled." msgstr "" "Devuelve [code]true[/code] si la pestaña del índice [code]tab_idx[/code] " "está desactivada." #: doc/classes/TabContainer.xml #, fuzzy msgid "" "Returns [code]true[/code] if the tab at index [code]tab_idx[/code] is hidden." msgstr "" "Devuelve [code]true[/code] si la pestaña del índice [code]tab_idx[/code] " "está desactivada." #: doc/classes/TabContainer.xml doc/classes/Tabs.xml #, fuzzy msgid "" "Returns the [Texture] for the tab at index [code]tab_idx[/code] or " "[code]null[/code] if the tab has no [Texture]." msgstr "" "Devuelve el [Texture2D] para la pestaña en el índice [code]tab_idx[/code] o " "[code]null[/code] si la pestaña no tiene [Texture2D]." #: doc/classes/TabContainer.xml msgid "" "Returns the index of the tab at local coordinates [code]point[/code]. " "Returns [code]-1[/code] if the point is outside the control boundaries or if " "there's no tab at the queried position." msgstr "" #: doc/classes/TabContainer.xml msgid "" "Returns the title of the tab at index [code]tab_idx[/code]. Tab titles " "default to the name of the indexed child node, but this can be overridden " "with [method set_tab_title]." msgstr "" "Devuelve el título de la pestaña en el índice [code]tab_idx[/code]. Los " "títulos de las pestañas predeterminan el nombre del nodo hijo indexado, pero " "esto puede ser sobrescrito con [method set_tab_title]." #: doc/classes/TabContainer.xml msgid "Returns the [TabContainer] rearrange group id." msgstr "Devuelve el [TabContainer] reordena la identificación de grupo." #: doc/classes/TabContainer.xml msgid "" "If set on a [Popup] node instance, a popup menu icon appears in the top-" "right corner of the [TabContainer]. Clicking it will expand the [Popup] node." msgstr "" "Si se configura en una instancia de nodo [Popup], aparece un icono de menú " "emergente en la esquina superior derecha del [TabContainer]. Al hacer clic " "en él se expandirá el nodo [Popup]." #: doc/classes/TabContainer.xml doc/classes/Tabs.xml #, fuzzy msgid "" "If [code]disabled[/code] is [code]true[/code], disables the tab at index " "[code]tab_idx[/code], making it non-interactable." msgstr "" "Devuelve [code]true[/code] si la pestaña del índice [code]tab_idx[/code] " "está desactivada." #: doc/classes/TabContainer.xml #, fuzzy msgid "" "If [code]hidden[/code] is [code]true[/code], hides the tab at index " "[code]tab_idx[/code], making it disappear from the tab area." msgstr "" "Devuelve [code]true[/code] si la pestaña del índice [code]tab_idx[/code] " "está desactivada." #: doc/classes/TabContainer.xml msgid "Sets an icon for the tab at index [code]tab_idx[/code]." msgstr "Establece un icono para la pestaña en el índice [code]tab_idx[/code]." #: doc/classes/TabContainer.xml #, fuzzy msgid "" "Sets a title for the tab at index [code]tab_idx[/code]. Tab titles default " "to the name of the indexed child node." msgstr "" "Establece un título para la pestaña en el índice [code]tab_idx[/code]. Los " "títulos de las pestañas tienen por defecto el nombre del nodo hijo indexado, " "pero éste puede ser sobreescrito con [method set_tab_title]." #: doc/classes/TabContainer.xml #, fuzzy msgid "" "Defines rearrange group id, choose for each [TabContainer] the same value to " "enable tab drag between [TabContainer]. Enable drag with [member " "drag_to_rearrange_enabled]." msgstr "" "Define el id de grupo de reordenación, elige para cada [TabContainer] el " "mismo valor para permitir el arrastre de pestañas entre [TabContainer]. " "Habilita el arrastre con [code]set_drag_to_rearrange_enabled(true)[/code]." #: doc/classes/TabContainer.xml #, fuzzy msgid "" "If [code]true[/code], all tabs are drawn in front of the panel. If " "[code]false[/code], inactive tabs are drawn behind the panel." msgstr "" "Si [code]true[/code], las pestañas son visibles. Si [code]false[/code], el " "contenido y los títulos de las pestañas están ocultos." #: doc/classes/TabContainer.xml msgid "" "The current tab index. When set, this index's [Control] node's " "[code]visible[/code] property is set to [code]true[/code] and all others are " "set to [code]false[/code]." msgstr "" "El actual índice de pestañas. Cuando se establece, la propiedad " "[code]visible[/code] de este índice del nodo [Control] se establece en " "[code]true[/code] y todas las demás se establecen en [code]false[/code]." #: doc/classes/TabContainer.xml doc/classes/Tabs.xml msgid "If [code]true[/code], tabs can be rearranged with mouse drag." msgstr "" "Si [code]true[/code], las pestañas se pueden reorganizar con el arrastre del " "ratón." #: doc/classes/TabContainer.xml msgid "" "The alignment of all tabs in the tab container. See the [enum TabAlign] " "constants for details." msgstr "" "La alineación de todas las pestañas en el contenedor de pestañas. Vea las " "constantes [enum TabAlign] para más detalles." #: doc/classes/TabContainer.xml msgid "" "If [code]true[/code], tabs are visible. If [code]false[/code], tabs' content " "and titles are hidden." msgstr "" "Si [code]true[/code], las pestañas son visibles. Si [code]false[/code], el " "contenido y los títulos de las pestañas están ocultos." #: doc/classes/TabContainer.xml msgid "" "If [code]true[/code], children [Control] nodes that are hidden have their " "minimum size take into account in the total, instead of only the currently " "visible one." msgstr "" "Si [code]true[/code], los nodos hijos [Control] que están ocultos tienen en " "cuenta su tamaño mínimo en el total, en lugar de sólo el visible actualmente." #: doc/classes/TabContainer.xml msgid "" "Emitted when the [TabContainer]'s [Popup] button is clicked. See [method " "set_popup] for details." msgstr "" "Se emite cuando se hace clic en el botón [Popup] del [TabContainer]. " "Consulte [method set_popup] para obtener más detalles." #: doc/classes/TabContainer.xml doc/classes/Tabs.xml msgid "Emitted when switching to another tab." msgstr "Emitido cuando se cambia a otra pestaña." #: doc/classes/TabContainer.xml msgid "Emitted when a tab is selected, even if it is the current tab." msgstr "Se emite cuando se selecciona una pestaña, aunque sea la actual." #: doc/classes/TabContainer.xml doc/classes/Tabs.xml msgid "Align the tabs to the left." msgstr "Alinea las pestañas a la izquierda." #: doc/classes/TabContainer.xml doc/classes/Tabs.xml msgid "Align the tabs to the center." msgstr "Alinea las pestañas al centro." #: doc/classes/TabContainer.xml doc/classes/Tabs.xml msgid "Align the tabs to the right." msgstr "Alinee las pestañas a la derecha." #: doc/classes/TabContainer.xml doc/classes/Tabs.xml msgid "Font color of inactive tabs." msgstr "El color de la fuente de las pestañas inactivas." #: doc/classes/TabContainer.xml doc/classes/Tabs.xml msgid "Font color of disabled tabs." msgstr "El color de la fuente de las pestañas desactivadas." #: doc/classes/TabContainer.xml doc/classes/Tabs.xml msgid "Font color of the currently selected tab." msgstr "Color de la fuente de la pestaña actualmente seleccionada." #: doc/classes/TabContainer.xml #, fuzzy msgid "Horizontal separation between tabs." msgstr "La separación horizontal entre las pestañas." #: doc/classes/TabContainer.xml msgid "The space at the left and right edges of the tab bar." msgstr "El espacio en los bordes izquierdo y derecho de la barra de pestañas." #: doc/classes/TabContainer.xml doc/classes/Tabs.xml msgid "The font used to draw tab names." msgstr "La fuente usada para dibujar los nombres de las pestañas." #: doc/classes/TabContainer.xml doc/classes/Tabs.xml msgid "" "Icon for the left arrow button that appears when there are too many tabs to " "fit in the container width. When the button is disabled (i.e. the first tab " "is visible), it appears semi-transparent." msgstr "" "Icono para el botón de la flecha izquierda que aparece cuando hay demasiadas " "pestañas que no caben en el ancho del contenedor. Cuando el botón está " "desactivado (es decir, la primera pestaña es visible), aparece semi-" "transparente." #: doc/classes/TabContainer.xml doc/classes/Tabs.xml msgid "" "Icon for the left arrow button that appears when there are too many tabs to " "fit in the container width. Used when the button is being hovered with the " "cursor." msgstr "" "Icono para el botón de la flecha izquierda que aparece cuando hay demasiadas " "pestañas que no caben en el ancho del contenedor. Se utiliza cuando el " "cursor se mantiene encima del botón." #: doc/classes/TabContainer.xml doc/classes/Tabs.xml msgid "" "Icon for the right arrow button that appears when there are too many tabs to " "fit in the container width. When the button is disabled (i.e. the last tab " "is visible) it appears semi-transparent." msgstr "" "Icono para el botón de la flecha derecha que aparece cuando hay demasiadas " "pestañas que no caben en el ancho del contenedor. Cuando el botón está " "desactivado (es decir, la última pestaña es visible) aparece semi-" "transparente." #: doc/classes/TabContainer.xml doc/classes/Tabs.xml msgid "" "Icon for the right arrow button that appears when there are too many tabs to " "fit in the container width. Used when the button is being hovered with the " "cursor." msgstr "" "Icono para el botón de la flecha derecha que aparece cuando hay demasiadas " "pestañas que no caben en el ancho del contenedor. Se utiliza cuando el " "cursor esta encima del botón." #: doc/classes/TabContainer.xml msgid "The icon for the menu button (see [method set_popup])." msgstr "El icono para el botón de menú (ver [method set_popup])." #: doc/classes/TabContainer.xml msgid "" "The icon for the menu button (see [method set_popup]) when it's being " "hovered with the cursor." msgstr "" "El icono del botón de menú (ver [method set_popup]) cuando se pasa el cursor " "por encima de él." #: doc/classes/TabContainer.xml msgid "The style for the background fill." msgstr "El estilo para el relleno de fondo." #: doc/classes/TabContainer.xml msgid "The style of inactive tabs." msgstr "El estilo de las pestañas inactivas." #: doc/classes/TabContainer.xml msgid "The style of disabled tabs." msgstr "El estilo de las pestañas desactivadas." #: doc/classes/TabContainer.xml doc/classes/Tabs.xml msgid "The style of the currently selected tab." msgstr "El estilo de la pestaña actualmente seleccionada." #: doc/classes/Tabs.xml msgid "Tabs control." msgstr "Control de pestañas." #: doc/classes/Tabs.xml #, fuzzy msgid "" "Simple tabs control, similar to [TabContainer] but is only in charge of " "drawing tabs, not interacting with children." msgstr "" "Control de pestañas simple, similar a [TabContainer] pero sólo se encarga de " "dibujar pestañas, no de interactuar con los hijos." #: doc/classes/Tabs.xml msgid "Adds a new tab." msgstr "Añade una nueva pestaña." #: doc/classes/Tabs.xml msgid "Moves the scroll view to make the tab visible." msgstr "Mueve la scroll view para hacer visible la pestaña." #: doc/classes/Tabs.xml msgid "" "Returns [code]true[/code] if the offset buttons (the ones that appear when " "there's not enough space for all tabs) are visible." msgstr "" "Devuelve [code]true[/code] si los botones de desplazamiento (los que " "aparecen cuando no hay suficiente espacio para todas las pestañas) son " "visibles." #: doc/classes/Tabs.xml msgid "Returns [code]true[/code] if select with right mouse button is enabled." msgstr "" "Devuelve [code]true[/code] si la selección con el botón derecho del ratón " "está activada." #: doc/classes/Tabs.xml #, fuzzy msgid "Returns the button icon from the tab at index [code]tab_idx[/code]." msgstr "Devuelve el texto del artículo en el índice [code]idx[/code]." #: doc/classes/Tabs.xml msgid "Returns the number of hidden tabs offsetted to the left." msgstr "Devuelve el número de pestañas ocultas desplazadas a la izquierda." #: doc/classes/Tabs.xml msgid "Returns tab [Rect2] with local position and size." msgstr "Devuelve la pestaña [Rect2] con la posición y el tamaño local." #: doc/classes/Tabs.xml #, fuzzy msgid "Returns the title of the tab at index [code]tab_idx[/code]." msgstr "Devuelve el texto del artículo en el índice [code]idx[/code]." #: doc/classes/Tabs.xml msgid "Returns the [Tabs]' rearrange group ID." msgstr "Devuelve la identificación del grupo de reordenación de [Tabs]." #: doc/classes/Tabs.xml msgid "Moves a tab from [code]from[/code] to [code]to[/code]." msgstr "Mueve una pestaña de [code]from[/code] a [code]to[/code]." #: doc/classes/Tabs.xml msgid "Removes the tab at index [code]tab_idx[/code]." msgstr "Elimina la pestaña del índice [code]tab_idx[/code]." #: doc/classes/Tabs.xml msgid "" "If [code]true[/code], enables selecting a tab with the right mouse button." msgstr "" "Si [code]true[/code], permite seleccionar una pestaña con el botón derecho " "del ratón." #: doc/classes/Tabs.xml #, fuzzy msgid "Sets the button icon from the tab at index [code]tab_idx[/code]." msgstr "Establece un icono para la pestaña en el índice [code]tab_idx[/code]." #: doc/classes/Tabs.xml msgid "Sets an [code]icon[/code] for the tab at index [code]tab_idx[/code]." msgstr "" "Establece un icono [code]icon[/code] para la pestaña en el índice " "[code]tab_idx[/code]." #: doc/classes/Tabs.xml msgid "Sets a [code]title[/code] for the tab at index [code]tab_idx[/code]." msgstr "" "Establece un [code]title[/code] para la pestaña en el índice [code]tab_idx[/" "code]." #: doc/classes/Tabs.xml #, fuzzy msgid "" "Defines the rearrange group ID. Choose for each [Tabs] the same value to " "dragging tabs between [Tabs]. Enable drag with [member " "drag_to_rearrange_enabled]." msgstr "" "Define la identificación del grupo de reordenación. Elija para cada [Tabs] " "el mismo valor para arrastrar las pestañas entre [Tabs]. Habilita el " "arrastre con [code]set_drag_to_rearrange_enabled(true)[/code]." #: doc/classes/Tabs.xml msgid "Select tab at index [code]tab_idx[/code]." msgstr "Seleccione la pestaña en el índice [code]tab_idx[/code]." #: doc/classes/Tabs.xml #, fuzzy msgid "" "if [code]true[/code], the mouse's scroll wheel can be used to navigate the " "scroll view." msgstr "" "si [code]true[/code], el scroll del ratón se utiliza para navegar por la " "vista de scroll." #: doc/classes/Tabs.xml msgid "The alignment of all tabs. See [enum TabAlign] for details." msgstr "" "La alineación de todas las pestañas. Ver [enum TabAlign] para más detalles." #: doc/classes/Tabs.xml msgid "" "Sets when the close button will appear on the tabs. See [enum " "CloseButtonDisplayPolicy] for details." msgstr "" "Establece cuándo aparecerá el botón de cierre en las pestañas. Consulte " "[enum CloseButtonDisplayPolicy] para obtener más detalles." #: doc/classes/Tabs.xml msgid "" "Emitted when the active tab is rearranged via mouse drag. See [member " "drag_to_rearrange_enabled]." msgstr "" "Se emite cuando la pestaña activa se reorganiza mediante el arrastre del " "ratón. Ver [member drag_to_rearrange_enabled]." #: doc/classes/Tabs.xml #, fuzzy msgid "" "Emitted when a tab's right button is pressed. See [method " "set_tab_button_icon]." msgstr "" "Se emite cuando se presiona un botón personalizado. Ver [method add_button]." #: doc/classes/Tabs.xml msgid "Emitted when a tab is clicked, even if it is the current tab." msgstr "" "Se emite cuando se hace clic con el botón derecho del ratón en una pestaña." #: doc/classes/Tabs.xml msgid "Emitted when a tab is closed." msgstr "Emitido cuando se cierra una pestaña." #: doc/classes/Tabs.xml msgid "Emitted when a tab is hovered by the mouse." msgstr "Emitido cuando una pestaña tiene encima el cursor del ratón." #: doc/classes/Tabs.xml msgid "Represents the size of the [enum TabAlign] enum." msgstr "Representa el tamaño del [enum TabAlign] enum." #: doc/classes/Tabs.xml msgid "Never show the close buttons." msgstr "Nunca muestra los botones de cerrado." #: doc/classes/Tabs.xml msgid "Only show the close button on the currently active tab." msgstr "Sólo muestra el botón de cierre en la pestaña actualmente activa." #: doc/classes/Tabs.xml msgid "Show the close button on all tabs." msgstr "Mostrar el botón de cerrado en todas las pestañas." #: doc/classes/Tabs.xml msgid "Represents the size of the [enum CloseButtonDisplayPolicy] enum." msgstr "Representa el tamaño del enum [enum CloseButtonDisplayPolicy]." #: doc/classes/Tabs.xml msgid "The horizontal separation between the tabs." msgstr "La separación horizontal entre las pestañas." #: doc/classes/Tabs.xml msgid "The icon for the close button (see [member tab_close_display_policy])." msgstr "" "El icono para el botón de cerrado (ver [member tab_close_display_policy])." #: doc/classes/Tabs.xml msgid "Background of the close button when it's being hovered with the cursor." msgstr "" "El fondo del botón de cierre cuando se está pasando con el cursor sobre el." #: doc/classes/Tabs.xml msgid "Background of the close button when it's being pressed." msgstr "Fondo del botón de cierre cuando este es presionado." #: doc/classes/Tabs.xml msgid "The style of an inactive tab." msgstr "El estilo de una pestaña inactiva." #: doc/classes/Tabs.xml msgid "The style of a disabled tab" msgstr "El estilo de una pestaña desactivada" #: doc/classes/TCP_Server.xml msgid "A TCP server." msgstr "Un servidor TCP." #: doc/classes/TCP_Server.xml msgid "" "A TCP server. Listens to connections on a port and returns a [StreamPeerTCP] " "when it gets an incoming connection." msgstr "" "Un servidor TCP. Escucha las conexiones en un puerto y devuelve un " "[StreamPeerTCP] cuando recibe una conexión entrante." #: doc/classes/TCP_Server.xml msgid "Returns [code]true[/code] if a connection is available for taking." msgstr "Devuelve [code]true[/code] si hay una conexión disponible para tomar." #: doc/classes/TCP_Server.xml msgid "" "Returns [code]true[/code] if the server is currently listening for " "connections." msgstr "" "Devuelve [code]true[/code] si el servidor está actualmente a la escucha de " "las conexiones." #: doc/classes/TCP_Server.xml msgid "" "Listen on the [code]port[/code] binding to [code]bind_address[/code].\n" "If [code]bind_address[/code] is set as [code]\"*\"[/code] (default), the " "server will listen on all available addresses (both IPv4 and IPv6).\n" "If [code]bind_address[/code] is set as [code]\"0.0.0.0\"[/code] (for IPv4) " "or [code]\"::\"[/code] (for IPv6), the server will listen on all available " "addresses matching that IP type.\n" "If [code]bind_address[/code] is set to any valid address (e.g. " "[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the server will " "only listen on the interface with that addresses (or fail if no interface " "with the given address exists)." msgstr "" "Escucha en el [code]port[/code] que se une a [code]bind_address[/code].\n" "Si [code]bind_address[/code] está configurado como [code]\"*\"[/code] (por " "defecto), el servidor escuchará en todas las direcciones disponibles (tanto " "IPv4 como IPv6).\n" "Si [code]bind_address[/code] está configurado como [code]\"0.0.0.0\"[/code] " "(para IPv4) o [code]\"::\"[/code] (para IPv6), el servidor escuchará todas " "las direcciones disponibles que coincidan con ese tipo de IP.\n" "Si [code]bind_address[/code] se establece en cualquier dirección válida (por " "ejemplo, [code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), el " "servidor sólo escuchará en la interfaz con esas direcciones (o fallará si no " "existe una interfaz con la dirección indicada)." #: doc/classes/TCP_Server.xml msgid "Stops listening." msgstr "Para de escuchar." #: doc/classes/TCP_Server.xml msgid "" "If a connection is available, returns a StreamPeerTCP with the connection." msgstr "" "Si hay una conexión disponible, devuelve un StreamPeerTCP con la conexión." #: doc/classes/TextEdit.xml msgid "Multiline text editing control." msgstr "Control de edición de texto multilínea." #: doc/classes/TextEdit.xml #, fuzzy msgid "" "TextEdit is meant for editing large, multiline text. It also has facilities " "for editing code, such as syntax highlighting support and multiple levels of " "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 " "Godot script editor." msgstr "" "TextEdit está pensado para editar textos grandes y de varias líneas. También " "tiene facilidades para editar código, como el soporte para resaltar la " "sintaxis y múltiples niveles de deshacer/rehacer." #: doc/classes/TextEdit.xml msgid "Adds color region (given the delimiters) and its colors." msgstr "" #: doc/classes/TextEdit.xml #, fuzzy msgid "Adds a [code]keyword[/code] and its [Color]." msgstr "Añade una etiqueta de [code]color[/code] a la pila de etiquetas." #: doc/classes/TextEdit.xml msgid "" "Returns if the given line is foldable, that is, it has indented lines right " "below it." msgstr "" "Regresa si la línea dada es plegable, es decir, tiene líneas indentadas " "justo debajo de ella." #: doc/classes/TextEdit.xml msgid "" "Centers the viewport on the line the editing cursor is at. This also resets " "the [member scroll_horizontal] value to [code]0[/code]." msgstr "" "Centra la vista en la línea en la que se encuentra el cursor de edición. " "Esto también restablece el valor de [member scroll_horizontal] a [code]0[/" "code]." #: doc/classes/TextEdit.xml msgid "" "Clears all custom syntax coloring information previously added with [method " "add_color_region] or [method add_keyword_color]." msgstr "" #: doc/classes/TextEdit.xml msgid "Clears the undo history." msgstr "Limpia el historial de deshacer." #: doc/classes/TextEdit.xml msgid "Copy's the current text selection." msgstr "Copiar es la selección de texto actual." #: doc/classes/TextEdit.xml msgid "Returns the column the editing cursor is at." msgstr "Devuelve la columna en la que se encuentra el cursor de edición." #: doc/classes/TextEdit.xml msgid "Returns the line the editing cursor is at." msgstr "Devuelve la línea en la que está el cursor de edición." #: doc/classes/TextEdit.xml msgid "" "Moves the cursor at the specified [code]column[/code] index.\n" "If [code]adjust_viewport[/code] is set to [code]true[/code], the viewport " "will center at the cursor position after the move occurs." msgstr "" "Mueve el cursor en el índice de la [code]column[/code]especificada.\n" "Si [code]adjust_viewport[/code] se establece en [code]true[/code], el " "viewport se centrará en la posición del cursor después de que se produzca el " "movimiento." #: doc/classes/TextEdit.xml msgid "" "Moves the cursor at the specified [code]line[/code] index.\n" "If [code]adjust_viewport[/code] is set to [code]true[/code], the viewport " "will center at the cursor position after the move occurs.\n" "If [code]can_be_hidden[/code] is set to [code]true[/code], the specified " "[code]line[/code] can be hidden using [method set_line_as_hidden]." msgstr "" "Mueve el cursor en el índice especificado de [code]line[/code].\n" "Si [code]adjust_viewport[/code] se establece en [code]true[/code], el " "viewport se centrará en la posición del cursor después de que se produzca el " "movimiento.\n" "Si [code]can_be_hidden[/code] se establece en [code]true[/code], la línea " "[code]line[/code] especificada puede ser ocultada usando [method " "set_line_as_hidden]." #: doc/classes/TextEdit.xml msgid "Cut's the current selection." msgstr "Corta la selección actual." #: doc/classes/TextEdit.xml msgid "Deselects the current selection." msgstr "Deselecciona la selección actual." #: doc/classes/TextEdit.xml msgid "Folds all lines that are possible to be folded (see [method can_fold])." msgstr "Pliega todas las líneas que se pueden plegar (ver [method can_fold])." #: doc/classes/TextEdit.xml msgid "Folds the given line, if possible (see [method can_fold])." msgstr "Dobla la línea dada, si es posible (ver [method can_fold])." #: doc/classes/TextEdit.xml msgid "Returns an array containing the line number of each breakpoint." msgstr "Devuelve un array que contiene el número de línea de cada breakpoint." #: doc/classes/TextEdit.xml #, fuzzy msgid "Returns the [Color] of the specified [code]keyword[/code]." msgstr "Devuelve el subnodo con el [code]name[/code] especificado." #: doc/classes/TextEdit.xml msgid "Returns the text of a specific line." msgstr "Devuelve el texto de una línea específica." #: doc/classes/TextEdit.xml #, fuzzy msgid "" "Returns the line and column at the given position. In the returned vector, " "[code]x[/code] is the column, [code]y[/code] is the line." msgstr "" "Devuelve el vector que apunta en la dirección de reflejo. [code]a[/code] is " "el vector incidente y [code]b[/code] es el vector normal." #: doc/classes/TextEdit.xml msgid "Returns the amount of total lines in the text." msgstr "Devuelve la cantidad de líneas totales en el texto." #: doc/classes/TextEdit.xml #, fuzzy msgid "Returns the height of a largest line." msgstr "Devuelve la altura del contenido." #: doc/classes/TextEdit.xml #, fuzzy msgid "" "Returns the width in pixels of the [code]wrap_index[/code] on [code]line[/" "code]." msgstr "" "Establece el ángulo de la tangente izquierda del punto en [code]index[/code] " "a [code]tangent[/code]." #: doc/classes/TextEdit.xml #, fuzzy msgid "Returns the number of times the given line is wrapped." msgstr "Devuelve el número de líneas visibles." #: doc/classes/TextEdit.xml #, fuzzy msgid "Returns an array of [String]s representing each wrapped index." msgstr "Devuelve una representación [String] del evento." #: doc/classes/TextEdit.xml msgid "" "Returns the [PopupMenu] of this [TextEdit]. By default, this menu is " "displayed when right-clicking on the [TextEdit].\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" #: doc/classes/TextEdit.xml msgid "" "Returns the local position for the given [code]line[/code] and [code]column[/" "code]. If [code]x[/code] or [code]y[/code] of the returned vector equal " "[code]-1[/code], the position is outside of the viewable area of the " "control.\n" "[b]Note:[/b] The Y position corresponds to the bottom side of the line. Use " "[method get_rect_at_line_column] to get the top side position." msgstr "" #: doc/classes/TextEdit.xml msgid "" "Returns the local position and size for the grapheme at the given " "[code]line[/code] and [code]column[/code]. If [code]x[/code] or [code]y[/" "code] position of the returned rect equal [code]-1[/code], the position is " "outside of the viewable area of the control.\n" "[b]Note:[/b] The Y position of the returned rect corresponds to the top side " "of the line, unlike [method get_pos_at_line_column] which returns the bottom " "side." msgstr "" #: doc/classes/TextEdit.xml msgid "Returns the selection begin line." msgstr "Devuelve la línea de inicio de la selección." #: doc/classes/TextEdit.xml msgid "Returns the text inside the selection." msgstr "Devuelve el texto dentro de la selección." #: doc/classes/TextEdit.xml msgid "Returns the selection end line." msgstr "Devuelve la línea final de selección." #: doc/classes/TextEdit.xml #, fuzzy msgid "Returns the total width of all gutters and internal padding." msgstr "Devuelve la lista de valores del [Dictionary]." #: doc/classes/TextEdit.xml #, fuzzy msgid "Returns the total amount of lines that could be drawn." msgstr "Devuelve la cantidad de líneas de texto que tiene la etiqueta." #: doc/classes/TextEdit.xml #, fuzzy msgid "Returns the number of visible lines, including wrapped text." msgstr "Devuelve el número de líneas visibles." #: doc/classes/TextEdit.xml #, fuzzy msgid "" "Returns a [String] text with the word under the caret (text cursor) location." msgstr "" "Devuelve un texto [String] con la palabra bajo la ubicación del cursor del " "ratón." #: doc/classes/TextEdit.xml #, fuzzy msgid "" "Returns whether the specified [code]keyword[/code] has a color set to it or " "not." msgstr "Devuelve si la [code]class[/code] especificada está disponible o no." #: doc/classes/TextEdit.xml doc/classes/UndoRedo.xml msgid "Returns [code]true[/code] if a \"redo\" action is available." msgstr "Devuelve [code]true[/code] si una acción de \"redo\" está disponible." #: doc/classes/TextEdit.xml doc/classes/UndoRedo.xml msgid "Returns [code]true[/code] if an \"undo\" action is available." msgstr "" "Devuelve [code]true[/code] si se dispone de una acción de \"deshacer\"." #: doc/classes/TextEdit.xml msgid "Insert the specified text at the cursor position." msgstr "Inserta el texto especificado en la posición del cursor." #: doc/classes/TextEdit.xml msgid "Returns whether the line at the specified index is folded or not." msgstr "Devuelve si la línea del índice especificado está doblado o no." #: doc/classes/TextEdit.xml msgid "Returns whether the line at the specified index is hidden or not." msgstr "Devuelve si la línea en el índice especificado está oculta o no." #: doc/classes/TextEdit.xml #, fuzzy msgid "" "Returns [code]true[/code] when the specified [code]line[/code] is bookmarked." msgstr "" "Devuelve [code]true[/code] si existe un subnodo con el [code]name[/code] " "especificado." #: doc/classes/TextEdit.xml #, fuzzy msgid "" "Returns [code]true[/code] when the specified [code]line[/code] has a " "breakpoint." msgstr "" "Devuelve [code]true[/code] si existe un subnodo con el [code]name[/code] " "especificado." #: doc/classes/TextEdit.xml #, fuzzy msgid "" "Returns [code]true[/code] when the specified [code]line[/code] is marked as " "safe." msgstr "" "Devuelve [code]true[/code] si existe un subnodo con el [code]name[/code] " "especificado." #: doc/classes/TextEdit.xml #, fuzzy msgid "Returns if the given line is wrapped." msgstr "Devuelve un tile con una forma determinada." #: doc/classes/TextEdit.xml #, fuzzy 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 "" "Devuelve [code]true[/code] si [code]a[/code] y [code]b[/code] son " "aproximadamente iguales entre sí." #: doc/classes/TextEdit.xml msgid "Returns [code]true[/code] if the selection is active." msgstr "Devuelve [code]true[/code] si la selección está activa." #: doc/classes/TextEdit.xml msgid "" "Triggers a right-click menu action by the specified index. See [enum " "MenuItems] for a list of available indexes." msgstr "" "Desencadena una acción de menú con el botón derecho del ratón por el índice " "especificado. Véase [enum MenuItems] para una lista de los índices " "disponibles." #: doc/classes/TextEdit.xml msgid "Paste the current selection." msgstr "Pega la selección actual." #: doc/classes/TextEdit.xml msgid "Perform redo operation." msgstr "Realiza la operación de rehacer." #: doc/classes/TextEdit.xml msgid "" "Removes all the breakpoints. This will not fire the [signal " "breakpoint_toggled] signal." msgstr "" "Elimina todos los breakpoints. Esto no disparará la señal [signal " "breakpoint_toggled]." #: doc/classes/TextEdit.xml #, fuzzy msgid "" "Perform a search inside the text. Search flags can be specified in the [enum " "SearchFlags] enum.\n" "Returns an empty [code]PoolIntArray[/code] if no result was found. " "Otherwise, the result line and column can be accessed at indices specified " "in the [enum SearchResult] enum, e.g:\n" "[codeblock]\n" "var result = search(key, flags, line, column)\n" "if result.size() > 0:\n" " # Result found.\n" " var res_line = result[TextEdit.SEARCH_RESULT_LINE]\n" " var res_column = result[TextEdit.SEARCH_RESULT_COLUMN]\n" "[/codeblock]" msgstr "" "Realiza una búsqueda dentro del texto. Las flags de búsqueda pueden " "especificarse en el [enum SearchFlags] enum.\n" "Devuelve un [code]Dictionary[/code] si no se ha encontrado ningún resultado. " "En caso contrario, devuelve un [code]Dictionary[/code] que contiene entradas " "de [code]line[/code] y [code]column[/code], por ejemplo\n" "[codeblock]\n" "var result = search(key, flags, line, column)\n" "if !result.empty():\n" " # Resultado encontrado.\n" " var line_number = result.line\n" " var column_number = result.column\n" "[/codeblock]" #: doc/classes/TextEdit.xml msgid "" "Perform selection, from line/column to line/column.\n" "If [member selecting_enabled] is [code]false[/code], no selection will occur." msgstr "" "Realiza la selección, de línea/columna a línea/columna.\n" "Si [member selecting_enabled] es [code]false[/code], no se producirá ninguna " "selección." #: doc/classes/TextEdit.xml msgid "" "Select all the text.\n" "If [member selecting_enabled] is [code]false[/code], no selection will occur." msgstr "" "Selecciona todo el texto.\n" "Si [member selecting_enabled] es [code]false[/code], no se producirá ninguna " "selección." #: doc/classes/TextEdit.xml msgid "Sets the text for a specific line." msgstr "Establece el texto para una línea específica." #: doc/classes/TextEdit.xml msgid "" "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 "" #: doc/classes/TextEdit.xml msgid "" "Adds or removes the breakpoint in [code]line[/code]. Breakpoints are shown " "in the [member breakpoint_gutter]." msgstr "" #: doc/classes/TextEdit.xml msgid "If [code]true[/code], hides the line of the specified index." msgstr "Si [code]true[/code], oculta la línea del índice especificado." #: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], marks the [code]line[/code] as safe.\n" "This will show the line number with the color provided in the " "[code]safe_line_number_color[/code] theme property." msgstr "" #: doc/classes/TextEdit.xml msgid "Toggle the folding of the code block at the given line." msgstr "Cambia el plegado del bloque de código en la línea dada." #: doc/classes/TextEdit.xml msgid "Perform undo operation." msgstr "Realiza la operación de deshacer." #: doc/classes/TextEdit.xml msgid "Unfolds the given line, if folded." msgstr "Despliega la línea dada, si se dobla." #: doc/classes/TextEdit.xml msgid "" "Unhide all lines that were previously set to hidden by [method " "set_line_as_hidden]." msgstr "" "Deshacer todas las líneas que fueron previamente establecidas como ocultas " "por [method set_line_as_hidden]." #: doc/classes/TextEdit.xml #, fuzzy msgid "If [code]true[/code], the bookmark gutter is visible." msgstr "Si [code]true[/code], el breakpoint es visible." #: doc/classes/TextEdit.xml msgid "If [code]true[/code], the breakpoint gutter is visible." msgstr "Si [code]true[/code], el breakpoint es visible." #: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the caret displays as a rectangle.\n" "If [code]false[/code], the caret displays as a bar." msgstr "" "Si [code]true[/code], el caret se muestra como un rectángulo.\n" "Si [code]false[/code], el caret se muestra como una barra." #: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], a right-click moves the cursor at the mouse position " "before displaying the context menu.\n" "If [code]false[/code], the context menu disregards mouse location." msgstr "" "Si [code]true[/code], un clic con el botón derecho mueve el cursor en la " "posición del ratón antes de mostrar el menú contextual.\n" "Si [code]false[/code], el menú contextual no tiene en cuenta la posición del " "ratón." #: doc/classes/TextEdit.xml msgid "If [code]true[/code], a right-click displays the context menu." msgstr "" "Si [code]true[/code], un clic con el botón derecho del ratón muestra el menú " "contextual." #: doc/classes/TextEdit.xml #, fuzzy msgid "If [code]true[/code], allow drag and drop of selected text." msgstr "Si [code]true[/code], el cuerpo puede ser detectado por los rayos." #: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the \"space\" character will have a visible " "representation." msgstr "" "Si [code]true[/code], el carácter \"espacio\" tendrá una representación " "visible." #: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the \"tab\" character will have a visible " "representation." msgstr "" "Si [code]true[/code], el carácter \"tab\" tendrá una representación visible." #: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the fold gutter is visible. This enables folding " "groups of indented lines." msgstr "" "Si [code]true[/code], el canalón de pliegue es visible. Esto permite doblar " "grupos de líneas indentadas." #: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], all lines that have been set to hidden by [method " "set_line_as_hidden], will not be visible." msgstr "" "Si [code]true[/code], todas las líneas que se han establecido como ocultas " "por [method set_line_as_hidden], no serán visibles." #: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], all occurrences of the selected text will be " "highlighted." msgstr "" "Si [code]true[/code], se resaltarán todas las ocurrencias del texto " "seleccionado." #: doc/classes/TextEdit.xml msgid "If [code]true[/code], the line containing the cursor is highlighted." msgstr "Si [code]true[/code], se resalta la línea que contiene el cursor." #: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], a minimap is shown, providing an outline of your " "source code." msgstr "" "Si [code]true[/code], se muestra un minimapa, que proporciona un esquema de " "su código fuente." #: doc/classes/TextEdit.xml msgid "The width, in pixels, of the minimap." msgstr "El ancho, en píxeles, del minimapa." #: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], custom [code]font_color_selected[/code] will be used " "for selected text." msgstr "" "Si [code]true[/code], se utilizará el [code]font_color_selected[/code] " "personalizado para el texto seleccionado." #: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], read-only mode is enabled. Existing text cannot be " "modified and new text cannot be added." msgstr "" "Si [code]true[/code], se activa el modo de sólo lectura. El texto existente " "no puede ser modificado y no se puede añadir texto nuevo." #: doc/classes/TextEdit.xml msgid "" "If there is a horizontal scrollbar, this determines the current horizontal " "scroll value in pixels." msgstr "" #: doc/classes/TextEdit.xml msgid "" "If there is a vertical scrollbar, this determines the current vertical " "scroll value in line numbers, starting at 0 for the top line." msgstr "" #: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], text can be selected.\n" "If [code]false[/code], text can not be selected by the user or by the " "[method select] or [method select_all] methods." msgstr "" "Si [code]true[/code], se puede seleccionar el texto.\n" "Si [code]false[/code], el texto no puede ser seleccionado por el usuario o " "por los métodos [method select] o [method select_all]." #: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], shortcut keys for context menu items are enabled, even " "if the context menu is disabled." msgstr "" "Si [code]true[/code], las teclas de atajo para los elementos del menú " "contextual están habilitadas, incluso si el menú contextual está desactivado." #: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], line numbers are displayed to the left of the text." msgstr "" "Si [code]true[/code], los números de línea se muestran a la izquierda del " "texto." #: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], sets the [code]step[/code] of the scrollbars to " "[code]0.25[/code] which results in smoother scrolling." msgstr "" "Si [code]true[/code], establece el [code]step[/code] de las scrollbars en " "[code]0.25[/code] lo que resulta en un desplazamiento más suave." #: doc/classes/TextEdit.xml #, fuzzy msgid "" "If [code]true[/code], any custom color properties that have been set for " "this [TextEdit] will be visible." msgstr "" "Si [code]true[/code], todas las líneas que se han establecido como ocultas " "por [method set_line_as_hidden], no serán visibles." #: doc/classes/TextEdit.xml msgid "String value of the [TextEdit]." msgstr "Valor de string de [TextEdit]." #: doc/classes/TextEdit.xml msgid "Vertical scroll sensitivity." msgstr "Sensibilidad de scroll vertical." #: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], enables text wrapping when it goes beyond the edge of " "what is visible." msgstr "" "Si [code]true[/code], permite la envoltura del texto cuando va más allá del " "borde de lo que es visible." #: doc/classes/TextEdit.xml msgid "Emitted when a breakpoint is placed via the breakpoint gutter." msgstr "" "Emitido cuando se coloca un breakpoint a través de la canaleta del " "breakpoint." #: doc/classes/TextEdit.xml msgid "Emitted when the cursor changes." msgstr "Emitido cuando el cursor cambia." #: doc/classes/TextEdit.xml msgid "Emitted when the info icon is clicked." msgstr "Emitido cuando se hace clic en el icono de información." #: doc/classes/TextEdit.xml msgid "Match case when searching." msgstr "Coincide con el caso cuando se busca." #: doc/classes/TextEdit.xml msgid "Match whole words when searching." msgstr "Coincide con palabras enteras cuando se busca." #: doc/classes/TextEdit.xml msgid "Search from end to beginning." msgstr "Busca desde el final hasta el principio." #: doc/classes/TextEdit.xml msgid "Used to access the result column from [method search]." msgstr "" #: doc/classes/TextEdit.xml msgid "Used to access the result line from [method search]." msgstr "" #: doc/classes/TextEdit.xml msgid "" "Pastes the clipboard text over the selected text (or at the cursor's " "position)." msgstr "" "Pega el texto del portapapeles sobre el texto seleccionado (o en la posición " "del cursor)." #: doc/classes/TextEdit.xml msgid "Erases the whole [TextEdit] text." msgstr "Borra todo el texto [TextEdit]." #: doc/classes/TextEdit.xml msgid "Selects the whole [TextEdit] text." msgstr "Selecciona todo el texto [TextEdit]." #: doc/classes/TextEdit.xml msgid "Redoes the previous action." msgstr "Rehace la acción anterior." #: doc/classes/TextEdit.xml msgid "" "Sets the background [Color] of this [TextEdit]. [member syntax_highlighting] " "has to be enabled." msgstr "" "Establece el fondo [Color] de este [TextEdit]. [member syntax_highlighting] " "tiene que estar activada." #: doc/classes/TextEdit.xml msgid "" "Sets the [Color] of the bookmark marker. [member syntax_highlighting] has to " "be enabled." msgstr "" "Establece el [Color] del marcador. [member syntax_highlighting] tiene que " "estar activado." #: doc/classes/TextEdit.xml msgid "" "Sets the [Color] of the breakpoints. [member breakpoint_gutter] has to be " "enabled." msgstr "" "Establece el [Color] de los breakpoints. El [member breakpoint_gutter] tiene " "que estar activado." #: doc/classes/TextEdit.xml msgid "Sets the font [Color]." msgstr "Establece la fuente [Color]." #: doc/classes/TextEdit.xml msgid "" "Sets the [Color] of the selected text. [member override_selected_font_color] " "has to be enabled." msgstr "" "Establece el [Color] del texto seleccionado. [member " "override_selected_font_color] tiene que estar activado." #: doc/classes/TextEdit.xml msgid "" "Sets the [Color] of the line numbers. [member show_line_numbers] has to be " "enabled." msgstr "" "Establece el [Color] de los números de línea. [member show_line_numbers] " "tiene que estar activado." #: doc/classes/TextEdit.xml msgid "Sets the [Color] of marked text." msgstr "Establece el [Color] del texto marcado." #: doc/classes/TextEdit.xml msgid "Sets the highlight [Color] of text selections." msgstr "Establece el resaltado [Color] de las selecciones de texto." #: doc/classes/TextEdit.xml msgid "" "Sets the highlight [Color] of multiple occurrences. [member " "highlight_all_occurrences] has to be enabled." msgstr "" "Establece el resaltado [Color] de múltiples ocurrencias. [member " "highlight_all_occurrences] tiene que ser activado." #: doc/classes/TextEdit.xml msgid "Sets the spacing between the lines." msgstr "Establece el espacio entre las líneas." #: doc/classes/TextEdit.xml msgid "Sets the default [Font]." msgstr "Establece la [Font] predeterminada." #: doc/classes/TextEdit.xml #, fuzzy msgid "Sets a custom [Texture] for tab text characters." msgstr "" "Establece un [Texture2D] personalizado para los caracteres del tabulador." #: doc/classes/TextEdit.xml msgid "Sets the [StyleBox] of this [TextEdit]." msgstr "Establece el [StyleBox] de este [TextEdit]." #: doc/classes/TextEdit.xml msgid "" "Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled." msgstr "" "Establece el [StyleBox] de este [TextEdit] cuando [member readonly] está " "activado." #: doc/classes/TextMesh.xml #, fuzzy msgid "Generate an [PrimitiveMesh] from the text." msgstr "Genera un [TriangleMesh] desde la malla." #: 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 #, fuzzy msgid "[Font] used for the [TextMesh]'s text." msgstr "[Font] que se usa para el texto de las [Label]." #: doc/classes/TextMesh.xml #, fuzzy msgid "" "Controls the text's horizontal alignment. Supports left, center and right. " "Set it to one of the [enum Align] constants." msgstr "" "Controla la alineación horizontal del texto. Apoya la izquierda, el centro, " "la derecha, y el relleno, o la justificación. Ponlo en una de las constantes " "[enum Align]." #: doc/classes/TextMesh.xml #, fuzzy msgid "The size of one pixel's width on the text to scale it in 3D." msgstr "El tamaño del ancho de un píxel en el sprite para escalarlo en 3D." #: doc/classes/TextMesh.xml #, fuzzy msgid "The text to generate mesh from." msgstr "El tipo del que obtener la constante." #: doc/classes/Texture.xml msgid "Texture for 2D and 3D." msgstr "Textura para 2D y 3D." #: doc/classes/Texture.xml #, fuzzy msgid "" "A texture works by registering an image in the video hardware, which then " "can be used in 3D models or 2D [Sprite] or GUI [Control].\n" "Textures are often created by loading them from a file. See [method " "@GDScript.load].\n" "[Texture] is a base for other resources. It cannot be used directly.\n" "[b]Note:[/b] The maximum texture size is 16384×16384 pixels due to graphics " "hardware limitations. Larger textures may fail to import." msgstr "" "Una textura funciona registrando una imagen en el hardware de video, que " "luego puede ser usada en modelos 3D o 2D [Sprite2D] o GUI [Control].\n" "Las texturas se crean a menudo cargándolas desde un archivo. Ver [method " "@GDScript.load].\n" "[Texture2D] es una base para otros recursos. No puede ser usado directamente." #: doc/classes/Texture.xml msgid "" "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 #, fuzzy msgid "" "Draws the texture using a [CanvasItem] with the [VisualServer] API. " "Equivalent to [method VisualServer.canvas_item_add_texture_rect]." msgstr "" "Dibuja la textura utilizando un [CanvasItem] con la API [VisualServer] en la " "[code]position[/code] especificada." #: doc/classes/Texture.xml #, fuzzy msgid "" "Draws a part of the texture using a [CanvasItem] with the [VisualServer] " "API. Equivalent to [method VisualServer.canvas_item_add_texture_rect_region]." msgstr "" "Dibuja la textura utilizando un [CanvasItem] con la API [VisualServer] en la " "[code]position[/code] especificada." #: doc/classes/Texture.xml #, fuzzy msgid "" "Returns an [Image] that is a copy of data from this [Texture]. [Image]s can " "be accessed and manipulated directly." msgstr "" "Devuelve una [Image] con los datos de esta [Texture2D]. Las [Image]s pueden " "ser accedidas y manipuladas directamente." #: doc/classes/Texture.xml msgid "Returns the texture height." msgstr "Devuelve la altura de la textura." #: doc/classes/Texture.xml msgid "Returns the texture size." msgstr "Devuelve el tamaño de la textura." #: doc/classes/Texture.xml msgid "Returns the texture width." msgstr "Devuelve el ancho de la textura." #: doc/classes/Texture.xml #, fuzzy msgid "Returns [code]true[/code] if this [Texture] has an alpha channel." msgstr "Devuelve [code]true[/code] si este [Texture2D] tiene un canal alfa." #: doc/classes/Texture.xml msgid "" "The texture's [enum Flags]. [enum Flags] are used to set various properties " "of the [Texture]." msgstr "" #: doc/classes/Texture.xml msgid "" "Default flags. [constant FLAG_MIPMAPS], [constant FLAG_REPEAT] and [constant " "FLAG_FILTER] are enabled." msgstr "" #: 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." msgstr "" #: doc/classes/Texture.xml msgid "" "Repeats the texture (instead of clamp to edge).\n" "[b]Note:[/b] Ignored when using an [AtlasTexture] as these don't support " "repetition." msgstr "" #: 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/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/VisualServer.xml #, fuzzy msgid "Converts the texture to the sRGB color space." msgstr "" "Convierte los datos en bruto del espacio de color sRGB a una escala lineal." #: doc/classes/Texture.xml msgid "" "Repeats the texture with alternate sections mirrored.\n" "[b]Note:[/b] Ignored when using an [AtlasTexture] as these don't support " "repetition." msgstr "" #: doc/classes/Texture.xml doc/classes/VisualServer.xml #, fuzzy msgid "Texture is a video surface." msgstr "Obtiene un nombre para una superficie dada." #: doc/classes/Texture3D.xml #, fuzzy msgid "Texture with 3 dimensions." msgstr "Devuelve las dimensiones del mapa de bits." #: doc/classes/Texture3D.xml msgid "" "Texture3D is a 3-dimensional [Texture] that has a width, height, and depth. " "See also [TextureArray].\n" "[b]Note:[/b] [Texture3D]s can only be sampled in shaders in the GLES3 " "backend. In GLES2, their data can be accessed via scripting, but there is no " "way to render them in a hardware-accelerated manner." msgstr "" #: doc/classes/Texture3D.xml msgid "" "Creates the Texture3D with specified [code]width[/code], [code]height[/" "code], and [code]depth[/code]. See [enum Image.Format] for [code]format[/" "code] options. See [enum TextureLayered.Flags] enumerator for [code]flags[/" "code] options." msgstr "" #: doc/classes/TextureArray.xml #, fuzzy msgid "Array of textures stored in a single primitive." msgstr "Número de vértices dibujados en un solo fotograma." #: doc/classes/TextureArray.xml msgid "" "[TextureArray]s store an array of [Image]s in a single [Texture] primitive. " "Each layer of the texture array has its own mipmap chain. This makes it is a " "good alternative to texture atlases. See also [Texture3D].\n" "[TextureArray]s must be displayed using shaders. After importing your file " "as a [TextureArray] and setting the appropriate Horizontal and Vertical " "Slices, display it by setting it as a uniform to a shader, for example " "(2D):\n" "[codeblock]\n" "shader_type canvas_item;\n" "\n" "uniform sampler2DArray tex;\n" "uniform int index;\n" "\n" "void fragment() {\n" " COLOR = texture(tex, vec3(UV.x, UV.y, float(index)));\n" "}\n" "[/codeblock]\n" "Set the integer uniform \"index\" to show a particular part of the texture " "as defined by the Horizontal and Vertical Slices in the importer.\n" "[b]Note:[/b] When sampling an albedo texture from a texture array in 3D, the " "sRGB -> linear conversion hint ([code]hint_albedo[/code]) should be used to " "prevent colors from looking washed out:\n" "[codeblock]\n" "shader_type spatial;\n" "\n" "uniform sampler2DArray tex : hint_albedo;\n" "uniform int index;\n" "\n" "void fragment() {\n" " ALBEDO = texture(tex, vec3(UV.x, UV.y, float(index)));\n" "}\n" "[/codeblock]\n" "[b]Note:[/b] [TextureArray]s can only be sampled in shaders in the GLES3 " "backend. In GLES2, their data can be accessed via scripting, but there is no " "way to render them in a hardware-accelerated manner." msgstr "" #: doc/classes/TextureArray.xml msgid "" "Creates the TextureArray with specified [code]width[/code], [code]height[/" "code], and [code]depth[/code]. See [enum Image.Format] for [code]format[/" "code] options. See [enum TextureLayered.Flags] enumerator for [code]flags[/" "code] options." msgstr "" #: doc/classes/TextureButton.xml msgid "" "Texture-based button. Supports Pressed, Hover, Disabled and Focused states." msgstr "" "Botón basado en la textura. Soporta los estados de Presionado, Cursor " "Encima, Desactivado y Enfocado." #: doc/classes/TextureButton.xml #, fuzzy msgid "" "[TextureButton] has the same functionality as [Button], except it uses " "sprites instead of Godot's [Theme] resource. It is faster to create, but it " "doesn't support localization like more complex [Control]s.\n" "The \"normal\" state must contain a texture ([member texture_normal]); other " "textures are optional.\n" "See also [BaseButton] which contains common properties and methods " "associated with this node." msgstr "" "[TextureButton] tiene la misma funcionalidad que [Button], excepto que " "utiliza sprites en lugar del recurso [Theme] de Godot. Es más rápido de " "crear, pero no soporta la localización como los [Control]s más complejos.\n" "El estado \"normal\" debe contener una textura ([member texture_normal]); " "las demás texturas son opcionales." #: doc/classes/TextureButton.xml msgid "" "If [code]true[/code], the texture stretches to the edges of the node's " "bounding rectangle using the [member stretch_mode]. If [code]false[/code], " "the texture will not scale with the node." msgstr "" "Si [code]true[/code], la textura se extiende hasta los bordes del rectángulo " "delimitador del nodo utilizando el [member stretch_mode]. Si [code]false[/" "code], la textura no escalará con el nodo." #: doc/classes/TextureButton.xml msgid "" "Controls the texture's behavior when you resize the node's bounding " "rectangle, [b]only if[/b] [member expand] is [code]true[/code]. Set it to " "one of the [enum StretchMode] constants. See the constants to learn more." msgstr "" "Controla el comportamiento de la textura al redimensionar el rectángulo " "delimitador del nodo, [b]sólo si [/b] [member expand] es [code]true[/code]. " "Ponlo en una de las constantes de [enum StretchMode]. Vea las constantes " "para obtener más información." #: doc/classes/TextureButton.xml msgid "" "Pure black and white [BitMap] image to use for click detection. On the mask, " "white pixels represent the button's clickable area. Use it to create buttons " "with curved shapes." msgstr "" "Imagen en blanco y negro puro [BitMap] para usar en la detección de clics. " "En la máscara, los píxeles blancos representan el área donde se puede hacer " "clic en el botón. Úsalo para crear botones con formas curvas." #: doc/classes/TextureButton.xml msgid "" "Texture to display when the node is disabled. See [member BaseButton." "disabled]." msgstr "" "La textura se muestra cuando el nodo está desactivado. Ver [member " "BaseButton.disabled]." #: doc/classes/TextureButton.xml msgid "Texture to display when the node has mouse or keyboard focus." msgstr "" "La textura se muestra cuando el nodo tiene el foco del ratón o del teclado." #: doc/classes/TextureButton.xml msgid "Texture to display when the mouse hovers the node." msgstr "Textura para mostrar cuando el ratón pasa por encima del nodo." #: doc/classes/TextureButton.xml msgid "" "Texture to display by default, when the node is [b]not[/b] in the disabled, " "focused, hover or pressed state." msgstr "" "Textura a mostrar por defecto, cuando el nodo está [b]no[/b] en el estado de " "desactivado, enfocado, cursor encima o pulsado." #: doc/classes/TextureButton.xml msgid "" "Texture to display on mouse down over the node, if the node has keyboard " "focus and the player presses the Enter key or if the player presses the " "[member BaseButton.shortcut] key." msgstr "" "Textura que se muestra al pasar el ratón por encima del nodo, si el nodo " "tiene el foco del teclado y el jugador pulsa la tecla Intro o si el jugador " "pulsa la tecla [member BaseButton.shortcut]." #: doc/classes/TextureButton.xml doc/classes/TextureRect.xml msgid "Scale to fit the node's bounding rectangle." msgstr "Escala para ajustarse al rectángulo delimitador del nodo." #: doc/classes/TextureButton.xml doc/classes/TextureRect.xml msgid "Tile inside the node's bounding rectangle." msgstr "Tile dentro del rectángulo delimitador del nodo." #: doc/classes/TextureButton.xml doc/classes/TextureRect.xml msgid "" "The texture keeps its original size and stays in the bounding rectangle's " "top-left corner." msgstr "" "La textura mantiene su tamaño original y se mantiene en la esquina superior " "izquierda del rectángulo delimitador." #: doc/classes/TextureButton.xml doc/classes/TextureRect.xml msgid "" "The texture keeps its original size and stays centered in the node's " "bounding rectangle." msgstr "" "La textura mantiene su tamaño original y permanece centrado en el rectángulo " "delimitador del nodo." #: doc/classes/TextureButton.xml doc/classes/TextureRect.xml msgid "" "Scale the texture to fit the node's bounding rectangle, but maintain the " "texture's aspect ratio." msgstr "" "Escala la textura para que se ajuste al rectángulo delimitador del nodo, " "pero mantén la relación de aspecto de la textura." #: doc/classes/TextureButton.xml msgid "" "Scale the texture to fit the node's bounding rectangle, center it, and " "maintain its aspect ratio." msgstr "" "Escala la textura para que se ajuste al rectángulo delimitador del nodo, " "céntrelo y mantenga su relación de aspecto." #: doc/classes/TextureButton.xml doc/classes/TextureRect.xml msgid "" "Scale the texture so that the shorter side fits the bounding rectangle. The " "other side clips to the node's limits." msgstr "" "Escala la textura para que el lado más corto se ajuste al rectángulo " "delimitador. El otro lado se ajusta a los límites del nodo." #: doc/classes/TextureLayered.xml msgid "Base class for 3D texture types." msgstr "Clase base para tipos de texturas 3D." #: doc/classes/TextureLayered.xml #, fuzzy msgid "" "Base class for [Texture3D] and [TextureArray]. Cannot be used directly, but " "contains all the functions necessary for accessing and using [Texture3D] and " "[TextureArray]. Data is set on a per-layer basis. For [Texture3D]s, the " "layer specifies the depth or Z-index, they can be treated as a bunch of 2D " "slices. Similarly, for [TextureArray]s, the layer specifies the array layer." msgstr "" "Clase base para los tipos de textura 3D. Clase base para [Texture2DArray], " "[Cubemap] y [CubemapArray]. No se puede utilizar directamente, pero contiene " "todas las funciones necesarias para acceder a los tipos de recursos " "derivados. Los datos se establecen por capas. En el caso de " "[Texture2DArray], la capa especifica la capa de array." #: doc/classes/TextureLayered.xml #, fuzzy msgid "" "Returns the depth of the texture. Depth is the 3rd dimension (typically Z-" "axis)." msgstr "" "Devuelve el ancho de la textura. El ancho es típicamente representado por el " "eje X." #: doc/classes/TextureLayered.xml msgid "" "Returns the current format being used by this texture. See [enum Image." "Format] for details." msgstr "" "Devuelve el formato actual que está siendo usado por esta textura. Ver [enum " "Image.Format] para más detalles." #: doc/classes/TextureLayered.xml msgid "" "Returns the height of the texture. Height is typically represented by the Y-" "axis." msgstr "" "Devuelve la altura de la textura. La altura está típicamente representada " "por el eje Y." #: doc/classes/TextureLayered.xml msgid "" "Returns an [Image] resource with the data from specified [code]layer[/code]." msgstr "" "Devuelve un recurso de [Image] con los datos de la [code]layer[/code] " "especificada." #: doc/classes/TextureLayered.xml msgid "" "Returns the width of the texture. Width is typically represented by the X-" "axis." msgstr "" "Devuelve el ancho de la textura. El ancho es típicamente representado por el " "eje X." #: doc/classes/TextureLayered.xml msgid "" "Partially sets the data for a specified [code]layer[/code] by overwriting " "using the data of the specified [code]image[/code]. [code]x_offset[/code] " "and [code]y_offset[/code] determine where the [Image] is \"stamped\" over " "the texture. The [code]image[/code] must fit within the texture." msgstr "" #: doc/classes/TextureLayered.xml #, fuzzy msgid "" "Sets the data for the specified layer. Data takes the form of a 2-" "dimensional [Image] resource." msgstr "" "Devuelve el [Material] sobreescrito para la superficie especificada del " "recurso [Mesh]." #: doc/classes/TextureLayered.xml #, fuzzy msgid "Returns a dictionary with all the data used by this texture." msgstr "Devuelve el RID del canvas usado por esta capa." #: doc/classes/TextureLayered.xml msgid "Specifies which [enum Flags] apply to this texture." msgstr "" #: doc/classes/TextureLayered.xml msgid "" "Default flags for [TextureArray]. [constant FLAG_MIPMAPS], [constant " "FLAG_REPEAT] and [constant FLAG_FILTER] are enabled." msgstr "" #: doc/classes/TextureLayered.xml msgid "Default flags for [Texture3D]. [constant FLAG_FILTER] is enabled." msgstr "" #: doc/classes/TextureLayered.xml #, fuzzy msgid "Texture will generate mipmaps on creation." msgstr "La textura no se repetirá." #: doc/classes/TextureLayered.xml #, fuzzy msgid "Texture will repeat when UV used is outside the 0-1 range." msgstr "" "El indicador utilizado para señalar que el valor del color está fuera del " "rango de 0-1." #: doc/classes/TextureLayered.xml msgid "" "Use filtering when reading from texture. Filtering smooths out pixels. " "Turning filtering off is slightly faster and more appropriate when you need " "access to individual pixels." msgstr "" #: doc/classes/TextureProgress.xml msgid "" "Texture-based progress bar. Useful for loading screens and life or stamina " "bars." msgstr "" "Barra de progreso basada en la textura. Útil para cargar pantallas y barras " "de vida o resistencia." #: doc/classes/TextureProgress.xml msgid "" "TextureProgress works like [ProgressBar], but uses up to 3 textures instead " "of Godot's [Theme] resource. It can be used to create horizontal, vertical " "and radial progress bars." msgstr "" "TextureProgress funciona como [ProgressBar], pero utiliza hasta 3 texturas " "en lugar del recurso [Theme] de Godot. Se puede utilizar para crear barras " "de progreso horizontales, verticales y radiales." #: doc/classes/TextureProgress.xml msgid "The fill direction. See [enum FillMode] for possible values." msgstr "" "La dirección de llenado. Ver [enum FillMode] para los posibles valores." #: doc/classes/TextureProgress.xml msgid "" "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." msgstr "" "Si [code]true[/code], Godot trata las texturas de la barra como en " "[NinePatchRect]. Usa las propiedades de [code]stretch_margin_*[/code] como " "en [member stretch_margin_bottom] para configurar la cuadrícula de 3×3 del " "nueve parche. Cuando se utiliza un [member fill_mode] radial, este ajuste " "permitirá el estiramiento." #: doc/classes/TextureProgress.xml msgid "" "Offsets [member texture_progress] if [member fill_mode] is [constant " "FILL_CLOCKWISE] or [constant FILL_COUNTER_CLOCKWISE]." msgstr "" "Desplaza [member texture_progress] si [member fill_mode] es [constant " "FILL_CLOCKWISE] o [constant FILL_COUNTER_CLOCKWISE]." #: doc/classes/TextureProgress.xml msgid "" "Upper limit for the fill of [member texture_progress] if [member fill_mode] " "is [constant FILL_CLOCKWISE] or [constant FILL_COUNTER_CLOCKWISE]. When the " "node's [code]value[/code] is equal to its [code]max_value[/code], the " "texture fills up to this angle.\n" "See [member Range.value], [member Range.max_value]." msgstr "" "Límite superior para el relleno de [member texture_progress] si el [member " "fill_mode] es [constant FILL_CLOCKWISE] o [constant FILL_COUNTER_CLOCKWISE]. " "Cuando el [code]value[/code] del nodo es igual a su [code]max_value[/code], " "la textura se rellena hasta este ángulo.\n" "Ver [member Range.value], [member Range.max_value]." #: doc/classes/TextureProgress.xml msgid "" "Starting angle for the fill of [member texture_progress] if [member " "fill_mode] is [constant FILL_CLOCKWISE] or [constant " "FILL_COUNTER_CLOCKWISE]. When the node's [code]value[/code] is equal to its " "[code]min_value[/code], the texture doesn't show up at all. When the " "[code]value[/code] increases, the texture fills and tends towards [member " "radial_fill_degrees]." msgstr "" "Ángulo inicial para el relleno de [member texture_progress] si [member " "fill_mode] es [constant FILL_CLOCKWISE] o [constant FILL_COUNTER_CLOCKWISE]. " "Cuando el [code]value[/code] del nodo es igual a su [code]min_value[/code], " "la textura no se muestra en absoluto. Cuando el [code]value[/code] aumenta, " "la textura se llena y tiende hacia [member radial_fill_degrees]." #: doc/classes/TextureProgress.xml msgid "" "The height of the 9-patch's bottom row. A margin of 16 means the 9-slice's " "bottom corners and side will have a height of 16 pixels. You can set all 4 " "margin values individually to create panels with non-uniform borders." msgstr "" "La altura de la fila inferior del 9-patch. Un margen de 16 significa que las " "esquinas y el lado inferior del 9-patch tendrán una altura de 16 píxeles. " "Puede establecer los 4 valores de margen individualmente para crear paneles " "con bordes no uniformes." #: doc/classes/TextureProgress.xml msgid "The width of the 9-patch's left column." msgstr "El ancho de la columna izquierda del 9-patch." #: doc/classes/TextureProgress.xml msgid "The width of the 9-patch's right column." msgstr "El ancho de la columna derecha del 9-patch." #: doc/classes/TextureProgress.xml msgid "The height of the 9-patch's top row." msgstr "La altura de la fila superior del 9-patch." #: doc/classes/TextureProgress.xml #, fuzzy msgid "" "[Texture] that draws over the progress bar. Use it to add highlights or an " "upper-frame that hides part of [member texture_progress]." msgstr "" "[Texture2D] que dibuja sobre la barra de progreso. Úsalo para añadir " "resaltes o un marco superior que esconda parte de [member texture_progress]." #: doc/classes/TextureProgress.xml #, fuzzy msgid "" "[Texture] that clips based on the node's [code]value[/code] and [member " "fill_mode]. As [code]value[/code] increased, the texture fills up. It shows " "entirely when [code]value[/code] reaches [code]max_value[/code]. It doesn't " "show at all if [code]value[/code] is equal to [code]min_value[/code].\n" "The [code]value[/code] property comes from [Range]. See [member Range." "value], [member Range.min_value], [member Range.max_value]." msgstr "" "[Texture2D] que se recortan en base al [code]value[/code] y [member " "fill_mode] del nodo. A medida que [code]value[/code] aumentaba, la textura " "se llena. Se muestra completamente cuando [code]value[/code] alcanza el " "[code]max_value[/code]. No se muestra en absoluto si [code]value[/code] es " "igual a [code]min_value[/code].\n" "La propiedad [code]value[/code] proviene de [Range]. Ver [member Range." "value], [member Range.min_value], [member Range.max_value]." #: doc/classes/TextureProgress.xml msgid "" "The offset of [member texture_progress]. Useful for [member texture_over] " "and [member texture_under] with fancy borders, to avoid transparent margins " "in your progress texture." msgstr "" #: doc/classes/TextureProgress.xml #, fuzzy msgid "[Texture] that draws under the progress bar. The bar's background." msgstr "" "[Texture2D] que dibuja bajo la barra de progreso. El fondo de la barra." #: doc/classes/TextureProgress.xml msgid "" "Multiplies the color of the bar's [code]texture_over[/code] texture. The " "effect is similar to [member CanvasItem.modulate], except it only affects " "this specific texture instead of the entire node." msgstr "" "Multiplica el color de la textura [code]texture_over[/code] de la barra. El " "efecto es similar al de [member CanvasItem.modulate], excepto que sólo " "afecta a esta textura específica en lugar de a todo el nodo." #: doc/classes/TextureProgress.xml msgid "" "Multiplies the color of the bar's [code]texture_progress[/code] texture." msgstr "" "Multiplica el color de la textura [code]texture_progress[/code] de la barra." #: doc/classes/TextureProgress.xml msgid "Multiplies the color of the bar's [code]texture_under[/code] texture." msgstr "" "Multiplica el color de la textura [code]texture_under[/code] de la barra." #: doc/classes/TextureProgress.xml msgid "The [member texture_progress] fills from left to right." msgstr "El [member texture_progress] se llena de izquierda a derecha." #: doc/classes/TextureProgress.xml msgid "The [member texture_progress] fills from right to left." msgstr "El [member texture_progress] se llena de derecha a izquierda." #: doc/classes/TextureProgress.xml msgid "The [member texture_progress] fills from top to bottom." msgstr "El [member texture_progress] se llena de arriba a abajo." #: doc/classes/TextureProgress.xml msgid "The [member texture_progress] fills from bottom to top." msgstr "El [member texture_progress] se llena de abajo a arriba." #: doc/classes/TextureProgress.xml msgid "" "Turns the node into a radial bar. The [member texture_progress] fills " "clockwise. See [member radial_center_offset], [member radial_initial_angle] " "and [member radial_fill_degrees] to control the way the bar fills up." msgstr "" "Convierte el nodo en una barra radial. El [member texture_progress] se llena " "en el sentido de las agujas del reloj. Vea [member radial_center_offset], " "[member radial_initial_angle] y [member radial_fill_degrees] para controlar " "la forma en que la barra se llena." #: doc/classes/TextureProgress.xml msgid "" "Turns the node into a radial bar. The [member texture_progress] fills " "counterclockwise. See [member radial_center_offset], [member " "radial_initial_angle] and [member radial_fill_degrees] to control the way " "the bar fills up." msgstr "" "Convierte el nodo en una barra radial. El [member texture_progress] se llena " "en sentido contrario a las agujas del reloj. Ver [member " "radial_center_offset], [member radial_initial_angle] y [member " "radial_fill_degrees] para controlar la forma en que la barra se llena." #: doc/classes/TextureProgress.xml msgid "" "The [member texture_progress] fills from the center, expanding both towards " "the left and the right." msgstr "" "El [member texture_progress] se llena desde el centro, expandiéndose tanto " "hacia la izquierda como hacia la derecha." #: doc/classes/TextureProgress.xml msgid "" "The [member texture_progress] fills from the center, expanding both towards " "the top and the bottom." msgstr "" "El [member texture_progress] se llena desde el centro, expandiéndose tanto " "hacia arriba como hacia abajo." #: doc/classes/TextureProgress.xml msgid "" "Turns the node into a radial bar. The [member texture_progress] fills " "radially from the center, expanding both clockwise and counterclockwise. See " "[member radial_center_offset], [member radial_initial_angle] and [member " "radial_fill_degrees] to control the way the bar fills up." msgstr "" "Convierte el nodo en una barra radial. El [member texture_progress] se llena " "radialmente desde el centro, expandiéndose tanto en sentido horario como " "antihorario. Vea [member radial_center_offset], [member " "radial_initial_angle] y [member radial_fill_degrees] para controlar la forma " "en que la barra se llena." #: doc/classes/TextureRect.xml msgid "Control for drawing textures." msgstr "Control para dibujar texturas." #: doc/classes/TextureRect.xml #, fuzzy msgid "" "Used to draw icons and sprites in a user interface. The texture's placement " "can be controlled with the [member stretch_mode] property. It can scale, " "tile, or stay centered inside its bounding rectangle.\n" "[b]Note:[/b] You should enable [member flip_v] when using a TextureRect to " "display a [ViewportTexture]. Alternatively, you can enable [member Viewport." "render_target_v_flip] on the Viewport. Otherwise, the image will appear " "upside down." msgstr "" "Se utiliza para dibujar iconos y sprites en una interfaz de usuario. La " "colocación de la textura puede ser controlada con la propiedad [member " "stretch_mode]. Puede escalar, poner tiles o permanecer centrada dentro de su " "rectángulo delimitador." #: doc/classes/TextureRect.xml msgid "If [code]true[/code], the texture scales to fit its bounding rectangle." msgstr "" "Si [code]true[/code], la textura se escala para ajustarse a su rectángulo " "delimitador." #: doc/classes/TextureRect.xml msgid "" "Controls the texture's behavior when resizing the node's bounding rectangle. " "See [enum StretchMode]." msgstr "" "Controla el comportamiento de la textura al redimensionar el rectángulo de " "delimitación del nodo. Ver [enum StretchMode]." #: doc/classes/TextureRect.xml #, fuzzy msgid "The node's [Texture] resource." msgstr "El recurso del nodo [Texture2D]." #: doc/classes/TextureRect.xml msgid "" "Scale to fit the node's bounding rectangle, only if [code]expand[/code] is " "[code]true[/code]. Default [code]stretch_mode[/code], for backwards " "compatibility. Until you set [code]expand[/code] to [code]true[/code], the " "texture will behave like [constant STRETCH_KEEP]." msgstr "" "Escala para ajustarse al rectángulo delimitador del nodo, sólo si " "[code]expand[/code] es [code]true[/code]. Por defecto [code]stretch_mode[/" "code], para compatibilidad hacia atrás. Hasta que no pongas [code]expand[/" "code] en [code]true[/code], la textura se comportará como [constant " "STRETCH_KEEP]." #: doc/classes/TextureRect.xml msgid "" "Scale the texture to fit the node's bounding rectangle, center it and " "maintain its aspect ratio." msgstr "" "Escala la textura para que se ajuste al rectángulo delimitador del nodo, " "céntrarlo y mantenga su relación de aspecto." #: doc/classes/Theme.xml msgid "Theme for controls." msgstr "Tema para los controles." #: doc/classes/Theme.xml msgid "" "A theme for skinning controls. Controls can be skinned individually, but for " "complex applications, it's more practical to just create a global theme that " "defines everything. This theme can be applied to any [Control]; the Control " "and its children will automatically use it.\n" "Theme resources can alternatively be loaded by writing them in a [code]." "theme[/code] file, see the documentation for more information." msgstr "" "Un tema para los tratamientos de los controles. Los controles pueden ser " "modificados individualmente, pero para aplicaciones complejas, es más " "práctico crear un tema global que lo defina todo. Este tema puede aplicarse " "a cualquier [Control]; el Control y sus hijos lo usarán automáticamente.\n" "Los recursos del tema pueden cargarse alternativamente escribiéndolos en un " "archivo [code].theme[/code], vea la documentación para más información." #: 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 "Borra todos los valores del tema." #: doc/classes/Theme.xml #, fuzzy msgid "" "Clears the [Color] at [code]name[/code] if the theme has [code]theme_type[/" "code]." msgstr "" "Borra el [Color] en [code]name[/code] si el tema tiene [code]type[/code]." #: doc/classes/Theme.xml #, fuzzy msgid "" "Clears the constant at [code]name[/code] if the theme has [code]theme_type[/" "code]." msgstr "" "Limpia la constante en [code]name[/code] si el tema tiene [code]type[/code]." #: doc/classes/Theme.xml #, fuzzy msgid "" "Clears the [Font] at [code]name[/code] if the theme has [code]theme_type[/" "code]." msgstr "" "Limpia la [Font] en [code]name[/code] si el tema tiene [code]type[/code]." #: doc/classes/Theme.xml #, fuzzy msgid "" "Clears the icon at [code]name[/code] if the theme has [code]theme_type[/" "code]." msgstr "" "Borra el icono en [code]name[/code] si el tema tiene [code]type[/code]." #: doc/classes/Theme.xml #, fuzzy msgid "" "Clears [StyleBox] at [code]name[/code] if the theme has [code]theme_type[/" "code]." msgstr "" "Borra [StyleBox] en [code]name[/code] si el tema tiene [code]type[/code]." #: doc/classes/Theme.xml #, fuzzy msgid "" "Clears the theme item of [code]data_type[/code] at [code]name[/code] if the " "theme has [code]theme_type[/code]." msgstr "" "Limpia la constante en [code]name[/code] si el tema tiene [code]type[/code]." #: doc/classes/Theme.xml msgid "" "Unmarks [code]theme_type[/code] as being a variation of another theme type. " "See [method set_type_variation]." msgstr "" #: doc/classes/Theme.xml msgid "Sets the theme's values to a copy of the default theme values." msgstr "" "Establece los valores del tema a una copia de los valores del tema por " "defecto." #: doc/classes/Theme.xml msgid "Sets the theme's values to a copy of a given theme." msgstr "Establece los valores del tema a una copia de un tema dado." #: doc/classes/Theme.xml #, fuzzy msgid "" "Returns the [Color] at [code]name[/code] if the theme has [code]theme_type[/" "code]." msgstr "" "Devuelve el [Color] en [code]name[/code] si el tema tiene [code]type[/code]." #: doc/classes/Theme.xml #, fuzzy 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]theme_type[/" "code]." msgstr "" "Devuelve todos los [Color]s como un [PackedStringArray] relleno con el " "nombre de cada [Color], para su uso en [method get_color], si el tema tiene " "[code]type[/code]." #: doc/classes/Theme.xml #, fuzzy msgid "" "Returns all the [Color] types as a [PoolStringArray] filled with unique type " "names, for use in [method get_color] and/or [method get_color_list]." msgstr "" "Devuelve todos los [Color]s como un [PackedStringArray] relleno con el " "nombre de cada [Color], para su uso en [method get_color], si el tema tiene " "[code]type[/code]." #: doc/classes/Theme.xml #, fuzzy msgid "" "Returns the constant at [code]name[/code] if the theme has [code]theme_type[/" "code]." msgstr "" "Devuelve la constante en [code]name[/code] si el tema tiene [code]type[/" "code]." #: doc/classes/Theme.xml #, fuzzy 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]theme_type[/" "code]." msgstr "" "Devuelve todas las constantes como un [PackedStringArray] relleno con el " "nombre de cada constante, para su uso en [method get_constant], si el tema " "tiene [code]type[/code]." #: doc/classes/Theme.xml #, fuzzy msgid "" "Returns all the constant types as a [PoolStringArray] filled with unique " "type names, for use in [method get_constant] and/or [method " "get_constant_list]." msgstr "" "Devuelve todas las constantes como un [PackedStringArray] relleno con el " "nombre de cada constante, para su uso en [method get_constant], si el tema " "tiene [code]type[/code]." #: doc/classes/Theme.xml #, fuzzy msgid "" "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 "" "Devuelve la [Font] en [code]name[/code] si el tema tiene [code]type[/code]." #: doc/classes/Theme.xml #, fuzzy 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]theme_type[/code]." msgstr "" "Devuelve todas las [Fonts] como un [PackedStringArray] rellenado con el " "nombre de cada [Font], para su uso en el [method get_font], si el tema tiene " "[code]type[/code]." #: doc/classes/Theme.xml #, fuzzy msgid "" "Returns all the [Font] types as a [PoolStringArray] filled with unique type " "names, for use in [method get_font] and/or [method get_font_list]." msgstr "" "Devuelve todas las [Fonts] como un [PackedStringArray] rellenado con el " "nombre de cada [Font], para su uso en el [method get_font], si el tema tiene " "[code]type[/code]." #: doc/classes/Theme.xml #, fuzzy msgid "" "Returns the icon [Texture] at [code]name[/code] if the theme has " "[code]theme_type[/code]." msgstr "" "Devuelve el icono [Texture2D] en [code]name[/code] si el tema tiene " "[code]type[/code]." #: doc/classes/Theme.xml #, fuzzy 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]theme_type[/code]." msgstr "" "Devuelve todos los iconos como un [PackedStringArray] rellenado con el " "nombre de cada [Texture2D], para su uso en el [method get_icon], si el tema " "tiene [code]type[/code]." #: doc/classes/Theme.xml #, fuzzy msgid "" "Returns all the icon types as a [PoolStringArray] filled with unique type " "names, for use in [method get_icon] and/or [method get_icon_list]." msgstr "" "Devuelve todos los iconos como un [PackedStringArray] rellenado con el " "nombre de cada [Texture2D], para su uso en el [method get_icon], si el tema " "tiene [code]type[/code]." #: doc/classes/Theme.xml #, fuzzy msgid "" "Returns the [StyleBox] at [code]name[/code] if the theme has " "[code]theme_type[/code].\n" "Valid [code]name[/code]s may be found using [method get_stylebox_list]. " "Valid [code]theme_type[/code]s may be found using [method " "get_stylebox_types]." msgstr "" "Devuelve todos los [StyleBox]s como un [PackedStringArray] relleno con el " "nombre de cada [StyleBox], para su uso en [method get_stylebox], si el tema " "tiene [code]type[/code]." #: doc/classes/Theme.xml #, fuzzy 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]theme_type[/code].\n" "Valid [code]theme_type[/code]s may be found using [method " "get_stylebox_types]." msgstr "" "Devuelve todos los [StyleBox]s como un [PackedStringArray] relleno con el " "nombre de cada [StyleBox], para su uso en [method get_stylebox], si el tema " "tiene [code]type[/code]." #: doc/classes/Theme.xml #, fuzzy msgid "" "Returns all the [StyleBox] types as a [PoolStringArray] filled with unique " "type names, for use in [method get_stylebox] and/or [method " "get_stylebox_list]." msgstr "" "Devuelve todos los tipos de [StyleBox] como un [PackedStringArray] relleno " "con el tipo de cada [StyleBox], para su uso en [method get_stylebox] y/o " "[method get_stylebox_list], si el tema tiene [code]type[/code]." #: doc/classes/Theme.xml #, fuzzy msgid "" "Returns the theme item of [code]data_type[/code] at [code]name[/code] if the " "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]theme_type[/code]s may be found " "using [method get_theme_item_types] or a data type specific method." msgstr "" "Establece el [Font] del tema a [code]font[/code] en [code]name[/code] en " "[code]type[/code].\n" "No hace nada si el tema no tiene [code]type[/code]." #: doc/classes/Theme.xml #, fuzzy 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]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 "" "Devuelve todos los [StyleBox]s como un [PackedStringArray] relleno con el " "nombre de cada [StyleBox], para su uso en [method get_stylebox], si el tema " "tiene [code]type[/code]." #: doc/classes/Theme.xml #, fuzzy msgid "" "Returns all the theme items of [code]data_type[/code] types as a " "[PoolStringArray] filled with unique type names, for use in [method " "get_theme_item], [method get_theme_item_list] or data type specific methods." msgstr "" "Devuelve todos los tipos de [StyleBox] como un [PackedStringArray] relleno " "con el tipo de cada [StyleBox], para su uso en [method get_stylebox] y/o " "[method get_stylebox_list], si el tema tiene [code]type[/code]." #: doc/classes/Theme.xml #, fuzzy 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]theme_type[/code] has no effect and will be removed in " "future version." msgstr "" "Devuelve todos los tipos de [code]type[/code] como un [PackedStringArray] " "para su uso en cualquiera de las funciones de [code]get_*[/code], si el tema " "tiene [code]type[/code]." #: doc/classes/Theme.xml #, fuzzy msgid "" "Returns the name of the base theme type if [code]theme_type[/code] is a " "valid variation type. Returns an empty string otherwise." msgstr "" "Devuelve el nombre de la escena que se está reproduciendo. Si no se está " "reproduciendo ninguna escena, devuelve una string vacía." #: doc/classes/Theme.xml #, fuzzy msgid "" "Returns a list of all type variations for the given [code]base_type[/code]." msgstr "Devuelve un [Array] de conexiones para la [code]signal[/code] dada." #: doc/classes/Theme.xml #, fuzzy msgid "" "Returns [code]true[/code] if [Color] with [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 "" "Devuelve [code]true[/code] si [Color] con [code]name[/code] está en " "[code]type[/code].\n" "Devuelve [code]false[/code] si el tema no tiene [code]type[/code]." #: doc/classes/Theme.xml #, fuzzy msgid "" "Returns [code]true[/code] if constant with [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 "" "Devuelve [code]true[/code] si la constante con [code]name[/code] está en " "[code]type[/code].\n" "Devuelve [code]false[/code] si el tema no tiene [code]type[/code]." #: doc/classes/Theme.xml #, fuzzy msgid "" "Returns [code]true[/code] if this theme has a valid [member default_font] " "value." msgstr "" "Devuelve [code]true[/code] si hay un conjunto de [member network_peer]." #: doc/classes/Theme.xml #, fuzzy msgid "" "Returns [code]true[/code] if [Font] with [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 "" "Devuelve [code]true[/code] si [Font] con [code]name[/code] está en " "[code]type[/code].\n" "Devuelve [code]false[/code] si el tema no tiene [code]type[/code]." #: doc/classes/Theme.xml #, fuzzy msgid "" "Returns [code]true[/code] if icon [Texture] with [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 "" "Devuelve [code]true[/code] si el icono [Texture2D] con [code]name[/code] " "está en [code]type[/code].\n" "Devuelve [code]false[/code] si el tema no tiene [code]type[/code]." #: doc/classes/Theme.xml #, fuzzy msgid "" "Returns [code]true[/code] if [StyleBox] with [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 "" "Devuelve [code]true[/code] si [StyleBox] con [code]name[/code] está en " "[code]type[/code].\n" "Devuelve [code]false[/code] si el tema no tiene [code]type[/code]." #: doc/classes/Theme.xml #, fuzzy msgid "" "Returns [code]true[/code] if a theme item of [code]data_type[/code] with " "[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 "" "Devuelve [code]true[/code] si [StyleBox] con [code]name[/code] está en " "[code]type[/code].\n" "Devuelve [code]false[/code] si el tema no tiene [code]type[/code]." #: doc/classes/Theme.xml #, fuzzy msgid "" "Returns [code]true[/code] if [code]theme_type[/code] is marked as a " "variation of [code]base_type[/code]." msgstr "" "Devuelve [code]true[/code] si el precargador contiene un recurso asociado a " "[code]name[/code]." #: doc/classes/Theme.xml msgid "" "Adds missing and overrides existing definitions with values from the " "[code]other[/code] [Theme].\n" "[b]Note:[/b] This modifies the current theme. If you want to merge two " "themes together without modifying either one, create a new empty theme and " "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 #, fuzzy msgid "" "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "theme has [code]theme_type[/code]. If [code]name[/code] is already taken, " "this method fails." msgstr "" "Devuelve el [Color] en [code]name[/code] si el tema tiene [code]type[/code]." #: doc/classes/Theme.xml #, fuzzy msgid "" "Renames the constant at [code]old_name[/code] to [code]name[/code] if the " "theme has [code]theme_type[/code]. If [code]name[/code] is already taken, " "this method fails." msgstr "" "Devuelve la constante en [code]name[/code] si el tema tiene [code]type[/" "code]." #: doc/classes/Theme.xml #, fuzzy msgid "" "Renames the [Font] at [code]old_name[/code] to [code]name[/code] if the " "theme has [code]theme_type[/code]. If [code]name[/code] is already taken, " "this method fails." msgstr "" "Devuelve la [Font] en [code]name[/code] si el tema tiene [code]type[/code]." #: doc/classes/Theme.xml #, fuzzy msgid "" "Renames the icon at [code]old_name[/code] to [code]name[/code] if the theme " "has [code]theme_type[/code]. If [code]name[/code] is already taken, this " "method fails." msgstr "" "Devuelve el icono [StyleBox] en [code]name[/code] si el tema tiene " "[code]type[/code]." #: doc/classes/Theme.xml #, fuzzy msgid "" "Renames [StyleBox] at [code]old_name[/code] to [code]name[/code] if the " "theme has [code]theme_type[/code]. If [code]name[/code] is already taken, " "this method fails." msgstr "" "Establece el [StyleBox] del tema a [code]stylebox[/code] en [code]name[/" "code] en [code]type[/code].\n" "No hace nada si el tema no tiene [code]type[/code]." #: doc/classes/Theme.xml #, fuzzy msgid "" "Renames the theme item of [code]data_type[/code] at [code]old_name[/code] to " "[code]name[/code] if the theme has [code]theme_type[/code]. If [code]name[/" "code] is already taken, this method fails." msgstr "" "Establece la constante del tema en [code]constant[/code] en [code]name[/" "code] en [code]type[/code].\n" "No hace nada si el tema no tiene [code]type[/code]." #: doc/classes/Theme.xml #, fuzzy msgid "" "Sets the theme's [Color] to [code]color[/code] at [code]name[/code] in " "[code]theme_type[/code].\n" "Creates [code]theme_type[/code] if the theme does not have it." msgstr "" "Establece el [Color] del tema a [code]color[/code] en [code]name[/code] en " "[code]type[/code].\n" "No hace nada si el tema no tiene [code]type[/code]." #: doc/classes/Theme.xml #, fuzzy msgid "" "Sets the theme's constant to [code]constant[/code] at [code]name[/code] in " "[code]theme_type[/code].\n" "Creates [code]theme_type[/code] if the theme does not have it." msgstr "" "Establece la constante del tema en [code]constant[/code] en [code]name[/" "code] en [code]type[/code].\n" "No hace nada si el tema no tiene [code]type[/code]." #: doc/classes/Theme.xml #, fuzzy msgid "" "Sets the theme's [Font] to [code]font[/code] at [code]name[/code] in " "[code]theme_type[/code].\n" "Creates [code]theme_type[/code] if the theme does not have it." msgstr "" "Establece el [Font] del tema a [code]font[/code] en [code]name[/code] en " "[code]type[/code].\n" "No hace nada si el tema no tiene [code]type[/code]." #: doc/classes/Theme.xml #, fuzzy msgid "" "Sets the theme's icon [Texture] to [code]texture[/code] at [code]name[/code] " "in [code]theme_type[/code].\n" "Creates [code]theme_type[/code] if the theme does not have it." msgstr "" "Establece el [Font] del tema a [code]font[/code] en [code]name[/code] en " "[code]type[/code].\n" "No hace nada si el tema no tiene [code]type[/code]." #: doc/classes/Theme.xml #, fuzzy msgid "" "Sets theme's [StyleBox] to [code]stylebox[/code] at [code]name[/code] in " "[code]theme_type[/code].\n" "Creates [code]theme_type[/code] if the theme does not have it." msgstr "" "Establece el [StyleBox] del tema a [code]stylebox[/code] en [code]name[/" "code] en [code]type[/code].\n" "No hace nada si el tema no tiene [code]type[/code]." #: doc/classes/Theme.xml #, fuzzy msgid "" "Sets the theme item of [code]data_type[/code] to [code]value[/code] at " "[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]theme_type[/code] if the theme does not have it." msgstr "" "Establece el [Font] del tema a [code]font[/code] en [code]name[/code] en " "[code]type[/code].\n" "No hace nada si el tema no tiene [code]type[/code]." #: doc/classes/Theme.xml msgid "" "Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n" "This adds [code]theme_type[/code] as a suggested option for [member Control." "theme_type_variation] on a [Control] that is of the [code]base_type[/code] " "class.\n" "Variations can also be nested, i.e. [code]base_type[/code] can be another " "variation. If a chain of variations ends with a [code]base_type[/code] " "matching the class of the [Control], the whole chain is going to be " "suggested as options.\n" "[b]Note:[/b] Suggestions only show up if this theme resource is set as the " "project default theme. See [member ProjectSettings.gui/theme/custom]." msgstr "" #: doc/classes/Theme.xml msgid "" "The default font of this [Theme] resource. Used as a fallback value for font " "items defined in this theme, but having invalid values. If this value is " "also invalid, the global default value is used.\n" "Use [method has_default_font] to check if this value is valid." msgstr "" #: doc/classes/Theme.xml #, fuzzy msgid "Theme's [Color] item type." msgstr "El [Color] de la niebla." #: doc/classes/Theme.xml #, fuzzy msgid "Theme's constant item type." msgstr "El tipo de la constante." #: doc/classes/Theme.xml #, fuzzy msgid "Theme's [Font] item type." msgstr "El tipo de la constante." #: doc/classes/Theme.xml #, fuzzy msgid "Theme's icon [Texture] item type." msgstr "El recurso del nodo [Texture2D]." #: doc/classes/Theme.xml msgid "Theme's [StyleBox] item type." msgstr "" #: doc/classes/Theme.xml #, fuzzy msgid "Maximum value for the DataType enum." msgstr "Valor máximo para el modo enum." #: doc/classes/Thread.xml msgid "A unit of execution in a process." msgstr "Una unidad de ejecución en un proceso." #: doc/classes/Thread.xml #, fuzzy msgid "" "A unit of execution in a process. Can run methods on [Object]s " "simultaneously. The use of synchronization via [Mutex] or [Semaphore] is " "advised if working with shared objects.