# Spanish translation of the Godot Engine class reference. # Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. # Copyright (c) 2014-2020 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. # Javier Ocampos , 2020. # Serk Lintur , 2020. # Lambientan , 2020. # paco , 2020. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "PO-Revision-Date: 2020-06-25 08:53+0000\n" "Last-Translator: paco \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 4.2-dev\n" #: doc/tools/makerst.py msgid "Description" msgstr "Descripción" #: doc/tools/makerst.py msgid "Tutorials" msgstr "Tutoriales" #: doc/tools/makerst.py msgid "Properties" msgstr "Propiedades" #: doc/tools/makerst.py msgid "Methods" msgstr "Métodos" #: doc/tools/makerst.py msgid "Theme Properties" msgstr "Propiedades del Tema" #: doc/tools/makerst.py msgid "Signals" msgstr "Señales" #: doc/tools/makerst.py msgid "Enumerations" msgstr "Enumerados" #: doc/tools/makerst.py msgid "Constants" msgstr "Constantes" #: doc/tools/makerst.py msgid "Property Descriptions" msgstr "Descripciones de Propiedad" #: doc/tools/makerst.py msgid "Method Descriptions" msgstr "Descripciones de Métodos" #: modules/gdscript/doc_classes/@GDScript.xml:4 msgid "Built-in GDScript functions." msgstr "Funciones GDScript internas." #: modules/gdscript/doc_classes/@GDScript.xml:7 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 GDScript incorporadas primordiales. Funciunes Math y " "otras utilidades. Todo lo demás está proporcionado por objetos. (Palabras " "clave: incorporado, includido, funciones globales.)" #: modules/gdscript/doc_classes/@GDScript.xml:24 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:42 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:55 msgid "" "Returns the absolute value of parameter [code]s[/code] (i.e. unsigned value, " "works for integer and float).\n" "[codeblock]\n" "# a is 1\n" "a = abs(-1)\n" "[/codeblock]" msgstr "" "Devuelve el valor absoluto del parámetro [code]s[/code] (es decir, un valor " "sin signo que funciona como entero y real).\n" "[codeblock]\n" "#a es 1\n" "a = abs(-1)\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:68 msgid "" "Returns the arc cosine of [code]s[/code] in radians. Use to get the angle of " "cosine [code]s[/code].\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. Util para obtener el " "ángulo del coseno [code]s[/code].\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:81 msgid "" "Returns the arc sine of [code]s[/code] in radians. Use to get the angle of " "sine [code]s[/code].\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 " "angulo seno [code]s[/code]\n" "[codeblock]\n" "# s es 0.523599 o 30 grados si se convierte conrad2deg(s)\n" "s = asin(0.5)\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:96 msgid "" "Asserts that the [code]condition[/code] is [code]true[/code]. If the " "[code]condition[/code] is [code]false[/code], an error is generated and the " "program is halted until you resume it. Only executes in debug builds, or " "when running the game from the editor. Use it for debugging purposes, to " "make sure a statement is [code]true[/code] during development.\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" "speed = -10\n" "assert(speed < 20) # True, the program will continue\n" "assert(speed >= 0) # False, the program will stop\n" "assert(speed >= 0 && 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 [code]condition[/code] es [code]true[/code]. Si la condición " "[code]condition[/code] es [code]false[/code], se genera un error y el " "programa se detiene hasta que se reanude. Sólo se ejecuta en las " "construcciones de depuración, o cuando se ejecuta el juego desde el editor. " "Úsalo para propósitos de depuración, para asegurarte de que una declaración " "es [code]true[/code] durante el desarrollo.\n" "El argumento opcional [code]message[/code], si 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" "# Imagina que siempre queremos que la velocidad esté entre 0 y 20\n" "velocidad = -10\n" "assert(velocidad < 20) # True, el programa continuará\n" "assert(velocidad >= 0) # False, el programa se detendrá\n" "assert(velocidad >= 0 && velocidad < 20) # También puedes combinar las dos " "declaraciones condicionales en un sola comprobación \n" "assert(velocidad < 20, \"velocidad = %f, pero el limite de velocidad es 20\" " "% velocidad) # Muestra un mensaje detallado\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:114 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 always want an exact angle.\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 de la tangente de un ángulo en trigonometría: " "[code]atan(tan(angle)) == angle[/code].\n" "El método no puede saber en qué cuadrante el ángulo se encuentra. Vea " "[method atan2] si siempre quiere un ángulo exacto.\n" "[codeblock]\n" "a = atan(0.5) # a is 0.463648\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:129 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" "[codeblock]\n" "a = atan2(0, -1) # a is 3.141593\n" "[/codeblock]" msgstr "" "Devuelve la arcotangente de [code]y/x[/code] en radianes. Usalo para obtener " "el angulo de la tangente [code]y/x[/code]. Para obtener el valor, el metodo " "tiene en cuenta el signo de ambos argumentos para determinar el cuadrante.\n" "[codeblock]\n" "a = atan2(0, -1) # a is 3.141593\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:143 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:155 #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:145 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) en el sistema de coordenadas polares (una distancia del origen " "y un ángulo)." #: modules/gdscript/doc_classes/@GDScript.xml:164 msgid "" "Rounds [code]s[/code] upward, returning the smallest integral value that is " "not less than [code]s[/code].\n" "[codeblock]\n" "i = ceil(1.45) # i is 2\n" "i = ceil(1.001) # i is 2\n" "[/codeblock]" msgstr "" "Redondea [code]s[/code] hacia arriba, devolviendo el valor entero más " "pequeño que no es menor que [code]s[/code].\n" "[codeblock]\n" "i = ceil(1.45) # i es 2\n" "i = ceil(1.001) # i es 2\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:177 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:196 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" "speed = 1000\n" "# a is 20\n" "a = clamp(speed, 1, 20)\n" "\n" "speed = -10\n" "# a is 1\n" "a = clamp(speed, 1, 20)\n" "[/codeblock]" msgstr "" "Acota el [code]value[/code] y devuelve un valor no inferior a [code]min[/" "code] y no superior a [code]max[/code]\n" "[codeblock]\n" "velocidad = 1000\n" "# a es 20\n" "a = clamp(velocidad, 1, 20)\n" "\n" "speed = -10\n" "# a es 1\n" "a = clamp(velocidad, 1, 20)\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:216 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" "var a = Vector2(1, 0)\n" "# Imprime 1\n" "print(a.length())\n" "a = convert(a, TYPE_STRING)\n" "# Prints 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:233 msgid "" "Returns the cosine of angle [code]s[/code] in radians.\n" "[codeblock]\n" "# Prints 1 then -1\n" "print(cos(PI * 2))\n" "print(cos(PI))\n" "[/codeblock]" msgstr "" "Devuelve el coseno del ángulo [code]s[/code] en radianes.\n" "[codeblock]\n" "# Imprime 1 despues -1\n" "print(cos(PI * 2))\n" "print(cos(PI))\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:247 msgid "" "Returns the hyperbolic cosine of [code]s[/code] in radians.\n" "[codeblock]\n" "# Prints 1.543081\n" "print(cosh(1))\n" "[/codeblock]" msgstr "" "Devuelve el coseno hiperbólico de [code]s[/code] en radianes.\n" "[codeblock]\n" "# Imprime 1.543081\n" "print(cosh(1))\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:260 msgid "Converts from decibels to linear energy (audio)." msgstr "Convierte de decibeles a energía lineal (audio)." #: modules/gdscript/doc_classes/@GDScript.xml:273 msgid "" "Returns the result of [code]value[/code] decreased by [code]step[/code] * " "[code]amount[/code].\n" "[codeblock]\n" "# a = 59\n" "a = dectime(60, 10, 0.1))\n" "[/codeblock]" msgstr "" "Devuelve el resultado de [code]value[/code] menos [code]paso[/code] * " "[code]amount[/code].\n" "[codeblock]\n" "# a = 59\n" "a = dectime(60, 10, 0.1)\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:286 msgid "" "Returns degrees converted to radians.\n" "[codeblock]\n" "# r is 3.141593\n" "r = deg2rad(180)\n" "[/codeblock]" msgstr "" "Devuelve los grados convertidos en radianes.\n" "[codeblock]\n" "# r es 3.141593\n" "r = deg2rad(180)\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:299 msgid "" "Converts a previously converted instance to a dictionary, back into an " "instance. Useful for deserializing." msgstr "" "Convierte una instancia previamente convertida en un diccionario, de nuevo " "en una instancia. Es útil para deserializar." #: modules/gdscript/doc_classes/@GDScript.xml:310 #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:90 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 de easing, basada en el exponente. 