\n" "[b]Note:[/b] Breakpoints won't break on code if it's running in a thread. " "This is a current limitation of the GDScript debugger." msgstr "" "Una unidad de ejecución en un proceso. Puede ejecutar métodos en [Object]s " "simultáneamente. Se aconseja el uso de la sincronización a través de [Mutex] " "o [Semaphore] si se trabaja con objetos compartidos." #: doc/classes/Thread.xml msgid "Using multiple threads" msgstr "" #: doc/classes/Thread.xml msgid "Thread-safe APIs" msgstr "" #: doc/classes/Thread.xml #, fuzzy msgid "" "Returns the current [Thread]'s ID, uniquely identifying it among all " "threads. If the [Thread] is not running this returns an empty string." msgstr "" "Devuelve la identificación del [Thread] actual, identificándolo de forma " "única entre todos los hilos." #: doc/classes/Thread.xml msgid "" "Returns [code]true[/code] if this [Thread] has been started. Once started, " "this will return [code]true[/code] until it is joined using [method " "wait_to_finish]. For checking if a [Thread] is still executing its task, use " "[method is_alive]." msgstr "" #: doc/classes/Thread.xml msgid "" "Returns [code]true[/code] if this [Thread] is currently running. This is " "useful for determining if [method wait_to_finish] can be called without " "blocking the calling thread.\n" "To check if a [Thread] is joinable, use [method is_active]." msgstr "" #: doc/classes/Thread.xml msgid "" "Starts a new [Thread] that runs [code]method[/code] on object " "[code]instance[/code] with [code]userdata[/code] passed as an argument. Even " "if no userdata is passed, [code]method[/code] must accept one argument and " "it will be null. The [code]priority[/code] of the [Thread] can be changed by " "passing a value from the [enum Priority] enum.\n" "Returns [constant OK] on success, or [constant ERR_CANT_CREATE] on failure." msgstr "" "Inicia un nuevo [Thread] que ejecuta [code]method[/code] en el objeto " "[code]instance[/code] con [code]userdata[/code] pasado como argumento. " "Aunque no se pasen userdata, [code]method[/code] debe aceptar un argumento y " "será nulo. La [code]priority[/code] del [Thread] puede cambiarse pasando un " "valor del enum [enum Priority].\n" "Devuelve [constant OK] en el éxito, o [constant ERR_CANT_CREATE] en el " "fracaso." #: doc/classes/Thread.xml msgid "" "Joins the [Thread] and waits for it to finish. Returns the output of the " "method passed to [method start].\n" "Should either be used when you want to retrieve the value returned from the " "method called by the [Thread] or before freeing the instance that contains " "the [Thread].\n" "To determine if this can be called without blocking the calling thread, " "check if [method is_alive] is [code]false[/code].\n" "[b]Note:[/b] After the [Thread] finishes joining it will be disposed. If you " "want to use it again you will have to create a new instance of it." msgstr "" #: doc/classes/Thread.xml msgid "A thread running with lower priority than normally." msgstr "Un hilo que corre con menor prioridad de lo normal." #: doc/classes/Thread.xml msgid "A thread with a standard priority." msgstr "Un hilo con una prioridad estándar." #: doc/classes/Thread.xml msgid "A thread running with higher priority than normally." msgstr "Un hilo que corre con mayor prioridad de lo normal." #: doc/classes/TileMap.xml msgid "Node for 2D tile-based maps." msgstr "Nodo para mapas basados en tiles 2D." #: doc/classes/TileMap.xml msgid "" "Node for 2D tile-based maps. Tilemaps use a [TileSet] which contain a list " "of tiles (textures plus optional collision, navigation, and/or occluder " "shapes) which are used to create grid-based maps.\n" "When doing physics queries against the tilemap, the cell coordinates are " "encoded as [code]metadata[/code] for each detected collision shape returned " "by methods such as [method Physics2DDirectSpaceState.intersect_shape], " "[method Physics2DDirectBodyState.get_contact_collider_shape_metadata], etc." msgstr "" #: doc/classes/TileMap.xml doc/classes/TileSet.xml msgid "Using Tilemaps" msgstr "" #: doc/classes/TileMap.xml doc/classes/TileSet.xml msgid "2D Hexagonal Demo" msgstr "" #: doc/classes/TileMap.xml msgid "Clears all cells." msgstr "Limpia todas las celdas." #: doc/classes/TileMap.xml msgid "Clears cells that do not exist in the tileset." msgstr "Despeja las celdas que no existen en el tileset." #: doc/classes/TileMap.xml msgid "" "Returns the tile index of the given cell. If no tile exists in the cell, " "returns [constant INVALID_CELL]." msgstr "" "Devuelve el índice de tile de la celda dada. Si no existe ningún tile en la " "celda, devuelve [constant INVALID_CELL]." #: doc/classes/TileMap.xml msgid "" "Returns the coordinate (subtile column and row) of the autotile variation in " "the tileset. Returns a zero vector if the cell doesn't have autotiling." msgstr "" "Devuelve la coordenada (columna y fila sutil) de la variación autotile en el " "tileset. Devuelve un vector cero si la celda no tiene autotiling." #: doc/classes/TileMap.xml msgid "" "Returns the tile index of the cell given by a Vector2. If no tile exists in " "the cell, returns [constant INVALID_CELL]." msgstr "" "Devuelve el índice de tile de la célula dado por un Vector2. Si no existe " "ningún tile en la celda, devuelve [constant INVALID_CELL]." #: doc/classes/TileMap.xml msgid "Returns [code]true[/code] if the given collision layer bit is set." msgstr "" "Devuelve [code]true[/code] si el bit de la capa de colisión dada está fijado." #: doc/classes/TileMap.xml msgid "Returns [code]true[/code] if the given collision mask bit is set." msgstr "" "Devuelve [code]true[/code] si el bit de la máscara de colisión dada está " "configurado." #: doc/classes/TileMap.xml msgid "" "Returns a [Vector2] array with the positions of all cells containing a tile " "from the tileset (i.e. a tile index different from [code]-1[/code])." msgstr "" "Devuelve una array [Vector2] con las posiciones de todas las celdas que " "contienen un tile del conjunto de tileset (es decir, un índice de tile " "diferente de [code]-1[/code])." #: doc/classes/TileMap.xml #, fuzzy msgid "" "Returns an array of all cells with the given tile index specified in " "[code]id[/code]." msgstr "" "Devuelve una array de todas las celdas con el [code]index[/code] del tile " "dado." #: doc/classes/TileMap.xml msgid "Returns a rectangle enclosing the used (non-empty) tiles of the map." msgstr "" "Devuelve un rectángulo que encierra los tiles usados (no vacíos) del mapa." #: doc/classes/TileMap.xml msgid "" "Returns [code]true[/code] if the given cell is transposed, i.e. the X and Y " "axes are swapped." msgstr "" "Devuelve [code]true[/code] si la celda dada se transpone, es decir, los ejes " "X e Y se intercambian." #: doc/classes/TileMap.xml msgid "Returns [code]true[/code] if the given cell is flipped in the X axis." msgstr "Devuelve [code]true[/code] si la celda dada se voltea en el eje X." #: doc/classes/TileMap.xml msgid "Returns [code]true[/code] if the given cell is flipped in the Y axis." msgstr "Devuelve [code]true[/code] si la celda dada se voltea en el eje Y." #: doc/classes/TileMap.xml msgid "" "Returns the local position of the top left corner of the cell corresponding " "to the given tilemap (grid-based) coordinates.\n" "To get the global position, use [method Node2D.to_global]:\n" "[codeblock]\n" "var local_position = my_tilemap.map_to_world(map_position)\n" "var global_position = my_tilemap.to_global(local_position)\n" "[/codeblock]\n" "Optionally, the tilemap's half offset can be ignored." msgstr "" #: doc/classes/TileMap.xml #, fuzzy msgid "" "Sets the tile index for the given cell.\n" "An index of [code]-1[/code] clears the cell.\n" "Optionally, the tile can also be flipped, transposed, or given autotile " "coordinates. The autotile coordinate refers to the column and row of the " "subtile.\n" "[b]Note:[/b] Data such as navigation polygons and collision shapes are not " "immediately updated for performance reasons.\n" "If you need these to be immediately updated, you can call [method " "update_dirty_quadrants].\n" "Overriding this method also overrides it internally, allowing custom logic " "to be implemented when tiles are placed/removed:\n" "[codeblock]\n" "func set_cell(x, y, tile, flip_x=false, flip_y=false, transpose=false, " "autotile_coord=Vector2()):\n" " # Write your custom logic here.\n" " # To call the default method:\n" " .set_cell(x, y, tile, flip_x, flip_y, transpose, autotile_coord)\n" "[/codeblock]" msgstr "" "Establece el índice de tile para la célula dada por un Vector2.\n" "Un índice de [code]-1[/code] borra la celda.\n" "Opcionalmente, la tile también puede ser volteada, transpuesta o se le " "pueden dar coordenadas autotiles. La coordenada autotile se refiere a la " "columna y la fila del subtile.\n" "[b]Nota:[/b] Los datos como los polígonos de navegación y las formas de " "colisión no se actualizan inmediatamente por razones de rendimiento.\n" "Si necesitas que se actualicen inmediatamente, puedes llamar a [method " "update_dirty_quadrants].\n" "Anular este método también lo anula internamente, lo que permite implementar " "una lógica personalizada cuando se colocan/quitan tiles:\n" "[codeblock]\n" "func set_cell(x, y, tile, flip_x, flip_y, transpose, autotile_coord)\n" " # Escriba su lógica personalizada aquí.\n" " # Para llamar al método por defecto:\n" " .set_cell(x, y, tile, flip_x, flip_y, transpose, autotile_coord)\n" "[/codeblock]" #: doc/classes/TileMap.xml #, fuzzy msgid "" "Sets the tile index for the cell given by a Vector2.\n" "An index of [code]-1[/code] clears the cell.\n" "Optionally, the tile can also be flipped, transposed, or given autotile " "coordinates. The autotile coordinate refers to the column and row of the " "subtile.\n" "[b]Note:[/b] Data such as navigation polygons and collision shapes are not " "immediately updated for performance reasons.\n" "If you need these to be immediately updated, you can call [method " "update_dirty_quadrants]." msgstr "" "Establece el índice de tiles para la celda dada.\n" "Un índice de [code]-1[/code] borra la celda.\n" "Opcionalmente, la tile también puede ser volteada o transpuesta.\n" "[b]Nota:[/b] Los datos como los polígonos de navegación y las formas de " "colisión no se actualizan inmediatamente por razones de rendimiento.\n" "Si necesitas que se actualicen inmediatamente, puedes llamar a [method " "update_dirty_quadrants]." #: doc/classes/TileMap.xml msgid "Sets the given collision layer bit." msgstr "Establece el bit de la capa de colisión dada." #: doc/classes/TileMap.xml msgid "Sets the given collision mask bit." msgstr "Establece el bit de la máscara de colisión dada." #: doc/classes/TileMap.xml msgid "" "Applies autotiling rules to the cell (and its adjacent cells) referenced by " "its grid-based X and Y coordinates." msgstr "" "Aplica las reglas de autotiling a la célula (y sus células adyacentes) " "referidas por sus coordenadas X e Y basadas en la cuadrícula." #: doc/classes/TileMap.xml msgid "" "Applies autotiling rules to the cells in the given region (specified by grid-" "based X and Y coordinates).\n" "Calling with invalid (or missing) parameters applies autotiling rules for " "the entire tilemap." msgstr "" "Aplica las reglas de autotiling a las celdas de la región dada " "(especificadas por las coordenadas X e Y de la cuadrícula).\n" "Llamar con parámetros inválidos (o que faltan) aplica las reglas de " "autocalibración para todo el mapa de tilemap." #: doc/classes/TileMap.xml msgid "" "Updates the tile map's quadrants, allowing things such as navigation and " "collision shapes to be immediately used if modified." msgstr "" "Actualiza los cuadrantes del mapa de tiles, permitiendo que cosas como la " "navegación y las formas de colisión se usen inmediatamente si se modifican." #: doc/classes/TileMap.xml msgid "" "Returns the tilemap (grid-based) coordinates corresponding to the given " "local position.\n" "To use this with a global position, first determine the local position with " "[method Node2D.to_local]:\n" "[codeblock]\n" "var local_position = my_tilemap.to_local(global_position)\n" "var map_position = my_tilemap.world_to_map(local_position)\n" "[/codeblock]" msgstr "" #: doc/classes/TileMap.xml #, fuzzy msgid "If [code]true[/code], this TileMap bakes a navigation region." msgstr "Si [code]true[/code], la animación nombrada existe." #: doc/classes/TileMap.xml msgid "If [code]true[/code], the cell's UVs will be clipped." msgstr "Si [code]true[/code], los UV de la celda serán recortados." #: doc/classes/TileMap.xml msgid "The custom [Transform2D] to be applied to the TileMap's cells." msgstr "" "La [Transform2D] personalizada para ser aplicada a las celdas del TileMap." #: doc/classes/TileMap.xml msgid "" "Amount to offset alternating tiles. See [enum HalfOffset] for possible " "values." msgstr "" "Cantidad para compensar las tiles alternadas. Ver [enum HalfOffset] para los " "posibles valores." #: doc/classes/TileMap.xml msgid "" "The TileMap's quadrant size. Optimizes drawing by batching, using chunks of " "this size." msgstr "" "El tamaño del cuadrante del TileMap. Optimiza el dibujo por lotes, usando " "trozos de este tamaño." #: doc/classes/TileMap.xml msgid "The TileMap's cell size." msgstr "El tamaño de la celda del TileMap." #: doc/classes/TileMap.xml msgid "Position for tile origin. See [enum TileOrigin] for possible values." msgstr "" "Posición para el origen del tile. Ver [enum TileOrigin] para los posibles " "valores." #: doc/classes/TileMap.xml #, fuzzy msgid "" "If [code]true[/code], the TileMap's direct children will be drawn in order " "of their Y coordinate." msgstr "" "Si [code]true[/code], los hijos del TileMap se dibujarán en el orden de su " "coordenada Y." #: doc/classes/TileMap.xml msgid "" "If [code]true[/code], the textures will be centered in the middle of each " "tile. This is useful for certain isometric or top-down modes when textures " "are made larger or smaller than the tiles (e.g. to avoid flickering on tile " "edges). The offset is still applied, but from the center of the tile. If " "used, [member compatibility_mode] is ignored.\n" "If [code]false[/code], the texture position start in the top-left corner " "unless [member compatibility_mode] is enabled." msgstr "" "Si [code]true[/code], las texturas se centrarán en el centro de cada tile. " "Esto es útil para ciertos modos isométricos o de arriba hacia abajo cuando " "las texturas se hacen más grandes o más pequeñas que las tiles (por ejemplo, " "para evitar el parpadeo en los bordes de las tiles). El desplazamiento se " "sigue aplicando, pero desde el centro de la tile. Si se utiliza, se ignora " "[member compatibility_mode].\n" "Si [code]false[/code], la posición de la textura comienza en la esquina " "superior izquierda a menos que [member compatibility_mode] esté activado." #: doc/classes/TileMap.xml msgid "" "Bounce value for static body collisions (see [code]collision_use_kinematic[/" "code])." msgstr "" "Valor de rebote para las colisiones de cuerpos estáticos (ver " "[code]collision_use_kinematic[/code])." #: doc/classes/TileMap.xml msgid "" "Friction value for static body collisions (see " "[code]collision_use_kinematic[/code])." msgstr "" "Valor de fricción para colisiones de cuerpos estáticos (ver " "[code]collision_use_kinematic[/code])." #: doc/classes/TileMap.xml msgid "" "The collision layer(s) for all colliders in the TileMap. See [url=$DOCS_URL/" "tutorials/physics/physics_introduction.html#collision-layers-and-" "masks]Collision layers and masks[/url] in the documentation for more " "information." msgstr "" #: doc/classes/TileMap.xml msgid "" "The collision mask(s) for all colliders in the TileMap. See [url=$DOCS_URL/" "tutorials/physics/physics_introduction.html#collision-layers-and-" "masks]Collision layers and masks[/url] in the documentation for more " "information." msgstr "" #: doc/classes/TileMap.xml msgid "" "If [code]true[/code], TileMap collisions will be handled as a kinematic " "body. If [code]false[/code], collisions will be handled as static body." msgstr "" "Si [code]true[/code], las colisiones de TileMap se manejarán como un cuerpo " "cinematico. Si [code]false[/code], las colisiones se manejarán como un " "cuerpo estático." #: doc/classes/TileMap.xml msgid "" "If [code]true[/code], this tilemap's collision shape will be added to the " "collision shape of the parent. The parent has to be a [CollisionObject2D]." msgstr "" "Si [code]true[/code], la forma de colisión de este tilemap se añadirá a la " "forma de colisión del padre. El padre tiene que ser un [CollisionObject2D]." #: doc/classes/TileMap.xml msgid "" "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[/" "code] tile operations on non-homogeneous isometric tiles (e.g. 2:1), in " "which the texture could not coincide with the collision, thus it is not " "recommended for isometric or non-square tiles.\n" "If [code]false[/code], the textures do not move when doing [code]flip_h[/" "code], [code]flip_v[/code] operations if no offset is used, nor when " "changing the tile origin.\n" "The compatibility mode doesn't work with the [member centered_textures] " "option, because displacing textures with the [member cell_tile_origin] " "option or in irregular tiles is not relevant when centering those textures." msgstr "" "Si [code]true[/code], se mantiene la compatibilidad con los tilemaps " "realizados en Godot 3.1 o anteriores (las texturas se mueven cuando cambia " "el origen del tile y giran si el tamaño de la textura no es homogéneo). Este " "modo presenta problemas al realizar operaciones de colocación de " "[code]flip_h[/code], [code]flip_v[/code] y [code]transpose[/code] sobre " "tiles isométricas no homogéneas (por ejemplo, 2:1), en las que la textura " "podría no coincidir con la colisión, por lo que no se recomienda para las " "tiles isométricas o no cuadradas.\n" "Si [code]false[/code], las texturas no se mueven al realizar las operaciones " "[code]flip_h[/code], [code]flip_v[/code] si no se utiliza el offset, ni al " "cambiar el origen de la tile.\n" "El modo de compatibilidad no funciona con la opción [member " "centered_textures], porque desplazar las texturas con la opción [member " "cell_tile_origin] o en tiles irregulares no es relevante al centrar esas " "texturas." #: doc/classes/TileMap.xml msgid "The TileMap orientation mode. See [enum Mode] for possible values." msgstr "" "El modo de orientación de TileMap. Vea [enum Mode] para los posibles valores." #: 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 " "light occluders will cast shadows only from Light2D(s) that have the same " "light mask(s)." msgstr "" "La máscara de luz asignada a todos los oclusores de luz en el TileMap. Los " "oclusores de luz del TileSet arrojarán sombras sólo de los Light2D que " "tengan la misma máscara de luz." #: doc/classes/TileMap.xml msgid "" "If [code]true[/code], collision shapes are visible in the editor. Doesn't " "affect collision shapes visibility at runtime. To show collision shapes at " "runtime, enable [b]Visible Collision Shapes[/b] in the [b]Debug[/b] menu " "instead." msgstr "" #: doc/classes/TileMap.xml msgid "The assigned [TileSet]." msgstr "El [TileSet] asignado." #: doc/classes/TileMap.xml msgid "Emitted when a tilemap setting has changed." msgstr "Emitido cuando la configuración de un mapa de tiles ha cambiado." #: doc/classes/TileMap.xml msgid "Returned when a cell doesn't exist." msgstr "Devuelto cuando una celda no existe." #: doc/classes/TileMap.xml msgid "Orthogonal orientation mode." msgstr "Modo de orientación ortogonal." #: doc/classes/TileMap.xml msgid "Isometric orientation mode." msgstr "Modo de orientación isométrica." #: doc/classes/TileMap.xml msgid "Custom orientation mode." msgstr "Modo de orientación personalizada." #: doc/classes/TileMap.xml msgid "Half offset on the X coordinate." msgstr "Medio desplazamiento en la coordenada X." #: doc/classes/TileMap.xml msgid "Half offset on the Y coordinate." msgstr "Medio desplazamiento en la coordenada Y." #: doc/classes/TileMap.xml msgid "Half offset disabled." msgstr "Medio desplazamiento desactivado." #: doc/classes/TileMap.xml msgid "Half offset on the X coordinate (negative)." msgstr "Desplazamiento medio en la coordenada X (negativo)." #: doc/classes/TileMap.xml msgid "Half offset on the Y coordinate (negative)." msgstr "Medio desplazamiento en la coordenada Y (negativo)." #: doc/classes/TileMap.xml msgid "Tile origin at its top-left corner." msgstr "Origen del tile en su esquina superior izquierda." #: doc/classes/TileMap.xml msgid "Tile origin at its center." msgstr "El origen del tile en su centro." #: doc/classes/TileMap.xml msgid "Tile origin at its bottom-left corner." msgstr "Origen del tile en su esquina inferior izquierda." #: doc/classes/TileSet.xml msgid "Tile library for tilemaps." msgstr "Biblioteca de tile para tilemaps." #: doc/classes/TileSet.xml msgid "" "A TileSet is a library of tiles for a [TileMap]. It contains a list of " "tiles, each consisting of a sprite and optional collision shapes.\n" "Tiles are referenced by a unique integer ID." msgstr "" "Un TileSet es una biblioteca de tiles para un [TileMap]. Contiene una lista " "de tiles, cada uno de los cuales consiste en un sprite y formas de colisión " "opcionales.\n" "Los tiles están referenciados por un ID entero único." #: doc/classes/TileSet.xml msgid "" "Determines when the auto-tiler should consider two different auto-tile IDs " "to be bound together.\n" "[b]Note:[/b] [code]neighbor_id[/code] will be [code]-1[/code] ([constant " "TileMap.INVALID_CELL]) when checking a tile against an empty neighbor tile." msgstr "" "Determina cuando el auto-tiler debe considerar que dos diferentes " "identificaciones de auto-tiler están unidas.\n" "[b]Nota:[/b] [code]neighbor_id[/code] será [code]-1[/code] ([constant " "TileMap.INVALID_CELL]) al comparar una tile con una tile vecina vacía." #: doc/classes/TileSet.xml msgid "Clears all bitmask information of the autotile." msgstr "Borra toda la información de la máscara de bits del autotile." #: doc/classes/TileSet.xml msgid "" "Returns the bitmask of the subtile from an autotile given its coordinates.\n" "The value is the sum of the values in [enum AutotileBindings] present in the " "subtile (e.g. a value of 5 means the bitmask has bindings in both the top " "left and top right)." msgstr "" "Devuelve la máscara de bits del subtiles de un autotile dado sus " "coordenadas.\n" "El valor es la suma de los valores de [enum AutotileBindings] presentes en " "el subtile (por ejemplo, un valor de 5 significa que la máscara de bits " "tiene enlaces tanto en la parte superior izquierda como en la superior " "derecha)." #: doc/classes/TileSet.xml msgid "Returns the [enum BitmaskMode] of the autotile." msgstr "Devuelve el [enum BitmaskMode] del autotile." #: doc/classes/TileSet.xml msgid "" "Returns the subtile that's being used as an icon in an atlas/autotile given " "its coordinates.\n" "The subtile defined as the icon will be used as a fallback when the atlas/" "autotile's bitmask information is incomplete. It will also be used to " "represent it in the TileSet editor." msgstr "" "Devuelve el subtile que se está usando como icono en un atlas/autotile dadas " "sus coordenadas.\n" "La subtile definida como el icono será utilizada como una alternativa cuando " "la información de la máscara de bits del atlas/autotile esté incompleta. " "También se usará para representarla en el editor de TileSet." #: doc/classes/TileSet.xml msgid "" "Returns the light occluder of the subtile from an atlas/autotile given its " "coordinates." msgstr "" "Devuelve el oclusor de luz del subtile de un atlas/autotile dadas sus " "coordenadas." #: doc/classes/TileSet.xml msgid "" "Returns the navigation polygon of the subtile from an atlas/autotile given " "its coordinates." msgstr "" "Devuelve el polígono de navegación del subsuelo de un atlas/autotile dadas " "sus coordenadas." #: doc/classes/TileSet.xml msgid "Returns the size of the subtiles in an atlas/autotile." msgstr "Devuelve el tamaño de los subtiles en un atlas/autotile." #: doc/classes/TileSet.xml msgid "Returns the spacing between subtiles of the atlas/autotile." msgstr "Devuelve el espacio entre los subtiles del atlas/autotile." #: doc/classes/TileSet.xml msgid "" "Returns the priority of the subtile from an autotile given its coordinates.\n" "When more than one subtile has the same bitmask value, one of them will be " "picked randomly for drawing. Its priority will define how often it will be " "picked." msgstr "" "Devuelve la prioridad del subtile de un autotile dado sus coordenadas.\n" "Cuando más de un subtile tiene el mismo valor de máscara de bits, uno de " "ellos será elegido al azar para dibujar. Su prioridad definirá la frecuencia " "con la que se elegirá." #: doc/classes/TileSet.xml msgid "" "Returns the drawing index of the subtile from an atlas/autotile given its " "coordinates." msgstr "" "Devuelve el índice de dibujo del subtile de un atlas/autotile dadas sus " "coordenadas." #: doc/classes/TileSet.xml msgid "" "Sets the bitmask of the subtile from an autotile given its coordinates.\n" "The value is the sum of the values in [enum AutotileBindings] present in the " "subtile (e.g. a value of 5 means the bitmask has bindings in both the top " "left and top right)." msgstr "" "Establece la máscara de bits del subtile de un autotile dado sus " "coordenadas.\n" "El valor es la suma de los valores de [enum AutotileBindings] presentes en " "el subtile (por ejemplo, un valor de 5 significa que la máscara de bits " "tiene enlaces tanto en la parte superior izquierda como en la superior " "derecha)." #: doc/classes/TileSet.xml msgid "Sets the [enum BitmaskMode] of the autotile." msgstr "Establece el [enum BitmaskMode] del autotile." #: doc/classes/TileSet.xml msgid "" "Sets the subtile that will be used as an icon in an atlas/autotile given its " "coordinates.\n" "The subtile defined as the icon will be used as a fallback when the atlas/" "autotile's bitmask information is incomplete. It will also be used to " "represent it in the TileSet editor." msgstr "" "Establece el subtile que se usará como icono en un atlas/autotile dadas sus " "coordenadas.\n" "La subtile definida como el icono será utilizada como una alternativa cuando " "la información de la máscara de bits del atlas/autotile esté incompleta. " "También se usará para representarla en el editor de TileSet." #: doc/classes/TileSet.xml msgid "" "Sets the light occluder of the subtile from an atlas/autotile given its " "coordinates." msgstr "" "Establece el oclusor de luz del subtile desde un atlas/autotile dado sus " "coordenadas." #: doc/classes/TileSet.xml msgid "" "Sets the navigation polygon of the subtile from an atlas/autotile given its " "coordinates." msgstr "" "Establece el polígono de navegación del sutile a partir de un atlas/autotile " "dadas sus coordenadas." #: doc/classes/TileSet.xml msgid "Sets the size of the subtiles in an atlas/autotile." msgstr "Establece el tamaño de los subtiles en un atlas/autotile." #: doc/classes/TileSet.xml msgid "Sets the spacing between subtiles of the atlas/autotile." msgstr "Establece el espacio entre los subtiles del atlas/autotile." #: doc/classes/TileSet.xml msgid "" "Sets the priority of the subtile from an autotile given its coordinates.\n" "When more than one subtile has the same bitmask value, one of them will be " "picked randomly for drawing. Its priority will define how often it will be " "picked." msgstr "" "Establece la prioridad del sutil de un autotile dado sus coordenadas.\n" "Cuando más de un subtile tiene el mismo valor de máscara de bits, uno de " "ellos será elegido al azar para dibujar. Su prioridad definirá la frecuencia " "con la que se elegirá." #: doc/classes/TileSet.xml msgid "" "Sets the drawing index of the subtile from an atlas/autotile given its " "coordinates." msgstr "" "Establece el índice de dibujo del sutile a partir de un atlas/autotile dadas " "sus coordenadas." #: doc/classes/TileSet.xml msgid "Clears all tiles." msgstr "Limpia todos los tiles." #: doc/classes/TileSet.xml msgid "Creates a new tile with the given ID." msgstr "Crea un nuevo tile con la identificación dada." #: doc/classes/TileSet.xml msgid "Returns the first tile matching the given name." msgstr "Devuelve el primer tile que coincida con el nombre dado." #: doc/classes/TileSet.xml msgid "" "Returns the ID following the last currently used ID, useful when creating a " "new tile." msgstr "" "Devuelve la identificación que sigue a la última identificación usada " "actualmente, útil cuando se crea un nuevo tile." #: doc/classes/TileSet.xml msgid "Returns an array of all currently used tile IDs." msgstr "" "Devuelve un array de todas las identificaciones de tiles usadas actualmente." #: doc/classes/TileSet.xml msgid "Removes the given tile ID." msgstr "Quita la identificación del tile dado." #: doc/classes/TileSet.xml msgid "Adds a shape to the tile." msgstr "Añade una forma al tile." #: doc/classes/TileSet.xml msgid "Returns the tile's light occluder." msgstr "Devuelve el oclusor de luz del tile." #: doc/classes/TileSet.xml msgid "Returns the tile's material." msgstr "Devuelve el material del tile." #: doc/classes/TileSet.xml msgid "Returns the tile's modulation color." msgstr "Devuelve el color de modulación del tile." #: doc/classes/TileSet.xml msgid "Returns the tile's name." msgstr "Devuelve el nombre del tile." #: doc/classes/TileSet.xml msgid "Returns the navigation polygon of the tile." msgstr "Devuelve el polígono de navegación del tile." #: doc/classes/TileSet.xml msgid "Returns the offset of the tile's navigation polygon." msgstr "Devuelve el desplazamiento del polígono de navegación del tile." #: doc/classes/TileSet.xml msgid "Returns the tile's normal map texture." msgstr "Devuelve la textura normal del mapa del tile." #: doc/classes/TileSet.xml msgid "Returns the offset of the tile's light occluder." msgstr "Devuelve el desplazamiento del oclusor de luz del tile." #: doc/classes/TileSet.xml msgid "Returns the tile sub-region in the texture." msgstr "Devuelve la sub-región del tile en la textura." #: doc/classes/TileSet.xml msgid "Returns a tile's given shape." msgstr "Devuelve un tile con una forma determinada." #: doc/classes/TileSet.xml msgid "Returns the number of shapes assigned to a tile." msgstr "Devuelve el número de formas asignadas a un tile." #: doc/classes/TileSet.xml msgid "Returns the offset of a tile's shape." msgstr "Devuelve el desplazamiento de la forma de un tile." #: doc/classes/TileSet.xml msgid "Returns the one-way collision value of a tile's shape." msgstr "Devuelve el valor de la colisión en un sentido de la forma de un tile." #: doc/classes/TileSet.xml msgid "Returns the [Transform2D] of a tile's shape." msgstr "Devuelve la [Transform2D] de la forma de un tile." #: doc/classes/TileSet.xml msgid "" "Returns an array of dictionaries describing the tile's shapes.\n" "[b]Dictionary structure in the array returned by this method:[/b]\n" "[codeblock]\n" "{\n" " \"autotile_coord\": Vector2,\n" " \"one_way\": bool,\n" " \"one_way_margin\": int,\n" " \"shape\": CollisionShape2D,\n" " \"shape_transform\": Transform2D,\n" "}\n" "[/codeblock]" msgstr "" "Devuelve una serie de diccionarios que describen las formas de los tiles.\n" "[b]Estructura del diccionario en el array devuelto por este método:[/b]\n" "[codeblock]\n" "{\n" " \"autotile_coord\": Vector 2,\n" " \"one_way\": bool,\n" " \"one_way_margin\": int,\n" " \"shape\": CollisionShape2D,\n" " \"shape_transform\": Transform2D,\n" "}\n" "[/codeblock]" #: doc/classes/TileSet.xml msgid "Returns the tile's texture." msgstr "Devuelve la textura del tile." #: doc/classes/TileSet.xml msgid "Returns the texture offset of the tile." msgstr "Devuelve el desplazamiento de la textura del tile." #: doc/classes/TileSet.xml msgid "Returns the tile's [enum TileMode]." msgstr "Devuelve el [enum TileMode] del tile." #: doc/classes/TileSet.xml msgid "Returns the tile's Z index (drawing layer)." msgstr "Devuelve el índice Z del tile (capa de dibujo)." #: doc/classes/TileSet.xml msgid "Sets a light occluder for the tile." msgstr "Establece un oclusor ligero para el tile." #: doc/classes/TileSet.xml msgid "Sets the tile's material." msgstr "Establece el material del tile." #: doc/classes/TileSet.xml msgid "" "Sets the tile's modulation color.\n" "[b]Note:[/b] Modulation is performed by setting the tile's vertex color. To " "access this in a shader, use [code]COLOR[/code] rather than [code]MODULATE[/" "code] (which instead accesses the [TileMap]'s [member CanvasItem.modulate] " "property)." msgstr "" #: doc/classes/TileSet.xml msgid "Sets the tile's name." msgstr "Establece el nombre del tile." #: doc/classes/TileSet.xml msgid "Sets the tile's navigation polygon." msgstr "Establece el polígono de navegación del tile." #: doc/classes/TileSet.xml msgid "Sets an offset for the tile's navigation polygon." msgstr "Establece un desplazamiento del polígono de navegación del tile." #: doc/classes/TileSet.xml msgid "" "Sets the tile's normal map texture.\n" "[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 "" "Establece la textura normal del mapa del tile.\n" "[b]Nota:[/b] Godot espera que el mapa normal use las coordenadas X+, Y-, y " "Z+. Ver [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]esta página[/url] " "para una comparación de las coordenadas del mapa normal esperadas por los " "motores populares." #: doc/classes/TileSet.xml msgid "Sets an offset for the tile's light occluder." msgstr "Establece un desplazamiento para el oclusor de luz del tile." #: doc/classes/TileSet.xml msgid "" "Sets the tile's sub-region in the texture. This is common in texture atlases." msgstr "" "Establece la sub-región del tile en la textura. Esto es común en los atlas " "de texturas." #: doc/classes/TileSet.xml msgid "Sets a shape for the tile, enabling collision." msgstr "Establece una forma para el tile, permitiendo la colisión." #: doc/classes/TileSet.xml msgid "Sets the offset of a tile's shape." msgstr "Establece el desplazamiento de la forma de un tile." #: doc/classes/TileSet.xml msgid "Enables one-way collision on a tile's shape." msgstr "Permite una colisión unidireccional en la forma de un tile." #: doc/classes/TileSet.xml msgid "Sets a [Transform2D] on a tile's shape." msgstr "Establece un [Transform2D] en la forma de un tile." #: doc/classes/TileSet.xml msgid "Sets an array of shapes for the tile, enabling collision." msgstr "Establece un [Transform2D] en la forma de un tile." #: doc/classes/TileSet.xml msgid "Sets the tile's texture." msgstr "Establece la textura del tile." #: doc/classes/TileSet.xml msgid "Sets the tile's texture offset." msgstr "Establece el desplazamiento de la textura del tile." #: doc/classes/TileSet.xml msgid "Sets the tile's [enum TileMode]." msgstr "Establece el [enum TileMode] del tile." #: doc/classes/TileSet.xml msgid "Sets the tile's drawing index." msgstr "Establece el índice de dibujo del tile." #: doc/classes/Time.xml msgid "Time singleton for working with time." msgstr "" #: doc/classes/Time.xml msgid "" "The Time singleton allows converting time between various formats and also " "getting time information from the system.\n" "This class conforms with as many of the ISO 8601 standards as possible. All " "dates follow the Proleptic Gregorian calendar. As such, the day before " "[code]1582-10-15[/code] is [code]1582-10-14[/code], not [code]1582-10-04[/" "code]. The year before 1 AD (aka 1 BC) is number [code]0[/code], with the " "year before that (2 BC) being [code]-1[/code], etc.\n" "Conversion methods assume \"the same timezone\", and do not handle timezone " "conversions or DST automatically. Leap seconds are also not handled, they " "must be done manually if desired. Suffixes such as \"Z\" are not handled, " "you need to strip them away manually.\n" "When getting time information from the system, the time can either be in the " "local timezone or UTC depending on the [code]utc[/code] parameter. However, " "the [method get_unix_time_from_system] method always returns the time in " "UTC.\n" "[b]Important:[/b] The [code]_from_system[/code] methods use the system clock " "that the user can manually set. [b]Never use[/b] this method for precise " "time calculation since its results are subject to automatic adjustments by " "the user or 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)." msgstr "" #: doc/classes/Time.xml #, fuzzy msgid "" "Returns the current date as a dictionary of keys: [code]year[/code], " "[code]month[/code], [code]day[/code], [code]weekday[/code], and [code]dst[/" "code] (Daylight Savings Time).\n" "The returned values are in the system's local time when [code]utc[/code] is " "false, otherwise they are in UTC." msgstr "" "Devuelve la fecha actual como un diccionario de claves: [code]year[/code], " "[code]month[/code], [code]day[/code], [code]weekday[/code], [code]dst[/code] " "(horario de verano), [code]hora[/code], [code]minute[/code], [code]second[/" "code]." #: doc/classes/Time.xml #, fuzzy msgid "" "Converts the given Unix timestamp to a dictionary of keys: [code]year[/" "code], [code]month[/code], [code]day[/code], and [code]weekday[/code]." msgstr "" "Devuelve la fecha actual como un diccionario de claves: [code]year[/code], " "[code]month[/code], [code]day[/code], [code]weekday[/code], [code]dst[/code] " "(Horario de verano)." #: doc/classes/Time.xml msgid "" "Returns the current date as an ISO 8601 date string (YYYY-MM-DD).\n" "The returned values are in the system's local time when [code]utc[/code] is " "false, otherwise they are in UTC." msgstr "" #: doc/classes/Time.xml msgid "" "Converts the given Unix timestamp to an ISO 8601 date string (YYYY-MM-DD)." msgstr "" #: doc/classes/Time.xml #, fuzzy msgid "" "Converts the given ISO 8601 date and time string (YYYY-MM-DDTHH:MM:SS) to a " "dictionary of keys: [code]year[/code], [code]month[/code], [code]day[/code], " "[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).\n" "[b]Note:[/b] Any decimal fraction in the time string will be ignored " "silently." msgstr "" "Devuelve la fecha actual como un diccionario de claves: [code]year[/code], " "[code]month[/code], [code]day[/code], [code]weekday[/code], [code]dst[/code] " "(horario de verano), [code]hora[/code], [code]minute[/code], [code]second[/" "code]." #: doc/classes/Time.xml #, fuzzy msgid "" "Returns the current date as a dictionary of keys: [code]year[/code], " "[code]month[/code], [code]day[/code], [code]weekday[/code], [code]hour[/" "code], [code]minute[/code], and [code]second[/code]." msgstr "" "Devuelve la fecha actual como un diccionario de claves: [code]year[/code], " "[code]month[/code], [code]day[/code], [code]weekday[/code], [code]dst[/code] " "(horario de verano), [code]hora[/code], [code]minute[/code], [code]second[/" "code]." #: doc/classes/Time.xml #, fuzzy msgid "" "Converts the given Unix timestamp to a dictionary of keys: [code]year[/" "code], [code]month[/code], [code]day[/code], and [code]weekday[/code].\n" "The returned Dictionary's values will be the same as the [method " "get_datetime_dict_from_system] if the Unix timestamp is the current time, " "with the exception of Daylight Savings Time as it cannot be determined from " "the epoch." msgstr "" "Obtiene un diccionario de valores de tiempo correspondientes al tiempo de " "época UNIX dado (en segundos).\n" "Los valores del diccionario devueltos serán los mismos que los de [method " "get_datetime], con la excepción del horario de verano, ya que no puede " "determinarse a partir de la época." #: doc/classes/Time.xml #, fuzzy msgid "" "Converts the given dictionary of keys to an ISO 8601 date and time string " "(YYYY-MM-DDTHH:MM:SS).\n" "The given dictionary can be populated with the following keys: [code]year[/" "code], [code]month[/code], [code]day[/code], [code]hour[/code], " "[code]minute[/code], and [code]second[/code]. Any other entries (including " "[code]dst[/code]) are ignored.\n" "If the dictionary is empty, [code]0[/code] is returned. If some keys are " "omitted, they default to the equivalent values for the Unix epoch timestamp " "0 (1970-01-01 at 00:00:00).\n" "If [code]use_space[/code] is true, use a space instead of the letter T in " "the middle." msgstr "" "Obtiene un valor de tiempo de época de un diccionario de valores de tiempo.\n" "[code]datetime[/code] debe ser rellenado con las siguientes teclas: " "[code]year[/code], [code]month[/code], [code]day[/code], [code]hour[/code], " "[code]minute[/code], [code]second[/code].\n" "Puedes pasar la salida de [method get_datetime_from_unix_time] directamente " "a esta función. El horario de verano ([code]dst[/code]), si está presente, " "es ignorado." #: doc/classes/Time.xml msgid "" "Returns the current date and time as an ISO 8601 date and time string (YYYY-" "MM-DDTHH:MM:SS).\n" "The returned values are in the system's local time when [code]utc[/code] is " "false, otherwise they are in UTC.\n" "If [code]use_space[/code] is true, use a space instead of the letter T in " "the middle." msgstr "" #: doc/classes/Time.xml msgid "" "Converts the given Unix timestamp to an ISO 8601 date and time string (YYYY-" "MM-DDTHH:MM:SS).\n" "If [code]use_space[/code] is true, use a space instead of the letter T in " "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" "Will always be positive or 0 and uses a 64-bit value (it will wrap after " "roughly 500 million years)." msgstr "" #: doc/classes/Time.xml msgid "" "Returns the amount of time passed in microseconds since the engine started.\n" "Will always be positive or 0 and uses a 64-bit value (it will wrap after " "roughly half a million years)." msgstr "" #: doc/classes/Time.xml #, fuzzy msgid "" "Returns the current time as a dictionary of keys: [code]hour[/code], " "[code]minute[/code], and [code]second[/code].\n" "The returned values are in the system's local time when [code]utc[/code] is " "false, otherwise they are in UTC." msgstr "" "Devuelve la fecha actual como un diccionario de claves: [code]year[/code], " "[code]month[/code], [code]day[/code], [code]weekday[/code], [code]dst[/code] " "(Horario de verano)." #: doc/classes/Time.xml #, fuzzy msgid "" "Converts the given time to a dictionary of keys: [code]hour[/code], " "[code]minute[/code], and [code]second[/code]." msgstr "" "Devuelve la fecha actual como un diccionario de claves: [code]year[/code], " "[code]month[/code], [code]day[/code], [code]weekday[/code], [code]dst[/code] " "(Horario de verano)." #: doc/classes/Time.xml msgid "" "Returns the current time as an ISO 8601 time string (HH:MM:SS).\n" "The returned values are in the system's local time when [code]utc[/code] is " "false, otherwise they are in UTC." msgstr "" #: doc/classes/Time.xml msgid "" "Converts the given Unix timestamp to an ISO 8601 time string (HH:MM:SS)." msgstr "" #: doc/classes/Time.xml msgid "" "Returns the current time zone as a dictionary of keys: [code]bias[/code] and " "[code]name[/code]. The [code]bias[/code] value is the offset from UTC in " "minutes, since not all time zones are multiples of an hour from UTC." msgstr "" #: doc/classes/Time.xml #, fuzzy msgid "" "Converts a dictionary of time values to a Unix timestamp.\n" "The given dictionary can be populated with the following keys: [code]year[/" "code], [code]month[/code], [code]day[/code], [code]hour[/code], " "[code]minute[/code], and [code]second[/code]. Any other entries (including " "[code]dst[/code]) are ignored.\n" "If the dictionary is empty, [code]0[/code] is returned. If some keys are " "omitted, they default to the equivalent values for the Unix epoch timestamp " "0 (1970-01-01 at 00:00:00).\n" "You can pass the output from [method get_datetime_dict_from_unix_time] " "directly into this function and get the same as what was put in.\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 dictionary." msgstr "" "Obtiene un valor de tiempo de época de un diccionario de valores de tiempo.\n" "[code]datetime[/code] debe ser rellenado con las siguientes teclas: " "[code]year[/code], [code]month[/code], [code]day[/code], [code]hour[/code], " "[code]minute[/code], [code]second[/code].\n" "Puedes pasar la salida de [method get_datetime_from_unix_time] directamente " "a esta función. El horario de verano ([code]dst[/code]), si está presente, " "es ignorado." #: doc/classes/Time.xml msgid "" "Converts the given ISO 8601 date and/or time string to a Unix timestamp. The " "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.\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.\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 msgid "The month of January, represented numerically as [code]01[/code]." msgstr "" #: doc/classes/Time.xml msgid "The month of February, represented numerically as [code]02[/code]." msgstr "" #: doc/classes/Time.xml msgid "The month of March, represented numerically as [code]03[/code]." msgstr "" #: doc/classes/Time.xml msgid "The month of April, represented numerically as [code]04[/code]." msgstr "" #: doc/classes/Time.xml msgid "The month of May, represented numerically as [code]05[/code]." msgstr "" #: doc/classes/Time.xml msgid "The month of June, represented numerically as [code]06[/code]." msgstr "" #: doc/classes/Time.xml msgid "The month of July, represented numerically as [code]07[/code]." msgstr "" #: doc/classes/Time.xml msgid "The month of August, represented numerically as [code]08[/code]." msgstr "" #: doc/classes/Time.xml msgid "The month of September, represented numerically as [code]09[/code]." msgstr "" #: doc/classes/Time.xml msgid "The month of October, represented numerically as [code]10[/code]." msgstr "" #: doc/classes/Time.xml msgid "The month of November, represented numerically as [code]11[/code]." msgstr "" #: doc/classes/Time.xml msgid "The month of December, represented numerically as [code]12[/code]." msgstr "" #: doc/classes/Time.xml msgid "The day of the week Sunday, represented numerically as [code]0[/code]." msgstr "" #: doc/classes/Time.xml msgid "The day of the week Monday, represented numerically as [code]1[/code]." msgstr "" #: doc/classes/Time.xml msgid "The day of the week Tuesday, represented numerically as [code]2[/code]." msgstr "" #: doc/classes/Time.xml msgid "" "The day of the week Wednesday, represented numerically as [code]3[/code]." msgstr "" #: doc/classes/Time.xml msgid "" "The day of the week Thursday, represented numerically as [code]4[/code]." msgstr "" #: doc/classes/Time.xml msgid "The day of the week Friday, represented numerically as [code]5[/code]." msgstr "" #: doc/classes/Time.xml msgid "" "The day of the week Saturday, represented numerically as [code]6[/code]." msgstr "" #: doc/classes/Timer.xml msgid "A countdown timer." msgstr "Un temporizador de cuenta atrás." #: doc/classes/Timer.xml #, fuzzy msgid "" "Counts down a specified interval and emits a signal on reaching 0. Can be " "set to repeat or \"one-shot\" mode.\n" "[b]Note:[/b] To create a one-shot timer without instantiating a node, use " "[method SceneTree.create_timer]." msgstr "" "Cuenta hacia atrás un intervalo especificado y emite una señal al llegar a " "0. Se puede configurar en el modo de repetición o de \"disparo único\".\n" "[b]Nota:[/b] Para crear un temporizador de una sola vez sin instanciar un " "nodo, utilice el [method SceneTree.create_timer]." #: doc/classes/Timer.xml msgid "Returns [code]true[/code] if the timer is stopped." msgstr "Devuelve [code]true[/code] si el temporizador se detiene." #: doc/classes/Timer.xml #, fuzzy msgid "" "Starts the timer. Sets [code]wait_time[/code] to [code]time_sec[/code] if " "[code]time_sec > 0[/code]. This also resets the remaining time to " "[code]wait_time[/code].\n" "[b]Note:[/b] This method will not resume a paused timer. See [member paused]." msgstr "" "Inicia el temporizador. Establece [code]wait_time[/code] a [code]time_sec[/" "code] si [code]time_sec > 0[/code]. También restablece el tiempo restante a " "[code]wait_time[/code].\n" "[b]Nota:[/b] este método no reanudará un temporizador en pausa. Ver [member " "pausado]." #: doc/classes/Timer.xml msgid "Stops the timer." msgstr "Detiene el temporizador." #: doc/classes/Timer.xml msgid "" "If [code]true[/code], the timer will automatically start when entering the " "scene tree.\n" "[b]Note:[/b] This property is automatically set to [code]false[/code] after " "the timer enters the scene tree and starts." msgstr "" "Si [code]true[/code], el temporizador se iniciará automáticamente al entrar " "en el árbol de la escena.\n" "[b]Nota:[/b] Esta propiedad se ajusta automáticamente a [code]false[/code] " "después de que el temporizador entra en el árbol de la escena y comienza." #: doc/classes/Timer.xml msgid "" "If [code]true[/code], the timer will stop when reaching 0. If [code]false[/" "code], it will restart." msgstr "" "Si [code]true[/code], el temporizador se detendrá al llegar a 0. Si " "[code]false[/code], se reiniciará." #: doc/classes/Timer.xml msgid "" "If [code]true[/code], the timer is paused and will not process until it is " "unpaused again, even if [method start] is called." msgstr "" "Si [code]true[/code], el temporizador se pausa y no se procesará hasta que " "no se vuelva a pausar, incluso si se llama a [method start]." #: doc/classes/Timer.xml msgid "Processing mode. See [enum TimerProcessMode]." msgstr "Modo de procesamiento. Ver [enum TimerProcessMode]." #: doc/classes/Timer.xml msgid "" "The timer's remaining time in seconds. Returns 0 if the timer is inactive.\n" "[b]Note:[/b] You cannot set this value. To change the timer's remaining " "time, use [method start]." msgstr "" "El tiempo restante del temporizador en segundos. Vuelve a 0 si el " "temporizador está inactivo.\n" "[b]Nota:[/b] No se puede ajustar este valor. Para cambiar el tiempo restante " "del temporizador, utilice [method start]." #: doc/classes/Timer.xml msgid "" "The wait time in seconds.\n" "[b]Note:[/b] Timers can only emit once per rendered frame at most (or once " "per physics frame if [member process_mode] is [constant " "TIMER_PROCESS_PHYSICS]). This means very low wait times (lower than 0.05 " "seconds) will behave in significantly different ways depending on the " "rendered framerate. For very low wait times, it is recommended to use a " "process loop in a script instead of using a Timer node." msgstr "" #: doc/classes/Timer.xml msgid "" "Update the timer during the physics step at each frame (fixed framerate " "processing)." msgstr "" "Actualizar el temporizador durante el paso de la física en cada fotograma " "(procesamiento de cuadros fijos)." #: doc/classes/Timer.xml msgid "Update the timer during the idle time at each frame." msgstr "" "Actualiza el temporizador durante el tiempo de inactividad en cada fotograma." #: doc/classes/ToolButton.xml msgid "Flat button helper class." msgstr "" #: doc/classes/ToolButton.xml msgid "" "This is a helper class to generate a flat [Button] (see [member Button." "flat]), creating a [ToolButton] is equivalent to:\n" "[codeblock]\n" "var btn = Button.new()\n" "btn.flat = true\n" "[/codeblock]" msgstr "" #: doc/classes/ToolButton.xml #, fuzzy msgid "Default text [Color] of the [ToolButton]." msgstr "[Color] del texto predeterminado del [Button]." #: doc/classes/ToolButton.xml #, fuzzy msgid "Text [Color] used when the [ToolButton] is disabled." msgstr "[Color] del texto utilizado cuando el [Button] está desactivado." #: doc/classes/ToolButton.xml msgid "" "Text [Color] used when the [ToolButton] is focused. Only replaces the normal " "text color of the button. Disabled, hovered, and pressed states take " "precedence over this color." msgstr "" #: doc/classes/ToolButton.xml #, fuzzy msgid "Text [Color] used when the [ToolButton] is being hovered." msgstr "[Color] del texto usado cuando el [Button] tiene encima el cursor." #: doc/classes/ToolButton.xml #, fuzzy msgid "Text [Color] used when the [ToolButton] is being pressed." msgstr "[Color] del texto utilizado cuando se pulsa el [Button]." #: doc/classes/ToolButton.xml #, fuzzy msgid "The horizontal space between [ToolButton]'s icon and text." msgstr "El espacio horizontal entre el icono y el texto de [Button]." #: doc/classes/ToolButton.xml #, fuzzy msgid "[Font] of the [ToolButton]'s text." msgstr "[Font] del texto del [Button]." #: doc/classes/ToolButton.xml #, fuzzy msgid "[StyleBox] used when the [ToolButton] is disabled." msgstr "[StyleBox] usado cuando el [Button] está desactivado." #: doc/classes/ToolButton.xml #, fuzzy msgid "" "[StyleBox] used when the [ToolButton] is focused. It is displayed over the " "current [StyleBox], so using [StyleBoxEmpty] will just disable the focus " "visual effect." msgstr "" "[StyleBox] que se usa cuando el [Button] está enfocado. Se muestra sobre el " "[StyleBox] actual, por lo que al usar [StyleBoxEmpty] sólo desactivará el " "efecto visual de enfoque." #: doc/classes/ToolButton.xml #, fuzzy msgid "[StyleBox] used when the [ToolButton] is being hovered." msgstr "[StyleBox] que se usa cuando el [Button] tiene encima el cursor." #: doc/classes/ToolButton.xml #, fuzzy msgid "Default [StyleBox] for the [ToolButton]." msgstr "[StyleBox] por defecto para el [Button]." #: doc/classes/ToolButton.xml #, fuzzy msgid "[StyleBox] used when the [ToolButton] is being pressed." msgstr "[StyleBox] que se usa cuando se presiona el [Button]." #: doc/classes/TouchScreenButton.xml #, fuzzy msgid "Button for touch screen devices for gameplay use." msgstr "Botón para dispositivos de pantalla táctil." #: doc/classes/TouchScreenButton.xml msgid "" "TouchScreenButton allows you to create on-screen buttons for touch devices. " "It's intended for gameplay use, such as a unit you have to touch to move. " "Unlike [Button], TouchScreenButton supports multitouch out of the box. " "Several TouchScreenButtons can be pressed at the same time with touch " "input.\n" "This node inherits from [Node2D]. Unlike with [Control] nodes, you cannot " "set anchors on it. If you want to create menus or user interfaces, you may " "want to use [Button] nodes instead. To make button nodes react to touch " "events, you can enable the Emulate Mouse option in the Project Settings.\n" "You can configure TouchScreenButton to be visible only on touch devices, " "helping you develop your game both for desktop and mobile devices." msgstr "" #: doc/classes/TouchScreenButton.xml msgid "Returns [code]true[/code] if this button is currently pressed." msgstr "Devuelve [code]true[/code] si este botón está actualmente pulsado." #: doc/classes/TouchScreenButton.xml msgid "The button's action. Actions can be handled with [InputEventAction]." msgstr "" "La acción del botón. Las acciones se pueden manejar con [InputEventAction]." #: doc/classes/TouchScreenButton.xml msgid "The button's bitmask." msgstr "La máscara del botón." #: doc/classes/TouchScreenButton.xml msgid "The button's texture for the normal state." msgstr "La textura del botón para el estado normal." #: doc/classes/TouchScreenButton.xml msgid "" "If [code]true[/code], the [signal pressed] and [signal released] signals are " "emitted whenever a pressed finger goes in and out of the button, even if the " "pressure started outside the active area of the button.\n" "[b]Note:[/b] This is a \"pass-by\" (not \"bypass\") press mode." msgstr "" #: doc/classes/TouchScreenButton.xml msgid "The button's texture for the pressed state." msgstr "La textura del botón para el estado presionado." #: doc/classes/TouchScreenButton.xml msgid "The button's shape." msgstr "La forma del botón." #: doc/classes/TouchScreenButton.xml msgid "" "If [code]true[/code], the button's shape is centered in the provided " "texture. If no texture is used, this property has no effect." msgstr "" "Si [code]true[/code], la forma del botón se centra en la textura " "proporcionada. Si no se utiliza ninguna textura, esta propiedad no tiene " "ningún efecto." #: doc/classes/TouchScreenButton.xml msgid "If [code]true[/code], the button's shape is visible." msgstr "Si [code]true[/code], la forma del botón es visible." #: doc/classes/TouchScreenButton.xml msgid "" "The button's visibility mode. See [enum VisibilityMode] for possible values." msgstr "" "El modo de visibilidad del botón. Vea [enum VisibilityMode] para los " "posibles valores." #: doc/classes/TouchScreenButton.xml msgid "Emitted when the button is pressed (down)." msgstr "Se emite cuando se presiona el botón (abajo)." #: doc/classes/TouchScreenButton.xml msgid "Emitted when the button is released (up)." msgstr "Se emite cuando se suelta el botón (arriba)." #: doc/classes/TouchScreenButton.xml msgid "Always visible." msgstr "Siempre visible." #: doc/classes/TouchScreenButton.xml msgid "Visible on touch screens only." msgstr "Visible sólo en las pantallas táctiles." #: doc/classes/Transform.xml msgid "3D transformation (3×4 matrix)." msgstr "Transformación 3D (matriz 3×4)." #: doc/classes/Transform.xml msgid "" "3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can " "represent transformations such as translation, rotation, or scaling. It " "consists of a [member basis] (first 3 columns) and a [Vector3] for the " "[member origin] (last column).\n" "For more information, read the \"Matrices and transforms\" documentation " "article." msgstr "" "Matriz de 3×4 (3 filas, 4 columnas) usada para transformaciones lineales 3D. " "Puede representar transformaciones como la traslación, la rotación o el " "escalado. Consta de una [member basis] (3 primeras columnas) y un [Vector3] " "para el [member origin] (última columna).\n" "Para más información, lea el artículo de documentación \"Matrices y " "transformaciones\"." #: doc/classes/Transform.xml msgid "" "Constructs a Transform from four [Vector3] values (matrix columns). Each " "axis corresponds to local basis vectors (some of which may be scaled)." msgstr "" "Construye una Transformada a partir de cuatro valores [Vector3] (columnas de " "la matriz). Cada eje corresponde a vectores de base local (algunos de los " "cuales pueden ser escalados)." #: doc/classes/Transform.xml msgid "Constructs a Transform from a [Basis] and [Vector3]." msgstr "Construye una transformada a partir de un [Basis] y un [Vector3]." #: doc/classes/Transform.xml msgid "Constructs a Transform from a [Transform2D]." msgstr "Construye una Transformada a partir de un [Transform2D]." #: doc/classes/Transform.xml msgid "" "Constructs a Transform from a [Quat]. The origin will be [code]Vector3(0, 0, " "0)[/code]." msgstr "" "Construye una Transformada a partir de un [Quat]. El origen será " "[code]Vector3(0, 0, 0)[/code]." #: doc/classes/Transform.xml msgid "" "Constructs the Transform from a [Basis]. The origin will be Vector3(0, 0, 0)." msgstr "" "Construye la Transformada desde un [Basis]. El origen será el Vector3(0, 0, " "0)." #: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation is composed of rotation, scaling and translation." msgstr "" "Devuelve el inverso de la transformada, bajo el supuesto de que la " "transformación se compone de rotación, escalado y traslación." #: doc/classes/Transform.xml doc/classes/Transform2D.xml #, fuzzy msgid "" "Returns a transform interpolated between this transform and another by a " "given [code]weight[/code] (on the range of 0.0 to 1.0)." msgstr "" "Devuelve una transformación interpolada entre esta transformada y otra por " "un peso determinado (en el rango de 0.0 a 1.0)." #: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation is composed of rotation and translation (no scaling, use " "[method affine_inverse] for transforms with scaling)." msgstr "" "Devuelve el inverso de la transformada, bajo el supuesto de que la " "transformación se compone de rotación y traslación (sin escalamiento, " "utilice [method affine_inverse] para las transformadas con escalamiento)." #: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if this transform and [code]transform[/code] are " "approximately equal, by calling [code]is_equal_approx[/code] on each " "component." msgstr "" "Devuelve [code]true[/code] si esta transformada y [code]transform[/code] son " "aproximadamente iguales, llamando a [code]is_equal_approx[/code] en cada " "componente." #: doc/classes/Transform.xml msgid "" "Returns a copy of the transform rotated such that its -Z axis points towards " "the [code]target[/code] position.\n" "The transform will first be rotated around the given [code]up[/code] vector, " "and then fully aligned to the target by a further rotation around an axis " "perpendicular to both the [code]target[/code] and [code]up[/code] vectors.\n" "Operations take place in global space." msgstr "" "Devuelve una copia de la transformación girada de tal manera que su eje -Z " "apunta hacia la posición [code]target[/code].\n" "La transformación se girará primero alrededor del vector [code]up[/code] " "dado, y luego se alineará completamente con el objetivo mediante una nueva " "rotación alrededor de un eje perpendicular tanto al vector [code]target[/" "code] como al [code]up[/code].\n" "Las operaciones tienen lugar en el espacio global." #: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " "axis vectors (scale of 1 or -1)." msgstr "" "Devuelve la transformada con la base ortogonal (90 grados), y los vectores " "del eje normalizado (escala de 1 o -1)." #: doc/classes/Transform.xml #, fuzzy msgid "" "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 "" "Gira la transformación alrededor del eje dado por el ángulo dado (en " "radianes), usando la multiplicación de la matriz. El eje debe ser un vector " "normalizado." #: doc/classes/Transform.xml #, fuzzy msgid "" "Returns a copy of the transform with its basis and origin scaled by the " "given [code]scale[/code] factor, using matrix multiplication." msgstr "" "Base de escala y origen de la transformación por el factor de escala dado, " "utilizando la multiplicación de la matriz." #: doc/classes/Transform.xml doc/classes/Transform2D.xml #, fuzzy msgid "" "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 "" "Traduce la transformación por el desplazamiento dado, relativo a los " "vectores base de la transformación.\n" "A diferencia de [method rotated] y [method scaled], éste no utiliza la " "multiplicación de la matriz." #: doc/classes/Transform.xml #, fuzzy msgid "" "Transforms the given [Vector3], [Plane], [AABB], or [PoolVector3Array] by " "this transform." msgstr "" "Transforma el [Vector3], [Plane], [AABB], o [PackedVector3Array] dado por " "esta transformación." #: doc/classes/Transform.xml #, fuzzy msgid "" "Inverse-transforms the given [Vector3], [Plane], [AABB], or " "[PoolVector3Array] by this transform, under the assumption that the " "transformation is composed of rotation and translation (no scaling). " "Equivalent to calling [code]inverse().xform(v)[/code] on this transform. For " "affine transformations (e.g. with scaling) see [method affine_inverse] " "method." msgstr "" "Devuelve el inverso de la transformada, bajo el supuesto de que la " "transformación se compone de rotación y traslación (sin escalamiento, " "utilice [method affine_inverse] para las transformadas con escalamiento)." #: doc/classes/Transform.xml msgid "" "The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, " "and Z axis. These vectors can be interpreted as the basis vectors of local " "coordinate system traveling with the object." msgstr "" "La base es una matriz que contiene 3 [Vector3] como sus columnas: Eje X, eje " "Y y eje Z. Estos vectores pueden ser interpretados como los vectores base " "del sistema de coordenadas locales que viajan con el objeto." #: doc/classes/Transform.xml msgid "" "The translation offset of the transform (column 3, the fourth column). " "Equivalent to array index [code]3[/code]." msgstr "" "El desplazamiento de la translación en la transformada (columna 3, la cuarta " "columna). Equivalente al índice del array [code]3[/code]." #: doc/classes/Transform.xml msgid "" "[Transform] with no translation, rotation or scaling applied. When applied " "to other data structures, [constant IDENTITY] performs no transformation." msgstr "" "[Transform] sin aplicar traslación, rotación o escalamiento. Cuando se " "aplica a otras estructuras de datos, [constant IDENTITY] no realiza ninguna " "transformación." #: doc/classes/Transform.xml msgid "[Transform] with mirroring applied perpendicular to the YZ plane." msgstr "[Transform] con el espejo aplicado perpendicularmente al plano YZ." #: doc/classes/Transform.xml msgid "[Transform] with mirroring applied perpendicular to the XZ plane." msgstr "[Transform] con el espejo aplicado perpendicularmente al plano XZ." #: doc/classes/Transform.xml msgid "[Transform] with mirroring applied perpendicular to the XY plane." msgstr "[Transform] con el espejo aplicado perpendicularmente al plano XY." #: doc/classes/Transform2D.xml msgid "2D transformation (2×3 matrix)." msgstr "Transformada 2D (matriz 2×3)." #: doc/classes/Transform2D.xml #, fuzzy msgid "" "2×3 matrix (2 rows, 3 columns) used for 2D linear transformations. It can " "represent transformations such as translation, rotation, or scaling. It " "consists of three [Vector2] values: [member x], [member y], and the [member " "origin].\n" "For more information, read the \"Matrices and transforms\" documentation " "article." msgstr "" "Matriz de 2×3 (2 filas, 3 columnas) usada para transformaciones lineales 2D. " "Puede representar transformaciones como la traslación, la rotación o el " "escalado. Consiste en tres valores [Vector2]: [member x], [member y], y el " "[member origin].\n" "Para más información, lea el artículo de documentación \"Matrices y " "transformaciones\"." #: doc/classes/Transform2D.xml msgid "Constructs the transform from a 3D [Transform]." msgstr "Construye la transformada a partir de una 3D [Transform]." #: doc/classes/Transform2D.xml msgid "" "Constructs the transform from 3 [Vector2] values representing [member x], " "[member y], and the [member origin] (the three column vectors)." msgstr "" "Construye la transformación a partir de 3 valores de [Vector2] que " "representan [member x], [member y], y el [member origin] (los tres vectores " "de la columna)." #: doc/classes/Transform2D.xml msgid "Constructs the transform from a given angle (in radians) and position." msgstr "" "Construye la transformada a partir de un ángulo (en radianes) y posición " "dados." #: doc/classes/Transform2D.xml msgid "" "Returns a vector transformed (multiplied) by the basis matrix.\n" "This method does not account for translation (the origin vector)." msgstr "" "Devuelve un vector transformado (multiplicado) por la matriz base.\n" "Este método no tiene en cuenta la translación (el vector de origen." #: doc/classes/Transform2D.xml msgid "" "Returns a vector transformed (multiplied) by the inverse basis matrix.\n" "This method does not account for translation (the origin vector)." msgstr "" "Devuelve un vector transformado (multiplicado) por la matriz de base " "inversa.\n" "Este método no tiene en cuenta la traducción (el vector de origen)." #: doc/classes/Transform2D.xml msgid "Returns the transform's origin (translation)." msgstr "Devuelve el origen de la transformada (translación)." #: doc/classes/Transform2D.xml msgid "Returns the transform's rotation (in radians)." msgstr "Devuelve la rotación de la transformada (en radianes)." #: doc/classes/Transform2D.xml msgid "Returns the scale." msgstr "Devuelve la escala." #: doc/classes/Transform2D.xml #, fuzzy msgid "" "Returns a copy of the transform rotated by the given [code]angle[/code] (in " "radians), using matrix multiplication." msgstr "" "Gira la transformación por el ángulo dado (en radianes), usando la " "multiplicación de la matriz." #: doc/classes/Transform2D.xml msgid "" "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 #, fuzzy msgid "" "Transforms the given [Vector2], [Rect2], or [PoolVector2Array] by this " "transform." msgstr "" "Transforma el [Vector2], [Rect2], o [PackedVector2Array] dado por esta " "transformada." #: doc/classes/Transform2D.xml #, fuzzy msgid "" "Inverse-transforms the given [Vector2], [Rect2], or [PoolVector2Array] by " "this transform, under the assumption that the transformation is composed of " "rotation and translation (no scaling). Equivalent to calling [code]inverse()." "xform(v)[/code] on this transform. For affine transformations (e.g. with " "scaling) see [method affine_inverse] method." msgstr "" "Devuelve el inverso de la transformada, bajo el supuesto de que la " "transformación se compone de rotación y traslación (sin escalamiento, " "utilice [method affine_inverse] para las transformadas con escalamiento)." #: doc/classes/Transform2D.xml msgid "" "The origin vector (column 2, the third column). Equivalent to array index " "[code]2[/code]. The origin vector represents translation." msgstr "" "El vector de origen (columna 2, la tercera columna). Equivalente al índice " "del indice [code]2[/code]. El vector de origen representa la traslación." #: doc/classes/Transform2D.xml msgid "" "The identity [Transform2D] with no translation, rotation or scaling applied. " "When applied to other data structures, [constant IDENTITY] performs no " "transformation." msgstr "" "La identidad [Transform2D] sin traducción, rotación o escalamiento aplicado. " "Cuando se aplica a otras estructuras de datos, [constant IDENTITY] no " "realiza ninguna transformación." #: doc/classes/Transform2D.xml msgid "The [Transform2D] that will flip something along the X axis." msgstr "El [Transform2D] que volteará algo a lo largo del eje X." #: doc/classes/Transform2D.xml msgid "The [Transform2D] that will flip something along the Y axis." msgstr "El [Transform2D] que volteará algo a lo largo del eje Y." #: doc/classes/Translation.xml msgid "Language Translation." msgstr "Traducción del Lenguaje." #: doc/classes/Translation.xml msgid "" "Translations are resources that can be loaded and unloaded on demand. They " "map a string to another string." msgstr "" "Las traducciones son recursos que pueden ser cargados y descargados a " "pedido. Mapean una string a otra string." #: doc/classes/Translation.xml msgid "Virtual method to override [method get_message]." msgstr "" #: doc/classes/Translation.xml msgid "Adds a message if nonexistent, followed by its translation." msgstr "Añade un mensaje si no existe, seguido de su traducción." #: doc/classes/Translation.xml msgid "Erases a message." msgstr "Borra un mensaje." #: doc/classes/Translation.xml msgid "Returns a message's translation." msgstr "Devuelve la traducción de un mensaje." #: doc/classes/Translation.xml msgid "Returns the number of existing messages." msgstr "Devuelve el número de mensajes existentes." #: doc/classes/Translation.xml msgid "Returns all the messages (keys)." msgstr "Devuelve todos los mensajes (teclas)." #: doc/classes/Translation.xml msgid "The locale of the translation." msgstr "El locale de la traducción." #: doc/classes/TranslationServer.xml msgid "Server that manages all translations." msgstr "Servidor que gestiona todas las traducciones." #: doc/classes/TranslationServer.xml msgid "" "Server that manages all translations. Translations can be set to it and " "removed from it." msgstr "" "Servidor que gestiona todas las traducciones. Las traducciones pueden ser " "configuradas y eliminadas de él." #: doc/classes/TranslationServer.xml msgid "Adds a [Translation] resource." msgstr "Añade un recurso de [Translation]." #: doc/classes/TranslationServer.xml msgid "Clears the server from all translations." msgstr "Borra el servidor de todas las traducciones." #: doc/classes/TranslationServer.xml #, fuzzy msgid "Returns an array of all loaded locales of the project." msgstr "Devuelve un Array de todos los locales cargados del juego." #: doc/classes/TranslationServer.xml msgid "" "Returns the current locale of the project.\n" "See also [method OS.get_locale] and [method OS.get_locale_language] to query " "the locale of the user system." msgstr "" #: doc/classes/TranslationServer.xml msgid "" "Returns a locale's language and its variant (e.g. [code]\"en_US\"[/code] " "would return [code]\"English (United States)\"[/code])." msgstr "" "Devuelve el locale de un lenguaje y su variante (por ejemplo, " "[code]\"en_US\"[/code] devolvería [code]\"English (United States)\"[/code])." #: doc/classes/TranslationServer.xml msgid "Removes the given translation from the server." msgstr "Elimina la traducción dada del servidor." #: doc/classes/TranslationServer.xml msgid "" "Sets the locale of the project. The [code]locale[/code] string will be " "standardized to match known locales (e.g. [code]en-US[/code] would be " "matched to [code]en_US[/code]).\n" "If translations have been loaded beforehand for the new locale, they will be " "applied." msgstr "" #: doc/classes/TranslationServer.xml msgid "Returns the current locale's translation for the given message (key)." msgstr "Devuelve la traducción del locale actual para el mensaje dado (clave)." #: doc/classes/Tree.xml msgid "Control to show a tree of items." msgstr "Control para mostrar un árbol de objetos." #: doc/classes/Tree.xml #, fuzzy msgid "" "This shows a tree of items that can be selected, expanded and collapsed. The " "tree can have multiple columns with custom controls like text editing, " "buttons and popups. It can be useful for structured displays and " "interactions.\n" "Trees are built via code, using [TreeItem] objects to create the structure. " "They have a single root but multiple roots can be simulated if a dummy " "hidden root is added.\n" "[codeblock]\n" "func _ready():\n" " var tree = Tree.new()\n" " var root = tree.create_item()\n" " tree.set_hide_root(true)\n" " var child1 = tree.create_item(root)\n" " var child2 = tree.create_item(root)\n" " var subchild1 = tree.create_item(child1)\n" " subchild1.set_text(0, \"Subchild1\")\n" "[/codeblock]\n" "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].\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 "" "Esto muestra un árbol de objetos que pueden ser seleccionados, expandidos y " "colapsados. El árbol puede tener múltiples columnas con controles " "personalizados como edición de texto, botones y ventanas emergentes. Puede " "ser útil para mostrar e interactuar de forma estructurada.\n" "Los árboles se construyen a través de código, usando objetos [TreeItem] para " "crear la estructura. Tienen una sola raíz pero se pueden simular múltiples " "raíces si se añade una raíz oculta ficticia.\n" "[codeblock]\n" "func _ready():\n" " var tree = Tree.new()\n" " var root = tree.create_item()\n" " tree.set_hide_root(true)\n" " var child1 = tree.create_item(raíz)\n" " var child2 = tree.create_item(raíz)\n" " var subhijo1 = tree.create_item(hijo1)\n" " subchild1.set_text(0, \"Subchild1\")\n" "[/codeblock]\n" "Para iterar sobre todos los objetos [TreeItem] de un objeto [Tree], usa " "[method TreeItem.get_next] y [method TreeItem.get_children] después de " "obtener la raíz a través de [method get_root]. Puedes usar [method Object." "free] en un [TreeItem] para eliminarlo del [Tree]." #: doc/classes/Tree.xml msgid "Clears the tree. This removes all items." msgstr "Despeja el árbol. Esto elimina todos los elementos." #: doc/classes/Tree.xml #, fuzzy msgid "" "Creates an item in the tree and adds it as a child of [code]parent[/code], " "which can be either a valid [TreeItem] or [code]null[/code].\n" "If [code]parent[/code] is [code]null[/code], the root item will be the " "parent, or the new item will be the root itself if the tree is empty.\n" "The new item will be the [code]idx[/code]th child of parent, or it will be " "the last child if there are not enough siblings." msgstr "" "Crea un elemento en el árbol y lo añade como hijo de [code]parent[/code].\n" "Si [code]parent[/code] es [code]null[/code], el elemento raíz será el padre, " "o el nuevo elemento será la propia raíz si el árbol está vacío.\n" "El nuevo ítem será el [code]idx[/code]th hijo del padre, o será el último " "hijo si no hay suficientes hermanos." #: doc/classes/Tree.xml msgid "" "Edits the selected tree item as if it was clicked. The item must be set " "editable with [method TreeItem.set_editable]. Returns [code]true[/code] if " "the item could be edited. Fails if no item is selected." msgstr "" #: doc/classes/Tree.xml msgid "" "Makes the currently focused cell visible.\n" "This will scroll the tree if necessary. In [constant SELECT_ROW] mode, this " "will not do horizontal scrolling, as all the cells in the selected row is " "focused logically.\n" "[b]Note:[/b] Despite the name of this method, the focus cursor itself is " "only visible in [constant SELECT_MULTI] mode." msgstr "" "Hace visible la célula actualmente enfocada.\n" "Esto desplazará el árbol si es necesario. En el modo [constant SELECT_ROW], " "esto no hará un scrolling horizontal, ya que todas las celdas de la fila " "seleccionada están enfocadas lógicamente.\n" "[b]Nota:[/b] A pesar del nombre de este método, el propio cursor de enfoque " "sólo es visible en el modo [constant SELECT_MULTI]." #: doc/classes/Tree.xml #, fuzzy msgid "" "Returns the button id at [code]position[/code], or -1 if no button is there." msgstr "" "Devuelve el índice de la columna en la [code]position[/code], o -1 si no hay " "ningún elemento." #: doc/classes/Tree.xml msgid "" "Returns the column index at [code]position[/code], or -1 if no item is there." msgstr "" "Devuelve el índice de la columna en la [code]position[/code], o -1 si no hay " "ningún elemento." #: doc/classes/Tree.xml msgid "Returns the column's title." msgstr "Devuelve el título de la columna." #: doc/classes/Tree.xml msgid "Returns the column's width in pixels." msgstr "Devuelve el ancho de la columna en píxeles." #: doc/classes/Tree.xml msgid "" "Returns the rectangle for custom popups. Helper to create custom cell " "controls that display a popup. See [method TreeItem.set_cell_mode]." msgstr "" "Devuelve el rectángulo para los popups personalizados. Ayuda a crear " "controles de celda personalizados que muestran un popup. Ver [method " "TreeItem.set_cell_mode]." #: doc/classes/Tree.xml msgid "" "Returns the drop section at [code]position[/code], or -100 if no item is " "there.\n" "Values -1, 0, or 1 will be returned for the \"above item\", \"on item\", and " "\"below item\" drop sections, respectively. See [enum DropModeFlags] for a " "description of each drop section.\n" "To get the item which the returned drop section is relative to, use [method " "get_item_at_position]." msgstr "" "Devuelve la sección de caída en la [code]position[/code], o -100 si no hay " "ningún elemento.\n" "Se devolverán los valores -1, 0, o 1 para las secciones de caída \"por " "encima del artículo\", \"sobre el artículo\", y \"por debajo del artículo\", " "respectivamente. Véase [enum DropModeFlags] para una descripción de cada " "sección de caída.\n" "Para obtener el elemento con el que la sección de drop devuelta es relativa, " "usa [method get_item_at_position]." #: doc/classes/Tree.xml msgid "" "Returns the currently edited item. Can be used with [signal item_edited] to " "get the item that was modified.\n" "[codeblock]\n" "func _ready():\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" "[/codeblock]" msgstr "" #: doc/classes/Tree.xml #, fuzzy msgid "Returns the column for the currently edited item." msgstr "Devuelve el número de elementos actualmente en la lista." #: doc/classes/Tree.xml #, fuzzy msgid "" "Returns the rectangle area for the specified [TreeItem]. If [code]column[/" "code] is specified, only get the position and size of that column, otherwise " "get the rectangle containing all columns." msgstr "" "Devuelve el área del rectángulo para el artículo especificado. Si se " "especifica [code]column[/code], sólo se obtiene la posición y el tamaño de " "esa columna, de lo contrario se obtiene el rectángulo que contiene todas las " "columnas." #: doc/classes/Tree.xml msgid "" "Returns the tree item at the specified position (relative to the tree origin " "position)." msgstr "" "Devuelve el elemento del árbol en la posición especificada (en relación con " "la posición de origen del árbol)." #: doc/classes/Tree.xml #, fuzzy msgid "" "Returns the next selected [TreeItem] after the given one, or [code]null[/" "code] if the end is reached.\n" "If [code]from[/code] is [code]null[/code], this returns the first selected " "item." msgstr "" "Devuelve el siguiente elemento seleccionado después del dado, o [code]null[/" "code] si se alcanza el final.\n" "Si [code]from[/code] es [code]null[/code], esto devuelve el primer elemento " "seleccionado." #: doc/classes/Tree.xml msgid "Returns the last pressed button's index." msgstr "Devuelve el índice del último botón pulsado." #: doc/classes/Tree.xml msgid "" "Returns the tree's root item, or [code]null[/code] if the tree is empty." msgstr "" "Devuelve el elemento raíz del árbol, o [code]null[/code] si el árbol está " "vacío." #: doc/classes/Tree.xml msgid "Returns the current scrolling position." msgstr "Devuelve la posición de scrolling actual." #: doc/classes/Tree.xml msgid "" "Returns the currently focused item, or [code]null[/code] if no item is " "focused.\n" "In [constant SELECT_ROW] and [constant SELECT_SINGLE] modes, the focused " "item is same as the selected item. In [constant SELECT_MULTI] mode, the " "focused item is the item under the focus cursor, not necessarily selected.\n" "To get the currently selected item(s), use [method get_next_selected]." msgstr "" "Devuelve el elemento enfocado actualmente, o [code]null[/code] si no hay " "ningún elemento enfocado.\n" "En los modos [constant SELECT_ROW] y [constant SELECT_SINGLE], el elemento " "enfocado es el mismo que el elemento seleccionado. En el modo [constante " "SELECT_MULTI], el elemento enfocado es el elemento que se encuentra bajo el " "cursor de enfoque, no necesariamente seleccionado.\n" "Para obtener el/los elemento(s) actualmente seleccionado(s), use [method " "get_next_selected]." #: doc/classes/Tree.xml msgid "" "Returns the currently focused column, or -1 if no column is focused.\n" "In [constant SELECT_SINGLE] mode, the focused column is the selected column. " "In [constant SELECT_ROW] mode, the focused column is always 0 if any item is " "selected. In [constant SELECT_MULTI] mode, the focused column is the column " "under the focus cursor, and there are not necessarily any column selected.\n" "To tell whether a column of an item is selected, use [method TreeItem." "is_selected]." msgstr "" "Devuelve la columna actualmente enfocada, o -1 si no hay ninguna columna " "enfocada.\n" "En el modo [constant SELECT_SINGLE], la columna enfocada es la columna " "seleccionada. En el modo [constant SELECT_ROW], la columna enfocada es " "siempre 0 si se selecciona algún elemento. En el modo [constant " "SELECT_MULTI], la columna enfocada es la columna que se encuentra bajo el " "cursor de enfoque, y no hay necesariamente ninguna columna seleccionada.\n" "Para saber si una columna de un elemento está seleccionada, utilice el " "[method TreeItem.is_selected]." #: doc/classes/Tree.xml #, fuzzy msgid "Causes the [Tree] to jump to the specified [TreeItem]." msgstr "Devuelve la [Transform] de la instancia especificada." #: doc/classes/Tree.xml msgid "" "If [code]true[/code], the column will have the \"Expand\" flag of [Control]. " "Columns that have the \"Expand\" flag will use their \"min_width\" in a " "similar fashion to [member Control.size_flags_stretch_ratio]." msgstr "" "Si [code]true[/code], la columna tendrá la flag \"Expandir\" de [Control]. " "Las columnas que tienen la flag \"Expandir\" usarán su \"min_width\" de " "forma similar a [member Control.size_flags_stretch_ratio]." #: doc/classes/Tree.xml msgid "" "Sets the minimum width of a column. Columns that have the \"Expand\" flag " "will use their \"min_width\" in a similar fashion to [member Control." "size_flags_stretch_ratio]." msgstr "" "Establece el ancho mínimo de una columna. Las columnas que tienen la flag " "\"Expandir\" usarán su \"ancho mínimo\" de manera similar a [member Control." "size_flags_stretch_ratio]." #: doc/classes/Tree.xml msgid "Sets the title of a column." msgstr "Establece el título de una columna." #: doc/classes/Tree.xml msgid "" "If [code]true[/code], the currently selected cell may be selected again." msgstr "" "Si [code]true[/code], la celda actualmente seleccionada puede ser " "seleccionada de nuevo." #: doc/classes/Tree.xml msgid "If [code]true[/code], a right mouse button click can select items." msgstr "" "Si [code]true[/code], un clic con el botón derecho del ratón puede " "seleccionar los elementos." #: doc/classes/Tree.xml msgid "If [code]true[/code], column titles are visible." msgstr "Si [code]true[/code], los títulos de las columnas son visibles." #: doc/classes/Tree.xml msgid "The number of columns." msgstr "El número de columnas." #: doc/classes/Tree.xml msgid "" "The drop mode as an OR combination of flags. See [enum DropModeFlags] " "constants. Once dropping is done, reverts to [constant DROP_MODE_DISABLED]. " "Setting this during [method Control.can_drop_data] is recommended.\n" "This controls the drop sections, i.e. the decision and drawing of possible " "drop locations based on the mouse position." msgstr "" "El modo de caída como una combinación de flags OR. Ver las constantes de " "[enum DropModeFlags]. Una vez que se hace el drop, se vuelve a la constante " "[constant DROP_MODE_DISABLED]. Se recomienda configurar esto durante [method " "Control.can_drop_data].\n" "Esto controla las secciones de caída, es decir, la decisión y el dibujo de " "las posibles ubicaciones de caída en función de la posición del ratón." #: doc/classes/Tree.xml msgid "If [code]true[/code], the folding arrow is hidden." msgstr "Si [code]true[/code], la flecha de plegado está oculta." #: doc/classes/Tree.xml msgid "If [code]true[/code], the tree's root is hidden." msgstr "Si [code]true[/code], la raíz del árbol está oculta." #: doc/classes/Tree.xml msgid "" "Allows single or multiple selection. See the [enum SelectMode] constants." msgstr "" "Permite la selección simple o múltiple. Vea las constantes [enum SelectMode]." #: doc/classes/Tree.xml msgid "" "Emitted when a button on the tree was pressed (see [method TreeItem." "add_button])." msgstr "" "Emitido cuando se presionó un botón del árbol (ver [method TreeItem." "add_button])." #: doc/classes/Tree.xml msgid "Emitted when a cell is selected." msgstr "Emitido cuando se selecciona una celda." #: doc/classes/Tree.xml msgid "Emitted when a column's title is pressed." msgstr "Se emite cuando se presiona el título de una columna." #: doc/classes/Tree.xml msgid "" "Emitted when a cell with the [constant TreeItem.CELL_MODE_CUSTOM] is clicked " "to be edited." msgstr "" "Se emite cuando se hace clic en una celda con la [constant TreeItem." "CELL_MODE_CUSTOM] para ser editada." #: doc/classes/Tree.xml msgid "" "Emitted when the right mouse button is pressed in the empty space of the " "tree." msgstr "" "Se emite cuando se presiona el botón derecho del ratón en el espacio vacío " "del árbol." #: doc/classes/Tree.xml msgid "" "Emitted when the right mouse button is pressed if right mouse button " "selection is active and the tree is empty." msgstr "" "Se emite cuando se pulsa el botón derecho del ratón si la selección del " "botón derecho del ratón está activa y el árbol está vacío." #: doc/classes/Tree.xml msgid "Emitted when an item's label is double-clicked." msgstr "Se emite cuando se hace doble clic en la etiqueta de un artículo." #: doc/classes/Tree.xml msgid "Emitted when an item is collapsed by a click on the folding arrow." msgstr "" "Se emite cuando un objeto se colapsa por un clic en la flecha de plegado." #: doc/classes/Tree.xml msgid "" "Emitted when a custom button is pressed (i.e. in a [constant TreeItem." "CELL_MODE_CUSTOM] mode cell)." msgstr "" "Se emite cuando se pulsa un botón personalizado (es decir, en una celda de " "modo [constant TreeItem.CELL_MODE_CUSTOM])." #: doc/classes/Tree.xml msgid "Emitted when an item's icon is double-clicked." msgstr "Se emite cuando se hace doble clic en el icono de un elemento." #: doc/classes/Tree.xml msgid "Emitted when an item is edited." msgstr "Emitido cuando se edita un artículo." #: doc/classes/Tree.xml msgid "Emitted when an item is edited using the right mouse button." msgstr "Se emite cuando se edita un elemento con el botón derecho del ratón." #: doc/classes/Tree.xml msgid "Emitted when an item is selected with the right mouse button." msgstr "" "Se emite cuando se selecciona un elemento con el botón derecho del ratón." #: doc/classes/Tree.xml msgid "Emitted when an item is selected." msgstr "Emitido cuando se selecciona un elemento." #: doc/classes/Tree.xml msgid "" "Emitted instead of [code]item_selected[/code] if [code]select_mode[/code] is " "[constant SELECT_MULTI]." msgstr "" "Emitido en lugar de [code]item_selected[/code] si [code]select_mode[/code] " "es [constant SELECT_MULTI]." #: doc/classes/Tree.xml msgid "Emitted when a left mouse button click does not select any item." msgstr "" "Emitido cuando un clic con el botón izquierdo del ratón no selecciona ningún " "elemento." #: doc/classes/Tree.xml msgid "" "Allows selection of a single cell at a time. From the perspective of items, " "only a single item is allowed to be selected. And there is only one column " "selected in the selected item.\n" "The focus cursor is always hidden in this mode, but it is positioned at the " "current selection, making the currently selected item the currently focused " "item." msgstr "" "Permite la selección de una sola celda a la vez. Desde la perspectiva de los " "items, sólo se permite seleccionar un único item. Y sólo hay una columna " "seleccionada en el item seleccionado.\n" "El cursor de enfoque siempre está oculto en este modo, pero se posiciona en " "la selección actual, haciendo que el ítem actualmente seleccionado sea el " "ítem enfocado actualmente." #: doc/classes/Tree.xml msgid "" "Allows selection of a single row at a time. From the perspective of items, " "only a single items is allowed to be selected. And all the columns are " "selected in the selected item.\n" "The focus cursor is always hidden in this mode, but it is positioned at the " "first column of the current selection, making the currently selected item " "the currently focused item." msgstr "" "Permite la selección de una sola fila a la vez. Desde el punto de vista de " "los artículos, sólo se permite seleccionar un único artículo. Y todas las " "columnas se seleccionan en el artículo seleccionado.\n" "El cursor de enfoque siempre está oculto en este modo, pero se posiciona en " "la primera columna de la selección actual, haciendo que el elemento " "seleccionado sea el elemento enfocado actualmente." #: doc/classes/Tree.xml msgid "" "Allows selection of multiple cells at the same time. From the perspective of " "items, multiple items are allowed to be selected. And there can be multiple " "columns selected in each selected item.\n" "The focus cursor is visible in this mode, the item or column under the " "cursor is not necessarily selected." msgstr "" "Permite la selección de múltiples celdas al mismo tiempo. Desde la " "perspectiva de los artículos, se permite seleccionar múltiples artículos. Y " "puede haber múltiples columnas seleccionadas en cada elemento seleccionado.\n" "El cursor de enfoque es visible en este modo, el ítem o columna bajo el " "cursor no está necesariamente seleccionado." #: doc/classes/Tree.xml msgid "" "Disables all drop sections, but still allows to detect the \"on item\" drop " "section by [method get_drop_section_at_position].\n" "[b]Note:[/b] This is the default flag, it has no effect when combined with " "other flags." msgstr "" "Desactiva todas las secciones de caída, pero aún así permite detectar la " "sección de caída \"en el artículo\" por [method " "get_drop_section_at_position].\n" "[b]Nota:[/b] Esta es la flag por defecto, no tiene ningún efecto cuando se " "combina con otras flags." #: doc/classes/Tree.xml msgid "" "Enables the \"on item\" drop section. This drop section covers the entire " "item.\n" "When combined with [constant DROP_MODE_INBETWEEN], this drop section halves " "the height and stays centered vertically." msgstr "" "Habilita la sección de entrega \"en el artículo\". Esta sección de entrega " "cubre todo el artículo.\n" "Cuando se combina con [constant DROP_MODE_INBETWEEN], esta sección de caída " "reduce a la mitad la altura y se mantiene centrada verticalmente." #: doc/classes/Tree.xml msgid "" "Enables \"above item\" and \"below item\" drop sections. The \"above item\" " "drop section covers the top half of the item, and the \"below item\" drop " "section covers the bottom half.\n" "When combined with [constant DROP_MODE_ON_ITEM], these drop sections halves " "the height and stays on top / bottom accordingly." msgstr "" "Activa las secciones de caída \"por encima del artículo\" y \"por debajo del " "artículo\". La sección de caída \"sobre el artículo\" cubre la mitad " "superior del artículo, y la sección de caída \"debajo del artículo\" cubre " "la mitad inferior.