0 es constante, 1 es lineal, 0 a " "1 es de ease-in, 1+ es de ease-out. Los valores negativos son in-out/out in." #: modules/gdscript/doc_classes/@GDScript.xml:319 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.\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.\n" "Para los exponentes a 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:333 msgid "" "Rounds [code]s[/code] to the closest smaller integer and returns it.\n" "[codeblock]\n" "# a is 2.0\n" "a = floor(2.99)\n" "# a is -3.0\n" "a = floor(-2.99)\n" "[/codeblock]\n" "[b]Note:[/b] This method returns a float. If you need an integer, you can " "use [code]int(s)[/code] directly." msgstr "" "Redondea [code]s[/code] al entero menor más cercano y lo devuelve.\n" "[codeblock]\n" "# a es 2.0\n" "a = floor(2.99)\n" "# a es -3.0\n" "a = floor(-2.99)\n" "[/codeblock]\n" "[b]Nota:[/b] Este método devuelve un real. Si necesitas un entero, puedes " "usar [code]int(s)[/code] directamente." #: modules/gdscript/doc_classes/@GDScript.xml:351 msgid "" "Returns the floating-point remainder of [code]a/b[/code], keeping the sign " "of [code]a[/code].\n" "[codeblock]\n" "# Remainder is 1.5\n" "var remainder = fmod(7, 5.5)\n" "[/codeblock]\n" "For the integer remainder operation, use the % operator." msgstr "" "Devuelve el resto real de [code]a/b[/code], manteniendo el signo de [code]a[/" "code].\n" "[codeblock]\n" "# Resto 1.5\n" "var resto = 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:367 msgid "" "Returns the floating-point modulus of [code]a/b[/code] that wraps equally in " "positive and negative.\n" "[codeblock]\n" "var i = -6\n" "while i < 5:\n" " prints(i, fposmod(i, 3))\n" " i += 1\n" "[/codeblock]\n" "Produces:\n" "[codeblock]\n" "-6 0\n" "-5 1\n" "-4 2\n" "-3 0\n" "-2 1\n" "-1 2\n" "0 0\n" "1 1\n" "2 2\n" "3 0\n" "4 1\n" "[/codeblock]" msgstr "" "Devuelve el módulo de real de [code]a/b[/code] que envuelve por igual en " "positivo y en negativo.\n" "[codeblock]\n" "var i = -6\n" "while i < 5:\n" " prints(i, fposmod(i, 3))\n" " i += 1\n" "[/codeblock]\n" "Produce:\n" "[codeblock]\n" "-6 0\n" "-5 1\n" "-4 2\n" "-3 0\n" "-2 1\n" "-1 2\n" "0 0\n" "1 1\n" "2 2\n" "3 0\n" "4 1\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:398 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:412 msgid "" "Returns an array of dictionaries representing the current call 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]" msgstr "" "Devuelve un conjunto de diccionarios que representan la pila de llamadas " "actual.\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:435 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:447 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:468 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) # Prints bar\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:488 msgid "" "Returns a normalized value considering the given range. This is the opposite " "of [method lerp].\n" "[codeblock]\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]" msgstr "" "Devuelve un valor normalizado considerando el rango dado. Esto es lo " "contrario a [method lerp].\n" "[codeblock]\n" "var mitad = lerp(20, 30, 0.75)\n" "# `mitad` es ahora 27.5.\n" "# Ahora, vamos a suponer que hemos olvidado el ratio original y queremos " "volver a atras.\n" "var ratio = inverse_lerp(20, 30, 27.5)\n" "# `ratio` es ahora 0.75.\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:506 msgid "" "Returns [code]true[/code] if [code]a[/code] and [code]b[/code] are " "approximately equal to each other." msgstr "" "Devuelve [code]true[/code] si [code]a[/code] y [code]b[/code] son " "aproximadamente iguales entre sí." #: modules/gdscript/doc_classes/@GDScript.xml:515 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 (infinito positivo o " "infinito negativo)." #: modules/gdscript/doc_classes/@GDScript.xml:524 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:533 msgid "Returns whether [code]s[/code] is a NaN (Not-A-Number) value." msgstr "Devuelve si [code]s[/code] es un valor NaN (Not-A-Number)." #: modules/gdscript/doc_classes/@GDScript.xml:542 msgid "Returns [code]true[/code] if [code]s[/code] is zero or almost zero." msgstr "Devuelve [code]true[/code] si [code]s[/code] es cero o casi cero." #: modules/gdscript/doc_classes/@GDScript.xml:551 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:569 msgid "" "Linearly interpolates between two values by a normalized value. This is the " "opposite of [method inverse_lerp].\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]lerp[/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]" msgstr "" "Interpola linealmente entre dos valores por un valor normalizado. Esto es la " "función contraria a [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 de retorno será del mismo tipo ,([code]lerp[/code] entonces llama al " "método [code]lerp[/code] del tipo de vector).\n" "[codeblock]\n" "lerp(0, 4, 0.75) # Devuelve 3\n" "lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Devuelve el Vector2(2, 3.5)\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:588 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].\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]" msgstr "" "Interpola linealmente entre dos ángulos (en radianes) por un valor " "normalizado.\n" "Similar al [método lerp], pero interpola correctamente cuando los ángulos se " "envuelven alrededor de [constante @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:607 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:622 msgid "" "Loads a resource from the filesystem located at [code]path[/code].\n" "[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource " "in the FileSystem dock and choosing [b]Copy Path[/b].\n" "[codeblock]\n" "# Load a scene called main located in the root of the project directory.\n" "var main = load(\"res://main.tscn\")\n" "[/codeblock]\n" "[b]Important:[/b] The path must be absolute, a local path will just return " "[code]null[/code]." msgstr "" "Carga un recurso del sistema de archivos ubicado en [code]path[/code].\n" "[b]Nota:[/b] Las rutas de los recursos pueden obtenerse haciendo clic con el " "botón derecho del ratón en un recurso del menu de archivos del sistema y " "eligiendo [b]Copy Path[/b].\n" "[codeblock]\n" "# Cargar una escena llamada principal ubicada en la raíz del directorio del " "proyecto.\n" "var main = load(\"res://main.tscn\")\n" "[/codeblock]\n" "[b]Importante:[/b] La ruta debe ser absoluta, una ruta local devolverá un " "[code]null[/code]." #: modules/gdscript/doc_classes/@GDScript.xml:637 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]" 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]" #: modules/gdscript/doc_classes/@GDScript.xml:652 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:667 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:684 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(10, 5, 4) # Returns 6\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(10, 5, 4) # Devuelve 6\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:697 msgid "" "Returns the nearest larger power of 2 for integer [code]value[/code].\n" "[codeblock]\n" "nearest_po2(3) # Returns 4\n" "nearest_po2(4) # Returns 4\n" "nearest_po2(5) # Returns 8\n" "[/codeblock]" msgstr "" "Devuelve la potencia mayor más cercana de 2 para el entero " "[code]value[code].\n" "[codeblock]\n" "nearest_po2(3) # Devuelve 4\n" "nearest_po2(4) # Devuelve 4\n" "nearest_po2(5) # Devuelve 8\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:711 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:726 msgid "" "Parse JSON text to a Variant (use [method typeof] to check if it is what you " "expect).\n" "Be aware that the JSON specification does not define integer or float types, " "but only a number type. Therefore, parsing a JSON text will convert all " "numerical values to [float] types.\n" "Note that 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" "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 "" "Analizar el texto de JSON en una variante (usar [method typeof] para " "comprobar si es lo que esperas).\n" "Tenga en cuenta que la especificación JSON no define tipos enteros o " "flotantes, sino sólo un tipo de número. Por lo tanto, el análisis sintáctico " "de un texto JSON convertirá todos los valores numéricos a tipos [float].\n" "Tenga en cuenta que los objetos JSON no conservan el orden de las claves " "como en los diccionarios Godot, por lo que no debe confiar en que las claves " "estén en un cierto orden si se construye un diccionario a partir de JSON. " "Por el contrario, los arrays JSON conservan el orden de sus elementos:\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:746 #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:142 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:757 msgid "" "Returns the integer modulus of [code]a/b[/code] that wraps equally in " "positive and negative.\n" "[codeblock]\n" "var i = -6\n" "while i < 5:\n" " prints(i, posmod(i, 3))\n" " i += 1\n" "[/codeblock]\n" "Produces:\n" "[codeblock]\n" "-6 0\n" "-5 1\n" "-4 2\n" "-3 0\n" "-2 1\n" "-1 2\n" "0 0\n" "1 1\n" "2 2\n" "3 0\n" "4 1\n" "[/codeblock]" msgstr "" "Devuelve el módulo entero de [code]a/b[/code] que envuelve por igual en " "positivo y negativo.