\n" "Cuando se combinan con [constant DROP_MODE_ON_ITEM], estas secciones de " "caída reducen a la mitad la altura y se mantienen en la parte superior / " "inferior en consecuencia." #: doc/classes/Tree.xml msgid "" "Text [Color] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's " "hovered." msgstr "" "Texto [Color] para una celda de modo [constant TreeItem.CELL_MODE_CUSTOM] " "cuando el cursor esta encima." #: doc/classes/Tree.xml msgid "" "[Color] used to draw possible drop locations. See [enum DropModeFlags] " "constants for further description of drop locations." msgstr "" "[Color] usado para dibujar posibles lugares de caída. Ver las constantes " "[enum DropModeFlags] para una descripción más detallada de los lugares de " "caída." #: doc/classes/Tree.xml msgid "[Color] of the guideline." msgstr "[Color] de la guía." #: doc/classes/Tree.xml msgid "[Color] of the relationship lines." msgstr "[Color] de las líneas de relación." #: doc/classes/Tree.xml msgid "Default text [Color] of the title button." msgstr "Texto predeterminado [Color] del botón de título." #: doc/classes/Tree.xml msgid "The horizontal space between each button in a cell." msgstr "El espacio horizontal entre cada botón de una celda." #: doc/classes/Tree.xml msgid "" "Draws the guidelines if not zero, this acts as a boolean. The guideline is a " "horizontal line drawn at the bottom of each item." msgstr "" "Dibuja las guías si no es cero, esto actúa como un booleano. La guia es una " "línea horizontal dibujada en la parte inferior de cada artículo." #: doc/classes/Tree.xml msgid "" "Draws the relationship lines if not zero, this acts as a boolean. " "Relationship lines are drawn at the start of child items to show hierarchy." msgstr "" "Dibuja las líneas de relación si no es cero, esto actúa como un booleano. " "Las líneas de relación se dibujan al principio de los elementos hijos para " "mostrar la jerarquía." #: doc/classes/Tree.xml msgid "" "The horizontal space between item cells. This is also used as the margin at " "the start of an item when folding is disabled." msgstr "" "El espacio horizontal entre las celdas de los artículos. También se utiliza " "como el margen al principio de un artículo cuando el plegado está " "desactivado." #: doc/classes/Tree.xml msgid "" "The horizontal margin at the start of an item. This is used when folding is " "enabled for the item." msgstr "" "El margen horizontal al comienzo de un artículo. Se utiliza cuando el " "plegado está habilitado para el artículo." #: doc/classes/Tree.xml msgid "" "The maximum distance between the mouse cursor and the control's border to " "trigger border scrolling when dragging." msgstr "" "La distancia máxima entre el cursor del ratón y el borde del control para " "activar el desplazamiento del borde al arrastrar." #: doc/classes/Tree.xml msgid "The speed of border scrolling." msgstr "La velocidad del scrolling de la frontera." #: doc/classes/Tree.xml msgid "" "The vertical padding inside each item, i.e. the distance between the item's " "content and top/bottom border." msgstr "" "El relleno vertical dentro de cada artículo, es decir, la distancia entre el " "contenido del artículo y el borde superior/inferior." #: doc/classes/Tree.xml msgid "[Font] of the title button's text." msgstr "[Font] del texto del título del botón." #: doc/classes/Tree.xml msgid "The arrow icon used when a foldable item is not collapsed." msgstr "" "El icono de la flecha que se usa cuando un elemento plegable no está " "colapsado." #: doc/classes/Tree.xml msgid "The arrow icon used when a foldable item is collapsed." msgstr "" "El icono de la flecha que se utiliza cuando un elemento plegable se derrumba." #: doc/classes/Tree.xml msgid "" "The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode " "cell is checked." msgstr "" "El icono de comprobación que se muestra cuando se comprueba la celda de modo " "[constant TreeItem.CELL_MODE_CHECK]." #: doc/classes/Tree.xml msgid "" "The arrow icon to display for the [constant TreeItem.CELL_MODE_RANGE] mode " "cell." msgstr "" "El icono de la flecha que se muestra para la celda de modo [constant " "TreeItem.CELL_MODE_RANGE]." #: doc/classes/Tree.xml msgid "" "The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode " "cell is unchecked." msgstr "" "El icono de verificación que se muestra cuando la celda de modo [constant " "TreeItem.CELL_MODE_CHECK] está desmarcada." #: doc/classes/Tree.xml msgid "" "The updown arrow icon to display for the [constant TreeItem.CELL_MODE_RANGE] " "mode cell." msgstr "" "El icono de flecha arriba/abajo para mostrar el modo celda [constant " "TreeItem.CELL_MODE_RANGE]." #: doc/classes/Tree.xml msgid "" "Default [StyleBox] for the [Tree], i.e. used when the control is not being " "focused." msgstr "" "Por defecto [StyleBox] para el [Tree], es decir, se utiliza cuando el " "control no está siendo enfocado." #: doc/classes/Tree.xml msgid "[StyleBox] used when the [Tree] is being focused." msgstr "[StyleBox] usado cuando el [Tree] está siendo enfocado." #: doc/classes/Tree.xml msgid "[StyleBox] used when a button in the tree is pressed." msgstr "[StyleBox] usado cuando se pulsa un botón del árbol." #: doc/classes/Tree.xml msgid "[StyleBox] used for the cursor, when the [Tree] is being focused." msgstr "" "[StyleBox] usado para el cursor, cuando el [Tree] está siendo enfocado." #: doc/classes/Tree.xml msgid "[StyleBox] used for the cursor, when the [Tree] is not being focused." msgstr "" "[StyleBox] usado para el cursor, cuando el [Tree] no está siendo enfocado." #: doc/classes/Tree.xml msgid "" "Default [StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell." msgstr "" "Por defecto [StyleBox] para una celda de modo [constant TreeItem." "CELL_MODE_CUSTOM]." #: doc/classes/Tree.xml msgid "" "[StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's " "hovered." msgstr "" "[StyleBox] para un [constant TreeItem.CELL_MODE_CUSTOM] cuando el cursor " "esta encima." #: doc/classes/Tree.xml msgid "" "[StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's " "pressed." msgstr "" "[StyleBox] para una celda de modo [constant TreeItem.CELL_MODE_CUSTOM] " "cuando se presiona." #: doc/classes/Tree.xml msgid "" "[StyleBox] for the selected items, used when the [Tree] is not being focused." msgstr "" "[StyleBox] para los elementos seleccionados, utilizado cuando el [Tree] no " "está siendo enfocado." #: doc/classes/Tree.xml msgid "" "[StyleBox] for the selected items, used when the [Tree] is being focused." msgstr "" "[StyleBox] para los elementos seleccionados, usado cuando el [Tree] está " "siendo enfocado." #: doc/classes/Tree.xml msgid "[StyleBox] used when the title button is being hovered." msgstr "[StyleBox] usado cuando el cursor esta encima del botón del título." #: doc/classes/Tree.xml msgid "Default [StyleBox] for the title button." msgstr "Predeterminado [StyleBox] para el título del botón." #: doc/classes/Tree.xml msgid "[StyleBox] used when the title button is being pressed." msgstr "[StyleBox] utilizado cuando se presiona el botón de título." #: doc/classes/TreeItem.xml msgid "Control for a single item inside a [Tree]." msgstr "Control para un solo elemento dentro de un [Tree]." #: doc/classes/TreeItem.xml msgid "" "Control for a single item inside a [Tree]. May have child [TreeItem]s and be " "styled as well as contain buttons.\n" "You can remove a [TreeItem] by using [method Object.free]." msgstr "" "Control para un solo elemento dentro de un [Tree]. Puede tener hijos " "[TreeItem]s y ser estilizado así como contener botones.\n" "Puedes quitar un [TreeItem] usando el [method Object.free]." #: doc/classes/TreeItem.xml #, fuzzy msgid "" "Adds a button with [Texture] [code]button[/code] at column [code]column[/" "code]. The [code]id[/code] is used to identify the button. If not specified, " "the next available index is used, which may be retrieved by calling [method " "get_button_count] immediately before this method. Optionally, the button can " "be [code]disabled[/code] and have a [code]tooltip[/code]." msgstr "" "Añade un botón con [Texture2D] [code]button[/code] en la columna " "[code]column[/code]. El índice [code]button_idx[/code] se utiliza para " "identificar el botón cuando se llaman otros métodos. Si no se especifica, se " "utiliza el siguiente índice disponible, que puede ser recuperado llamando a " "[method get_button_count] inmediatamente después de este método. " "Opcionalmente, el botón puede ser [code]disabled[/code] y tener un " "[code]tooltip[/code]." #: doc/classes/TreeItem.xml msgid "" "Calls the [code]method[/code] on the actual TreeItem and its children " "recursively. Pass parameters as a comma separated list." msgstr "" "Llama al [code]method[/code] en el actual TreeItem y sus hijos de forma " "recursiva. Pasa los parámetros como una lista separada por comas." #: doc/classes/TreeItem.xml msgid "Resets the background color for the given column to default." msgstr "" "Restablece el color de fondo de la columna dada a su valor predeterminado." #: doc/classes/TreeItem.xml msgid "Resets the color for the given column to default." msgstr "Restablece el color de la columna dada a su valor predeterminado." #: doc/classes/TreeItem.xml msgid "Deselects the given column." msgstr "Deselecciona la columna dada." #: doc/classes/TreeItem.xml msgid "" "Removes the button at index [code]button_idx[/code] in column [code]column[/" "code]." msgstr "" "Elimina el botón en el índice [code]button_idx[/code] en la columna " "[code]column[/code]." #: doc/classes/TreeItem.xml #, fuzzy msgid "" "Returns the [Texture] of the button at index [code]button_idx[/code] in " "column [code]column[/code]." msgstr "" "Devuelve la [Texture2D] del botón en el índice [code]button_idx[/code] en la " "columna [code]column[/code]." #: doc/classes/TreeItem.xml #, fuzzy msgid "" "Returns the button index if there is a button with id [code]id[/code] in " "column [code]column[/code], otherwise returns -1." msgstr "" "Devuelve la string de sugerencia para el botón en el índice " "[code]button_idx[/code] en la columna [code]column[/code]." #: doc/classes/TreeItem.xml #, fuzzy msgid "Returns the number of buttons in column [code]column[/code]." msgstr "Devuelve el color personalizado de la columna [code]column[/code]." #: doc/classes/TreeItem.xml #, fuzzy msgid "" "Returns the id for the button at index [code]button_idx[/code] in column " "[code]column[/code]." msgstr "" "Devuelve la string de sugerencia para el botón en el índice " "[code]button_idx[/code] en la columna [code]column[/code]." #: doc/classes/TreeItem.xml msgid "" "Returns the tooltip string for the button at index [code]button_idx[/code] " "in column [code]column[/code]." msgstr "" "Devuelve la string de sugerencia para el botón en el índice " "[code]button_idx[/code] en la columna [code]column[/code]." #: doc/classes/TreeItem.xml msgid "Returns the column's cell mode." msgstr "Devuelve el modo de celda de la columna." #: doc/classes/TreeItem.xml msgid "" "Returns the TreeItem's first child item or a null object if there is none." msgstr "" "Devuelve el primer objeto hijo del TreeItem o un objeto nulo si no hay " "ninguno." #: doc/classes/TreeItem.xml msgid "Returns the custom background color of column [code]column[/code]." msgstr "" "Devuelve el color de fondo personalizado de la columna [code]column[/code]." #: doc/classes/TreeItem.xml msgid "Returns the custom color of column [code]column[/code]." msgstr "Devuelve el color personalizado de la columna [code]column[/code]." #: doc/classes/TreeItem.xml msgid "Returns [code]true[/code] if [code]expand_right[/code] is set." msgstr "" "Devuelve [code]true[/code] si [code]expand_right[/code] está configurado." #: doc/classes/TreeItem.xml #, fuzzy msgid "Returns the given column's icon [Texture]. Error if no icon is set." msgstr "" "Devuelve el icono de la columna dada [Texture2D]. Error si no se establece " "ningún icono." #: doc/classes/TreeItem.xml msgid "Returns the column's icon's maximum width." msgstr "Devuelve el ancho máximo del icono de la columna." #: doc/classes/TreeItem.xml msgid "Returns the [Color] modulating the column's icon." msgstr "Devuelve el [Color] modulando el icono de la columna." #: doc/classes/TreeItem.xml #, fuzzy msgid "Returns the icon [Texture] region as [Rect2]." msgstr "Devuelve la región del icono [Texture2D] como [Rect2]." #: doc/classes/TreeItem.xml #, fuzzy msgid "" "Returns the metadata value that was set for the given column using [method " "set_metadata]." msgstr "" "Obtiene los metadatos del elemento seleccionado. Los metadatos de los " "elementos pueden establecerse utilizando [method set_item_metadata]." #: doc/classes/TreeItem.xml #, fuzzy msgid "" "Returns the next sibling TreeItem in the tree or a null object if there is " "none." msgstr "" "Devuelve el siguiente TreeItem del árbol o un objeto nulo si no hay ninguno." #: doc/classes/TreeItem.xml #, fuzzy msgid "" "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]." msgstr "" "Devuelve el siguiente elemento visible del árbol o un objeto nulo si no hay " "ninguno.\n" "Si [code]wrap[/code] está habilitado, el método envolverá al primer elemento " "visible del árbol cuando sea llamado al último elemento visible, de lo " "contrario devuelve [code]null[/code]." #: doc/classes/TreeItem.xml msgid "Returns the parent TreeItem or a null object if there is none." msgstr "Devuelve el TreeItem padre o un objeto nulo si no hay ninguno." #: doc/classes/TreeItem.xml #, fuzzy msgid "" "Returns the previous sibling TreeItem in the tree or a null object if there " "is none." msgstr "" "Devuelve el TreeItem anterior del árbol o un objeto nulo si no hay ninguno." #: doc/classes/TreeItem.xml #, fuzzy msgid "" "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]." msgstr "" "Devuelve el anterior TreeItem visible en el árbol o un objeto nulo si no hay " "ninguno.\n" "Si [code]wrap[/code] está habilitado, el método se ajustará al último " "elemento visible del árbol cuando sea llamado al primer elemento visible, de " "lo contrario devuelve [code]null[/code]." #: doc/classes/TreeItem.xml #, fuzzy msgid "Returns the value of a [constant CELL_MODE_RANGE] column." msgstr "Devuelve el valor de un parámetro de una articulación." #: doc/classes/TreeItem.xml msgid "" "Returns a dictionary containing the range parameters for a given column. The " "keys are \"min\", \"max\", \"step\", and \"expr\"." msgstr "" #: doc/classes/TreeItem.xml msgid "Gets the suffix string shown after the column value." msgstr "" #: doc/classes/TreeItem.xml msgid "Returns the given column's text." msgstr "Devuelve el texto de la columna dada." #: doc/classes/TreeItem.xml msgid "Returns the given column's text alignment." msgstr "Devuelve la alineación del texto de la columna dada." #: doc/classes/TreeItem.xml msgid "Returns the given column's tooltip." msgstr "Devuelve la sugerencia de la columna dada." #: doc/classes/TreeItem.xml msgid "" "Returns [code]true[/code] if the button at index [code]button_idx[/code] for " "the given column is disabled." msgstr "" "Devuelve [code]true[/code] si el botón en el índice [code]button_idx[/code] " "para la columna dada está desactivada." #: doc/classes/TreeItem.xml msgid "Returns [code]true[/code] if the given column is checked." msgstr "Devuelve [code]true[/code] si la columna dada está marcada." #: doc/classes/TreeItem.xml msgid "Returns [code]true[/code] if column [code]column[/code] is editable." msgstr "" "Devuelve [code]true[/code] si la columna [code]column[/code] es editable." #: doc/classes/TreeItem.xml msgid "Returns [code]true[/code] if column [code]column[/code] is selectable." msgstr "" "Devuelve [code]true[/code] si la columna [code]column[/code] es " "seleccionable." #: doc/classes/TreeItem.xml msgid "Returns [code]true[/code] if column [code]column[/code] is selected." msgstr "" "Devuelve [code]true[/code] si se selecciona la columna [code]column[/code]." #: doc/classes/TreeItem.xml msgid "Moves this TreeItem to the bottom in the [Tree] hierarchy." msgstr "Mueve este TreeItem al fondo de la jerarquía [Tree]." #: doc/classes/TreeItem.xml msgid "Moves this TreeItem to the top in the [Tree] hierarchy." msgstr "Mueve este TreeItem al fondo de la jerarquía [Tree]." #: doc/classes/TreeItem.xml msgid "" "Removes the given child [TreeItem] and all its children from the [Tree]. " "Note that it doesn't free the item from memory, so it can be reused later. " "To completely remove a [TreeItem] use [method Object.free]." msgstr "" "Retira al niño dado [TreeItem] y a todos sus hijos del [Tree]. Tenga en " "cuenta que no libera el elemento de la memoria, por lo que puede ser " "reutilizado más tarde. Para eliminar completamente un [TreeItem] usa el " "[method Object.free]." #: doc/classes/TreeItem.xml msgid "Selects the column [code]column[/code]." msgstr "Selecciona la columna [code]column[/code]." #: doc/classes/TreeItem.xml #, fuzzy msgid "" "Sets the given column's button [Texture] at index [code]button_idx[/code] to " "[code]button[/code]." msgstr "" "Establece el botón de la columna dada [Texture2D] en el índice " "[code]button_idx[/code] a [code]button[/code]." #: doc/classes/TreeItem.xml msgid "" "If [code]true[/code], disables the button at index [code]button_idx[/code] " "in column [code]column[/code]." msgstr "" "Si [code]true[/code], desactiva el botón en el índice [code]button_idx[/" "code] en la columna [code]column[/code]." #: doc/classes/TreeItem.xml msgid "" "Sets the given column's cell mode to [code]mode[/code]. See [enum " "TreeCellMode] constants." msgstr "" "Establece el modo de la celda de la columna dada en [code]mode[/code]. Ver " "las constantes de [enum TreeCellMode]." #: doc/classes/TreeItem.xml msgid "If [code]true[/code], the column [code]column[/code] is checked." msgstr "Si [code]true[/code], la columna [code]column[/code] está marcada." #: doc/classes/TreeItem.xml msgid "" "Sets the given column's custom background color and whether to just use it " "as an outline." msgstr "" "Establece el color de fondo personalizado de la columna y si sólo se debe " "usar como contorno." #: doc/classes/TreeItem.xml msgid "Sets the given column's custom color." msgstr "Establece el color personalizado de la columna dada." #: doc/classes/TreeItem.xml msgid "" "Sets the given column's custom draw callback to [code]callback[/code] method " "on [code]object[/code].\n" "The [code]callback[/code] should accept two arguments: the [TreeItem] that " "is drawn and its position and size as a [Rect2]." msgstr "" "Establece el método de devolución de llamada de la columna dada en " "[code]callback[/code] en [code]object[/code].\n" "El [code]callback[/code] debe aceptar dos argumentos: el [TreeItem] que se " "dibuja y su posición y tamaño como un [Rect2]." #: doc/classes/TreeItem.xml msgid "If [code]true[/code], column [code]column[/code] is editable." msgstr "Si [code]true[/code], la columna [code]column[/code] es editable." #: doc/classes/TreeItem.xml msgid "" "If [code]true[/code], column [code]column[/code] is expanded to the right." msgstr "" "Si [code]true[/code], la columna [code]column[/code] se expande a la derecha." #: doc/classes/TreeItem.xml #, fuzzy msgid "Sets the given column's icon [Texture]." msgstr "Establece el icono de la columna dada [Texture2D]." #: doc/classes/TreeItem.xml msgid "Sets the given column's icon's maximum width." msgstr "Establece el ancho máximo del icono de la columna dada." #: doc/classes/TreeItem.xml msgid "Modulates the given column's icon with [code]modulate[/code]." msgstr "Modula el icono de la columna dada con [code]modulate[/code]." #: doc/classes/TreeItem.xml msgid "Sets the given column's icon's texture region." msgstr "Establece la región de textura del icono de la columna dada." #: doc/classes/TreeItem.xml msgid "" "Sets the metadata value for the given column, which can be retrieved later " "using [method get_metadata]. This can be used, for example, to store a " "reference to the original data." msgstr "" #: doc/classes/TreeItem.xml msgid "Sets the value of a [constant CELL_MODE_RANGE] column." msgstr "" #: doc/classes/TreeItem.xml msgid "" "Sets the range of accepted values for a column. The column must be in the " "[constant CELL_MODE_RANGE] mode.\n" "If [code]expr[/code] is [code]true[/code], the edit mode slider will use an " "exponential scale as with [member Range.exp_edit]." msgstr "" #: doc/classes/TreeItem.xml msgid "If [code]true[/code], the given column is selectable." msgstr "Si [code]true[/code], la columna dada es seleccionable." #: doc/classes/TreeItem.xml msgid "" "Sets a string to be shown after a column's value (for example, a unit " "abbreviation)." msgstr "" #: doc/classes/TreeItem.xml #, fuzzy msgid "Sets the given column's text value." msgstr "Devuelve el texto de la columna dada." #: doc/classes/TreeItem.xml msgid "" "Sets the given column's text alignment. See [enum TextAlign] for possible " "values." msgstr "" "Establece la alineación del texto de la columna dada. Ver [enum TextAlign] " "para los posibles valores." #: doc/classes/TreeItem.xml msgid "Sets the given column's tooltip text." msgstr "Establece el texto de la sugerencia de la columna dada." #: doc/classes/TreeItem.xml msgid "If [code]true[/code], the TreeItem is collapsed." msgstr "Si [code]true[/code], el TreeItem se colapsa." #: doc/classes/TreeItem.xml msgid "The custom minimum height." msgstr "La altura mínima personalizada." #: doc/classes/TreeItem.xml msgid "If [code]true[/code], folding is disabled for this TreeItem." msgstr "" "Si [code]true[/code], el plegado está deshabilitado para este TreeItem." #: doc/classes/TreeItem.xml msgid "Cell contains a string." msgstr "La celda contiene una string." #: doc/classes/TreeItem.xml #, fuzzy msgid "Cell contains a checkbox." msgstr "La celda contiene un icono." #: doc/classes/TreeItem.xml msgid "Cell contains a range." msgstr "La celda contiene un rango." #: doc/classes/TreeItem.xml msgid "Cell contains an icon." msgstr "La celda contiene un icono." #: doc/classes/TreeItem.xml msgid "Align text to the left. See [code]set_text_align()[/code]." msgstr "Alinee el texto a la izquierda. Ver [code]set_text_align()[/code]." #: doc/classes/TreeItem.xml msgid "Center text. See [code]set_text_align()[/code]." msgstr "Centrar el texto. Ver [code]set_text_align()[/code]." #: doc/classes/TreeItem.xml msgid "Align text to the right. See [code]set_text_align()[/code]." msgstr "Alinea el texto a la derecha. Ver [code]set_text_align()[/code]." #: doc/classes/TriangleMesh.xml msgid "Internal mesh type." msgstr "Tipo de malla interna." #: doc/classes/TriangleMesh.xml msgid "Mesh type used internally for collision calculations." msgstr "Tipo de malla utilizada internamente para los cálculos de colisión." #: doc/classes/Tween.xml msgid "Smoothly animates a node's properties over time." msgstr "Anima suavemente las propiedades de un nodo a lo largo del tiempo." #: doc/classes/Tween.xml #, fuzzy msgid "" "Tweens are useful for animations requiring a numerical property to be " "interpolated over a range of values. The name [i]tween[/i] comes from [i]in-" "betweening[/i], an animation technique where you specify [i]keyframes[/i] " "and the computer interpolates the frames that appear between them.\n" "[Tween] is more suited than [AnimationPlayer] for animations where you don't " "know the final values in advance. For example, interpolating a dynamically-" "chosen camera zoom value is best done with a [Tween] node; it would be " "difficult to do the same thing with an [AnimationPlayer] node.\n" "Here is a brief usage example that makes a 2D node move smoothly between two " "positions:\n" "[codeblock]\n" "var tween = get_node(\"Tween\")\n" "tween.interpolate_property($Node2D, \"position\",\n" " Vector2(0, 0), Vector2(100, 100), 1,\n" " Tween.TRANS_LINEAR, Tween.EASE_IN_OUT)\n" "tween.start()\n" "[/codeblock]\n" "Many methods require a property name, such as [code]\"position\"[/code] " "above. 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] (e.g. [code]position:x[/code]), " "where it would only apply to that particular component.\n" "Many of the methods accept [code]trans_type[/code] and [code]ease_type[/" "code]. The first accepts an [enum TransitionType] constant, and refers to " "the way the timing of the animation is handled (see [url=https://easings." "net/]easings.net[/url] for some examples). The second accepts an [enum " "EaseType] constant, and controls where the [code]trans_type[/code] is " "applied to the interpolation (in the beginning, the end, or both). If you " "don't know which transition and easing to pick, you can try different [enum " "TransitionType] constants with [constant EASE_IN_OUT], and use the one that " "looks best.\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n" "[b]Note:[/b] Tween methods will return [code]false[/code] if the requested " "operation cannot be completed.\n" "[b]Note:[/b] For an alternative method of tweening, that doesn't require " "using nodes, see [SceneTreeTween]." msgstr "" "Los Tweens son útiles para las animaciones que requieren que una propiedad " "numérica sea interpolada en un rango de valores. El nombre [i]tween[/i] " "proviene de [i]in-betweening[/i], una técnica de animación en la que se " "especifican [i]keyframes[/i] y el ordenador interpola los cuadros que " "aparecen entre ellos.\n" "[Tween] es más adecuado que [AnimationPlayer] para las animaciones en las " "que no conoces los valores finales por adelantado. Por ejemplo, interpolar " "un valor de zoom de cámara elegido dinámicamente se hace mejor con un nodo " "[Tween]; sería difícil hacer lo mismo con un nodo [AnimationPlayer].\n" "Aquí hay un breve ejemplo de uso que hace que un nodo 2D se mueva suavemente " "entre dos posiciones:\n" "[codeblock]\n" "var tween = get_node(\"Tween\")\n" "tween.interpolate_property($Node2D, \"position\",\n" " Vector2(0, 0), Vector2(100, 100), 1,\n" " Tween.TRANS_LINEAR, Tween.EASE_IN_OUT)\n" "tween.start()\n" "[/codeblock]\n" "Muchos métodos requieren un nombre de propiedad, como [code]\"position\"[/" "code] arriba. Puede encontrar el nombre correcto de la propiedad pasando el " "cursor por encima de la propiedad en el Inspector. También puede " "proporcionar los componentes de una propiedad directamente utilizando " "[code]\"property:component\"[/code] (por ejemplo, [code]position:x[/code]), " "donde sólo se aplicaría a ese componente en particular.\n" "Muchos de los métodos aceptan [code]trans_type[/code] y [code]ease_type[/" "code]. El primero acepta una constante [enum TransitionType], y se refiere a " "la forma en que se maneja el tiempo de la animación (ver [url=https://" "easings.net/]easings.net[/url] para algunos ejemplos). El segundo acepta una " "constante [enum EaseType], y controla dónde se aplica el [code]trans_type[/" "code] a la interpolación (en el principio, en el final, o en ambos). Si no " "sabes qué transición y facilidad de elección, puedes probar diferentes " "constantes [enum TransitionType] con [constant EASE_IN_OUT], y usar la que " "se vea mejor.\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "tween_cheatsheet.png]Hoja de ayuda para la función Tween y los tipos de " "transición[/url]" #: doc/classes/Tween.xml msgid "" "Follows [code]method[/code] of [code]object[/code] and applies the returned " "value on [code]target_method[/code] of [code]target[/code], beginning from " "[code]initial_val[/code] for [code]duration[/code] seconds, [code]delay[/" "code] later. Methods are called with consecutive values.\n" "Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] " "for [code]ease_type[/code] parameters. These values control the timing and " "direction of the interpolation. See the class description for more " "information." msgstr "" "Sigue el [code]method[/code] de [code]object[/code] y aplica el valor " "devuelto en [code]target_method[/code] de [code]target[/code], empezando por " "[code]initial_val[/code] durante [code]duration[/code] segundos, " "[code]delay[/code] más tarde. Los métodos se llaman con valores " "consecutivos.\n" "Utilice [enum TransitionType] para los parámetros de [code]trans_type[/code] " "y [enum EaseType] para los parámetros de [code]ease_type[/code]. Estos " "valores controlan el tiempo y la dirección de la interpolación. Vea la " "descripción de la clase para más información." #: doc/classes/Tween.xml msgid "" "Follows [code]property[/code] of [code]object[/code] and applies it on " "[code]target_property[/code] of [code]target[/code], beginning from " "[code]initial_val[/code] for [code]duration[/code] seconds, [code]delay[/" "code] seconds later.\n" "Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] " "for [code]ease_type[/code] parameters. These values control the timing and " "direction of the interpolation. See the class description for more " "information." msgstr "" "Sigue la [code]property[/code] de [code]object[/code] y la aplica sobre " "[code]target_property[/code] de [code]target[/code], empezando por " "[code]initial_val[/code] durante [code]duration[/code] segundos, " "[code]delay[/code] segundos después.\n" "Utilice [enum TransitionType] para los parámetros de [code]trans_type[/code] " "y [enum EaseType] para los parámetros de [code]ease_type[/code]. Estos " "valores controlan el tiempo y la dirección de la interpolación. Vea la " "descripción de la clase para más información." #: doc/classes/Tween.xml msgid "" "Returns the total time needed for all tweens to end. If you have two tweens, " "one lasting 10 seconds and the other 20 seconds, it would return 20 seconds, " "as by that time all tweens would have finished." msgstr "" "Devuelve el tiempo total necesario para que todos los tweens terminen. Si " "tienes dos tweens, uno que dura 10 segundos y el otro 20 segundos, " "devolvería 20 segundos, ya que para entonces todos los tweens habrían " "terminado." #: doc/classes/Tween.xml msgid "" "Calls [code]callback[/code] of [code]object[/code] after [code]duration[/" "code]. [code]arg1[/code]-[code]arg5[/code] are arguments to be passed to the " "callback." msgstr "" "Llama a [code]callback[/code] de [code]object[/code] después de " "[code]duration[/code]. [code]arg1[/code]-[code]arg5[/code] son argumentos " "que se pasan a la devolución de llamada." #: doc/classes/Tween.xml msgid "" "Calls [code]callback[/code] of [code]object[/code] after [code]duration[/" "code] on the main thread (similar to [method Object.call_deferred]). " "[code]arg1[/code]-[code]arg5[/code] are arguments to be passed to the " "callback." msgstr "" "Llama a [code]callback[/code] de [code]object[/code] después de " "[code]duration[/code]. [code]arg1[/code]-[code]arg5[/code] son argumentos " "que se pasan a la devolución de llamada." #: doc/classes/Tween.xml msgid "" "Animates [code]method[/code] of [code]object[/code] from [code]initial_val[/" "code] to [code]final_val[/code] for [code]duration[/code] seconds, " "[code]delay[/code] seconds later. Methods are called with consecutive " "values.\n" "Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] " "for [code]ease_type[/code] parameters. These values control the timing and " "direction of the interpolation. See the class description for more " "information." msgstr "" "Anima el [code]method[/code] de [code]object[/code] desde [code]initial_val[/" "code] hasta [code]final_val[/code] durante [code]duración[/code] segundos, " "[code]delay[/code] segundos más tarde. Los métodos se llaman con valores " "consecutivos.\n" "Use [enum TransitionType] para [code]trans_type[/code] y [enum EaseType] " "para los parámetros de [code]ease_type[/code]. Estos valores controlan el " "tiempo y la dirección de la interpolación. Vea la descripción de la clase " "para más información." #: doc/classes/Tween.xml msgid "" "Animates [code]property[/code] of [code]object[/code] from " "[code]initial_val[/code] to [code]final_val[/code] for [code]duration[/code] " "seconds, [code]delay[/code] seconds later. Setting the initial value to " "[code]null[/code] uses the current value of the property.\n" "Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] " "for [code]ease_type[/code] parameters. These values control the timing and " "direction of the interpolation. See the class description for more " "information." msgstr "" "Anima la [code]property[/code] del [code]object[/code] desde " "[code]initial_val[/code] hasta [code]final_val[/code] durante " "[code]duration[/code] segundos, [code]delay[/code] segundos más tarde. Al " "fijar el valor inicial en [code]null[/code] se utiliza el valor actual de la " "propiedad.\n" "Utilice [enum TransitionType] para los parámetros de [code]trans_type[/code] " "y [enum EaseType] para los parámetros de [code]ease_type[/code]. Estos " "valores controlan el tiempo y la dirección de la interpolación. Vea la " "descripción de la clase para más información." #: doc/classes/Tween.xml msgid "" "Returns [code]true[/code] if any tweens are currently running.\n" "[b]Note:[/b] This method doesn't consider tweens that have ended." msgstr "" "Devuelve [code]true[/code] si algún tweens se está ejecutando actualmente.\n" "[b]Nota:[/b] Este método no considera a los tweens que han terminado." #: doc/classes/Tween.xml msgid "" "Stops animation and removes a tween, given its object and property/method " "pair. By default, all tweens are removed, unless [code]key[/code] is " "specified." msgstr "" "Detiene la animación y elimina un \"tween\", dado su objeto y su par " "propiedad/método. Por defecto, se eliminan todos los tweens, a menos que se " "especifique [code]key[/code]." #: doc/classes/Tween.xml msgid "Stops animation and removes all tweens." msgstr "Detiene la animación y elimina a todos los tweens." #: doc/classes/Tween.xml #, fuzzy 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 reset, unless [code]key[/code] is specified." msgstr "" "Restablece un tween a su valor inicial (el dado, no el anterior al tween), " "dada su objeto y su par propiedad/método. Por defecto, se eliminan todos los " "tweens, a menos que se especifique [code]key[/code]." #: doc/classes/Tween.xml msgid "" "Resets all tweens to their initial values (the ones given, not those before " "the tween)." msgstr "" "Restablece todos los tweens a sus valores iniciales (los dados, no los " "anteriores al tween)." #: doc/classes/Tween.xml msgid "" "Continues animating a stopped tween, given its object and property/method " "pair. By default, all tweens are resumed, unless [code]key[/code] is " "specified." msgstr "" "Continúa animando a un tween detenido, dada su objeto y par propiedad/" "método. Por defecto, todos los tweens se reanudan, a menos que se " "especifique [code]key[/code]." #: doc/classes/Tween.xml msgid "Continues animating all stopped tweens." msgstr "Continúa animando a todos los tweens detenidos." #: doc/classes/Tween.xml msgid "Sets the interpolation to the given [code]time[/code] in seconds." msgstr "Establece la interpolación al [code]time[/code] dado en segundos." #: doc/classes/Tween.xml msgid "" "Activates/deactivates the tween. See also [method stop_all] and [method " "resume_all]." msgstr "" "Activa/desactiva el tween. Ver también [method stop_all] y [method " "resume_all]." #: doc/classes/Tween.xml msgid "Starts the tween. You can define animations both before and after this." msgstr "" "Empieza el tween. Puedes definir animaciones tanto antes como después de " "esto." #: doc/classes/Tween.xml msgid "" "Stops a tween, given its object and property/method pair. By default, all " "tweens are stopped, unless [code]key[/code] is specified." msgstr "" "Detiene un tween, dado su objeto y su par de propiedades/métodos. Por " "defecto, todos los tweens se detienen, a menos que se especifique [code]key[/" "code]." #: doc/classes/Tween.xml msgid "Stops animating all tweens." msgstr "Para de animar a todos los tweens." #: doc/classes/Tween.xml msgid "" "Animates [code]method[/code] of [code]object[/code] from the value returned " "by [code]initial_method[/code] to [code]final_val[/code] for [code]duration[/" "code] seconds, [code]delay[/code] seconds later. Methods are animated by " "calling them with consecutive values.\n" "Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] " "for [code]ease_type[/code] parameters. These values control the timing and " "direction of the interpolation. See the class description for more " "information." msgstr "" "Anima el [code]method[/code] de [code]object[/code] desde el valor devuelto " "por [code]initial_method[/code] hasta [code]final_val[/code] durante " "[code]duration[/code] segundos, [code]delay[/code] segundos más tarde. Los " "métodos se animan llamándolos con valores consecutivos.\n" "Utilice [enum TransitionType] para los parámetros [code]trans_type[/code] y " "[enum EaseType] para los parámetros [code]ease_type[/code]. Estos valores " "controlan el tiempo y la dirección de la interpolación. Vea la descripción " "de la clase para más información." #: doc/classes/Tween.xml msgid "" "Animates [code]property[/code] of [code]object[/code] from the current value " "of the [code]initial_val[/code] property of [code]initial[/code] to " "[code]final_val[/code] for [code]duration[/code] seconds, [code]delay[/code] " "seconds later.\n" "Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] " "for [code]ease_type[/code] parameters. These values control the timing and " "direction of the interpolation. See the class description for more " "information." msgstr "" "Anima la propiedad [code]property[/code] de [code]object[/code] desde el " "valor actual de la propiedad [code]initial_val[/code] de [code]initial[/" "code] hasta [code]final_val[/code] durante [code]duration[/code] segundos, " "[code]delay[/code] segundos más tarde.\n" "Utilice [enum TransitionType] para los parámetros de [code]trans_type[/code] " "y [enum EaseType] para los parámetros de [code]ease_type[/code]. Estos " "valores controlan el tiempo y la dirección de la interpolación. Vea la " "descripción de la clase para más información." #: doc/classes/Tween.xml msgid "Returns the current time of the tween." msgstr "Devuelve la tiempo actual del tween." #: doc/classes/Tween.xml msgid "The tween's animation process thread. See [enum TweenProcessMode]." msgstr "" "El hilo del proceso de animación del tween. Ver [enum TweenProcessMode]." #: doc/classes/Tween.xml msgid "" "The tween's speed multiplier. For example, set it to [code]1.0[/code] for " "normal speed, [code]2.0[/code] for two times normal speed, or [code]0.5[/" "code] for half of the normal speed. A value of [code]0[/code] pauses the " "animation, but see also [method set_active] or [method stop_all] for this." msgstr "" "El multiplicador de velocidad del tween. Por ejemplo, ponlo en [code]1.0[/" "code] para la velocidad normal, [code]2.0[/code] para dos veces la velocidad " "normal, o [code]0.5[/code] para la mitad de la velocidad normal. Un valor de " "[code]0[/code] pausa la animación, pero también ver [method set_active] o " "[method stop_all] para esto." #: doc/classes/Tween.xml msgid "If [code]true[/code], the tween loops." msgstr "Si [code]true[/code], el tween realiza un bucle." #: doc/classes/Tween.xml msgid "Emitted when all processes in a tween end." msgstr "Emitido cuando todos los procesos en un tween terminan." #: doc/classes/Tween.xml msgid "Emitted when a tween ends." msgstr "Emitido cuando un tween termina." #: doc/classes/Tween.xml msgid "Emitted when a tween starts." msgstr "Emitido cuando empieza un tween." #: doc/classes/Tween.xml msgid "Emitted at each step of the animation." msgstr "Emitido en cada paso de la animación." #: doc/classes/Tween.xml msgid "The tween updates with the [code]_physics_process[/code] callback." msgstr "El tween se actualiza con la llamada de [code]_physics_process[/code]." #: doc/classes/Tween.xml msgid "The tween updates with the [code]_process[/code] callback." msgstr "El tween se actualiza con la llamada de [code]_process[/code]." #: doc/classes/Tween.xml msgid "The animation is interpolated linearly." msgstr "La animación se interpola linealmente." #: doc/classes/Tween.xml msgid "The animation is interpolated using a sine function." msgstr "La animación se interpola usando una función senoidal." #: doc/classes/Tween.xml msgid "" "The animation is interpolated with a quintic (to the power of 5) function." msgstr "" "La animación se interpola con una función a la quinta (a la potencia de 5)." #: doc/classes/Tween.xml msgid "" "The animation is interpolated with a quartic (to the power of 4) function." msgstr "" "La animación se interpola con una función a la cuarta (a la potencia de 4)." #: doc/classes/Tween.xml msgid "" "The animation is interpolated with a quadratic (to the power of 2) function." msgstr "" "La animación se interpola con una función cuadrática (a la potencia de 2)." #: doc/classes/Tween.xml msgid "" "The animation is interpolated with an exponential (to the power of x) " "function." msgstr "" "La animación se interpola con una función exponencial (a la potencia de x)." #: doc/classes/Tween.xml msgid "" "The animation is interpolated with elasticity, wiggling around the edges." msgstr "" "La animación se interpola con elasticidad, moviéndose alrededor de los " "bordes." #: doc/classes/Tween.xml msgid "" "The animation is interpolated with a cubic (to the power of 3) function." msgstr "La animación se interpola con una función cúbica (a la potencia de 3)." #: doc/classes/Tween.xml msgid "The animation is interpolated with a function using square roots." msgstr "" "La animación se interpola con una función que utiliza raíces cuadradas." #: doc/classes/Tween.xml msgid "The animation is interpolated by bouncing at the end." msgstr "La animación se interpola al rebotar al final." #: doc/classes/Tween.xml msgid "The animation is interpolated backing out at ends." msgstr "La animación es interpolada retrocediendo en los extremos." #: doc/classes/Tween.xml msgid "The interpolation starts slowly and speeds up towards the end." msgstr "La interpolación comienza lentamente y se acelera hacia el final." #: doc/classes/Tween.xml msgid "The interpolation starts quickly and slows down towards the end." msgstr "La interpolación comienza rápidamente y se ralentiza hacia el final." #: doc/classes/Tween.xml msgid "" "A combination of [constant EASE_IN] and [constant EASE_OUT]. The " "interpolation is slowest at both ends." msgstr "" "Una combinación de [constant EASE_IN] y [constant EASE_OUT]. La " "interpolación es más lenta en ambos extremos." #: doc/classes/Tween.xml msgid "" "A combination of [constant EASE_IN] and [constant EASE_OUT]. The " "interpolation is fastest at both ends." msgstr "" "Una combinación de [constant EASE_IN] y [constant EASE_OUT]. La " "interpolación es más rápida en ambos extremos." #: 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 #, fuzzy msgid "Emitted when the [Tweener] has just finished its job." msgstr "Emitido cuando el nodo entra en el árbol." #: doc/classes/UDPServer.xml msgid "Helper class to implement a UDP server." msgstr "Clase de ayudante para implementar un servidor UDP." #: doc/classes/UDPServer.xml msgid "" "A simple server that opens a UDP socket and returns connected " "[PacketPeerUDP] upon receiving new packets. See also [method PacketPeerUDP." "connect_to_host].\n" "After starting the server ([method listen]), you will need to [method poll] " "it at regular intervals (e.g. inside [method Node._process]) for it to " "process new packets, delivering them to the appropriate [PacketPeerUDP], and " "taking new connections.\n" "Below a small example of how it can be used:\n" "[codeblock]\n" "# server.gd\n" "extends Node\n" "\n" "var server := UDPServer.new()\n" "var peers = []\n" "\n" "func _ready():\n" " server.listen(4242)\n" "\n" "func _process(delta):\n" " server.poll() # Important!\n" " if server.is_connection_available():\n" " var peer : PacketPeerUDP = server.take_connection()\n" " var pkt = peer.get_packet()\n" " print(\"Accepted peer: %s:%s\" % [peer.get_packet_ip(), peer." "get_packet_port()])\n" " print(\"Received data: %s\" % [pkt.get_string_from_utf8()])\n" " # Reply so it knows we received the message.\n" " peer.put_packet(pkt)\n" " # Keep a reference so we can keep contacting the remote peer.\n" " peers.append(peer)\n" "\n" " for i in range(0, peers.size()):\n" " pass # Do something with the connected peers.\n" "\n" "[/codeblock]\n" "[codeblock]\n" "# client.gd\n" "extends Node\n" "\n" "var udp := PacketPeerUDP.new()\n" "var connected = false\n" "\n" "func _ready():\n" " udp.connect_to_host(\"127.0.0.1\", 4242)\n" "\n" "func _process(delta):\n" " if !connected:\n" " # Try to contact server\n" " udp.put_packet(\"The answer is... 42!\".to_utf8())\n" " if udp.get_available_packet_count() > 0:\n" " print(\"Connected: %s\" % udp.get_packet().get_string_from_utf8())\n" " connected = true\n" "[/codeblock]" msgstr "" "Un simple servidor que abre un socket UDP y devuelve conectado " "[PacketPeerUDP] al recibir nuevos paquetes. Véase también [method " "PacketPeerUDP.connect_to_host].\n" "Después de iniciar el servidor ([method listen]), necesitará [method poll] a " "intervalos regulares (por ejemplo, dentro de [method Node._process]) para " "que procese nuevos paquetes, entregándolos al [PacketPeerUDP] apropiado, y " "tomando nuevas conexiones.\n" "A continuación se muestra un pequeño ejemplo de cómo puede utilizarse:\n" "[codeblock]\n" "# Servidor.gd\n" "extends Node\n" "\n" "var server := UDPServer.new()\n" "var peers = []\n" "\n" "func _ready():\n" " server.listen(4242)\n" "\n" "func _process(delta):\n" " server.poll() # ¡Important!\n" " if server.is_connection_available():\n" " var peer : PacketPeerUDP = server.take_connection()\n" " var pkt = peer.get_packet()\n" " print(\"Accepted peer: %s:%s\" % [peer.get_packet_ip(), peer." "get_packet_port()])\n" " print(\"Received data: %s\" % [pkt.get_string_from_utf8()])\n" " # Responde para que sepa que hemos recibido el mensaje.\n" " peer.put_packet(pkt)\n" " # Mantén una referencia para que podamos seguir contactando con el " "par remoto.\n" " peers.append(peer)\n" "\n" " for i in range(0, peers.size()):\n" " pass # Haz algo con los pares conectados.\n" "\n" "[/codeblock]\n" "[codeblock]\n" "# cliente.gd\n" "extends Node\n" "\n" "var udp := PacketPeerUDP.new()\n" "var connected = false\n" "\n" "func _ready():\n" " udp.connect_to_host(\"127.0.0.1\", 4242)\n" "\n" "func _process(delta):\n" " if !connected:\n" " # Intenta contactar con el servidor\n" " udp.put_packet(\"La respuesta es... 42!\".to_utf8())\n" " if udp.get_available_packet_count() > 0:\n" " print(\"Connected: %s\" % udp.get_packet().get_string_from_utf8())\n" " connected = true\n" "[/codeblock]" #: doc/classes/UDPServer.xml msgid "" "Returns [code]true[/code] if a packet with a new address/port combination " "was received on the socket." msgstr "" "Devuelve [code]true[/code] si un paquete con una nueva combinación de " "dirección/puerto fue recibido en el socket." #: doc/classes/UDPServer.xml msgid "" "Returns [code]true[/code] if the socket is open and listening on a port." msgstr "" "Devuelve [code]true[/code] si el socket está abierto y escuchando en un " "puerto." #: doc/classes/UDPServer.xml msgid "" "Starts the server by opening a UDP socket listening on the given port. You " "can optionally specify a [code]bind_address[/code] to only listen for " "packets sent to that address. See also [method PacketPeerUDP.listen]." msgstr "" "Inicia el servidor abriendo un socket UDP que escucha en el puerto dado. " "Opcionalmente puede especificar un [code]bind_address[/code] para que sólo " "escuche los paquetes enviados a esa dirección. Véase también [method " "PacketPeerUDP.listen]." #: doc/classes/UDPServer.xml msgid "" "Call this method at regular intervals (e.g. inside [method Node._process]) " "to process new packets. And packet from known address/port pair will be " "delivered to the appropriate [PacketPeerUDP], any packet received from an " "unknown address/port pair will be added as a pending connection (see [method " "is_connection_available], [method take_connection]). The maximum number of " "pending connection is defined via [member max_pending_connections]." msgstr "" "Llame a este método a intervalos regulares (por ejemplo, dentro de [method " "Node._process]) para procesar nuevos paquetes. Y el paquete del par " "dirección/puerto conocido será entregado al [PacketPeerUDP] apropiado, " "cualquier paquete recibido de un par dirección/puerto desconocido será " "añadido como una conexión pendiente (ver [method is_connection_available], " "[method take_connection]). El número máximo de conexiones pendientes se " "define mediante [member max_pending_connections]." #: doc/classes/UDPServer.xml msgid "" "Stops the server, closing the UDP socket if open. Will close all connected " "[PacketPeerUDP] accepted via [method take_connection] (remote peers will not " "be notified)." msgstr "" "Detiene el servidor, cerrando el enchufe UDP si está abierto. Cerrará todos " "los [PacketPeerUDP] conectados aceptados a través del [method " "take_connection] (los compañeros remotos no serán notificados)." #: doc/classes/UDPServer.xml msgid "" "Returns the first pending connection (connected to the appropriate address/" "port). Will return [code]null[/code] if no new connection is available. See " "also [method is_connection_available], [method PacketPeerUDP." "connect_to_host]." msgstr "" "Devuelve la primera conexión pendiente (conectada a la dirección/puerto " "apropiado). Devolverá [code]null[/code] si no hay una nueva conexión " "disponible. Ver también [method is_connection_available], [method " "PacketPeerUDP.connect_to_host]." #: doc/classes/UDPServer.xml msgid "" "Define the maximum number of pending connections, during [method poll], any " "new pending connection exceeding that value will be automatically dropped. " "Setting this value to [code]0[/code] effectively prevents any new pending " "connection to be accepted (e.g. when all your players have connected)." msgstr "" "Definir el número máximo de conexiones pendientes, durante el [method poll], " "cualquier nueva conexión pendiente que supere ese valor será automáticamente " "eliminada. Ajustar este valor a [code]0[/code] impide efectivamente que se " "acepte cualquier nueva conexión pendiente (por ejemplo, cuando todos tus " "jugadores se han conectado)." #: doc/classes/UndoRedo.xml msgid "Helper to manage undo/redo operations in the editor or custom tools." msgstr "" "Ayudante para gestionar las operaciones de deshacer/rehacer en el editor o " "las herramientas personalizadas." #: doc/classes/UndoRedo.xml msgid "" "Helper to manage undo/redo operations in the editor or custom tools. It " "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 Godot editor's own " "[UndoRedo], from a plugin:\n" "[codeblock]\n" "var undo_redo = get_undo_redo() # Method of EditorPlugin.\n" "\n" "func do_something():\n" " pass # Put your code here.\n" "\n" "func undo_something():\n" " pass # Put here the code that reverts what's done by " "\"do_something()\".\n" "\n" "func _on_MyButton_pressed():\n" " var node = get_node(\"MyNode2D\")\n" " undo_redo.create_action(\"Move the node\")\n" " undo_redo.add_do_method(self, \"do_something\")\n" " undo_redo.add_undo_method(self, \"undo_something\")\n" " undo_redo.add_do_property(node, \"position\", Vector2(100,100))\n" " undo_redo.add_undo_property(node, \"position\", node.position)\n" " undo_redo.commit_action()\n" "[/codeblock]\n" "[method create_action], [method add_do_method], [method add_undo_method], " "[method add_do_property], [method add_undo_property], and [method " "commit_action] should be called one after the other, like in the example. " "Not doing so could lead to crashes.\n" "If you don't need to register a method, you can leave [method add_do_method] " "and [method add_undo_method] out; the same goes for properties. You can also " "register more than one method/property." msgstr "" "Ayudante para gestionar las operaciones de deshacer/rehacer en el editor o " "las herramientas personalizadas. Funciona registrando métodos y cambios de " "propiedades dentro de las \"acciones\".\n" "El comportamiento común es crear una acción, luego agregar llamadas de hacer/" "deshacer a las funciones o cambios de propiedades, y luego confirmar la " "acción.\n" "Aquí hay un ejemplo de cómo añadir una acción al propio editor de Godot " "[UndoRedo], desde un plugin:\n" "[codeblock]\n" "var undo_redo = get_undo_redo() # Método de EditorPlugin.\n" "\n" "func do_something():\n" " pass # Ponga su código aquí.\n" "\n" "func undo_something():\n" " pass # Ponga aquí el código que revierte lo que se hace con " "\"do_something()\".\n" "\n" "func _on_MyButton_pressed():\n" " var node = get_node(\"MiNodo2D\")\n" " undo_redo.create_action(\"Mover el nodo\")\n" " undo_redo.add_do_method(self, \"do_something\")\n" " undo_redo.add_undo_method(self, \"undo_something\")\n" " undo_redo.add_do_property(node, \"position\", Vector2(100,100))\n" " undo_redo.add_undo_property(node, \"position\", node.position)\n" " undo_redo.commit_action()\n" "[/codeblock]\n" "[method create_action], [method add_do_method], [method add_undo_method], " "[method add_do_property], [method add_undo_property], y [method " "commit_action] deberían ser llamados uno tras otro, como en el ejemplo. Si " "no se hace así, se pueden producir caídas.\n" "Si no necesitas registrar un método, puedes dejar fuera [method " "add_do_method] y [method add_undo_method]; lo mismo vale para las " "propiedades. También puedes registrar más de un método/propiedad." #: doc/classes/UndoRedo.xml msgid "Register a method that will be called when the action is committed." msgstr "Registrar un método que será llamado cuando se cometa la acción." #: doc/classes/UndoRedo.xml msgid "Register a property value change for \"do\"." msgstr "Registrar un cambio de valor de la propiedad para \"hacer\"." #: doc/classes/UndoRedo.xml msgid "" "Register a reference for \"do\" that will be erased if the \"do\" history is " "lost. This is useful mostly for new nodes created for the \"do\" call. Do " "not use for resources." msgstr "" "Registra una referencia para \"hacer\" que se borrará si se pierde la " "historia de \"hacer\". Esto es útil sobre todo para los nuevos nodos creados " "para la llamada \"hacer\". No lo utilice para los recursos." #: doc/classes/UndoRedo.xml msgid "Register a method that will be called when the action is undone." msgstr "Registra un método que se llamará cuando se deshaga la acción." #: doc/classes/UndoRedo.xml msgid "Register a property value change for \"undo\"." msgstr "Registrar un cambio en el valor de la propiedad para \"deshacer\"." #: doc/classes/UndoRedo.xml msgid "" "Register a reference for \"undo\" that will be erased if the \"undo\" " "history is lost. This is useful mostly for nodes removed with the \"do\" " "call (not the \"undo\" call!)." msgstr "" "Registra una referencia para \"deshacer\" que se borrará si se pierde la " "historia de \"deshacer\". Esto es útil sobre todo para los nodos eliminados " "con la llamada \"hacer\" (¡no la llamada \"deshacer\"!)." #: doc/classes/UndoRedo.xml msgid "" "Clear the undo/redo history and associated references.\n" "Passing [code]false[/code] to [code]increase_version[/code] will prevent the " "version number to be increased from this." msgstr "" "Borra el historial de deshacer/rehacer y las referencias asociadas.\n" "Pasar [code]false[/code] a [code]increase_version[/code] evitará que el " "número de versión se incremente a partir de esto." #: doc/classes/UndoRedo.xml msgid "" "Commit the action. All \"do\" methods/properties are called/set when this " "function is called." msgstr "" "Comete la acción. Todos los métodos/propiedades \"hacer\" son llamados/" "fijados cuando se llama a esta función." #: doc/classes/UndoRedo.xml msgid "" "Create a new action. After this is called, do all your calls to [method " "add_do_method], [method add_undo_method], [method add_do_property], and " "[method add_undo_property], then commit the action with [method " "commit_action].\n" "The way actions are merged is dictated by the [code]merge_mode[/code] " "argument. See [enum MergeMode] for details." msgstr "" "Crear una nueva acción. Después de que esto sea llamado, haz todas tus " "llamadas a [method add_do_method], [method add_undo_method], [method " "add_do_property], y [method add_undo_property], y luego confirma la acción " "con [method commit_action].\n" "La forma en que se fusionan las acciones está dictada por el argumento " "[code]merge_mode[/code]. Ver [enum MergeMode] para más detalles." #: doc/classes/UndoRedo.xml msgid "Gets the name of the current action." msgstr "Obtiene el nombre de la acción actual." #: doc/classes/UndoRedo.xml msgid "" "Gets the version. Every time a new action is committed, the [UndoRedo]'s " "version number is increased automatically.\n" "This is useful mostly to check if something changed from a saved version." msgstr "" "Consigue la versión. Cada vez que se comete una nueva acción, el número de " "versión de [UndoRedo]s se incrementa automáticamente.\n" "Esto es útil sobre todo para comprobar si algo cambió de una versión " "guardada." #: doc/classes/UndoRedo.xml msgid "" "Returns [code]true[/code] if the [UndoRedo] is currently committing the " "action, i.e. running its \"do\" method or property change (see [method " "commit_action])." msgstr "" "Devuelve [code]true[/code] si el [UndoRedo] está actualmente cometiendo la " "acción, es decir, ejecutando su método \"hacer\" o cambio de propiedad (ver " "[method commit_action])." #: doc/classes/UndoRedo.xml msgid "Redo the last action." msgstr "Rehacer la última acción." #: doc/classes/UndoRedo.xml msgid "Undo the last action." msgstr "Deshace la última acción." #: doc/classes/UndoRedo.xml msgid "Called when [method undo] or [method redo] was called." msgstr "Llamado cuando [method undo] o [method redo] fue llamado." #: doc/classes/UndoRedo.xml msgid "Makes \"do\"/\"undo\" operations stay in separate actions." msgstr "" "Hace que las operaciones de \"hacer\"/\"deshacer\" se mantengan en acciones " "separadas." #: doc/classes/UndoRedo.xml msgid "" "Makes so that the action's \"do\" operation is from the first action created " "and the \"undo\" operation is from the last subsequent action with the same " "name." msgstr "" "Hace que la operación \"hacer\" de la acción sea de la primera acción creada " "y la operación \"deshacer\" sea de la última acción posterior con el mismo " "nombre." #: doc/classes/UndoRedo.xml msgid "Makes subsequent actions with the same name be merged into one." msgstr "" "Hace que las acciones subsiguientes con el mismo nombre se fusionen en una " "sola." #: modules/upnp/doc_classes/UPNP.xml msgid "" "Universal Plug and Play (UPnP) functions for network device discovery, " "querying and port forwarding." msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "" "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" "var upnp = UPNP.new()\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" "upnp.delete_port_mapping(port)\n" "[/codeblock]\n" "[b]Note:[/b] UPnP discovery blocks the current thread. To perform discovery " "without blocking the main thread, use [Thread]s like this:\n" "[codeblock]\n" "# Emitted when UPnP port mapping setup is completed (regardless of success " "or failure).\n" "signal upnp_completed(error)\n" "\n" "# Replace this with your own server port number between 1024 and 65535.\n" "const SERVER_PORT = 3928\n" "var thread = null\n" "\n" "func _upnp_setup(server_port):\n" " # UPNP queries take some time.\n" " var upnp = UPNP.new()\n" " var err = upnp.discover()\n" "\n" " if err != OK:\n" " push_error(str(err))\n" " emit_signal(\"upnp_completed\", err)\n" " return\n" "\n" " if upnp.get_gateway() and upnp.get_gateway().is_valid_gateway():\n" " upnp.add_port_mapping(server_port, server_port, ProjectSettings." "get_setting(\"application/config/name\"), \"UDP\")\n" " upnp.add_port_mapping(server_port, server_port, ProjectSettings." "get_setting(\"application/config/name\"), \"TCP\")\n" " emit_signal(\"upnp_completed\", OK)\n" "\n" "func _ready():\n" " thread = Thread.new()\n" " thread.start(self, \"_upnp_setup\", SERVER_PORT)\n" "\n" "func _exit_tree():\n" " # Wait for thread finish here to handle game exit while the thread is " "running.\n" " thread.wait_to_finish()\n" "[/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 msgid "Adds the given [UPNPDevice] to the list of discovered devices." msgstr "Añade el [UPNPDevice] dado a la lista de dispositivos descubiertos." #: modules/upnp/doc_classes/UPNP.xml #, fuzzy msgid "" "Adds a mapping to forward the external [code]port[/code] (between 1 and " "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 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 "" "Añade un mapeo para reenviar el [code]port[/code] externo (entre 1 y 65535) " "en la pasarela por defecto (ver [method get_gateway]) al " "[code]internal_port[/code] en la máquina local para el protocolo dado " "[code]proto[/code] (ya sea [code]TCP[/code] o [code]UDP[/code], siendo UDP " "el predeterminado). Si ya existe un mapeo de puertos para la combinación de " "puertos y protocolos dada en ese dispositivo de entrada, este método intenta " "sobrescribirlo. Si no se desea, se puede recuperar la pasarela manualmente " "con [method get_gateway] y llamar a [method add_port_mapping] en ella, si " "existe.\n" "Si [code]internal_port[/code] es [code]0[/code] (el valor por defecto), se " "utiliza el mismo número de puerto tanto para el puerto externo como para el " "interno (el valor de [code]port[/code]).\n" "La descripción ([code]desc[/code]) se muestra en algunas interfaces de " "routers y puede utilizarse para señalar qué aplicación añadió el mapeo. La " "duración del arrendamiento de la cartografía puede limitarse especificando " "una duración [code]duration[/code] (en segundos). Sin embargo, algunos " "enrutadores son incompatibles con uno o ambos, por lo que hay que " "utilizarlos con precaución y añadir una lógica de reserva en caso de errores " "para volver a intentarlo sin ellos en caso de duda.\n" "Véase [enum UPNPResult] para los posibles valores de retorno." #: modules/upnp/doc_classes/UPNP.xml msgid "Clears the list of discovered devices." msgstr "Borra la lista de dispositivos descubiertos." #: modules/upnp/doc_classes/UPNP.xml #, fuzzy 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]. 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 "" "Elimina la asignación de puertos para la combinación de puertos y protocolos " "dada en la pasarela por defecto (ver [method get_gateway]) si existe. " "[code]port[/code] debe ser un puerto válido entre 1 y 65535, [code]proto[/" "code] puede ser [code]TCP[/code] o [code]UDP[/code]. Ver [enum UPNPResult] " "para los posibles valores de retorno." #: modules/upnp/doc_classes/UPNP.xml msgid "" "Discovers local [UPNPDevice]s. Clears the list of previously discovered " "devices.\n" "Filters for IGD (InternetGatewayDevice) type devices by default, as those " "manage port forwarding. [code]timeout[/code] is the time to wait for " "responses in milliseconds. [code]ttl[/code] is the time-to-live; only touch " "this if you know what you're doing.\n" "See [enum UPNPResult] for possible return values." msgstr "" "Descubre los dispositivos locales [UPNPDevice]. Borra la lista de " "dispositivos descubiertos anteriormente.\n" "Filtra los dispositivos de tipo IGD (InternetGatewayDevice) por defecto, ya " "que éstos gestionan el reenvío de puertos. [code]timeout[/code] es el tiempo " "de espera de las respuestas en milisegundos. [code]ttl[/code] es el tiempo " "de vida; sólo toca esto si sabes lo que estás haciendo.\n" "Ver [enum UPNPResult] para los posibles valores de retorno." #: modules/upnp/doc_classes/UPNP.xml msgid "Returns the [UPNPDevice] at the given [code]index[/code]." msgstr "Devuelve el [UPNPDevice] en el [code]index[/code] dado." #: modules/upnp/doc_classes/UPNP.xml msgid "Returns the number of discovered [UPNPDevice]s." msgstr "Devuelve el número de [UPNPDevice] descubiertos." #: modules/upnp/doc_classes/UPNP.xml msgid "" "Returns the default gateway. That is the first discovered [UPNPDevice] that " "is also a valid IGD (InternetGatewayDevice)." msgstr "" "Devuelve la puerta de enlace por defecto. Es el primer dispositivo " "descubierto [UPNPDevice] que también es un IGD (InternetGatewayDevice) " "válido." #: modules/upnp/doc_classes/UPNP.xml msgid "" "Returns the external [IP] address of the default gateway (see [method " "get_gateway]) as string. Returns an empty string on error." msgstr "" "Devuelve la dirección [IP] externa de la pasarela por defecto (ver [method " "get_gateway]) como string. Devuelve una string vacía en caso de error." #: modules/upnp/doc_classes/UPNP.xml msgid "" "Removes the device at [code]index[/code] from the list of discovered devices." msgstr "" "Elimina el dispositivo en el [code]index[/code] de la lista de dispositivos " "descubiertos." #: modules/upnp/doc_classes/UPNP.xml msgid "" "Sets the device at [code]index[/code] from the list of discovered devices to " "[code]device[/code]." msgstr "" "Establece el dispositivo en [code]index[/code] de la lista de dispositivos " "descubiertos a [code]device[/code]." #: modules/upnp/doc_classes/UPNP.xml msgid "If [code]true[/code], IPv6 is used for [UPNPDevice] discovery." msgstr "" "Si [code]true[/code], IPv6 se utiliza para el descubrimiento de [UPNPDevice]." #: modules/upnp/doc_classes/UPNP.xml msgid "" "If [code]0[/code], the local port to use for discovery is chosen " "automatically by the system. If [code]1[/code], discovery will be done from " "the source port 1900 (same as destination port). Otherwise, the value will " "be used as the port." msgstr "" "Si [code]0[/code], el puerto local a utilizar para el descubrimiento es " "elegido automáticamente por el sistema. Si [code]1[/code], el descubrimiento " "se hará desde el puerto de origen 1900 (el mismo que el puerto de destino). " "De lo contrario, el valor se utilizará como el puerto." #: modules/upnp/doc_classes/UPNP.xml msgid "" "Multicast interface to use for discovery. Uses the default multicast " "interface if empty." msgstr "" "Interfaz de multidifusión para usar para el descubrimiento. Utiliza la " "interfaz de multidifusión predeterminada si está vacía." #: modules/upnp/doc_classes/UPNP.xml msgid "UPNP command or discovery was successful." msgstr "El comando o descubrimiento de la UPNP fue exitoso." #: modules/upnp/doc_classes/UPNP.xml msgid "" "Not authorized to use the command on the [UPNPDevice]. May be returned when " "the user disabled UPNP on their router." msgstr "" "No está autorizado a usar el comando en el [UPNPDevice]. Puede ser devuelto " "cuando el usuario deshabilite el UPNP en su router." #: modules/upnp/doc_classes/UPNP.xml msgid "" "No port mapping was found for the given port, protocol combination on the " "given [UPNPDevice]." msgstr "" "No se encontró ningún mapeo de puerto para la combinación de protocolos del " "[UPNPDevice] dado." #: modules/upnp/doc_classes/UPNP.xml msgid "Inconsistent parameters." msgstr "Parámetros inconsistentes." #: modules/upnp/doc_classes/UPNP.xml msgid "" "No such entry in array. May be returned if a given port, protocol " "combination is not found on an [UPNPDevice]." msgstr "" "No hay tal entrada en el array. Puede ser devuelto si un puerto dado, la " "combinación de protocolos no se encuentra en un [UPNPDevice]." #: modules/upnp/doc_classes/UPNP.xml msgid "The action failed." msgstr "La acción falló." #: modules/upnp/doc_classes/UPNP.xml msgid "" "The [UPNPDevice] does not allow wildcard values for the source IP address." msgstr "" "El [UPNPDevice] no permite valores comodín para la dirección IP de origen." #: modules/upnp/doc_classes/UPNP.xml msgid "The [UPNPDevice] does not allow wildcard values for the external port." msgstr "El [UPNPDevice] no permite valores comodín para el puerto externo." #: modules/upnp/doc_classes/UPNP.xml msgid "The [UPNPDevice] does not allow wildcard values for the internal port." msgstr "El [UPNPDevice] no permite valores comodín para el puerto interno." #: modules/upnp/doc_classes/UPNP.xml msgid "The remote host value must be a wildcard." msgstr "El valor del host remoto debe ser un comodín." #: modules/upnp/doc_classes/UPNP.xml msgid "The external port value must be a wildcard." msgstr "El valor del puerto externo debe ser un comodín." #: modules/upnp/doc_classes/UPNP.xml msgid "" "No port maps are available. May also be returned if port mapping " "functionality is not available." msgstr "" "No hay mapas de puertos disponibles. También puede ser devuelto si la " "funcionalidad de mapas de puertos no está disponible." #: modules/upnp/doc_classes/UPNP.xml msgid "" "Conflict with other mechanism. May be returned instead of [constant " "UPNP_RESULT_CONFLICT_WITH_OTHER_MAPPING] if a port mapping conflicts with an " "existing one." msgstr "" "Conflicto con otro mecanismo. Puede ser devuelto en lugar de [constant " "UPNP_RESULT_CONFLICT_WITH_OTHER_MAPPING] si un mapeo de puertos entra en " "conflicto con uno existente." #: modules/upnp/doc_classes/UPNP.xml msgid "Conflict with an existing port mapping." msgstr "Conflicto con una mapeo de puertos existente." #: modules/upnp/doc_classes/UPNP.xml msgid "External and internal port values must be the same." msgstr "Los valores de los puertos externos e internos deben ser los mismos." #: modules/upnp/doc_classes/UPNP.xml msgid "" "Only permanent leases are supported. Do not use the [code]duration[/code] " "parameter when adding port mappings." msgstr "" "Sólo se admiten los arrendamientos permanentes. No utilice el parámetro " "[code]duration[/code] cuando añada mapeos de puertos." #: modules/upnp/doc_classes/UPNP.xml msgid "Invalid gateway." msgstr "Gateway invalida." #: modules/upnp/doc_classes/UPNP.xml msgid "Invalid port." msgstr "Puerto inválido." #: modules/upnp/doc_classes/UPNP.xml msgid "Invalid protocol." msgstr "Protocolo inválido." #: modules/upnp/doc_classes/UPNP.xml msgid "Invalid duration." msgstr "Duración inválida." #: modules/upnp/doc_classes/UPNP.xml msgid "Invalid arguments." msgstr "Argumentos inválidos." #: modules/upnp/doc_classes/UPNP.xml msgid "Invalid response." msgstr "Respuesta inválida." #: modules/upnp/doc_classes/UPNP.xml msgid "Invalid parameter." msgstr "Parámetro inválido." #: modules/upnp/doc_classes/UPNP.xml modules/upnp/doc_classes/UPNPDevice.xml msgid "HTTP error." msgstr "Error HTTP." #: modules/upnp/doc_classes/UPNP.xml msgid "Socket error." msgstr "Error de socket." #: modules/upnp/doc_classes/UPNP.xml msgid "Error allocating memory." msgstr "Error en la asignación de la memoria." #: modules/upnp/doc_classes/UPNP.xml msgid "" "No gateway available. You may need to call [method discover] first, or " "discovery didn't detect any valid IGDs (InternetGatewayDevices)." msgstr "" "No hay ninguna gateway disponible. Puede que tengas que llamar a [method " "discover] primero, o el descubrimiento no detectó ningúna IGD " "(InternetGatewayDevices) válida." #: modules/upnp/doc_classes/UPNP.xml msgid "" "No devices available. You may need to call [method discover] first, or " "discovery didn't detect any valid [UPNPDevice]s." msgstr "" "No hay dispositivos disponibles. Puede que tengas que llamar a [method " "discover] primero, o el descubrimiento no detectó ninguna [UPNPDevice] " "válida." #: modules/upnp/doc_classes/UPNP.xml modules/upnp/doc_classes/UPNPDevice.xml msgid "Unknown error." msgstr "Error desconocido." #: modules/upnp/doc_classes/UPNPDevice.xml msgid "Universal Plug and Play (UPnP) device." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml #, fuzzy msgid "" "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 "" "Dispositivo UPNP. Véase [UPNP] para las funciones de descubrimiento y " "utilidad del UPNP. Proporciona un acceso de bajo nivel a los comandos de " "control del UPNP. Permite gestionar las asignaciones de puertos (reenvío de " "puertos) y consultar la información de red del dispositivo (como la " "dirección IP local y externa y el estado). Tenga en cuenta que los métodos " "de esta clase están sincronizados y bloquean el hilo de llamada." #: modules/upnp/doc_classes/UPNPDevice.xml msgid "" "Adds a port mapping to forward the given external port on this [UPNPDevice] " "for the given protocol to the local machine. See [method UPNP." "add_port_mapping]." msgstr "" "Añade un mapeo de puertos para reenviar el puerto externo dado en este " "[UPNPDevice] para el protocolo dado a la máquina local. Véase [method UPNP." "add_port_mapping]." #: modules/upnp/doc_classes/UPNPDevice.xml msgid "" "Deletes the port mapping identified by the given port and protocol " "combination on this device. See [method UPNP.delete_port_mapping]." msgstr "" "Borra el mapeo de puertos identificado por la combinación de puerto y " "protocolo dada en este dispositivo. Véase [method UPNP.delete_port_mapping]." #: modules/upnp/doc_classes/UPNPDevice.xml msgid "" "Returns [code]true[/code] if this is a valid IGD (InternetGatewayDevice) " "which potentially supports port forwarding." msgstr "" "Devuelve [code]true[/code] si se trata de un IGD (InternetGatewayDevice) " "válido que potencialmente soporta el reenvío de puertos." #: modules/upnp/doc_classes/UPNPDevice.xml msgid "" "Returns the external IP address of this [UPNPDevice] or an empty string." msgstr "" "Devuelve la dirección IP externa de este [UPNPDevice] o una string vacía." #: modules/upnp/doc_classes/UPNPDevice.xml msgid "URL to the device description." msgstr "URL de la descripción del dispositivo." #: modules/upnp/doc_classes/UPNPDevice.xml msgid "IDG control URL." msgstr "URL de control de IDG." #: modules/upnp/doc_classes/UPNPDevice.xml msgid "" "Address of the local machine in the network connecting it to this " "[UPNPDevice]." msgstr "" "Dirección de la máquina local en la red que la conecta a este [UPNPDevice]." #: modules/upnp/doc_classes/UPNPDevice.xml msgid "IGD service type." msgstr "Tipo de servicio IGD." #: modules/upnp/doc_classes/UPNPDevice.xml msgid "IGD status. See [enum IGDStatus]." msgstr "Estado de la IGD. Ver [enum IGDStatus]." #: modules/upnp/doc_classes/UPNPDevice.xml msgid "Service type." msgstr "Tipo de servicio." #: modules/upnp/doc_classes/UPNPDevice.xml msgid "OK." msgstr "OK." #: modules/upnp/doc_classes/UPNPDevice.xml msgid "Empty HTTP response." msgstr "Respuesta HTTP vacía." #: modules/upnp/doc_classes/UPNPDevice.xml msgid "Returned response contained no URLs." msgstr "La respuesta devuelta no contenía ningún URL." #: modules/upnp/doc_classes/UPNPDevice.xml msgid "Not a valid IGD." msgstr "No es un IGD válido." #: modules/upnp/doc_classes/UPNPDevice.xml msgid "Disconnected." msgstr "Desconectado." #: modules/upnp/doc_classes/UPNPDevice.xml msgid "Unknown device." msgstr "Dispositivo desconocido." #: modules/upnp/doc_classes/UPNPDevice.xml msgid "Invalid control." msgstr "Control inválido." #: modules/upnp/doc_classes/UPNPDevice.xml msgid "Memory allocation error." msgstr "Error de asignación de memoria." #: doc/classes/Variant.xml msgid "The most important data type in Godot." msgstr "El tipo de datos más importante de Godot." #: doc/classes/Variant.xml msgid "" "In computer programming, a Variant class is a class that is designed to " "store a variety of other types. Dynamic programming languages like PHP, Lua, " "JavaScript and GDScript like to use them to store variables' data on the " "backend. With these Variants, properties are able to change value types " "freely.\n" "[codeblock]\n" "var foo = 2 # foo is dynamically an integer\n" "foo = \"Now foo is a string!\"\n" "foo = Reference.new() # foo is an Object\n" "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" "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" "- GDScript automatically wrap values in them. It keeps all data in plain " "Variants by default and then optionally enforces custom static typing rules " "on variable types.\n" "- VisualScript tracks properties inside Variants as well, but it also uses " "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 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. Godot's GDNative bindings provide their own godot::" "Variant class for users; Any point at which the C++ code starts interacting " "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." "Type]).\n" "[codeblock]\n" "var foo = 2\n" "match typeof(foo):\n" " TYPE_NIL:\n" " print(\"foo is null\")\n" " TYPE_INTEGER:\n" " print(\"foo is an integer\")\n" " TYPE_OBJECT:\n" " # Note that Objects are their own special category.\n" " # To get the name of the underlying Object type, you need the " "`get_class()` method.\n" " print(\"foo is a(n) %s\" % foo.get_class()) # inject the class name " "into a formatted string.\n" " # Note also that there is not yet any way to get a script's " "`class_name` string easily.\n" " # To fetch that value, you need to dig deeply into a hidden " "ProjectSettings setting: an Array of Dictionaries called " "\"_global_script_classes\".\n" " # Open your project.godot file to see it up close.\n" "[/codeblock]\n" "A Variant takes up only 20 bytes and can store almost any engine datatype " "inside of it. Variants are rarely used to hold information for long periods " "of time. Instead, they are used mainly for communication, editing, " "serialization and moving data around.\n" "Godot has specifically invested in making its Variant class as flexible as " "possible; so much so that it is used for a multitude of operations to " "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. 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 " "network.\n" "- Can be serialized to text and use it for printing values and editable " "settings.\n" "- Can work as an exported property, so the editor can edit it universally.\n" "- Can be used for dictionaries, arrays, parsers, etc.\n" "[b]Containers (Array and Dictionary):[/b] Both are implemented using " "variants. A [Dictionary] can match any datatype used as key to any other " "datatype. An [Array] just holds an array of Variants. Of course, a Variant " "can also hold a [Dictionary] and an [Array] inside, making it even more " "flexible.\n" "Modifications to a container will modify all references to it. A [Mutex] " "should be created to lock it if multi-threaded access is desired." msgstr "" "En programación de computadoras, una clase Variante es una clase que está " "diseñada para almacenar una variedad de otros tipos. A los lenguajes de " "programación dinámicos como PHP, Lua, JavaScript y GDScript les gusta " "usarlos para almacenar datos de variables en el backend. Con estas " "Variantes, las propiedades son capaces de cambiar los tipos de valores " "libremente.\n" "[codeblock]\n" "var foo = 2 # foo es dinámicamente un entero\n" "foo = \"¡Ahora el foo es una string!\"\n" "foo = Reference.new() # foo es un objeto\n" "var bar int = 2 # la bar es un entero escrito estáticamente.\n" "# bar = \"Uh oh! No puedo hacer que las variables estáticas se conviertan en " "un tipo diferente!\"\n" "[/codeblock]\n" "Godot rastrea todas las variables de la API de scripting dentro de las " "Variantes. Sin siquiera darse cuenta, usa las Variants todo el tiempo. " "Cuando un determinado lenguaje aplica sus propias reglas para mantener los " "datos escritos, entonces ese lenguaje está aplicando su propia lógica " "personalizada sobre la API de scripting base Variante.\n" "- GDScript envuelve automáticamente los valores en ellos. Mantiene todos los " "datos en Variantes simples de forma predeterminada y luego, opcionalmente, " "aplica reglas de escritura estática personalizadas en los tipos de " "variables.\n" "- VisualScript también realiza un seguimiento de las propiedades dentro de " "las Variantes, pero también utiliza la escritura estática. La interfaz GUI " "hace que las propiedades tengan un tipo particular que no cambie con el " "tiempo.\n" "- C# es de tipo estático, pero utiliza el tipo Mono [code]object[/code] en " "lugar de la clase Variant de Godot cuando necesita representar un valor " "dinámico. [code]object[/code] es el equivalente del tiempo de ejecución de " "Mono del mismo concepto.\n" "- El lenguaje estáticamente escrito NativeScript C++ no define una clase " "Variant-like incorporada. Los enlaces GDNative de Godot proporcionan su " "propio godot::Clase variante para los usuarios; Cualquier punto en el que el " "código C++ comience a interactuar con el tiempo de ejecución de Godot es un " "lugar en el que podrías tener que comenzar a envolver datos dentro de los " "objetos Variant.\n" "La función global [method @GDScript.typeof] devuelve el valor enumerado del " "tipo de Variante almacenado en la variable actual (véase [enum Variant." "Type]).\n" "[codeblock]\n" "var foo = 2\n" "match typeof(foo):\n" " TYPE_NIL:\n" " print(\"foo es nulo\")\n" " TYPE_INTEGER:\n" " print(\"foo es un entero\")\n" " TIPO_OBJECT:\n" " # NotA que los objetos son su propia categoría especial.\n" " # Para obtener el nombre del tipo de Objeto subyacente, necesitas el " "método `get_class()`.\n" " print(\"foo es a(n) %s\" % foo.get_class()) # Inyectar el nombre de " "la clase en una string formateada.\n" " # Nota también que aún no hay forma de obtener fácilmente la string " "\"nombre_de_clase\" de un script.\n" " # Para obtener ese valor, es necesario profundizar en una " "configuración oculta de ProjectSettings: un Array de diccionarios llamada " "\"_global_script_classes\".\n" " # Abre tu archivo project.godot para verlo de cerca.\n" "[/codeblock]\n" "Una Variant sólo ocupa 20 bytes y puede almacenar casi cualquier tipo de " "datos de motor en su interior. Las Variants rara vez se utilizan para " "mantener la información durante largos períodos de tiempo. En cambio, se " "utilizan principalmente para la comunicación, la edición, la serialización y " "el desplazamiento de datos.\n" "Godot ha invertido específicamente en hacer que su clase de Variant sea lo " "más flexible posible; tanto es así que se utiliza para una multitud de " "operaciones para facilitar la comunicación entre todos los sistemas de " "Godot.\n" "Una Variant:\n" "- Puede almacenar casi cualquier tipo de datos.\n" "- Puede realizar operaciones entre muchas variantes. GDScript utiliza la " "Variant como su tipo de datos atómico/nativo.\n" "- Puede ser \"hashed\", por lo que puede ser comparado rápidamente con otras " "variantes.\n" "- Puede ser usado para convertir con seguridad entre tipos de datos.\n" "- Puede ser usado para abstraer métodos de llamada y sus argumentos. Godot " "exporta todas sus funciones a través de variants.\n" "- Puede utilizarse para diferir las llamadas o mover datos entre hilos.\n" "- Puede ser serializado como binario y almacenado en disco, o transferido a " "través de la red.\n" "- Puede ser serializado a texto y usarlo para imprimir valores y " "configuraciones editables.\n" "- Puede funcionar como una propiedad exportada, de modo que el editor puede " "editarla universalmente.\n" "- Puede ser usado para diccionarios, arrrays, analizadores, etc.\n" "[b]Contenedores (Array y Diccionario):[/b] Ambos se implementan utilizando " "variants. Un [Dictionary] puede hacer coincidir cualquier tipo de datos " "utilizado como clave con cualquier otro tipo de datos. Un [Array] sólo " "contiene una array de Variants. Por supuesto, una Variant también puede " "contener un [Dictionary] y un [Array] en su interior, lo que lo hace aún más " "flexible.\n" "Las modificaciones de un contenedor modificarán todas las referencias a él. " "Debe crearse un [Mutex] para bloquearlo si se desea un acceso multihilo." #: doc/classes/VBoxContainer.xml msgid "Vertical box container." msgstr "Contenedor de caja vertical." #: doc/classes/VBoxContainer.xml msgid "Vertical box container. See [BoxContainer]." msgstr "Contenedor de caja vertical. Véase [BoxContainer]." #: doc/classes/VBoxContainer.xml msgid "The vertical space between the [VBoxContainer]'s elements." msgstr "El espacio vertical entre los elementos del [VBoxContainer]." #: doc/classes/Vector2.xml #, fuzzy msgid "Vector used for 2D math." msgstr "Vector utilizado para las matemáticas 2D usando coordenadas enteras." #: doc/classes/Vector2.xml #, fuzzy msgid "" "2-element structure that can be used to represent positions in 2D space or " "any other pair of numeric values.\n" "[b]Note:[/b] In a boolean context, a Vector2 will evaluate to [code]false[/" "code] if it's equal to [code]Vector2(0, 0)[/code]. Otherwise, a Vector2 will " "always evaluate to [code]true[/code]." msgstr "" "Estructura de 2 elementos que puede ser usada para representar posiciones en " "el espacio 2D o cualquier otro par de valores numéricos.\n" "Utiliza coordenadas reales. Ver [Vector2i] para su contraparte entera.\n" "[b]Nota:[/b] En un contexto booleano, un Vector2 evaluará a [code]false[/" "code] si es igual a [code]Vector2(0, 0)[/code]. De lo contrario, un Vector2 " "siempre evaluará a [code]true[/code]." #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "3Blue1Brown Essence of Linear Algebra" msgstr "" #: doc/classes/Vector2.xml #, fuzzy msgid "" "Constructs a new Vector2 from the given [code]x[/code] and [code]y[/code]." msgstr "" "Construye un nuevo [Vector2] a partir del [code]x[/code] y [code]y[/code] " "dados." #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" "Returns a new vector with all components in absolute values (i.e. positive)." msgstr "" "Devuelve un nuevo vector con todos los componentes en valores absolutos (es " "decir, positivos)." #: doc/classes/Vector2.xml msgid "" "Returns this vector's angle with respect to the positive X axis, or [code]" "(1, 0)[/code] vector, in radians.\n" "For example, [code]Vector2.RIGHT.angle()[/code] will return zero, " "[code]Vector2.DOWN.angle()[/code] will return [code]PI / 2[/code] (a quarter " "turn, or 90 degrees), and [code]Vector2(1, -1).angle()[/code] will return " "[code]-PI / 4[/code] (a negative eighth turn, or -45 degrees).\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "vector2_angle.png]Illustration of the returned angle.[/url]\n" "Equivalent to the result of [method @GDScript.atan2] when called with the " "vector's [member y] and [member x] as parameters: [code]atan2(y, x)[/code]." msgstr "" #: doc/classes/Vector2.xml msgid "" "Returns the angle to the given vector, in radians.\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "vector2_angle_to.png]Illustration of the returned angle.[/url]" msgstr "" #: doc/classes/Vector2.xml 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/stable/img/" "vector2_angle_to_point.png]Illustration of the returned angle.[/url]" msgstr "" #: doc/classes/Vector2.xml msgid "" "Returns the aspect ratio of this vector, the ratio of [member x] to [member " "y]." msgstr "" "Devuelve la relación de aspecto de este vector, la relación de [member x] a " "[member y]." #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" "Returns the vector \"bounced off\" from a plane defined by the given normal." msgstr "" "Devuelve el vector \"rebotado\" de un plano definido por la normalidad dada." #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" "Returns a new vector with all components rounded up (towards positive " "infinity)." msgstr "" "Devuelve un nuevo vector con todos los componentes redondeados hacia arriba " "(hacia el infinito positivo)." #: doc/classes/Vector2.xml #, fuzzy msgid "" "Deprecated, please use [method limit_length] instead.\n" "Returns the vector with a maximum length by limiting its length to " "[code]length[/code]." msgstr "" "Devuelve el vector con una longitud máxima limitando su longitud a " "[code]length[/code]." #: doc/classes/Vector2.xml msgid "" "Returns the 2D analog of the cross product for this vector and [code]with[/" "code].\n" "This is the signed area of the parallelogram formed by the two vectors. If " "the second vector is clockwise from the first vector, then the cross product " "is the positive area. If counter-clockwise, the cross product is the " "negative area.\n" "[b]Note:[/b] Cross product is not defined in 2D mathematically. This method " "embeds the 2D vectors in the XY plane of 3D space and uses their cross " "product's Z component as the analog." msgstr "" #: doc/classes/Vector2.xml #, fuzzy msgid "" "Cubically interpolates between this vector and [code]b[/code] using " "[code]pre_a[/code] and [code]post_b[/code] as handles, and returns the " "result at position [code]weight[/code]. [code]weight[/code] is on the range " "of 0.0 to 1.0, representing the amount of interpolation." msgstr "" "Cúbicamente interpola entre este vector y [code]b[/code] usando [code]pre_a[/" "code] y [code]post_b[/code] como manejadores, y devuelve el resultado en la " "posición [code]t[/code]. [code]t[/code] está en el rango de 0.0 a 1.0, " "representando la cantidad de interpolación." #: doc/classes/Vector2.xml doc/classes/Vector3.xml #, fuzzy msgid "" "Returns the normalized vector pointing from this vector to [code]b[/code]. " "This is equivalent to using [code](b - a).normalized()[/code]." msgstr "" "Devuelve el vector normalizado que apunta desde este vector a [code]b[/code]." #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" "Returns the squared distance between this vector and [code]b[/code].\n" "This method runs faster than [method distance_to], so prefer it if you need " "to compare vectors or need the squared distance for some formula." msgstr "" "Devuelve la distancia cuadrada entre este vector y [code]b[/code].\n" "Este método funciona más rápido que el [method distance_to], por lo que es " "preferible si necesitas comparar vectores o necesitas la distancia al " "cuadrado para alguna fórmula." #: doc/classes/Vector2.xml msgid "Returns the distance between this vector and [code]to[/code]." msgstr "Devuelve la distancia entre este vector y [code]to[/code]." #: doc/classes/Vector2.xml msgid "" "Returns the dot product of this vector and [code]with[/code]. This can be " "used to compare the angle between two vectors. For example, this can be used " "to determine whether an enemy is facing the player.\n" "The dot product will be [code]0[/code] for a straight angle (90 degrees), " "greater than 0 for angles narrower than 90 degrees and lower than 0 for " "angles wider than 90 degrees.\n" "When using unit (normalized) vectors, the result will always be between " "[code]-1.0[/code] (180 degree angle) when the vectors are facing opposite " "directions, and [code]1.0[/code] (0 degree angle) when the vectors are " "aligned.\n" "[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]." msgstr "" "Devuelve el producto escalar de este vector y [code]with[/code]. Esto puede " "ser usado para comparar el ángulo entre dos vectores. Por ejemplo, esto " "puede ser usado para determinar si un enemigo está de cara al jugador.\n" "El producto escalar será [code]0[/code] para un ángulo recto (90 grados), " "mayor que 0 para ángulos más estrechos que 90 grados y menor que 0 para " "ángulos más anchos que 90 grados.\n" "Cuando se utilizan vectores unitarios (normalizados), el resultado siempre " "estará entre [code]-1.0[/code] (ángulo de 180 grados) cuando los vectores " "estén orientados en direcciones opuestas, y [code]1.0[/code] (ángulo de 0 " "grados) cuando los vectores estén alineados.\n" "[b]Nota: [/b] [code]a.dot(b)[/code] es equivalente a [code]b.dot(a)[/code]." #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" "Returns a new vector with all components rounded down (towards negative " "infinity)." msgstr "" "Devuelve un nuevo vector con todos los componentes redondeados hacia abajo " "(hacia el infinito negativo)." #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" "Returns [code]true[/code] if this vector and [code]v[/code] are " "approximately equal, by running [method @GDScript.is_equal_approx] on each " "component." msgstr "" "Devuelve [code]true[/code] si este vector y [code]v[/code] son " "aproximadamente iguales, ejecutando [method @GDScript.is_equal_approx] en " "cada componente." #: doc/classes/Vector2.xml doc/classes/Vector3.xml #, fuzzy msgid "" "Returns [code]true[/code] if the vector is normalized, [code]false[/code] " "otherwise." msgstr "" "Devuelve [code]true[/code] si el vector está normalizado, y false en caso " "contrario." #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "Returns the length (magnitude) of this vector." msgstr "Devuelve la longitud (magnitud) de este vector." #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" "Returns the squared length (squared magnitude) of this vector.