\n" "[codeblock]\n" "var i = -6\n" "while i < 5:\n" " prints(i, fposmod(i, 3))\n" " i += 1\n" "[/codeblock]\n" "Produce:\n" "[codeblock]\n" "-6 0\n" "-5 1\n" "-4 2\n" "-3 0\n" "-2 1\n" "-1 2\n" "0 0\n" "1 1\n" "2 2\n" "3 0\n" "4 1\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:788 msgid "" "Returns the result of [code]x[/code] raised to the power of [code]y[/code].\n" "[codeblock]\n" "pow(2, 5) # Returns 32\n" "[/codeblock]" msgstr "" "Devuelve el resultado de [code]x[/code] elevado a la potencia de [code]y[/" "code].\n" "[codeblock]\n" "pow(2, 5) # Devuelve 32\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:800 msgid "" "Returns a resource from the filesystem that is loaded during script " "parsing.\n" "[b]Note:[/b] Resource paths can be obtained by right clicking on a resource " "in the Assets Panel and choosing \"Copy Path\".\n" "[codeblock]\n" "# Load a scene called main located in the root of the project directory.\n" "var main = preload(\"res://main.tscn\")\n" "[/codeblock]" msgstr "" "Devuelve un recurso del sistema de archivos que se carga durante el análisis " "de script.\n" "[b]Nota:[/b] Las rutas de los recursos pueden obtenerse haciendo clic con el " "botón derecho del ratón en un recurso del Panel de recursos y eligiendo " "\"Copy Path\".\n" "[codeblock]\n" "# Cargar una escena llamada principal ubicada en la raíz del directorio del " "proyecto.\n" "var main = preload(\"res://main.tscn\")\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:812 msgid "" "Converts one or more arguments to strings in the best way possible and " "prints them to the console.\n" "[codeblock]\n" "a = [1, 2, 3]\n" "print(\"a\", \"b\", a) # Prints ab[1, 2, 3]\n" "[/codeblock]" msgstr "" "Convierte uno o más argumentos en strings de la mejor manera posible y los " "imprime en la consola.\n" "[codeblock]\n" "a = [1, 2, 3]\n" "print(\"a\", \"b\", a) # Imprime ab[1, 2, 3]\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:823 msgid "Like [method print], but prints only when used in debug mode." msgstr "" "Como [method print], pero imprime sólo cuando se usa en modo de depuración." #: modules/gdscript/doc_classes/@GDScript.xml:830 msgid "" "Prints a stack track at code location, only works when running with debugger " "turned on.\n" "Output in the console would look something like this:\n" "[codeblock]\n" "Frame 0 - res://test.gd:16 in function '_process'\n" "[/codeblock]" msgstr "" "Imprime una registro de la pila en la ubicación del código, sólo 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:841 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:851 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:864 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:874 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:886 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]" 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]" #: modules/gdscript/doc_classes/@GDScript.xml:898 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:910 msgid "" "Converts from radians to degrees.\n" "[codeblock]\n" "rad2deg(0.523599) # Returns 30\n" "[/codeblock]" msgstr "" "Convierte de radianes a grados.\n" "[codeblock]\n" "rad2deg(0.523599) # Devuelve 30\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:924 msgid "" "Random range, any floating point value between [code]from[/code] and " "[code]to[/code].\n" "[codeblock]\n" "prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n" "[/codeblock]" msgstr "" "Rango aleatorio de cualquier numero real entre [code]from[/code] y [code]to[/" "code].\n" "[codeblock]\n" "prints(rand_range(0, 1), rand_range(0, 1)) # Imprime dos numeros aleatorios\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:936 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:943 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:953 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 a la 32.\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:966 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:977 msgid "" "Returns an array with the given range. Range can be 1 argument N (0 to N-1), " "two arguments (initial, final-1) or three arguments (initial, final-1, " "increment).\n" "[codeblock]\n" "for i in range(4):\n" " print(i)\n" "for i in range(2, 5):\n" " print(i)\n" "for i in range(0, 6, 2):\n" " print(i)\n" "[/codeblock]\n" "Output:\n" "[codeblock]\n" "0\n" "1\n" "2\n" "3\n" "\n" "2\n" "3\n" "4\n" "\n" "0\n" "2\n" "4\n" "[/codeblock]" msgstr "" "Devuelve un array con el rango dado. La función acepta un argumento N (0 a " "N-1), dos argumentos (inicial, final-1) o tres argumentos (inicial, final-1, " "incremento).\n" "[codeblock]\n" "for i in range(4):\n" " print(i)\n" "for i in range(2, 5):\n" " print(i)\n" "for i in range(0, 6, 2):\n" " print(i)\n" "[/codeblock]\n" "Output:\n" "[codeblock]\n" "0\n" "1\n" "2\n" "3\n" "\n" "2\n" "3\n" "4\n" "\n" "0\n" "2\n" "4\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:1017 msgid "" "Maps a [code]value[/code] from range [code][istart, istop][/code] to [code]" "[ostart, ostop][/code].\n" "[codeblock]\n" "range_lerp(75, 0, 100, -1, 1) # Returns 0.5\n" "[/codeblock]" msgstr "" "Transforma un [code]value[/code] entre los rangos [code](istart, istop][/" "code] a los rangos [code][ostart, ostop][/code].\n" "[codeblock]\n" "range_lerp(75, 0, 100, -1, 1) # Devuelve 0.5\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:1029 msgid "" "Returns the integral value that is nearest to [code]s[/code], with halfway " "cases rounded away from zero.\n" "[codeblock]\n" "round(2.6) # Returns 3\n" "[/codeblock]" msgstr "" "Devuelve el valor entero más cercano a [code]s[/code], con los casos " "intermedios redondeados a partir de cero.\n" "[codeblock]\n" "round(2.6) # Devuelve 3\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:1041 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:1054 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:1068 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:1080 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:1097 msgid "" "Returns a number smoothly interpolated between the [code]from[/code] and " "[code]to[/code], based on the [code]weight[/code]. Similar to [method lerp], " "but interpolates faster at the beginning and slower at the end.\n" "[codeblock]\n" "smoothstep(0, 2, 0.5) # Returns 0.15\n" "smoothstep(0, 2, 1.0) # Returns 0.5\n" "smoothstep(0, 2, 2.0) # Returns 1.0\n" "[/codeblock]" msgstr "" "Devuelve un número interpolado suavemente entre el [code]from[/code] y el " "[code]to[/code], basado en el [code]weight[/code]. Es similar al [método " "lerp], pero interpola más rápido al inicio y más lento al final.\n" "[codeblock]\n" "smoothstep(0, 2, 0.5) # Devuelve 0.15\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:1111 msgid "" "Returns the square root of [code]s[/code].\n" "[codeblock]\n" "sqrt(9) # Returns 3\n" "[/codeblock]" msgstr "" "Devuelve la raíz cuadrada de [code]s[/code].\n" "[codeblock]\n" "sqrt(9) # Devuelve 3\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:1123 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 is 0\n" "n = step_decimals(5)\n" "# n is 4\n" "n = step_decimals(1.0005)\n" "# n is 9\n" "n = step_decimals(0.000000005)\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:1142 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\n" "stepify(3.14159, 0.01) # Returns 3.14\n" "[/codeblock]" 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:1153 msgid "" "Converts one or more arguments 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:1168 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:1182 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:1194 msgid "" "Returns the hyperbolic tangent of [code]s[/code].\n" "[codeblock]\n" "a = log(2.0) # Returns 0.693147\n" "tanh(a) # Returns 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:1207 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" "a = { \"a\": 1, \"b\": 2 }\n" "b = to_json(a)\n" "print(b) # {\"a\":1, \"b\":2}\n" "[/codeblock]" msgstr "" "Convierte una variable [code]var[/code] en texto JSON y devuelve el " "resultado. Es útil para serializar datos y almacenarlos o enviarlos a través " "de la red.\n" "[codeblock]\n" "a = { \"a\": 1, \"b\": 2 }\n" "b = to_json(a)\n" "print(b) # {\"a\":1, \"b\":2}\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:1221 msgid "" "Returns whether the given class exists in [ClassDB].