\n" "This method runs faster than [method length], so prefer it if you need to " "compare vectors or need the squared distance for some formula." msgstr "" "Devuelve la longitud cuadrada (magnitud cuadrada) de este vector.\n" "Este método funciona más rápido que el [method length], por lo que es " "preferible si necesitas comparar vectores o necesitas la distancia al " "cuadrado para alguna fórmula." #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" "Returns the vector with a maximum length by limiting its length to " "[code]length[/code]." msgstr "" "Devuelve el vector con una longitud máxima limitando su longitud a " "[code]length[/code]." #: doc/classes/Vector2.xml #, fuzzy msgid "" "Returns the result of the linear interpolation between this vector and " "[code]to[/code] by amount [code]weight[/code]. [code]weight[/code] is on the " "range of 0.0 to 1.0, representing the amount of interpolation." msgstr "" "Devuelve el resultado de la interpolación lineal entre este vector y " "[code]b[/code] por la cantidad [code]t[/code]. [code]t[/code] se encuentra " "en el rango de 0.0 a 1.0, representando la cantidad de la interpolación." #: doc/classes/Vector2.xml doc/classes/Vector3.xml #, fuzzy msgid "" "Returns a new vector moved toward [code]to[/code] by the fixed [code]delta[/" "code] amount. Will not go past the final value." msgstr "" "Mueve el vector hacia [code]a[/code] por la cantidad fija de [code]delta[/" "code]." #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" "Returns the vector scaled to unit length. Equivalent to [code]v / v.length()" "[/code]." msgstr "" "Devuelve el vector escalado a la longitud de la unidad. Equivalente a " "[code]v / v.length()[/code]." #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" "Returns a vector composed of the [method @GDScript.fposmod] of this vector's " "components and [code]mod[/code]." msgstr "" "Devuelve un vector compuesto por el [method @GDScript.fposmod] de los " "componentes de este vector y el [code]mod[/code]." #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" "Returns a vector composed of the [method @GDScript.fposmod] of this vector's " "components and [code]modv[/code]'s components." msgstr "" "Devuelve un vector compuesto por el [method @GDScript.fposmod] de los " "componentes de este vector y los componentes del [code]modv[/code]." #: doc/classes/Vector2.xml doc/classes/Vector3.xml #, fuzzy msgid "Returns this vector projected onto the vector [code]b[/code]." msgstr "Devuelve el vector proyectado sobre el vector [code]b[/code]." #: doc/classes/Vector2.xml #, fuzzy msgid "" "Returns the vector reflected (i.e. mirrored, or symmetric) over a line " "defined by the given direction vector [code]n[/code]." msgstr "" "Devuelve el vector reflejado desde un plano definido por la normal dada." #: doc/classes/Vector2.xml #, fuzzy msgid "" "Returns the vector rotated by [code]angle[/code] (in radians). See also " "[method @GDScript.deg2rad]." msgstr "" "Devuelve el vector rotado por [code]phi[/code] radianes. Ver también [method " "@GDScript.deg2rad]." #: doc/classes/Vector2.xml doc/classes/Vector3.xml #, fuzzy msgid "" "Returns a new vector with all components rounded to the nearest integer, " "with halfway cases rounded away from zero." msgstr "" "Devuelve el vector con todos los componentes redondeados al entero más " "cercano, con los casos intermedios redondeados desde cero." #: doc/classes/Vector2.xml doc/classes/Vector3.xml #, fuzzy msgid "" "Returns a new vector with each component set to one or negative one, " "depending on the signs of the components. If a component is zero, it returns " "positive one." msgstr "" "Devuelve el vector con cada componente puesto a uno o negativo, dependiendo " "de los signos de los componentes, o cero si el componente es cero, llamando " "al [method @GDScript.sign] en cada componente." #: doc/classes/Vector2.xml doc/classes/Vector3.xml #, fuzzy msgid "" "Returns the result of spherical linear interpolation between this vector and " "[code]to[/code], by amount [code]weight[/code]. [code]weight[/code] is on " "the range of 0.0 to 1.0, representing the amount of interpolation.\n" "[b]Note:[/b] Both vectors must be normalized." msgstr "" "Devuelve el resultado de la interpolación lineal esférica entre este vector " "y [code]b[/code], por la cantidad [code]t[/code]. [code]t[/code] se " "encuentra en el rango de 0,0 a 1,0, representando la cantidad de " "interpolación.\n" "[b]Nota:[/b] Ambos vectores deben ser normalizados." #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "Returns this vector slid along a plane defined by the given normal." msgstr "" "Devuelve este vector deslizado a lo largo de un plano definido por la " "normalidad dada." #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" "Returns this vector with each component snapped to the nearest multiple of " "[code]step[/code]. This can also be used to round to an arbitrary number of " "decimals." msgstr "" "Devuelve este vector con cada componente ajustado al múltiplo más cercano de " "[code]step[/code]. Esto también puede ser usado para redondear a un número " "arbitrario de decimales." #: doc/classes/Vector2.xml msgid "" "Returns a perpendicular vector rotated 90 degrees counter-clockwise compared " "to the original, with the same length." msgstr "" "Devuelve un vector perpendicular girado 90 grados en sentido contrario a las " "agujas del reloj en comparación con el original, con la misma longitud." #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" "The vector's X component. Also accessible by using the index position [code]" "[0][/code]." msgstr "" "El componente X del vector. También se puede acceder utilizando la posición " "del índice [code][0][/code]." #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" "The vector's Y component. Also accessible by using the index position [code]" "[1][/code]." msgstr "" "El componente Y del vector. También se puede acceder usando la posición del " "índice [code][1][/code]." #: doc/classes/Vector2.xml msgid "Enumerated value for the X axis." msgstr "Valor enumerado para el eje X." #: doc/classes/Vector2.xml msgid "Enumerated value for the Y axis." msgstr "Valor enumerado para el eje Y." #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "Zero vector, a vector with all components set to [code]0[/code]." msgstr "" "Vector cero, un vector con todos los componentes ajustados a [code]0[/code]." #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "One vector, a vector with all components set to [code]1[/code]." msgstr "" "Un vector, un vector con todos los componentes ajustados a [code]1[/code]." #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" "Infinity vector, a vector with all components set to [constant @GDScript." "INF]." msgstr "" "Vector infinito, un vector con todos los componentes ajustados a [constant " "@GDScript.INF]." #: doc/classes/Vector2.xml msgid "Left unit vector. Represents the direction of left." msgstr "" "Vector de la unidad izquierda. Representa la dirección de la izquierda." #: doc/classes/Vector2.xml msgid "Right unit vector. Represents the direction of right." msgstr "Vector de la unidad derecha. Representa la dirección de la derecha." #: doc/classes/Vector2.xml msgid "Up unit vector. Y is down in 2D, so this vector points -Y." msgstr "" "Vector de la unidad superior. Y está abajo en 2D, por lo que este vector " "apunta -Y." #: doc/classes/Vector2.xml msgid "Down unit vector. Y is down in 2D, so this vector points +Y." msgstr "" "Vector de la unidad de descenso. Y está abajo en 2D, así que este vector " "apunta a +Y." #: doc/classes/Vector3.xml #, fuzzy msgid "Vector used for 3D math." msgstr "Vector utilizado para las matemáticas 3D usando coordenadas enteras." #: doc/classes/Vector3.xml #, fuzzy msgid "" "3-element structure that can be used to represent positions in 3D space or " "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]." msgstr "" "Estructura de 3 elementos que puede ser usada para representar posiciones en " "el espacio tridimensional o cualquier otro par de valores numéricos.\n" "Utiliza coordenadas reales. Ver [Vector3i] para su contraparte entera.\n" "[b]Nota:[/b] En un contexto booleano, un Vector3 evaluará a [code]false[/" "code] si es igual a [code]Vector3(0, 0, 0)[/code]. De lo contrario, un " "Vector3 siempre evaluará a [code]true[/code]." #: doc/classes/Vector3.xml #, fuzzy msgid "Returns a Vector3 with the given components." msgstr "Devuelve un [Vector3] con los componentes dados." #: doc/classes/Vector3.xml #, fuzzy msgid "Returns the unsigned minimum angle to the given vector, in radians." msgstr "Devuelve el ángulo mínimo del vector dado, en radianes." #: doc/classes/Vector3.xml msgid "Returns the cross product of this vector and [code]b[/code]." msgstr "Devuelve el producto vectorial de este vector y [code]b[/code]." #: doc/classes/Vector3.xml #, fuzzy msgid "" "Performs a cubic interpolation between this vector and [code]b[/code] using " "[code]pre_a[/code] and [code]post_b[/code] as handles, and returns the " "result at position [code]weight[/code]. [code]weight[/code] is on the range " "of 0.0 to 1.0, representing the amount of interpolation." msgstr "" "Cúbicamente interpola entre este vector y [code]b[/code] usando [code]pre_a[/" "code] y [code]post_b[/code] como manejadores, y devuelve el resultado en la " "posición [code]t[/code]. [code]t[/code] está en el rango de 0.0 a 1.0, " "representando la cantidad de interpolación." #: doc/classes/Vector3.xml msgid "Returns the distance between this vector and [code]b[/code]." msgstr "Devuelve la distancia entre este vector y [code]b[/code]." #: doc/classes/Vector3.xml msgid "" "Returns the dot product of this vector and [code]b[/code]. This can be used " "to compare the angle between two vectors. For example, this can be used to " "determine whether an enemy is facing the player.\n" "The dot product will be [code]0[/code] for a straight angle (90 degrees), " "greater than 0 for angles narrower than 90 degrees and lower than 0 for " "angles wider than 90 degrees.\n" "When using unit (normalized) vectors, the result will always be between " "[code]-1.0[/code] (180 degree angle) when the vectors are facing opposite " "directions, and [code]1.0[/code] (0 degree angle) when the vectors are " "aligned.\n" "[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]." msgstr "" "Devuelve el producto escalar de este vector y [code]b[/code]. Esto puede ser " "usado para comparar el ángulo entre dos vectores. Por ejemplo, puede " "utilizarse para determinar si un enemigo está enfrentado al jugador.\n" "El producto escalar será [code]0[/code] para un ángulo recto (90 grados), " "mayor que 0 para ángulos más estrechos que 90 grados y menor que 0 para " "ángulos más amplios que 90 grados.\n" "Cuando se utilizan vectores unitarios (normalizados), el resultado siempre " "estará entre [code]-1.0[/code] (ángulo de 180 grados) cuando los vectores " "estén orientados en direcciones opuestas, y [code]1.0[/code] (ángulo de 0 " "grados) cuando los vectores estén alineados.\n" "[b]Nota: [/b] [code]a.dot(b)[/code] es equivalente a [code]b.dot(a)[/code]." #: doc/classes/Vector3.xml msgid "" "Returns the inverse of the vector. This is the same as [code]Vector3( 1.0 / " "v.x, 1.0 / v.y, 1.0 / v.z )[/code]." msgstr "" "Devuelve el inverso del vector. Esto es lo mismo que [code]Vector3( 1.0 / v." "x, 1.0 / v.y, 1.0 / v.z )[/code]." #: doc/classes/Vector3.xml #, fuzzy msgid "" "Returns the result of the linear interpolation between this vector and " "[code]to[/code] by amount [code]t[/code]. [code]weight[/code] is on the " "range of 0.0 to 1.0, representing the amount of interpolation." msgstr "" "Devuelve el resultado de la interpolación lineal entre este vector y " "[code]b[/code] por la cantidad [code]t[/code]. [code]t[/code] se encuentra " "en el rango de 0.0 a 1.0, representando la cantidad de la interpolación." #: doc/classes/Vector3.xml msgid "" "Returns the axis of the vector's largest value. See [code]AXIS_*[/code] " "constants. If all components are equal, this method returns [constant " "AXIS_X]." msgstr "" "Devuelve el eje del mayor valor del vector. Ver las constantes [code]AXIS_*[/" "code]. Si todos los componentes son iguales, este método devuelve [constant " "AXIS_X]." #: doc/classes/Vector3.xml msgid "" "Returns the axis of the vector's smallest value. See [code]AXIS_*[/code] " "constants. If all components are equal, this method returns [constant " "AXIS_Z]." msgstr "" "Devuelve el eje del valor más pequeño del vector. Ver las constantes " "[code]AXIS_*[/code]. Si todos los componentes son iguales, este método " "devuelve [constant AXIS_Z]." #: doc/classes/Vector3.xml msgid "Returns the outer product with [code]b[/code]." msgstr "Devuelve el producto exterior con [code]b[/code]." #: doc/classes/Vector3.xml msgid "Returns this vector reflected from a plane defined by the given normal." msgstr "" "Devuelve este vector reflejado desde un plano definido por la normalidad " "dada." #: doc/classes/Vector3.xml #, fuzzy msgid "" "Rotates this vector around a given axis by [code]angle[/code] (in radians). " "The axis must be a normalized vector." msgstr "" "Gira este vector alrededor de un eje dado por [code]phi[/code] radianes. El " "eje debe ser un vector normalizado." #: doc/classes/Vector3.xml msgid "" "Returns the signed angle to the given vector, in radians. The sign of the " "angle is positive in a counter-clockwise direction and negative in a " "clockwise direction when viewed from the side specified by the [code]axis[/" "code]." msgstr "" #: doc/classes/Vector3.xml msgid "" "Returns a diagonal matrix with the vector as main diagonal.\n" "This is equivalent to a Basis with no rotation or shearing and this vector's " "components set as the scale." msgstr "" "Devuelve una matriz diagonal con el vector como diagonal principal.\n" "Esto equivale a una Base sin rotación ni shearing y los componentes de este " "vector fijados como la escala." #: doc/classes/Vector3.xml msgid "" "The vector's Z component. Also accessible by using the index position [code]" "[2][/code]." msgstr "" "El componente Z del vector. También se puede acceder usando la posición del " "índice [code][2][/code]." #: doc/classes/Vector3.xml msgid "" "Enumerated value for the X axis. Returned by [method max_axis] and [method " "min_axis]." msgstr "" "Valor enumerado para el eje X. Devuelto por [method max_axis] y [method " "min_axis]." #: doc/classes/Vector3.xml msgid "" "Enumerated value for the Y axis. Returned by [method max_axis] and [method " "min_axis]." msgstr "" "Valor enumerado para el eje Y. Devuelto por [method max_axis] y [method " "min_axis]." #: doc/classes/Vector3.xml msgid "" "Enumerated value for the Z axis. Returned by [method max_axis] and [method " "min_axis]." msgstr "" "Valor enumerado para el eje Z. Devuelto por [method max_axis] y [method " "min_axis]." #: doc/classes/Vector3.xml msgid "" "Left unit vector. Represents the local direction of left, and the global " "direction of west." msgstr "" "Vector de la unidad izquierda. Representa la dirección local de la izquierda " "y la dirección global del oeste." #: doc/classes/Vector3.xml msgid "" "Right unit vector. Represents the local direction of right, and the global " "direction of east." msgstr "" "Vector de la unidad derecha. Representa la dirección local de la derecha, y " "la dirección global del este." #: doc/classes/Vector3.xml msgid "Up unit vector." msgstr "Vector de la unidad superior." #: doc/classes/Vector3.xml msgid "Down unit vector." msgstr "Vector de la unidad inferior." #: doc/classes/Vector3.xml msgid "" "Forward unit vector. Represents the local direction of forward, and the " "global direction of north." msgstr "" "Vector de la unidad de adelante. Representa la dirección local de avance, y " "la dirección global del norte." #: doc/classes/Vector3.xml msgid "" "Back unit vector. Represents the local direction of back, and the global " "direction of south." msgstr "" "Vector de la unidad trasera. Representa la dirección local de la espalda, y " "la dirección global del sur." #: doc/classes/VehicleBody.xml msgid "Physics body that simulates the behavior of a car." msgstr "Cuerpo físico que simula el comportamiento de un coche." #: doc/classes/VehicleBody.xml #, fuzzy msgid "" "This node implements all the physics logic needed to simulate a car. It is " "based on the raycast vehicle system commonly found in physics engines. You " "will need to add a [CollisionShape] for the main body of your vehicle and " "add [VehicleWheel] nodes for the wheels. You should also add a " "[MeshInstance] to this node for the 3D model of your car but this model " "should not include meshes for the wheels. You should control the vehicle by " "using the [member brake], [member engine_force], and [member steering] " "properties and not change the position or orientation of this node " "directly.\n" "[b]Note:[/b] The origin point of your VehicleBody will determine the center " "of gravity of your vehicle so it is better to keep this low and move the " "[CollisionShape] and [MeshInstance] upwards.\n" "[b]Note:[/b] This class has known issues and isn't designed to provide " "realistic 3D vehicle physics. If you want advanced vehicle physics, you will " "probably have to write your own physics integration using another " "[PhysicsBody] class." msgstr "" "Este nodo implementa toda la lógica física necesaria para simular un coche. " "Se basa en el sistema de vehículos de raycast que se encuentra comúnmente en " "los motores de la física. Necesitarás añadir un [CollisionShape] para la " "carrocería principal de tu vehículo y añadir nodos [VehicleWheel] para las " "ruedas. También debes agregar un [MeshInstance] a este nodo para el modelo " "3D de tu auto, pero este modelo no debe incluir mallas para las ruedas. " "Debes controlar el vehículo usando las propiedades [member brake], [member " "engine_force], y [member steering] y no cambiar la posición u orientación de " "este nodo directamente.\n" "[b]Nota:[/b] El punto de origen de tu VehicleBody determinará el centro de " "gravedad de tu vehículo, por lo que es mejor mantenerlo bajo y mover el " "[CollisionShape] y el [MeshInstance] hacia arriba.\n" "[b]Nota:[/b] Esta clase tiene problemas conocidos y no está diseñada para " "proporcionar una física vehicular 3D realista. Si quieres una física " "vehicular avanzada, probablemente tendrás que escribir tu propia integración " "de la física usando otra clase [PhysicsBody]." #: doc/classes/VehicleBody.xml #, fuzzy msgid "" "Slows down the vehicle by applying a braking force. The vehicle is only " "slowed down if the wheels are in contact with a surface. The force you need " "to apply to adequately slow down your vehicle depends on the [member " "RigidBody.mass] of the vehicle. For a vehicle with a mass set to 1000, try a " "value in the 25 - 30 range for hard braking." msgstr "" "Frena el vehículo aplicando una fuerza de frenado. El vehículo sólo se frena " "si las ruedas están en contacto con una superficie. La fuerza que debe " "aplicar para desacelerar adecuadamente el vehículo depende del [member " "RigidBody.mass] del vehículo. Para un vehículo con una masa fijada en 1000, " "intente un valor en el rango de 25 - 30 para frenar con fuerza." #: doc/classes/VehicleBody.xml #, fuzzy msgid "" "Accelerates the vehicle by applying an engine force. The vehicle is only " "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." msgstr "" "Acelera el vehículo aplicando la fuerza de un motor. El vehículo sólo se " "acelera si las ruedas que tienen [member VehicleWheel3D.use_as_traction] " "ajustadas a [code]true[/code] y están en contacto con una superficie. El " "[member RigidBody.mass] del vehículo tiene un efecto en la aceleración del " "vehículo. Para un vehículo con una masa establecida en 1000, pruebe un valor " "en el rango 25 - 50 para la aceleración.\n" "[b]Nota:[/b] La simulación no tiene en cuenta el efecto de los engranajes, " "deberá añadir la lógica para ello si desea simular los engranajes.\n" "Un valor negativo hará que el vehículo retroceda." #: doc/classes/VehicleBody.xml #, fuzzy msgid "" "The steering angle for the vehicle. Setting this to a non-zero value will " "result in the vehicle turning when it's moving. Wheels that have [member " "VehicleWheel.use_as_steering] set to [code]true[/code] will automatically be " "rotated." msgstr "" "El ángulo de la dirección del vehículo. Si lo fijamos en un valor distinto " "de cero, el vehículo girará cuando esté en movimiento. Las ruedas que tienen " "[member VehicleWheel3D.use_as_steering] ajustado a [code]true[/code] se " "rotarán automáticamente." #: doc/classes/VehicleWheel.xml msgid "Physics object that simulates the behavior of a wheel." msgstr "Objeto físico que simula el comportamiento de una rueda." #: doc/classes/VehicleWheel.xml #, fuzzy msgid "" "This node needs to be used as a child node of [VehicleBody] and simulates " "the behavior of one of its wheels. This node also acts as a collider to " "detect if the wheel is touching a surface.\n" "[b]Note:[/b] This class has known issues and isn't designed to provide " "realistic 3D vehicle physics. If you want advanced vehicle physics, you will " "probably have to write your own physics integration using another " "[PhysicsBody] class." msgstr "" "Este nodo necesita ser usado como un nodo hijo de [VehicleBody] y simula el " "comportamiento de una de sus ruedas. Este nodo también actúa como un " "colisionador para detectar si la rueda está tocando una superficie.\n" "[b]Nota:[/b] Esta clase tiene problemas conocidos y no está diseñada para " "proporcionar una física vehicular 3D realista. Si quieres una física " "vehicular avanzada, probablemente tendrás que escribir tu propia integración " "de la física utilizando otra clase [PhysicsBody]." #: doc/classes/VehicleWheel.xml msgid "" "Returns the contacting body node if valid in the tree, as [Spatial]. At the " "moment, [GridMap] is not supported so the node will be always of type " "[PhysicsBody].\n" "Returns [code]null[/code] if the wheel is not in contact with a surface, or " "the contact body is not a [PhysicsBody]." msgstr "" #: doc/classes/VehicleWheel.xml msgid "Returns the rotational speed of the wheel in revolutions per minute." msgstr "" "Devuelve la velocidad de rotación de la rueda en revoluciones por minuto." #: doc/classes/VehicleWheel.xml msgid "" "Returns a value between 0.0 and 1.0 that indicates whether this wheel is " "skidding. 0.0 is skidding (the wheel has lost grip, e.g. icy terrain), 1.0 " "means not skidding (the wheel has full grip, e.g. dry asphalt road)." msgstr "" "Devuelve un valor entre 0.0 y 1.0 que indica si esta rueda está patinando. " "0.0 es patinar (la rueda ha perdido el agarre, por ejemplo, en un terreno " "helado), 1.0 significa no patinar (la rueda tiene un agarre total, por " "ejemplo, en una carretera de asfalto seco)." #: doc/classes/VehicleWheel.xml msgid "Returns [code]true[/code] if this wheel is in contact with a surface." msgstr "" "Devuelve [code]true[/code] si esta rueda está en contacto con una superficie." #: doc/classes/VehicleWheel.xml #, fuzzy msgid "" "Slows down the wheel by applying a braking force. The wheel is only slowed " "down if it is in contact with a surface. The force you need to apply to " "adequately slow down your vehicle depends on the [member RigidBody.mass] of " "the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - " "30 range for hard braking." msgstr "" "Ralentiza la rueda aplicando una fuerza de frenado. La rueda sólo se " "ralentiza si está en contacto con una superficie. La fuerza que debe aplicar " "para desacelerar adecuadamente su vehículo depende del [member RigidBody." "mass] del vehículo. Para un vehículo con una masa fijada en 1000, intente un " "valor en el rango de 25 - 30 para un frenado fuerte." #: doc/classes/VehicleWheel.xml msgid "" "The damping applied to the spring when the spring is being compressed. This " "value should be between 0.0 (no damping) and 1.0. A value of 0.0 means the " "car will keep bouncing as the spring keeps its energy. A good value for this " "is around 0.3 for a normal car, 0.5 for a race car." msgstr "" "La amortiguación aplicada al resorte cuando éste se está comprimiendo. Este " "valor debe estar entre 0.0 (sin amortiguación) y 1.0. Un valor de 0.0 " "significa que el coche seguirá rebotando mientras el muelle mantiene su " "energía. Un buen valor para esto es alrededor de 0.3 para un coche normal, " "0.5 para un coche de carreras." #: doc/classes/VehicleWheel.xml msgid "" "The damping applied to the spring when relaxing. This value should be " "between 0.0 (no damping) and 1.0. This value should always be slightly " "higher than the [member damping_compression] property. For a [member " "damping_compression] value of 0.3, try a relaxation value of 0.5." msgstr "" "La amortiguación aplicada al resorte al relajarse. Este valor debe estar " "entre 0.0 (sin amortiguación) y 1.0. Este valor siempre debe ser ligeramente " "superior a la propiedad [member damping_compression]. Para un valor de " "[member damping_compression] de 0,3, pruebe un valor de relajación de 0,5." #: doc/classes/VehicleWheel.xml #, fuzzy msgid "" "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, " "you will need to add logic for this if you wish to simulate gears.\n" "A negative value will result in the wheel reversing." msgstr "" "Acelera la rueda aplicando la fuerza de un motor. La rueda sólo se acelera " "si está en contacto con una superficie. El [member RigidBody.mass] del " "vehículo tiene un efecto en la aceleración del vehículo. Para un vehículo " "con una masa fijada en 1000, pruebe un valor en el rango de 25 - 50 para la " "aceleración.\n" "[b]Nota:[/b] La simulación no tiene en cuenta el efecto de los engranajes, " "deberá añadir la lógica para ello si desea simular los engranajes.\n" "Un valor negativo hará que la rueda se invierta." #: doc/classes/VehicleWheel.xml msgid "" "The steering angle for the wheel. Setting this to a non-zero value will " "result in the vehicle turning when it's moving." msgstr "" "El ángulo de dirección del volante. Si lo fijamos en un valor distinto de " "cero, el vehículo girará cuando esté en movimiento." #: doc/classes/VehicleWheel.xml #, fuzzy msgid "" "The maximum force the spring can resist. This value should be higher than a " "quarter of the [member RigidBody.mass] of the [VehicleBody] or the spring " "will not carry the weight of the vehicle. Good results are often obtained by " "a value that is about 3× to 4× this number." msgstr "" "La máxima fuerza que el resorte puede resistir. Este valor debe ser mayor " "que un cuarto del [member RigidBody.mass] del [VehicleBody] o el resorte no " "soportará el peso del vehículo. A menudo se obtienen buenos resultados con " "un valor que es aproximadamente 3× a 4× este número." #: doc/classes/VehicleWheel.xml msgid "" "This value defines the stiffness of the suspension. Use a value lower than " "50 for an off-road car, a value between 50 and 100 for a race car and try " "something around 200 for something like a Formula 1 car." msgstr "" "Este valor define la rigidez de la suspensión. Usa un valor inferior a 50 " "para un coche todoterreno, un valor entre 50 y 100 para un coche de carreras " "y prueba algo alrededor de 200 para algo como un coche de Fórmula 1." #: doc/classes/VehicleWheel.xml msgid "" "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 "" "Esta es la distancia que puede recorrer la suspensión. Como las unidades " "Godot equivalen a metros, mantenga este ajuste relativamente bajo. Pruebe " "con un valor entre 0,1 y 0,3 dependiendo del tipo de coche." #: doc/classes/VehicleWheel.xml #, fuzzy msgid "" "If [code]true[/code], this wheel will be turned when the car steers. This " "value is used in conjunction with [member VehicleBody.steering] and ignored " "if you are using the per-wheel [member steering] value instead." msgstr "" "Si [code]true[/code], esta rueda se girará cuando el coche gire. Este valor " "se utiliza junto con [member VehicleBody.steering] y se ignora si en su " "lugar se utiliza el valor por rueda [member steering]." #: doc/classes/VehicleWheel.xml #, fuzzy msgid "" "If [code]true[/code], this wheel transfers engine force to the ground to " "propel the vehicle forward. This value is used in conjunction with [member " "VehicleBody.engine_force] and ignored if you are using the per-wheel [member " "engine_force] value instead." msgstr "" "Si [code]true[/code], esta rueda transfiere la fuerza del motor al suelo " "para impulsar el vehículo hacia adelante. Este valor se usa en conjunto con " "[member VehicleBody.engine_force] y se ignora si se usa el valor por rueda " "[member engine_force] en su lugar." #: doc/classes/VehicleWheel.xml msgid "" "This determines how much grip this wheel has. It is combined with the " "friction setting of the surface the wheel is in contact with. 0.0 means no " "grip, 1.0 is normal grip. For a drift car setup, try setting the grip of the " "rear wheels slightly lower than the front wheels, or use a lower value to " "simulate tire wear.\n" "It's best to set this to 1.0 when starting out." msgstr "" "Esto determina cuánto agarre tiene esta rueda. Se combina con el ajuste de " "la fricción de la superficie con la que la rueda está en contacto. 0.0 " "significa que no hay agarre, 1.0 es el agarre normal. Para una configuración " "de coche a la deriva, intente ajustar el agarre de las ruedas traseras " "ligeramente más bajo que el de las ruedas delanteras, o utilice un valor más " "bajo para simular el desgaste de los neumáticos.\n" "Lo mejor es ajustarlo a 1.0 al comenzar." #: doc/classes/VehicleWheel.xml msgid "The radius of the wheel in meters." msgstr "El radio de la rueda en metros." #: doc/classes/VehicleWheel.xml msgid "" "This is the distance in meters the wheel is lowered from its origin point. " "Don't set this to 0.0 and move the wheel into position, instead move the " "origin point of your wheel (the gizmo in Godot) to the position the wheel " "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 "" "Esta es la distancia en metros a la que se baja la rueda desde su punto de " "origen. No lo pongas a 0.0 y mueve la rueda a su posición, en su lugar mueve " "el punto de origen de tu rueda (el gizmo en Godot) a la posición que la " "rueda tomará al descender, luego usa la longitud de reposo para mover la " "rueda hacia abajo a la posición en la que debería estar cuando el auto esté " "en reposo." #: doc/classes/VehicleWheel.xml msgid "" "This value affects the roll of your vehicle. If set to 1.0 for all wheels, " "your vehicle will be prone to rolling over, while a value of 0.0 will resist " "body roll." msgstr "" "Este valor afecta al balanceo de su vehículo. Si se establece en 1,0 para " "todas las ruedas, tu vehículo será propenso a volcarse, mientras que un " "valor de 0.0 resistirá el balanceo de la carrocería." #: doc/classes/VFlowContainer.xml #, fuzzy msgid "Vertical flow container." msgstr "Contenedor de caja vertical." #: doc/classes/VFlowContainer.xml #, fuzzy msgid "Vertical version of [FlowContainer]." msgstr "Versión vertical del [Separator]." #: doc/classes/VideoPlayer.xml msgid "Control for playing video streams." msgstr "Control para la reproducción de streams de vídeo." #: doc/classes/VideoPlayer.xml #, fuzzy msgid "" "Control node for playing video streams using [VideoStream] resources.\n" "Supported video formats are [url=https://www.webmproject.org/]WebM[/url] " "([code].webm[/code], [VideoStreamWebm]), [url=https://www.theora.org/]Ogg " "Theora[/url] ([code].ogv[/code], [VideoStreamTheora]), and any format " "exposed via a GDNative plugin using [VideoStreamGDNative].\n" "[b]Note:[/b] Due to a bug, VideoPlayer does not support localization " "remapping yet.\n" "[b]Warning:[/b] On HTML5, video playback [i]will[/i] perform poorly due to " "missing architecture-specific assembly optimizations, especially for VP8/VP9." msgstr "" "Nodo de control para reproducir streams de vídeo utilizando los recursos de " "[VideoStream].\n" "Los formatos de vídeo admitidos son [url=https://www.webmproject.org/]WebM[/" "url] ([VideoStreamWebm]), [url=https://www.theora.org/]Ogg Theora[/url] " "([VideoStreamTheora]), y cualquier formato expuesto mediante un complemento " "GDNative usando [VideoStreamGDNative]." #: doc/classes/VideoPlayer.xml msgid "" "Returns the video stream's name, or [code]\"\"[/code] if no video " "stream is assigned." msgstr "" "Devuelve el nombre del stream de video, o [code]\"\"[/code] si no " "hay stream de video asignado." #: doc/classes/VideoPlayer.xml #, fuzzy msgid "Returns the current frame as a [Texture]." msgstr "Devuelve el fotograma actual como una [Texture2D]." #: doc/classes/VideoPlayer.xml msgid "" "Returns [code]true[/code] if the video is playing.\n" "[b]Note:[/b] The video is still considered playing if paused during playback." msgstr "" "Devuelve [code]true[/code] si el video se está reproduciendo.\n" "[b]Nota:[/b] El vídeo sigue considerándose en reproducción si se interrumpe " "durante la reproducción." #: doc/classes/VideoPlayer.xml msgid "" "Starts the video playback from the beginning. If the video is paused, this " "will not unpause the video." msgstr "" "Inicia la reproducción del video desde el principio. Si el vídeo está en " "pausa, esto no la desactivará." #: doc/classes/VideoPlayer.xml msgid "" "Stops the video playback and sets the stream position to 0.\n" "[b]Note:[/b] Although the stream position will be set to 0, the first frame " "of the video stream won't become the current frame." msgstr "" "Detiene la reproducción del video y establece la posición del streaming en " "0.\n" "[b]Nota:[/b] Aunque la posición del stream se establezca en 0, el primer " "fotograma del stream de vídeo no se convertirá en el fotograma actual." #: doc/classes/VideoPlayer.xml msgid "The embedded audio track to play." msgstr "La pista de audio incrustada para reproducir." #: doc/classes/VideoPlayer.xml msgid "If [code]true[/code], playback starts when the scene loads." msgstr "" "Si [code]true[/code], la reproducción comienza cuando la escena se carga." #: doc/classes/VideoPlayer.xml msgid "Amount of time in milliseconds to store in buffer while playing." msgstr "" "Cantidad de tiempo en milisegundos para almacenar en el buffer mientras se " "juega." #: doc/classes/VideoPlayer.xml msgid "Audio bus to use for sound playback." msgstr "Bus de audio para usar para la reproducción de sonido." #: doc/classes/VideoPlayer.xml msgid "" "If [code]true[/code], the video scales to the control size. Otherwise, the " "control minimum size will be automatically adjusted to match the video " "stream's dimensions." msgstr "" "Si [code]true[/code], el video se escala al tamaño de control. En caso " "contrario, el tamaño mínimo de control se ajustará automáticamente para que " "coincida con las dimensiones del stream de vídeo." #: doc/classes/VideoPlayer.xml msgid "If [code]true[/code], the video is paused." msgstr "Si [code]true[/code], el video se pausa." #: doc/classes/VideoPlayer.xml msgid "The assigned video stream. See description for supported formats." msgstr "" "El stream de video asignado. Véase la descripción de los formatos soportados." #: doc/classes/VideoPlayer.xml msgid "" "The current position of the stream, in seconds.\n" "[b]Note:[/b] Changing this value won't have any effect as seeking is not " "implemented yet, except in video formats implemented by a GDNative add-on." msgstr "" #: doc/classes/VideoPlayer.xml msgid "Audio volume as a linear value." msgstr "El volumen del audio como un valor lineal." #: doc/classes/VideoPlayer.xml msgid "Audio volume in dB." msgstr "Volumen de audio en dB." #: doc/classes/VideoPlayer.xml msgid "Emitted when playback is finished." msgstr "Se emite cuando termina la reproducción." #: doc/classes/VideoStream.xml msgid "Base resource for video streams." msgstr "Recurso base para los streams de video." #: doc/classes/VideoStream.xml msgid "" "Base resource type for all video streams. Classes that derive from " "[VideoStream] can all be used as resource types to play back videos in " "[VideoPlayer]." msgstr "" "Tipo de recurso base para todos los streams de vídeo. Las clases que se " "derivan de [VideoStream] pueden utilizarse como tipos de recursos para " "reproducir vídeos en [VideoPlayer]." #: modules/gdnative/doc_classes/VideoStreamGDNative.xml #, fuzzy msgid "[VideoStream] resource for video formats implemented via GDNative." msgstr "" "[VideoStream] recurso para formatos de video implementados a través de " "GDNative." #: modules/gdnative/doc_classes/VideoStreamGDNative.xml #, fuzzy msgid "" "[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." msgstr "" "[VideoStream] recurso para formatos de video implementados a través de " "GDNative.\n" "Se puede utilizar a través de [url=https://github.com/KidRigger/godot-" "videodecoder]godot-videodecoder[/url] que utiliza la biblioteca [url=https://" "ffmpeg.org]FFmpeg[/url]." #: modules/gdnative/doc_classes/VideoStreamGDNative.xml msgid "Returns the video file handled by this [VideoStreamGDNative]." msgstr "Devuelve el archivo de vídeo manejado por este [VideoStreamGDNative]." #: modules/gdnative/doc_classes/VideoStreamGDNative.xml msgid "" "Sets the video file that this [VideoStreamGDNative] resource handles. The " "supported extensions depend on the GDNative plugins used to expose video " "formats." msgstr "" "Establece el archivo de vídeo que maneja este recurso [VideoStreamGDNative]. " "Las extensiones soportadas dependen de los plugins de GDNative utilizados " "para exponer los formatos de vídeo." #: modules/theora/doc_classes/VideoStreamTheora.xml msgid "[VideoStream] resource for Ogg Theora videos." msgstr "[VideoStream] recurso para los videos de Ogg Theora." #: modules/theora/doc_classes/VideoStreamTheora.xml msgid "" "[VideoStream] resource handling the [url=https://www.theora.org/]Ogg Theora[/" "url] video format with [code].ogv[/code] extension. The Theora codec is less " "efficient than [VideoStreamWebm]'s VP8 and VP9, but it requires less CPU " "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 Godot." msgstr "" #: modules/theora/doc_classes/VideoStreamTheora.xml msgid "Returns the Ogg Theora video file handled by this [VideoStreamTheora]." msgstr "" "Devuelve el archivo de vídeo de Ogg Theora manejado por este " "[VideoStreamTheora]." #: modules/theora/doc_classes/VideoStreamTheora.xml #, fuzzy msgid "" "Sets the Ogg Theora video file that this [VideoStreamTheora] resource " "handles. The [code]file[/code] name should have the [code].ogv[/code] " "extension." msgstr "" "Establece el archivo de vídeo de Ogg Theora que maneja este recurso " "[VideoStreamTheora]. El nombre del [code]file[/code] debe tener la extensión " "[code].o[/code]." #: modules/webm/doc_classes/VideoStreamWebm.xml msgid "[VideoStream] resource for WebM videos." msgstr "[VideoStream] recurso para videos de WebM." #: modules/webm/doc_classes/VideoStreamWebm.xml msgid "" "[VideoStream] resource handling the [url=https://www.webmproject.org/]WebM[/" "url] video format with [code].webm[/code] extension. Both the VP8 and VP9 " "codecs are supported. The VP8 and VP9 codecs are more efficient than " "[VideoStreamTheora], but they require more CPU resources to decode " "(especially VP9). Both the VP8 and VP9 codecs are decoded on the CPU.\n" "[b]Note:[/b] Alpha channel (also known as transparency) is not supported. " "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 Godot. If you run into problems, try using the Ogg Theora format " "instead: [VideoStreamTheora]" msgstr "" #: modules/webm/doc_classes/VideoStreamWebm.xml msgid "Returns the WebM video file handled by this [VideoStreamWebm]." msgstr "Devuelve el archivo de vídeo WebM manejado por este [VideoStreamWebm]." #: modules/webm/doc_classes/VideoStreamWebm.xml msgid "" "Sets the WebM video file that this [VideoStreamWebm] resource handles. The " "[code]file[/code] name should have the [code].webm[/code] extension." msgstr "" "Establece el archivo de vídeo WebM que maneja este recurso " "[VideoStreamWebm]. El nombre del [code]file[/code] debe tener la extensión " "[code].webm[/code]." #: doc/classes/Viewport.xml msgid "Creates a sub-view into the screen." msgstr "Crea una sub-vista en la pantalla." #: doc/classes/Viewport.xml #, fuzzy msgid "" "A Viewport creates a different view into the screen, or a sub-view inside " "another viewport. Children 2D Nodes will display on it, and children Camera " "3D nodes will render on it too.\n" "Optionally, a viewport can have its own 2D or 3D world, so they don't share " "what they draw with other viewports.\n" "If a viewport is a child of a [ViewportContainer], it will automatically " "take up its size, otherwise it must be set manually.\n" "Viewports can also choose to be audio listeners, so they generate positional " "audio depending on a 2D or 3D camera child of it.\n" "Also, viewports can be assigned to different screens in case the devices " "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 Godot 3.x will appear " "to be upside down. Enabling [member render_target_v_flip] will display the " "Viewport with the correct orientation." msgstr "" "Un Viewport crea una vista diferente en la pantalla, o una sub-vista dentro " "de otro Viewport. Los nodos 2D de los hijos aparecerán en él, y los nodos 3D " "de la Cámara 3D de los hijos también se mostrarán en él.\n" "Opcionalmente, un Viewport puede tener su propio mundo 2D o 3D, así que no " "comparten lo que dibujan con otros Viewports.\n" "Si un viewport es hijo de un [SubViewportContainer], tomará automáticamente " "su tamaño, de lo contrario debe ser configurado manualmente.\n" "Los Viewports también pueden elegir ser audio listeners, así que generan " "audio posicional dependiendo de una cámara 2D o 3D hijo de el.\n" "Además, los Viewports pueden ser asignados a diferentes pantallas en caso de " "que los dispositivos tengan varias pantallas.\n" "Por último, los Viewports también pueden comportarse como objetivos de " "renderización, en cuyo caso no serán visibles a menos que se utilice la " "textura asociada para dibujar." #: doc/classes/Viewport.xml msgid "Viewports tutorial index" msgstr "" #: doc/classes/Viewport.xml doc/classes/ViewportTexture.xml msgid "3D in 2D Demo" msgstr "" #: doc/classes/Viewport.xml msgid "Screen Capture Demo" msgstr "" #: doc/classes/Viewport.xml msgid "Dynamic Split Screen Demo" msgstr "" #: doc/classes/Viewport.xml doc/classes/ViewportTexture.xml msgid "3D Viewport Scaling Demo" msgstr "" #: doc/classes/Viewport.xml #, fuzzy msgid "" "Returns the first valid [World] for this viewport, searching the [member " "world] property of itself and any Viewport ancestor." msgstr "" "Devuelve el mundo 3D del viewport, o si no, el mundo del viewport del padre." #: doc/classes/Viewport.xml #, fuzzy msgid "" "Returns the first valid [World2D] for this viewport, searching the [member " "world_2d] property of itself and any Viewport ancestor." msgstr "" "Devuelve el mundo 3D del viewport, o si no, el mundo del viewport del padre." #: doc/classes/Viewport.xml msgid "Returns the active 3D camera." msgstr "Devuelve la cámara 3D activa." #: doc/classes/Viewport.xml msgid "Returns the total transform of the viewport." msgstr "Devuelve la transformada total de la vista." #: doc/classes/Viewport.xml #, fuzzy msgid "Returns the topmost modal in the stack." msgstr "Devuelve la posición en el [AudioStream]." #: doc/classes/Viewport.xml #, fuzzy msgid "" "Returns the mouse's position in this [Viewport] using the coordinate system " "of this [Viewport]." msgstr "Devuelve la posición del ratón en relación con la viewport." #: doc/classes/Viewport.xml msgid "Returns information about the viewport from the rendering pipeline." msgstr "Devuelve la información sobre el viewport del pipeline de renderizado." #: doc/classes/Viewport.xml msgid "Returns the [enum ShadowAtlasQuadrantSubdiv] of the specified quadrant." msgstr "" "Devuelve el [enum ShadowAtlasQuadrantSubdiv] del cuadrante especificado." #: doc/classes/Viewport.xml #, fuzzy msgid "Returns the size override set with [method set_size_override]." msgstr "Devuelve el texto de error si el [method parse] ha fallado." #: doc/classes/Viewport.xml #, fuzzy msgid "" "Returns the viewport's texture.\n" "[b]Note:[/b] Due to the way OpenGL works, the resulting [ViewportTexture] is " "flipped vertically. You can use [method Image.flip_y] on the result of " "[method Texture.get_data] to flip it back, for example:\n" "[codeblock]\n" "var img = get_viewport().get_texture().get_data()\n" "img.flip_y()\n" "[/codeblock]" msgstr "" "Devuelve la textura del viewport.\n" "[b]Nota:[/b] Debido a la forma en que funciona OpenGL, el [ViewportTexture] " "resultante se voltea verticalmente. Puedes usar [method Image.flip_y] sobre " "el resultado de [method Texture2D.get_data] para voltearlo de nuevo, por " "ejemplo:\n" "[codeblock]\n" "var img = get_viewport().get_texture().get_data()\n" "img.flip_y()\n" "[/codeblock]" #: doc/classes/Viewport.xml msgid "Returns the viewport's RID from the [VisualServer]." msgstr "Devuelve el RID del viewport del [VisualServer]." #: doc/classes/Viewport.xml msgid "Returns the visible rectangle in global screen coordinates." msgstr "Devuelve el RID del viewport del [VisualServer]." #: doc/classes/Viewport.xml msgid "" "Returns the drag data from the GUI, that was previously returned by [method " "Control.get_drag_data]." msgstr "" "Devuelve los datos de arrastre de la GUI, que fueron previamente devueltos " "por [method Control.get_drag_data]." #: doc/classes/Viewport.xml #, fuzzy msgid "Returns [code]true[/code] if there are visible modals on-screen." msgstr "Devuelve [code]true[/code] si el archivo de la escena tiene nodos." #: doc/classes/Viewport.xml #, fuzzy msgid "Returns [code]true[/code] if the drag operation is successful." msgstr "Devuelve [code]true[/code] si la selección está activa." #: doc/classes/Viewport.xml msgid "" "Returns [code]true[/code] if the viewport is currently performing a drag " "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 #, fuzzy msgid "" "Returns [code]true[/code] if the size override is enabled. See [method " "set_size_override]." msgstr "" "Devuelve [code]true[/code] si el nodo está configurado como de nivel " "superior. Ver [method set_as_toplevel]." #: doc/classes/Viewport.xml msgid "" "Attaches this [Viewport] to the root [Viewport] with the specified " "rectangle. This bypasses the need for another node to display this " "[Viewport] but makes you responsible for updating the position of this " "[Viewport] manually." msgstr "" #: doc/classes/Viewport.xml msgid "Stops the input from propagating further down the [SceneTree]." msgstr "Evita que la entrada se propague más abajo en el [SceneTree]." #: doc/classes/Viewport.xml msgid "" "Sets the number of subdivisions to use in the specified quadrant. A higher " "number of subdivisions allows you to have more shadows in the scene at once, " "but reduces the quality of the shadows. A good practice is to have quadrants " "with a varying number of subdivisions and to have as few subdivisions as " "possible." msgstr "" "Establece el número de subdivisiones a utilizar en el cuadrante " "especificado. Un mayor número de subdivisiones permite tener más sombras en " "la escena a la vez, pero reduce la calidad de las sombras. Una buena " "práctica es tener cuadrantes con un número variable de subdivisiones y tener " "el menor número posible de subdivisiones." #: doc/classes/Viewport.xml msgid "" "Sets the size override of the viewport. If the [code]enable[/code] parameter " "is [code]true[/code] the override is used, otherwise it uses the default " "size. If the size parameter is [code](-1, -1)[/code], it won't update the " "size." msgstr "" #: doc/classes/Viewport.xml msgid "Forces update of the 2D and 3D worlds." msgstr "Fuerza la actualización de los mundos 2D y 3D." #: doc/classes/Viewport.xml msgid "" "Moves the mouse pointer to the specified position in this [Viewport] using " "the coordinate system of this [Viewport]." msgstr "" #: doc/classes/Viewport.xml #, fuzzy msgid "If [code]true[/code], the viewport will be used in AR/VR process." msgstr "Si [code]true[/code], el sub-viewport se usará en el proceso AR/VR." #: doc/classes/Viewport.xml msgid "If [code]true[/code], the viewport will process 2D audio streams." msgstr "Si [code]true[/code], el viewport procesará streams de audio en 2D." #: doc/classes/Viewport.xml msgid "If [code]true[/code], the viewport will process 3D audio streams." msgstr "Si [code]true[/code], el viewport procesará streams de audio en 3D." #: doc/classes/Viewport.xml msgid "" "The canvas transform of the viewport, useful for changing the on-screen " "positions of all child [CanvasItem]s. This is relative to the global canvas " "transform of the viewport." msgstr "" "La transformada del canvas del viewport, útil para cambiar las posiciones en " "pantalla de todos los [CanvasItem]s hijos. Esto es relativo a la " "transformada global del canvas del viewport." #: doc/classes/Viewport.xml msgid "" "If [code]true[/code], uses a fast post-processing filter to make banding " "significantly less visible in 3D. 2D rendering is [i]not[/i] affected by " "debanding unless the [member Environment.background_mode] is [constant " "Environment.BG_CANVAS]. In this case, [member usage] must also be set to " "[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/" "filters/use_debanding].\n" "In some cases, debanding may introduce a slightly noticeable dithering " "pattern. It's recommended to enable debanding only when actually needed " "since the dithering pattern will make lossless-compressed screenshots " "larger.\n" "[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be " "[code]true[/code] for debanding to be effective." msgstr "" #: doc/classes/Viewport.xml msgid "The overlay mode for test rendered geometry in debug purposes." msgstr "" "El modo de superposición para la prueba renderizó la geometría con fines de " "depuración." #: doc/classes/Viewport.xml #, fuzzy msgid "" "If [code]true[/code], the viewport will disable 3D rendering. To actually " "disable allocation of 3D buffers, set [member usage] instead." msgstr "" "Si [code]true[/code], la etiqueta subraya las metaetiquetas como [code][url]" "{text}[/url][/code]." #: doc/classes/Viewport.xml #, fuzzy msgid "" "Enables fast approximate antialiasing. FXAA is a popular screen-space " "antialiasing method, which is fast but will make the image look blurry, " "especially at lower resolutions. It can still work relatively well at large " "resolutions such as 1440p and 4K. Some of the lost sharpness can be " "recovered by enabling contrast-adaptive sharpening (see [member " "sharpen_intensity])." msgstr "" "Usar un antialiasing aproximado rápido. FXAA es un método popular de " "antialiasing en el espacio de la pantalla, que es rápido pero que hará que " "la imagen se vea borrosa, especialmente en resoluciones más bajas. Puede " "funcionar relativamente bien en resoluciones grandes como 1440p y 4K." #: doc/classes/Viewport.xml msgid "" "The global canvas transform of the viewport. The canvas transform is " "relative to this." msgstr "" "La transformación del canvas global del viewport. La transformada del canvas " "es relativa a esto." #: doc/classes/Viewport.xml #, fuzzy msgid "If [code]true[/code], the viewport will not receive input events." msgstr "Si [code]true[/code], el viewport no recibirá el evento de entrada." #: doc/classes/Viewport.xml msgid "" "If [code]true[/code], the GUI controls on the viewport will lay pixel " "perfectly." msgstr "" "Si [code]true[/code], los controles GUI en el viewport colocarán los píxeles " "perfectamente." #: doc/classes/Viewport.xml 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 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 " "[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D.\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" #: doc/classes/Viewport.xml msgid "" "If [code]true[/code], the result after 3D rendering will not have a linear " "to sRGB color conversion applied. This is important when the viewport is " "used as a render target where the result is used as a texture on a 3D object " "rendered in another viewport. It is also important if the viewport is used " "to create data that is not color based (noise, heightmaps, pickmaps, etc.). " "Do not enable this when the viewport is used as a texture on a 2D object or " "if the viewport is your final output. For the GLES2 driver this will convert " "the sRGB output to linear, this should only be used for VR plugins that " "require input in linear color space!" msgstr "" #: doc/classes/Viewport.xml msgid "" "The multisample anti-aliasing mode. A higher number results in smoother " "edges at the cost of significantly worse performance. A value of 4 is best " "unless targeting very high-end systems." msgstr "" "El modo antialiasing de multisample. Un número mayor resulta en bordes más " "suaves a costa de un rendimiento significativamente peor. Un valor de 4 es " "el mejor a menos que se trate de sistemas de muy alta gama." #: doc/classes/Viewport.xml #, fuzzy msgid "" "If [code]true[/code], the viewport will use a unique copy of the [World] " "defined in [member world]." msgstr "" "Si [code]true[/code], el viewport utilizará el [World] definido en [member " "world_3d]." #: doc/classes/Viewport.xml msgid "" "If [code]true[/code], the objects rendered by viewport become subjects of " "mouse picking process." msgstr "" "Si [code]true[/code], los objetos renderizados por viewport se convierten en " "sujetos del proceso de selección del ratón." #: doc/classes/Viewport.xml msgid "" "If [code]true[/code], renders the Viewport directly to the screen instead of " "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 VisualServer.viewport_set_render_direct_to_screen]." msgstr "" #: doc/classes/Viewport.xml #, fuzzy msgid "" "The clear mode when viewport used as a render target.\n" "[b]Note:[/b] This property is intended for 2D usage." msgstr "" "El modo claro cuando el sub-viewport se utiliza como objetivo de " "renderización." #: doc/classes/Viewport.xml #, fuzzy msgid "The update mode when viewport used as a render target." msgstr "" "El modo de actualización cuando el sub-viewport se utiliza como objetivo de " "renderización." #: doc/classes/Viewport.xml msgid "" "If [code]true[/code], the result of rendering will be flipped vertically. " "Since Viewports in Godot 3.x render upside-down, it's recommended to set " "this to [code]true[/code] in most situations." msgstr "" #: doc/classes/Viewport.xml msgid "The subdivision amount of the first quadrant on the shadow atlas." msgstr "" "La cantidad de subdivisión del primer cuadrante del atlas de las sombras." #: doc/classes/Viewport.xml msgid "The subdivision amount of the second quadrant on the shadow atlas." msgstr "" "La cantidad de subdivisión del segundo cuadrante en el atlas de las sombras." #: doc/classes/Viewport.xml msgid "The subdivision amount of the third quadrant on the shadow atlas." msgstr "" "La cantidad de subdivisión del tercer cuadrante en el atlas de las sombras." #: doc/classes/Viewport.xml msgid "The subdivision amount of the fourth quadrant on the shadow atlas." msgstr "" "La cantidad de subdivisión del cuarto cuadrante en el atlas de las sombras." #: doc/classes/Viewport.xml #, fuzzy 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 [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 "" "La resolución del atlas de las sombras (usado para luces omni y spot). El " "valor se redondeará a la potencia más cercana de 2.\n" "[b]Nota:[/b] Si se establece en 0, las sombras no serán visibles. Dado que " "los viewports creados por el usuario tienen por defecto el valor 0, este " "valor debe establecerse sobre 0 manualmente." #: doc/classes/Viewport.xml msgid "" "If set to a value greater than [code]0.0[/code], contrast-adaptive " "sharpening will be applied to the 3D viewport. This has a low performance " "cost and can be used to recover some of the sharpness lost from using FXAA. " "Values around [code]0.5[/code] generally give the best results. See also " "[member fxaa]." msgstr "" #: doc/classes/Viewport.xml msgid "" "The width and height of viewport. Must be set to a value greater than or " "equal to 2 pixels on both dimensions. Otherwise, nothing will be displayed." msgstr "" #: doc/classes/Viewport.xml #, fuzzy msgid "If [code]true[/code], the size override affects stretch as well." msgstr "" "Si [code]true[/code], la sobreescritura de tamaño 2D afecta también al " "estiramiento." #: doc/classes/Viewport.xml msgid "" "If [code]true[/code], the viewport should render its background as " "transparent." msgstr "Si [code]true[/code], el viewport debería hacer su fondo transparente." #: doc/classes/Viewport.xml msgid "" "The viewport's rendering mode. This controls which buffers are allocated for " "the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage " "and improve performance slightly, especially on low-end devices.\n" "[b]Note:[/b] If set to [constant USAGE_2D] or [constant " "USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since " "HDR is not supported for 2D." msgstr "" #: doc/classes/Viewport.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 when [member hdr] is also enabled.\n" "[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " "full floating-point precision is slower, and is generally only needed for " "advanced shaders that require a high level of precision. To reduce banding, " "enable [member debanding] instead.\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" #: doc/classes/Viewport.xml #, fuzzy msgid "The custom [World] which can be used as 3D environment source." msgstr "" "El [World] personalizado se puede sert utilizado como fuente de ambiente 3D." #: doc/classes/Viewport.xml msgid "The custom [World2D] which can be used as 2D environment source." msgstr "" "La [World2D] personalizada que puede ser usada como fuente de entorno 2D." #: doc/classes/Viewport.xml msgid "Emitted when a Control node grabs keyboard focus." msgstr "Se emite cuando un nodo de control toma el foco del teclado." #: doc/classes/Viewport.xml #, fuzzy msgid "" "Emitted when the size of the viewport is changed, whether by [method " "set_size_override], resize of window, or some other means." msgstr "" "Se emitido cuando se cambia el tamaño del viewport, ya sea cambiando el " "tamaño de la ventana o por algún otro medio." #: doc/classes/Viewport.xml msgid "Do not update the render target." msgstr "No actualiza el objetivo de renderización." #: doc/classes/Viewport.xml msgid "" "Update the render target once, then switch to [constant UPDATE_DISABLED]." msgstr "" "Actualiza el objetivo de render una vez, luego cambia a [constant " "UPDATE_DISABLED]." #: doc/classes/Viewport.xml msgid "" "Update the render target only when it is visible. This is the default value." msgstr "" "Actualice el objetivo de renderizado sólo cuando sea visible. Este es el " "valor predeterminado." #: doc/classes/Viewport.xml msgid "Always update the render target." msgstr "Siempre actualiza el objetivo de renderización." #: doc/classes/Viewport.xml msgid "This quadrant will not be used." msgstr "Este cuadrante no será utilizado." #: doc/classes/Viewport.xml msgid "This quadrant will only be used by one shadow map." msgstr "Este cuadrante sólo será usado por un mapa de sombras." #: doc/classes/Viewport.xml msgid "This quadrant will be split in 4 and used by up to 4 shadow maps." msgstr "" "Este cuadrante se dividirá en 4 y será usado por hasta 4 mapas de sombras." #: doc/classes/Viewport.xml msgid "This quadrant will be split 16 ways and used by up to 16 shadow maps." msgstr "" "Este cuadrante se dividirá en 16 partes y será utilizado por hasta 16 mapas " "de sombras." #: doc/classes/Viewport.xml msgid "This quadrant will be split 64 ways and used by up to 64 shadow maps." msgstr "" "Este cuadrante se dividirá en 64 partes y será utilizado por hasta 64 mapas " "de sombras." #: doc/classes/Viewport.xml msgid "" "This quadrant will be split 256 ways and used by up to 256 shadow maps. " "Unless the [member shadow_atlas_size] is very high, the shadows in this " "quadrant will be very low resolution." msgstr "" "Este cuadrante se dividirá en 256 partes y será utilizado por hasta 256 " "mapas de sombras. A menos que el [member shadow_atlas_size] sea muy alto, " "las sombras en este cuadrante serán de muy baja resolución." #: doc/classes/Viewport.xml msgid "" "This quadrant will be split 1024 ways and used by up to 1024 shadow maps. " "Unless the [member shadow_atlas_size] is very high, the shadows in this " "quadrant will be very low resolution." msgstr "" "Este cuadrante se dividirá en 1024 partes y será utilizado por hasta 1024 " "mapas de sombras. A menos que el [member shadow_atlas_size] sea muy alto, " "las sombras en este cuadrante serán de muy baja resolución." #: doc/classes/Viewport.xml msgid "Represents the size of the [enum ShadowAtlasQuadrantSubdiv] enum." msgstr "Representa el tamaño del enum [enum ShadowAtlasQuadrantSubdiv]." #: doc/classes/Viewport.xml msgid "Amount of objects in frame." msgstr "Cantidad de objetos en el fotograma." #: doc/classes/Viewport.xml msgid "Amount of vertices in frame." msgstr "Cantidad de vértices en el fotograma." #: doc/classes/Viewport.xml msgid "Amount of material changes in frame." msgstr "La cantidad de material que cambia en el fotograma." #: doc/classes/Viewport.xml msgid "Amount of shader changes in frame." msgstr "La cantidad de cambios de shader en el fotograma." #: doc/classes/Viewport.xml msgid "Amount of surface changes in frame." msgstr "La cantidad de superficie que cambia en el fotograma." #: doc/classes/Viewport.xml msgid "Amount of draw calls in frame." msgstr "Cantidad de llamadas de dibujo en el fotograma." #: doc/classes/Viewport.xml #, fuzzy msgid "Amount of items or joined items in frame." msgstr "Cantidad de objetos en el fotograma." #: doc/classes/Viewport.xml msgid "Represents the size of the [enum RenderInfo] enum." msgstr "Representa el tamaño del enum [enum RenderInfo]." #: doc/classes/Viewport.xml msgid "Objects are displayed normally." msgstr "Los objetos se muestran normalmente." #: doc/classes/Viewport.xml msgid "Objects are displayed without light information." msgstr "Los objetos se muestran sin información de la luz." #: doc/classes/Viewport.xml msgid "" "Objected are displayed semi-transparent with additive blending so you can " "see where they intersect." msgstr "" #: doc/classes/Viewport.xml msgid "Objects are displayed in wireframe style." msgstr "Los objetos se muestran en el estilo wireframe." #: doc/classes/Viewport.xml #, fuzzy msgid "Multisample anti-aliasing mode disabled. This is the default value." msgstr "" "Modo antialiasing de multisample desactivado. Este es el valor " "predeterminado, y también el ajuste más rápido." #: doc/classes/Viewport.xml msgid "Use 2x Multisample Antialiasing." msgstr "Usar 2x Antialiasing Multisample." #: doc/classes/Viewport.xml msgid "Use 4x Multisample Antialiasing." msgstr "Usar 4x Antialising Multisample." #: doc/classes/Viewport.xml msgid "" "Use 8x Multisample Antialiasing. Likely unsupported on low-end and older " "hardware." msgstr "" "Usar 8x Antialiasing Multisample. Probablemente sin soporte en hardware de " "baja gama y más antiguo." #: doc/classes/Viewport.xml msgid "" "Use 16x Multisample Antialiasing. Likely unsupported on medium and low-end " "hardware." msgstr "" "Usar 16x Antialising Multisample. Probablemente sin soporte en hardware de " "gama media y baja." #: doc/classes/Viewport.xml msgid "" "Allocates all buffers needed for drawing 2D scenes. This takes less VRAM " "than the 3D usage modes. Note that 3D rendering effects such as glow and HDR " "are not available when using this mode." msgstr "" #: doc/classes/Viewport.xml msgid "" "Allocates buffers needed for 2D scenes without allocating a buffer for " "screen copy. Accordingly, you cannot read from the screen. Of the [enum " "Usage] types, this requires the least VRAM. Note that 3D rendering effects " "such as glow and HDR are not available when using this mode." msgstr "" #: doc/classes/Viewport.xml msgid "" "Allocates full buffers for drawing 3D scenes and all 3D effects including " "buffers needed for 2D scenes and effects." msgstr "" #: doc/classes/Viewport.xml msgid "" "Allocates buffers needed for drawing 3D scenes. But does not allocate " "buffers needed for reading from the screen and post-processing effects. " "Saves some VRAM." msgstr "" #: doc/classes/Viewport.xml msgid "Always clear the render target before drawing." msgstr "Siempre despeja el objetivo de renderizado antes de dibujar." #: doc/classes/Viewport.xml msgid "Never clear the render target." msgstr "Nunca despejen el objetivo de renderizado." #: doc/classes/Viewport.xml msgid "" "Clear the render target next frame, then switch to [constant " "CLEAR_MODE_NEVER]." msgstr "" "Limpia el objetivo de renderizado en el siguiente fotograma, luego cambia a " "[constant CLEAR_MODE_NEVER]." #: doc/classes/ViewportContainer.xml #, fuzzy msgid "Control for holding [Viewport]s." msgstr "Control para mantener los [SubViewport]s." #: doc/classes/ViewportContainer.xml #, fuzzy msgid "" "A [Container] node that holds a [Viewport], automatically setting its size.\n" "[b]Note:[/b] Changing a ViewportContainer's [member Control.rect_scale] will " "cause its contents to appear distorted. To change its visual size without " "causing distortion, adjust the node's margins instead (if it's not already " "in a container)." msgstr "" "Un nodo [Container] que contiene un [SubViewport], estableciendo " "automáticamente su tamaño.\n" "[b]Nota:[/b] Si se cambia el [member Control.rect_scale] de un " "[SubViewportContainer], su contenido aparecerá distorsionado. Para cambiar " "su tamaño visual sin causar distorsión, ajuste los márgenes del nodo en su " "lugar (si no está ya en un contenedor)." #: doc/classes/ViewportContainer.xml #, fuzzy msgid "" "If [code]true[/code], the viewport will be scaled to the control's size." msgstr "" "Si [code]true[/code], el sub-viewport será escalado al tamaño del control." #: doc/classes/ViewportContainer.xml #, fuzzy msgid "" "Divides the viewport's effective resolution by this value while preserving " "its scale. This can be used to speed up rendering.\n" "For example, a 1280×720 viewport with [member stretch_shrink] set to " "[code]2[/code] will be rendered at 640×360 while occupying the same size in " "the container.\n" "[b]Note:[/b] [member stretch] must be [code]true[/code] for this property to " "work." msgstr "" "Divide la resolución efectiva del sub-viewport por este valor, preservando " "su escala. Esto puede ser usado para acelerar la representación.\n" "Por ejemplo, un subportal de 1280×720 con [member stretch_shrink] ajustado a " "[code]2[/code] se renderizará a 640×360 mientras ocupe el mismo tamaño en el " "contenedor.\n" "[b]Nota:[/b] [member stretch] debe ser [code]true[/code] para que esta " "propiedad funcione." #: doc/classes/ViewportTexture.xml msgid "Texture which displays the content of a [Viewport]." msgstr "Textura que muestra el contenido de un [Viewport]." #: doc/classes/ViewportTexture.xml #, fuzzy msgid "" "Displays the content of a [Viewport] node as a dynamic [Texture]. This can " "be used to mix controls, 2D, and 3D elements in the same scene.\n" "To create a ViewportTexture in code, use the [method Viewport.get_texture] " "method on the target viewport." msgstr "" "Muestra el contenido de un nodo [Viewport] como un [Texture2D] dinámico. " "Esto puede ser usado para mezclar controles, elementos 2D y 3D en la misma " "escena.\n" "Para crear un ViewportTexture en código, usa el método [method Viewport." "get_texture] en el viewport de destino." #: doc/classes/ViewportTexture.xml msgid "" "The path to the [Viewport] node to display. This is relative to the scene " "root, not to the node which uses the texture." msgstr "" "La ruta al nodo [Viewport] para visualizar. Es relativa a la raíz de la " "escena, no al nodo que usa la textura." #: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml msgid "Enables certain nodes only when approximately visible." msgstr "Habilita ciertos nodos sólo cuando son aproximadamente visibles." #: doc/classes/VisibilityEnabler.xml #, fuzzy msgid "" "The VisibilityEnabler will disable [RigidBody] and [AnimationPlayer] nodes " "when they are not visible. It will only affect other nodes within the same " "scene as the VisibilityEnabler itself.\n" "If you just want to receive notifications, use [VisibilityNotifier] " "instead.\n" "[b]Note:[/b] VisibilityEnabler uses an approximate heuristic for performance " "reasons. It doesn't take walls and other occlusion into account (unless you " "are using [Portal]s). The heuristic is an implementation detail and may " "change in future versions. If you need precise visibility checking, use " "another method such as adding an [Area] node as a child of a [Camera] node " "and/or [method Vector3.dot].\n" "[b]Note:[/b] VisibilityEnabler will not affect nodes added after scene " "initialization." msgstr "" "El VisibilityEnabler deshabilitará los nodos [RigidBody] y [AnimationPlayer] " "cuando no sean visibles. Sólo afectará a otros nodos dentro de la misma " "escena que el propio VisibilityEnabler.\n" "Si sólo quieres recibir notificaciones, usa [VisibilityNotifier] en su " "lugar.\n" "[b]Nota:[/b] VisibilityEnabler utiliza una heurística aproximada por razones " "de rendimiento. No tiene en cuenta las paredes y otras oclusiones. La " "heurística es un detalle de implementación y puede cambiar en futuras " "versiones. Si necesita una comprobación precisa de la visibilidad, utilice " "otro método como añadir un nodo [Area] como hijo de un nodo [Camera] y/o " "[method Vector3.dot].\n" "[b]Nota:[/b] VisibilityEnabler no afectará a los nodos añadidos después de " "la inicialización de la escena." #: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml msgid "" "Returns whether the enabler identified by given [enum Enabler] constant is " "active." msgstr "" "Devuelve si el habilitador identificado por la constante [enum Enabler] dada " "está activo." #: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml msgid "" "Sets active state of the enabler identified by given [enum Enabler] constant." msgstr "" "Establece el estado activo del activador identificado por una constante " "[enum Enabler] dada." #: doc/classes/VisibilityEnabler.xml #, fuzzy msgid "If [code]true[/code], [RigidBody] nodes will be paused." msgstr "Si [code]true[/code], los nodos de [RigidBody2D] estarán en pausa." #: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml msgid "If [code]true[/code], [AnimationPlayer] nodes will be paused." msgstr "Si [code]true[/code], los nodos de [AnimationPlayer] estarán en pausa." #: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml msgid "This enabler will pause [AnimationPlayer] nodes." msgstr "Este habilitador hará una pausa en los nodos [AnimationPlayer]." #: doc/classes/VisibilityEnabler.xml #, fuzzy msgid "This enabler will freeze [RigidBody] nodes." msgstr "Este habilitador congelará los nodos [RigidBody2D]." #: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml msgid "Represents the size of the [enum Enabler] enum." msgstr "Representa el tamaño del enum [enum Enabler]." #: doc/classes/VisibilityEnabler2D.xml msgid "" "The VisibilityEnabler2D will disable [RigidBody2D], [AnimationPlayer], and " "other nodes when they are not visible. It will only affect nodes with the " "same root node as the VisibilityEnabler2D, and the root node itself.\n" "If you just want to receive notifications, use [VisibilityNotifier2D] " "instead.\n" "[b]Note:[/b] For performance reasons, VisibilityEnabler2D uses an " "approximate heuristic with precision determined by [member ProjectSettings." "world/2d/cell_size]. If you need precise visibility checking, use another " "method such as adding an [Area2D] node as a child of a [Camera2D] node.\n" "[b]Note:[/b] VisibilityEnabler2D will not affect nodes added after scene " "initialization." msgstr "" "El VisibilityEnabler2D desactivará [RigidBody2D], [AnimationPlayer] y otros " "nodos cuando no sean visibles. Sólo afectará a los nodos con el mismo nodo " "raíz que el VisibilityEnabler2D, y al propio nodo raíz.\n" "Si sólo quieres recibir notificaciones, usa [VisibilityNotifier2D] en su " "lugar.\n" "[b]Nota:[/b] Por razones de rendimiento, VisibilityEnabler2D utiliza una " "heurística aproximada con una precisión determinada por [member " "ProjectSettings.world/2d/cell_size]. Si necesita una comprobación de " "visibilidad precisa, utilice otro método como añadir un nodo [Area2D] como " "hijo de un nodo [Camera2D].\n" "[b]Nota:[/b] VisibilityEnabler2D no afectará a los nodos añadidos después de " "la inicialización de la escena." #: doc/classes/VisibilityEnabler2D.xml msgid "If [code]true[/code], [RigidBody2D] nodes will be paused." msgstr "Si [code]true[/code], los nodos de [RigidBody2D] estarán en pausa." #: doc/classes/VisibilityEnabler2D.xml #, fuzzy msgid "If [code]true[/code], [AnimatedSprite] nodes will be paused." msgstr "" "Si [code]true[/code], los nodos de [AnimatedSprite2D] estarán en pausa." #: doc/classes/VisibilityEnabler2D.xml #, fuzzy msgid "If [code]true[/code], [Particles2D] nodes will be paused." msgstr "Si [code]true[/code], los nodos [GPUParticles2D] estarán en pausa." #: doc/classes/VisibilityEnabler2D.xml msgid "" "If [code]true[/code], the parent's [method Node._physics_process] will be " "stopped." msgstr "" "Si [code]true[/code], el [method Node._physics_process] del padre se " "detendrá." #: doc/classes/VisibilityEnabler2D.xml msgid "" "If [code]true[/code], the parent's [method Node._process] will be stopped." msgstr "Si [code]true[/code], el [method Node._process] del padre se detendrá." #: doc/classes/VisibilityEnabler2D.xml msgid "This enabler will freeze [RigidBody2D] nodes." msgstr "Este habilitador congelará los nodos [RigidBody2D]." #: doc/classes/VisibilityEnabler2D.xml #, fuzzy msgid "This enabler will stop [Particles2D] nodes." msgstr "Este habilitador detendrá los nodos [GPUParticles2D]." #: doc/classes/VisibilityEnabler2D.xml #, fuzzy msgid "This enabler will stop the parent's [method Node._process] function." msgstr "Este habilitador detendrá la función _process del padre." #: doc/classes/VisibilityEnabler2D.xml #, fuzzy msgid "" "This enabler will stop the parent's [method Node._physics_process] function." msgstr "Este habilitador detendrá la función del _physics_process del padre." #: doc/classes/VisibilityEnabler2D.xml #, fuzzy msgid "This enabler will stop [AnimatedSprite] nodes animations." msgstr "" "Este activador detendrá las animaciones de los nodos [AnimatedSprite2D]." #: doc/classes/VisibilityNotifier.xml doc/classes/VisibilityNotifier2D.xml msgid "Detects approximately when the node is visible on screen." msgstr "Detecta aproximadamente cuando el nodo es visible en la pantalla." #: doc/classes/VisibilityNotifier.xml #, fuzzy msgid "" "The VisibilityNotifier detects when it is visible on the screen. It also " "notifies when its bounding rectangle enters or exits the screen or a " "[Camera]'s view.\n" "If you want nodes to be disabled automatically when they exit the screen, " "use [VisibilityEnabler] instead.\n" "[b]Note:[/b] VisibilityNotifier uses an approximate heuristic for " "performance reasons. It doesn't take walls and other occlusion into account " "(unless you are using [Portal]s). The heuristic is an implementation detail " "and may change in future versions. If you need precise visibility checking, " "use another method such as adding an [Area] node as a child of a [Camera] " "node and/or [method Vector3.dot]." msgstr "" "El VisibilityNotifier detecta cuando es visible en la pantalla. También " "notifica cuando su rectángulo delimitador entra o sale de la pantalla o de " "la vista de una [Camera].\n" "Si desea que los nodos se deshabiliten automáticamente cuando salen de la " "pantalla, utilice [VisibilityEnabler] en su lugar.\n" "[b]Nota:[/b] VisibilityNotifier utiliza una heurística aproximada por " "razones de rendimiento. No tiene en cuenta las paredes y otras oclusiones. " "La heurística es un detalle de implementación y puede cambiar en futuras " "versiones. Si necesita una comprobación de visibilidad precisa, utilice otro " "método como añadir un nodo [Area] como hijo de un nodo [Camera] y/o [method " "Vector3.dot]." #: doc/classes/VisibilityNotifier.xml msgid "" "If [code]true[/code], the bounding box is on the screen.\n" "[b]Note:[/b] It takes one frame for the node's visibility to be assessed " "once added to the scene tree, so this method will return [code]false[/code] " "right after it is instantiated, even if it will be on screen in the draw " "pass." msgstr "" "Si [code]true[/code], el cuadro delimitador está en la pantalla.\n" "[b]Nota:[/b] Se necesita un fotograma para evaluar la visibilidad del nodo " "una vez añadido al árbol de la escena, por lo que este método devolverá " "[code]false[/code] justo después de ser instanciado, aunque esté en pantalla " "en el pase de dibujado." #: doc/classes/VisibilityNotifier.xml #, fuzzy msgid "The VisibilityNotifier's bounding box." msgstr "El cuadro delimitador del VisibilityNotifier." #: 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 #, fuzzy msgid "Emitted when the VisibilityNotifier enters a [Camera]'s view." msgstr "" "Emitido cuando el VisibilityNotifier entra en la vista de una [Camera]." #: doc/classes/VisibilityNotifier.xml #, fuzzy msgid "Emitted when the VisibilityNotifier exits a [Camera]'s view." msgstr "Emitido cuando el VisibilityNotifier sale de la vista de una [Camera]." #: doc/classes/VisibilityNotifier.xml #, fuzzy msgid "Emitted when the VisibilityNotifier enters the screen." msgstr "Emitido cuando el VisibilityNotifier2D entra en la pantalla." #: doc/classes/VisibilityNotifier.xml #, fuzzy msgid "Emitted when the VisibilityNotifier exits the screen." msgstr "Emitido cuando el VisibilityNotifier2D sale de la pantalla." #: doc/classes/VisibilityNotifier2D.xml msgid "" "The VisibilityNotifier2D detects when it is visible on the screen. It also " "notifies when its bounding rectangle enters or exits the screen or a " "viewport.\n" "If you want nodes to be disabled automatically when they exit the screen, " "use [VisibilityEnabler2D] instead.\n" "[b]Note:[/b] For performance reasons, VisibilityNotifier2D uses an " "approximate heuristic with precision determined by [member ProjectSettings." "world/2d/cell_size]. If you need precise visibility checking, use another " "method such as adding an [Area2D] node as a child of a [Camera2D] node." msgstr "" "El VisibilityNotifier2D detecta cuando es visible en la pantalla. También " "notifica cuando su rectángulo delimitador entra o sale de la pantalla o de " "un viewport.\n" "Si desea que los nodos se deshabiliten automáticamente cuando salen de la " "pantalla, use [VisibilityEnabler2D] en su lugar.\n" "[b]Nota:[/b] Por razones de rendimiento, VisibilityNotifier2D utiliza una " "heurística aproximada con una precisión determinada por [member " "ProjectSettings.world/2d/cell_size]. Si necesita una comprobación precisa de " "la visibilidad, utilice otro método como añadir un nodo [Area2D] como hijo " "de un nodo [Camera2D]." #: doc/classes/VisibilityNotifier2D.xml msgid "" "If [code]true[/code], the bounding rectangle is on the screen.\n" "[b]Note:[/b] It takes one frame for the node's visibility to be assessed " "once added to the scene tree, so this method will return [code]false[/code] " "right after it is instantiated, even if it will be on screen in the draw " "pass." msgstr "" "Si [code]true[/code], el rectángulo delimitador está en la pantalla.\n" "[b]Nota:[/b] Se necesita un fotograma para evaluar la visibilidad del nodo " "una vez añadido al árbol de la escena, por lo que este método devolverá " "[code]false[/code] justo después de ser instanciado, aun si está en pantalla " "en el pase de dibujado." #: doc/classes/VisibilityNotifier2D.xml msgid "The VisibilityNotifier2D's bounding rectangle." msgstr "El rectángulo delimitador del VisibilityNotifier2D." #: doc/classes/VisibilityNotifier2D.xml msgid "Emitted when the VisibilityNotifier2D enters the screen." msgstr "Emitido cuando el VisibilityNotifier2D entra en la pantalla." #: doc/classes/VisibilityNotifier2D.xml msgid "Emitted when the VisibilityNotifier2D exits the screen." msgstr "Emitido cuando el VisibilityNotifier2D sale de la pantalla." #: doc/classes/VisibilityNotifier2D.xml msgid "Emitted when the VisibilityNotifier2D enters a [Viewport]'s view." msgstr "" "Emitido cuando el VisibilityNotifier2D entra en la vista de un [Viewport]." #: doc/classes/VisibilityNotifier2D.xml msgid "Emitted when the VisibilityNotifier2D exits a [Viewport]'s view." msgstr "" "Emitido cuando el VisibilityNotifier2D sale de la vista de un [Viewport]." #: doc/classes/VisualInstance.xml msgid "Parent of all visual 3D nodes." msgstr "Padre de todos los nodos visuales 3D." #: doc/classes/VisualInstance.xml msgid "" "The [VisualInstance] is used to connect a resource to a visual " "representation. All visual 3D nodes inherit from the [VisualInstance]. In " "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 " "[VisualServer] instance." msgstr "" "La [VisualInstance] se utiliza para conectar un recurso a una representación " "visual. Todos los nodos visuales 3D heredan de [VisualInstance]. En general, " "no debes acceder directamente a las propiedades de [VisualInstance] ya que " "son accedidas y gestionadas por los nodos que heredan de [VisualInstance]. " "[VisualInstance] es la representación de nodo de la instancia [VisualServer]." #: doc/classes/VisualInstance.xml msgid "" "Returns the [AABB] (also known as the bounding box) for this " "[VisualInstance]. See also [method get_transformed_aabb]." msgstr "" "Devuelve el [AABB] (también conocido como el cuadro delimitador) para este " "[VisualInstance]. Ver también [method get_transformed_aabb]." #: doc/classes/VisualInstance.xml msgid "" "Returns the RID of the resource associated with this [VisualInstance]. For " "example, if the Node is a [MeshInstance], this will return the RID of the " "associated [Mesh]." msgstr "" "Devuelve el RID del recurso asociado a este [VisualInstance]. Por ejemplo, " "si el Nodo es un [MeshInstance], esto devolverá el RID del [Mesh] asociado." #: doc/classes/VisualInstance.xml msgid "" "Returns the RID of this instance. This RID is the same as the RID returned " "by [method VisualServer.instance_create]. This RID is needed if you want to " "call [VisualServer] functions directly on this [VisualInstance]." msgstr "" "Devuelve el RID de esta instancia. Este RID es el mismo que el RID devuelto " "por [method VisualServer.instance_create]. Este RID es necesario si quieres " "llamar a las funciones de [VisualServer] directamente en este " "[VisualInstance]." #: doc/classes/VisualInstance.xml msgid "" "Returns [code]true[/code] when the specified layer is enabled in [member " "layers] and [code]false[/code] otherwise." msgstr "" "Devuelve [code]true[/code] cuando la capa especificada está activada en " "[member layers] y [code]false[/code] en caso contrario." #: doc/classes/VisualInstance.xml msgid "" "Returns the transformed [AABB] (also known as the bounding box) for this " "[VisualInstance].\n" "Transformed in this case means the [AABB] plus the position, rotation, and " "scale of the [Spatial]'s [Transform]. See also [method get_aabb]." msgstr "" "Devuelve el [AABB] transformado (también conocido como el cuadro " "delimitador) para este [VisualInstance].\n" "Transformado en este caso significa el [AABB] más la posición, rotación y " "escala de la [Transform] del [Spatial]. Ver también [method get_aabb]." #: doc/classes/VisualInstance.xml msgid "" "Sets the resource that is instantiated by this [VisualInstance], which " "changes how the engine handles the [VisualInstance] under the hood. " "Equivalent to [method VisualServer.instance_set_base]." msgstr "" "Establece el recurso que es instanciado por este [VisualInstance], que " "cambia la forma en que el motor maneja el [VisualInstance] bajo el capó. " "Equivalente al [method VisualServer.instance_set_base]." #: doc/classes/VisualInstance.xml msgid "Enables a particular layer in [member layers]." msgstr "Permite una capa particular en [member layers]." #: doc/classes/VisualInstance.xml msgid "" "The render layer(s) this [VisualInstance] is drawn on.\n" "This object will only be visible for [Camera]s whose cull mask includes the " "render object this [VisualInstance] is set to." msgstr "" "La capa(s) de representación sobre la que se dibuja este [VisualInstance].\n" "Este objeto sólo será visible para [Camera] cuya máscara de selección " "incluya el objeto renderizado que este [VisualInstance] tiene configurado." #: doc/classes/VisualInstance.xml msgid "" "The sorting offset used by this [VisualInstance]. Adjusting it to a higher " "value will make the [VisualInstance] reliably draw on top of other " "[VisualInstance]s that are otherwise positioned at the same spot." msgstr "" #: doc/classes/VisualInstance.xml msgid "" "If [code]true[/code], the object is sorted based on the [AABB] center. " "Sorted based on the global position otherwise.\n" "The [AABB] center based sorting is generally more accurate for 3D models. " "The position based sorting instead allows to better control the drawing " "order when working with [Particles] and [CPUParticles]." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "A script implemented in the Visual Script programming environment." msgstr "Un script implementado en el entorno de programación de Visual Script." #: modules/visual_script/doc_classes/VisualScript.xml #, fuzzy msgid "" "A script implemented in the Visual Script programming environment. The " "script extends the functionality of all objects that instance it.\n" "[method Object.set_script] extends an existing object, if that object's " "class matches one of the script's base classes.\n" "You are most likely to use this class via the Visual Script editor or when " "writing plugins for it." msgstr "" "Un script implementado en el entorno de programación de Visual Script. El " "script extiende la funcionalidad de todos los objetos que lo instancian.\n" "El [method Object.set_script] extiende un objeto existente, si la clase de " "ese objeto coincide con una de las clases base del script.\n" "Lo más probable es que uses esta clase a través del editor de Visual Script " "o cuando escribas plugins para el." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Add a custom signal with the specified name to the VisualScript." msgstr "" "Añade una señal personalizada con el nombre especificado al VisualScript." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Add a function with the specified name to the VisualScript." msgstr "Añade una función con el nombre especificado al VisualScript." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Add a node to a function of the VisualScript." msgstr "Añade un nodo a una función del VisualScript." #: modules/visual_script/doc_classes/VisualScript.xml msgid "" "Add a variable to the VisualScript, optionally giving it a default value or " "marking it as exported." msgstr "" "Añade una variable al VisualScript, opcionalmente dándole un valor por " "defecto o marcándola como exportada." #: modules/visual_script/doc_classes/VisualScript.xml msgid "" "Add an argument to a custom signal added with [method add_custom_signal]." msgstr "" "Añade un argumento a una señal personalizada añadida con [method " "add_custom_signal]." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Get the count of a custom signal's arguments." msgstr "Consigue el conteo de los argumentos de una señal personalizada." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Get the name of a custom signal's argument." msgstr "Consigue el nombre del argumento de una señal personalizada." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Get the type of a custom signal's argument." msgstr "Obtener el tipo de argumento de una señal personalizada." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Remove a specific custom signal's argument." msgstr "Eliminar el argumento de una señal personalizada específica." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Rename a custom signal's argument." msgstr "Renombrar el argumento de una señal personalizada." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Change the type of a custom signal's argument." msgstr "Cambiar el tipo de argumento de una señal personalizada." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Swap two of the arguments of a custom signal." msgstr "Intercambie dos de los argumentos de una señal personalizada." #: modules/visual_script/doc_classes/VisualScript.xml msgid "" "Connect two data ports. The value of [code]from_node[/code]'s " "[code]from_port[/code] would be fed into [code]to_node[/code]'s " "[code]to_port[/code]." msgstr "" "Conecta dos puertos de datos. El valor de [code]from_node[/code]'s " "[code]from_port[/code] se introduciría en [code]to_node[/code]'s " "[code]to_port[/code]." #: modules/visual_script/doc_classes/VisualScript.xml msgid "" "Disconnect two data ports previously connected with [method data_connect]." msgstr "" "Desconecte dos puertos de datos previamente conectados con [method " "data_connect]." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Returns the id of a function's entry point node." msgstr "Devuelve la identificación del nodo de entrada de una función." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Returns the position of the center of the screen for a given function." msgstr "" "Devuelve la posición del centro de la pantalla para una función determinada." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Returns a node given its id and its function." msgstr "Devuelve un nodo dado su id y su función." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Returns a node's position in pixels." msgstr "Devuelve la posición de un nodo en píxeles." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Returns the default (initial) value of a variable." msgstr "Devuelve el valor por defecto (inicial) de una variable." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Returns whether a variable is exported." msgstr "Devuelve si una variable se exporta." #: modules/visual_script/doc_classes/VisualScript.xml msgid "" "Returns the information for a given variable as a dictionary. The " "information includes its name, type, hint and usage." msgstr "" "Devuelve la información de una determinada variable como un diccionario. La " "información incluye su nombre, tipo, pista y uso." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Returns whether a signal exists with the specified name." msgstr "Devuelve si existe una señal con el nombre especificado." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Returns whether the specified data ports are connected." msgstr "Devuelve si los puertos de datos especificados están conectados." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Returns whether a function exists with the specified name." msgstr "Devuelve si existe una función con el nombre especificado." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Returns whether a node exists with the given id." msgstr "Devuelve si existe un nodo con el id dado." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Returns whether the specified sequence ports are connected." msgstr "Devuelve si los puertos de secuencia especificados están conectados." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Returns whether a variable exists with the specified name." msgstr "Devuelve si una variable existe con el nombre especificado." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Remove a custom signal with the given name." msgstr "Quita una señal personalizada con el nombre dado." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Remove a specific function and its nodes from the script." msgstr "Eliminar una función específica y sus nodos del script." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Remove a specific node." msgstr "Elimina un nodo específico." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Remove a variable with the given name." msgstr "Elimina una variable con el nombre dado." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Change the name of a custom signal." msgstr "Cambiar el nombre de una señal personalizada." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Change the name of a function." msgstr "Cambia el nombre de una función." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Change the name of a variable." msgstr "Cambiar el nombre de una variable." #: modules/visual_script/doc_classes/VisualScript.xml msgid "" "Connect two sequence ports. The execution will flow from of [code]from_node[/" "code]'s [code]from_output[/code] into [code]to_node[/code].\n" "Unlike [method data_connect], there isn't a [code]to_port[/code], since the " "target node can have only one sequence port." msgstr "" "Conecta dos puertos de secuencia. La ejecución fluirá desde el " "[code]from_node[/code] del [code]from_output[/code] hacia el [code]to_node[/" "code].\n" "A diferencia de [method data_connect], no hay un [code]to_port[/code], ya " "que el nodo destino sólo puede tener un puerto de secuencia." #: modules/visual_script/doc_classes/VisualScript.xml msgid "" "Disconnect two sequence ports previously connected with [method " "sequence_connect]." msgstr "" "Desconecte dos puertos de secuencia previamente conectados con [method " "sequence_connect]." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Position the center of the screen for a function." msgstr "Coloca el centro de la pantalla para una función." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Set the base type of the script." msgstr "Establece el tipo de base del script." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Position a node on the screen." msgstr "Coloca un nodo en la pantalla." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Change the default (initial) value of a variable." msgstr "Cambia el valor por defecto (inicial) de una variable." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Change whether a variable is exported." msgstr "Cambia si una variable se exporta." #: modules/visual_script/doc_classes/VisualScript.xml msgid "" "Set a variable's info, using the same format as [method get_variable_info]." msgstr "" "Establece la información de una variable, usando el mismo formato que " "[method get_variable_info]." #: modules/visual_script/doc_classes/VisualScript.xml msgid "Emitted when the ports of a node are changed." msgstr "Emitido cuando se cambian los puertos de un nodo." #: modules/visual_script/doc_classes/VisualScriptBasicTypeConstant.xml msgid "A Visual Script node representing a constant from the base types." msgstr "" "Un nodo de Visual Script que representa una constante de los tipos de base." #: modules/visual_script/doc_classes/VisualScriptBasicTypeConstant.xml msgid "" "A Visual Script node representing a constant from base types, such as " "[constant Vector3.AXIS_X]." msgstr "" "Un nodo Visual Script que representa una constante de tipos de base, como " "[constant Vector3.AXIS_X]." #: modules/visual_script/doc_classes/VisualScriptBasicTypeConstant.xml msgid "The type to get the constant from." msgstr "El tipo del que obtener la constante." #: modules/visual_script/doc_classes/VisualScriptBasicTypeConstant.xml msgid "The name of the constant to return." msgstr "El nombre de la constante a devolver." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "A Visual Script node used to call built-in functions." msgstr "Un nodo Visual Script usado para llamar a las funciones incorporadas." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" "A built-in function used inside a [VisualScript]. It is usually a math " "function or an utility function.\n" "See also [@GDScript], for the same functions in the GDScript language." msgstr "" "Una función incorporada usada dentro de un [VisualScript]. Suele ser una " "función matemática o una función de utilidad.\n" "Ver también [@GDScript], para las mismas funciones en el lenguaje GDScript." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "The function to be executed." msgstr "La función a ser ejecutada." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the sine of the input." msgstr "Devuelve el seno de la entrada." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the cosine of the input." msgstr "Devuelve el coseno de la entrada." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the tangent of the input." msgstr "Devuelve la tangente de la entrada." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the hyperbolic sine of the input." msgstr "Devuelve el seno hiperbólico de la entrada." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the hyperbolic cosine of the input." msgstr "Devuelve el coseno hiperbólico de la entrada." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the hyperbolic tangent of the input." msgstr "Devuelve la tangente hiperbólica de la entrada." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the arc sine of the input." msgstr "Devuelve el arco sinusoidal de la entrada." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the arc cosine of the input." msgstr "Devuelve el arco coseno de la entrada." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the arc tangent of the input." msgstr "Devuelve el arco tangente de la entrada." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" "Return the arc tangent of the input, using the signs of both parameters to " "determine the exact angle." msgstr "" "Devuelve el arco tangente de la entrada, usando los signos de ambos " "parámetros para determinar el ángulo exacto." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the square root of the input." msgstr "Devuelve la raíz cuadrada de la entrada." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" "Return the remainder of one input divided by the other, using floating-point " "numbers." msgstr "" "Devuelve el resto de una entrada dividida por la otra, usando números reales." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" "Return the positive remainder of one input divided by the other, using " "floating-point numbers." msgstr "" "Devuelve el resto positivo de una entrada dividido por la otra, usando " "números reales." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the input rounded down." msgstr "Devuelve la entrada redondeada hacia abajo." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the input rounded up." msgstr "Devuelve la entrada redondeada hacia arriba." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the input rounded to the nearest integer." msgstr "Devuelve la entrada redondeada al entero más cercano." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the absolute value of the input." msgstr "Devuelve el valor absoluto de la entrada." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" "Return the sign of the input, turning it into 1, -1, or 0. Useful to " "determine if the input is positive or negative." msgstr "" "Devuelve el signo de la entrada, convirtiéndolo en 1, -1, o 0. Útil para " "determinar si la entrada es positiva o negativa." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the input raised to a given power." msgstr "Devuelve la entrada elevada a una potencia determinada." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" "Return the natural logarithm of the input. Note that this is not the typical " "base-10 logarithm function calculators use." msgstr "" "Devuelve el logaritmo natural de la entrada. Tenga en cuenta que esta no es " "la típica función de logaritmo de base 10 que utilizan las calculadoras." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" "Return the mathematical constant [b]e[/b] raised to the specified power of " "the input. [b]e[/b] has an approximate value of 2.71828." msgstr "" "Devuelve la constante matemática [b]e[/b] elevada a la potencia especificada " "de la entrada. [b]e[/b] tiene un valor aproximado de 2.71828." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" "Return whether the input is NaN (Not a Number) or not. NaN is usually " "produced by dividing 0 by 0, though other ways exist." msgstr "" "Devuelve si la entrada es NaN (No es un número) o no. El NaN se produce " "normalmente dividiendo 0 por 0, aunque existen otras formas." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" "Return whether the input is an infinite floating-point number or not. " "Infinity is usually produced by dividing a number by 0, though other ways " "exist." msgstr "" "Devuelve si la entrada es un número de real infinito o no. El infinito se " "produce normalmente dividiendo un número por 0, aunque existen otras formas." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" "Easing function, based on exponent. 0 is constant, 1 is linear, 0 to 1 is " "ease-in, 1+ is ease out. Negative values are in-out/out in." msgstr "" "Función easing, basada en exponente. 0 es constante, 1 es lineal, 0 a 1 es " "ease-in, mayor de 1 es ease-out, -1 a 0 es out-in, y menor que -1 es in-out." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" "Return the number of digit places after the decimal that the first non-zero " "digit occurs." msgstr "" "Devuelve el número de lugares de los dígitos después del decimal que ocurre " "el primer dígito no cero." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the input snapped to a given step." msgstr "Devuelve la entrada ajustada a un paso determinado." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" "Return a number linearly interpolated between the first two inputs, based on " "the third input. Uses the formula [code]a + (a - b) * t[/code]." msgstr "" "Devuelve un número interpolado linealmente entre las dos primeras entradas, " "basado en la tercera entrada. Utiliza la fórmula [code]a + (a - b) * t[/" "code]." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Moves the number toward a value, based on the third input." msgstr "Mueve el número hacia un valor, basado en la tercera entrada." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" "Return the result of [code]value[/code] decreased by [code]step[/code] * " "[code]amount[/code]." msgstr "" "Devuelve el resultado de [code]value[/code] disminuido por [code]step[/code] " "* [code]amount[/code]." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" "Randomize the seed (or the internal state) of the random number generator. " "Current implementation reseeds using a number based on time." msgstr "" "Aleatoriza la semilla (o el estado interno) del generador de números " "aleatorios. La implementación actual resiembra usando un número basado en el " "tiempo." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" "Return a random 32 bits integer value. To obtain a random value between 0 to " "N (where N is smaller than 2^32 - 1), you can use it with the remainder " "function." msgstr "" "Devuelve un valor entero aleatorio de 32 bits. Para obtener un valor " "aleatorio entre 0 y N (donde N es menor que 2^32 - 1), se puede utilizar con " "la función resto." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" "Return a random floating-point value between 0 and 1. To obtain a random " "value between 0 to N, you can use it with multiplication." msgstr "" "Devuelve un valor de real aleatorio entre 0 y 1. Para obtener un valor " "aleatorio entre 0 y N, puedes usarlo con la multiplicación." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return a random floating-point value between the two inputs." msgstr "Devuelve un valor de real aleatorio entre las dos entradas." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Set the seed for the random number generator." msgstr "Coloca la semilla para el generador de números aleatorios." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return a random value from the given seed, along with the new seed." msgstr "" "Devuelve un valor aleatorio de la semilla dada, junto con la nueva semilla." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Convert the input from degrees to radians." msgstr "Convierte la entrada de grados a radianes." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Convert the input from radians to degrees." msgstr "Convierte la entrada de radianes a grados." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Convert the input from linear volume to decibel volume." msgstr "Convierte la entrada de volumen lineal a volumen en decibelios." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Convert the input from decibel volume to linear volume." msgstr "Convierte la entrada de volumen en decibelios a volumen lineal." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the greater of the two numbers, also known as their maximum." msgstr "Devuelve el mayor de los dos números, también conocido como su máximo." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the lesser of the two numbers, also known as their minimum." msgstr "Devuelve el menor de los dos números, también conocido como su mínimo." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" "Return the input clamped inside the given range, ensuring the result is " "never outside it. Equivalent to [code]min(max(input, range_low), range_high)" "[/code]." msgstr "" "Devuelve la entrada sujetada dentro del rango dado, asegurando que el " "resultado nunca esté fuera de él. Equivalente a [code]min(max(input, " "range_low), range_high)[/code]." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the nearest power of 2 to the input." msgstr "Devuelve la potencia más cercana de 2 a la entrada." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Create a [WeakRef] from the input." msgstr "Crea un [WeakRef] a partir de la entrada." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Create a [FuncRef] from the input." msgstr "Crea un [FuncRef] a partir de la entrada." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Convert between types." msgstr "Convierte entre tipos." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" "Return the type of the input as an integer. Check [enum Variant.Type] for " "the integers that might be returned." msgstr "" "Devuelve el tipo de la entrada como un entero. Comprueba [enum Variant.Type] " "para los números enteros que pueden ser devueltos." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Checks if a type is registered in the [ClassDB]." msgstr "Comprueba si un tipo está registrado en la [ClassDB]." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return a character with the given ascii value." msgstr "Devuelve un personaje con el valor ascii dado." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Convert the input to a string." msgstr "Convierte la entrada en una string." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Print the given string to the output window." msgstr "Imprime la string dada en la ventana de salida." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Print the given string to the standard error output." msgstr "Imprime la string dada a la salida de error estándar." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" "Print the given string to the standard output, without adding a newline." msgstr "" "Imprime la string dada a la salida de error estándar, sin añadir una nueva " "linea." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Serialize a [Variant] to a string." msgstr "Serializa una [Variant] a una string." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" "Deserialize a [Variant] from a string serialized using [constant VAR_TO_STR]." msgstr "" "Deserializa una [Variant] de una string serializada usando [constant " "VAR_TO_STR]." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml #, fuzzy msgid "Serialize a [Variant] to a [PoolByteArray]." msgstr "Serializa una [Variant] a un [PackedByteArray]." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml #, fuzzy msgid "" "Deserialize a [Variant] from a [PoolByteArray] serialized using [constant " "VAR_TO_BYTES]." msgstr "" "Deserializa una [Variant] de un [PackedByteArray] serializado usando la " "[constant VAR_TO_BYTES]." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" "Return the [Color] with the given name and alpha ranging from 0 to 1.\n" "[b]Note:[/b] Names are defined in [code]color_names.inc[/code]." msgstr "" "Devuelve el [Color] con el nombre y el alfa que va de 0 a 1.\n" "[b]Nota:[/b] Los nombres están definidos en [code]color_names.inc[/code]." #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" "Return a number smoothly interpolated between the first two inputs, based on " "the third input. Similar to [constant MATH_LERP], but interpolates faster at " "the beginning and slower at the end. Using Hermite interpolation formula:\n" "[codeblock]\n" "var t = clamp((weight - from) / (to - from), 0.0, 1.0)\n" "return t * t * (3.0 - 2.0 * t)\n" "[/codeblock]" msgstr "" "Devuelve un número interpolado suavemente entre las dos primeras entradas, " "basado en la tercera entrada. Similar a [constant MATH_LERP], pero interpola " "más rápido al principio y más lento al final. Usando la fórmula de " "interpolación de Hermite:\n" "[codeblock]\n" "var t = clamp((weight - from) / (to - from), 0.0, 1.0)\n" "return t * t * (3.0 - 2.0 * t)\n" "[/codeblock]" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Represents the size of the [enum BuiltinFunc] enum." msgstr "Representa el tamaño del enum [enum BuiltinFunc]." #: modules/visual_script/doc_classes/VisualScriptClassConstant.xml msgid "Gets a constant from a given class." msgstr "Obtiene una constante de una clase dada." #: modules/visual_script/doc_classes/VisualScriptClassConstant.xml msgid "" "This node returns a constant from a given class, such as [constant " "TYPE_INT]. See the given class' documentation for available constants.\n" "[b]Input Ports:[/b]\n" "none\n" "[b]Output Ports:[/b]\n" "- Data (variant): [code]value[/code]" msgstr "" "Este nodo devuelve una constante de una clase dada, como [constant " "TYPE_INT]. Ver la documentación de la clase dada para las constantes " "disponibles.\n" "[b]Puertos de entrada:[/b]\n" "ninguno\n" "[b]Puertos de salida:[/b]\n" "- Datos (variant): [code]value[/code]" #: modules/visual_script/doc_classes/VisualScriptClassConstant.xml msgid "The constant's parent class." msgstr "La clase padre de la constante." #: modules/visual_script/doc_classes/VisualScriptClassConstant.xml msgid "" "The constant to return. See the given class for its available constants." msgstr "" "La constante a devolver. Vea la clase dada para sus constantes disponibles." #: modules/visual_script/doc_classes/VisualScriptComment.xml msgid "A Visual Script node used to annotate the script." msgstr "Un nodo Visual Script usado para anotar el script." #: modules/visual_script/doc_classes/VisualScriptComment.xml msgid "" "A Visual Script node used to display annotations in the script, so that code " "may be documented.\n" "Comment nodes can be resized so they encompass a group of nodes." msgstr "" "Un nodo de Visual Script utilizado para mostrar anotaciones en el script, " "para que el código pueda ser documentado.\n" "Los nodos de comentarios pueden ser redimensionados para que abarquen un " "grupo de nodos." #: modules/visual_script/doc_classes/VisualScriptComment.xml msgid "The text inside the comment node." msgstr "El texto dentro del nodo de comentarios." #: modules/visual_script/doc_classes/VisualScriptComment.xml msgid "The comment node's size (in pixels)." msgstr "El tamaño del nodo de comentarios (en píxeles)." #: modules/visual_script/doc_classes/VisualScriptComment.xml msgid "The comment node's title." msgstr "El título del nodo de comentarios." #: modules/visual_script/doc_classes/VisualScriptComposeArray.xml msgid "A Visual Script Node used to create array from a list of items." msgstr "" "Un Nodo de Script Visual usado para crear una array a partir de una lista de " "elementos." #: modules/visual_script/doc_classes/VisualScriptComposeArray.xml msgid "" "A Visual Script Node used to compose array from the list of elements " "provided with custom in-graph UI hard coded in the VisualScript Editor." msgstr "" "Un Nodo de Escritura Visual usado para componer un array a partir de la " "lista de elementos provistos de una interfaz gráfica personalizada " "codificada en el Editor VisualScript." #: modules/visual_script/doc_classes/VisualScriptCondition.xml msgid "A Visual Script node which branches the flow." msgstr "Un nodo Visual Script que ramifica el flujo." #: modules/visual_script/doc_classes/VisualScriptCondition.xml msgid "" "A Visual Script node that checks a [bool] input port. If [code]true[/code], " "it will exit via the \"true\" sequence port. If [code]false[/code], it will " "exit via the \"false\" sequence port. After exiting either, it exits via the " "\"done\" port. Sequence ports may be left disconnected.\n" "[b]Input Ports:[/b]\n" "- Sequence: [code]if (cond) is[/code]\n" "- Data (boolean): [code]cond[/code]\n" "[b]Output Ports:[/b]\n" "- Sequence: [code]true[/code]\n" "- Sequence: [code]false[/code]\n" "- Sequence: [code]done[/code]" msgstr "" "Un nodo Visual Script que comprueba un puerto de entrada [bool]. Si " "[code]true[/code], saldrá por el puerto de secuencia \"true\". Si " "[code]false[/code], saldrá por el puerto de secuencia \"falso\". Después de " "salir de cualquiera de los dos, saldrá a través del puerto \"done\". Los " "puertos de secuencia pueden dejarse desconectados.\n" "[b]Puertos de entrada:[/b]\n" "- Secuencia: [code]if (cond) is[/code]\n" "- Data (boolean): [code]cond[/code]\n" "[b]Puertos de salida:[/b]\n" "- Secuencia: [code]true[/code]\n" "- Secuencia: [code]false[/code]\n" "- Secuencia: [code]done[/code]" #: modules/visual_script/doc_classes/VisualScriptConstant.xml msgid "Gets a contant's value." msgstr "Obtiene el valor de una constante." #: modules/visual_script/doc_classes/VisualScriptConstant.xml msgid "" "This node returns a constant's value.\n" "[b]Input Ports:[/b]\n" "none\n" "[b]Output Ports:[/b]\n" "- Data (variant): [code]get[/code]" msgstr "" "Este nodo devuelve el valor de una constante.\n" "[b]Puertos de entrada:[/b]\n" "ninguno\n" "[b]Puertos de salida:[/b]\n" "- Datos (variante): [code]get[/code]" #: modules/visual_script/doc_classes/VisualScriptConstant.xml msgid "The constant's type." msgstr "El tipo de la constante." #: modules/visual_script/doc_classes/VisualScriptConstant.xml msgid "The constant's value." msgstr "El valor de la constante." #: modules/visual_script/doc_classes/VisualScriptConstructor.xml msgid "A Visual Script node which calls a base type constructor." msgstr "Un nodo Visual Script que llama a un constructor de tipo base." #: modules/visual_script/doc_classes/VisualScriptConstructor.xml msgid "" "A Visual Script node which calls a base type constructor. It can be used for " "type conversion as well." msgstr "" "Un nodo Visual Script que llama a un constructor de tipo base. También puede " "ser usado para la conversión de tipos." #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "A scripted Visual Script node." msgstr "Un nodo de Visual Script con script." #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "A custom Visual Script node which can be scripted in powerful ways." msgstr "" "Un nodo de Visual Script personalizado que puede ser programado de manera " "poderosa." #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "Return the node's title." msgstr "Devuelve el título del nodo." #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "Return the node's category." msgstr "Devuelve la categoría del nodo." #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "Return the count of input value ports." msgstr "Devuelve el recuento de los puertos de valor de entrada." #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml #, fuzzy msgid "" "Return the specified input port's hint. See the [enum @GlobalScope." "PropertyHint] hints." msgstr "" "Devuelve el tipo de puerto de entrada especificado. Vea los valores de [enum " "Variant.Type]." #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml #, fuzzy msgid "Return the specified input port's hint string." msgstr "Devuelve el nombre del puerto de entrada especificado." #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "Return the specified input port's name." msgstr "Devuelve el nombre del puerto de entrada especificado." #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "" "Return the specified input port's type. See the [enum Variant.Type] values." msgstr "" "Devuelve el tipo de puerto de entrada especificado. Vea los valores de [enum " "Variant.Type]." #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "Return the amount of output [b]sequence[/b] ports." msgstr "Devuelve la cantidad de puertos [b]secuencia[/b] de salida." #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "Return the specified [b]sequence[/b] output's name." msgstr "Devuelve el nombre de la salida de la [b]secuencia[/b] especificada." #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "Return the amount of output value ports." msgstr "Devuelve la cantidad de puertos de valor de salida." #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml #, fuzzy msgid "" "Return the specified output port's hint. See the [enum @GlobalScope." "PropertyHint] hints." msgstr "" "Devuelve el tipo de puerto de entrada especificado. Vea los valores de [enum " "Variant.Type]." #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml #, fuzzy msgid "Return the specified output port's hint string." msgstr "Devuelve el nombre del puerto de entrada especificado." #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml #, fuzzy msgid "Return the specified output port's name." msgstr "Devuelve el nombre del puerto de entrada especificado." #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml #, fuzzy msgid "" "Return the specified output port's type. See the [enum Variant.Type] values." msgstr "" "Devuelve el tipo de puerto de entrada especificado. Vea los valores de [enum " "Variant.Type]." #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "" "Return the custom node's text, which is shown right next to the input " "[b]sequence[/b] port (if there is none, on the place that is usually taken " "by it)." msgstr "" "Devuelve el texto del nodo personalizado, que se muestra justo al lado del " "puerto de entrada [b]secuencia[/b] (si no hay ninguno, en el lugar que suele " "ocupar)." #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "" "Return the size of the custom node's working memory. See [method _step] for " "more details." msgstr "" "Devuelve el texto del nodo personalizado, que se muestra justo al lado del " "puerto de entrada [b]secuencia[/b] (si no hay ninguno, en el lugar que suele " "ocupar)." #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "Return whether the custom node has an input [b]sequence[/b] port." msgstr "" "Devuelve si el nodo personalizado tiene un puerto [b]secuencia[/b] entrada." #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml #, fuzzy msgid "" "Execute the custom node's logic, returning the index of the output sequence " "port to use or a [String] when there is an error.\n" "The [code]inputs[/code] array contains the values of the input ports.\n" "[code]outputs[/code] is an array whose indices should be set to the " "respective outputs.\n" "The [code]start_mode[/code] is usually [constant START_MODE_BEGIN_SEQUENCE], " "unless you have used the [code]STEP_*[/code] constants.\n" "[code]working_mem[/code] is an array which can be used to persist " "information between runs of the custom node. The size needs to be predefined " "using [method _get_working_memory_size].\n" "When returning, you can mask the returned value with one of the " "[code]STEP_*[/code] constants." msgstr "" "Ejecuta la lógica del nodo personalizado, devolviendo el índice del puerto " "de la secuencia de salida a utilizar o una [String] cuando haya un error.\n" "El array [code]inputs[/code] contiene los valores de los puertos de " "entrada.\n" "[code]outputs[/code] es un array cuyos índices deben ajustarse a las salidas " "respectivas.\n" "El [code]start_mode[/code] es normalmente [constant " "START_MODE_BEGIN_SEQUENCE], a menos que se hayan utilizado las constantes " "[code]STEP_*[/code].\n" "[code]working_mem[/code] es una array que puede ser usado para persistir la " "información entre las ejecuciones del nodo personalizado.\n" "Al regresar, puedes enmascarar el valor devuelto con una de las constantes " "[code]STEP_*[/code]." #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "The start mode used the first time when [method _step] is called." msgstr "" "El modo de inicio utilizado la primera vez cuando se llama a [method _step]." #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "" "The start mode used when [method _step] is called after coming back from a " "[constant STEP_PUSH_STACK_BIT]." msgstr "" "El modo de inicio utilizado cuando se llama a [method _step] después de " "volver de una [constant STEP_PUSH_STACK_BIT]." #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "" "The start mode used when [method _step] is called after resuming from " "[constant STEP_YIELD_BIT]." msgstr "" "El modo de inicio utilizado cuando se llama a [method _step] después de " "reanudar desde [constant STEP_YIELD_BIT]." #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "" "Hint used by [method _step] to tell that control should return to it when " "there is no other node left to execute.\n" "This is used by [VisualScriptCondition] to redirect the sequence to the " "\"Done\" port after the [code]true[/code]/[code]false[/code] branch has " "finished execution." msgstr "" "Sugerencia usada por [method _step] para decir que el control debe volver a " "él cuando no quede ningún otro nodo por ejecutar.\n" "Esto lo usa [VisualScriptCondition] para redirigir la secuencia al puerto " "\"Done\" después de que la rama [code]true[/code]/[code]false[/code] haya " "terminado la ejecución." #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "" "Hint used by [method _step] to tell that control should return back, either " "hitting a previous [constant STEP_PUSH_STACK_BIT] or exiting the function." msgstr "" "Sugerencia usada por [method _step] para decir que el control debe regresar, " "ya sea golpeando una [constant STEP_PUSH_STACK_BIT] anterior o saliendo de " "la función." #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "" "Hint used by [method _step] to tell that control should stop and exit the " "function." msgstr "" "Sugerencia usada por [method _step] para decir que el control debe detenerse " "y salir de la función." #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "" "Hint used by [method _step] to tell that the function should be yielded.\n" "Using this requires you to have at least one working memory slot, which is " "used for the [VisualScriptFunctionState]." msgstr "" "Sugerencia utilizada por el [method _step] para decir que la función debe " "ser cedida.\n" "Usar esto requiere que tengas al menos una ranura de memoria de trabajo, que " "se usa para el [VisualScriptFunctionState]." #: modules/visual_script/doc_classes/VisualScriptDeconstruct.xml msgid "" "A Visual Script node which deconstructs a base type instance into its parts." msgstr "" "Un nodo Visual Script que deconstruye una instancia de tipo base en sus " "partes." #: modules/visual_script/doc_classes/VisualScriptDeconstruct.xml msgid "The type to deconstruct." msgstr "El tipo para deconstruir." #: modules/visual_script/doc_classes/VisualScriptEditor.xml msgid "" "Add a custom Visual Script node to the editor. It'll be placed under " "\"Custom Nodes\" with the [code]category[/code] as the parameter." msgstr "" "Añade un nodo de Visual Script personalizado al editor. Se colocará en " "\"Nodos personalizados\" con la categoría [code]category[/code] como " "parámetro." #: modules/visual_script/doc_classes/VisualScriptEditor.xml msgid "" "Remove a custom Visual Script node from the editor. Custom nodes already " "placed on scripts won't be removed." msgstr "" "Eliminar un nodo de Visual Script personalizado del editor. Los nodos " "personalizados ya colocados en los scripts no serán removidos." #: modules/visual_script/doc_classes/VisualScriptEditor.xml msgid "Emitted when a custom Visual Script node is added or removed." msgstr "" "Se emite cuando se añade o elimina un nodo Visual Script personalizado." #: modules/visual_script/doc_classes/VisualScriptEmitSignal.xml msgid "Emits a specified signal." msgstr "Emite una señal específica." #: modules/visual_script/doc_classes/VisualScriptEmitSignal.xml msgid "" "Emits a specified signal when it is executed.\n" "[b]Input Ports:[/b]\n" "- Sequence: [code]emit[/code]\n" "[b]Output Ports:[/b]\n" "- Sequence" msgstr "" "Emite una señal específica cuando se ejecuta.\n" "[b]Puertos de entrada:[/b]\n" "- Secuencia: [code]emit[/code]\n" "[b]Puertos de salida:[/b]\n" "- Secuencia" #: modules/visual_script/doc_classes/VisualScriptEmitSignal.xml msgid "The signal to emit." msgstr "La señal a emitir." #: modules/visual_script/doc_classes/VisualScriptEngineSingleton.xml msgid "A Visual Script node returning a singleton from [@GlobalScope]." msgstr "" "Un nodo de Visual Script que devuelve un solo singleton de [@GlobalScope]." #: modules/visual_script/doc_classes/VisualScriptEngineSingleton.xml msgid "The singleton's name." msgstr "El nombre del singleton." #: modules/visual_script/doc_classes/VisualScriptExpression.xml #, fuzzy msgid "A Visual Script node that can execute a custom expression." msgstr "Un nodo Visual Script usado para llamar a las funciones incorporadas." #: modules/visual_script/doc_classes/VisualScriptExpression.xml msgid "" "A Visual Script node that can execute a custom expression. Values can be " "provided for the input and the expression result can be retrieved from the " "output." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunction.xml #, fuzzy msgid "A Visual Script node representing a function." msgstr "Un nodo Visual Script usado para llamar a las funciones incorporadas." #: modules/visual_script/doc_classes/VisualScriptFunction.xml msgid "" "[VisualScriptFunction] represents a function header. It is the starting " "point for the function body and can be used to tweak the function's " "properties (e.g. RPC mode)." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml #, fuzzy msgid "A Visual Script node for calling a function." msgstr "Un nodo Visual Script usado para llamar a las funciones incorporadas." #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml msgid "" "[VisualScriptFunctionCall] is created when you add or drag and drop a " "function onto the Visual Script graph. It allows to tweak parameters of the " "call, e.g. what object the function is called on." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml #, fuzzy msgid "" "The script to be used when [member call_mode] is set to [constant " "CALL_MODE_INSTANCE]." msgstr "" "El fondo utilizado cuando [member overlay] se establece en [constant " "OVERLAY_POSITION]." #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml #: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml #, fuzzy msgid "" "The base type to be used when [member call_mode] is set to [constant " "CALL_MODE_INSTANCE]." msgstr "" "El fondo utilizado cuando [member overlay] se establece en [constant " "OVERLAY_POSITION]." #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml #, fuzzy msgid "" "The type to be used when [member call_mode] is set to [constant " "CALL_MODE_BASIC_TYPE]." msgstr "" "El fondo utilizado cuando [member overlay] se establece en [constant " "OVERLAY_BREAKPOINT]." #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml msgid "" "[code]call_mode[/code] determines the target object on which the method will " "be called. See [enum CallMode] for options." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml #, fuzzy msgid "The name of the function to be called." msgstr "La función a ser ejecutada." #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml #: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml #, fuzzy msgid "" "The node path to use when [member call_mode] is set to [constant " "CALL_MODE_NODE_PATH]." msgstr "" "Profundidad de extrusión cuando el [member mode] es [constant MODE_DEPTH]." #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml msgid "" "The mode for RPC calls. See [method Node.rpc] for more details and [enum " "RPCCallMode] for available options." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml #, fuzzy msgid "" "The singleton to call the method on. Used when [member call_mode] is set to " "[constant CALL_MODE_SINGLETON]." msgstr "" "El fondo utilizado cuando [member overlay] se establece en [constant " "OVERLAY_POSITION]." #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml msgid "" "Number of default arguments that will be used when calling the function. " "Can't be higher than the number of available default arguments in the " "method's declaration." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml #, fuzzy msgid "" "If [code]false[/code], call errors (e.g. wrong number of arguments) will be " "ignored." msgstr "Si [code]false[/code], el uso de atajos se desactivará." #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml #, fuzzy msgid "The method will be called on this [Object]." msgstr "Registrar un método que será llamado cuando se cometa la acción." #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml #, fuzzy msgid "The method will be called on the given [Node] in the scene tree." msgstr "La ruta del nodo en el árbol de la escena." #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml msgid "" "The method will be called on an instanced node with the given type and " "script." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml msgid "The method will be called on a GDScript basic type (e.g. [Vector2])." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml #, fuzzy msgid "The method will be called on a singleton." msgstr "Registra un método que se llamará cuando se deshaga la acción." #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml msgid "The method will be called locally." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml msgid "The method will be called remotely." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml msgid "The method will be called remotely using an unreliable protocol." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml #, fuzzy msgid "The method will be called remotely for the given peer." msgstr "Devuelve el puerto remoto del par dado." #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml #, fuzzy msgid "" "The method will be called remotely for the given peer, using an unreliable " "protocol." msgstr "" "Cambia remotamente el valor de la propiedad en otros pares (y localmente) " "usando un protocolo poco fiable." #: modules/visual_script/doc_classes/VisualScriptFunctionState.xml #, fuzzy msgid "A Visual Script node representing a function state." msgstr "" "Un nodo de Visual Script que representa una constante de los tipos de base." #: modules/visual_script/doc_classes/VisualScriptFunctionState.xml msgid "" "[VisualScriptFunctionState] is returned from [VisualScriptYield] and can be " "used to resume a paused function call." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionState.xml msgid "" "Connects this [VisualScriptFunctionState] to a signal in the given object to " "automatically resume when it's emitted." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionState.xml #, fuzzy msgid "Returns whether the function state is valid." msgstr "Devuelve si el espacio está activo." #: modules/visual_script/doc_classes/VisualScriptFunctionState.xml msgid "Resumes the function to run from the point it was yielded." msgstr "" #: modules/visual_script/doc_classes/VisualScriptGlobalConstant.xml #, fuzzy msgid "A Visual Script node returning a constant from [@GlobalScope]." msgstr "" "Un nodo de Visual Script que devuelve un solo singleton de [@GlobalScope]." #: modules/visual_script/doc_classes/VisualScriptGlobalConstant.xml #, fuzzy msgid "The constant to be used." msgstr "El tipo de la constante." #: modules/visual_script/doc_classes/VisualScriptIndexGet.xml #, fuzzy msgid "A Visual Script node for getting a value from an array or a dictionary." msgstr "" "Un nodo de Visual Script que devuelve un solo singleton de [@GlobalScope]." #: modules/visual_script/doc_classes/VisualScriptIndexGet.xml msgid "" "[VisualScriptIndexGet] will return the value stored in an array or a " "dictionary under the given index." msgstr "" #: modules/visual_script/doc_classes/VisualScriptIndexSet.xml #, fuzzy msgid "A Visual Script node for setting a value in an array or a dictionary." msgstr "" "Un nodo de Visual Script que representa una constante de los tipos de base." #: modules/visual_script/doc_classes/VisualScriptIndexSet.xml msgid "" "[VisualScriptIndexSet] will set the value stored in an array or a dictionary " "under the given index to the provided new value." msgstr "" #: modules/visual_script/doc_classes/VisualScriptInputAction.xml #, fuzzy msgid "A Visual Script node returning a state of an action." msgstr "" "Un nodo de Visual Script que devuelve un solo singleton de [@GlobalScope]." #: modules/visual_script/doc_classes/VisualScriptInputAction.xml msgid "" "[VisualScriptInputAction] can be used to check if an action is pressed or " "released." msgstr "" #: modules/visual_script/doc_classes/VisualScriptInputAction.xml #, fuzzy msgid "Name of the action." msgstr "Rehacer la última acción." #: modules/visual_script/doc_classes/VisualScriptInputAction.xml #, fuzzy msgid "State of the action to check. See [enum Mode] for options." msgstr "La función a computar. Ver [enum Function] para las opciones." #: modules/visual_script/doc_classes/VisualScriptInputAction.xml #, fuzzy msgid "[code]True[/code] if action is pressed." msgstr "Devuelve [code]true[/code] si la imagen está comprimida." #: modules/visual_script/doc_classes/VisualScriptInputAction.xml #, fuzzy msgid "[code]True[/code] if action is released (i.e. not pressed)." msgstr "Devuelve [code]true[/code] si este botón está actualmente pulsado." #: modules/visual_script/doc_classes/VisualScriptInputAction.xml #, fuzzy msgid "[code]True[/code] on the frame the action was pressed." msgstr "Si [code]true[/code], la rotación del nodo remoto se actualiza." #: modules/visual_script/doc_classes/VisualScriptInputAction.xml #, fuzzy msgid "[code]True[/code] on the frame the action was released." msgstr "Si [code]true[/code], el TreeItem se colapsa." #: modules/visual_script/doc_classes/VisualScriptIterator.xml msgid "Steps through items in a given input." msgstr "Pasos a través de los elementos de una entrada dada." #: modules/visual_script/doc_classes/VisualScriptIterator.xml msgid "" "This node steps through each item in a given input. Input can be any " "sequence data type, such as an [Array] or [String]. When each item has been " "processed, execution passed out the [code]exit[/code] Sequence port.\n" "[b]Input Ports:[/b]\n" "- Sequence: [code]for (elem) in (input)[/code]\n" "- Data (variant): [code]input[/code]\n" "[b]Output Ports:[/b]\n" "- Sequence: [code]each[/code]\n" "- Sequence: [code]exit[/code]\n" "- Data (variant): [code]elem[/code]" msgstr "" "Este nodo pasa por cada elemento de una entrada determinada. La entrada " "puede ser de cualquier tipo de datos de secuencia, como un [Array] o una " "[String]. Cuando cada elemento ha sido procesado, la ejecución pasa por el " "puerto de secuencia [code]exit[/code].\n" "[b]Puertos de entrada:[/b]\n" "- Secuencia: [code]for (elem) in (input)[/code]\n" "- Datos (variante): [code]input[/code]\n" "[b]Puertos de salida:[/b]\n" "- Secuencia: [code]each[/code]\n" "- Secuencia: [code]exit[/code]\n" "- Datos (variante): [code]elem[/code]" #: modules/visual_script/doc_classes/VisualScriptLists.xml msgid "A Visual Script virtual class for in-graph editable nodes." msgstr "Una clase virtual de Visual Script para nodos editables en gráficos." #: modules/visual_script/doc_classes/VisualScriptLists.xml #, fuzzy msgid "" "A Visual Script virtual class that defines the shape and the default " "behavior of the nodes that have to be in-graph editable nodes." msgstr "" "Una clase virtual de Visual Script que define la forma y el comportamiento " "por defecto de los nodos que tienen que ser nodos editables en gráfico." #: modules/visual_script/doc_classes/VisualScriptLists.xml #, fuzzy msgid "Adds an input port to the Visual Script node." msgstr "Un nodo de Visual Script con script." #: modules/visual_script/doc_classes/VisualScriptLists.xml #, fuzzy msgid "Adds an output port to the Visual Script node." msgstr "Añade un nodo a una función del VisualScript." #: modules/visual_script/doc_classes/VisualScriptLists.xml #, fuzzy msgid "Removes an input port from the Visual Script node." msgstr "Elimina todos los puntos de la línea." #: modules/visual_script/doc_classes/VisualScriptLists.xml #, fuzzy msgid "Removes an output port from the Visual Script node." msgstr "Elimina todos los puntos de la línea." #: modules/visual_script/doc_classes/VisualScriptLists.xml #, fuzzy msgid "Sets the name of an input port." msgstr "Obtiene el nombre de una entrada por índice." #: modules/visual_script/doc_classes/VisualScriptLists.xml #, fuzzy msgid "Sets the type of an input port." msgstr "Obtiene el tipo de pista." #: modules/visual_script/doc_classes/VisualScriptLists.xml #, fuzzy msgid "Sets the name of an output port." msgstr "Obtiene el nombre de una entrada por índice." #: modules/visual_script/doc_classes/VisualScriptLists.xml #, fuzzy msgid "Sets the type of an output port." msgstr "Obtiene el tipo de pista." #: modules/visual_script/doc_classes/VisualScriptLocalVar.xml msgid "Gets a local variable's value." msgstr "Obtiene el valor de una variable local." #: modules/visual_script/doc_classes/VisualScriptLocalVar.xml msgid "" "Returns a local variable's value. \"Var Name\" must be supplied, with an " "optional type.\n" "[b]Input Ports:[/b]\n" "none\n" "[b]Output Ports:[/b]\n" "- Data (variant): [code]get[/code]" msgstr "" "Devuelve el valor de una variable local. \"Nombre de la Variable\" debe ser " "suministrado, con un tipo opcional.\n" "[b]Puertos de entrada:[/b]\n" "ninguno\n" "[b]Puertos de salida:[/b]\n" "- Datos (variante): [code]get[/code]" #: modules/visual_script/doc_classes/VisualScriptLocalVar.xml #: modules/visual_script/doc_classes/VisualScriptLocalVarSet.xml msgid "The local variable's type." msgstr "El tipo de la variable local." #: modules/visual_script/doc_classes/VisualScriptLocalVar.xml #: modules/visual_script/doc_classes/VisualScriptLocalVarSet.xml msgid "The local variable's name." msgstr "El nombre de la variable local." #: modules/visual_script/doc_classes/VisualScriptLocalVarSet.xml msgid "Changes a local variable's value." msgstr "Cambia el valor de una variable local." #: modules/visual_script/doc_classes/VisualScriptLocalVarSet.xml msgid "" "Changes a local variable's value to the given input. The new value is also " "provided on an output Data port.\n" "[b]Input Ports:[/b]\n" "- Sequence\n" "- Data (variant): [code]set[/code]\n" "[b]Output Ports:[/b]\n" "- Sequence\n" "- Data (variant): [code]get[/code]" msgstr "" "Cambia el valor de una variable local a la entrada dada. El nuevo valor " "también se proporciona en un puerto de salida de datos.\n" "[b]Puertos de entrada:[/b]\n" "- Secuencia\n" "- Datos (variante): [code]set[/code]\n" "[b]Puertos de salida:[/b]\n" "- Secuencia\n" "- Datos (variante): [code]get[/code]" #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml msgid "Commonly used mathematical constants." msgstr "Constantes matemáticas comúnmente usadas." #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml msgid "" "Provides common math constants, such as Pi, on an output Data port.\n" "[b]Input Ports:[/b]\n" "none\n" "[b]Output Ports:[/b]\n" "- Data (variant): [code]get[/code]" msgstr "" "Proporciona constantes matemáticas comunes, como Pi, en un puerto de salida " "de datos.\n" "[b]Puertos de entrada:[/b]\n" "ninguno\n" "[b]Puertos de salida:[/b]\n" "- Datos (variante): [code]get[/code]" #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml msgid "The math constant." msgstr "La constante matemática." #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml msgid "Unity: [code]1[/code]." msgstr "Unity: [code]1[/code]." #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml msgid "Pi: [code]3.141593[/code]." msgstr "Pi: [code]3.141593[/code]." #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml msgid "Pi divided by two: [code]1.570796[/code]." msgstr "Pi dividido por dos: [code]1.570796[/code]." #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml msgid "Tau: [code]6.283185[/code]." msgstr "Tau: [code]6.283185[/code]." #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml msgid "" "Mathematical constant [code]e[/code], the natural log base: [code]2.718282[/" "code]." msgstr "" "Constante Matemática [code]e[/code],base de logaritmo natural " "[code]2.718282[/code]." #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml msgid "Square root of two: [code]1.414214[/code]." msgstr "Raíz cuadrada de dos: [code]1.414214[/code]." #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml msgid "Infinity: [code]inf[/code]." msgstr "Infinito: [code]inf[/code]." #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml msgid "Not a number: [code]nan[/code]." msgstr "No un nombre: [code]nan[/code]." #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml msgid "Represents the size of the [enum MathConstant] enum." msgstr "Representa el tamaño del enum [enum MathConstant]." #: modules/visual_script/doc_classes/VisualScriptNode.xml msgid "A node which is part of a [VisualScript]." msgstr "Un nodo que es parte de un [VisualScript]." #: modules/visual_script/doc_classes/VisualScriptNode.xml msgid "" "A node which is part of a [VisualScript]. Not to be confused with [Node], " "which is a part of a [SceneTree]." msgstr "" "Un nodo que es parte de un [VisualScript]. No debe confundirse con [Node], " "que es parte de un [SceneTree]." #: modules/visual_script/doc_classes/VisualScriptNode.xml msgid "" "Returns the default value of a given port. The default value is used when " "nothing is connected to the port." msgstr "" "Devuelve el valor por defecto de un puerto determinado. El valor por defecto " "se utiliza cuando no hay nada conectado al puerto." #: modules/visual_script/doc_classes/VisualScriptNode.xml msgid "Returns the [VisualScript] instance the node is bound to." msgstr "Devuelve la instancia [VisualScript] a la que está vinculado el nodo." #: modules/visual_script/doc_classes/VisualScriptNode.xml msgid "" "Notify that the node's ports have changed. Usually used in conjunction with " "[VisualScriptCustomNode] ." msgstr "" "Notifica que los puertos del nodo han cambiado. Usualmente se usa en " "combinación con [VisualScriptCustomNode] ." #: modules/visual_script/doc_classes/VisualScriptNode.xml msgid "Change the default value of a given port." msgstr "Cambiar el valor por defecto de un puerto dado." #: modules/visual_script/doc_classes/VisualScriptNode.xml msgid "Emitted when the available input/output ports are changed." msgstr "Emitido cuando se cambian los puertos de entrada/salida disponibles." #: modules/visual_script/doc_classes/VisualScriptOperator.xml #, fuzzy msgid "A Visual Script node that performs an operation on two values." msgstr "" "Un Nodo de Script Visual usado para crear una array a partir de una lista de " "elementos." #: modules/visual_script/doc_classes/VisualScriptOperator.xml msgid "" "[b]Input Ports:[/b]\n" "- Data (variant): [code]A[/code]\n" "- Data (variant): [code]B[/code]\n" "[b]Output Ports:[/b]\n" "- Data (variant): [code]result[/code]" msgstr "" "[b]Puertos de entrada:[/b]\n" "- Datos (variante): [code]A[/code]\n" "- Datos (variante): [code]B[/code]\n" "[b]Puertos de salida:[/b]\n" "- Datos (variante): [code]result[/code]" #: modules/visual_script/doc_classes/VisualScriptOperator.xml msgid "" "The operation to be performed. See [enum Variant.Operator] for available " "options." msgstr "" "El operador a utilizar. Véase [enum Variant.Operator] para las opciones." #: modules/visual_script/doc_classes/VisualScriptOperator.xml #, fuzzy msgid "" "The type of the values for this operation. See [enum Variant.Type] for " "available options." msgstr "" "El tipo que se utilizará en la comparación. Véase [enum ComparisonType] para " "las opciones." #: modules/visual_script/doc_classes/VisualScriptPreload.xml msgid "Creates a new [Resource] or loads one from the filesystem." msgstr "Crea un nuevo [Resource] o carga uno del sistema de archivos." #: modules/visual_script/doc_classes/VisualScriptPreload.xml msgid "" "Creates a new [Resource] or loads one from the filesystem.\n" "[b]Input Ports:[/b]\n" "none\n" "[b]Output Ports:[/b]\n" "- Data (object): [code]res[/code]" msgstr "" "Crea un nuevo [Resource] o carga uno del sistema de archivos.\n" "[b]Puertos de entrada:[/b]\n" "ninguno\n" "[b]Puertos de salida:[/b]\n" "- Datos (objeto): [code]res[/code]" #: modules/visual_script/doc_classes/VisualScriptPreload.xml msgid "The [Resource] to load." msgstr "El [Resource] a cargar." #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml #, fuzzy msgid "A Visual Script node returning a value of a property from an [Object]." msgstr "" "Un nodo de Visual Script que devuelve un solo singleton de [@GlobalScope]." #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml msgid "" "[VisualScriptPropertyGet] can return a value of any property from the " "current object or other objects." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml #, fuzzy msgid "" "The script to be used when [member set_mode] is set to [constant " "CALL_MODE_INSTANCE]." msgstr "" "El fondo utilizado cuando [member overlay] se establece en [constant " "OVERLAY_POSITION]." #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml #, fuzzy msgid "" "The base type to be used when [member set_mode] is set to [constant " "CALL_MODE_INSTANCE]." msgstr "" "El fondo utilizado cuando [member overlay] se establece en [constant " "OVERLAY_POSITION]." #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml #, fuzzy msgid "" "The type to be used when [member set_mode] is set to [constant " "CALL_MODE_BASIC_TYPE]." msgstr "" "El fondo utilizado cuando [member overlay] se establece en [constant " "OVERLAY_BREAKPOINT]." #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml msgid "" "The indexed name of the property to retrieve. See [method Object." "get_indexed] for details." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml #, fuzzy msgid "" "The node path to use when [member set_mode] is set to [constant " "CALL_MODE_NODE_PATH]." msgstr "" "Profundidad de extrusión cuando el [member mode] es [constant MODE_DEPTH]." #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml #, fuzzy msgid "" "The name of the property to retrieve. Changing this will clear [member " "index]." msgstr "" "Los datos del mapa de la altura. Si se cambia esto, se redimensionará el " "[member map_data]." #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml msgid "" "[code]set_mode[/code] determines the target object from which the property " "will be retrieved. See [enum CallMode] for options." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml #, fuzzy msgid "The property will be retrieved from this [Object]." msgstr "Emitido cuando una propiedad es quitada del inspector." #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml #, fuzzy msgid "The property will be retrieved from the given [Node] in the scene tree." msgstr "" "La propiedad se serializa y se guarda en el archivo de la escena (por " "defecto)." #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml msgid "" "The property will be retrieved from an instanced node with the given type " "and script." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml msgid "" "The property will be retrieved from a GDScript basic type (e.g. [Vector2])." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml #, fuzzy msgid "A Visual Script node that sets a property of an [Object]." msgstr "Un nodo Visual Script usado para anotar el script." #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml msgid "" "[VisualScriptPropertySet] can set the value of any property from the current " "object or other objects." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml #, fuzzy msgid "" "The additional operation to perform when assigning. See [enum AssignOp] for " "options." msgstr "La función a realizar. Ver [enum Function] para las opciones." #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml msgid "" "The indexed name of the property to set. See [method Object.set_indexed] for " "details." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml #, fuzzy msgid "" "The name of the property to set. Changing this will clear [member index]." msgstr "" "Los datos del mapa de la altura. Si se cambia esto, se redimensionará el " "[member map_data]." #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml msgid "" "[code]set_mode[/code] determines the target object on which the property " "will be set. See [enum CallMode] for options." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml #, fuzzy msgid "The property will be set on this [Object]." msgstr "La propiedad se comprueba en el inspector de edición." #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml #, fuzzy msgid "The property will be set on the given [Node] in the scene tree." msgstr "" "La propiedad se serializa y se guarda en el archivo de la escena (por " "defecto)." #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml msgid "" "The property will be set on an instanced node with the given type and script." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml msgid "The property will be set on a GDScript basic type (e.g. [Vector2])." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml msgid "The property will be assigned regularly." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml msgid "" "The value will be added to the property. Equivalent of doing [code]+=[/code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml msgid "" "The value will be subtracted from the property. Equivalent of doing [code]-" "=[/code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml msgid "" "The property will be multiplied by the value. Equivalent of doing [code]*=[/" "code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml msgid "" "The property will be divided by the value. Equivalent of doing [code]/=[/" "code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml msgid "" "A modulo operation will be performed on the property and the value. " "Equivalent of doing [code]%=[/code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml msgid "" "The property will be binarly shifted to the left by the given value. " "Equivalent of doing [code]<<[/code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml msgid "" "The property will be binarly shifted to the right by the given value. " "Equivalent of doing [code]>>[/code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml msgid "" "A binary [code]AND[/code] operation will be performed on the property. " "Equivalent of doing [code]&=[/code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml msgid "" "A binary [code]OR[/code] operation will be performed on the property. " "Equivalent of doing [code]|=[/code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml msgid "" "A binary [code]XOR[/code] operation will be performed on the property. " "Equivalent of doing [code]^=[/code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptReturn.xml msgid "Exits a function and returns an optional value." msgstr "Sale de una función y devuelve un valor opcional." #: modules/visual_script/doc_classes/VisualScriptReturn.xml msgid "" "Ends the execution of a function and returns control to the calling " "function. Optionally, it can return a [Variant] value.\n" "[b]Input Ports:[/b]\n" "- Sequence\n" "- Data (variant): [code]result[/code] (optional)\n" "[b]Output Ports:[/b]\n" "none" msgstr "" "Termina la ejecución de una función y devuelve el control a la función de " "llamada. Opcionalmente, puede devolver un valor [Variant].\n" "[b]Puertos de entrada:[/b]\n" "- Secuencia\n" "- Datos (variante): [code]result[/code] (opcional)\n" "[b]Puertos de salida:[/b]\n" "ninguno" #: modules/visual_script/doc_classes/VisualScriptReturn.xml msgid "If [code]true[/code], the [code]return[/code] input port is available." msgstr "" "Si [code]true[/code], el puerto de entrada de [code]return[/code] está " "disponible." #: modules/visual_script/doc_classes/VisualScriptReturn.xml msgid "The return value's data type." msgstr "El tipo de datos del valor de retorno." #: modules/visual_script/doc_classes/VisualScriptSceneNode.xml msgid "Node reference." msgstr "Referencia de nodo." #: modules/visual_script/doc_classes/VisualScriptSceneNode.xml msgid "" "A direct reference to a node.\n" "[b]Input Ports:[/b]\n" "none\n" "[b]Output Ports:[/b]\n" "- Data: [code]node[/code] (obj)" msgstr "" "Una referencia directa a un nodo.\n" "[b]Puertos de entrada:[/b]\n" "ninguno\n" "[b]Puertos de salida:[/b]\n" "- Data: [code]node[/code] (obj)" #: modules/visual_script/doc_classes/VisualScriptSceneNode.xml msgid "The node's path in the scene tree." msgstr "La ruta del nodo en el árbol de la escena." #: modules/visual_script/doc_classes/VisualScriptSceneTree.xml #, fuzzy msgid "A Visual Script node for accessing [SceneTree] methods." msgstr "Un nodo Visual Script que ramifica el flujo." #: modules/visual_script/doc_classes/VisualScriptSelect.xml msgid "Chooses between two input values." msgstr "Elige entre dos valores de entrada." #: modules/visual_script/doc_classes/VisualScriptSelect.xml msgid "" "Chooses between two input values based on a Boolean condition.\n" "[b]Input Ports:[/b]\n" "- Data (boolean): [code]cond[/code]\n" "- Data (variant): [code]a[/code]\n" "- Data (variant): [code]b[/code]\n" "[b]Output Ports:[/b]\n" "- Data (variant): [code]out[/code]" msgstr "" "Elige entre dos valores de entrada basados en una condición booleana.\n" "[b]Puertos de entrada:[/b]\n" "- Data (booleano): [code]cond[/code]\n" "- Datos (variante): [code]a[/code]\n" "- Datos (variante): [code]b[/code]\n" "[b]Puertos de salida:[/b]\n" "- Datos (variante): [code]out[/code]" #: modules/visual_script/doc_classes/VisualScriptSelect.xml msgid "The input variables' type." msgstr "El tipo de variables de entrada." #: modules/visual_script/doc_classes/VisualScriptSelf.xml msgid "Outputs a reference to the current instance." msgstr "Da una referencia a la instancia actual." #: modules/visual_script/doc_classes/VisualScriptSelf.xml msgid "" "Provides a reference to the node running the visual script.\n" "[b]Input Ports:[/b]\n" "none\n" "[b]Output Ports:[/b]\n" "- Data (object): [code]instance[/code]" msgstr "" "Proporciona una referencia al nodo que ejecuta el script visual.\n" "[b]Puertos de entrada:[/b]\n" "ninguno\n" "[b]Puertos de salida:[/b]\n" "- Datos (objeto): [code]instance[/code]" #: modules/visual_script/doc_classes/VisualScriptSequence.xml msgid "Executes a series of Sequence ports." msgstr "Ejecuta una serie de puertos de secuencia." #: modules/visual_script/doc_classes/VisualScriptSequence.xml msgid "" "Steps through a series of one or more output Sequence ports. The " "[code]current[/code] data port outputs the currently executing item.\n" "[b]Input Ports:[/b]\n" "- Sequence: [code]in order[/code]\n" "[b]Output Ports:[/b]\n" "- Sequence: [code]1[/code]\n" "- Sequence: [code]2 - n[/code] (optional)\n" "- Data (int): [code]current[/code]" msgstr "" "Pasos a través de una serie de uno o más puertos de secuencia de salida. El " "puerto de datos [code]current[/code] da salida al elemento que se está " "ejecutando actualmente.\n" "[b]Puertos de entrada:[/b]\n" "- Secuencia: [code]in order[/code]\n" "[b]Puertos de salida:[/b]\n" "- Secuencia: [code]1[/code]\n" "- Secuencia: [code]2 - n[/code] (opcional)\n" "- Data (int): [code]current[/code]" #: modules/visual_script/doc_classes/VisualScriptSequence.xml msgid "The number of steps in the sequence." msgstr "El número de pasos en la secuencia." #: modules/visual_script/doc_classes/VisualScriptSubCall.xml #, fuzzy msgid "Calls a method called [code]_subcall[/code] in this object." msgstr "" "Crea una nueva señal llamada [code]signal_name[/code] en el objeto dado." #: modules/visual_script/doc_classes/VisualScriptSubCall.xml msgid "" "[VisualScriptSubCall] will call method named [code]_subcall[/code] in the " "current script. It will fail if the method doesn't exist or the provided " "arguments are wrong." msgstr "" #: modules/visual_script/doc_classes/VisualScriptSubCall.xml msgid "Called by this node." msgstr "" #: modules/visual_script/doc_classes/VisualScriptSwitch.xml msgid "Branches program flow based on a given input's value." msgstr "Flujo de programa de ramas basado en el valor de una entrada dada." #: modules/visual_script/doc_classes/VisualScriptSwitch.xml msgid "" "Branches the flow based on an input's value. Use [b]Case Count[/b] in the " "Inspector to set the number of branches and each comparison's optional " "type.\n" "[b]Input Ports:[/b]\n" "- Sequence: [code]'input' is[/code]\n" "- Data (variant): [code]=[/code]\n" "- Data (variant): [code]=[/code] (optional)\n" "- Data (variant): [code]input[/code]\n" "[b]Output Ports:[/b]\n" "- Sequence\n" "- Sequence (optional)\n" "- Sequence: [code]done[/code]" msgstr "" "Ramifica el flujo basado en el valor de una entrada. Utilice [b]Case Count[/" "b] en el Inspector para establecer el número de ramas y el tipo opcional de " "cada comparación.\n" "[b]Puertos de entrada:[/b]\n" "- Secuencia: [code]'input' is[/code]\n" "- Datos (variante): [code]=[/code]\n" "- Datos (variante): [code]=[/code] (opcional)\n" "- Datos (variante): [code]input[/code]\n" "[b]Puertos de salida:[/b]\n" "- Secuencia\n" "- Secuencia (opcional)\n" "- Secuencia: [code]done[/code]" #: modules/visual_script/doc_classes/VisualScriptTypeCast.xml #, fuzzy msgid "A Visual Script node that casts the given value to another type." msgstr "Un nodo Visual Script usado para anotar el script." #: modules/visual_script/doc_classes/VisualScriptTypeCast.xml msgid "" "[VisualScriptTypeCast] will perform a type conversion to an [Object]-derived " "type." msgstr "" #: modules/visual_script/doc_classes/VisualScriptTypeCast.xml msgid "" "The target script class to be converted to. If none, only the [member " "base_type] will be used." msgstr "" #: modules/visual_script/doc_classes/VisualScriptTypeCast.xml #, fuzzy msgid "The target type to be converted to." msgstr "El tipo para deconstruir." #: modules/visual_script/doc_classes/VisualScriptVariableGet.xml msgid "Gets a variable's value." msgstr "Obtiene el valor de una variable." #: modules/visual_script/doc_classes/VisualScriptVariableGet.xml msgid "" "Returns a variable's value. \"Var Name\" must be supplied, with an optional " "type.\n" "[b]Input Ports:[/b]\n" "none\n" "[b]Output Ports:[/b]\n" "- Data (variant): [code]value[/code]" msgstr "" "Devuelve el valor de una variable. \"Nombre Variable\" debe ser " "suministrado, con un tipo opcional.\n" "[b]Puertos de entrada:[/b]\n" "ninguno\n" "[b]Puertos de salida:[/b]\n" "- Datos (variante): [code]value[/code]" #: modules/visual_script/doc_classes/VisualScriptVariableGet.xml #: modules/visual_script/doc_classes/VisualScriptVariableSet.xml msgid "The variable's name." msgstr "El nombre de la variable." #: modules/visual_script/doc_classes/VisualScriptVariableSet.xml msgid "Changes a variable's value." msgstr "Cambia el valor de una variable." #: modules/visual_script/doc_classes/VisualScriptVariableSet.xml msgid "" "Changes a variable's value to the given input.\n" "[b]Input Ports:[/b]\n" "- Sequence\n" "- Data (variant): [code]set[/code]\n" "[b]Output Ports:[/b]\n" "- Sequence" msgstr "" "Cambia el valor de una variable a la entrada dada.\n" "[b]Puertos de entrada:[/b]\n" "- Secuencia\n" "- Datos (variante): [code]set[/code]\n" "[b]Puertos de salida:[/b]\n" "- Secuencia" #: modules/visual_script/doc_classes/VisualScriptWhile.xml msgid "Conditional loop." msgstr "Bucle condicional." #: modules/visual_script/doc_classes/VisualScriptWhile.xml msgid "" "Loops while a condition is [code]true[/code]. Execution continues out the " "[code]exit[/code] Sequence port when the loop terminates.\n" "[b]Input Ports:[/b]\n" "- Sequence: [code]while(cond)[/code]\n" "- Data (bool): [code]cond[/code]\n" "[b]Output Ports:[/b]\n" "- Sequence: [code]repeat[/code]\n" "- Sequence: [code]exit[/code]" msgstr "" "Bucles mientras una condición es [code]true[/code]. La ejecución continúa " "fuera del puerto de secuencia [code]exit[/code] cuando el bucle termina.\n" "[b]Puertos de entrada:[/b]\n" "- Secuencia: [code]while(cond)[/code]\n" "- Data (bool): [code]cond[/code]\n" "[b]Puertos de salida:[/b]\n" "- Secuencia: [code]repeat[/code]\n" "- Secuencia: [code]exit[/code]" #: modules/visual_script/doc_classes/VisualScriptYield.xml #, fuzzy msgid "A Visual Script node used to pause a function execution." msgstr "Un nodo Visual Script usado para llamar a las funciones incorporadas." #: modules/visual_script/doc_classes/VisualScriptYield.xml msgid "" "[VisualScriptYield] will pause the function call and return " "[VisualScriptFunctionState], which can be used to resume the function." msgstr "" #: modules/visual_script/doc_classes/VisualScriptYield.xml #, fuzzy msgid "" "The mode to use for yielding. See [enum YieldMode] for available options." msgstr "La función a realizar. Ver [enum Function] para las opciones." #: modules/visual_script/doc_classes/VisualScriptYield.xml #, fuzzy msgid "The time to wait when [member mode] is set to [constant YIELD_WAIT]." msgstr "" "El fondo utilizado cuando [member overlay] se establece en [constant " "OVERLAY_BREAKPOINT]." #: modules/visual_script/doc_classes/VisualScriptYield.xml msgid "Yields during an idle frame." msgstr "" #: modules/visual_script/doc_classes/VisualScriptYield.xml #, fuzzy msgid "Yields during a physics frame." msgstr "Número de llamadas de dibujo durante este fotograma." #: modules/visual_script/doc_classes/VisualScriptYield.xml #, fuzzy msgid "Yields a function and waits the given time." msgstr "Devuelve el nodo animacion con el nombre dado." #: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml #, fuzzy msgid "A Visual Script node yielding for a signal." msgstr "Un nodo Visual Script usado para anotar el script." #: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml msgid "" "[VisualScriptYieldSignal] will pause the function execution until the " "provided signal is emitted." msgstr "" #: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml #, fuzzy msgid "" "[code]call_mode[/code] determines the target object to wait for the signal " "emission. See [enum CallMode] for options." msgstr "" "Determina cuándo mostrar el subrayado. Ver [enum UnderlineMode] para las " "opciones." #: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml #, fuzzy msgid "The signal name to be waited for." msgstr "La señal a emitir." #: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml msgid "A signal from this [Object] will be used." msgstr "" #: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml msgid "A signal from the given [Node] in the scene tree will be used." msgstr "" #: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml msgid "A signal from an instanced node with the given type will be used." msgstr "" #: doc/classes/VisualServer.xml msgid "Server for anything visible." msgstr "Servidor para cualquier cosa visible." #: 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" "The visual server is completely opaque, the internals are entirely " "implementation specific and cannot be accessed.\n" "The visual server can be used to bypass the scene system entirely.\n" "Resources are created using the [code]*_create[/code] functions.\n" "All objects are drawn to a viewport. You can use the [Viewport] attached to " "the [SceneTree] or you can create one yourself with [method " "viewport_create]. When using a custom scenario or canvas, the scenario or " "canvas needs to be attached to the viewport using [method " "viewport_set_scenario] or [method viewport_attach_canvas].\n" "In 3D, all visual objects must be associated with a scenario. The scenario " "is a visual representation of the world. If accessing the visual server from " "a running game, the scenario can be accessed from the scene tree from any " "[Spatial] node with [method Spatial.get_world]. Otherwise, a scenario can be " "created with [method scenario_create].\n" "Similarly, in 2D, a canvas is needed to draw all canvas items.\n" "In 3D, all visible objects are comprised of a resource and an instance. A " "resource can be a mesh, a particle system, a light, or any other 3D object. " "In order to be visible resources must be attached to an instance using " "[method instance_set_base]. The instance must also be attached to the " "scenario using [method instance_set_scenario] in order to be visible.\n" "In 2D, all visible objects are some form of canvas item. In order to be " "visible, a canvas item needs to be the child of a canvas attached to a " "viewport, or it needs to be the child of another canvas item that is " "eventually attached to the canvas." msgstr "" "Servidor para cualquier cosa visible. El servidor de renderizado es el " "backend de la API para todo lo visible. Todo el sistema de la escena se " "monta en él para mostrar.\n" "El servidor de renderizado es completamente opaco, los internos son " "completamente específicos de la implementación y no se puede acceder a " "ellos.\n" "El servidor de renderizado puede ser usado para evitar el sistema de escenas " "por completo.\n" "Los recursos se crean usando las funciones [code]*_create[/code].\n" "Todos los objetos se dibujan en una vista. Se puede utilizar la [Viewport] " "adjunta al [SceneTree] o se puede crear una por uno mismo con el [method " "viewport_create]. Cuando se utiliza un escenario o lienzo personalizado, el " "escenario o lienzo debe adjuntarse a la ventana de visualización utilizando " "[method viewport_set_scenario] o [method viewport_attach_canvas].\n" "En 3D, todos los objetos visuales deben estar asociados a un escenario. El " "escenario es una representación visual del mundo. Si se accede al servidor " "de renderizado desde un juego en ejecución, se puede acceder al escenario " "desde el árbol de la escena desde cualquier nodo [Spatial] con [method " "Spatial.get_world]. De lo contrario, se puede crear un escenario con [method " "scenario_create].\n" "De manera similar, en 2D, se necesita un lienzo para dibujar todos los " "elementos del lienzo.\n" "En 3D, todos los objetos visibles están compuestos por un recurso y una " "instancia. Un recurso puede ser una malla, un sistema de partículas, una luz " "o cualquier otro objeto en 3D. Para ser visibles, los recursos deben ser " "adjuntados a una instancia usando el [method instance_set_base]. La " "instancia también debe ser adjuntada al escenario usando [method " "instance_set_scenario] para ser visible.\n" "En 2D, todos los objetos visibles son una especie de lienzo. Para ser " "visible, un elemento de lienzo debe ser el hijo de un lienzo unido a una " "ventana de visualización, o debe ser el hijo de otro elemento de lienzo que " "eventualmente se une al lienzo." #: doc/classes/VisualServer.xml msgid "Sets images to be rendered in the window margin." msgstr "" "Establece las imágenes que deben ser renderizadas en el margen de la ventana." #: doc/classes/VisualServer.xml msgid "" "Sets margin size, where black bars (or images, if [method " "black_bars_set_images] was used) are rendered." msgstr "" "Establece el tamaño del margen, en el que se renderizan las barras negras (o " "las imágenes, si se ha utilizado el [method black_bars_set_images])." #: doc/classes/VisualServer.xml msgid "" "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] " "VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" "Crea una cámara y la añade al VisualServer. Se puede acceder a ella con el " "RID que se devuelve. Este RID será usado en todas las funciones del " "[code]camera_*[/code] VisualServer.\n" "Una vez terminado el RID, querrás liberarlo usando el método estático " "[method free_rid] del VisualServer." #: doc/classes/VisualServer.xml #, fuzzy 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 "" "Establece la máscara de sacrificio asociada a esta cámara. La máscara de " "selección describe las capas 3D que son renderizadas por esta cámara. " "Equivalente a [member Camera.cull_mask]." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "Sets the environment used by this camera. Equivalent to [member Camera." "environment]." msgstr "" "Establece el entorno utilizado por esta cámara. Equivalente a [member Camera." "environment]." #: 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 "" "Establece la cámara para usar la proyección de frustum. Este modo permite " "ajustar el argumento [code]offset[/code] para crear efectos de \"frustum " "inclinada\"." #: 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 "" "Establece la cámara para usar la proyección ortogonal, también conocida como " "proyección ortográfica. Los objetos permanecen del mismo tamaño en la " "pantalla sin importar lo lejos que estén." #: doc/classes/VisualServer.xml msgid "" "Sets camera to use perspective projection. Objects on the screen becomes " "smaller when they are far away." msgstr "" "Establece la cámara para usar la proyección en perspectiva. Los objetos en " "la pantalla se hacen más pequeños cuando están lejos." #: doc/classes/VisualServer.xml msgid "Sets [Transform] of camera." msgstr "Establece la [Transform] de la cámara." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "If [code]true[/code], preserves the horizontal aspect ratio which is " "equivalent to [constant Camera.KEEP_WIDTH]. If [code]false[/code], preserves " "the vertical aspect ratio which is equivalent to [constant Camera." "KEEP_HEIGHT]." msgstr "" "Si [code]true[/code], conserva la relación de aspecto horizontal que es " "equivalente a [constant Camera.KEEP_WIDTH]. Si [code]false[/code], preserva " "la relación de aspecto vertical que es equivalente a [constant Camera." "KEEP_HEIGHT]." #: 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] " "VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" "Crea un lienzo y devuelve el [RID] asignado. Se puede acceder a él con el " "RID que se devuelve. Este RID se utilizará en todas las funciones del " "[code]canvas_*[/code] VisualServer.\n" "Una vez terminado el RID, querrás liberar el RID usando el método estático " "[method free_rid] de VisualServer." #: doc/classes/VisualServer.xml #, fuzzy msgid "Adds a circle command to the [CanvasItem]'s draw commands." msgstr "Despeja el [CanvasItem] y elimina todos los comandos en él." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "If ignore is [code]true[/code], the VisualServer does not perform clipping." msgstr "Si [code]true[/code], la etiqueta utiliza el formato BBCode." #: doc/classes/VisualServer.xml #, fuzzy msgid "Adds a line command to the [CanvasItem]'s draw commands." msgstr "Establece un nuevo material para el [CanvasItem]." #: doc/classes/VisualServer.xml #, fuzzy msgid "Adds a mesh command to the [CanvasItem]'s draw commands." msgstr "Establece un nuevo material para el [CanvasItem]." #: doc/classes/VisualServer.xml msgid "" "Adds a [MultiMesh] to the [CanvasItem]'s draw commands. Only affects its " "aabb at the moment." msgstr "" #: 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/VisualServer.xml msgid "Adds a particle system to the [CanvasItem]'s draw commands." msgstr "" #: doc/classes/VisualServer.xml #, fuzzy msgid "Adds a polygon to the [CanvasItem]'s draw commands." msgstr "Despeja el [CanvasItem] y elimina todos los comandos en él." #: 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/VisualServer.xml #, fuzzy msgid "Adds a primitive to the [CanvasItem]'s draw commands." msgstr "Despeja el [CanvasItem] y elimina todos los comandos en él." #: doc/classes/VisualServer.xml #, fuzzy msgid "Adds a rectangle to the [CanvasItem]'s draw commands." msgstr "Establece un nuevo material para el [CanvasItem]." #: 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/VisualServer.xml #, fuzzy msgid "Adds a textured rect to the [CanvasItem]'s draw commands." msgstr "Añade una textura al [BitmapFont]." #: doc/classes/VisualServer.xml msgid "" "Adds a texture rect with region setting to the [CanvasItem]'s draw commands." msgstr "" #: doc/classes/VisualServer.xml #, fuzzy msgid "Adds a triangle array to the [CanvasItem]'s draw commands." msgstr "Establece un nuevo material para el [CanvasItem]." #: doc/classes/VisualServer.xml msgid "Clears the [CanvasItem] and removes all commands in it." msgstr "Despeja el [CanvasItem] y elimina todos los comandos en él." #: 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] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" "Crea un lienzo y devuelve el [RID] asignado. Se puede acceder a él con el " "RID que se devuelve. Este RID se utilizará en todas las funciones del " "[code]canvas_*[/code] VisualServer.\n" "Una vez terminado el RID, querrás liberar el RID usando el método estático " "[method free_rid] de VisualServer." #: doc/classes/VisualServer.xml #, fuzzy msgid "Sets clipping for the [CanvasItem]." msgstr "Establece el índice para el [CanvasItem]." #: doc/classes/VisualServer.xml msgid "Sets the [CanvasItem] to copy a rect to the backbuffer." msgstr "Establece el [CanvasItem] para copiar un rectángulo al backbuffer." #: doc/classes/VisualServer.xml #, fuzzy msgid "Defines a custom drawing rectangle for the [CanvasItem]." msgstr "Establece el índice para el [CanvasItem]." #: doc/classes/VisualServer.xml msgid "" "Enables the use of distance fields for GUI elements that are rendering " "distance field based fonts." msgstr "" #: doc/classes/VisualServer.xml #, fuzzy msgid "Sets [CanvasItem] to be drawn behind its parent." msgstr "Si [code]true[/code], el objeto se dibuja detrás de su padre." #: doc/classes/VisualServer.xml msgid "Sets the index for the [CanvasItem]." msgstr "Establece el índice para el [CanvasItem]." #: doc/classes/VisualServer.xml msgid "" "The light mask. See [LightOccluder2D] for more information on light masks." msgstr "" "La máscara de luz. Vea [LightOccluder2D] para más información sobre las " "máscaras de luz." #: doc/classes/VisualServer.xml msgid "Sets a new material to the [CanvasItem]." msgstr "Establece un nuevo material para el [CanvasItem]." #: doc/classes/VisualServer.xml #, fuzzy msgid "Sets the color that modulates the [CanvasItem] and its children." msgstr "Establece el color de la sombra de la luz del canvas." #: 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/VisualServer.xml #, fuzzy msgid "Sets the color that modulates the [CanvasItem] without children." msgstr "Establece el color de la sombra de la luz del canvas." #: doc/classes/VisualServer.xml msgid "Sets if [CanvasItem]'s children should be sorted by y-position." msgstr "" #: doc/classes/VisualServer.xml #, fuzzy msgid "Sets the [CanvasItem]'s [Transform2D]." msgstr "Establece la luz del lienzo [Transform2D]." #: doc/classes/VisualServer.xml msgid "Sets if the [CanvasItem] uses its parent's material." msgstr "Establece si el [CanvasItem] utiliza el material de su padre." #: doc/classes/VisualServer.xml #, fuzzy msgid "Sets if the canvas item (including its children) is visible." msgstr "Ocultar el [CanvasItem] si es visible actualmente." #: 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 "" "Si esto está activado, el índice Z del padre se añadirá al índice Z de los " "hijos." #: doc/classes/VisualServer.xml msgid "" "Sets the [CanvasItem]'s Z index, i.e. its draw order (lower indexes are " "drawn first)." msgstr "" "Establece el índice Z del [CanvasItem], es decir, su orden de dibujo (los " "índices inferiores se dibujan primero)." #: doc/classes/VisualServer.xml msgid "" "Attaches the canvas light to the canvas. Removes it from its previous canvas." msgstr "Une la luz del canvas al canvas. Lo quita de su canvas anterior." #: doc/classes/VisualServer.xml msgid "" "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] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" "Crea una luz de canvas y la añade al VisualServer. Se puede acceder a ella " "con el RID que se devuelve. Este RID se usará en todas las funciones del " "[code]canvas_light_*[/code] VisualServer.\n" "Una vez que hayas terminado con el RID, querrás liberarlo usando el método " "estático [method free_rid] de VisualServer." #: doc/classes/VisualServer.xml msgid "" "Attaches a light occluder to the canvas. Removes it from its previous canvas." msgstr "Adjunta un oclusor de luz al canvas. Lo quita de su canvas anterior." #: doc/classes/VisualServer.xml msgid "" "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] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" "Crea un oclusor de luz y lo añade al VisualServer. Se puede acceder a él con " "el RID que se devuelve. Este RID se usará en todas las funciones del " "[code]canvas_light_ocluder_*[/code] VisualServer.\n" "Una vez terminado el RID, querrás liberarlo usando el método estático " "[method free_rid] de VisualServer." #: doc/classes/VisualServer.xml msgid "Enables or disables light occluder." msgstr "Activa o desactiva el oclusor de luz." #: doc/classes/VisualServer.xml msgid "Sets a light occluder's polygon." msgstr "Establece un polígono de oclusión de luz." #: doc/classes/VisualServer.xml msgid "Sets a light occluder's [Transform2D]." msgstr "Establece un oclusor de luz [Transform2D]." #: doc/classes/VisualServer.xml msgid "Sets the color for a light." msgstr "Establece el color de la luz." #: doc/classes/VisualServer.xml msgid "Enables or disables a canvas light." msgstr "Habilita o deshabilita una luz de canvas." #: doc/classes/VisualServer.xml msgid "Sets a canvas light's energy." msgstr "Establece la energía de la luz de un lienzo." #: doc/classes/VisualServer.xml msgid "Sets a canvas light's height." msgstr "Establece la altura de la luz de un canvas." #: 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 "" "La máscara binaria utilizada para determinar a qué capas afecta la sombra de " "la luz del canvas. Ver [LightOccluder2D] para más información sobre las " "máscaras de luz." #: doc/classes/VisualServer.xml msgid "The layer range that gets rendered with this light." msgstr "El rango de capas que se renderizan con esta luz." #: doc/classes/VisualServer.xml msgid "The mode of the light, see [enum CanvasLightMode] constants." msgstr "El modo de la luz, ver las constantes [enum CanvasLightMode]." #: doc/classes/VisualServer.xml msgid "" "Sets the texture's scale factor of the light. Equivalent to [member Light2D." "texture_scale]." msgstr "" "Establece el factor de escala de la textura de la luz. Equivalente a [member " "Light2D.texture_scale]." #: doc/classes/VisualServer.xml msgid "" "Sets the width of the shadow buffer, size gets scaled to the next power of " "two for this." msgstr "" "Establece el ancho del buffer de sombra, el tamaño se escala a la siguiente " "potencia de dos para esto." #: doc/classes/VisualServer.xml msgid "Sets the color of the canvas light's shadow." msgstr "Establece el color de la sombra de la luz del canvas." #: doc/classes/VisualServer.xml msgid "Enables or disables the canvas light's shadow." msgstr "Habilita o deshabilita la sombra de la luz del canvas." #: doc/classes/VisualServer.xml msgid "" "Sets the canvas light's shadow's filter, see [enum CanvasLightShadowFilter] " "constants." msgstr "" "Establece el filtro de la luz de la sombra del lienzo, ver las constantes de " "[enum CanvasLightShadowFilter]." #: doc/classes/VisualServer.xml #, fuzzy msgid "Sets the length of the shadow's gradient." msgstr "Devuelve la duración del flujo de audio en segundos." #: doc/classes/VisualServer.xml msgid "Smoothens the shadow. The lower, the smoother." msgstr "Suaviza la sombra. Cuanto más baja, más suave." #: doc/classes/VisualServer.xml msgid "" "Sets texture to be used by light. Equivalent to [member Light2D.texture]." msgstr "" "Establece la textura para ser usada por la luz. Equivalente a [member " "Light2D.texture]." #: doc/classes/VisualServer.xml msgid "" "Sets the offset of the light's texture. Equivalent to [member Light2D." "offset]." msgstr "" "Establece el desplazamiento de la textura de la luz. Equivalente a [member " "Light2D.offset]." #: doc/classes/VisualServer.xml msgid "Sets the canvas light's [Transform2D]." msgstr "Establece la luz del lienzo [Transform2D]." #: 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 "" "Establece el rango Z de los objetos que serán afectados por esta luz. " "Equivalente a [member Light2D.range_z_min] y [member Light2D.range_z_max]." #: doc/classes/VisualServer.xml msgid "" "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] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" "Crea un nuevo polígono oclusor de luz y lo añade al VisualServer. Se puede " "acceder a él con el RID que se devuelve. Este RID se usará en todas las " "funciones del [code]canvas_occluder_polygon_*[/code] VisualServer.\n" "Una vez terminado el RID, querrás liberarlo usando el método estático " "[method free_rid] de VisualServer." #: doc/classes/VisualServer.xml msgid "" "Sets an occluder polygons cull mode. See [enum " "CanvasOccluderPolygonCullMode] constants." msgstr "" "Establece un modo de selección de polígonos oclusores. Ver las constantes " "[enum CanvasOccluderPolygonCullMode]." #: doc/classes/VisualServer.xml msgid "Sets the shape of the occluder polygon." msgstr "Establece la forma del polígono oclusor." #: doc/classes/VisualServer.xml msgid "Sets the shape of the occluder polygon as lines." msgstr "Establece la forma del polígono oclusor como líneas." #: doc/classes/VisualServer.xml msgid "" "A copy of the canvas item will be drawn with a local offset of the mirroring " "[Vector2]." msgstr "" "Se dibujará una copia del objeto de canvas con un desplazamiento local del " "espejo [Vector2]." #: doc/classes/VisualServer.xml msgid "Modulates all colors in the given canvas." msgstr "Modula todos los colores en el canvas dado." #: doc/classes/VisualServer.xml msgid "" "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] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "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 "" "Crea una luz direccional y la añade al VisualServer. Se puede acceder a ella " "con el RID que se devuelve. Este RID puede ser usado en la mayoría de las " "funciones de [code]light_*[/code] VisualServer.\n" "Una vez que hayas terminado con el RID, querrás liberarlo usando el método " "estático [method free_rid] de VisualServer.\n" "Para colocar en una escena, adjunta esta luz direccional a una instancia " "usando [method instance_set_base] usando el RID devuelto." #: doc/classes/VisualServer.xml msgid "" "Draws a frame. [i]This method is deprecated[/i], please use [method " "force_draw] instead." msgstr "" #: doc/classes/VisualServer.xml msgid "" "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] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" "Crea un entorno y lo añade al VisualServer. Se puede acceder a él con el RID " "que se devuelve. Este RID se usará en todas las funciones de VisualServer de " "[code]environment_*[/code].