\n" "[codeblock]\n" "type_exists(\"Sprite2D\") # 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:1234 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:1250 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\")\n" "else:\n" " prints(\"invalid\", v)\n" "[/codeblock]" msgstr "" "Comprueba que [code]json[/code] es un dato JSON válido. Devuelve una cadena " "vacía si es válido, 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(\"valido\")\n" "else:\n" " prints(\"invalido\", v)\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:1269 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:1278 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:1298 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:1312 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" "# a is 0.5\n" "a = wrapf(10.5, 0.0, 10.0)\n" "[/codeblock]\n" "[codeblock]\n" "# a is 9.5\n" "a = wrapf(-0.5, 0.0, 10.0)\n" "[/codeblock]\n" "[codeblock]\n" "# Infinite loop between 0.0 and 0.99\n" "f = wrapf(f + 0.1, 0.0, 1.0)\n" "[/codeblock]\n" "[codeblock]\n" "# Infinite rotation (in radians)\n" "angle = wrapf(angle + 0.1, 0.0, TAU)\n" "[/codeblock]\n" "[b]Note:[/b] If you just want to wrap between 0.0 and [code]n[/code] (where " "[code]n[/code] is a positive floating-point value), it is better for " "performance to use the [method fmod] method like [code]fmod(number, n)[/" "code].\n" "[code]wrapf[/code] is more flexible than using the [method fmod] approach by " "giving the user a simple control over the minimum value. It also fully " "supports negative numbers, e.g.\n" "[codeblock]\n" "# Infinite rotation (in radians)\n" "angle = wrapf(angle + 0.1, -PI, PI)\n" "[/codeblock]" 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" "# a es 0.5\n" "a = wrapf(10.5, 0.0, 10.0)\n" "[/codeblock]\n" "[codeblock]\n" "# a es 9.5\n" "a = wrapf(-0.5, 0.0, 10.0)\n" "[/codeblock]\n" "[codeblock]\n" "# Bucle infinito entre 0.0 y 0.99\n" "f = wrapf(f + 0.1, 0.0, 1.0)\n" "[/codeblock]\n" "[codeblock]\n" "# Rotacion infinita(en radianes)\n" "angulo = wrapf(angulo + 0.1, 0.0, TAU)\n" "[/codeblock]\n" "[b]Nota:[/b] Si sólo se desea encerrar entre 0.0 y [code]n[/code] (donde " "[code]n[/code] es un valor de real positivo), es mejor para el rendimiento " "utilizar el método [method fmod] como [code]fmod(number, n)[/code].\n" "[code]wrapf[/code] es más flexible que utilizar el método [method fmod], ya " "que ofrece al usuario un control sencillo sobre el valor mínimo. Por " "ejemplo, es totalmente compatible con los números negativos.\n" "[codeblock]\n" "# Rotacion infinita (en radianes)\n" "angulo = wrapf(angulo + 0.1, -PI, PI)\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:1348 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" "# a is 0\n" "a = wrapi(10, 0, 10)\n" "[/codeblock]\n" "[codeblock]\n" "# a is 9\n" "a = wrapi(-1, 0, 10)\n" "[/codeblock]\n" "[codeblock]\n" "# Infinite loop between 0 and 9\n" "frame = wrapi(frame + 1, 0, 10)\n" "[/codeblock]\n" "[b]Note:[/b] If you just want to wrap between 0 and [code]n[/code] (where " "[code]n[/code] is a positive integer value), it is better for performance to " "use the modulo operator like [code]number % n[/code].\n" "[code]wrapi[/code] is more flexible than using the modulo approach by giving " "the user a simple control over the minimum value. It also fully supports " "negative numbers, e.g.\n" "[codeblock]\n" "# result is -2\n" "var result = wrapi(-6, -5, -1)\n" "[/codeblock]" 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" "# a is 0\n" "a = wrapi(10, 0, 10)\n" "[/codeblock]\n" "[codeblock]\n" "# a is 9\n" "a = wrapi(-1, 0, 10)\n" "[/codeblock]\n" "# Bucle infinito entre 0 y 9\n" "f = wrapf(f + 0.1, 0.0, 1.0)\n" "[/codeblock]\n" "[b]Nota:[/b] Si sólo se desea encerrar entre 0.0 y [code]n[/code] (donde " "[code]n[/code] es un valor de real positivo), es mejor para el rendimiento " "utilizar el método [method fmod] como [code]fmod(number, n)[/code].\n" "[code]wrapf[/code] es más flexible que utilizar el método [method fmod], ya " "que ofrece al usuario un control sencillo sobre el valor mínimo. Por " "ejemplo, es totalmente compatible con los números negativos.\n" "[codeblock]\n" "# result is -2\n" "var result = wrapi(-6, -5, -1)\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:1378 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:1409 msgid "" "Constant that represents how many times the diameter of a circle fits around " "its perimeter." msgstr "" "Constante que representa cuántas veces el diámetro de un círculo se " "encuentra contenido en su perímetro." #: modules/gdscript/doc_classes/@GDScript.xml:1412 msgid "The circle constant, the circumference of the unit circle." msgstr "La constante del círculo, la circunferencia del círculo." #: modules/gdscript/doc_classes/@GDScript.xml:1415 msgid "A positive infinity. (For negative infinity, use -INF)." msgstr "Un infinito positivo. (Para el infinito negativo, usa -INF)." #: modules/gdscript/doc_classes/@GDScript.xml:1418 msgid "" "Macro constant that expands to an expression of type float that represents a " "NaN.