\n" "Una vez terminado el RID, querrás liberarlo usando el método estático " "[method free_rid] de VisualServer." #: doc/classes/VisualServer.xml msgid "" "Sets the values to be used with the \"Adjustment\" post-process effect. See " "[Environment] for more details." msgstr "" "Establece los valores que se utilizarán con el efecto de post-proceso de " "\"Ajuste\". Ver [Environment] para más detalles." #: doc/classes/VisualServer.xml #, fuzzy msgid "Sets the ambient light parameters. See [Environment] for more details." msgstr "" "Establece las variables a utilizar con la niebla de la escena. Ver " "[Environment] para más detalles." #: doc/classes/VisualServer.xml msgid "" "Sets the [i]BGMode[/i] of the environment. Equivalent to [member Environment." "background_mode]." msgstr "" "Establece el [i]BGMode[/i] del medio ambiente. Equivalente a [member " "Environment.background_mode]." #: doc/classes/VisualServer.xml msgid "" "Color displayed for clear areas of the scene (if using Custom color or " "Color+Sky background modes)." msgstr "" "Color mostrado para áreas claras de la escena (si se utilizan los modos de " "fondo Color personalizado o Color+Sky)." #: doc/classes/VisualServer.xml msgid "Sets the intensity of the background color." msgstr "Establece la intensidad del color de fondo." #: doc/classes/VisualServer.xml msgid "Sets the maximum layer to use if using Canvas background mode." msgstr "" "Establece la capa máxima a usar si se utiliza el modo de fondo de canvas." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "Sets the values to be used with the \"DoF Far Blur\" post-process effect. " "See [Environment] for more details." msgstr "" "Establece los valores que se utilizarán con el efecto de post-proceso de " "\"Ajuste\". Ver [Environment] para más detalles." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "Sets the values to be used with the \"DoF Near Blur\" post-process effect. " "See [Environment] for more details." msgstr "" "Establece las variables que se utilizarán con el efecto de post-proceso " "\"tonemap\". Ver [Environment] para más detalles." #: doc/classes/VisualServer.xml msgid "" "Sets the variables to be used with the scene fog. See [Environment] for more " "details." msgstr "" "Establece las variables a utilizar con la niebla de la escena. Ver " "[Environment] para más detalles." #: doc/classes/VisualServer.xml msgid "" "Sets the variables to be used with the fog depth effect. See [Environment] " "for more details." msgstr "" "Establece las variables a utilizar con el efecto de profundidad de la " "niebla. Ver [Environment] para más detalles." #: doc/classes/VisualServer.xml msgid "" "Sets the variables to be used with the fog height effect. See [Environment] " "for more details." msgstr "" "Establece las variables a utilizar con el efecto de la altura de la niebla. " "Ver [Environment] para más detalles." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "Sets the variables to be used with the \"glow\" post-process effect. See " "[Environment] for more details." msgstr "" "Establece las variables que se utilizarán con el efecto de post-proceso " "\"tonemap\". Ver [Environment] para más detalles." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "Sets the [Sky] to be used as the environment's background when using " "[i]BGMode[/i] sky. Equivalent to [member Environment.background_sky]." msgstr "" "Establece el [Sky] para ser usado como fondo del ambiente cuando se usa el " "[i]BGMode[/i] cielo. Equivalente a [member Environment.sky]." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "Sets a custom field of view for the background [Sky]. Equivalent to [member " "Environment.background_sky_custom_fov]." msgstr "" "Establece un campo de visión personalizado para el fondo [Sky]. Equivalente " "a [member Environment.sky_custom_fov]." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "Sets the rotation of the background [Sky] expressed as a [Basis]. Equivalent " "to [member Environment.background_sky_orientation]." msgstr "" "Establece la rotación del fondo [Sky] expresada como una [Basis]. " "Equivalente a [member Environment.sky_rotation], donde el vector de rotación " "se utiliza para construir la [Basis]." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "Sets the variables to be used with the \"Screen Space Ambient Occlusion " "(SSAO)\" post-process effect. See [Environment] for more details." msgstr "" "Establece las variables que se utilizarán con el efecto de post-proceso " "\"reflejos del espacio de la pantalla\". Ver [Environment] para más detalles." #: doc/classes/VisualServer.xml msgid "" "Sets the variables to be used with the \"screen space reflections\" post-" "process effect. See [Environment] for more details." msgstr "" "Establece las variables que se utilizarán con el efecto de post-proceso " "\"reflejos del espacio de la pantalla\". Ver [Environment] para más detalles." #: doc/classes/VisualServer.xml msgid "" "Sets the variables to be used with the \"tonemap\" post-process effect. See " "[Environment] for more details." msgstr "" "Establece las variables que se utilizarán con el efecto de post-proceso " "\"tonemap\". Ver [Environment] para más detalles." #: doc/classes/VisualServer.xml msgid "Removes buffers and clears testcubes." msgstr "Elimina los buffers y limpia los cubos de test." #: 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 "" "Fuerza a dibujar un fotograma cuando se llama a la función. Dibujar un marco " "actualiza todos los [Viewport]s que están configurados para actualizarse. " "Utilícelo con extrema precaución." #: doc/classes/VisualServer.xml msgid "Synchronizes threads." msgstr "Sincroniza los hilos." #: doc/classes/VisualServer.xml msgid "Tries to free an object in the VisualServer." msgstr "Intenta liberar un objeto en el VisualServer." #: doc/classes/VisualServer.xml msgid "Returns a certain information, see [enum RenderInfo] for options." msgstr "" "Devuelve cierta información, véase [enum RenderInfo] para las opciones." #: doc/classes/VisualServer.xml msgid "Returns the id of the test cube. Creates one if none exists." msgstr "" "Devuelve la identificación del cubo de test. Crea uno si no existe ninguno." #: doc/classes/VisualServer.xml msgid "Returns the id of the test texture. Creates one if none exists." msgstr "" "Devuelve la identificación de la textura de prueba. Crea una si no existe " "ninguna." #: doc/classes/VisualServer.xml msgid "" "Returns the name of the video adapter (e.g. \"GeForce GTX 1080/PCIe/" "SSE2\").\n" "[b]Note:[/b] When running a headless or server binary, this function returns " "an empty string." msgstr "" "Devuelve el nombre del adaptador de vídeo (por ejemplo, \"GeForce GTX 1080/" "PCIe/SSE2\").\n" "[b]Nota:[/b] Cuando se ejecuta un binario headless o de servidor, esta " "función devuelve una string vacía." #: 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 "" "Devuelve el proveedor del adaptador de vídeo (por ejemplo, \"NVIDIA " "Corporation\").\n" "[b]Nota:[/b] Cuando se ejecuta un binario headless o de servidor, esta " "función devuelve una string vacía." #: doc/classes/VisualServer.xml msgid "Returns the id of a white texture. Creates one if none exists." msgstr "" "Devuelve la identificación de una textura blanca. Crea una si no existe " "ninguna." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "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] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "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 "" "Crea una sonda de reflexión y la añade al VisualServer. Se puede acceder a " "ella con el RID que se devuelve. Este RID se utilizará en todas las " "funciones del [code]reflection_probe_*[/code] VisualServer.\n" "Una vez que hayas terminado con el RID, querrás liberarlo usando el método " "estático [method free_rid] del VisualServer.\n" "Para colocarla en una escena, adjunta esta sonda de reflexión a una " "instancia usando [method instance_set_base] usando el RID devuelto." #: 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/VisualServer.xml #, fuzzy msgid "" "Returns the axis-aligned bounding box that covers the full extent of the GI " "probe." msgstr "" "Devuelve el cuadro delimitador alineado con el eje que contiene todas las " "partículas que están activas en el cuadro actual." #: doc/classes/VisualServer.xml #, fuzzy msgid "Returns the cell size set by [method gi_probe_set_cell_size]." msgstr "Restaurar el estado guardado por [method get_state]." #: doc/classes/VisualServer.xml #, fuzzy msgid "Returns the data used by the GI probe." msgstr "Devuelve el espacio asignado a la zona." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "Returns the dynamic range set for this GI probe. Equivalent to [member " "GIProbe.dynamic_range]." msgstr "" "Establece el entorno utilizado por esta cámara. Equivalente a [member Camera." "environment]." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "Returns the energy multiplier for this GI probe. Equivalent to [member " "GIProbe.energy]." msgstr "" "Establece la relación de explosividad. Equivalente a [member de GPUParticles." "explosiveness]." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "Returns the normal bias for this GI probe. Equivalent to [member GIProbe." "normal_bias]." msgstr "" "Establece la transformación espacial del mundo de la instancia. Equivalente " "a [member Spatial.transform]." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "Returns the propagation value for this GI probe. Equivalent to [member " "GIProbe.propagation]." msgstr "" "Establece la relación de explosividad. Equivalente a [member de GPUParticles." "explosiveness]." #: doc/classes/VisualServer.xml #, fuzzy msgid "Returns the Transform set by [method gi_probe_set_to_cell_xform]." msgstr "" "Devuelve la normalidad para el punto devuelto por [method get_closest_point]." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "Returns [code]true[/code] if the GI probe data associated with this GI probe " "is compressed. Equivalent to [member GIProbe.compress]." msgstr "" "Devuelve [code]true[/code] si el precargador contiene un recurso asociado a " "[code]name[/code]." #: doc/classes/VisualServer.xml #, fuzzy 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 "" "Si [code]true[/code], los reflejos ignorarán la contribución del cielo. " "Equivalente a [member ReflectionProbe.interior]." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "Sets the bias value to avoid self-occlusion. Equivalent to [member GIProbe." "bias]." msgstr "" "Establece el número de pases de dibujo a utilizar. Equivalente a [member de " "GPUParticles.draw_passes]." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "Sets the axis-aligned bounding box that covers the extent of the GI probe." msgstr "" "Devuelve el cuadro delimitador alineado con el eje que contiene todas las " "partículas que están activas en el cuadro actual." #: doc/classes/VisualServer.xml msgid "Sets the size of individual cells within the GI probe." msgstr "" #: 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/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/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/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/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/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/VisualServer.xml #, fuzzy msgid "" "Sets the propagation of light within this GI probe. Equivalent to [member " "GIProbe.propagation]." msgstr "" "Establece el desplazamiento de la textura de la luz. Equivalente a [member " "Light2D.offset]." #: doc/classes/VisualServer.xml #, fuzzy msgid "Sets the to cell [Transform] for this GI probe." msgstr "Establece la [Transform] del dueño de la forma dada." #: doc/classes/VisualServer.xml msgid "" "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/VisualServer.xml msgid "Not yet implemented. Always returns [code]false[/code]." msgstr "Aún no se ha implementado. Siempre devuelve [code]false[/code]." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "Returns [code]true[/code] if the OS supports a certain feature. Features " "might be [code]s3tc[/code], [code]etc[/code], [code]etc2[/code], " "[code]pvrtc[/code] and [code]skinning_fallback[/code].\n" "When rendering with GLES2, returns [code]true[/code] with " "[code]skinning_fallback[/code] in case the hardware doesn't support the " "default GPU skinning process." msgstr "" "Devuelve [code]true[/code] si el sistema operativo soporta una determinada " "característica. Las características pueden ser [code]s3tc[/code], [code]etc[/" "code], [code]etc2[/code] y [code]pvrtc[/code]." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "Sets up [ImmediateGeometry] internals to prepare for drawing. Equivalent to " "[method ImmediateGeometry.begin]." msgstr "" "Establec las partes internas de [ImmediateGeometry] para preparar el " "dibujado. Equivalente a [method ImmediateGeometry.begin]." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "Clears everything that was set up between [method immediate_begin] and " "[method immediate_end]. Equivalent to [method ImmediateGeometry.clear]." msgstr "" "Borra todo lo que se estableció entre [method immediate_begin] y [method " "immediate_end]. Equivalente a [method ImmediateGeometry.clear]." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "Sets the color to be used with next vertex. Equivalent to [method " "ImmediateGeometry.set_color]." msgstr "" "Establece el color que se usará con el próximo vértice. Equivalente a " "[method ImmediateGeometry.set_color]." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "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] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "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 "" "Crea una geometría inmediata y la añade al VisualServer. Se puede acceder a " "ella con el RID que se devuelve. Este RID se usará en todas las funciones " "del [code]immediate_*[/code] VisualServer.\n" "Una vez terminado el RID, querrás liberarlo usando el método estático " "[method free_rid] de VisualServer.\n" "Para colocar en una escena, adjunta esta geometría inmediata a una instancia " "usando [method instance_set_base] usando el RID devuelto." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "Ends drawing the [ImmediateGeometry] and displays it. Equivalent to [method " "ImmediateGeometry.end]." msgstr "" "Termina de dibujar la [ImmediateGeometry] y la muestra. Equivalente a " "[method ImmediateGeometry.end]." #: doc/classes/VisualServer.xml #, fuzzy msgid "Returns the material assigned to the [ImmediateGeometry]." msgstr "Devuelve el material asignado a la [ImmediateGeometry]." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "Sets the normal to be used with next vertex. Equivalent to [method " "ImmediateGeometry.set_normal]." msgstr "" "Establece la normalidad para ser usada con el siguiente vértice. Equivalente " "a [method ImmediateGeometry.set_normal]." #: doc/classes/VisualServer.xml #, fuzzy msgid "Sets the material to be used to draw the [ImmediateGeometry]." msgstr "" "Establece el material que se utilizará para dibujar la [ImmediateGeometry]." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "Sets the tangent to be used with next vertex. Equivalent to [method " "ImmediateGeometry.set_tangent]." msgstr "" "Establece la tangente que se usará con el siguiente vértice. Equivalente a " "[method ImmediateGeometry.set_tangent]." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "Sets the UV to be used with next vertex. Equivalent to [method " "ImmediateGeometry.set_uv]." msgstr "" "Establece el UV para ser usado con el siguiente vértice. Equivalente a " "[method ImmediateGeometry.set_uv]." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "Sets the UV2 to be used with next vertex. Equivalent to [method " "ImmediateGeometry.set_uv2]." msgstr "" "Establece el UV2 para ser usado con el siguiente vértice. Equivalente a " "[method ImmediateGeometry.set_uv2]." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "Adds the next vertex using the information provided in advance. Equivalent " "to [method ImmediateGeometry.add_vertex]." msgstr "" "Añade el siguiente vértice utilizando la información proporcionada por " "adelantado. Equivalente a [method ImmediateGeometry.add_vertex]." #: doc/classes/VisualServer.xml #, fuzzy 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 "" "Añade el siguiente vértice utilizando la información proporcionada por " "adelantado. Esta es una clase de ayuda que llama a [method immediate_vertex] " "bajo el capó. Equivalente a [method ImmediateGeometry.add_vertex]." #: doc/classes/VisualServer.xml #, fuzzy 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 "" "Inicializa el servidor de renderizado. Esta función es llamada internamente " "por el código dependiente de la plataforma durante la inicialización del " "motor. Si se llama desde un juego en ejecución, no hará nada." #: 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 "" "Adjunta una identificación de objeto única a la instancia. El ID de objeto " "debe adjuntarse a la instancia para una correcta selección con [method " "instances_cull_aabb], [method instances_cull_convex], y [method " "instances_cull_ray]." #: doc/classes/VisualServer.xml msgid "" "Attaches a skeleton to an instance. Removes the previous skeleton from the " "instance." msgstr "" "Adjunta un esqueleto a una instancia. Elimina el esqueleto anterior de la " "instancia." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "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] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "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 "" "Crea una instancia visual y la añade al VisualServer. Se puede acceder a " "ella con el RID que se devuelve. Este RID se usará en todas las funciones de " "[code]instance_*[/code] VisualServer.\n" "Una vez que hayas terminado con el RID, querrás liberarlo usando el método " "estático [method free_rid] de VisualServer.\n" "Una instancia es una forma de colocar un objeto 3D en el escenario. Objetos " "como partículas, mallas y sondas de reflexión necesitan ser asociados a una " "instancia para ser visibles en el escenario usando [method " "instance_set_base]." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "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] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" "Crea una instancia visual, la agrega al VisualServer, y establece tanto la " "base como el escenario. Se puede acceder a ella con el RID que se devuelve. " "Este RID se usará en todas las funciones de VisualServer de " "[code]instance_*[/code].\n" "Una vez terminado el RID, querrás liberarlo usando el método estático de " "VisualServer [method free_rid]." #: doc/classes/VisualServer.xml msgid "Not implemented in Godot 3.x." msgstr "No se implementó en Godot 3.x." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "Sets the shadow casting setting to one of [enum ShadowCastingSetting]. " "Equivalent to [member GeometryInstance.cast_shadow]." msgstr "" "Establece la configuración del lanzamiento de sombras en uno de [enum " "ShadowCastingSetting]. Equivalente a [member GeometryInstance.cast_shadow]." #: doc/classes/VisualServer.xml msgid "" "Sets the flag for a given [enum InstanceFlags]. See [enum InstanceFlags] for " "more details." msgstr "" "Establece la bandera de un determinado [enum InstanceFlags]. Vea [enum " "InstanceFlags] para más detalles." #: doc/classes/VisualServer.xml #, fuzzy 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 "" "Establece un material que sobrescribirá el material para todas las " "superficies de la malla asociada a este caso. Equivalente a [member " "GeometryInstance.material_override]." #: doc/classes/VisualServer.xml #, fuzzy 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 "" "Establece un material que sobrescribirá el material para todas las " "superficies de la malla asociada a este caso. Equivalente a [member " "GeometryInstance.material_override]." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "Sets the base of the instance. A base can be any of the 3D objects that are " "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 "" "Establece la base de la instancia. Una base puede ser cualquiera de los " "objetos 3D que se crean en el VisualServer que se pueden mostrar. Por " "ejemplo, cualquiera de los tipos de luz, malla, multimalla, geometría " "inmediata, sistema de partículas, sonda de reflexión, mapa de luz y la sonda " "GI son todos los tipos que se pueden establecer como la base de una " "instancia para ser mostrados en el escenario." #: doc/classes/VisualServer.xml msgid "Sets the weight for a given blend shape associated with this instance." msgstr "" "Establece el peso de una determinada forma de mezcla asociada a este caso." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "Sets a custom AABB to use when culling objects from the view frustum. " "Equivalent to [method GeometryInstance.set_custom_aabb]." msgstr "" "Establece un AABB personalizado para usar cuando se seleccionan objetos del " "frustum de la vista. Equivalente a [method GeometryInstance.set_custom_aabb]." #: doc/classes/VisualServer.xml msgid "Function not implemented in Godot 3.x." msgstr "Función no implementada en Godot 3.x." #: doc/classes/VisualServer.xml #, fuzzy 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 "" "Establece un margen para aumentar el tamaño del AABB cuando se seleccionan " "los objetos del frustum de la vista. Esto le permite evitar la selección de " "objetos que caen fuera de la capa de hielo. Equivalente a [member " "GeometryInstance.extra_cull_margin]." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "Sets the render layers that this instance will be drawn to. Equivalent to " "[member VisualInstance.layers]." msgstr "" "Establece las capas de representación a las que se dibujará esta instancia. " "Equivalente a [member VisualInstance.layers]." #: 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 "" "Establece el escenario en el que se encuentra la instancia. El escenario es " "el mundo tridimensional en el que se mostrarán los objetos." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "Sets the material of a specific surface. Equivalent to [method MeshInstance." "set_surface_material]." msgstr "" "Establece el material de una superficie específica. Equivalente al [method " "MeshInstance.set_surface_material]." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "Sets the world space transform of the instance. Equivalent to [member " "Spatial.transform]." msgstr "" "Establece la transformación espacial del mundo de la instancia. Equivalente " "a [member Spatial.transform]." #: doc/classes/VisualServer.xml #, fuzzy msgid "Sets the lightmap to use with this instance." msgstr "Establece la piel que se utilizará en esta instancia." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "Sets whether an instance is drawn or not. Equivalent to [member Spatial." "visible]." msgstr "" "Establece si una instancia se dibuja o no. Equivalente a [member Spatial." "visible]." #: doc/classes/VisualServer.xml #, fuzzy 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 " "[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 "" "Devuelve un array de IDs de objetos que se cruzan con el AABB proporcionado. " "Sólo se consideran los nodos visuales 3D, como [MeshInstance] o " "[DirectionalLight]. Utiliza [method @GDScript.instance_from_id] para obtener " "los nodos reales. Se debe proporcionar un escenario RID, que está disponible " "en el [World] que se desea consultar. Esto obliga a actualizar todos los " "recursos que están en cola.\n" "[b]Advertencia:[/b] Esta función está pensada principalmente para el uso del " "editor. Para casos de uso en el juego, prefiera la colisión física." #: doc/classes/VisualServer.xml #, fuzzy 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 " "[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 "" "Devuelve un array de IDs de objetos que se intersectan con la forma convexa " "proporcionada. Sólo se consideran los nodos visuales 3D, como [MeshInstance] " "o [DirectionalLight]. Utilice [method @GDScript.instance_from_id] para " "obtener los nodos reales. Se debe proporcionar un escenario RID, que está " "disponible en el [World] que se desea consultar. Esto obliga a actualizar " "todos los recursos que están en cola.\n" "[b]Advertencia:[/b] Esta función está pensada principalmente para el uso del " "editor. Para casos de uso en el juego, prefiera la colisión física." #: doc/classes/VisualServer.xml #, fuzzy 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 " "[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 "" "Devuelve una serie de identificaciones de objetos que se intersectan con el " "rayo 3D proporcionado. Sólo se consideran los nodos 3D visuales, como " "[MeshInstance] o [DirectionalLight]. Utilice [method @GDScript." "instance_from_id] para obtener los nodos reales. Se debe proporcionar un " "escenario RID, que está disponible en el [World] que se desea consultar. " "Esto obliga a actualizar todos los recursos que están en cola.\n" "[b]Advertencia:[/b] Esta función está pensada principalmente para el uso del " "editor. Para casos de uso en el juego, prefiera la colisión física." #: doc/classes/VisualServer.xml #, fuzzy 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 "" "Si [code]true[/code], esta luz direccional se mezclará entre las divisiones " "del mapa de sombras resultando en una transición más suave entre ellas. " "Equivalente a [member DirectionalLight.directional_shadow_blend_splits]." #: doc/classes/VisualServer.xml #, fuzzy 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 "" "Establece el modo de alcance de la profundidad de la sombra para esta luz " "direccional. Equivalente a [member DirectionalLight." "directional_shadow_depth_range]. Vea [enum " "LightDirectionalShadowDepthRangeMode] para las opciones." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "Sets the shadow mode for this directional light. Equivalent to [member " "DirectionalLight.directional_shadow_mode]. See [enum " "LightDirectionalShadowMode] for options." msgstr "" "Establece el modo de sombra para esta luz direccional. Equivalente a [member " "DirectionalLight.modo_sombra_direccional]. Ver [enum " "LightDirectionalShadowMode] para las opciones." #: doc/classes/VisualServer.xml #, fuzzy 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 "" "Establece si se debe usar un paraboloide dual o un mapa de cubos para el " "mapa de sombras. El paraboloide dual es más rápido pero puede sufrir de " "artefactos. Equivalente a [member OmniLight.omni_shadow_mode]." #: doc/classes/VisualServer.xml #, fuzzy 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 "" "Establece si se debe usar un paraboloide dual o un mapa de cubos para el " "mapa de sombras. El paraboloide dual es más rápido pero puede sufrir de " "artefactos. Equivalente a [member OmniLight.omni_shadow_mode]." #: 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/VisualServer.xml #, fuzzy msgid "Sets the color of the light. Equivalent to [member Light.light_color]." msgstr "" "Establece el color de la luz. Equivalente a [member Light.light_color]." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "Sets the cull mask for this Light. Lights only affect objects in the " "selected layers. Equivalent to [member Light.light_cull_mask]." msgstr "" "Establece la máscara de selección para este Light. Las luces sólo afectan a " "los objetos de las capas seleccionadas. Equivalente a [member Light." "light_cull_mask]." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "If [code]true[/code], light will subtract light instead of adding light. " "Equivalent to [member Light.light_negative]." msgstr "" "Si [code]true[/code], la luz restará luz en lugar de añadirla. Equivalente a " "[member Light.light_negative]." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "Sets the specified light parameter. See [enum LightParam] for options. " "Equivalent to [method Light.set_param]." msgstr "" "Establece el parámetro de luz especificado. Ver [enum LightParam] para las " "opciones. Equivalente a [method Light.set_param]." #: doc/classes/VisualServer.xml #, fuzzy 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 " "cast a shadow on both sides of the mesh, set the mesh to use double sided " "shadows with [method instance_geometry_set_cast_shadows_setting]. Equivalent " "to [member Light.shadow_reverse_cull_face]." msgstr "" "Si [code]true[/code], invierte la selección de la malla. Esto puede ser útil " "cuando se tiene una malla plana que tiene una luz detrás de ella. Si " "necesitas proyectar una sombra en ambos lados de la malla, establece la " "malla para usar sombras de doble cara con [method " "instance_geometry_set_cast_shadows_setting]. Equivalente a [member Light." "shadow_reverse_cull_face]." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "If [code]true[/code], light will cast shadows. Equivalent to [member Light." "shadow_enabled]." msgstr "" "Si [code]true[/code], la luz proyectará sombras. Equivalente a [member Light." "shadow_enabled]." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "Sets the color of the shadow cast by the light. Equivalent to [member Light." "shadow_color]." msgstr "" "Establece el color de la sombra proyectada por la luz. Equivalente a [member " "Light.shadow_color]." #: 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 " "method is only kept for compatibility reasons and calls [method " "light_set_bake_mode] internally, setting the bake mode to [constant " "LIGHT_BAKE_DISABLED] or [constant LIGHT_BAKE_INDIRECT] depending on the " "given parameter." msgstr "" #: doc/classes/VisualServer.xml #, fuzzy msgid "" "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] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "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 "" "Crea una nueva malla y la añade al VisualServer. Se puede acceder a ella con " "el RID que se devuelve. Este RID será usado en todas las funciones del " "[code]mesh_*[/code] VisualServer.\n" "Una vez terminado el RID, querrás liberarlo usando el método estático del " "VisualServer [method free_rid].\n" "Para colocar en una escena, adjunta esta malla a una instancia usando " "[method instance_set_base] usando el RID devuelto." #: doc/classes/VisualServer.xml #, fuzzy msgid "Returns the size of the lightmap capture area." msgstr "Devuelve el tamaño del array." #: doc/classes/VisualServer.xml #, fuzzy msgid "Returns the energy multiplier used by the lightmap capture." msgstr "Devuelve un vector transformado (multiplicado) por la matriz." #: doc/classes/VisualServer.xml #, fuzzy msgid "Returns the octree used by the lightmap capture." msgstr "Devuelve la [Texture2D] utilizada por el parámetro especificado." #: doc/classes/VisualServer.xml msgid "" "Returns the cell subdivision amount used by this lightmap capture's octree." msgstr "" #: doc/classes/VisualServer.xml #, fuzzy msgid "Returns the cell transform for this lightmap capture's octree." msgstr "Devuelve la matriz de transformación de este objeto canvas." #: doc/classes/VisualServer.xml #, fuzzy msgid "Returns [code]true[/code] if capture is in \"interior\" mode." msgstr "Devuelve [code]true[/code] si el archivo de la escena tiene nodos." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "Sets the size of the area covered by the lightmap capture. Equivalent to " "[member BakedLightmapData.bounds]." msgstr "" "Establece el desplazamiento de la textura de la luz. Equivalente a [member " "Light2D.offset]." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "Sets the energy multiplier for this lightmap capture. Equivalent to [member " "BakedLightmapData.energy]." msgstr "" "Establece el desplazamiento de la textura de la luz. Equivalente a [member " "Light2D.offset]." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "Sets the \"interior\" mode for this lightmap capture. Equivalent to [member " "BakedLightmapData.interior]." msgstr "" "Establece el color de la luz. Equivalente a [member Light.light_color]." #: 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/VisualServer.xml #, fuzzy msgid "" "Sets the subdivision level of this lightmap capture's octree. Equivalent to " "[member BakedLightmapData.cell_subdiv]." msgstr "" "Establece el desplazamiento de la textura de la luz. Equivalente a [member " "Light2D.offset]." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "Sets the octree cell transform for this lightmap capture's octree. " "Equivalent to [member BakedLightmapData.cell_space_transform]." msgstr "" "Establece la transformación espacial del mundo de la instancia. Equivalente " "a [member Spatial.transform]." #: doc/classes/VisualServer.xml msgid "" "Returns a mesh of a sphere with the given amount of horizontal and vertical " "subdivisions." msgstr "" "Devuelve una malla de una esfera con la cantidad dada de subdivisiones " "horizontales y verticales." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "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] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" "Crea un material vacío y lo añade al VisualServer. Se puede acceder a él con " "el RID que se devuelve. Este RID se utilizará en todas las funciones del " "[code]material_*[/code] VisualServer.\n" "Una vez terminado el RID, querrás liberarlo usando el método estático " "[method free_rid] de VisualServer." #: doc/classes/VisualServer.xml msgid "Returns the value of a certain material's parameter." msgstr "Devuelve el valor del parámetro de un determinado material." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "Returns the default value for the param if available. Returns [code]null[/" "code] otherwise." msgstr "Devuelve el valor por defecto del especificado [enum Margin]." #: 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/VisualServer.xml #, fuzzy msgid "Sets a material's line width." msgstr "Establece la prioridad de renderización de un material." #: doc/classes/VisualServer.xml msgid "Sets an object's next material." msgstr "Establece el próximo material de un objeto." #: doc/classes/VisualServer.xml msgid "Sets a material's parameter." msgstr "Establece el parámetro de un material." #: doc/classes/VisualServer.xml msgid "Sets a material's render priority." msgstr "Establece la prioridad de renderización de un material." #: doc/classes/VisualServer.xml msgid "Sets a shader material's shader." msgstr "Establece un shader como el shader de un material." #: doc/classes/VisualServer.xml msgid "" "Adds a surface generated from the Arrays to a mesh. See [enum PrimitiveType] " "constants for types." msgstr "" #: doc/classes/VisualServer.xml msgid "Removes all surfaces from a mesh." msgstr "Quita todas las superficies de una malla." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "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] " "VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "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 "" "Crea una nueva malla y la añade al VisualServer. Se puede acceder a ella con " "el RID que se devuelve. Este RID será usado en todas las funciones del " "[code]mesh_*[/code] VisualServer.\n" "Una vez terminado el RID, querrás liberarlo usando el método estático del " "VisualServer [method free_rid].\n" "Para colocar en una escena, adjunta esta malla a una instancia usando " "[method instance_set_base] usando el RID devuelto." #: doc/classes/VisualServer.xml msgid "Returns a mesh's blend shape count." msgstr "Devuelve el recuento de la forma de la malla." #: doc/classes/VisualServer.xml msgid "Returns a mesh's blend shape mode." msgstr "Devuelve el modo de mezcla de una malla." #: doc/classes/VisualServer.xml msgid "Returns a mesh's custom aabb." msgstr "Devuelve el aabb personalizado de una malla." #: doc/classes/VisualServer.xml msgid "Returns a mesh's number of surfaces." msgstr "Devuelve el número de superficies de una malla." #: doc/classes/VisualServer.xml #, fuzzy msgid "Removes a mesh's surface." msgstr "Establece el material de la superficie de una malla." #: doc/classes/VisualServer.xml #, fuzzy msgid "Sets a mesh's blend shape count." msgstr "Devuelve el recuento de la forma de la malla." #: doc/classes/VisualServer.xml msgid "Sets a mesh's blend shape mode." msgstr "Establece el modo de mezcla de una malla." #: doc/classes/VisualServer.xml msgid "Sets a mesh's custom aabb." msgstr "Establece el aabb personalizado de una malla." #: doc/classes/VisualServer.xml #, fuzzy msgid "Returns a mesh's surface's aabb." msgstr "Devuelve el material de la superficie de una malla." #: doc/classes/VisualServer.xml #, fuzzy msgid "Returns a mesh's surface's vertex buffer." msgstr "Devuelve los array de buffer de superficie de una malla." #: doc/classes/VisualServer.xml #, fuzzy msgid "Returns a mesh's surface's amount of indices." msgstr "Devuelve el material de la superficie de una malla." #: doc/classes/VisualServer.xml #, fuzzy msgid "Returns a mesh's surface's amount of vertices." msgstr "Devuelve el material de la superficie de una malla." #: doc/classes/VisualServer.xml msgid "Returns a mesh's surface's buffer arrays." msgstr "Devuelve los array de buffer de superficie de una malla." #: doc/classes/VisualServer.xml msgid "Returns a mesh's surface's arrays for blend shapes." msgstr "Devuelve los arrays de la superficie de una malla para mezclar formas." #: doc/classes/VisualServer.xml #, fuzzy msgid "Returns the format of a mesh's surface." msgstr "Devuelve el desplazamiento de la forma de un tile." #: doc/classes/VisualServer.xml msgid "Function is unused in Godot 3.x." msgstr "La función no se usa en Godot 3.x." #: doc/classes/VisualServer.xml #, fuzzy msgid "Returns a mesh's surface's index buffer." msgstr "Devuelve los array de buffer de superficie de una malla." #: doc/classes/VisualServer.xml msgid "Returns a mesh's surface's material." msgstr "Devuelve el material de la superficie de una malla." #: doc/classes/VisualServer.xml #, fuzzy msgid "Returns the primitive type of a mesh's surface." msgstr "Devuelve los parámetros de un shader." #: doc/classes/VisualServer.xml #, fuzzy msgid "Returns the aabb of a mesh's surface's skeleton." msgstr "Devuelve el material de la superficie de una malla." #: doc/classes/VisualServer.xml msgid "Sets a mesh's surface's material." msgstr "Establece el material de la superficie de una malla." #: 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 "" "Actualiza una región específica de un buffer de vértices para la superficie " "especificada. Advertencia: esta función altera el buffer de vértices " "directamente sin mecanismos de seguridad, puede fácilmente corromper su " "malla." #: 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 " "MultimeshColorFormat], and [enum MultimeshCustomDataFormat] for usage. " "Equivalent to [member MultiMesh.instance_count]." msgstr "" #: doc/classes/VisualServer.xml #, fuzzy msgid "" "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 " "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 "" "Crea un nuevo multimalla en el VisualServer y devuelve un manejador [RID]. " "Este RID se utilizará en todas las funciones de [code]multimesh_*[/code] " "VisualServer.\n" "Una vez terminado el RID, querrás liberarlo usando el método estático " "[method free_rid] de VisualServer.\n" "Para colocar en una escena, adjunta este multimesh a una instancia usando " "[method instance_set_base] usando el RID devuelto." #: doc/classes/VisualServer.xml msgid "" "Calculates and returns the axis-aligned bounding box that encloses all " "instances within the multimesh." msgstr "" "Calcula y devuelve el cuadro delimitador alineado con el eje que encierra " "todas las instancias dentro de la multimalla." #: doc/classes/VisualServer.xml msgid "Returns the number of instances allocated for this multimesh." msgstr "Devuelve el número de instancias asignadas para esta multimalla." #: doc/classes/VisualServer.xml msgid "" "Returns the RID of the mesh that will be used in drawing this multimesh." msgstr "Devuelve el RID de la malla que se usará para dibujar este multimalla." #: doc/classes/VisualServer.xml msgid "Returns the number of visible instances for this multimesh." msgstr "Devuelve el número de instancias visibles para este multimalla." #: doc/classes/VisualServer.xml msgid "Returns the color by which the specified instance will be modulated." msgstr "Devuelve el color por el cual la instancia especificada será modulada." #: doc/classes/VisualServer.xml msgid "Returns the custom data associated with the specified instance." msgstr "" "Devuelve los datos personalizados asociados a la instancia especificada." #: doc/classes/VisualServer.xml msgid "Returns the [Transform] of the specified instance." msgstr "Devuelve la [Transform] de la instancia especificada." #: doc/classes/VisualServer.xml msgid "" "Returns the [Transform2D] of the specified instance. For use when the " "multimesh is set to use 2D transforms." msgstr "" "Devuelve la [Transform2D] de la instancia especificada. Para usar cuando el " "multimalle está configurado para usar transformaciones 2D." #: doc/classes/VisualServer.xml msgid "" "Sets the color by which this instance will be modulated. Equivalent to " "[method MultiMesh.set_instance_color]." msgstr "" "Establece el color por el cual esta instancia será modulada. Equivalente a " "[method MultiMesh.set_instance_color]." #: 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 "" "Establece los datos personalizados para este caso. Los datos personalizados " "se pasan como un [Color], pero se interpretan como un [code]vec4[/code] en " "el sombreador. Equivalente al [method MultiMesh.set_instance_custom_data]." #: doc/classes/VisualServer.xml msgid "" "Sets the [Transform] for this instance. Equivalent to [method MultiMesh." "set_instance_transform]." msgstr "" "Establece la [Transform] para este caso. Equivalente a [method MultiMesh." "set_instance_transform]." #: 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 "" "Establece el [Transform2D] para este caso. Para su uso cuando se utiliza el " "multimesh en 2D. Equivalente al [method MultiMesh.set_instance_transform_2d]." #: 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" "\n" "All data is packed in one large float array. An array may look like this: " "Transform for instance 1, color data for instance 1, custom data for " "instance 1, transform for instance 2, color data for instance 2, etc.\n" "\n" "[Transform] is stored as 12 floats, [Transform2D] is stored as 8 floats, " "[code]COLOR_8BIT[/code] / [code]CUSTOM_DATA_8BIT[/code] is stored as 1 float " "(4 bytes as is) and [code]COLOR_FLOAT[/code] / [code]CUSTOM_DATA_FLOAT[/" "code] is stored as 4 floats." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the mesh to be drawn by the multimesh. Equivalent to [member MultiMesh." "mesh]." msgstr "" "Establece la malla a ser dibujada por la multimalla. Equivalente a [member " "MultiMesh.mesh]." #: 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 "" "Establece el número de instancias visibles en un momento dado. Si es -1, se " "sortean todas las instancias que han sido asignadas. Equivalente a [member " "MultiMesh.visible_instance_count]." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "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] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "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 "" "Crea una nueva luz omni y la añade al VisualServer. Se puede acceder a él " "con el RID que se devuelve. Este RID puede ser usado en la mayoría de las " "funciones del [code]light_*[/code] VisualServer.\n" "Una vez que hayas terminado con el RID, querrás liberarlo usando el método " "estático [method free_rid] de VisualServer.\n" "Para colocar en una escena, adjunta esta luz omni a una instancia usando " "[method instance_set_base] usando el RID devuelto." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "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] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "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 "" "Crea un sistema de partículas y lo añade al VisualServer. Se puede acceder a " "él con el RID que se devuelve. Este RID se usará en todas las funciones de " "VisualServer de [code]particles_*[/code].\n" "Una vez que hayas terminado con el RID, querrás liberarlo usando el método " "estático [method free_rid] de VisualServer.\n" "Para colocarlas en una escena, adjunta estas partículas a una instancia " "usando [method instance_set_base] usando el RID devuelto." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "Calculates and returns the axis-aligned bounding box that contains all the " "particles. Equivalent to [method Particles.capture_aabb]." msgstr "" "Calcula y devuelve el cuadro delimitador alineado con el eje que contiene " "todas las partículas. Equivalente a [method GPUParticles.capture_aabb]." #: doc/classes/VisualServer.xml msgid "Returns [code]true[/code] if particles are currently set to emitting." msgstr "" "Devuelve [code]true[/code] si las partículas están actualmente fijadas para " "emitir." #: doc/classes/VisualServer.xml msgid "" "Returns [code]true[/code] if particles are not emitting and particles are " "set to inactive." msgstr "" "Devuelve [code]true[/code] si las partículas no están emitiendo y las " "partículas están inactivas." #: 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 " "instances_cull_aabb], [method instances_cull_convex], or [method " "instances_cull_ray]." msgstr "" "Añade el sistema de partículas a la lista de sistemas de partículas que " "deben ser actualizados. La actualización tendrá lugar en el siguiente " "fotograma, o en la siguiente llamada a [method instances_cull_aabb], [method " "instances_cull_convex], o [method instances_cull_ray]." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "Reset the particles on the next update. Equivalent to [method Particles." "restart]." msgstr "" "Reajustar las partículas en la próxima actualización. Equivalente a [method " "GPUParticles.restart]." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "Sets the number of particles to be drawn and allocates the memory for them. " "Equivalent to [member Particles.amount]." msgstr "" "Establece el número de partículas que se dibujarán y les asigna la memoria. " "Equivalente a [member GPUParticles.amount]." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "Sets a custom axis-aligned bounding box for the particle system. Equivalent " "to [member Particles.visibility_aabb]." msgstr "" "Establece un cuadro delimitador personalizado alineado con el eje para el " "sistema de partículas. Equivalente a [member GPUParticles.visibility_aabb]." #: doc/classes/VisualServer.xml #, fuzzy 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 "" "Establece el orden de arrastre de las partículas a uno de los enums " "nombrados de [enum ParticlesDrawOrder]. Ver [enum ParticlesDrawOrder] para " "las opciones. Equivalente a [member GPUParticles.draw_order]." #: doc/classes/VisualServer.xml #, fuzzy 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 "" "Establece la malla que se utilizará para el pase de sorteo especificado. " "Equivalente a [member GPUParticles.draw_pass_1], [member GPUParticles." "draw_pass_2], [member GPUParticles.draw_pass_3], y [member GPUParticles." "draw_pass_4]." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "Sets the number of draw passes to use. Equivalent to [member Particles." "draw_passes]." msgstr "" "Establece el número de pases de dibujo a utilizar. Equivalente a [member de " "GPUParticles.draw_passes]." #: doc/classes/VisualServer.xml msgid "" "Sets the [Transform] that will be used by the particles when they first emit." msgstr "" "Establece la [Transform] que será utilizada por las partículas cuando emitan " "por primera vez." #: doc/classes/VisualServer.xml #, fuzzy 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 "" "Si [code]true[/code], las partículas se emitirán con el tiempo. Ponerlo en " "falso no restablece las partículas, sino que sólo detiene su emisión. " "Equivalente a [member GPUParticles.emitting]." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "Sets the explosiveness ratio. Equivalent to [member Particles.explosiveness]." msgstr "" "Establece la relación de explosividad. Equivalente a [member de GPUParticles." "explosiveness]." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "Sets the frame rate that the particle system rendering will be fixed to. " "Equivalent to [member Particles.fixed_fps]." msgstr "" "Establece la velocidad de fotogramas a la que se fijará la representación " "del sistema de partículas. Equivalente a [member GPUParticles.fixed_fps]." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "If [code]true[/code], uses fractional delta which smooths the movement of " "the particles. Equivalent to [member Particles.fract_delta]." msgstr "" "Si [code]true[/code], utiliza el delta fraccionario que suaviza el " "movimiento de las partículas. Equivalente a [member GPUParticles." "fract_delta]." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "Sets the lifetime of each particle in the system. Equivalent to [member " "Particles.lifetime]." msgstr "" "Establece la vida útil de cada partícula del sistema. Equivalente a [member " "GPUParticles.lifetime]." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "If [code]true[/code], particles will emit once and then stop. Equivalent to " "[member Particles.one_shot]." msgstr "" "Si [code]true[/code], las partículas emitirán una vez y luego se detendrán. " "Equivalente a [member GPUParticles.one_shot]." #: doc/classes/VisualServer.xml #, fuzzy 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 "" "Establece el tiempo de preproceso para la animación de las partículas. Esto " "te permite retrasar el inicio de una animación hasta después de que las " "partículas hayan empezado a emitir. Equivalente a [member GPUParticles." "preprocess]." #: doc/classes/VisualServer.xml #, fuzzy 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 "" "Establece el material para procesar las partículas. Nota: este no es el " "material utilizado para dibujar los materiales. Equivalente a [member " "GPUParticles.process_material]." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "Sets the emission randomness ratio. This randomizes the emission of " "particles within their phase. Equivalent to [member Particles.randomness]." msgstr "" "Establece la relación de aleatoriedad de la emisión. Esto aleatoriza la " "emisión de partículas dentro de su fase. Equivalente a [member de " "GPUParticles.randomness]." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "Sets the speed scale of the particle system. Equivalent to [member Particles." "speed_scale]." msgstr "" "Establece la escala de velocidad del sistema de partículas. Equivalente a " "[member GPUParticles.speed_scale]." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "If [code]true[/code], particles use local coordinates. If [code]false[/code] " "they use global coordinates. Equivalent to [member Particles.local_coords]." msgstr "" "Si [code]true[/code], las partículas usan coordenadas locales. Si " "[code]false[/code] usan coordenadas globales. Equivalente a [member " "GPUParticles.local_coords]." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "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] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "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 "" "Crea una sonda de reflexión y la añade al VisualServer. Se puede acceder a " "ella con el RID que se devuelve. Este RID se utilizará en todas las " "funciones del [code]reflection_probe_*[/code] VisualServer.\n" "Una vez que hayas terminado con el RID, querrás liberarlo usando el método " "estático [method free_rid] del VisualServer.\n" "Para colocarla en una escena, adjunta esta sonda de reflexión a una " "instancia usando [method instance_set_base] usando el RID devuelto." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "If [code]true[/code], reflections will ignore sky contribution. Equivalent " "to [member ReflectionProbe.interior_enable]." msgstr "" "Si [code]true[/code], los reflejos ignorarán la contribución del cielo. " "Equivalente a [member ReflectionProbe.interior]." #: 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 "" "Establece la máscara de selección de renderizado para esta sonda de " "reflexión. Sólo los casos con una máscara de selección que coincida serán " "renderizados por esta sonda. Equivalente a [member ReflectionProbe." "cull_mask]." #: 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 "" "Si [code]true[/code], usa la proyección de caja. Esto puede hacer que los " "reflejos se vean más correctos en ciertas situaciones. Equivalente a [member " "ReflectionProbe.box_projection]." #: 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 "" "Si [code]true[/code], calcula las sombras en la sonda de reflexión. Esto " "hace que el reflejo sea mucho más lento de calcular. Equivalente a [member " "ReflectionProbe.enable_shadows]." #: doc/classes/VisualServer.xml msgid "" "Sets the size of the area that the reflection probe will capture. Equivalent " "to [member ReflectionProbe.extents]." msgstr "" "Establece el tamaño del área que la sonda de reflexión capturará. " "Equivalente a [member ReflectionProbe.extents]." #: 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 "" "Establece la intensidad de la sonda de reflexión. La intensidad modula la " "fuerza de la reflexión. Equivalente a [member ReflectionProbe.intensity]." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "Sets the ambient light color for this reflection probe when set to interior " "mode. Equivalent to [member ReflectionProbe.interior_ambient_color]." msgstr "" "Establece el desplazamiento de origen que se utilizará cuando esta sonda de " "reflexión esté en modo de proyecto de caja. Equivalente a [member " "ReflectionProbe.origin_offset]." #: doc/classes/VisualServer.xml #, fuzzy 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 "" "Establece la intensidad de la sonda de reflexión. La intensidad modula la " "fuerza de la reflexión. Equivalente a [member ReflectionProbe.intensity]." #: 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 " "ambient light matches the color of the room. Equivalent to [member " "ReflectionProbe.interior_ambient_contrib]." msgstr "" #: 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 "" "Establece la máxima distancia de la sonda a la que puede estar un objeto " "antes de ser seleccionado. Equivalente a [member ReflectionProbe." "max_distance]." #: 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 "" "Establece el desplazamiento de origen que se utilizará cuando esta sonda de " "reflexión esté en modo de proyecto de caja. Equivalente a [member " "ReflectionProbe.origin_offset]." #: 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 "" "Establece con qué frecuencia se actualiza la sonda de reflexión. Puede ser " "una vez o cada fotograma. Ver [enum ReflectionProbeUpdateMode] para las " "opciones." #: 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" "The callback method must use only 1 argument which will be called with " "[code]userdata[/code]." msgstr "" "Programa una llamada al [code]method[/code] correspondiente en [code]where[/" "code] después de que se haya dibujado un fotograma.\n" "El método de devolución debe utilizar sólo 1 argumento que será llamado con " "[code]userdata[/code]." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "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] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method.\n" "The scenario is the 3D world that all the visual instances exist in." msgstr "" "Crea un escenario y lo añade al VisualServer. Se puede acceder a él con el " "RID que se devuelve. Este RID se utilizará en todas las funciones del " "[code]scenario_*[/code] VisualServer.\n" "Una vez terminado el RID, querrás liberarlo usando el método estático " "[method free_rid] de VisualServer.\n" "El escenario es el mundo 3D en el que existen todas las instancias visuales." #: doc/classes/VisualServer.xml msgid "" "Sets the [enum ScenarioDebugMode] for this scenario. See [enum " "ScenarioDebugMode] for options." msgstr "" "Establece el [enum ScenarioDebugMode] para este escenario. Vea [enum " "ScenarioDebugMode] para las opciones." #: doc/classes/VisualServer.xml msgid "Sets the environment that will be used with this scenario." msgstr "Establece el entorno que se utilizará con este escenario." #: 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 "" "Establece el entorno de reserva que se utilizará en este escenario. El " "entorno de reserva se utiliza si no se establece ningún entorno. " "Internamente, es usado por el editor para proporcionar un entorno por " "defecto." #: doc/classes/VisualServer.xml msgid "" "Sets the size of the reflection atlas shared by all reflection probes in " "this scenario." msgstr "" #: 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. " "If [code]use_filter[/code] is [code]true[/code], the image will be scaled " "with linear interpolation. If [code]use_filter[/code] is [code]false[/code], " "the image will be scaled with nearest-neighbor interpolation." msgstr "" "Establece una imagen de arranque. El color define el color de fondo. Si " "[code]scale[/code] es [code]true[/code], la imagen será escalada para " "ajustarse al tamaño de la pantalla. Si [code]use_filter[/code] es " "[code]true[/code], la imagen será escalada con interpolación lineal. Si " "[code]use_filter[/code] es [code]false[/code], la imagen se escalará con la " "interpolación del vecino más cercano." #: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], the engine will generate wireframes for use with the " "wireframe debug mode." msgstr "" "Si [code]true[/code], el motor generará mallas de alambre para su uso con el " "modo de depuración de mallas de alambre." #: doc/classes/VisualServer.xml msgid "" "Sets the default clear color which is used when a specific clear color has " "not been selected." msgstr "" "Establece el color claro predeterminado que se utiliza cuando no se ha " "seleccionado un color claro específico." #: doc/classes/VisualServer.xml msgid "" "If asynchronous shader compilation is enabled, this controls whether " "[constant SpatialMaterial.ASYNC_MODE_HIDDEN] is obeyed.\n" "For instance, you may want to enable this temporarily before taking a " "screenshot. This ensures everything is visible even if shaders with async " "mode [i]hidden[/i] are not ready yet.\n" "Reflection probes use this internally to ensure they capture everything " "regardless the shaders are ready or not." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the scale to apply to the passage of time for the shaders' [code]TIME[/" "code] builtin.\n" "The default value is [code]1.0[/code], which means [code]TIME[/code] will " "count the real time as it goes by, without narrowing or stretching it." msgstr "" #: doc/classes/VisualServer.xml #, fuzzy msgid "Enables or disables occlusion culling." msgstr "Habilita o deshabilita una luz de canvas." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "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] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" "Crea un shader vacío y lo añade al VisualServer. Se puede acceder a él con " "el RID que se devuelve. Este RID se usará en todas las funciones del " "[code]shader_*[/code] VisualServer.\n" "Una vez terminado el RID, querrás liberarlo usando el método estático " "[method free_rid] de VisualServer." #: doc/classes/VisualServer.xml msgid "Returns a shader's code." msgstr "Devuelve un código de shader." #: doc/classes/VisualServer.xml msgid "Returns a default texture from a shader searched by name." msgstr "Devuelve una textura por defecto de un shader buscado por nombre." #: doc/classes/VisualServer.xml msgid "Returns the parameters of a shader." msgstr "Devuelve los parámetros de un shader." #: doc/classes/VisualServer.xml msgid "Sets a shader's code." msgstr "Establece un código de shader." #: doc/classes/VisualServer.xml msgid "Sets a shader's default texture. Overwrites the texture given by name." msgstr "" "Establece la textura por defecto de un shader. Sobrescribe la textura dada " "por el nombre." #: doc/classes/VisualServer.xml msgid "Allocates the GPU buffers for this skeleton." msgstr "Asigna los buffers de la GPU para este esqueleto." #: doc/classes/VisualServer.xml msgid "Returns the [Transform] set for a specific bone of this skeleton." msgstr "" "Devuelve el conjunto [Transform] para un hueso específico de este esqueleto." #: doc/classes/VisualServer.xml msgid "Returns the [Transform2D] set for a specific bone of this skeleton." msgstr "" "Devuelve el conjunto [Transform] para un hueso específico de este esqueleto." #: doc/classes/VisualServer.xml msgid "Sets the [Transform] for a specific bone of this skeleton." msgstr "" "Devuelve el conjunto [Transform] para un hueso específico de este esqueleto." #: doc/classes/VisualServer.xml msgid "Sets the [Transform2D] for a specific bone of this skeleton." msgstr "Establece la [Transform2D] para un hueso específico de este esqueleto." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "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] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" "Crea un esqueleto y lo añade al VisualServer. Se puede acceder a él con el " "RID que se devuelve. Este RID se usará en todas las funciones del " "[code]skeleton_*[/code] VisualServer.\n" "Una vez terminado el RID, querrás liberarlo usando el método estático " "[method free_rid] de VisualServer." #: doc/classes/VisualServer.xml msgid "Returns the number of bones allocated for this skeleton." msgstr "Devuelve el número de huesos asignados a este esqueleto." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "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] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" "Crea un cielo vacío y lo añade al VisualServer. Se puede acceder a él con el " "RID que se devuelve. Este RID se usará en todas las funciones del " "[code]sky_*[/code] VisualServer.\n" "Una vez terminado el RID, querrás liberarlo usando el método estático de " "VisualServer [method free_rid]." #: doc/classes/VisualServer.xml #, fuzzy msgid "Sets a sky's texture." msgstr "Establece la textura del tile." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "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] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "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 "" "Crea un foco de luz y lo añade al VisualServer. Se puede acceder a él con el " "RID que se devuelve. Este RID puede ser usado en la mayoría de las funciones " "del [code]light_*[/code] VisualServer.\n" "Una vez que hayas terminado con el RID, querrás liberarlo usando el método " "estático [method free_rid] de VisualServer.\n" "Para colocar en una escena, adjunta este foco a una instancia usando [method " "instance_set_base] usando el RID devuelto." #: doc/classes/VisualServer.xml #, fuzzy msgid "Allocates the GPU memory for the texture." msgstr "Asigna los buffers de la GPU para este esqueleto." #: doc/classes/VisualServer.xml #, fuzzy msgid "Binds the texture to a texture slot." msgstr "Alinea el texto a la izquierda." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "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] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" "Crea un material vacío y lo añade al VisualServer. Se puede acceder a él con " "el RID que se devuelve. Este RID se utilizará en todas las funciones del " "[code]material_*[/code] VisualServer.\n" "Una vez terminado el RID, querrás liberarlo usando el método estático " "[method free_rid] de VisualServer." #: doc/classes/VisualServer.xml msgid "" "Creates a texture, allocates the space for an image, and fills in the image." msgstr "" #: doc/classes/VisualServer.xml #, fuzzy msgid "Returns a list of all the textures and their information." msgstr "Devuelve la lista de valores del [Dictionary]." #: 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/VisualServer.xml #, fuzzy msgid "Returns the depth of the texture." msgstr "Devuelve la altura del contenido." #: doc/classes/VisualServer.xml #, fuzzy msgid "Returns the flags of a texture." msgstr "Devuelve la textura del tile." #: doc/classes/VisualServer.xml #, fuzzy msgid "Returns the format of the texture's image." msgstr "Devuelve el determinante de la matriz." #: doc/classes/VisualServer.xml #, fuzzy msgid "Returns the texture's height." msgstr "Devuelve la altura de la textura." #: doc/classes/VisualServer.xml #, fuzzy msgid "Returns the texture's path." msgstr "Devuelve el ancho de la textura." #: doc/classes/VisualServer.xml #, fuzzy msgid "Returns the opengl id of the texture's image." msgstr "Devuelve la longitud del cuaternario." #: doc/classes/VisualServer.xml #, fuzzy msgid "Returns the type of the texture, can be any of the [enum TextureType]." msgstr "Devuelve el nombre de la proxima animacion en la cola." #: doc/classes/VisualServer.xml #, fuzzy msgid "Returns the texture's width." msgstr "Devuelve el ancho de la textura." #: 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/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/VisualServer.xml #, fuzzy msgid "Sets the texture's flags. See [enum TextureFlags] for options." msgstr "" "Repita las flags para la textura. Ver [enum TextureFilter] para las opciones." #: doc/classes/VisualServer.xml #, fuzzy msgid "Sets the texture's path." msgstr "Devuelve el ancho de la textura." #: 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 #, fuzzy msgid "" "If [code]true[/code], sets internal processes to shrink all image data to " "half the size." msgstr "" "Si [code]true[/code], los números de línea se muestran a la izquierda del " "texto." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "If [code]true[/code], the image will be stored in the texture's images array " "if overwritten." msgstr "" "Si [code]true[/code], todas las advertencias serán reportadas como si fueran " "errores." #: doc/classes/VisualServer.xml msgid "Sets a viewport's camera." msgstr "Establece la cámara de un viewport." #: doc/classes/VisualServer.xml msgid "Sets a viewport's canvas." msgstr "Establece el canvas de un viewport." #: doc/classes/VisualServer.xml #, fuzzy 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 " "viewport does not use a framebuffer and the contents of the viewport are " "rendered directly to screen. However, note that the root viewport is drawn " "last, therefore it will draw over the screen. Accordingly, you must set the " "root viewport to an area that does not cover the area that you have attached " "this viewport to.\n" "For example, you can set the root viewport to not render at all with the " "following code:\n" "[codeblock]\n" "func _ready():\n" " get_viewport().set_attach_to_screen_rect(Rect2())\n" " $Viewport.set_attach_to_screen_rect(Rect2(0, 0, 600, 600))\n" "[/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 further optimization, see [method " "viewport_set_render_direct_to_screen]." msgstr "" "Copia el viewport a una región de la pantalla especificada por [code]rect[/" "code]. Si [method viewport_set_render_direct_to_screen] es [code]true[/" "code], entonces la ventana de visualización no utiliza un framebuffer y el " "contenido de la ventana de visualización se muestra directamente en la " "pantalla. Sin embargo, nótese que la vista raíz se dibuja en último lugar, " "por lo que se dibujará sobre la pantalla. Por consiguiente, debe establecer " "la ventana raíz en un área que no cubra el área a la que ha adjuntado esta " "ventana.\n" "Por ejemplo, puede configurar la ventana raíz para que no se muestre en " "absoluto con el siguiente código:\n" "[codeblock]\n" "func _ready():\n" " get_viewport().set_attach_to_screen_rect(Rect2())\n" " $Viewport.set_attach_to_screen_rect(Rect2(0, 0, 600, 600))\n" "[/codeblock]\n" "El uso de esto puede resultar en una optimización significativa, " "especialmente en los dispositivos de gama baja. Sin embargo, esto conlleva " "el coste de tener que gestionar los visores manualmente. Para una mayor " "optimización ver, [method viewport_set_render_direct_to_screen]." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "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] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" "Crea un viewport vacío y lo añade al VisualServer. Se puede acceder a él con " "el RID que se devuelve. Este RID se utilizará en todas las funciones del " "[code]viewport_*[/code] VisualServer.\n" "Una vez terminado el RID, querrás liberarlo usando el método estático " "[method free_rid] de VisualServer." #: doc/classes/VisualServer.xml #, fuzzy msgid "Detaches the viewport from the screen." msgstr "Separa un punto de vista de un canvas y viceversa." #: doc/classes/VisualServer.xml msgid "" "Returns a viewport's render information. For options, see the [enum " "ViewportRenderInfo] constants." msgstr "" "Devuelve la información de renderización de un viewport. Para las opciones, " "ver las constantes [enum ViewportRenderInfo]." #: doc/classes/VisualServer.xml msgid "Returns the viewport's last rendered frame." msgstr "Devuelve el último fotograma renderizado del viewport." #: doc/classes/VisualServer.xml msgid "Detaches a viewport from a canvas and vice versa." msgstr "Separa un punto de vista de un canvas y viceversa." #: doc/classes/VisualServer.xml msgid "If [code]true[/code], sets the viewport active, else sets it inactive." msgstr "" "Si [code]true[/code], activa la ventana de visualización, si no, la " "desactiva." #: 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 "" "Establece el orden de apilamiento para el canvas de un viewport.\n" "[code]layer[/code] es la capa real del canvas, mientras que [code]sublayer[/" "code] especifica el orden de apilamiento del canvas entre los de la misma " "capa." #: doc/classes/VisualServer.xml msgid "Sets the transformation of a viewport's canvas." msgstr "Establece la transformación del canvas de un viewport." #: doc/classes/VisualServer.xml msgid "" "Sets the clear mode of a viewport. See [enum ViewportClearMode] for options." msgstr "" "Establece el modo claro de una vista. Consulte [enum ViewportClearMode] para " "ver las opciones." #: doc/classes/VisualServer.xml msgid "" "Sets the debug draw mode of a viewport. See [enum ViewportDebugDraw] for " "options." msgstr "" "Establece el modo de dibujo de depuración de un viewport. Ver [enum " "ViewportDebugDraw] para las opciones." #: doc/classes/VisualServer.xml #, fuzzy msgid "If [code]true[/code], a viewport's 3D rendering is disabled." msgstr "" "Si [code]true[/code], se desactiva la renderización del entorno de un " "viewport." #: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], rendering of a viewport's environment is disabled." msgstr "" "Si [code]true[/code], se desactiva la renderización del entorno de un " "viewport." #: doc/classes/VisualServer.xml msgid "Sets the viewport's global transformation matrix." msgstr "Establece la matriz de transformación global del Viewport." #: 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/VisualServer.xml msgid "If [code]true[/code], the viewport's canvas is not rendered." msgstr "Si [code]true[/code], el canvas del viewport no se renderiza." #: doc/classes/VisualServer.xml msgid "Currently unimplemented in Godot 3.x." msgstr "Actualmente sin implementar en Godot 3.x." #: doc/classes/VisualServer.xml msgid "Sets the anti-aliasing mode. See [enum ViewportMSAA] for options." msgstr "" "Establece el modo anti-aliasing. Ver [enum ViewportMSAA] para las opciones." #: doc/classes/VisualServer.xml msgid "Sets the viewport's parent to another viewport." msgstr "Establece el padre del viewport a otra viewport." #: 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 " "viewport to the root viewport. While this optimization can result in a " "significant increase in speed (especially on older devices), it comes at a " "cost of usability. When this is enabled, you cannot read from the viewport " "or from the [code]SCREEN_TEXTURE[/code]. You also lose the benefit of " "certain window settings, such as the various stretch modes. Another " "consequence to be aware of is that in 2D the rendering happens in window " "coordinates, so if you have a viewport that is double the size of the " "window, and you set this, then only the portion that fits within the window " "will be drawn, no automatic scaling is possible, even if your game scene is " "significantly larger than the window size." msgstr "" "Si [code]true[/code], renderiza el contenido del viewport directamente a la " "pantalla. Esto permite una optimización de bajo nivel en la que se puede " "omitir el dibujo de una ventana de visualización en la ventana de la raíz. " "Aunque esta optimización puede resultar en un aumento significativo de la " "velocidad (especialmente en los dispositivos más antiguos), tiene un costo " "de usabilidad. Cuando esto está habilitado, no se puede leer desde el " "viewport o desde el [code]SCREEN_TEXTURE[/code]. También se pierde el " "beneficio de ciertos ajustes de la ventana, como los diversos modos de " "estiramiento. Otra consecuencia que hay que tener en cuenta es que en 2D el " "renderizado se produce en coordenadas de ventana, por lo que si tienes una " "vista que es el doble del tamaño de la ventana, y la configuras, sólo se " "dibujará la parte que cabe dentro de la ventana, no es posible el escalado " "automático, incluso si tu escena de juego es significativamente más grande " "que el tamaño de la ventana." #: 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 "" "Establece el escenario de un viewport.\n" "El escenario contiene información sobre el [enum ScenarioDebugMode], " "información del entorno, atlas de reflexión, etc." #: doc/classes/VisualServer.xml msgid "Sets the shadow atlas quadrant's subdivision." msgstr "Establece la subdivisión del cuadrante del atlas de las sombras." #: 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 "" "Establece el tamaño de las imágenes del atlas de sombras (usado para omni y " "focos). El valor se redondeará a la potencia más cercana de 2." #: 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 " "will be applied to the 3D viewport. This has a low performance cost and can " "be used to recover some of the sharpness lost from using FXAA. Values around " "[code]0.5[/code] generally give the best results. See also [method " "viewport_set_use_fxaa]." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets the viewport's width and height." msgstr "Establece el ancho y la altura del viewport." #: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], the viewport renders its background as transparent." msgstr "Si [code]true[/code], el viewport hace que su fondo sea transparente." #: doc/classes/VisualServer.xml msgid "" "Sets when the viewport should be updated. See [enum ViewportUpdateMode] " "constants for options." msgstr "" "Establece cuándo debe actualizarse el viewport. Ver las constantes [enum " "ViewportUpdateMode] para las opciones." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "Sets the viewport's 2D/3D mode. See [enum ViewportUsage] constants for " "options." msgstr "" "Establece cuándo debe actualizarse el viewport. Ver las constantes [enum " "ViewportUpdateMode] para las opciones." #: 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 #, fuzzy msgid "" "If [code]true[/code], the viewport uses augmented or virtual reality " "technologies. See [ARVRInterface]." msgstr "" "Si [code]true[/code], el viewport utiliza tecnologías de realidad aumentada " "o virtual. Ver [ARVRInterface]." #: 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 " "slightly noticeable dithering pattern. It's recommended to enable debanding " "only when actually needed since the dithering pattern will make lossless-" "compressed screenshots larger.\n" "[b]Note:[/b] Only available on the GLES3 backend. [member Viewport.hdr] must " "also be [code]true[/code] for debanding to be effective." msgstr "" #: doc/classes/VisualServer.xml #, fuzzy 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 " "blurry, especially at lower resolutions. It can still work relatively well " "at large resolutions such as 1440p and 4K. Some of the lost sharpness can be " "recovered by enabling contrast-adaptive sharpening (see [method " "viewport_set_sharpen_intensity])." msgstr "" "Usar un antialiasing aproximado rápido. FXAA es un método popular de " "antialiasing en el espacio de la pantalla, que es rápido pero que hará que " "la imagen se vea borrosa, especialmente en resoluciones más bajas. Puede " "funcionar relativamente bien en resoluciones grandes como 1440p y 4K." #: doc/classes/VisualServer.xml #, fuzzy msgid "If [code]true[/code], the viewport's rendering is flipped vertically." msgstr "Si [code]true[/code], la textura se voltea verticalmente." #: 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 "" "Si [code]false[/code], desactiva la renderización completamente, pero la " "lógica del motor sigue siendo procesada. Puedes llamar a [method force_draw] " "para dibujar un fotograma incluso con la renderización desactivada." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "Emitted at the end of the frame, after the VisualServer has finished " "updating all the Viewports." msgstr "" "Emitido al final del fotograma, después de que el VisualServer haya " "terminado de actualizar todos los Viewports." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "Emitted at the beginning of the frame, before the VisualServer updates all " "the Viewports." msgstr "" "Emitido al principio del fotograma, antes de que el VisualServer actualice " "todos los Viewports." #: doc/classes/VisualServer.xml msgid "Marks an error that shows that the index array is empty." msgstr "Marca un error que muestra que el array de índices está vacío." #: doc/classes/VisualServer.xml msgid "Number of weights/bones per vertex." msgstr "Número de pesos/huesos por vértice." #: doc/classes/VisualServer.xml msgid "The minimum Z-layer for canvas items." msgstr "La capa Z mínima para los objetos del canvas." #: doc/classes/VisualServer.xml msgid "The maximum Z-layer for canvas items." msgstr "La máxima capa Z para los objetos del canvas." #: doc/classes/VisualServer.xml msgid "" "Max number of glow levels that can be used with glow post-process effect." msgstr "" "Número máximo de niveles de brillo que se pueden utilizar con el efecto de " "post-procesado de brillo." #: doc/classes/VisualServer.xml msgid "Unused enum in Godot 3.x." msgstr "La lista no utilizada en Godot 3.x." #: doc/classes/VisualServer.xml msgid "The minimum renderpriority of all materials." msgstr "La prioridad mínima de renderizado de todos los materiales." #: doc/classes/VisualServer.xml msgid "The maximum renderpriority of all materials." msgstr "La máxima prioridad de renderización de todos los materiales." #: doc/classes/VisualServer.xml #, fuzzy msgid "Marks the left side of a cubemap." msgstr "Establece el título de una columna." #: doc/classes/VisualServer.xml #, fuzzy msgid "Marks the right side of a cubemap." msgstr "Establece el título de una columna." #: doc/classes/VisualServer.xml #, fuzzy msgid "Marks the bottom side of a cubemap." msgstr "Establece el título de una columna." #: doc/classes/VisualServer.xml #, fuzzy msgid "Marks the top side of a cubemap." msgstr "Establece el título de una columna." #: doc/classes/VisualServer.xml #, fuzzy msgid "Marks the front side of a cubemap." msgstr "Establece el título de una columna." #: doc/classes/VisualServer.xml #, fuzzy msgid "Marks the back side of a cubemap." msgstr "Establece el título de una columna." #: doc/classes/VisualServer.xml #, fuzzy msgid "Normal texture with 2 dimensions, width and height." msgstr "Devuelve el tamaño de la imagen (anchura y altura)." #: 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/VisualServer.xml msgid "An array of 2-dimensional textures." msgstr "" #: doc/classes/VisualServer.xml msgid "A 3-dimensional texture with width, height, and depth." msgstr "" #: doc/classes/VisualServer.xml #, fuzzy msgid "Repeats the texture (instead of clamp to edge)." msgstr "Devuelve el desplazamiento de la textura del tile." #: doc/classes/VisualServer.xml msgid "Repeats the texture with alternate sections mirrored." msgstr "" #: 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/VisualServer.xml msgid "Shader is a 3D shader." msgstr "Shader es un shader 3D." #: doc/classes/VisualServer.xml msgid "Shader is a 2D shader." msgstr "Shader es un shader 2D." #: doc/classes/VisualServer.xml msgid "Shader is a particle shader." msgstr "Shader es un shader de partículas." #: doc/classes/VisualServer.xml msgid "Represents the size of the [enum ShaderMode] enum." msgstr "Representa el tamaño del enum [enum ShaderMode]." #: doc/classes/VisualServer.xml msgid "Array is a vertex array." msgstr "El array es un array de vértices." #: doc/classes/VisualServer.xml msgid "Array is a normal array." msgstr "El array es un array normales." #: doc/classes/VisualServer.xml msgid "Array is a tangent array." msgstr "El Array es una array de tangentes." #: doc/classes/VisualServer.xml msgid "Array is a color array." msgstr "El Array es un array de colores." #: doc/classes/VisualServer.xml msgid "Array is an UV coordinates array." msgstr "El Array es un array de coordenadas UV." #: doc/classes/VisualServer.xml msgid "Array is an UV coordinates array for the second UV coordinates." msgstr "" "El Array es un array de coordenadas UV para las segundas coordenadas UV." #: doc/classes/VisualServer.xml msgid "Array contains bone information." msgstr "El Array contiene información sobre los huesos." #: doc/classes/VisualServer.xml msgid "Array is weight information." msgstr "El Array contiene la información de pesos." #: doc/classes/VisualServer.xml msgid "Array is index array." msgstr "El Array es un array de índices." #: doc/classes/VisualServer.xml msgid "Flag used to mark a vertex array." msgstr "Bandera usada para marcar un array de vértices." #: doc/classes/VisualServer.xml msgid "Flag used to mark a normal array." msgstr "Bandera usada para marcar una array de normales." #: doc/classes/VisualServer.xml msgid "Flag used to mark a tangent array." msgstr "Bandera usada para marcar un array de tangentes." #: doc/classes/VisualServer.xml msgid "Flag used to mark a color array." msgstr "Bandera usada para marcar un array de colores." #: doc/classes/VisualServer.xml msgid "Flag used to mark an UV coordinates array." msgstr "Bandera usada para marcar un conjunto de coordenadas UV." #: doc/classes/VisualServer.xml msgid "" "Flag used to mark an UV coordinates array for the second UV coordinates." msgstr "" "Bandera usada para marcar un array de coordenadas UV para las segundas " "coordenadas UV." #: doc/classes/VisualServer.xml msgid "Flag used to mark a bone information array." msgstr "Bandera usada para marcar un array con información de huesos." #: doc/classes/VisualServer.xml msgid "Flag used to mark a weights array." msgstr "Bandera usada para marcar un array de pesos." #: doc/classes/VisualServer.xml msgid "Flag used to mark an index array." msgstr "Bandera usada para marcar un array de índices." #: doc/classes/VisualServer.xml msgid "Flag used to mark a compressed (half float) color array." msgstr "Flag usada para marcar una array de colores comprimida (real)." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "Used to set flags [constant 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." msgstr "" "Se usa para poner las banderas [constante ARRAY_COMPRESS_NORMAL], [constant " "ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant " "ARRAY_COMPRESS_TEX_UV] y [constant ARRAY_COMPRESS_TEX_UV2] rápidamente." #: doc/classes/VisualServer.xml msgid "Primitive to draw consists of points." msgstr "Primitiva para dibujar vagones de puntos." #: doc/classes/VisualServer.xml msgid "Primitive to draw consists of lines." msgstr "Primitiva para dibujar vagones de líneas." #: doc/classes/VisualServer.xml msgid "Primitive to draw consists of a line strip from start to end." msgstr "" "Primitiva para dibujar consiste en una franja de líneas de principio a fin." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "Primitive to draw consists of a line loop (a line strip with a line between " "the last and the first vertex)." msgstr "" "Primitiva para dibujar consiste en una tira de triángulo (los últimos 3 " "vértices siempre se combinan para formar un triángulo)." #: doc/classes/VisualServer.xml msgid "Primitive to draw consists of triangles." msgstr "Primitiva para dibujar vagones de triángulos." #: 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 "" "Primitiva para dibujar consiste en una tira de triángulo (los últimos 3 " "vértices siempre se combinan para formar un triángulo)." #: doc/classes/VisualServer.xml #, fuzzy msgid "" "Primitive to draw consists of a triangle strip (the last 2 vertices are " "always combined with the first to make a triangle)." msgstr "" "Primitiva para dibujar consiste en una tira de triángulo (los últimos 3 " "vértices siempre se combinan para formar un triángulo)." #: doc/classes/VisualServer.xml msgid "Represents the size of the [enum PrimitiveType] enum." msgstr "Representa el tamaño del enum [enum PrimitiveType]." #: doc/classes/VisualServer.xml msgid "Is a directional (sun) light." msgstr "Es una luz direccional (sol)." #: doc/classes/VisualServer.xml msgid "Is an omni light." msgstr "Es una luz omnipresente." #: doc/classes/VisualServer.xml msgid "Is a spot light." msgstr "Es un foco de luz." #: doc/classes/VisualServer.xml msgid "The light's energy." msgstr "La energía de la luz." #: doc/classes/VisualServer.xml #, fuzzy msgid "Secondary multiplier used with indirect light (light bounces)." msgstr "" "Multiplicador secundario utilizado con luz indirecta (rebote de luz). " "Utilizado con [GIProbe]." #: doc/classes/VisualServer.xml msgid "" "The light's size, currently only used for soft shadows in baked lightmaps." msgstr "" #: doc/classes/VisualServer.xml msgid "The light's influence on specularity." msgstr "La influencia de la luz en la especularidad." #: doc/classes/VisualServer.xml msgid "The light's range." msgstr "El rango de la luz." #: doc/classes/VisualServer.xml msgid "The light's attenuation." msgstr "La atenuación de la luz." #: doc/classes/VisualServer.xml msgid "The spotlight's angle." msgstr "El ángulo del foco." #: doc/classes/VisualServer.xml msgid "The spotlight's attenuation." msgstr "La atenuación del foco." #: doc/classes/VisualServer.xml #, fuzzy msgid "Scales the shadow color." msgstr "Establece la fuente [Color]." #: doc/classes/VisualServer.xml msgid "Max distance that shadows will be rendered." msgstr "La distancia máxima a la que las sombras se renderizarán." #: doc/classes/VisualServer.xml msgid "Proportion of shadow atlas occupied by the first split." msgstr "Proporción de atlas de sombras ocupados por la primera división." #: doc/classes/VisualServer.xml msgid "Proportion of shadow atlas occupied by the second split." msgstr "Proporción del atlas de las sombras ocupado por la segunda división." #: doc/classes/VisualServer.xml msgid "" "Proportion of shadow atlas occupied by the third split. The fourth split " "occupies the rest." msgstr "" "Proporción del atlas de las sombras ocupado por la tercera división. La " "cuarta división ocupa el resto." #: doc/classes/VisualServer.xml msgid "" "Normal bias used to offset shadow lookup by object normal. Can be used to " "fix self-shadowing artifacts." msgstr "" "Sesgo normal usado para compensar la búsqueda de sombras por el objeto " "normal. Puede ser usado para arreglar artefactos de auto-sombra." #: doc/classes/VisualServer.xml msgid "Bias the shadow lookup to fix self-shadowing artifacts." msgstr "" "Predisponer la búsqueda de sombras para arreglar los artefactos que se " "ensombrecen a sí mismos." #: 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/VisualServer.xml msgid "Represents the size of the [enum LightParam] enum." msgstr "Representa el tamaño del enum [enum LightParam]." #: doc/classes/VisualServer.xml msgid "Use a dual paraboloid shadow map for omni lights." msgstr "" "Usar un mapa de sombras paraboloide doble para las luces omnidireccionales." #: doc/classes/VisualServer.xml msgid "" "Use a cubemap shadow map for omni lights. Slower but better quality than " "dual paraboloid." msgstr "" "Usa un mapa de cubo de sombras para las luces omnidireccionales. Más lento " "pero de mejor calidad que el paraboloide dual." #: doc/classes/VisualServer.xml msgid "Use more detail vertically when computing shadow map." msgstr "" #: doc/classes/VisualServer.xml msgid "Use more detail horizontally when computing shadow map." msgstr "" #: doc/classes/VisualServer.xml msgid "Use orthogonal shadow projection for directional light." msgstr "Usar proyección de sombra ortogonal para la luz direccional." #: doc/classes/VisualServer.xml msgid "Use 2 splits for shadow projection when using directional light." msgstr "" "Use 2 divisiones para la proyección de sombras cuando use luz direccional." #: doc/classes/VisualServer.xml msgid "Use 4 splits for shadow projection when using directional light." msgstr "" "Use 4 divisiones para la proyección de sombras cuando use luz direccional." #: doc/classes/VisualServer.xml msgid "" "Keeps shadows stable as camera moves but has lower effective resolution." msgstr "" "Mantiene las sombras estables a medida que la cámara se mueve, pero tiene " "una resolución efectiva más baja." #: doc/classes/VisualServer.xml msgid "" "Optimize use of shadow maps, increasing the effective resolution. But may " "result in shadows moving or flickering slightly." msgstr "" "Optimizar el uso de los mapas de sombra, aumentando la resolución efectiva. " "Pero puede dar lugar a que las sombras se muevan o parpadeen ligeramente." #: doc/classes/VisualServer.xml msgid "Do not update the viewport." msgstr "No actualice el viewport." #: doc/classes/VisualServer.xml msgid "Update the viewport once then set to disabled." msgstr "Actualiza el viewport una vez y luego ponlo en desactivado." #: doc/classes/VisualServer.xml msgid "Update the viewport whenever it is visible." msgstr "Actualice el viewport siempre que sea visible." #: doc/classes/VisualServer.xml msgid "Always update the viewport." msgstr "Siempre actualiza el viewport." #: doc/classes/VisualServer.xml msgid "The viewport is always cleared before drawing." msgstr "El viewport siempre se limpia antes de dibujar." #: doc/classes/VisualServer.xml msgid "The viewport is never cleared before drawing." msgstr "El viewport nunca se limpia antes de dibujar." #: doc/classes/VisualServer.xml msgid "" "The viewport is cleared once, then the clear mode is set to [constant " "VIEWPORT_CLEAR_NEVER]." msgstr "" "El viewport se borra una vez, luego el modo de borrado se establece en " "[constant VIEWPORT_CLEAR_NEVER]." #: doc/classes/VisualServer.xml msgid "Multisample antialiasing is disabled." msgstr "El antialiasing multimuestra está desactivado." #: doc/classes/VisualServer.xml #, fuzzy msgid "Multisample antialiasing is set to 2×." msgstr "El antialiasing multimuestra está desactivado." #: doc/classes/VisualServer.xml #, fuzzy msgid "Multisample antialiasing is set to 4×." msgstr "El antialiasing multimuestra está desactivado." #: doc/classes/VisualServer.xml #, fuzzy msgid "Multisample antialiasing is set to 8×." msgstr "El antialiasing multimuestra está desactivado." #: doc/classes/VisualServer.xml #, fuzzy msgid "Multisample antialiasing is set to 16×." msgstr "El antialiasing multimuestra está desactivado." #: 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/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/VisualServer.xml msgid "The Viewport does not render 3D but samples." msgstr "" #: doc/classes/VisualServer.xml msgid "The Viewport does not render 3D and does not sample." msgstr "" #: doc/classes/VisualServer.xml msgid "The Viewport renders 3D with effects." msgstr "" #: doc/classes/VisualServer.xml msgid "The Viewport renders 3D but without effects." msgstr "" #: doc/classes/VisualServer.xml msgid "Number of objects drawn in a single frame." msgstr "Número de objetos dibujados en un solo fotograma." #: doc/classes/VisualServer.xml msgid "Number of vertices drawn in a single frame." msgstr "Número de vértices dibujados en un solo fotograma." #: doc/classes/VisualServer.xml msgid "Number of material changes during this frame." msgstr "Número de cambios materiales durante este fotograma." #: doc/classes/VisualServer.xml msgid "Number of shader changes during this frame." msgstr "El número de cambios de shader durante este fotograma." #: doc/classes/VisualServer.xml msgid "Number of surface changes during this frame." msgstr "El número de cambios en la superficie durante este fotograma." #: doc/classes/VisualServer.xml msgid "Number of draw calls during this frame." msgstr "Número de llamadas de dibujo durante este fotograma." #: doc/classes/VisualServer.xml #, fuzzy msgid "Number of 2d items drawn this frame." msgstr "Número de llamadas de dibujo durante este fotograma." #: doc/classes/VisualServer.xml #, fuzzy msgid "Number of 2d draw calls during this frame." msgstr "Número de llamadas de dibujo durante este fotograma." #: doc/classes/VisualServer.xml msgid "Represents the size of the [enum ViewportRenderInfo] enum." msgstr "Representa el tamaño del enum [enum ViewportRenderInfo]." #: doc/classes/VisualServer.xml msgid "Debug draw is disabled. Default setting." msgstr "" "El dibujado de depuración está desactivado. Configuración predeterminada." #: doc/classes/VisualServer.xml #, fuzzy msgid "Debug draw sets objects to unshaded." msgstr "El dibujado de depuración dibuja objetos en un marco de alambre." #: doc/classes/VisualServer.xml msgid "Overwrites clear color to [code](0,0,0,0)[/code]." msgstr "" #: doc/classes/VisualServer.xml msgid "Debug draw draws objects in wireframe." msgstr "El dibujado de depuración dibuja objetos en un marco de alambre." #: doc/classes/VisualServer.xml msgid "Do not use a debug mode." msgstr "No utilice el modo de depuración." #: doc/classes/VisualServer.xml msgid "Draw all objects as wireframe models." msgstr "Dibujar todos los objetos como modelos de malla de alambre." #: 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 "" "Dibuja todos los objetos de manera que se vea cuánto se está sobregirando. " "El sobregirado se produce cuando se dibuja y sombrea una sección de píxeles " "y luego otro objeto la cubre. Para optimizar una escena, debes reducir el " "sobregirado." #: doc/classes/VisualServer.xml msgid "" "Draw all objects without shading. Equivalent to setting all objects shaders " "to [code]unshaded[/code]." msgstr "" "Dibuja todos los objetos sin sombrear. Equivale a poner todos los objetos " "shaders en [code]unshaded[/code]." #: doc/classes/VisualServer.xml msgid "The instance does not have a type." msgstr "La instancia no tiene un tipo." #: doc/classes/VisualServer.xml msgid "The instance is a mesh." msgstr "La instancia es una malla." #: doc/classes/VisualServer.xml msgid "The instance is a multimesh." msgstr "La instancia es una multimalla." #: doc/classes/VisualServer.xml msgid "The instance is an immediate geometry." msgstr "La instancia es una geometría inmediata." #: doc/classes/VisualServer.xml msgid "The instance is a particle emitter." msgstr "El caso es un emisor de partículas." #: doc/classes/VisualServer.xml msgid "The instance is a light." msgstr "La instancia es una luz." #: doc/classes/VisualServer.xml msgid "The instance is a reflection probe." msgstr "La instancia es una sonda de reflexión." #: doc/classes/VisualServer.xml msgid "The instance is a GI probe." msgstr "El caso es una sonda GI." #: doc/classes/VisualServer.xml #, fuzzy msgid "The instance is a lightmap capture." msgstr "La instancia es un mapa de luz." #: doc/classes/VisualServer.xml msgid "Represents the size of the [enum InstanceType] enum." msgstr "Representa el tamaño del enum[enum InstanceType]." #: doc/classes/VisualServer.xml msgid "" "A combination of the flags of geometry instances (mesh, multimesh, immediate " "and particles)." msgstr "" "Una combinación de las banderas de las instancias de la geometría (malla, " "multimesh, inmediata y partículas)." #: doc/classes/VisualServer.xml msgid "Allows the instance to be used in baked lighting." msgstr "Permite que la instancia se utilice en la iluminación del cocinado." #: doc/classes/VisualServer.xml msgid "When set, manually requests to draw geometry on next frame." msgstr "" "Cuando se establece, pide manualmente dibujar la geometría en el siguiente " "fotograma." #: doc/classes/VisualServer.xml msgid "Represents the size of the [enum InstanceFlags] enum." msgstr "Representa el tamaño del enum [enum InstanceFlags]." #: doc/classes/VisualServer.xml msgid "Disable shadows from this instance." msgstr "Deshabilita sombras de esta instancia." #: doc/classes/VisualServer.xml msgid "Cast shadows from this instance." msgstr "Proyecta sombras de esta instancia." #: 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 "" "Deshabilitar la selección de la cara posterior cuando se renderice la sombra " "del objeto. Esto es un poco más lento pero puede resultar en sombras más " "correctas." #: doc/classes/VisualServer.xml msgid "" "Only render the shadows from the object. The object itself will not be drawn." msgstr "" "Sólo se muestran las sombras del objeto. El objeto en sí no será dibujado." #: doc/classes/VisualServer.xml msgid "The nine patch gets stretched where needed." msgstr "El nine patch se estira donde es necesario." #: doc/classes/VisualServer.xml msgid "The nine patch gets filled with tiles where needed." msgstr "El nine patch se llena de tiles donde sea necesario." #: doc/classes/VisualServer.xml msgid "" "The nine patch gets filled with tiles where needed and stretches them a bit " "if needed." msgstr "" "El nine patch se llena de tiles donde sea necesario y se estira un poco si " "es necesario." #: doc/classes/VisualServer.xml msgid "Adds light color additive to the canvas." msgstr "Añade un aditivo de color claro al canvas." #: doc/classes/VisualServer.xml msgid "Adds light color subtractive to the canvas." msgstr "Añade el color de la luz que se sustrae al canvas." #: doc/classes/VisualServer.xml msgid "The light adds color depending on transparency." msgstr "La luz añade color dependiendo de la transparencia." #: doc/classes/VisualServer.xml msgid "The light adds color depending on mask." msgstr "La luz añade color dependiendo de la máscara." #: doc/classes/VisualServer.xml msgid "Do not apply a filter to canvas light shadows." msgstr "No aplique un filtro a las sombras de luz del canvas." #: doc/classes/VisualServer.xml #, fuzzy msgid "Use PCF3 filtering to filter canvas light shadows." msgstr "Utiliza el filtro PCF13 para filtrar las sombras de luz del canvas." #: doc/classes/VisualServer.xml msgid "Use PCF5 filtering to filter canvas light shadows." msgstr "Utiliza el filtro PCF5 para filtrar las sombras de luz del canvas." #: doc/classes/VisualServer.xml #, fuzzy msgid "Use PCF7 filtering to filter canvas light shadows." msgstr "Utiliza el filtro PCF5 para filtrar las sombras de luz del canvas." #: doc/classes/VisualServer.xml #, fuzzy msgid "Use PCF9 filtering to filter canvas light shadows." msgstr "Utiliza el filtro PCF5 para filtrar las sombras de luz del canvas." #: doc/classes/VisualServer.xml msgid "Use PCF13 filtering to filter canvas light shadows." msgstr "Utiliza el filtro PCF13 para filtrar las sombras de luz del canvas." #: doc/classes/VisualServer.xml msgid "Culling of the canvas occluder is disabled." msgstr "Selección del oclusor del canvas está desactivado." #: doc/classes/VisualServer.xml msgid "Culling of the canvas occluder is clockwise." msgstr "" "La selección del oclusor del canvas se hace en el sentido de las agujas del " "reloj." #: doc/classes/VisualServer.xml msgid "Culling of the canvas occluder is counterclockwise." msgstr "" "La selección del oclusor del canvas es en sentido contrario a las agujas del " "reloj." #: doc/classes/VisualServer.xml msgid "The amount of objects in the frame." msgstr "La cantidad de objetos en el fotograma." #: doc/classes/VisualServer.xml msgid "The amount of vertices in the frame." msgstr "La cantidad de vértices en el fotograma." #: doc/classes/VisualServer.xml msgid "The amount of modified materials in the frame." msgstr "La cantidad de materiales modificados en el fotograma." #: doc/classes/VisualServer.xml msgid "The amount of shader rebinds in the frame." msgstr "La cantidad del shader se repite en el fotograma." #: 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 "La cantidad de superficie cambia en el fotograma." #: doc/classes/VisualServer.xml msgid "The amount of draw calls in frame." msgstr "La cantidad de llamadas de dibujo en el fotograma." #: doc/classes/VisualServer.xml #, fuzzy msgid "The amount of 2d items in the frame." msgstr "La cantidad de vértices en el fotograma." #: doc/classes/VisualServer.xml #, fuzzy msgid "The amount of 2d draw calls in frame." msgstr "La cantidad de llamadas de dibujo en el fotograma." #: doc/classes/VisualServer.xml msgid "Hardware supports shaders. This enum is currently unused in Godot 3.x." msgstr "" "El hardware soporta los shaders. Esta enum no se usa actualmente en Godot 3." "x." #: doc/classes/VisualServer.xml msgid "" "Hardware supports multithreading. This enum is currently unused in Godot 3.x." msgstr "" "El hardware soporta el multihilo. Este enum no se usa actualmente en Godot 3." "x." #: doc/classes/VisualServer.xml msgid "Use [Transform2D] to store MultiMesh transform." msgstr "Use [Transform2D] para almacenar la transformada de MultiMalla." #: doc/classes/VisualServer.xml msgid "Use [Transform] to store MultiMesh transform." msgstr "Use [Transform] para almacenar la transformada de MultiMesh." #: doc/classes/VisualServer.xml msgid "MultiMesh does not use per-instance color." msgstr "" #: doc/classes/VisualServer.xml msgid "" "MultiMesh color uses 8 bits per component. This packs the color into a " "single float." msgstr "" #: doc/classes/VisualServer.xml msgid "MultiMesh color uses a float per channel." msgstr "" #: doc/classes/VisualServer.xml msgid "MultiMesh does not use custom data." msgstr "" #: 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/VisualServer.xml msgid "MultiMesh custom data uses a float per component." msgstr "" #: doc/classes/VisualServer.xml msgid "Reflection probe will update reflections once and then stop." msgstr "" "La sonda de reflexión actualizará las reflexiones una vez y luego se " "detendrá." #: doc/classes/VisualServer.xml msgid "" "Reflection probe will update each frame. This mode is necessary to capture " "moving objects." msgstr "" "La sonda de reflexión actualizará cada cuadro. Este modo es necesario para " "capturar objetos en movimiento." #: doc/classes/VisualServer.xml msgid "Draw particles in the order that they appear in the particles array." msgstr "" "Dibuja las partículas en el orden en que aparecen en el array de partículas." #: doc/classes/VisualServer.xml msgid "Sort particles based on their lifetime." msgstr "Clasificar las partículas en función de su vida útil." #: doc/classes/VisualServer.xml msgid "Sort particles based on their distance to the camera." msgstr "Clasifica las partículas según su distancia a la cámara." #: doc/classes/VisualServer.xml msgid "Use the clear color as background." msgstr "Usa el color limpio como fondo." #: doc/classes/VisualServer.xml msgid "Use a specified color as the background." msgstr "Utilice un color específico como fondo." #: doc/classes/VisualServer.xml msgid "Use a sky resource for the background." msgstr "Usar un recurso del cielo para el fondo." #: doc/classes/VisualServer.xml msgid "" "Use a custom color for background, but use a sky for shading and reflections." msgstr "" #: 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 "" "Usar una capa de canvas especifica como fondo. Esto puede ser útil para " "instanciar una escena 2D en un mundo 3D." #: doc/classes/VisualServer.xml msgid "" "Do not clear the background, use whatever was rendered last frame as the " "background." msgstr "No despeje el fondo, use el último fotograma como fondo." #: doc/classes/VisualServer.xml msgid "Represents the size of the [enum EnvironmentBG] enum." msgstr "Representa el tamaño del enum [enum EnvironmentBG]." #: doc/classes/VisualServer.xml msgid "Use lowest blur quality. Fastest, but may look bad." msgstr "" #: doc/classes/VisualServer.xml msgid "Use medium blur quality." msgstr "" #: doc/classes/VisualServer.xml msgid "Used highest blur quality. Looks the best, but is the slowest." msgstr "" #: doc/classes/VisualServer.xml msgid "Add the effect of the glow on top of the scene." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Blends the glow effect with the screen. Does not get as bright as additive." msgstr "" #: doc/classes/VisualServer.xml msgid "Produces a subtle color disturbance around objects." msgstr "" #: doc/classes/VisualServer.xml msgid "Shows the glow effect by itself without the underlying scene." msgstr "" #: 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/VisualServer.xml #, fuzzy 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 "" "Operador de mapeado de tonos Reinhardt. Realiza una variación de los colores " "de los píxeles renderizados por esta fórmula: [code]color = color / (1 + " "color)[/code]." #: 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/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/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/VisualServer.xml msgid "Lowest quality of screen space ambient occlusion." msgstr "" "La calidad más baja de la oclusión ambiental del espacio de la pantalla." #: doc/classes/VisualServer.xml msgid "Medium quality screen space ambient occlusion." msgstr "Oclusión ambiental del espacio de pantalla de calidad media." #: doc/classes/VisualServer.xml msgid "Highest quality screen space ambient occlusion." msgstr "Oclusión ambiental del espacio de pantalla de la mayor calidad." #: doc/classes/VisualServer.xml msgid "Disables the blur set for SSAO. Will make SSAO look noisier." msgstr "" "Deshabilita el set de desenfoque para SSAO. Hará que SSAO parezca más " "ruidoso." #: doc/classes/VisualServer.xml msgid "Perform a 1x1 blur on the SSAO output." msgstr "Realiza un desenfoque de 1x1 en la salida de SSAO." #: doc/classes/VisualServer.xml msgid "Performs a 2x2 blur on the SSAO output." msgstr "Realiza un desenfoque de 2x2 en la salida de SSAO." #: doc/classes/VisualServer.xml msgid "Performs a 3x3 blur on the SSAO output. Use this for smoothest SSAO." msgstr "" "Realiza un desenfoque de 3x3 en la salida de SSAO. Usa esto para un SSAO más " "suave." #: doc/classes/VisualServer.xml msgid "" "Used to query for any changes that request a redraw, whatever the priority." msgstr "" #: 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/VisualServer.xml msgid "Registered changes which can cause a redraw default to high priority." msgstr "" #: doc/classes/VisualShader.xml msgid "A custom shader program with a visual editor." msgstr "Un programa shader personalizado con un editor visual." #: doc/classes/VisualShader.xml msgid "" "This class allows you to define a custom shader program that can be used for " "various materials to render objects.\n" "The visual shader editor creates the shader." msgstr "" "Esta clase permite definir un programa shader personalizado que puede ser " "usado por varios materiales para renderizar objetos.\n" "El editor de shader visual crea el shader." #: doc/classes/VisualShader.xml msgid "Adds the specified node to the shader." msgstr "Añade el nodo especificado al shader." #: doc/classes/VisualShader.xml msgid "" "Returns [code]true[/code] if the specified nodes and ports can be connected " "together." msgstr "" "Devuelve [code]true[/code] si los nodos y puertos especificados pueden ser " "conectados juntos." #: doc/classes/VisualShader.xml msgid "Connects the specified nodes and ports." msgstr "Conecta los nodos y puertos especificados." #: doc/classes/VisualShader.xml msgid "" "Connects the specified nodes and ports, even if they can't be connected. " "Such connection is invalid and will not function properly." msgstr "" "Conecta los nodos y puertos especificados, aunque no puedan ser conectados. " "Dicha conexión es inválida y no funcionará correctamente." #: doc/classes/VisualShader.xml msgid "" "Returns the shader node instance with specified [code]type[/code] and " "[code]id[/code]." msgstr "" "Devuelve la instancia del nodo shader con el tipo [code]type[/code] y " "[code]id[/code] especificados." #: doc/classes/VisualShader.xml msgid "Returns the list of connected nodes with the specified type." msgstr "Devuelve la lista de nodos conectados con el tipo especificado." #: doc/classes/VisualShader.xml msgid "Returns the list of all nodes in the shader with the specified type." msgstr "" "Devuelve la lista de todos los nodos del shader con el tipo especificado." #: doc/classes/VisualShader.xml msgid "Returns the position of the specified node within the shader graph." msgstr "Devuelve la posición del nodo especificado dentro del gráfico shader." #: doc/classes/VisualShader.xml msgid "" "Returns [code]true[/code] if the specified node and port connection exist." msgstr "" "Devuelve [code]true[/code] si existe el nodo y la conexión de puerto " "especificados." #: doc/classes/VisualShader.xml msgid "Removes the specified node from the shader." msgstr "Elimina el nodo especificado del shader." #: doc/classes/VisualShader.xml msgid "Sets the mode of this shader." msgstr "Establece el modo de este shader." #: doc/classes/VisualShader.xml msgid "Sets the position of the specified node." msgstr "Establece la posición del nodo especificado." #: doc/classes/VisualShader.xml msgid "The offset vector of the whole graph." msgstr "El vector de desplazamiento de todo el gráfico." #: doc/classes/VisualShader.xml msgid "A vertex shader, operating on vertices." msgstr "Un shader de vértices, operando en vértices." #: doc/classes/VisualShader.xml msgid "A fragment shader, operating on fragments (pixels)." msgstr "Un shader de fragmentos, operando con fragmentos (píxeles)." #: doc/classes/VisualShader.xml msgid "A shader for light calculations." msgstr "Un shader para cálculos de luz." #: doc/classes/VisualShader.xml msgid "Represents the size of the [enum Type] enum." msgstr "Representa el tamaño del enum [enum Type]." #: doc/classes/VisualShaderNode.xml msgid "Base class for nodes in a visual shader graph." msgstr "Clase base para nodos en un gráfico de shader visual." #: doc/classes/VisualShaderNode.xml msgid "" "Visual shader graphs consist of various nodes. Each node in the graph is a " "separate object and they are represented as a rectangular boxes with title " "and a set of properties. Each node has also connection ports that allow to " "connect it to another nodes and control the flow of the shader." msgstr "" #: doc/classes/VisualShaderNode.xml msgid "" "Returns an [Array] containing default values for all of the input ports of " "the node in the form [code][index0, value0, index1, value1, ...][/code]." msgstr "" "Devuelve un [Array] que contiene valores por defecto para todos los puertos " "de entrada del nodo en la forma [code][index0, value0, index1, value1, ...][/" "code]." #: doc/classes/VisualShaderNode.xml msgid "Returns the default value of the input [code]port[/code]." msgstr "Devuelve el valor por defecto de la entrada [code]port[/code]." #: doc/classes/VisualShaderNode.xml msgid "" "Sets the default input ports values using an [Array] of the form [code]" "[index0, value0, index1, value1, ...][/code]. For example: [code][0, " "Vector3(0, 0, 0), 1, Vector3(0, 0, 0)][/code]." msgstr "" "Establece los valores de los puertos de entrada por defecto utilizando una " "[Array] de la forma [code][index0, value0, index1, value1, ...][/code]. Por " "ejemplo: [code][0, Vector3(0, 0, 0), 1, Vector3(0, 0, 0)][/code]." #: doc/classes/VisualShaderNode.xml msgid "Sets the default value for the selected input [code]port[/code]." msgstr "" "Establece el valor por defecto para la entrada seleccionada [code]port[/" "code]." #: doc/classes/VisualShaderNode.xml msgid "" "Sets the output port index which will be showed for preview. If set to " "[code]-1[/code] no port will be open for preview." msgstr "" "Establece el índice del puerto de salida que se mostrará para la vista " "previa. Si se establece en [code]-1[/code] no se abrirá ningún puerto para " "la vista previa." #: doc/classes/VisualShaderNode.xml #, fuzzy msgid "" "Emitted when the node requests an editor refresh. Currently called only in " "setter of [member VisualShaderNodeTexture.source], " "[VisualShaderNodeTexture], and [VisualShaderNodeCubeMap] (and their " "derivatives)." msgstr "" "Emitido cuando el nodo solicita un refresco del editor. Actualmente se llama " "sólo en el setter de [member VisualShaderNodeTexture.source], " "[VisualShaderNodeTexture], y [VisualShaderNodeCubemap] (y sus derivados)." #: doc/classes/VisualShaderNode.xml msgid "" "Floating-point scalar. Translated to [code]float[/code] type in shader code." msgstr "Escalar real. Traducido a tipo [code]float[/code] en código shader." #: doc/classes/VisualShaderNode.xml msgid "" "3D vector of floating-point values. Translated to [code]vec3[/code] type in " "shader code." msgstr "" "Vector 3D de valores de reales. Traducido a tipo [code]vec3[/code] en código " "shader." #: doc/classes/VisualShaderNode.xml msgid "Boolean type. Translated to [code]bool[/code] type in shader code." msgstr "Tipo booleano. Traducido al tipo [code]bool[/code] en código shader." #: doc/classes/VisualShaderNode.xml msgid "Transform type. Translated to [code]mat4[/code] type in shader code." msgstr "" "Tipo de transformada. Traducido al tipo [code]mat4[/code] en código shader." #: doc/classes/VisualShaderNode.xml msgid "" "Sampler type. Translated to reference of sampler uniform in shader code. Can " "only be used for input ports in non-uniform nodes." msgstr "" "Tipo Sampler. Traducido a referencia del uniforme del muestras en el código " "shader. Sólo puede utilizarse para puertos de entrada en nodos no uniformes." #: doc/classes/VisualShaderNode.xml msgid "Represents the size of the [enum PortType] enum." msgstr "Representa el tamaño del enum[enum PortType]." #: doc/classes/VisualShaderNodeBooleanConstant.xml msgid "A boolean constant to be used within the visual shader graph." msgstr "" "Una constante booleana para ser usada dentro del gráfico visual del shader." #: doc/classes/VisualShaderNodeBooleanConstant.xml msgid "" "Has only one output port and no inputs.\n" "Translated to [code]bool[/code] in the shader language." msgstr "" "Sólo tiene un puerto de salida y no tiene entradas.\n" "Traducido a [code]bool[/code] en el lenguaje de los shaders." #: doc/classes/VisualShaderNodeBooleanConstant.xml msgid "A boolean constant which represents a state of this node." msgstr "Una constante booleana que representa un estado de este nodo." #: doc/classes/VisualShaderNodeBooleanUniform.xml msgid "A boolean uniform to be used within the visual shader graph." msgstr "" "Un uniforme booleano para ser usado dentro del gráfico de shader visual." #: doc/classes/VisualShaderNodeBooleanUniform.xml msgid "Translated to [code]uniform bool[/code] in the shader language." msgstr "Traducido a [code]bool[/code] uniforme en el lenguaje de los shaders." #: doc/classes/VisualShaderNodeBooleanUniform.xml #: doc/classes/VisualShaderNodeColorUniform.xml #: doc/classes/VisualShaderNodeScalarUniform.xml #: doc/classes/VisualShaderNodeTransformUniform.xml #: doc/classes/VisualShaderNodeVec3Uniform.xml #, fuzzy msgid "A default value to be assigned within the shader." msgstr "Un efecto Fresnel para ser usado dentro del gráfico shader visual." #: doc/classes/VisualShaderNodeBooleanUniform.xml #: doc/classes/VisualShaderNodeColorUniform.xml #: doc/classes/VisualShaderNodeScalarUniform.xml #: doc/classes/VisualShaderNodeTransformUniform.xml #: doc/classes/VisualShaderNodeVec3Uniform.xml msgid "Enables usage of the [member default_value]." msgstr "" #: doc/classes/VisualShaderNodeColorConstant.xml msgid "A [Color] constant to be used within the visual shader graph." msgstr "" "Una constante [Color] para ser usada dentro del gráfico de shader visual." #: doc/classes/VisualShaderNodeColorConstant.xml msgid "" "Has two output ports representing RGB and alpha channels of [Color].\n" "Translated to [code]vec3 rgb[/code] and [code]float alpha[/code] in the " "shader language." msgstr "" "Tiene dos puertos de salida que representan los canales RGB y alfa de " "[Color].\n" "Traducido a [code]vec3 rgb[/code] y [code]float alpha[/code] en el lenguaje " "shader." #: doc/classes/VisualShaderNodeColorConstant.xml msgid "A [Color] constant which represents a state of this node." msgstr "Una constante [Color] que representa un estado de este nodo." #: doc/classes/VisualShaderNodeColorFunc.xml msgid "A [Color] function to be used within the visual shader graph." msgstr "" "Una función [Color] para ser usada dentro del gráfico de shader visual." #: doc/classes/VisualShaderNodeColorFunc.xml msgid "" "Accept a [Color] to the input port and transform it according to [member " "function]." msgstr "" "Acepta un [Color] en el puerto de entrada y transfórmalo de acuerdo con la " "[member function]." #: doc/classes/VisualShaderNodeColorFunc.xml msgid "" "A function to be applied to the input color. See [enum Function] for options." msgstr "" "Una función que se aplica al color de entrada. Ver [enum Function] para las " "opciones." #: doc/classes/VisualShaderNodeColorFunc.xml msgid "" "Converts the color to grayscale using the following formula:\n" "[codeblock]\n" "vec3 c = input;\n" "float max1 = max(c.r, c.g);\n" "float max2 = max(max1, c.b);\n" "float max3 = max(max1, max2);\n" "return vec3(max3, max3, max3);\n" "[/codeblock]" msgstr "" "Convierte el color a escala de grises usando la siguiente fórmula:\n" "[codeblock]\n" "vec3 c = entrada;\n" "float max1 = max(c.r, c.g);\n" "float max2 = max(max1, c.b);\n" "float max3 = max(max1, max2);\n" "return vec3(max3, max3, max3);\n" "[/codeblock]" #: doc/classes/VisualShaderNodeColorFunc.xml msgid "" "Applies sepia tone effect using the following formula:\n" "[codeblock]\n" "vec3 c = input;\n" "float r = (c.r * 0.393) + (c.g * 0.769) + (c.b * 0.189);\n" "float g = (c.r * 0.349) + (c.g * 0.686) + (c.b * 0.168);\n" "float b = (c.r * 0.272) + (c.g * 0.534) + (c.b * 0.131);\n" "return vec3(r, g, b);\n" "[/codeblock]" msgstr "" "Aplica el efecto de tono sepia usando la siguiente fórmula:\n" "[codeblock]\n" "vec3 c = input;\n" "float r = (c.r * 0.393) + (c.g * 0.769) + (c.b * 0.189);\n" "float g = (c.r * 0.349) + (c.g * 0.686) + (c.b * 0.168);\n" "float b = (c.r * 0,272) + (c.g * 0,534) + (c.b * 0,131);\n" "return vec3(r, g, b);\n" "[/codeblock]" #: doc/classes/VisualShaderNodeColorOp.xml msgid "A [Color] operator to be used within the visual shader graph." msgstr "" "Un operador [Color] para ser usado dentro del gráfico de shader visual." #: doc/classes/VisualShaderNodeColorOp.xml msgid "Applies [member operator] to two color inputs." msgstr "Aplica [member operator] a dos entradas de color." #: doc/classes/VisualShaderNodeColorOp.xml msgid "" "An operator to be applied to the inputs. See [enum Operator] for options." msgstr "" "Un operador que se aplicará a las entradas. Véase [enum Operator] para las " "opciones." #: doc/classes/VisualShaderNodeColorOp.xml msgid "" "Produce a screen effect with the following formula:\n" "[codeblock]\n" "result = vec3(1.0) - (vec3(1.0) - a) * (vec3(1.0) - b);\n" "[/codeblock]" msgstr "" "Producir un efecto de pantalla con la siguiente fórmula:\n" "[codeblock]\n" "result = vec3(1.0) - (vec3(1.0) - a) * (vec3(1.0) - b);\n" "[/codeblock]" #: doc/classes/VisualShaderNodeColorOp.xml msgid "" "Produce a difference effect with the following formula:\n" "[codeblock]\n" "result = abs(a - b);\n" "[/codeblock]" msgstr "" "Produce un efecto de diferencia con la siguiente fórmula:\n" "[codeblock]\n" "result = abs(a - b);\n" "[/codeblock]" #: doc/classes/VisualShaderNodeColorOp.xml msgid "" "Produce a darken effect with the following formula:\n" "[codeblock]\n" "result = min(a, b);\n" "[/codeblock]" msgstr "" "Produce un efecto de oscurecimiento con la siguiente fórmula:\n" "[codeblock]\n" "result = min(a, b);\n" "[/codeblock]" #: doc/classes/VisualShaderNodeColorOp.xml msgid "" "Produce a lighten effect with the following formula:\n" "[codeblock]\n" "result = max(a, b);\n" "[/codeblock]" msgstr "" "Produce un efecto de aligeramiento con la siguiente fórmula:\n" "[codeblock]\n" "result = max(a, b);\n" "[/codeblock]" #: doc/classes/VisualShaderNodeColorOp.xml msgid "" "Produce an overlay effect with the following formula:\n" "[codeblock]\n" "for (int i = 0; i < 3; i++) {\n" " float base = a[i];\n" " float blend = b[i];\n" " if (base < 0.5) {\n" " result[i] = 2.0 * base * blend;\n" " } else {\n" " result[i] = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);\n" " }\n" "}\n" "[/codeblock]" msgstr "" "Produce un efecto de superposición con la siguiente fórmula:\n" "[codeblock]\n" "for (int i = 0; i < 3; i++) {\n" " float base = a[i];\n" " float blend = b[i];\n" " if (base < 0.5) {\n" " result[i] = 2.0 * base * blend;\n" " } else {\n" " result[i] = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);\n" " }\n" "}\n" "[/codeblock]" #: doc/classes/VisualShaderNodeColorOp.xml msgid "" "Produce a dodge effect with the following formula:\n" "[codeblock]\n" "result = a / (vec3(1.0) - b);\n" "[/codeblock]" msgstr "" "Produce un efecto de evasión con la siguiente fórmula:\n" "[codeblock]\n" "result = a / (vec3(1.0) - b);\n" "[/codeblock]" #: doc/classes/VisualShaderNodeColorOp.xml msgid "" "Produce a burn effect with the following formula:\n" "[codeblock]\n" "result = vec3(1.0) - (vec3(1.0) - a) / b;\n" "[/codeblock]" msgstr "" "Produce un efecto de quemadura con la siguiente fórmula:\n" "[codeblock]\n" "result = vec3(1.0) - (vec3(1.0) - a) / b;\n" "[/codeblock]" #: doc/classes/VisualShaderNodeColorOp.xml msgid "" "Produce a soft light effect with the following formula:\n" "[codeblock]\n" "for (int i = 0; i < 3; i++) {\n" " float base = a[i];\n" " float blend = b[i];\n" " if (base < 0.5) {\n" " result[i] = base * (blend + 0.5);\n" " } else {\n" " result[i] = 1.0 - (1.0 - base) * (1.0 - (blend - 0.5));\n" " }\n" "}\n" "[/codeblock]" msgstr "" "Produce un efecto de luz suave con la siguiente fórmula:\n" "[codeblock]\n" "for (int i = 0; i < 3; i++) {\n" " float base = a[i];\n" " float blend = b[i];\n" " if (base < 0.5) {\n" " result[i] = base * (blend + 0.5);\n" " } más {\n" " result[i] = 1.0 - (1.0 - base) * (1.0 - (blend - 0.5));\n" " }\n" "}\n" "[/codeblock]" #: doc/classes/VisualShaderNodeColorOp.xml msgid "" "Produce a hard light effect with the following formula:\n" "[codeblock]\n" "for (int i = 0; i < 3; i++) {\n" " float base = a[i];\n" " float blend = b[i];\n" " if (base < 0.5) {\n" " result[i] = base * (2.0 * blend);\n" " } else {\n" " result[i] = 1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5));\n" " }\n" "}\n" "[/codeblock]" msgstr "" "Produce un efecto de luz suave con la siguiente fórmula:\n" "[codeblock]\n" "for (int i = 0; i < 3; i++) {\n" " float base = a[i];\n" " float blend = b[i];\n" " if (base < 0.5) {\n" " result[i] = base * (blend + 0.5);\n" " } más {\n" " result[i] = 1.0 - (1.0 - base) * (1.0 - (blend - 0.5));\n" " }\n" "}\n" "[/codeblock]" #: doc/classes/VisualShaderNodeColorUniform.xml msgid "A [Color] uniform to be used within the visual shader graph." msgstr "" "Un uniforme [Color] para ser usado dentro del gráfico de shader visual." #: doc/classes/VisualShaderNodeColorUniform.xml msgid "Translated to [code]uniform vec4[/code] in the shader language." msgstr "Traducido a [code]uniform vec4[/code] en el lenguaje shader." #: doc/classes/VisualShaderNodeCompare.xml msgid "A comparison function for common types within the visual shader graph." msgstr "" "Una función de comparación para tipos comunes dentro del gráfico shader " "visual." #: doc/classes/VisualShaderNodeCompare.xml msgid "" "Compares [code]a[/code] and [code]b[/code] of [member type] by [member " "function]. Returns a boolean scalar. Translates to [code]if[/code] " "instruction in shader code." msgstr "" "Compara [code]a[/code] y [code]b[/code] de [member type] por [member " "function]. Devuelve un escalar booleano. Se traduce a la instrucción " "[code]if[/code] en código shader." #: doc/classes/VisualShaderNodeCompare.xml msgid "" "Extra condition which is applied if [member type] is set to [constant " "CTYPE_VECTOR]." msgstr "" "Condición extra que se aplica si [member type] se establece en [constant " "CTYPE_VECTOR]." #: doc/classes/VisualShaderNodeCompare.xml msgid "A comparison function. See [enum Function] for options." msgstr "Una función de comparación. Ver [enum Function] para las opciones." #: doc/classes/VisualShaderNodeCompare.xml msgid "" "The type to be used in the comparison. See [enum ComparisonType] for options." msgstr "" "El tipo que se utilizará en la comparación. Véase [enum ComparisonType] para " "las opciones." #: doc/classes/VisualShaderNodeCompare.xml msgid "A floating-point scalar." msgstr "Un escalar real." #: doc/classes/VisualShaderNodeCompare.xml msgid "A 3D vector type." msgstr "Un tipo vector 3D." #: doc/classes/VisualShaderNodeCompare.xml msgid "A boolean type." msgstr "Un tipo booleano." #: doc/classes/VisualShaderNodeCompare.xml msgid "A transform ([code]mat4[/code]) type." msgstr "Un tipo de transformada ([code]mat4[/code])." #: doc/classes/VisualShaderNodeCompare.xml msgid "Comparison for equality ([code]a == b[/code])." msgstr "Comparación para la igualdad ([code]a == b[/code])." #: doc/classes/VisualShaderNodeCompare.xml msgid "Comparison for inequality ([code]a != b[/code])." msgstr "Comparación de la desigualdad ([code]a != b[/code])." #: doc/classes/VisualShaderNodeCompare.xml msgid "" "Comparison for greater than ([code]a > b[/code]). Cannot be used if [member " "type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM]." msgstr "" "Comparación para mayores de ([code]a > b[/code]). No se puede utilizar si el " "[member type] se establece en [constant CTYPE_BOOLEAN] o [constant " "CTYPE_TRANSFORM]." #: doc/classes/VisualShaderNodeCompare.xml msgid "" "Comparison for greater than or equal ([code]a >= b[/code]). Cannot be used " "if [member type] set to [constant CTYPE_BOOLEAN] or [constant " "CTYPE_TRANSFORM]." msgstr "" "Comparación para mayor o igual ([code]a >= b[/code]). No se puede utilizar " "si el [member type] se establece en [constant CTYPE_BOOLEAN] o [constant " "CTYPE_TRANSFORM]." #: doc/classes/VisualShaderNodeCompare.xml msgid "" "Comparison for less than ([code]a < b[/code]). Cannot be used if [member " "type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM]." msgstr "" "Comparación para menos de ([code]a < b[/code]). No se puede utilizar si el " "[member type] se establece en [constant CTYPE_BOOLEAN] o [constant " "CTYPE_TRANSFORM]." #: doc/classes/VisualShaderNodeCompare.xml #, fuzzy msgid "" "Comparison for less than or equal ([code]a < b[/code]). Cannot be used if " "[member type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM]." msgstr "" "Comparación para menos o igual ([code]a <= b[/code]). No se puede utilizar " "si el [member type] se establece en [constant CTYPE_BOOLEAN] o [constant " "CTYPE_TRANSFORM]." #: doc/classes/VisualShaderNodeCompare.xml msgid "" "The result will be true if all of component in vector satisfy the comparison " "condition." msgstr "" "El resultado será cierto si todos los componentes del vector satisfacen la " "condición de comparación." #: doc/classes/VisualShaderNodeCompare.xml msgid "" "The result will be true if any of component in vector satisfy the comparison " "condition." msgstr "" "El resultado será verdadero si cualquiera de los componentes del vector " "satisface la condición de comparación." #: doc/classes/VisualShaderNodeCubeMap.xml #, fuzzy msgid "A [CubeMap] sampling node to be used within the visual shader graph." msgstr "" "Un nodo de muestreo [Cubemap] para ser usado dentro del gráfico de shader " "visual." #: doc/classes/VisualShaderNodeCubeMap.xml msgid "" "Translated to [code]texture(cubemap, vec3)[/code] in the shader language. " "Returns a color vector and alpha channel as scalar." msgstr "" "Traducido a [code]texture(cubemap, vec3)[/code] en el lenguaje shader. " "Devuelve un vector de color y un canal alfa como escalar." #: doc/classes/VisualShaderNodeCubeMap.xml #, fuzzy msgid "" "The [CubeMap] texture to sample when using [constant SOURCE_TEXTURE] as " "[member source]." msgstr "" "La textura de [Cubemap] a la muestra cuando se utiliza [constant " "SOURCE_TEXTURE] como [member source]." #: doc/classes/VisualShaderNodeCubeMap.xml msgid "" "Defines which source should be used for the sampling. See [enum Source] for " "options." msgstr "" "Define qué fuente debe utilizarse para el muestreo. Véase [enum Source] para " "las opciones." #: doc/classes/VisualShaderNodeCubeMap.xml #: doc/classes/VisualShaderNodeTextureUniform.xml msgid "" "Defines the type of data provided by the source texture. See [enum " "TextureType] for options." msgstr "" "Define el tipo de datos proporcionados por la textura de la fuente. Véase " "[enum TextureType] para las opciones." #: doc/classes/VisualShaderNodeCubeMap.xml #, fuzzy msgid "" "Use the [CubeMap] set via [member cube_map]. If this is set to [member " "source], the [code]samplerCube[/code] port is ignored." msgstr "" "Utiliza el [Cubemap] establecido a través de [member cube_map]. Si se " "establece en [member source], el puerto [code]samplerCube[/code] se ignora." #: doc/classes/VisualShaderNodeCubeMap.xml #, fuzzy msgid "" "Use the [CubeMap] sampler reference passed via the [code]samplerCube[/code] " "port. If this is set to [member source], the [member cube_map] texture is " "ignored." msgstr "" "Utiliza la referencia del sampler [Cubemap] pasada a través del puerto " "[code]samplerCube[/code]. Si se establece en [member source], la textura " "[member cube_map] se ignora." #: doc/classes/VisualShaderNodeCubeMap.xml #: doc/classes/VisualShaderNodeTexture.xml #: doc/classes/VisualShaderNodeTextureUniform.xml msgid "No hints are added to the uniform declaration." msgstr "No se añade ninguna sugerencia a la declaración del uniforme." #: doc/classes/VisualShaderNodeCubeMap.xml #: doc/classes/VisualShaderNodeTexture.xml #: doc/classes/VisualShaderNodeTextureUniform.xml msgid "" "Adds [code]hint_albedo[/code] as hint to the uniform declaration for proper " "sRGB to linear conversion." msgstr "" "Añade [code]hint_albedo[/code] como sugerencia a la declaración uniforme " "para la conversión adecuada de sRGB a lineal." #: doc/classes/VisualShaderNodeCubeMap.xml #: doc/classes/VisualShaderNodeTexture.xml #: doc/classes/VisualShaderNodeTextureUniform.xml msgid "" "Adds [code]hint_normal[/code] as hint to the uniform declaration, which " "internally converts the texture for proper usage as normal map." msgstr "" "Añade [code]hint_normal[/code] como sugerencia a la declaración uniforme, lo " "que internamente convierte la textura para su uso adecuado como mapa normal." #: doc/classes/VisualShaderNodeCubeMapUniform.xml #, fuzzy msgid "A [CubeMap] uniform node to be used within the visual shader graph." msgstr "" "Un nodo uniforme [Cubemap] para ser usado dentro del gráfico de shader " "visual." #: doc/classes/VisualShaderNodeCubeMapUniform.xml #, fuzzy msgid "" "Translated to [code]uniform samplerCube[/code] in the shader language. The " "output value can be used as port for [VisualShaderNodeCubeMap]." msgstr "" "Traducido al [code]samplerCube[/code] uniforme en el lenguaje shader. El " "valor de salida puede ser usado como puerto para [VisualShaderNodeCubemap]." #: doc/classes/VisualShaderNodeCustom.xml msgid "" "Virtual class to define custom [VisualShaderNode]s for use in the Visual " "Shader Editor." msgstr "" "Clase virtual para definir los [VisualShaderNode] personalizados para su uso " "en el Visual Shader Editor." #: doc/classes/VisualShaderNodeCustom.xml msgid "" "By inheriting this class you can create a custom [VisualShader] script addon " "which will be automatically added to the Visual Shader Editor. The " "[VisualShaderNode]'s behavior is defined by overriding the provided virtual " "methods.\n" "In order for the node to be registered as an editor addon, you must use the " "[code]tool[/code] keyword and provide a [code]class_name[/code] for your " "custom script. For example:\n" "[codeblock]\n" "tool\n" "extends VisualShaderNodeCustom\n" "class_name VisualShaderNodeNoise\n" "[/codeblock]" msgstr "" "Heredando esta clase puedes crear un addon de script [VisualShader] " "personalizado que se añadirá automáticamente al Visual Shader Editor. El " "comportamiento del [VisualShaderNode] se define anulando los métodos " "virtuales proporcionados.\n" "Para que el nodo se registre como un addon de edición, debes usar la palabra " "clave [code]tool[/code] y proporcionar un [code]class_name[/code] para tu " "script personalizado. Por ejemplo:\n" "[codeblock]\n" "tool\n" "extends VisualShaderNodeCustom\n" "class_name VisualShaderNodeNoise\n" "[/codeblock]" #: doc/classes/VisualShaderNodeCustom.xml #, fuzzy msgid "" "Override this method to define the category of the associated custom node in " "the Visual Shader Editor's members dialog. The path may look like " "[code]\"MyGame/MyFunctions/Noise\"[/code].\n" "Defining this method is [b]optional[/b]. If not overridden, the node will be " "filed under the \"Custom\" category." msgstr "" "Sobrescribe este método para definir la ruta al nodo personalizado asociado " "en el diálogo de miembros del Editor de Shaders Visuales. La ruta puede " "parecerse a [code]\"MiJuego/MisFunciones/Ruido\"[/code].\n" "La definición de este método es [b]opcional[/b]. Si no se anula, el nodo se " "archivará en la categoría \"Addons\"." #: doc/classes/VisualShaderNodeCustom.xml msgid "" "Override this method to define the actual shader code of the associated " "custom node. The shader code should be returned as a string, which can have " "multiple lines (the [code]\"\"\"[/code] multiline string construct can be " "used for convenience).\n" "The [code]input_vars[/code] and [code]output_vars[/code] arrays contain the " "string names of the various input and output variables, as defined by " "[code]_get_input_*[/code] and [code]_get_output_*[/code] virtual methods in " "this class.\n" "The output ports can be assigned values in the shader code. For example, " "[code]return output_vars[0] + \" = \" + input_vars[0] + \";\"[/code].\n" "You can customize the generated code based on the shader [code]mode[/code] " "(see [enum Shader.Mode]) and/or [code]type[/code] (see [enum VisualShader." "Type]).\n" "Defining this method is [b]required[/b]." msgstr "" "Anula este método para definir el código real shader del nodo personalizado " "asociado. El código shader debe devolverse como una string, que puede tener " "varias líneas (para mayor comodidad, puede utilizarse la construcción de " "string multilínea [code]\"\"[/code]).\n" "Los arrays [code]input_vars[/code] y [code]output_vars[/code] contienen los " "nombres de las strings de las diversas variables de entrada y salida, tal " "como se definen en los métodos virtuales [code]_get_input_*[/code] y " "[code]_get_output_*[/code] de esta clase.\n" "A los puertos de salida se les pueden asignar valores en el código shader. " "Por ejemplo, [code]return output_vars[0] + \" = \" + input_vars[0] + \";\"[/" "code].\n" "Puedes personalizar el código generado en base al shader [code]mode[/code] " "(ver [enum Shader.Mode]) y/o [code]type[/code] (ver [enum VisualShader." "Type]).\n" "La definición de este método es [b]required[/b]." #: doc/classes/VisualShaderNodeCustom.xml msgid "" "Override this method to define the description of the associated custom node " "in the Visual Shader Editor's members dialog.\n" "Defining this method is [b]optional[/b]." msgstr "" "Anula este método para definir la descripción del nodo personalizado " "asociado en el diálogo de miembros del Editor de shader Visual.\n" "La definición de este método es [b]opcional[/b]." #: doc/classes/VisualShaderNodeCustom.xml msgid "" "Override this method to add shader code on top of the global shader, to " "define your own standard library of reusable methods, varyings, constants, " "uniforms, etc. The shader code should be returned as a string, which can " "have multiple lines (the [code]\"\"\"[/code] multiline string construct can " "be used for convenience).\n" "Be careful with this functionality as it can cause name conflicts with other " "custom nodes, so be sure to give the defined entities unique names.\n" "You can customize the generated code based on the shader [code]mode[/code] " "(see [enum Shader.Mode]).\n" "Defining this method is [b]optional[/b]." msgstr "" "Sobreescribe este método para añadir código de shader encima del shader " "global, para definir su propia biblioteca estándar de métodos reutilizables, " "variaciones, constantes, uniformes, etc. El código shader debe ser devuelto " "como una string, que puede tener múltiples líneas (la construcción de string " "multilínea [code]\"\"[/code] puede ser usada para mayor conveniencia).\n" "Tenga cuidado con esta funcionalidad ya que puede causar conflictos de " "nombres con otros nodos personalizados, así que asegúrese de dar a las " "entidades definidas nombres únicos.\n" "Puede personalizar el código generado basándose en el shader [code]mode[/" "code] (véase [enum Shader.Mode]).\n" "Definir este método es [b]opcional[/b]." #: doc/classes/VisualShaderNodeCustom.xml msgid "" "Override this method to define the amount of input ports of the associated " "custom node.\n" "Defining this method is [b]required[/b]. If not overridden, the node has no " "input ports." msgstr "" "Anular este método para definir la cantidad de puertos de entrada del nodo " "personalizado asociado.\n" "La definición de este método es [b]required[/b]. Si no se anula, el nodo no " "tiene puertos de entrada." #: doc/classes/VisualShaderNodeCustom.xml msgid "" "Override this method to define the names of input ports of the associated " "custom node. The names are used both for the input slots in the editor and " "as identifiers in the shader code, and are passed in the [code]input_vars[/" "code] array in [method _get_code].\n" "Defining this method is [b]optional[/b], but recommended. If not overridden, " "input ports are named as [code]\"in\" + str(port)[/code]." msgstr "" "Sobreescribir este método para definir los nombres de los puertos de entrada " "del nodo personalizado asociado. Los nombres se usan tanto para los puertos " "de entrada en el editor como identificadores en el código shader, y se pasan " "en el array [code]input_vars[/code] en [method _get_code].\n" "La definición de este método es [b]opcional[/b], pero se recomienda. Si no " "se anula, los puertos de entrada se nombran como [code]\"in\" + str(port)[/" "code]." #: doc/classes/VisualShaderNodeCustom.xml msgid "" "Override this method to define the returned type of each input port of the " "associated custom node (see [enum VisualShaderNode.PortType] for possible " "types).\n" "Defining this method is [b]optional[/b], but recommended. If not overridden, " "input ports will return the [constant VisualShaderNode.PORT_TYPE_SCALAR] " "type." msgstr "" "Sobreescribe este método para definir el tipo devuelto de cada puerto de " "entrada del nodo personalizado asociado (véase [enum VisualShaderNode." "PortType] para los posibles tipos).\n" "Definir este método es [b]opcional[/b], pero se recomienda. Si no se anula, " "los puertos de entrada devolverán el tipo [constant VisualShaderNode." "PORT_TYPE_SCALAR]." #: doc/classes/VisualShaderNodeCustom.xml msgid "" "Override this method to define the name of the associated custom node in the " "Visual Shader Editor's members dialog and graph.\n" "Defining this method is [b]optional[/b], but recommended. If not overridden, " "the node will be named as \"Unnamed\"." msgstr "" "Sobreescribe este método para definir el nombre del nodo personalizado " "asociado en el diálogo y el gráfico de miembros del Editor de shader " "Visual.\n" "Definir este método es [b]opcional[/b], pero se recomienda. Si no se anula, " "el nodo se nombrará como \"Unnamed\"." #: doc/classes/VisualShaderNodeCustom.xml msgid "" "Override this method to define the amount of output ports of the associated " "custom node.\n" "Defining this method is [b]required[/b]. If not overridden, the node has no " "output ports." msgstr "" "Sobreescribe este método para definir la cantidad de puertos de salida del " "nodo personalizado asociado.\n" "La definición de este método es [b]requerida[/b]. Si no se sobreescribe, el " "nodo no tiene puertos de salida." #: doc/classes/VisualShaderNodeCustom.xml msgid "" "Override this method to define the names of output ports of the associated " "custom node. The names are used both for the output slots in the editor and " "as identifiers in the shader code, and are passed in the [code]output_vars[/" "code] array in [method _get_code].\n" "Defining this method is [b]optional[/b], but recommended. If not overridden, " "output ports are named as [code]\"out\" + str(port)[/code]." msgstr "" "Sobreescribe este método para definir los nombres de los puertos de salida " "del nodo personalizado asociado. Los nombres se utilizan tanto para los " "puertos de salida en el editor como identificadores en el código shader, y " "se pasan en el array [code]output_vars[/code] en [method _get_code].\n" "La definición de este método es [b]opcional[/b], pero se recomienda. Si no " "se sobreescribe, los puertos de salida se nombran como [code]\"out\" + " "str(port)[/code]." #: doc/classes/VisualShaderNodeCustom.xml msgid "" "Override this method to define the returned type of each output port of the " "associated custom node (see [enum VisualShaderNode.PortType] for possible " "types).\n" "Defining this method is [b]optional[/b], but recommended. If not overridden, " "output ports will return the [constant VisualShaderNode.PORT_TYPE_SCALAR] " "type." msgstr "" "Sobreescribe este método para definir el tipo devuelto de cada puerto de " "salida del nodo personalizado asociado (véase [enum VisualShaderNode." "PortType] para los posibles tipos).\n" "Definir este método es [b]opcional[/b], pero se recomienda. Si no se anula, " "los puertos de salida devolverán el tipo [constant VisualShaderNode." "PORT_TYPE_SCALAR]." #: doc/classes/VisualShaderNodeCustom.xml msgid "" "Override this method to define the return icon of the associated custom node " "in the Visual Shader Editor's members dialog.\n" "Defining this method is [b]optional[/b]. If not overridden, no return icon " "is shown." msgstr "" "Sobrescribe este método para definir el icono de retorno del nodo " "personalizado asociado en el diálogo de miembros del Editor Shader Visual.\n" "La definición de este método es [b]opcional[/b]. Si no se anula, no se " "muestra ningún icono de retorno." #: doc/classes/VisualShaderNodeCustom.xml #, fuzzy msgid "" "Override this method to define the subcategory of the associated custom node " "in the Visual Shader Editor's members dialog.\n" "Defining this method is [b]optional[/b]. If not overridden, the node will be " "filed under the root of the main category (see [method _get_category])." msgstr "" "Sobrescribe este método para definir el icono de retorno del nodo " "personalizado asociado en el diálogo de miembros del Editor Shader Visual.\n" "La definición de este método es [b]opcional[/b]. Si no se anula, no se " "muestra ningún icono de retorno." #: doc/classes/VisualShaderNodeDeterminant.xml msgid "" "Calculates the determinant of a [Transform] within the visual shader graph." msgstr "" "Calcula el determinante de una [Transform] dentro del gráfico shader visual." #: doc/classes/VisualShaderNodeDeterminant.xml #, fuzzy msgid "Translates to [code]determinant(x)[/code] in the shader language." msgstr "Se traduce a [code]deteminant(x)[/code] en el lenguaje shader." #: doc/classes/VisualShaderNodeDotProduct.xml msgid "Calculates a dot product of two vectors within the visual shader graph." msgstr "" "Calcula un producto escalar de dos vectores dentro del gráfico shader visual." #: doc/classes/VisualShaderNodeDotProduct.xml msgid "Translates to [code]dot(a, b)[/code] in the shader language." msgstr "Se traduce a [code]dot(a, b)[/code] en el lenguaje shader." #: doc/classes/VisualShaderNodeExpression.xml msgid "" "A custom visual shader graph expression written in Godot Shading Language." msgstr "" "Una gráfico de shader visual personalizada, escrito en el lenguaje de " "sombreado Godot." #: doc/classes/VisualShaderNodeExpression.xml #, fuzzy msgid "" "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[/" "code]), so it cannot be used to declare functions, varyings, uniforms, or " "global constants. See [VisualShaderNodeGlobalExpression] for such global " "definitions." msgstr "" "Expresión del lenguaje de sombreado Godot personalizado, con una cantidad " "personalizada de puertos de entrada y salida.\n" "El código proporcionado se inyecta directamente en la función de shader " "correspondiente del gráfico ([code]vertex[/code], [code]fragment[/code], o " "[code]light[/code]), por lo que no puede utilizarse para declarar funciones, " "variaciones, uniformes o constantes globales. Ver " "[VisualShaderNodeGlobalExpression] para tales definiciones globales." #: doc/classes/VisualShaderNodeExpression.xml msgid "" "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." msgstr "" "Una expresión del Lenguaje de Sombreado Godot, que se inyectará al comienzo " "de la función shader correspondiente del gráfico ([code]vertex[/code], " "[code]fragment[/code], o [code]light[/code]), y por lo tanto no puede " "utilizarse para declarar funciones, variaciones, uniformes o constantes " "globales." #: doc/classes/VisualShaderNodeFaceForward.xml msgid "" "Returns the vector that points in the same direction as a reference vector " "within the visual shader graph." msgstr "" "Devuelve el vector que apunta en la misma dirección que un vector de " "referencia dentro del gráfico shader visual." #: doc/classes/VisualShaderNodeFaceForward.xml #, fuzzy msgid "" "Translates to [code]faceforward(N, I, Nref)[/code] in the shader language. " "The function has three vector parameters: [code]N[/code], the vector to " "orient, [code]I[/code], the incident vector, and [code]Nref[/code], the " "reference vector. If the dot product of [code]I[/code] and [code]Nref[/code] " "is smaller than zero the return value is [code]N[/code]. Otherwise, [code]-" "N[/code] is returned." msgstr "" "Se traduce a [code]faceforward(N, I, Nref)[/code] en el lenguaje shader. La " "función tiene tres parámetros vectoriales: [code]N[/code], el vector a " "orientar, [code]I[/code], el vector incidente, y [code]Nref[/code], el " "vector de referencia. Si el producto escalar de [code]I[/code] y [code]Nref[/" "code] es menor que cero, el valor de retorno es [code]N[/code]. En caso " "contrario, se devuelve [code]-N[/code]." #: doc/classes/VisualShaderNodeFresnel.xml msgid "A Fresnel effect to be used within the visual shader graph." msgstr "Un efecto Fresnel para ser usado dentro del gráfico shader visual." #: doc/classes/VisualShaderNodeFresnel.xml msgid "" "Returns falloff based on the dot product of surface normal and view " "direction of camera (pass associated inputs to it)." msgstr "" "Los retornos decrecen en función del producto punto de la superficie normal " "y de la dirección de visión de la cámara (pasando las entradas asociadas a " "este)." #: doc/classes/VisualShaderNodeGlobalExpression.xml msgid "" "A custom global visual shader graph expression written in Godot Shading " "Language." msgstr "" "Una expresión gráfica de shader visual global personalizada, escrita en el " "Lenguaje Shader de Godot." #: doc/classes/VisualShaderNodeGlobalExpression.xml msgid "" "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 " "constants." msgstr "" "La expresión del Lenguaje Shader Godot personalizado, que se coloca sobre el " "shader generado. Puedes colocar varias definiciones de funciones dentro para " "llamarlas más tarde en [VisualShaderNodeExpression]s (que se inyectan en las " "principales funciones shader). También puedes declarar variaciones, " "uniformes y constantes globales." #: doc/classes/VisualShaderNodeGroupBase.xml msgid "" "Base class for a family of nodes with variable amount of input and output " "ports within the visual shader graph." msgstr "" "Clase base para una familia de nodos con cantidad variable de puertos de " "entrada y salida dentro del gráfico de shader visual." #: doc/classes/VisualShaderNodeGroupBase.xml msgid "Currently, has no direct usage, use the derived classes instead." msgstr "" "Actualmente, no tiene un uso directo, use las clases derivadas en su lugar." #: doc/classes/VisualShaderNodeGroupBase.xml msgid "" "Adds an input port with the specified [code]type[/code] (see [enum " "VisualShaderNode.PortType]) and [code]name[/code]." msgstr "" "Añade un puerto de entrada con el [code]type[/code] especificado (véase " "[enum VisualShaderNode.PortType]) y el [code]name[/code]." #: doc/classes/VisualShaderNodeGroupBase.xml msgid "" "Adds an output port with the specified [code]type[/code] (see [enum " "VisualShaderNode.PortType]) and [code]name[/code]." msgstr "" "Añade un puerto de salida con el [code]type[/code] especificado (véase [enum " "VisualShaderNode.PortType]) y el [code]name[/code]." #: doc/classes/VisualShaderNodeGroupBase.xml msgid "Removes all previously specified input ports." msgstr "Elimina todos los puertos de entrada especificados previamente." #: doc/classes/VisualShaderNodeGroupBase.xml msgid "Removes all previously specified output ports." msgstr "Elimina todos los puertos de salida especificados previamente." #: doc/classes/VisualShaderNodeGroupBase.xml msgid "" "Returns a free input port ID which can be used in [method add_input_port]." msgstr "" "Devuelve un ID de puerto de entrada libre que puede ser usado en [method " "add_input_port]." #: doc/classes/VisualShaderNodeGroupBase.xml msgid "" "Returns a free output port ID which can be used in [method add_output_port]." msgstr "" "Devuelve un ID de puerto de salida libre que puede ser usado en [method " "add_output_port]." #: doc/classes/VisualShaderNodeGroupBase.xml msgid "" "Returns the number of input ports in use. Alternative for [method " "get_free_input_port_id]." msgstr "" "Devuelve el número de puertos de entrada en uso. Alternativa para [method " "get_free_input_port_id]." #: doc/classes/VisualShaderNodeGroupBase.xml #, fuzzy msgid "" "Returns a [String] description of the input ports as a colon-separated list " "using the format [code]id,type,name;[/code] (see [method add_input_port])." msgstr "" "Devuelve una descripción [String] de los puertos de entrada como una lista " "separada por dos puntos utilizando el formato [code]id,type,name;[/code] " "(véase [method add_input_port])." #: doc/classes/VisualShaderNodeGroupBase.xml msgid "" "Returns the number of output ports in use. Alternative for [method " "get_free_output_port_id]." msgstr "" "Devuelve el número de puertos de salida en uso. Alternativa para [method " "get_free_output_port_id]." #: doc/classes/VisualShaderNodeGroupBase.xml #, fuzzy msgid "" "Returns a [String] description of the output ports as a colon-separated list " "using the format [code]id,type,name;[/code] (see [method add_output_port])." msgstr "" "Devuelve una descripción [String] de los puertos de salida como una lista " "separada por dos puntos utilizando el formato [code]id,type,name;[/code] " "(véase [method add_output_port])." #: doc/classes/VisualShaderNodeGroupBase.xml msgid "Returns [code]true[/code] if the specified input port exists." msgstr "" "Devuelve [code]true[/code] si existe el puerto de entrada especificado." #: doc/classes/VisualShaderNodeGroupBase.xml msgid "Returns [code]true[/code] if the specified output port exists." msgstr "Devuelve [code]true[/code] si existe el puerto de salida especificado." #: doc/classes/VisualShaderNodeGroupBase.xml msgid "" "Returns [code]true[/code] if the specified port name does not override an " "existed port name and is valid within the shader." msgstr "" "Devuelve [code]true[/code] si el nombre del puerto especificado no " "sobreescribe un nombre de puerto existente y es válido dentro del shader." #: doc/classes/VisualShaderNodeGroupBase.xml msgid "Removes the specified input port." msgstr "Elimina el puerto de entrada especificado." #: doc/classes/VisualShaderNodeGroupBase.xml msgid "Removes the specified output port." msgstr "Elimina el puerto de salida especificado." #: doc/classes/VisualShaderNodeGroupBase.xml msgid "Renames the specified input port." msgstr "Renombra el puerto de entrada especificado." #: doc/classes/VisualShaderNodeGroupBase.xml msgid "" "Sets the specified input port's type (see [enum VisualShaderNode.PortType])." msgstr "" "Establece el tipo de puerto de entrada especificado (ver [enum " "VisualShaderNode.PortType])." #: doc/classes/VisualShaderNodeGroupBase.xml msgid "" "Defines all input ports using a [String] formatted as a colon-separated " "list: [code]id,type,name;[/code] (see [method add_input_port])." msgstr "" "Define todos los puertos de entrada usando una [String] formateada como una " "lista separada por dos puntos: [code]id,type,name;[/code] (ver [method " "add_input_port])." #: doc/classes/VisualShaderNodeGroupBase.xml msgid "Renames the specified output port." msgstr "Renombra el puerto de salida especificado." #: doc/classes/VisualShaderNodeGroupBase.xml msgid "" "Sets the specified output port's type (see [enum VisualShaderNode.PortType])." msgstr "" "Establece el tipo de puerto de salida especificado (ver [enum " "VisualShaderNode.PortType])." #: doc/classes/VisualShaderNodeGroupBase.xml msgid "" "Defines all output ports using a [String] formatted as a colon-separated " "list: [code]id,type,name;[/code] (see [method add_output_port])." msgstr "" "Define todos los puertos de salida utilizando una [String] formateada como " "una lista separada por dos puntos: [code]id, type, name;[/code] (ver [method " "add_output_port])." #: doc/classes/VisualShaderNodeGroupBase.xml msgid "The size of the node in the visual shader graph." msgstr "El tamaño del nodo en el gráfico shader visual." #: doc/classes/VisualShaderNodeInput.xml msgid "" "Gives access to input variables (built-ins) available for the shader. See " "the shading reference for the list of available built-ins for each shader " "type (check [code]Tutorials[/code] section for link)." msgstr "" "Da acceso a las variables de entrada (built-ins) disponibles para el shader. " "Consulte la referencia del shader para ver la lista de built-ins disponibles " "para cada tipo de shader (consulte la sección [code]Tutorials[/code] para el " "enlace)." #: doc/classes/VisualShaderNodeInput.xml msgid "" "One of the several input constants in lower-case style like: " "\"vertex\"([code]VERTEX[/code]) or \"point_size\"([code]POINT_SIZE[/code])." msgstr "" "Una de las varias constantes de entrada en minúsculas como: " "\"vértice\"([code]VERTEX[/code]) o \"tamaño_punto\"([code]POINT_SIZE[/code])." #: doc/classes/VisualShaderNodeIs.xml msgid "" "A boolean comparison operator to be used within the visual shader graph." msgstr "" "Un operador de comparación booleana para ser usado dentro del gráfico shader " "visual." #: doc/classes/VisualShaderNodeIs.xml msgid "" "Returns the boolean result of the comparison between [code]INF[/code] or " "[code]NaN[/code] and a scalar parameter." msgstr "" "Devuelve el resultado booleano de la comparación entre [code]INF[/code] o " "[code]NaN[/code] y un parámetro escalar." #: doc/classes/VisualShaderNodeIs.xml msgid "The comparison function. See [enum Function] for options." msgstr "La función de comparación. Ver [enum Function] para las opciones." #: doc/classes/VisualShaderNodeIs.xml msgid "Comparison with [code]INF[/code] (Infinity)." msgstr "Comparación con [code]INF[/code] (Infinito)." #: doc/classes/VisualShaderNodeIs.xml msgid "" "Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric " "results, e.g. division by zero)." msgstr "" "Comparación con [code]NaN[/code] (No es un número; denota resultados " "numéricos no válidos, por ejemplo, la división por cero)." #: doc/classes/VisualShaderNodeOuterProduct.xml msgid "" "Calculates an outer product of two vectors within the visual shader graph." msgstr "" "Calcula un producto exterior de dos vectores dentro del gráfico shader " "visual." #: doc/classes/VisualShaderNodeOuterProduct.xml msgid "" "[code]OuterProduct[/code] treats the first parameter [code]c[/code] as a " "column vector (matrix with one column) and the second parameter [code]r[/" "code] as a row vector (matrix with one row) and does a linear algebraic " "matrix multiply [code]c * r[/code], yielding a matrix whose number of rows " "is the number of components in [code]c[/code] and whose number of columns is " "the number of components in [code]r[/code]." msgstr "" "[code]OuterProduct[/code] trata el primer parámetro [code]c[/code] como un " "vector de columna (matriz con una columna) y el segundo parámetro [code]r[/" "code] como un vector de fila (matriz con una fila) y hace una matriz " "algebraica lineal multiplicando [code]c * r[/code], obteniendo una matriz " "cuyo número de filas es el número de componentes en [code]c[/code] y cuyo " "número de columnas es el número de componentes en [code]r[/code]." #: doc/classes/VisualShaderNodeOutput.xml msgid "Represents the output shader parameters within the visual shader graph." msgstr "" "Representa los parámetros shader de salida dentro del gráfico shader visual." #: doc/classes/VisualShaderNodeOutput.xml msgid "" "This visual shader node is present in all shader graphs in form of " "\"Output\" block with multiple output value ports." msgstr "" "Este nodo shader visual está presente en todos los gráficos shader en forma " "de bloque de \"Salida\" con múltiples puertos de valor de salida." #: doc/classes/VisualShaderNodeScalarClamp.xml msgid "Clamps a scalar value within the visual shader graph." msgstr "Engancha un valor escalar dentro del gráfico shader visual." #: doc/classes/VisualShaderNodeScalarClamp.xml msgid "" "Constrains a value to lie between [code]min[/code] and [code]max[/code] " "values." msgstr "" "Limita un valor a situarse entre los valores [code]min[/code] y [code]max[/" "code]." #: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml msgid "Calculates a scalar derivative within the visual shader graph." msgstr "Calcula un derivado escalar dentro del gráfico shader visual." #: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml #: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml msgid "" "This node is only available in [code]Fragment[/code] and [code]Light[/code] " "visual shaders." msgstr "" "Este nodo sólo está disponible en shader visuales [code]Fragment[/code] y " "[code]Light[/code]." #: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml msgid "The derivative type. See [enum Function] for options." msgstr "El tipo derivado. Ver [enum Function] para las opciones." #: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml #: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml msgid "Sum of absolute derivative in [code]x[/code] and [code]y[/code]." msgstr "Suma del derivado absoluto en [code]x[/code] y [code]y[/code]." #: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml #: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml msgid "Derivative in [code]x[/code] using local differencing." msgstr "Derivado en [code]x[/code] utilizando la diferenciación local." #: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml #: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml msgid "Derivative in [code]y[/code] using local differencing." msgstr "Derivado en [code]y[/code] utilizando la diferenciación local." #: doc/classes/VisualShaderNodeScalarInterp.xml msgid "" "Linearly interpolates between two scalars within the visual shader graph." msgstr "" "Interpola linealmente entre dos escalares dentro del gráfico shader visual." #: doc/classes/VisualShaderNodeScalarInterp.xml msgid "Translates to [code]mix(a, b, weight)[/code] in the shader language." msgstr "Se traduce a [code]mix(a, b, weight)[/code] en el lenguaje shader." #: doc/classes/VisualShaderNodeScalarSmoothStep.xml msgid "Calculates a scalar SmoothStep function within the visual shader graph." msgstr "" "Calcula una función escalar de SmoothStep dentro del gráfico shader visual." #: doc/classes/VisualShaderNodeScalarSmoothStep.xml msgid "" "Translates to [code]smoothstep(edge0, edge1, x)[/code] in the shader " "language.\n" "Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge0[/" "code] and [code]1.0[/code] if [code]x[/code] is larger than [code]edge1[/" "code]. Otherwise the return value is interpolated between [code]0.0[/code] " "and [code]1.0[/code] using Hermite polynomials." msgstr "" "Se traduce a [code]smoothstep(edge0, edge1, x)[/code] en el lenguaje " "shader.\n" "Devuelve [code]0.0[/code] si [code]x[/code] es más pequeño que [code]edge0[/" "code] y [code]1.0[/code] si [code]x[/code] es más grande que [code]edge1[/" "code]. De lo contrario, el valor de retorno se interpola entre [code]0.0[/" "code] y [code]1.0[/code] utilizando polinomios de Hermite." #: doc/classes/VisualShaderNodeScalarSwitch.xml msgid "A boolean/scalar function for use within the visual shader graph." msgstr "" "Una función booleana/escalar para usar dentro del gráfico shader visual." #: doc/classes/VisualShaderNodeScalarSwitch.xml msgid "" "Returns an associated scalar if the provided boolean value is [code]true[/" "code] or [code]false[/code]." msgstr "" "Devuelve un escalar asociado si el valor booleano proporcionado es " "[code]true[/code] o [code]false[/code]." #: doc/classes/VisualShaderNodeScalarUniform.xml msgid "" "A hint applied to the uniform, which controls the values it can take when " "set through the inspector." msgstr "" #: doc/classes/VisualShaderNodeScalarUniform.xml msgid "" "Minimum value for range hints. Used if [member hint] is set to [constant " "HINT_RANGE] or [constant HINT_RANGE_STEP]." msgstr "" #: doc/classes/VisualShaderNodeScalarUniform.xml msgid "" "Maximum value for range hints. Used if [member hint] is set to [constant " "HINT_RANGE] or [constant HINT_RANGE_STEP]." msgstr "" #: doc/classes/VisualShaderNodeScalarUniform.xml msgid "" "Step (increment) value for the range hint with step. Used if [member hint] " "is set to [constant HINT_RANGE_STEP]." msgstr "" #: doc/classes/VisualShaderNodeScalarUniform.xml msgid "No hint used." msgstr "" #: doc/classes/VisualShaderNodeScalarUniform.xml msgid "" "A range hint for scalar value, which limits possible input values between " "[member min] and [member max]. Translated to [code]hint_range(min, max)[/" "code] in shader code." msgstr "" #: doc/classes/VisualShaderNodeScalarUniform.xml msgid "" "A range hint for scalar value with step, which limits possible input values " "between [member min] and [member max], with a step (increment) of [member " "step]). Translated to [code]hint_range(min, max, step)[/code] in shader code." msgstr "" #: doc/classes/VisualShaderNodeScalarUniform.xml #, fuzzy msgid "Represents the size of the [enum Hint] enum." msgstr "Representa el tamaño del enum [enum Monitor]." #: doc/classes/VisualShaderNodeSwitch.xml msgid "A boolean/vector function for use within the visual shader graph." msgstr "" "Una función booleana/vectorial para usar dentro del gráfico shader visual." #: doc/classes/VisualShaderNodeSwitch.xml msgid "" "Returns an associated vector if the provided boolean value is [code]true[/" "code] or [code]false[/code]." msgstr "" "Devuelve un vector asociado si el valor booleano proporcionado es " "[code]true[/code] o [code]false[/code]." #: doc/classes/VisualShaderNodeTexture.xml msgid "Performs a texture lookup within the visual shader graph." msgstr "Realiza una búsqueda de texturas dentro del gráfico shader visual." #: doc/classes/VisualShaderNodeTexture.xml msgid "" "Performs a lookup operation on the provided texture, with support for " "multiple texture sources to choose from." msgstr "" "Realiza una operación de búsqueda en la textura proporcionada, con soporte " "para múltiples fuentes de textura a elegir." #: doc/classes/VisualShaderNodeTexture.xml msgid "Determines the source for the lookup. See [enum Source] for options." msgstr "" "Determina la fuente de la búsqueda. Consulte [enum Source] para ver las " "opciones." #: doc/classes/VisualShaderNodeTexture.xml msgid "The source texture, if needed for the selected [member source]." msgstr "" "La textura de la fuente, si es necesaria para la [member source] " "seleccionada." #: doc/classes/VisualShaderNodeTexture.xml msgid "" "Specifies the type of the texture if [member source] is set to [constant " "SOURCE_TEXTURE]. See [enum TextureType] for options." msgstr "" "Especifica el tipo de la textura si [member source] se establece en " "[constant SOURCE_TEXTURE]. Ver [enum TextureType] para las opciones." #: doc/classes/VisualShaderNodeTexture.xml msgid "Use the texture given as an argument for this function." msgstr "Utiliza la textura dada como argumento para esta función." #: doc/classes/VisualShaderNodeTexture.xml msgid "Use the current viewport's texture as the source." msgstr "Utiliza la textura del actual viewport como fuente." #: doc/classes/VisualShaderNodeTexture.xml #, fuzzy msgid "" "Use the texture from this shader's texture built-in (e.g. a texture of a " "[Sprite])." msgstr "" "Usa la textura de este shader integrado (por ejemplo, una textura de un " "[Sprite2D])." #: doc/classes/VisualShaderNodeTexture.xml msgid "Use the texture from this shader's normal map built-in." msgstr "Usa la textura del mapa normal de este shader integrado." #: doc/classes/VisualShaderNodeTexture.xml msgid "Use the depth texture available for this shader." msgstr "Utiliza la textura de profundidad disponible para este shader." #: doc/classes/VisualShaderNodeTexture.xml msgid "Use the texture provided in the input port for this function." msgstr "" "Utilice la textura proporcionada en el puerto de entrada para esta función." #: doc/classes/VisualShaderNodeTextureUniform.xml msgid "Performs a uniform texture lookup within the visual shader graph." msgstr "" "Realiza una búsqueda de texturas uniformes dentro del gráfico shader visual." #: doc/classes/VisualShaderNodeTextureUniform.xml msgid "" "Performs a lookup operation on the texture provided as a uniform for the " "shader." msgstr "" "Realiza una operación de búsqueda en la textura proporcionada como un " "uniforme para el shader." #: doc/classes/VisualShaderNodeTextureUniform.xml msgid "Sets the default color if no texture is assigned to the uniform." msgstr "" "Establece el color por defecto si no se asigna una textura al uniforme." #: doc/classes/VisualShaderNodeTextureUniform.xml msgid "" "Adds [code]hint_aniso[/code] as hint to the uniform declaration to use for a " "flowmap." msgstr "" "Añade [code]hint_aniso[/code] como sugerencia a la declaración uniforme a " "utilizar para un mapa de flujo." #: doc/classes/VisualShaderNodeTextureUniform.xml msgid "Defaults to white color." msgstr "Por defecto es de color blanco." #: doc/classes/VisualShaderNodeTextureUniform.xml msgid "Defaults to black color." msgstr "Por defecto es de color negro." #: doc/classes/VisualShaderNodeTextureUniformTriplanar.xml msgid "" "Performs a uniform texture lookup with triplanar within the visual shader " "graph." msgstr "" "Realiza una búsqueda de textura uniforme con triplanar dentro del gráfico " "shader visual." #: doc/classes/VisualShaderNodeTextureUniformTriplanar.xml msgid "" "Performs a lookup operation on the texture provided as a uniform for the " "shader, with support for triplanar mapping." msgstr "" "Realiza una operación de búsqueda en la textura proporcionada como un " "uniforme para el shader, con soporte para el mapeo triplanar." #: doc/classes/VisualShaderNodeTransformCompose.xml msgid "" "Composes a [Transform] from four [Vector3]s within the visual shader graph." msgstr "" "Compone una [Transform] a partir de cuatro [Vector3]s dentro del gráfico " "shader visual." #: doc/classes/VisualShaderNodeTransformCompose.xml msgid "" "Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. " "Each vector is one row in the matrix and the last column is a [code]vec4(0, " "0, 0, 1)[/code]." msgstr "" "Crea una matriz de transformación 4x4 utilizando cuatro vectores de tipo " "[code]vec3[/code]. Cada vector es una fila de la matriz y la última columna " "es un [code]vec4(0, 0, 0, 1)[/code]." #: doc/classes/VisualShaderNodeTransformConstant.xml msgid "A [Transform] constant for use within the visual shader graph." msgstr "Una constante [Transform] para usar dentro del gráfico shader visual." #: doc/classes/VisualShaderNodeTransformConstant.xml msgid "A constant [Transform], which can be used as an input node." msgstr "" "Una constante [Transform], que puede ser usada como un nodo de entrada." #: doc/classes/VisualShaderNodeTransformConstant.xml msgid "A [Transform] constant which represents the state of this node." msgstr "Una constante [Transform] que representa el estado de este nodo." #: doc/classes/VisualShaderNodeTransformDecompose.xml msgid "" "Decomposes a [Transform] into four [Vector3]s within the visual shader graph." msgstr "" "Descompone una [Transform] en cuatro [Vector3]s dentro del gráfico shader " "visual." #: doc/classes/VisualShaderNodeTransformDecompose.xml msgid "" "Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] " "values, one from each row of the matrix." msgstr "" "Toma una matriz de transformación de 4x4 y la descompone en cuatro valores " "[code]vec3[/code], uno de cada fila de la matriz." #: doc/classes/VisualShaderNodeTransformFunc.xml msgid "Computes a [Transform] function within the visual shader graph." msgstr "Calcula una función [Transform] dentro del gráfico shader visual." #: doc/classes/VisualShaderNodeTransformFunc.xml msgid "Computes an inverse or transpose function on the provided [Transform]." msgstr "" "Calcula una función inversa o de transposición en la [Transform] " "proporcionado." #: doc/classes/VisualShaderNodeTransformFunc.xml msgid "The function to be computed. See [enum Function] for options." msgstr "La función a computar. Ver [enum Function] para las opciones." #: doc/classes/VisualShaderNodeTransformFunc.xml msgid "Perform the inverse operation on the [Transform] matrix." msgstr "Realiza la operación inversa en la matriz de la [Transform]." #: doc/classes/VisualShaderNodeTransformFunc.xml msgid "Perform the transpose operation on the [Transform] matrix." msgstr "Realice la operación de transposición en la matriz [Transform]." #: doc/classes/VisualShaderNodeTransformMult.xml msgid "Multiplies [Transform] by [Transform] within the visual shader graph." msgstr "" "Multiplica [Transform] por [Transform] dentro del gráfico shader visual." #: doc/classes/VisualShaderNodeTransformMult.xml msgid "" "A multiplication operation on two transforms (4x4 matrices), with support " "for different multiplication operators." msgstr "" "Una operación de multiplicación en dos transformadas (matrices de 4x4), con " "soporte para diferentes operadores de multiplicación." #: doc/classes/VisualShaderNodeTransformMult.xml msgid "" "The multiplication type to be performed on the transforms. See [enum " "Operator] for options." msgstr "" "El tipo de multiplicación que se realizará en las transformaciones. Ver " "[enum Operator] para las opciones." #: doc/classes/VisualShaderNodeTransformMult.xml msgid "Multiplies transform [code]a[/code] by the transform [code]b[/code]." msgstr "" "Multiplica la transformada[code]a[/code] por la transformada [code]b[/code]." #: doc/classes/VisualShaderNodeTransformMult.xml msgid "Multiplies transform [code]b[/code] by the transform [code]a[/code]." msgstr "" "Multiplica la transformada [code]b[/code] por la transformación [code]a[/" "code]." #: doc/classes/VisualShaderNodeTransformMult.xml msgid "" "Performs a component-wise multiplication of transform [code]a[/code] by the " "transform [code]b[/code]." msgstr "" "Realiza una multiplicación por componentes de la transformada [code]a[/code] " "por la transformada [code]b[/code]." #: doc/classes/VisualShaderNodeTransformMult.xml msgid "" "Performs a component-wise multiplication of transform [code]b[/code] by the " "transform [code]a[/code]." msgstr "" "Realiza una multiplicación por componentes de la transformada [code]b[/code] " "por la transformada [code]a[/code]." #: doc/classes/VisualShaderNodeTransformUniform.xml msgid "A [Transform] uniform for use within the visual shader graph." msgstr "Un uniforme [Transform] para usar dentro del gráfico shader visual." #: doc/classes/VisualShaderNodeTransformUniform.xml msgid "Translated to [code]uniform mat4[/code] in the shader language." msgstr "Traducido a [code]uniform mat4[/code] en el lenguaje shader." #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "" "Multiplies a [Transform] and a [Vector3] within the visual shader graph." msgstr "" "Multiplica una [Transform] y un [Vector3] dentro del gráfico shader visual." #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "" "A multiplication operation on a transform (4x4 matrix) and a vector, with " "support for different multiplication operators." msgstr "" "Una operación de multiplicación sobre una transformada (matriz 4x4) y un " "vector, con soporte para diferentes operadores de multiplicación." #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "" "The multiplication type to be performed. See [enum Operator] for options." msgstr "" "El tipo de multiplicación a realizar. Véase [enum Operator] para las " "opciones." #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "Multiplies transform [code]a[/code] by the vector [code]b[/code]." msgstr "" "Multiplica la transformada de [code]a[/code] por el vector [code]b[/code]." #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "Multiplies vector [code]b[/code] by the transform [code]a[/code]." msgstr "Multiplica el vector [code]b[/code] por la transform [code]a[/code]." #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "" "Multiplies transform [code]a[/code] by the vector [code]b[/code], skipping " "the last row and column of the transform." msgstr "" "Multiplica la transformada [code]a[/code] por el vector [code]b[/code], " "saltando la última fila y columna de la transformada." #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "" "Multiplies vector [code]b[/code] by the transform [code]a[/code], skipping " "the last row and column of the transform." msgstr "" "Multiplica el vector [code]b[/code] por la transformada [code]a[/code], " "saltándose la última fila y columna de la transformada." #: doc/classes/VisualShaderNodeUniform.xml msgid "A base type for the uniforms within the visual shader graph." msgstr "Un tipo de base para los uniformes dentro del gráfico shader visual." #: doc/classes/VisualShaderNodeUniform.xml msgid "" "A uniform represents a variable in the shader which is set externally, i.e. " "from the [ShaderMaterial]. Uniforms are exposed as properties in the " "[ShaderMaterial] and can be assigned from the inspector or from a script." msgstr "" "Un uniforme representa una variable en el shader que se establece " "externamente, es decir, del [ShaderMaterial]. Los uniformes se exponen como " "propiedades en el [ShaderMaterial] y pueden asignarse desde el inspector o " "desde un script." #: doc/classes/VisualShaderNodeUniform.xml msgid "" "Name of the uniform, by which it can be accessed through the " "[ShaderMaterial] properties." msgstr "" "Nombre del uniforme, por el cual se puede acceder a través de las " "propiedades [ShaderMaterial]." #: doc/classes/VisualShaderNodeUniformRef.xml msgid "A reference to an existing [VisualShaderNodeUniform]." msgstr "Una referencia a un [VisualShaderNodeUniform] existente." #: doc/classes/VisualShaderNodeUniformRef.xml msgid "" "Creating a reference to a [VisualShaderNodeUniform] allows you to reuse this " "uniform in different shaders or shader stages easily." msgstr "" "Crea una referencia a un [VisualShaderNodeUniform] te permite reutilizar " "este uniforme en diferentes shaders o etapas shader fácilmente." #: doc/classes/VisualShaderNodeUniformRef.xml msgid "The name of the uniform which this reference points to." msgstr "El nombre del uniforme al que apunta esta referencia." #: doc/classes/VisualShaderNodeVec3Constant.xml msgid "A [Vector3] constant to be used within the visual shader graph." msgstr "" "Una constante [Vector3] para ser usada dentro del gráfico shader visual." #: doc/classes/VisualShaderNodeVec3Constant.xml msgid "A constant [Vector3], which can be used as an input node." msgstr "Una constante [Vector3], que puede ser usada como un nodo de entrada." #: doc/classes/VisualShaderNodeVec3Constant.xml msgid "A [Vector3] constant which represents the state of this node." msgstr "Una constante [Vector3] que representa el estado de este nodo." #: doc/classes/VisualShaderNodeVec3Uniform.xml msgid "A [Vector3] uniform to be used within the visual shader graph." msgstr "Un uniforme [Vector3] para ser usado dentro del gráfico shader visual." #: doc/classes/VisualShaderNodeVec3Uniform.xml msgid "Translated to [code]uniform vec3[/code] in the shader language." msgstr "Traducido a [code]uniform vec3[/code] en el lenguaje shader." #: doc/classes/VisualShaderNodeVectorClamp.xml msgid "Clamps a vector value within the visual shader graph." msgstr "Bloquea un vector de valores dentro del gráfico shader visual." #: doc/classes/VisualShaderNodeVectorClamp.xml msgid "" "Constrains a value to lie between [code]min[/code] and [code]max[/code] " "values. The operation is performed on each component of the vector " "individually." msgstr "" "Limita un valor a situarse entre los valores [code]min[/code] y [code]max[/" "code]. La operación se realiza en cada componente del vector de forma " "individual." #: doc/classes/VisualShaderNodeVectorCompose.xml msgid "Composes a [Vector3] from three scalars within the visual shader graph." msgstr "" "Compone un [Vector3] a partir de tres escalares dentro del gráfico shader " "visual." #: doc/classes/VisualShaderNodeVectorCompose.xml msgid "" "Creates a [code]vec3[/code] using three scalar values that can be provided " "from separate inputs." msgstr "" "Crea un [code]vec3[/code] usando tres valores escalares que pueden ser " "proporcionados desde entradas separadas." #: doc/classes/VisualShaderNodeVectorDecompose.xml msgid "" "Decomposes a [Vector3] into three scalars within the visual shader graph." msgstr "" "Descompone un [Vector3] en tres escalares dentro del gráfico shader visual." #: doc/classes/VisualShaderNodeVectorDecompose.xml msgid "" "Takes a [code]vec3[/code] and decomposes it into three scalar values that " "can be used as separate inputs." msgstr "" "Toma un [code]vec3[/code] y lo descompone en tres valores escalares que " "pueden ser usados como entradas separadas." #: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml msgid "Calculates a vector derivative within the visual shader graph." msgstr "Calcula un derivado vectorial dentro del gráfico shader visual." #: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml msgid "A derivative type. See [enum Function] for options." msgstr "Un tipo de derivado. Véase [enum Function] para las opciones." #: doc/classes/VisualShaderNodeVectorDistance.xml msgid "" "Returns the distance between two points. To be used within the visual shader " "graph." msgstr "" "Devuelve la distancia entre dos puntos. Para ser usado dentro del gráfico " "shader visual." #: doc/classes/VisualShaderNodeVectorDistance.xml msgid "" "Calculates distance from point represented by vector [code]p0[/code] to " "vector [code]p1[/code].\n" "Translated to [code]distance(p0, p1)[/code] in the shader language." msgstr "" "Calcula la distancia desde el punto representado por el vector [code]p0[/" "code] hasta el vector [code]p1[/code].\n" "Traducido a [code]distance(p0, p1)[/code] en el lenguaje shader." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "A vector function to be used within the visual shader graph." msgstr "" "Una función vectorial que se utilizará dentro del gráfico shader visual." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "A visual shader node able to perform different functions using vectors." msgstr "" "Un nodo shader visual capaz de realizar diferentes funciones utilizando " "vectores." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "The function to be performed. See [enum Function] for options." msgstr "La función a realizar. Ver [enum Function] para las opciones." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "" "Normalizes the vector so that it has a length of [code]1[/code] but points " "in the same direction." msgstr "" "Normaliza el vector de modo que tiene una longitud de [code]1[/code] pero " "apunta en la misma dirección." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Clamps the value between [code]0.0[/code] and [code]1.0[/code]." msgstr "Bloquea el valor entre [code]0.0[/code] y [code]1.0[/code]." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the opposite value of the parameter." msgstr "Devuelve el valor opuesto del parámetro." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns [code]1/vector[/code]." msgstr "Devuelve [code]1/vector[/code]." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Converts RGB vector to HSV equivalent." msgstr "Convierte el vector RGB en el equivalente del HSV." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Converts HSV vector to RGB equivalent." msgstr "Convierte el vector HSV a su equivalente RGB." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the absolute value of the parameter." msgstr "Devuelve el valor absoluto del parámetro." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the arc-cosine of the parameter." msgstr "Devuelve el arco-coseno del parámetro." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the inverse hyperbolic cosine of the parameter." msgstr "Devuelve el coseno hiperbólico inverso del parámetro." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the arc-sine of the parameter." msgstr "Devuelve el arco-seno del parámetro." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the inverse hyperbolic sine of the parameter." msgstr "Devuelve el seno hiperbólico inverso del parámetro." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the arc-tangent of the parameter." msgstr "Devuelve el arco-tangente del parámetro." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the inverse hyperbolic tangent of the parameter." msgstr "Devuelve la tangente hiperbólica inversa del parámetro." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "" "Finds the nearest integer that is greater than or equal to the parameter." msgstr "Encuentra el entero más cercano que es mayor o igual al parámetro." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the cosine of the parameter." msgstr "Devuelve el coseno del parámetro." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the hyperbolic cosine of the parameter." msgstr "Devuelve el coseno hiperbólico del parámetro." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Converts a quantity in radians to degrees." msgstr "Convierte una cantidad en radianes a grados." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Base-e Exponential." msgstr "Exponencial con base e." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Base-2 Exponential." msgstr "Exponencial en base 2." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Finds the nearest integer less than or equal to the parameter." msgstr "Encuentra el entero más cercano menor o igual al parámetro." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Computes the fractional part of the argument." msgstr "Calcula la parte fraccionaria del argumento." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the inverse of the square root of the parameter." msgstr "Devuelve el inverso de la raíz cuadrada del parámetro." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Natural logarithm." msgstr "Logaritmo natural." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Base-2 logarithm." msgstr "Logarítmo en base 2." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Converts a quantity in degrees to radians." msgstr "Convierte un valor de grados a radianes." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Finds the nearest integer to the parameter." msgstr "Encuentra el entero más cercano al parámetro." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Finds the nearest even integer to the parameter." msgstr "Encuentra el entero par más cercano al parámetro." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "" "Extracts the sign of the parameter, i.e. returns [code]-1[/code] if the " "parameter is negative, [code]1[/code] if it's positive and [code]0[/code] " "otherwise." msgstr "" "Extrae el signo del parámetro, es decir, devuelve [code]-1[/code] si el " "parámetro es negativo, [code]1[/code] si es positivo y [code]0[/code] en " "caso contrario." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the sine of the parameter." msgstr "Devuelve el seno del parámetro." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the hyperbolic sine of the parameter." msgstr "Devuelve el seno hiperbólico del parámetro." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the square root of the parameter." msgstr "Devuelve la raíz cuadrada del parámetro." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the tangent of the parameter." msgstr "Devuelve la tangente del parámetro." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the hyperbolic tangent of the parameter." msgstr "Devuelve la tangente hiperbólica del parámetro." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "" "Returns a value equal to the nearest integer to the parameter whose absolute " "value is not larger than the absolute value of the parameter." msgstr "" "Devuelve un valor igual al del entero más cercano al parámetro cuyo valor " "absoluto no es mayor que el valor absoluto del parámetro." #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns [code]1.0 - vector[/code]." msgstr "Devuelve [code]1.0 - vector[/code]." #: doc/classes/VisualShaderNodeVectorInterp.xml msgid "" "Linearly interpolates between two vectors within the visual shader graph." msgstr "" "Interpola linealmente entre dos vectores dentro del gráfico shader visual." #: doc/classes/VisualShaderNodeVectorInterp.xml msgid "" "Translates to [code]mix(a, b, weight)[/code] in the shader language, where " "[code]weight[/code] is a [Vector3] with weights for each component." msgstr "" "Se traduce a [code]mix(a, b, weight)[/code] en el lenguaje shader, donde " "[code]weight[/code] es un [Vector3] con pesos para cada componente." #: doc/classes/VisualShaderNodeVectorLen.xml msgid "Returns the length of a [Vector3] within the visual shader graph." msgstr "Devuelve la longitud de un [Vector3] dentro del gráfico shader visual." #: doc/classes/VisualShaderNodeVectorLen.xml msgid "Translated to [code]length(p0)[/code] in the shader language." msgstr "Traducido a [code]length(p0)[/code] en el lenguaje shader." #: doc/classes/VisualShaderNodeVectorOp.xml msgid "A vector operator to be used within the visual shader graph." msgstr "Un operador vectorial para ser usado dentro del gráfico shader visual." #: doc/classes/VisualShaderNodeVectorOp.xml msgid "" "A visual shader node for use of vector operators. Operates on vector " "[code]a[/code] and vector [code]b[/code]." msgstr "" "Un nodo shader visual para uso de los operadores de vectores. Opera en el " "vector [code]a[/code] y en el vector [code]b[/code]." #: doc/classes/VisualShaderNodeVectorOp.xml msgid "The operator to be used. See [enum Operator] for options." msgstr "El operador a utilizar. Véase [enum Operator] para las opciones." #: doc/classes/VisualShaderNodeVectorOp.xml msgid "Adds two vectors." msgstr "Añade dos vectores." #: doc/classes/VisualShaderNodeVectorOp.xml msgid "Subtracts a vector from a vector." msgstr "Resta un vector de un vector." #: doc/classes/VisualShaderNodeVectorOp.xml msgid "Multiplies two vectors." msgstr "Multiplica dos vectores." #: doc/classes/VisualShaderNodeVectorOp.xml msgid "Divides vector by vector." msgstr "Divide vector por vector." #: doc/classes/VisualShaderNodeVectorOp.xml msgid "Returns the remainder of the two vectors." msgstr "Devuelve el resto de los dos vectores." #: doc/classes/VisualShaderNodeVectorOp.xml msgid "" "Returns the value of the first parameter raised to the power of the second, " "for each component of the vectors." msgstr "" "Devuelve el valor del primer parámetro elevado a la potencia del segundo, " "para cada componente de los vectores." #: doc/classes/VisualShaderNodeVectorOp.xml msgid "Returns the greater of two values, for each component of the vectors." msgstr "" "Devuelve el mayor de dos valores, para cada componente de los vectores." #: doc/classes/VisualShaderNodeVectorOp.xml msgid "Returns the lesser of two values, for each component of the vectors." msgstr "" "Devuelve el menor de dos valores, para cada componente de los vectores." #: doc/classes/VisualShaderNodeVectorOp.xml msgid "Calculates the cross product of two vectors." msgstr "Calcula el producto vectorial de dos vectores." #: doc/classes/VisualShaderNodeVectorOp.xml msgid "Returns the arc-tangent of the parameters." msgstr "Devuelve la arcotangente de los parámetros." #: doc/classes/VisualShaderNodeVectorOp.xml msgid "" "Returns the vector that points in the direction of reflection. [code]a[/" "code] is incident vector and [code]b[/code] is the normal vector." msgstr "" "Devuelve el vector que apunta en la dirección de reflejo. [code]a[/code] is " "el vector incidente y [code]b[/code] es el vector normal." #: doc/classes/VisualShaderNodeVectorOp.xml msgid "" "Vector step operator. Returns [code]0.0[/code] if [code]a[/code] is smaller " "than [code]b[/code] and [code]1.0[/code] otherwise." msgstr "" "Operador de paso de vector. Devuelve [code]0.0[/code] si [code]a[/code] es " "más pequeño que [code]b[/code] y [code]1.0[/code] en caso contrario." #: doc/classes/VisualShaderNodeVectorRefract.xml msgid "" "Returns the [Vector3] that points in the direction of refraction. For use " "within the visual shader graph." msgstr "" "Devuelve el [Vector3] que apunta en la dirección de refracción. Para usar " "dentro de visual shader graph." #: doc/classes/VisualShaderNodeVectorRefract.xml msgid "" "Translated to [code]refract(I, N, eta)[/code] in the shader language, where " "[code]I[/code] is the incident vector, [code]N[/code] is the normal vector " "and [code]eta[/code] is the ratio of the indices of the refraction." msgstr "" "Traducido a [code]refract(I, N, eta)[/code] en el lenguaje shader, donde " "[code]I[/code] es el vector incidente, [code]N[/code] es el vector normal y " "[code]eta[/code] es la relación de los índices de la refracción." #: doc/classes/VisualShaderNodeVectorScalarMix.xml msgid "" "Linearly interpolates between two vectors using a scalar. For use within the " "visual shader graph." msgstr "" "Interpola linealmente entre dos vectores usando un escalar. Para usar dentro " "del visual shader graph." #: doc/classes/VisualShaderNodeVectorScalarMix.xml msgid "" "Translates to [code]mix(a, b, weight)[/code] in the shader language, where " "[code]a[/code] and [code]b[/code] are vectors and [code]weight[/code] is a " "scalar." msgstr "" "Se traduce a [code]mix(a, b, weight)[/code] en el lenguaje shader, donde " "[code]a[/code] y [code]b[/code] son vectores y [code]weight[/code] es un " "escalar." #: doc/classes/VisualShaderNodeVectorScalarSmoothStep.xml msgid "" "Calculates a vector SmoothStep function using scalar within the visual " "shader graph." msgstr "" "Calcula una función vectorial SmoothStep usando el escalar dentro del " "gráfico shader visual." #: doc/classes/VisualShaderNodeVectorScalarSmoothStep.xml msgid "" "Translates to [code]smoothstep(edge0, edge1, x)[/code] in the shader " "language, where [code]x[/code] is a scalar.\n" "Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge0[/" "code] and [code]1.0[/code] if [code]x[/code] is larger than [code]edge1[/" "code]. Otherwise the return value is interpolated between [code]0.0[/code] " "and [code]1.0[/code] using Hermite polynomials." msgstr "" "Se traduce a [code]smoothstep(edge0, edge1, x)[/code] en el lenguaje shader, " "donde [code]x[/code] es un escalar.\n" "Devuelve [code]0.0[/code] si [code]x[/code] es más pequeño que [code]edge0[/" "code] y [code]1.0[/code] si [code]x[/code] es más grande que [code]edge1[/" "code]. De lo contrario, el valor de retorno se interpola entre [code]0.0[/" "code] y [code]1.0[/code] utilizando polinomios de Hermite." #: doc/classes/VisualShaderNodeVectorScalarStep.xml msgid "Calculates a vector Step function within the visual shader graph." msgstr "" "Calcula una función de paso vectorial dentro del gráfico shader visual." #: doc/classes/VisualShaderNodeVectorScalarStep.xml msgid "" "Translates to [code]step(edge, x)[/code] in the shader language.\n" "Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge[/code] " "and [code]1.0[/code] otherwise." msgstr "" "Se traduce a [code]step(edge, x)[/code] en el lenguaje shader.\n" "Devuelve [code]0.0[/code] si [code]x[/code] es más pequeño que [code]edge[/" "code] y [code]1.0[/code] en caso contrario." #: doc/classes/VisualShaderNodeVectorSmoothStep.xml msgid "Calculates a vector SmoothStep function within the visual shader graph." msgstr "" "Calcula una función vectorial SmoothStep dentro del gráfico shader visual." #: doc/classes/VisualShaderNodeVectorSmoothStep.xml msgid "" "Translates to [code]smoothstep(edge0, edge1, x)[/code] in the shader " "language, where [code]x[/code] is a vector.\n" "Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge0[/" "code] and [code]1.0[/code] if [code]x[/code] is larger than [code]edge1[/" "code]. Otherwise the return value is interpolated between [code]0.0[/code] " "and [code]1.0[/code] using Hermite polynomials." msgstr "" "Se traduce a [code]smoothstep(edge0, edge1, x)[/code] en el lenguaje shader, " "donde [code]x[/code] es un vector.\n" "Devuelve [code]0.0[/code] si [code]x[/code] es más pequeño que [code]edge0[/" "code] y [code]1.0[/code] si [code]x[/code] es más grande que [code]edge1[/" "code]. De lo contrario, el valor de retorno se interpola entre [code]0.0[/" "code] y [code]1.0[/code] utilizando polinomios de Hermite." #: doc/classes/VScrollBar.xml msgid "Vertical scroll bar." msgstr "Barra de desplazamiento vertical." #: doc/classes/VScrollBar.xml msgid "" "Vertical version of [ScrollBar], which goes from top (min) to bottom (max)." msgstr "Versión vertical de [ScrollBar], que va de arriba (min) a abajo (máx)." #: doc/classes/VScrollBar.xml msgid "" "Icon used as a button to scroll the [ScrollBar] up. Supports custom step " "using the [member ScrollBar.custom_step] property." msgstr "" "Icono utilizado como botón para desplazar la [ScrollBar] hacia arriba. " "Soporta el paso personalizado usando la propiedad [member ScrollBar." "custom_step]." #: doc/classes/VScrollBar.xml msgid "" "Icon used as a button to scroll the [ScrollBar] down. Supports custom step " "using the [member ScrollBar.custom_step] property." msgstr "" "Icono usado como botón para deslizar el [ScrollBar] hacia abajo. Soporta un " "paso personalizado utilizando la propiedad [member ScrollBar.custom_step]." #: doc/classes/VSeparator.xml msgid "Vertical version of [Separator]." msgstr "Versión vertical del [Separator]." #: doc/classes/VSeparator.xml msgid "" "Vertical version of [Separator]. Even though it looks vertical, it is used " "to separate objects horizontally." msgstr "" "Versión vertical de [Separator]. Aunque parece vertical, se utiliza para " "separar objetos horizontalmente." #: doc/classes/VSeparator.xml msgid "" "The width of the area covered by the separator. Effectively works like a " "minimum width." msgstr "" "El ancho del área cubierta por el separador. Efectivamente funciona como un " "ancho mínimo." #: doc/classes/VSeparator.xml msgid "" "The style for the separator line. Works best with [StyleBoxLine] (remember " "to enable [member StyleBoxLine.vertical])." msgstr "" "El estilo de la línea de separación. Funciona mejor con [StyleBoxLine] " "(recuerde activar [member StyleBoxLine.vertical])." #: doc/classes/VSlider.xml msgid "Vertical slider." msgstr "Deslizador vertical." #: doc/classes/VSlider.xml msgid "" "Vertical slider. See [Slider]. This one goes from bottom (min) to top " "(max).\n" "[b]Note:[/b] The [signal Range.changed] and [signal Range.value_changed] " "signals are part of the [Range] class which this class inherits from." msgstr "" #: doc/classes/VSlider.xml msgid "The background of the area below the grabber." msgstr "El fondo de la zona debajo del agarrador." #: doc/classes/VSlider.xml msgid "" "The background for the whole slider. Determines the width of the " "[code]grabber_area[/code]." msgstr "" "El fondo para todo el deslizador completo. Determina el ancho del " "[code]grabber_area[/code]." #: doc/classes/VSplitContainer.xml msgid "Vertical split container." msgstr "Contenedor vertical dividido." #: doc/classes/VSplitContainer.xml msgid "" "Vertical split container. See [SplitContainer]. This goes from top to bottom." msgstr "" "Contenedor vertical dividido. Véase [SplitContainer]. Esto va de arriba a " "abajo." #: doc/classes/WeakRef.xml msgid "" "Holds an [Object], but does not contribute to the reference count if the " "object is a reference." msgstr "" "Sostiene un [Object], pero no contribuye al conteo de referencia si el " "objeto es una referencia." #: doc/classes/WeakRef.xml msgid "" "A weakref can hold a [Reference], without contributing to the reference " "counter. A weakref can be created from an [Object] using [method @GDScript." "weakref]. If this object is not a reference, weakref still works, however, " "it does not have any effect on the object. Weakrefs are useful in cases " "where multiple classes have variables that refer to each other. Without " "weakrefs, using these classes could lead to memory leaks, since both " "references keep each other from being released. Making part of the variables " "a weakref can prevent this cyclic dependency, and allows the references to " "be released." msgstr "" "Un weakref puede sostener una [Reference], sin contribuir al contador de " "referencia. Un weakref puede ser creado a partir de un [Object] usando " "[method @GDScript.weakref]. Si este objeto no es una referencia, weakref " "sigue funcionando, sin embargo, no tiene ningún efecto sobre el objeto. Los " "weakrefs son útiles en los casos en que múltiples clases tienen variables " "que se refieren unas a otras. Sin weakrefs, el uso de estas clases podría " "conducir a fugas de memoria, ya que ambas referencias impiden que se libere " "la otra. Haciendo parte de las variables un weakref puede prevenir esta " "dependencia cíclica, y permite que las referencias sean liberadas." #: doc/classes/WeakRef.xml #, fuzzy msgid "" "Returns the [Object] this weakref is referring to. Returns [code]null[/code] " "if that object no longer exists." msgstr "" "Devuelve el valor inicial de la propiedad especificada. Devuelve [code]null[/" "code] si la propiedad no existe." #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "Closes this data channel, notifying the other peer." msgstr "Cierra este canal de datos, notificando al otro par." #: modules/webrtc/doc_classes/WebRTCDataChannel.xml #, fuzzy msgid "" "Returns the number of bytes currently queued to be sent over this channel." msgstr "Devuelve el número de elementos actualmente en la lista." #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "" "Returns the id assigned to this channel during creation (or auto-assigned " "during negotiation).\n" "If the channel is not negotiated out-of-band the id will only be available " "after the connection is established (will return [code]65535[/code] until " "then)." msgstr "" "Devuelve el id asignado a este canal durante la creación (o auto-asignado " "durante la negociación).\n" "Si el canal no se negocia fuera de banda, el id sólo estará disponible " "después de que se establezca la conexión (devolverá [code]65535[/code] hasta " "entonces)." #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "Returns the label assigned to this channel during creation." msgstr "Devuelve la etiqueta asignada al canal durante su creación." #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "" "Returns the [code]maxPacketLifeTime[/code] value assigned to this channel " "during creation.\n" "Will be [code]65535[/code] if not specified." msgstr "" "Devuelve el valor [code]maxPacketLifeTime[/code] asignado a este canal " "durante la creación.\n" "Será [code]65535[/code] si no se especifica." #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "" "Returns the [code]maxRetransmits[/code] value assigned to this channel " "during creation.\n" "Will be [code]65535[/code] if not specified." msgstr "" "Devuelve el valor [code]maxRetransmits[/code] asignado a este canal durante " "la creación.\n" "Será [code]65535[/code] si no se especifica." #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "" "Returns the sub-protocol assigned to this channel during creation. An empty " "string if not specified." msgstr "" "Devuelve el sub-protocolo asignado a este canal durante la creación. Una " "string vacía si no se especifica." #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "Returns the current state of this channel, see [enum ChannelState]." msgstr "Devuelve el estado actual del canal, ver [enum ChannelState]." #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "" "Returns [code]true[/code] if this channel was created with out-of-band " "configuration." msgstr "" "Devuelve [code]true[/code] si este canal fue creado con una configuración " "fuera de banda." #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "" "Returns [code]true[/code] if this channel was created with ordering enabled " "(default)." msgstr "" "Devuelve [code]true[/code] si este canal fue creado con el pedido activado " "(por defecto)." #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "Reserved, but not used for now." msgstr "Reservado, pero sin uso de momento." #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "" "Returns [code]true[/code] if the last received packet was transferred as " "text. See [member write_mode]." msgstr "" "Devuelve [code]true[/code] si el último paquete recibido se transfirió como " "texto. Ver [member write_mode]." #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "" "The transfer mode to use when sending outgoing packet. Either text or binary." msgstr "" "Modo de transferencia a usar cuando se mande el paquete de salido. Puede ser " "texto o binario." #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "" "Tells the channel to send data over this channel as text. An external peer " "(non-Godot) would receive this as a string." msgstr "" "Indica al canal que mande los datos como texto. Un compañero externo (non-" "Godot) lo recibiría como una cadena." #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "" "Tells the channel to send data over this channel as binary. An external peer " "(non-Godot) would receive this as array buffer or blob." msgstr "" "Le dice al canal que envíe datos por este canal en binario. Un par externo " "(no Godot) recibiría esto como un buffer o blob del array." #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "The channel was created, but it's still trying to connect." msgstr "El canal fue creado, pero todavía está tratando de conectarse." #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "The channel is currently open, and data can flow over it." msgstr "El canal está actualmente abierto, y los datos pueden fluir sobre él." #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "" "The channel is being closed, no new messages will be accepted, but those " "already in queue will be flushed." msgstr "" "El canal se está cerrando, no se aceptarán nuevos mensajes, pero los que ya " "están en cola serán eliminados." #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "The channel was closed, or connection failed." msgstr "El canal se cerró, o la conexión falló." #: modules/webrtc/doc_classes/WebRTCMultiplayer.xml msgid "" "A simple interface to create a peer-to-peer mesh network composed of " "[WebRTCPeerConnection] that is compatible with the [MultiplayerAPI]." msgstr "" "Una simple interfaz para crear una red de malla entre pares compuesta por " "[WebRTCPeerConnection] que es compatible con el [MultiplayerAPI]." #: modules/webrtc/doc_classes/WebRTCMultiplayer.xml msgid "" "This class constructs a full mesh of [WebRTCPeerConnection] (one connection " "for each peer) that can be used as a [member MultiplayerAPI.network_peer].\n" "You can add each [WebRTCPeerConnection] via [method add_peer] or remove them " "via [method remove_peer]. Peers must be added in [constant " "WebRTCPeerConnection.STATE_NEW] state to allow it to create the appropriate " "channels. This class will not create offers nor set descriptions, it will " "only poll them, and notify connections and disconnections.\n" "[signal NetworkedMultiplayerPeer.connection_succeeded] and [signal " "NetworkedMultiplayerPeer.server_disconnected] will not be emitted unless " "[code]server_compatibility[/code] is [code]true[/code] in [method " "initialize]. Beside that data transfer works like in a " "[NetworkedMultiplayerPeer]." msgstr "" "Esta clase construye una malla completa de [WebRTCPeerConnection] (una " "conexión para cada par) que puede ser usada como un [member MultiplayerAPI." "network_peer].\n" "Puedes añadir cada [WebRTCPeerConnection] a través de [method add_peer] o " "eliminarlos a través de [method remove_peer]. Los pares deben ser agregados " "en el estado [constant WebRTCPeerConnection.STATE_NEW] para permitirle crear " "los canales apropiados. Esta clase no creará ofertas ni establecerá " "descripciones, sólo las sondeará, y notificará las conexiones y " "desconexiones.\n" "La [signal NetworkedMultiplayerPeer.connection_succeeded] y la [signal " "NetworkedMultiplayerPeer.server_disconnected] no se emitirán a menos que el " "[code]server_compatibility[/code] sea [code]true[/code] en [method " "initialize]. Además, la transferencia de datos funciona como en un " "[NetworkedMultiplayerPeer]." #: modules/webrtc/doc_classes/WebRTCMultiplayer.xml msgid "" "Add a new peer to the mesh with the given [code]peer_id[/code]. The " "[WebRTCPeerConnection] must be in state [constant WebRTCPeerConnection." "STATE_NEW].\n" "Three channels will be created for reliable, unreliable, and ordered " "transport. The value of [code]unreliable_lifetime[/code] will be passed to " "the [code]maxPacketLifetime[/code] option when creating unreliable and " "ordered channels (see [method WebRTCPeerConnection.create_data_channel])." msgstr "" "Añade un nuevo par a la malla con el [code]peer_id[/code] dado. El " "[WebRTCPeerConnection] debe estar en el estado [constant " "WebRTCPeerConnection.STATE_NEW].\n" "Se crearán tres canales para un transporte fiable, poco fiable y ordenado. " "El valor de [code]unreliable_lifetime[/code] se pasará a la opción " "[code]maxPacketLifetime[/code] cuando se creen canales no fiables y " "ordenados (véase [method WebRTCPeerConnection.create_data_channel])." #: modules/webrtc/doc_classes/WebRTCMultiplayer.xml msgid "Close all the add peer connections and channels, freeing all resources." msgstr "" "Cierra todas las conexiones y canales de add peer, liberando todos los " "recursos." #: modules/webrtc/doc_classes/WebRTCMultiplayer.xml msgid "" "Return a dictionary representation of the peer with given [code]peer_id[/" "code] with three keys. [code]connection[/code] containing the " "[WebRTCPeerConnection] to this peer, [code]channels[/code] an array of three " "[WebRTCDataChannel], and [code]connected[/code] a boolean representing if " "the peer connection is currently connected (all three channels are open)." msgstr "" "Devuelve una representación del diccionario del par con el [code]peer_id[/" "code] dado con tres claves. [code]connection[/code] que contiene el " "[WebRTCPeerConnection] a este par, [code]channels[/code] un array de tres " "[WebRTCDataChannel], y [code]connected[/code] un booleano que representa si " "la conexión del par está actualmente conectada (los tres canales están " "abiertos)." #: modules/webrtc/doc_classes/WebRTCMultiplayer.xml msgid "" "Returns a dictionary which keys are the peer ids and values the peer " "representation as in [method get_peer]." msgstr "" "Devuelve un diccionario cuyas claves son las identificaciones de los pares y " "valora la representación de los pares como en [method get_peer]." #: modules/webrtc/doc_classes/WebRTCMultiplayer.xml msgid "" "Returns [code]true[/code] if the given [code]peer_id[/code] is in the peers " "map (it might not be connected though)." msgstr "" "Devuelve [code]true[/code] si el [code]peer_id[/code] dado está en el mapa " "de pares (aunque podría no estar conectado)." #: modules/webrtc/doc_classes/WebRTCMultiplayer.xml msgid "" "Initialize the multiplayer peer with the given [code]peer_id[/code] (must be " "between 1 and 2147483647).\n" "If [code]server_compatibilty[/code] is [code]false[/code] (default), the " "multiplayer peer will be immediately in state [constant " "NetworkedMultiplayerPeer.CONNECTION_CONNECTED] and [signal " "NetworkedMultiplayerPeer.connection_succeeded] will not be emitted.\n" "If [code]server_compatibilty[/code] is [code]true[/code] the peer will " "suppress all [signal NetworkedMultiplayerPeer.peer_connected] signals until " "a peer with id [constant NetworkedMultiplayerPeer.TARGET_PEER_SERVER] " "connects and then emit [signal NetworkedMultiplayerPeer." "connection_succeeded]. After that the signal [signal " "NetworkedMultiplayerPeer.peer_connected] will be emitted for every already " "connected peer, and any new peer that might connect. If the server peer " "disconnects after that, signal [signal NetworkedMultiplayerPeer." "server_disconnected] will be emitted and state will become [constant " "NetworkedMultiplayerPeer.CONNECTION_CONNECTED]." msgstr "" "Inicializar el par multijugador con el [code]peer_id[/code] dado (debe estar " "entre 1 y 2147483647).\n" "Si [code]server_compatibilty[/code] es [code]false[/code] (por defecto), el " "par multijugador estará inmediatamente en el estado [constant " "NetworkedMultiplayerPeer.CONNECTION_CONNECTED] y la [signal " "NetworkedMultiplayerPeer.connection_succeeded] no se emitirá.\n" "Si [code]server_compatibilty[/code] es [code]true[/code] el par suprimirá " "todas las señales de [signal NetworkedMultiplayerPeer.peer_connected] hasta " "que un par con id [constant NetworkedMultiplayerPeer.TARGET_PEER_SERVER] se " "conecte y entonces emitirá [signal NetworkedMultiplayerPeer." "connection_succeeded]. Después de eso, la señal [signal " "NetworkedMultiplayerPeer.peer_connected] será emitida para cada par ya " "conectado, y cualquier nuevo par que pueda conectarse. Si el par del " "servidor se desconecta después de eso, se emitirá la señal [signal " "NetworkedMultiplayerPeer.server_disconnected] y el estado se convertirá en " "[constant NetworkedMultiplayerPeer.CONNECTION_CONNECTED]." #: modules/webrtc/doc_classes/WebRTCMultiplayer.xml msgid "" "Remove the peer with given [code]peer_id[/code] from the mesh. If the peer " "was connected, and [signal NetworkedMultiplayerPeer.peer_connected] was " "emitted for it, then [signal NetworkedMultiplayerPeer.peer_disconnected] " "will be emitted." msgstr "" "Quita el par con el [code]peer_id[/code] dado de la malla. Si el par estaba " "conectado, y se emitió [signal NetworkedMultiplayerPeer.peer_connected] para " "él, entonces se emitirá [signal NetworkedMultiplayerPeer.peer_disconnected]." #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "Interface to a WebRTC peer connection." msgstr "Interfaz a una conexión de pares WebRTC." #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "" "A WebRTC connection between the local computer and a remote peer. Provides " "an interface to connect, maintain and monitor the connection.\n" "Setting up a WebRTC connection between two peers from now on) may not seem a " "trivial task, but it can be broken down into 3 main steps:\n" "- The peer that wants to initiate the connection ([code]A[/code] from now " "on) creates an offer and send it to the other peer ([code]B[/code] from now " "on).\n" "- [code]B[/code] receives the offer, generate and answer, and sends it to " "[code]A[/code]).\n" "- [code]A[/code] and [code]B[/code] then generates and exchange ICE " "candidates with each other.\n" "After these steps, the connection should become connected. Keep on reading " "or look into the tutorial for more information." msgstr "" "Una conexión WebRTC entre la computadora local y un par remoto. Proporciona " "una interfaz para conectar, mantener y monitorear la conexión.\n" "Establecer una conexión WebRTC entre dos pares de ahora en adelante) puede " "no parecer una tarea trivial, pero puede ser dividida en 3 pasos " "principales:\n" "- El par que quiere iniciar la conexión ([code]A[/code] de ahora en " "adelante) crea una oferta y la envía al otro par ([code]B[/code] de ahora en " "adelante).\n" "- [code]B[/code] recibe la oferta, la genera y la responde, y la envía a " "[code]A[/code]).\n" "- [code]A[/code] y [code]B[/code] luego generan e intercambian candidatos " "ICE entre sí.\n" "Después de estos pasos, la conexión debe conectarse. Sigue leyendo o mira el " "tutorial para más información." #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "" "Add an ice candidate generated by a remote peer (and received over the " "signaling server). See [signal ice_candidate_created]." msgstr "" "Añade un candidato de hielo generado por un par remoto (y recibido a través " "del servidor de señales). Ver [signal ice_candidate_created]." #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml #, fuzzy msgid "" "Close the peer connection and all data channels associated with it.\n" "[b]Note:[/b] You cannot reuse this object for a new connection unless you " "call [method initialize]." msgstr "" "Cierra la conexión entre pares y todos los canales de datos asociados a " "ella. Tenga en cuenta que no puede reutilizar este objeto para una nueva " "conexión a menos que llame a [method initialize]." #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml #, fuzzy msgid "" "Returns a new [WebRTCDataChannel] (or [code]null[/code] on failure) with " "given [code]label[/code] and optionally configured via the [code]options[/" "code] dictionary. This method can only be called when the connection is in " "state [constant STATE_NEW].\n" "There are two ways to create a working data channel: either call [method " "create_data_channel] on only one of the peer and listen to [signal " "data_channel_received] on the other, or call [method create_data_channel] on " "both peers, with the same values, and the [code]negotiated[/code] option set " "to [code]true[/code].\n" "Valid [code]options[/code] are:\n" "[codeblock]\n" "{\n" " \"negotiated\": true, # When set to true (default off), means the " "channel is negotiated out of band. \"id\" must be set too. " "\"data_channel_received\" will not be called.\n" " \"id\": 1, # When \"negotiated\" is true this value must also be set to " "the same value on both peer.\n" "\n" " # Only one of maxRetransmits and maxPacketLifeTime can be specified, not " "both. They make the channel unreliable (but also better at real time).\n" " \"maxRetransmits\": 1, # Specify the maximum number of attempt the peer " "will make to retransmits packets if they are not acknowledged.\n" " \"maxPacketLifeTime\": 100, # Specify the maximum amount of time before " "giving up retransmitions of unacknowledged packets (in milliseconds).\n" " \"ordered\": true, # When in unreliable mode (i.e. either " "\"maxRetransmits\" or \"maxPacketLifetime\" is set), \"ordered\" (true by " "default) specify if packet ordering is to be enforced.\n" "\n" " \"protocol\": \"my-custom-protocol\", # A custom sub-protocol string for " "this channel.\n" "}\n" "[/codeblock]\n" "[b]Note:[/b] You must keep a reference to channels created this way, or it " "will be closed." msgstr "" "Devuelve un nuevo [WebRTCDataChannel] (o [code]null[/code] al fallar) con la " "etiqueta [code]label[/code] dada y opcionalmente configurado a través del " "diccionario [code]options[/code]. Este método sólo puede ser llamado cuando " "la conexión está en el estado [constant STATE_NEW].\n" "Hay dos formas de crear un canal de datos de trabajo: o bien llamar a " "[method create_data_channel] en sólo uno de los pares y escuchar a [signal " "data_channel_received] en el otro, o bien llamar a [method " "create_data_channel] en ambos pares, con los mismos valores, y la opción " "[code]negotiated[/code] configurada a [code]true[/code].\n" "Las opciones válidas de [code]options[/code] son:\n" "[codeblock]\n" "{\n" " \"negotiated\": true, # Cuando se ajusta a true (default off), significa " "que el canal se negocia fuera de banda. \"id\" también debe ser ajustado. " "\"data_channel_received\" no será llamado.\n" " \"id\": 1, # Cuando \"negociado\" es verdadero este valor debe ser " "también establecido al mismo valor en ambos pares.\n" "\n" " # Sólo se puede especificar uno de maxRetransmits y maxPacketLifeTime, " "no ambos. Hacen que el canal sea poco fiable (pero también mejor en tiempo " "real).\n" " \"maxRetransmits\": 1, # Especificar el número máximo de intentos que el " "par hará para retransmitir los paquetes si no son reconocidos.\n" " \"maxPacketLifeTime\": 100, # Especifica la máxima cantidad de tiempo " "antes de renunciar a retransmitir los paquetes no reconocidos (en " "milisegundos).\n" " \"ordered\": true, # Cuando está en modo no fiable (es decir, se " "establece \"maxRetransmits\" o \"maxPacketLifetime\"), \"ordered\" (true por " "defecto) especifica si se va a aplicar el ordenamiento de paquetes.\n" "\n" " \"protocol\": \"my-custom-protocol\", # Una cadena de sub-protocolo " "personalizada para este canal.\n" "}\n" "[/codeblock]\n" "[b]Nota:[/b] Debe mantener una referencia a los canales creados de esta " "manera, o se cerrará." #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "" "Creates a new SDP offer to start a WebRTC connection with a remote peer. At " "least one [WebRTCDataChannel] must have been created before calling this " "method.\n" "If this functions returns [constant OK], [signal " "session_description_created] will be called when the session is ready to be " "sent." msgstr "" "Crea una nueva oferta SDP para iniciar una conexión WebRTC con un par " "remoto. Al menos una [WebRTCDataChannel] debe haber sido creada antes de " "llamar a este método.\n" "Si esta función devuelve [constant OK], se llamará a [signal " "session_description_created] cuando la sesión esté lista para ser enviada." #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "Returns the connection state. See [enum ConnectionState]." msgstr "Devuelve el estado de conexión. Ver [enum ConnectionState]." #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml #, fuzzy msgid "" "Re-initialize this peer connection, closing any previously active " "connection, and going back to state [constant STATE_NEW]. A dictionary of " "[code]options[/code] can be passed to configure the peer connection.\n" "Valid [code]options[/code] are:\n" "[codeblock]\n" "{\n" " \"iceServers\": [\n" " {\n" " \"urls\": [ \"stun:stun.example.com:3478\" ], # One or more STUN " "servers.\n" " },\n" " {\n" " \"urls\": [ \"turn:turn.example.com:3478\" ], # One or more TURN " "servers.\n" " \"username\": \"a_username\", # Optional username for the TURN " "server.\n" " \"credential\": \"a_password\", # Optional password for the TURN " "server.\n" " }\n" " ]\n" "}\n" "[/codeblock]" msgstr "" "Reiniciar esta conexión entre pares, cerrando cualquier conexión previamente " "activa, y volviendo al estado [constant STATE_NEW]. Se puede pasar un " "diccionario de [code]options[/code] para configurar la conexión entre " "pares.\n" "Las [code]options[/code] válidas son:\n" "[codeblock]\n" "{\n" " \"IceServers\": [\n" " {\n" " \"urls\": [ \"stun:stun.example.com:3478\" ], # Uno o más " "servidores STUN.\n" " },\n" " {\n" " \"urls\": [ \"turn:turn.example.com:3478\" ], # Uno o más " "servidores de TURN.\n" " \"username\": \"a_username\", # Nombre de usuario opcional para " "el servidor TURN.\n" " \"credentials\": \"a_password\", # Contraseña opcional para el " "servidor TURN.\n" " }\n" " ]\n" "}\n" "[/codeblock]" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "" "Call this method frequently (e.g. in [method Node._process] or [method Node." "_physics_process]) to properly receive signals." msgstr "" "Llama a este método con frecuencia (por ejemplo, en [method Node._process] o " "[method Node._physics_process]) para recibir correctamente las señales." #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "" "Sets the SDP description of the local peer. This should be called in " "response to [signal session_description_created].\n" "After calling this function the peer will start emitting [signal " "ice_candidate_created] (unless an [enum Error] different from [constant OK] " "is returned)." msgstr "" "Establece la descripción del SDP del par local. Esto debe ser llamado en " "respuesta a [signal session_description_created].\n" "Después de llamar a esta función el par empezará a emitir [signal " "ice_candidate_created] (a menos que se devuelva un [enum Error] diferente de " "[constant OK])." #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "" "Sets the SDP description of the remote peer. This should be called with the " "values generated by a remote peer and received over the signaling server.\n" "If [code]type[/code] is [code]offer[/code] the peer will emit [signal " "session_description_created] with the appropriate answer.\n" "If [code]type[/code] is [code]answer[/code] the peer will start emitting " "[signal ice_candidate_created]." msgstr "" "Establece la descripción SDP del par remoto. Esto debe ser llamado con los " "valores generados por un par remoto y recibidos por el servidor de señales.\n" "Si [code]type[/code] es [code]offer[/code] el par emitirá [signal " "session_description_created] con la respuesta apropiada.\n" "Si [code]type[/code] es [code]answer[/code] el par empezará a emitir [signal " "ice_candidate_created]." #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "" "Emitted when a new in-band channel is received, i.e. when the channel was " "created with [code]negotiated: false[/code] (default).\n" "The object will be an instance of [WebRTCDataChannel]. You must keep a " "reference of it or it will be closed automatically. See [method " "create_data_channel]." msgstr "" "Emitido cuando se recibe un nuevo canal en banda, es decir, cuando el canal " "fue creado con [code]negotiated: false[/code] (por defecto).\n" "El objeto será una instancia de [WebRTCDataChannel]. Debe mantener una " "referencia de él o se cerrará automáticamente. Ver [method " "create_data_channel]." #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "" "Emitted when a new ICE candidate has been created. The three parameters are " "meant to be passed to the remote peer over the signaling server." msgstr "" "Emitido cuando se ha creado un nuevo candidato de la ICE. Los tres " "parámetros deben ser pasados al par remoto a través del servidor de señales." #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "" "Emitted after a successful call to [method create_offer] or [method " "set_remote_description] (when it generates an answer). The parameters are " "meant to be passed to [method set_local_description] on this object, and " "sent to the remote peer over the signaling server." msgstr "" "Emitido después de una llamada exitosa a [method create_offer] o [method " "set_remote_description] (cuando genera una respuesta). Los parámetros deben " "ser pasados a [method set_local_description] en este objeto, y enviados al " "par remoto a través del servidor de señales." #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "" "The connection is new, data channels and an offer can be created in this " "state." msgstr "" "La conexión es nueva, se pueden crear canales de datos y una oferta en este " "estado." #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "" "The peer is connecting, ICE is in progress, none of the transports has " "failed." msgstr "" "El par está conectando, el ICE está en marcha, ninguno de los transportes ha " "fallado." #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "The peer is connected, all ICE transports are connected." msgstr "El par está conectado, todos los transportes de ICE están conectados." #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "At least one ICE transport is disconnected." msgstr "Al menos un transporte ICE está desconectado." #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "One or more of the ICE transports failed." msgstr "Uno o más de los transportes ICE fallaron." #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "" "The peer connection is closed (after calling [method close] for example)." msgstr "" "La conexión entre pares se cierra (después de llamar a [method close] por " "ejemplo)." #: modules/websocket/doc_classes/WebSocketClient.xml msgid "A WebSocket client implementation." msgstr "Una implementación del cliente WebSocket." #: modules/websocket/doc_classes/WebSocketClient.xml msgid "" "This class implements a WebSocket client compatible with any RFC 6455-" "compliant WebSocket server.\n" "This client can be optionally used as a network peer for the " "[MultiplayerAPI].\n" "After starting the client ([method connect_to_url]), you will need to " "[method NetworkedMultiplayerPeer.poll] it at regular intervals (e.g. inside " "[method Node._process]).\n" "You will receive appropriate signals when connecting, disconnecting, or when " "new data is available." msgstr "" "Esta clase implementa un cliente WebSocket compatible con cualquier servidor " "WebSocket compatible con RFC 6455.\n" "Este cliente puede ser usado opcionalmente como un par de red para la " "[MultiplayerAPI].\n" "Después de iniciar el cliente ([method connect_to_url]), necesitarás [method " "NetworkedMultiplayerPeer.poll] a intervalos regulares (por ejemplo, dentro " "de [method Node._process]).\n" "Recibirá las señales apropiadas cuando se conecte, desconecte o cuando haya " "nuevos datos disponibles." #: modules/websocket/doc_classes/WebSocketClient.xml #, fuzzy msgid "" "Connects to the given URL requesting one of the given [code]protocols[/code] " "as sub-protocol. If the list empty (default), no sub-protocol will be " "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-" "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], " "etc.) on the [WebSocketPeer] returned via [code]get_peer(1)[/code] and not " "on this object directly (e.g. [code]get_peer(1).put_packet(data)[/code]).\n" "You can optionally pass a list of [code]custom_headers[/code] to be added to " "the handshake HTTP request.\n" "[b]Note:[/b] To avoid mixed content warnings or errors in HTML5, you may " "have to use a [code]url[/code] that starts with [code]wss://[/code] (secure) " "instead of [code]ws://[/code]. When doing so, make sure to use the fully " "qualified domain name that matches the one defined in the server's SSL " "certificate. Do not connect directly via the IP address for [code]wss://[/" "code] connections, as it won't match with the SSL certificate.\n" "[b]Note:[/b] Specifying [code]custom_headers[/code] is not supported in " "HTML5 exports due to browsers restrictions." msgstr "" "Se conecta al URL dado solicitando uno de los [code]protocols[/code] dados " "como sub-protocolo. Si la lista está vacía (por defecto), no se solicitará " "ningún subprotocolo.\n" "Si se pasa [code]true[/code] como [code]gd_mp_api[/code], el cliente se " "comportará como un par de red para la [MultiplayerAPI], las conexiones a " "servidores no Godot no funcionarán y no se emitirá [signal data_received].\n" "Si en su lugar se pasa [code]false[/code] (por defecto), debe llamar a las " "funciones [PacketPeer] ([code]put_packet[/code], [code]get_packet[/code], " "etc.) en el [WebSocketPeer] devuelto mediante [code]get_peer(1)[/code] y no " "en este objeto directamente (por ejemplo, [code]get_peer(1).put_packet(data)" "[/code]).\n" "Opcionalmente se puede pasar una lista de [code]custom_headers[/code] para " "ser añadida a la petición HTTP de handshake.\n" "[b]Nota:[/b] La especificación de [code]custom_headers[/code] no está " "soportada en las exportaciones de HTML5 debido a las restricciones de los " "navegadores." #: modules/websocket/doc_classes/WebSocketClient.xml msgid "" "Disconnects this client from the connected host. See [method WebSocketPeer." "close] for more information." msgstr "" "Desconecta este cliente del host conectado. Ver [method WebSocketPeer.close] " "para más información." #: modules/websocket/doc_classes/WebSocketClient.xml msgid "Return the IP address of the currently connected host." msgstr "Devuelve la dirección IP del host conectado actualmente." #: modules/websocket/doc_classes/WebSocketClient.xml msgid "Return the IP port of the currently connected host." msgstr "Devuelve el puerto IP del host conectado actualmente." #: modules/websocket/doc_classes/WebSocketClient.xml msgid "" "If specified, this [X509Certificate] will be the only one accepted when " "connecting to an SSL host. Any other certificate provided by the server will " "be regarded as invalid.\n" "[b]Note:[/b] Specifying a custom [code]trusted_ssl_certificate[/code] is not " "supported in HTML5 exports due to browsers restrictions." msgstr "" "Si se especifica, este [X509Certificate] será el único aceptado cuando se " "conecte a un host SSL. Cualquier otro certificado proporcionado por el " "servidor se considerará inválido.\n" "[b]Nota:[/b] La especificación de un certificado personalizado " "[code]trusted_ssl_certificate[/code] no es compatible con las exportaciones " "en HTML5 debido a las restricciones de los navegadores." #: modules/websocket/doc_classes/WebSocketClient.xml msgid "" "If [code]true[/code], SSL certificate verification is enabled.\n" "[b]Note:[/b] You must specify the certificates to be used in the Project " "Settings for it to work when exported." msgstr "" "Si [code]true[/code], la verificación del certificado SSL está activada.\n" "[b]Nota:[/b] Debe especificar los certificados que se utilizarán en la " "Configuración del proyecto para que funcione cuando se exporte." #: modules/websocket/doc_classes/WebSocketClient.xml msgid "" "Emitted when the connection to the server is closed. [code]was_clean_close[/" "code] will be [code]true[/code] if the connection was shutdown cleanly." msgstr "" "Emitido cuando la conexión con el servidor se cierra. [code]was_clean_close[/" "code] será [code]true[/code] si la conexión se cerró limpiamente." #: modules/websocket/doc_classes/WebSocketClient.xml msgid "Emitted when the connection to the server fails." msgstr "Emitido cuando la conexión con el servidor falla." #: modules/websocket/doc_classes/WebSocketClient.xml msgid "" "Emitted when a connection with the server is established, [code]protocol[/" "code] will contain the sub-protocol agreed with the server." msgstr "" "Emitido cuando se establece una conexión con el servidor, el [code]protocol[/" "code] contendrá el subprotocolo acordado con el servidor." #: modules/websocket/doc_classes/WebSocketClient.xml msgid "" "Emitted when a WebSocket message is received.\n" "[b]Note:[/b] This signal is [i]not[/i] emitted when used as high-level " "multiplayer peer." msgstr "" "Emitido cuando se recibe un mensaje de WebSocket.\n" "[b]Nota:[/b] Esta señal es [i]no[/i] emitida cuando se usa como par " "multijugador de alto nivel." #: modules/websocket/doc_classes/WebSocketClient.xml msgid "" "Emitted when the server requests a clean close. You should keep polling " "until you get a [signal connection_closed] signal to achieve the clean " "close. See [method WebSocketPeer.close] for more details." msgstr "" "Emitido cuando el servidor solicita un cierre limpio. Debes seguir " "preguntando hasta que recibas una señal [signal connection_closed] para " "lograr el cierre limpio. Consulta el [method WebSocketPeer.close] para más " "detalles." #: modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml msgid "Base class for WebSocket server and client." msgstr "Clase base para el servidor y cliente de WebSocket." #: modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml msgid "" "Base class for WebSocket server and client, allowing them to be used as " "network peer for the [MultiplayerAPI]." msgstr "" "Clase base para el servidor y el cliente de WebSocket, lo que permite " "utilizarlos como par de red para la [MultiplayerAPI]." #: modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml msgid "" "Returns the [WebSocketPeer] associated to the given [code]peer_id[/code]." msgstr "Devuelve el [WebSocketPeer] asociado al [code]peer_id[/code] dado." #: modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml msgid "" "Configures the buffer sizes for this WebSocket peer. Default values can be " "specified in the Project Settings under [code]network/limits[/code]. For " "server, values are meant per connected peer.\n" "The first two parameters define the size and queued packets limits of the " "input buffer, the last two of the output buffer.\n" "Buffer sizes are expressed in KiB, so [code]4 = 2^12 = 4096 bytes[/code]. " "All parameters will be rounded up to the nearest power of two.\n" "[b]Note:[/b] HTML5 exports only use the input buffer since the output one is " "managed by browsers." msgstr "" "Configura el tamaño de los buffers para este par de WebSocket. Los valores " "por defecto pueden ser especificados en la Configuración del Proyecto bajo " "[code]network/limits[/code]. Para el servidor, los valores se refieren a " "cada par conectado.\n" "Los dos primeros parámetros definen el tamaño y los límites de los paquetes " "en cola del buffer de entrada, los dos últimos del buffer de salida.\n" "Los tamaños del buffer se expresan en KiB, por lo que [code]4 = 2^12 = 4096 " "bytes[/code]. Todos los parámetros se redondearán a la potencia más cercana " "de dos.\n" "[b]Nota:[/b] Las exportaciones en HTML5 sólo utilizan el buffer de entrada " "ya que el de salida es manejado por los navegadores." #: modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml 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 Godot multiplayer API." msgstr "" "Emitido cuando se recibe un paquete de un compañero.\n" "[b]Nota:[/b] Esta señal sólo se emite cuando el cliente o el servidor está " "configurado para utilizar la API multijugador de Godot." #: modules/websocket/doc_classes/WebSocketPeer.xml msgid "A class representing a specific WebSocket connection." msgstr "Una clase que representa una conexión específica de WebSocket." #: modules/websocket/doc_classes/WebSocketPeer.xml #, fuzzy msgid "" "This class represents a specific WebSocket connection, allowing you to do " "lower level operations with it.\n" "You can choose to write to the socket in binary or text mode, and you can " "recognize the mode used for writing by the other peer." msgstr "" "Esta clase representa una conexión específica de WebSocket, puedes hacer " "operaciones de nivel inferior con ella.\n" "Puedes elegir escribir en el socket en modo binario o de texto, y puedes " "reconocer el modo utilizado para la escritura por el otro compañero." #: modules/websocket/doc_classes/WebSocketPeer.xml msgid "" "Closes this WebSocket connection. [code]code[/code] is the status code for " "the closure (see RFC 6455 section 7.4 for a list of valid status codes). " "[code]reason[/code] is the human readable reason for closing the connection " "(can be any UTF-8 string that's smaller than 123 bytes).\n" "[b]Note:[/b] To achieve a clean close, you will need to keep polling until " "either [signal WebSocketClient.connection_closed] or [signal WebSocketServer." "client_disconnected] is received.\n" "[b]Note:[/b] The HTML5 export might not support all status codes. Please " "refer to browser-specific documentation for more details." msgstr "" "Cierra esta conexión WebSocket. [code]code[/code] es el código de estado " "para el cierre (ver RFC 6455 sección 7.4 para una lista de códigos de estado " "válidos). [code]reason[/code] es la razón legible por el ser humano para " "cerrar la conexión (puede ser cualquier cadena UTF-8 que sea menor de 123 " "bytes).\n" "[b]Nota:[/b] Para lograr un cierre limpio, deberá seguir sondeando hasta que " "reciba [signal WebSocketClient.connection_closed] o [signal WebSocketServer." "client_disconnected].\n" "[b]Nota:[/b] Es posible que la exportación a HTML5 no admita todos los " "códigos de estado. Consulte la documentación específica del navegador para " "obtener más detalles." #: modules/websocket/doc_classes/WebSocketPeer.xml msgid "" "Returns the IP address of the connected peer.\n" "[b]Note:[/b] Not available in the HTML5 export." msgstr "" "Devuelve la dirección IP del par conectado.\n" "[b]Nota:[/b] No disponible en la exportación a HTML5." #: modules/websocket/doc_classes/WebSocketPeer.xml msgid "" "Returns the remote port of the connected peer.\n" "[b]Note:[/b] Not available in the HTML5 export." msgstr "" "Devuelve el puerto remoto del par conectado.\n" "[b]Nota:[/b] No disponible en la exportación a HTML5." #: modules/websocket/doc_classes/WebSocketPeer.xml msgid "" "Returns the current amount of data in the outbound websocket buffer. [b]Note:" "[/b] HTML5 exports use WebSocket.bufferedAmount, while other platforms use " "an internal buffer." msgstr "" #: modules/websocket/doc_classes/WebSocketPeer.xml msgid "Gets the current selected write mode. See [enum WriteMode]." msgstr "" "Obtiene el modo de escritura seleccionado actualmente. Véase [enum " "WriteMode]." #: modules/websocket/doc_classes/WebSocketPeer.xml msgid "Returns [code]true[/code] if this peer is currently connected." msgstr "Devuelve [code]true[/code] si este par está actualmente conectado." #: modules/websocket/doc_classes/WebSocketPeer.xml msgid "" "Disable Nagle's algorithm on the underling TCP socket (default). See [method " "StreamPeerTCP.set_no_delay] for more information.\n" "[b]Note:[/b] Not available in the HTML5 export." msgstr "" "Deshabilita el algoritmo de Nagle en el socket TCP subyacente (por defecto). " "Ver [method StreamPeerTCP.set_no_delay] para más información.\n" "[b]Nota:[/b] No está disponible en la exportación a HTML5." #: modules/websocket/doc_classes/WebSocketPeer.xml msgid "Sets the socket to use the given [enum WriteMode]." msgstr "Establece el enchufe para usar el [enum WriteMode] dado." #: modules/websocket/doc_classes/WebSocketPeer.xml msgid "" "Returns [code]true[/code] if the last received packet was sent as a text " "payload. See [enum WriteMode]." msgstr "" "Devuelve [code]true[/code] si el último paquete recibido fue enviado como " "una carga de texto. Ver [enum WriteMode]." #: modules/websocket/doc_classes/WebSocketPeer.xml msgid "" "Specifies that WebSockets messages should be transferred as text payload " "(only valid UTF-8 is allowed)." msgstr "" "Especifica que los mensajes de WebSockets deben ser transferidos como carga " "de texto (sólo se permite el UTF-8 válido)." #: modules/websocket/doc_classes/WebSocketPeer.xml msgid "" "Specifies that WebSockets messages should be transferred as binary payload " "(any byte combination is allowed)." msgstr "" "Especifica que los mensajes de WebSockets deben ser transferidos como carga " "binaria (se permite cualquier combinación de bytes)." #: modules/websocket/doc_classes/WebSocketServer.xml msgid "A WebSocket server implementation." msgstr "Una implementación de un servidor WebSocket." #: modules/websocket/doc_classes/WebSocketServer.xml msgid "" "This class implements a WebSocket server that can also support the high-" "level multiplayer API.\n" "After starting the server ([method listen]), you will need to [method " "NetworkedMultiplayerPeer.poll] it at regular intervals (e.g. inside [method " "Node._process]). When clients connect, disconnect, or send data, you will " "receive the appropriate signal.\n" "[b]Note:[/b] Not available in HTML5 exports." msgstr "" "Esta clase implementa un servidor WebSocket que también puede soportar la " "API multijugador de alto nivel.\n" "Después de iniciar el servidor ([method listen]), necesitarás [method " "NetworkedMultiplayerPeer.poll] a intervalos regulares (por ejemplo, dentro " "de [method Node._process]). Cuando los clientes se conecten, desconecten o " "envíen datos, recibirá la señal apropiada.\n" "[b]Nota:[/b] No disponible en las exportaciones en HTML5." #: modules/websocket/doc_classes/WebSocketServer.xml msgid "" "Disconnects the peer identified by [code]id[/code] from the server. See " "[method WebSocketPeer.close] for more information." msgstr "" "Desconecta el par identificado por [code]id[/code] del servidor. Ver [method " "WebSocketPeer.close] para más información." #: modules/websocket/doc_classes/WebSocketServer.xml msgid "Returns [code]true[/code] if a peer with the given ID is connected." msgstr "Devuelve [code]true[/code] si un par con el ID dado está conectado." #: modules/websocket/doc_classes/WebSocketServer.xml msgid "" "Returns [code]true[/code] if the server is actively listening on a port." msgstr "" "Devuelve [code]true[/code] si el servidor está escuchando activamente en un " "puerto." #: modules/websocket/doc_classes/WebSocketServer.xml msgid "" "Starts listening on the given port.\n" "You can specify the desired subprotocols via the \"protocols\" array. If the " "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-" "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], " "etc.), on the [WebSocketPeer] returned via [code]get_peer(id)[/code] to " "communicate with the peer with given [code]id[/code] (e.g. " "[code]get_peer(id).get_available_packet_count[/code])." msgstr "" "Empieza a escuchar en el puerto dado.\n" "Puede especificar los subprotocolos deseados a través del array de " "\"protocolos\". Si la lista está vacía (por defecto), no se solicitará " "ningún subprotocolo.\n" "Si se pasa [code]true[/code] como [code]gd_mp_api[/code], el servidor se " "comportará como un par de red para la [MultiplayerAPI], las conexiones de " "los clientes que no sean Godot no funcionarán y no se emitirá [signal " "data_received].\n" "Si en su lugar se pasa [code]false[/code] (por defecto), debe llamar a las " "funciones [PacketPeer] ([code]put_packet[/code], [code]get_packet[/code], " "etc. ), en el [WebSocketPeer] devuelto a través de [code]get_peer(id)[/code] " "para comunicarse con el par con el [code]id[/code] dado (por ejemplo, " "[code]get_peer(id).get_available_packet_count[/code])." #: 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 "Detiene el servidor y limpia su estado." #: modules/websocket/doc_classes/WebSocketServer.xml msgid "" "When not set to [code]*[/code] will restrict incoming connections to the " "specified IP address. Setting [code]bind_ip[/code] to [code]127.0.0.1[/code] " "will cause the server to listen only to the local host." msgstr "" "Si no se establece en [code]*[/code] se restringirán las conexiones " "entrantes a la dirección IP especificada. Si se establece [code]bind_ip[/" "code] en [code]127.0.0.1[/code], el servidor sólo escuchará al host local." #: modules/websocket/doc_classes/WebSocketServer.xml msgid "" "When using SSL (see [member private_key] and [member ssl_certificate]), you " "can set this to a valid [X509Certificate] to be provided as additional CA " "chain information during the SSL handshake." msgstr "" "Cuando utilice SSL (consulte [member private_key] y [member " "ssl_certificate]), puede configurarlo como un [X509Certificate] válido que " "se proporcionará como información adicional de la cadena de CA durante el " "apretón de manos SSL." #: modules/websocket/doc_classes/WebSocketServer.xml msgid "" "The time in seconds before a pending client (i.e. a client that has not yet " "finished the HTTP handshake) is considered stale and forcefully disconnected." msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml msgid "" "When set to a valid [CryptoKey] (along with [member ssl_certificate]) will " "cause the server to require SSL instead of regular TCP (i.e. the [code]wss://" "[/code] protocol)." msgstr "" "Cuando se configura en una [CryptoKey] válida (junto con [member " "ssl_certificate]) hará que el servidor requiera SSL en lugar del TCP normal " "(es decir, el protocolo [code]wss://[/code])." #: modules/websocket/doc_classes/WebSocketServer.xml msgid "" "When set to a valid [X509Certificate] (along with [member private_key]) will " "cause the server to require SSL instead of regular TCP (i.e. the [code]wss://" "[/code] protocol)." msgstr "" "Cuando se establece en un [X509Certificate] válido (junto con [member " "private_key]) hará que el servidor requiera SSL en lugar del TCP normal (es " "decir, el protocolo [code]wss://[/code])." #: modules/websocket/doc_classes/WebSocketServer.xml msgid "" "Emitted when a client requests a clean close. You should keep polling until " "you get a [signal client_disconnected] signal with the same [code]id[/code] " "to achieve the clean close. See [method WebSocketPeer.close] for more " "details." msgstr "" "Emitido cuando un cliente solicita un cierre limpio. Debes seguir " "encuestando hasta que obtengas una señal [signal client_disconnected] con el " "mismo [code]id[/code] para lograr el cierre limpio. Ver [method " "WebSocketPeer.close] para más detalles." #: modules/websocket/doc_classes/WebSocketServer.xml msgid "" "Emitted when a new client connects. \"protocol\" will be the sub-protocol " "agreed with the client." msgstr "" "Emitido cuando un nuevo cliente se conecta. \"Protocolo\" será el sub-" "protocolo acordado con el cliente." #: modules/websocket/doc_classes/WebSocketServer.xml msgid "" "Emitted when a client disconnects. [code]was_clean_close[/code] will be " "[code]true[/code] if the connection was shutdown cleanly." msgstr "" "Emitido cuando un cliente se desconecta. [code]was_clean_close[/code] será " "[code]true[/code] si la conexión se ha cerrado limpiamente." #: modules/websocket/doc_classes/WebSocketServer.xml msgid "" "Emitted when a new message is received.\n" "[b]Note:[/b] This signal is [i]not[/i] emitted when used as high-level " "multiplayer peer." msgstr "" "Emitido cuando se recibe un nuevo mensaje.\n" "[b]Nota:[/b] Esta señal es [i]no[/i] emitida cuando se usa como par " "multijugador de alto nivel." #: modules/webxr/doc_classes/WebXRInterface.xml msgid "AR/VR interface using WebXR." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "WebXR is an open standard that allows creating VR and AR applications that " "run in the web browser.\n" "As such, this interface is only available when running in an HTML5 export.\n" "WebXR supports a wide range of devices, from the very capable (like Valve " "Index, HTC Vive, Oculus Rift and Quest) down to the much less capable (like " "Google Cardboard, Oculus Go, GearVR, or plain smartphones).\n" "Since WebXR is based on Javascript, it makes extensive use of callbacks, " "which means that [WebXRInterface] is forced to use signals, where other AR/" "VR interfaces would instead use functions that return a result immediately. " "This makes [WebXRInterface] quite a bit more complicated to initialize than " "other AR/VR interfaces.\n" "Here's the minimum code required to start an immersive VR session:\n" "[codeblock]\n" "extends Spatial\n" "\n" "var webxr_interface\n" "var vr_supported = false\n" "\n" "func _ready():\n" " # We assume this node has a button as a child.\n" " # This button is for the user to consent to entering immersive VR mode.\n" " $Button.connect(\"pressed\", self, \"_on_Button_pressed\")\n" "\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" " webxr_interface.connect(\"session_supported\", self, " "\"_webxr_session_supported\")\n" " webxr_interface.connect(\"session_started\", self, " "\"_webxr_session_started\")\n" " webxr_interface.connect(\"session_ended\", self, " "\"_webxr_session_ended\")\n" " webxr_interface.connect(\"session_failed\", self, " "\"_webxr_session_failed\")\n" "\n" " # This returns immediately - our _webxr_session_supported() method\n" " # (which we connected to the \"session_supported\" signal above) " "will\n" " # be called sometime later to let us know if it's supported or not.\n" " webxr_interface.is_session_supported(\"immersive-vr\")\n" "\n" "func _webxr_session_supported(session_mode, supported):\n" " if session_mode == 'immersive-vr':\n" " vr_supported = supported\n" "\n" "func _on_Button_pressed():\n" " if not vr_supported:\n" " OS.alert(\"Your browser doesn't support VR\")\n" " return\n" "\n" " # We want an immersive VR session, as opposed to AR ('immersive-ar') or " "a\n" " # simple 3DoF viewer ('viewer').\n" " webxr_interface.session_mode = 'immersive-vr'\n" " # 'bounded-floor' is room scale, 'local-floor' is a standing or sitting\n" " # experience (it puts you 1.6m above the ground if you have 3DoF " "headset),\n" " # whereas as 'local' puts you down at the ARVROrigin.\n" " # This list means it'll first try to request 'bounded-floor', then\n" " # fallback on 'local-floor' and ultimately 'local', if nothing else is\n" " # supported.\n" " webxr_interface.requested_reference_space_types = 'bounded-floor, local-" "floor, local'\n" " # In order to use 'local-floor' or 'bounded-floor' we must also\n" " # mark the features as required or optional.\n" " webxr_interface.required_features = 'local-floor'\n" " webxr_interface.optional_features = 'bounded-floor'\n" "\n" " # This will return false if we're unable to even request the session,\n" " # however, it can still fail asynchronously later in the process, so we\n" " # only know if it's really succeeded or failed when our\n" " # _webxr_session_started() or _webxr_session_failed() methods are " "called.\n" " if not webxr_interface.initialize():\n" " OS.alert(\"Failed to initialize\")\n" " return\n" "\n" "func _webxr_session_started():\n" " $Button.visible = false\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 " "to\n" " # work a little differently in 'bounded-floor' versus 'local-floor'.\n" " print (\"Reference space type: \" + webxr_interface." "reference_space_type)\n" "\n" "func _webxr_session_ended():\n" " $Button.visible = true\n" " # If the user exits immersive mode, then we tell Godot to render to the " "web\n" " # page again.\n" " get_viewport().arvr = false\n" "\n" "func _webxr_session_failed(message):\n" " OS.alert(\"Failed to initialize: \" + message)\n" "[/codeblock]\n" "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 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-" "mapping]Section 3.3 of the WebXR Gamepads Module[/url].\n" "- Using [method Node._unhandled_input] and [InputEventJoypadButton] or " "[InputEventJoypadMotion]. This works the same as normal joypads, except the " "[member InputEvent.device] starts at 100, so the left controller is 100 and " "the right controller is 101, and the button codes are also defined by " "[url=https://immersive-web.github.io/webxr-gamepads-module/#xr-standard-" "gamepad-mapping]Section 3.3 of the WebXR Gamepads Module[/url].\n" "- Using the [signal select], [signal squeeze] and related signals. This " "method will work for both advanced VR controllers, and non-traditional " "\"controllers\" like a tap on the screen, a spoken voice command or a button " "press on the device itself. The [code]controller_id[/code] passed to these " "signals is the same id as used in [member ARVRController.controller_id].\n" "You can use one or all of these methods to allow your game or app to support " "a wider or narrower set of devices and input methods, or to allow more " "advanced interactions with more advanced devices." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "How to make a VR game for WebXR with Godot" msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "Gets an [ARVRPositionalTracker] for the given [code]controller_id[/code].\n" "In the context of WebXR, a \"controller\" can be an advanced VR controller " "like the Oculus Touch or Index controllers, or even a tap on the screen, a " "spoken voice command or a button press on the device itself. When a non-" "traditional controller is used, interpret the position and orientation of " "the [ARVRPositionalTracker] as a ray pointing at the object the user wishes " "to interact with.\n" "Use this method to get information about the controller that triggered one " "of these signals:\n" "- [signal selectstart]\n" "- [signal select]\n" "- [signal selectend]\n" "- [signal squeezestart]\n" "- [signal squeeze]\n" "- [signal squeezestart]" msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "Returns the target ray mode for the given [code]controller_id[/code].\n" "This can help interpret the input coming from that controller. See " "[url=https://developer.mozilla.org/en-US/docs/Web/API/XRInputSource/" "targetRayMode]XRInputSource.targetRayMode[/url] for more information." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "Checks if the given [code]session_mode[/code] is supported by the user's " "browser.\n" "Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/" "API/XRSessionMode]WebXR's XRSessionMode[/url], including: [code]\"immersive-" "vr\"[/code], [code]\"immersive-ar\"[/code], and [code]\"inline\"[/code].\n" "This method returns nothing, instead it emits the [signal session_supported] " "signal with the result." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "The vertices of a polygon which defines the boundaries of the user's play " "area.\n" "This will only be available if [member reference_space_type] is " "[code]\"bounded-floor\"[/code] and only on certain browsers and devices that " "support it.\n" "The [signal reference_space_reset] signal may indicate when this changes." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "A comma-seperated list of optional features used by [method ARVRInterface." "initialize] when setting up the WebXR session.\n" "If a user's browser or device doesn't support one of the given features, " "initialization will continue, but you won't be able to use the requested " "feature.\n" "This doesn't have any effect on the interface when already initialized.\n" "Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/" "API/XRReferenceSpaceType]WebXR's XRReferenceSpaceType[/url]. If you want to " "use a particular reference space type, it must be listed in either [member " "required_features] or [member optional_features]." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "The reference space type (from the list of requested types set in the " "[member requested_reference_space_types] property), that was ultimately used " "by [method ARVRInterface.initialize] when setting up the WebXR session.\n" "Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/" "API/XRReferenceSpaceType]WebXR's XRReferenceSpaceType[/url]. If you want to " "use a particular reference space type, it must be listed in either [member " "required_features] or [member optional_features]." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "A comma-seperated list of reference space types used by [method " "ARVRInterface.initialize] when setting up the WebXR session.\n" "The reference space types are requested in order, and the first on supported " "by the users device or browser will be used. The [member " "reference_space_type] property contains the reference space type that was " "ultimately used.\n" "This doesn't have any effect on the interface when already initialized.\n" "Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/" "API/XRReferenceSpaceType]WebXR's XRReferenceSpaceType[/url]. If you want to " "use a particular reference space type, it must be listed in either [member " "required_features] or [member optional_features]." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "A comma-seperated list of required features used by [method ARVRInterface." "initialize] when setting up the WebXR session.\n" "If a user's browser or device doesn't support one of the given features, " "initialization will fail and [signal session_failed] will be emitted.\n" "This doesn't have any effect on the interface when already initialized.\n" "Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/" "API/XRReferenceSpaceType]WebXR's XRReferenceSpaceType[/url]. If you want to " "use a particular reference space type, it must be listed in either [member " "required_features] or [member optional_features]." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "The session mode used by [method ARVRInterface.initialize] when setting up " "the WebXR session.\n" "This doesn't have any effect on the interface when already initialized.\n" "Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/" "API/XRSessionMode]WebXR's XRSessionMode[/url], including: [code]\"immersive-" "vr\"[/code], [code]\"immersive-ar\"[/code], and [code]\"inline\"[/code]." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "Indicates if the WebXR session's imagery is visible to the user.\n" "Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/" "API/XRVisibilityState]WebXR's XRVisibilityState[/url], including " "[code]\"hidden\"[/code], [code]\"visible\"[/code], and [code]\"visible-" "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 " "reconfigured.\n" "When (or whether) this is emitted depends on the user's browser or device, " "but may include when the user has changed the dimensions of their play space " "(which you may be able to access via [member bounds_geometry]) or pressed/" "held a button to recenter their position.\n" "See [url=https://developer.mozilla.org/en-US/docs/Web/API/XRReferenceSpace/" "reset_event]WebXR's XRReferenceSpace reset event[/url] for more information." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "Emitted after one of the \"controllers\" has finished its \"primary " "action\".\n" "Use [method get_controller] to get more information about the controller." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "Emitted when one of the \"controllers\" has finished its \"primary " "action\".\n" "Use [method get_controller] to get more information about the controller." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "Emitted when one of the \"controllers\" has started its \"primary action\".\n" "Use [method get_controller] to get more information about the controller." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml 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 Godot to resume rendering to the screen." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "Emitted by [method ARVRInterface.initialize] if the session fails to start.\n" "[code]message[/code] may optionally contain an error message from WebXR, or " "an empty string if no message is available." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml 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 Godot to start rendering to the AR/VR device." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "Emitted by [method is_session_supported] to indicate if the given " "[code]session_mode[/code] is supported or not." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "Emitted after one of the \"controllers\" has finished its \"primary squeeze " "action\".\n" "Use [method get_controller] to get more information about the controller." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "Emitted when one of the \"controllers\" has finished its \"primary squeeze " "action\".\n" "Use [method get_controller] to get more information about the controller." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "Emitted when one of the \"controllers\" has started its \"primary squeeze " "action\".\n" "Use [method get_controller] to get more information about the controller." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml #, fuzzy msgid "Emitted when [member visibility_state] has changed." msgstr "Emitido cuando [member frame] cambió." #: modules/webxr/doc_classes/WebXRInterface.xml msgid "We don't know the target ray mode." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "Target ray originates at the viewer's eyes and points in the direction they " "are looking." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "Target ray from a handheld pointer, most likely a VR touch controller." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "Target ray from touch screen, mouse or other tactile input device." msgstr "" #: doc/classes/WindowDialog.xml #, fuzzy msgid "Base class for window dialogs." msgstr "Clase base para las transmisiones de audio." #: doc/classes/WindowDialog.xml msgid "" "Windowdialog is the base class for all window-based dialogs. It's a by-" "default toplevel [Control] that draws a window decoration and allows motion " "and resizing." msgstr "" #: doc/classes/WindowDialog.xml msgid "" "Returns the close [TextureButton].\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" #: doc/classes/WindowDialog.xml #, fuzzy msgid "If [code]true[/code], the user can resize the window." msgstr "Si [code]true[/code], la cámara gira con el objetivo." #: doc/classes/WindowDialog.xml #, fuzzy msgid "The text displayed in the window's title bar." msgstr "El texto que se muestra en la barra de título del GraphNode." #: doc/classes/WindowDialog.xml #, fuzzy msgid "The color of the title text." msgstr "El color del texto del título." #: doc/classes/WindowDialog.xml #, fuzzy msgid "The horizontal offset of the close button." msgstr "El desplazamiento vertical del botón de cierre." #: doc/classes/WindowDialog.xml #, fuzzy msgid "" "The thickness of the border that can be dragged when scaling the window (if " "[member resizable] is enabled)." msgstr "" "El icono utilizado para el redimensionamiento, visible cuando está activado " "el [member resizable]." #: doc/classes/WindowDialog.xml #, fuzzy msgid "The vertical offset of the title text." msgstr "Desplazamiento vertical del texto del título." #: doc/classes/WindowDialog.xml #, fuzzy msgid "The font used to draw the title." msgstr "La fuente usada para dibujar los nombres de las pestañas." #: doc/classes/WindowDialog.xml #, fuzzy msgid "The icon for the close button." msgstr "El icono del botón de reinicio del zoom." #: doc/classes/WindowDialog.xml #, fuzzy msgid "" "The icon used for the close button when it's hovered with the mouse cursor." msgstr "" "El fondo del botón de cierre cuando se está pasando con el cursor sobre el." #: doc/classes/WindowDialog.xml msgid "" "The style for both the content background of the [WindowDialog] and the " "title bar. The title bar is created with a top border and an expand margin " "using the [code]panel[/code] stylebox." msgstr "" #: doc/classes/World.xml msgid "Class that has everything pertaining to a world." msgstr "Clase que tiene todo lo que pertenece a un mundo." #: doc/classes/World.xml #, fuzzy msgid "" "Class that has everything pertaining to a world. A physics space, a visual " "scenario, a navigation map and a sound space. Spatial nodes register their " "resources into the current world." msgstr "" "Clase que tiene todo lo que pertenece a un mundo. Un espacio físico, un " "escenario visual y un espacio sonoro. Los nodos de Spatial registran sus " "recursos en el mundo actual." #: doc/classes/World.xml #, fuzzy msgid "" "Direct access to the world's physics 3D space state. Used for querying " "current and potential collisions." msgstr "" "Acceso directo al estado espacial 3D de la física del mundo. Se utiliza para " "consultar las colisiones actuales y potenciales. Sólo debe ser accedido " "desde dentro de [code]_physics_process(delta)[/code]." #: doc/classes/World.xml #, fuzzy msgid "The World's [Environment]." msgstr "El [Environment] del World." #: doc/classes/World.xml #, fuzzy msgid "" "The World's fallback environment will be used if [member environment] fails " "or is missing." msgstr "" "El fallback_environment del World3D se usará si el [Environment] de World3D " "falla o falta." #: doc/classes/World.xml #, fuzzy msgid "" "The [RID] of this world's navigation map. Used by the [NavigationServer]." msgstr "Devuelve el [RID] de la forma enésima de un área." #: doc/classes/World.xml #, fuzzy msgid "The World's visual scenario." msgstr "El escenario visual de World." #: doc/classes/World.xml #, fuzzy msgid "The World's physics space." msgstr "El espacio físico del World." #: doc/classes/World2D.xml msgid "Class that has everything pertaining to a 2D world." msgstr "Clase que tiene todo lo que pertenece a un mundo 2D." #: doc/classes/World2D.xml #, fuzzy msgid "" "Class that has everything pertaining to a 2D world. A physics space, a " "visual scenario, a navigation map and a sound space. 2D nodes register their " "resources into the current 2D world." msgstr "" "Clase que tiene todo lo que pertenece a un mundo 2D. Un espacio físico, un " "escenario visual y un espacio sonoro. Los nodos 2D registran sus recursos en " "el actual mundo 2D." #: doc/classes/World2D.xml #, fuzzy msgid "" "The [RID] of this world's canvas resource. Used by the [VisualServer] for 2D " "drawing." msgstr "" "El [RID] de los recursos de canvas de este mundo. Utilizado por el " "[VisualServer] para el dibujo 2D." #: doc/classes/World2D.xml #, fuzzy msgid "" "Direct access to the world's physics 2D space state. Used for querying " "current and potential collisions. When using multi-threaded physics, access " "is limited to [code]_physics_process(delta)[/code] in the main thread." msgstr "" "Acceso directo al estado espacial 3D de la física del mundo. Se utiliza para " "consultar las colisiones actuales y potenciales. Sólo debe ser accedido " "desde dentro de [code]_physics_process(delta)[/code]." #: doc/classes/World2D.xml #, fuzzy msgid "" "The [RID] of this world's navigation map. Used by the [Navigation2DServer]." msgstr "Devuelve el [RID] de la forma enésima de un área." #: doc/classes/World2D.xml #, fuzzy 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 "" "El [RID] del recurso espacial de la física de este mundo. Utilizado por el " "[PhysicsServer2D] para la física 2D, tratándolo como un espacio y un área." #: doc/classes/WorldEnvironment.xml msgid "" "Default environment properties for the entire scene (post-processing " "effects, lighting and background settings)." msgstr "" "Propiedades de entorno por defecto para toda la escena (efectos de post-" "procesamiento, iluminación y ajustes de fondo)." #: doc/classes/WorldEnvironment.xml #, fuzzy msgid "" "The [WorldEnvironment] node is used to configure the default [Environment] " "for the scene.\n" "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 "" "El nodo [WorldEnvironment] se utiliza para configurar el [Environment] por " "defecto para la escena.\n" "Los parámetros definidos en [WorldEnvironment] pueden ser sobreescritos por " "un nodo [Environment] establecido en la [Camera] actual. Además, sólo se " "puede instanciar un [WorldEnvironment] en una escena dada a la vez.\n" "El [WorldEnvironment] permite al usuario especificar los parámetros de " "iluminación por defecto (p.ej. iluminación ambiental), varios efectos de " "post-procesamiento (p.ej. SSAO, DOF, Tonemapping), y cómo dibujar el fondo " "(p.ej. color sólido, skybox). Normalmente, estos se añaden para mejorar el " "realismo/equilibrio de color de la escena." #: doc/classes/WorldEnvironment.xml msgid "" "The [Environment] resource used by this [WorldEnvironment], defining the " "default properties." msgstr "" "El recurso [Environment] utilizado por este [WorldEnvironment], definiendo " "las propiedades por defecto." #: doc/classes/X509Certificate.xml msgid "An X509 certificate (e.g. for SSL)." msgstr "Un certificado X509 (por ejemplo para SSL)." #: doc/classes/X509Certificate.xml #, fuzzy msgid "" "The X509Certificate class represents an X509 certificate. Certificates can " "be loaded and saved like any other [Resource].\n" "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]." msgstr "" "La clase de certificado X509 representa un certificado X509. Los " "certificados pueden ser cargados y guardados como cualquier otro " "[Resource].\n" "Pueden ser usados como el certificado de servidor en [method StreamPeerSSL." "accept_stream] (junto con la [CryptoKey] apropiada), y para especificar el " "único certificado que debe ser aceptado cuando se conecta a un servidor SSL " "a través del [method StreamPeerSSL.connect_to_stream].\n" "[b]Nota:[/b] No está disponible en las exportaciones en HTML5." #: doc/classes/X509Certificate.xml msgid "Loads a certificate from [code]path[/code] (\"*.crt\" file)." msgstr "Carga un certificado de [code]path[/code] (archivo \"*.crt\")." #: doc/classes/X509Certificate.xml msgid "" "Saves a certificate to the given [code]path[/code] (should be a \"*.crt\" " "file)." msgstr "" "Guarda un certificado en el [code]path[/code] dado (debe ser un archivo \"*." "crt\")." #: doc/classes/XMLParser.xml msgid "" "Low-level class for creating parsers for [url=https://en.wikipedia.org/wiki/" "XML]XML[/url] files." msgstr "" "Clase de bajo nivel para crear analizadores de archivos [url=https://en." "wikipedia.org/wiki/XML]XML[/url]." #: doc/classes/XMLParser.xml msgid "" "This class can serve as base to make custom XML parsers. Since XML is a very " "flexible standard, this interface is low-level so it can be applied to any " "possible schema." msgstr "" "Esta clase puede servir como base para hacer analizadores XML " "personalizados. Dado que XML es un estándar muy flexible, esta interfaz es " "de bajo nivel, por lo que puede aplicarse a cualquier esquema posible." #: doc/classes/XMLParser.xml msgid "Gets the amount of attributes in the current element." msgstr "Obtiene la cantidad de atributos en el elemento actual." #: doc/classes/XMLParser.xml msgid "" "Gets the name of the attribute specified by the index in [code]idx[/code] " "argument." msgstr "" "Obtiene el nombre del atributo especificado por el índice en el argumento " "[code]idx[/code]." #: doc/classes/XMLParser.xml msgid "" "Gets the value of the attribute specified by the index in [code]idx[/code] " "argument." msgstr "" "Obtiene el valor del atributo especificado por el índice en el argumento " "[code]idx[/code]." #: doc/classes/XMLParser.xml msgid "Gets the current line in the parsed file (currently not implemented)." msgstr "" "Obtiene la línea actual en el archivo analizado (actualmente no " "implementado)." #: doc/classes/XMLParser.xml msgid "" "Gets the value of a certain attribute of the current element by name. This " "will raise an error if the element has no such attribute." msgstr "" "Obtiene el valor de un determinado atributo del elemento actual por su " "nombre. Esto provocará un error si el elemento no tiene tal atributo." #: doc/classes/XMLParser.xml msgid "" "Gets the value of a certain attribute of the current element by name. This " "will return an empty [String] if the attribute is not found." msgstr "" "Obtiene el valor de un determinado atributo del elemento actual por su " "nombre. Esto devolverá una [String] vacía si el atributo no se encuentra." #: doc/classes/XMLParser.xml msgid "" "Gets the contents of a text node. This will raise an error in any other type " "of node." msgstr "" "Obtiene el contenido de un nodo de texto. Esto provocará un error en " "cualquier otro tipo de nodo." #: doc/classes/XMLParser.xml msgid "" "Gets the name of the current element node. This will raise an error if the " "current node type is neither [constant NODE_ELEMENT] nor [constant " "NODE_ELEMENT_END]." msgstr "" "Obtiene el nombre del nodo del elemento actual. Esto provocará un error si " "el tipo de nodo actual no es ni [constant NODE_ELEMENT] ni [constant " "NODE_ELEMENT_END]." #: doc/classes/XMLParser.xml msgid "" "Gets the byte offset of the current node since the beginning of the file or " "buffer." msgstr "" "Obtiene el desvío de bytes del nodo actual desde el comienzo del archivo o " "buffer." #: doc/classes/XMLParser.xml msgid "" "Gets the type of the current node. Compare with [enum NodeType] constants." msgstr "" "Obtiene el tipo de nodo actual. Compara con las constantes de [enum " "NodeType]." #: doc/classes/XMLParser.xml msgid "Check whether the current element has a certain attribute." msgstr "Comprueba si el elemento actual tiene un cierto atributo." #: doc/classes/XMLParser.xml msgid "" "Check whether the current element is empty (this only works for completely " "empty tags, e.g. [code][/code])." msgstr "" "Comprueba si el elemento actual está vacío (esto sólo funciona para las " "etiquetas completamente vacías, por ejemplo, [code][/code])." #: doc/classes/XMLParser.xml msgid "Opens an XML file for parsing. This returns an error code." msgstr "" "Abre un archivo XML para el análisis. Esto devuelve un código de error." #: doc/classes/XMLParser.xml msgid "Opens an XML raw buffer for parsing. This returns an error code." msgstr "" "Abre un búfer XML en bruto para el análisis. Esto devuelve un código de " "error." #: doc/classes/XMLParser.xml msgid "Reads the next node of the file. This returns an error code." msgstr "Lee el siguiente nodo del archivo. Esto devuelve un código de error." #: doc/classes/XMLParser.xml msgid "" "Moves the buffer cursor to a certain offset (since the beginning) and read " "the next node there. This returns an error code." msgstr "" "Mueve el cursor de la memoria intermedia a un determinado desplazamiento " "(desde el principio) y lee el siguiente nodo allí. Esto devuelve un código " "de error." #: doc/classes/XMLParser.xml msgid "" "Skips the current section. If the node contains other elements, they will be " "ignored and the cursor will go to the closing of the current element." msgstr "" "Se salta la sección actual. Si el nodo contiene otros elementos, estos serán " "ignorados y el cursor irá al cierre del elemento actual." #: doc/classes/XMLParser.xml msgid "There's no node (no file or buffer opened)." msgstr "No hay ningún nodo (ningún archivo o buffer abierto)." #: doc/classes/XMLParser.xml msgid "Element (tag)." msgstr "Elemento (etiqueta)." #: doc/classes/XMLParser.xml msgid "End of element." msgstr "Fin del elemento." #: doc/classes/XMLParser.xml msgid "Text node." msgstr "Nodo de texto." #: doc/classes/XMLParser.xml msgid "Comment node." msgstr "Nodo de comentarios." #: doc/classes/XMLParser.xml msgid "CDATA content." msgstr "Contenido CDATA." #: doc/classes/XMLParser.xml msgid "Unknown node." msgstr "Nodo desconocido." #: doc/classes/YSort.xml msgid "Sort all child nodes based on their Y positions." msgstr "Ordena todos los nodos infantiles en base a sus posiciones en Y." #: doc/classes/YSort.xml msgid "" "Sort all child nodes based on their Y positions. The child node must inherit " "from [CanvasItem] for it to be sorted. Nodes that have a higher Y position " "will be drawn later, so they will appear on top of nodes that have a lower Y " "position.\n" "Nesting of YSort nodes is possible. Children YSort nodes will be sorted in " "the same space as the parent YSort, allowing to better organize a scene or " "divide it in multiple ones, yet keep the unique sorting." msgstr "" "Ordena todos los nodos hijos en base a sus posiciones en Y. El nodo hijo " "debe heredar de [CanvasItem] para ser ordenado. Los nodos que tienen una " "posición Y más alta serán dibujados más tarde, así que aparecerán encima de " "los nodos que tienen una posición Y más baja.\n" "La anidación de los nodos YSort es posible. Los nodos hijos de la YSort " "serán ordenados en el mismo espacio que el padre de la YSort, permitiendo " "organizar mejor una escena o dividirla en múltiples, pero manteniendo la " "ordenación única." #: doc/classes/YSort.xml msgid "" "If [code]true[/code], child nodes are sorted, otherwise sorting is disabled." msgstr "" "Si es [code]true[/code], los nodos hijos son ordenados, de lo contrario el " "ordenado está deshabilitado."