\n" "The NaN values are used to identify undefined or non-representable values " "for floating-point elements, such as the square root of negative numbers or " "the result of 0/0." msgstr "" "Macro constante que se expande a una expresión de tipo real que representa " "un NaN.\n" "Los valores de NaN se utilizan para identificar valores indefinidos o no " "representables de elementos reales como la raíz cuadrada de los números " "negativos o el resultado de 0/0." #: doc/classes/@GlobalScope.xml:4 msgid "Global scope constants and variables." msgstr "Constantes y variables de alcance global." #: doc/classes/@GlobalScope.xml:7 msgid "" "Global scope constants and variables. This is all that resides in the " "globals, constants regarding error codes, keycodes, 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:16 msgid "The [AudioServer] singleton." msgstr "El singleton [AudioServer]." #: doc/classes/@GlobalScope.xml:19 msgid "The [CameraServer] singleton." msgstr "El singleton [CameraServer]." #: doc/classes/@GlobalScope.xml:22 msgid "The [ClassDB] singleton." msgstr "El singleton [ClassDB]." #: doc/classes/@GlobalScope.xml:25 msgid "The [DisplayServer] singleton." msgstr "El singleton [DisplayServer]." #: doc/classes/@GlobalScope.xml:28 msgid "The [Engine] singleton." msgstr "El singleton [Engine]." #: doc/classes/@GlobalScope.xml:31 #, fuzzy msgid "The [Geometry2D] singleton." msgstr "El singleton [Geometry]." #: doc/classes/@GlobalScope.xml:34 #, fuzzy msgid "The [Geometry3D] singleton." msgstr "El singleton [Geometry]." #: doc/classes/@GlobalScope.xml:37 #, fuzzy msgid "The [GodotSharp] singleton." msgstr "El singleton [Geometry]." #: doc/classes/@GlobalScope.xml:40 msgid "The [IP] singleton." msgstr "El singleton [IP]." #: doc/classes/@GlobalScope.xml:43 msgid "The [Input] singleton." msgstr "El singleton [Input]." #: doc/classes/@GlobalScope.xml:46 msgid "The [InputMap] singleton." msgstr "El singleton [InputMap]." #: doc/classes/@GlobalScope.xml:49 msgid "The [JSON] singleton." msgstr "El singleton [JSON]." #: doc/classes/@GlobalScope.xml:52 msgid "" "The [JavaClassWrapper] singleton.\n" "[b]Note:[/b] Only implemented on Android." msgstr "" "El singleton [JavaClassWrapper].\n" "[b]Nota:[/b] Solo implementado en Android." #: doc/classes/@GlobalScope.xml:56 msgid "" "The [JavaScript] singleton.\n" "[b]Note:[/b] Only implemented on HTML5." msgstr "" "El singleton [JavaScript].\n" "[b]Nota:[/b] Solo implementado en HTML5." #: doc/classes/@GlobalScope.xml:60 msgid "The [Marshalls] singleton." msgstr "El singleton [Marshalls]." #: doc/classes/@GlobalScope.xml:63 msgid "The [NavigationMeshGenerator] singleton." msgstr "El singleton [NavigationMeshGenerator]." #: doc/classes/@GlobalScope.xml:66 doc/classes/@GlobalScope.xml:69 msgid "The [NavigationServer2D] singleton." msgstr "El singleton[NavigationServer2D]." #: doc/classes/@GlobalScope.xml:72 msgid "The [OS] singleton." msgstr "El singleton [OS]." #: doc/classes/@GlobalScope.xml:75 msgid "The [Performance] singleton." msgstr "El singleton [Performance]." #: doc/classes/@GlobalScope.xml:78 msgid "The [PhysicsServer2D] singleton." msgstr "El singleton [PhysicsServer2D]." #: doc/classes/@GlobalScope.xml:81 msgid "The [PhysicsServer3D] singleton." msgstr "El singleton [PhysicsServer3D]." #: doc/classes/@GlobalScope.xml:84 msgid "The [ProjectSettings] singleton." msgstr "El singleton [ProjectSettings]." #: doc/classes/@GlobalScope.xml:87 msgid "The [RenderingServer] singleton." msgstr "El singleton [RenderingServer]." #: doc/classes/@GlobalScope.xml:90 msgid "The [ResourceLoader] singleton." msgstr "El singleton [ResourceLoader]." #: doc/classes/@GlobalScope.xml:93 msgid "The [ResourceSaver] singleton." msgstr "El singleton [ResourceSaver]." #: doc/classes/@GlobalScope.xml:96 msgid "The [TranslationServer] singleton." msgstr "El singleton [TranslationServer]." #: doc/classes/@GlobalScope.xml:99 msgid "The [VisualScriptEditor] singleton." msgstr "El singleton [VisualScriptEditor]." #: doc/classes/@GlobalScope.xml:102 msgid "The [XRServer] singleton." msgstr "El singleton [XRServer]." #: doc/classes/@GlobalScope.xml:107 msgid "Left margin, usually used for [Control] or [StyleBox]-derived classes." msgstr "" "Margen izquierdo, generalmente utilizado para [Control] o clases derivadas " "de [StyleBox]." #: doc/classes/@GlobalScope.xml:110 msgid "Top margin, usually used for [Control] or [StyleBox]-derived classes." msgstr "" "Margen superior, generalmente utilizado para [Control] o clases derivadas de " "[StyleBox]." #: doc/classes/@GlobalScope.xml:113 msgid "Right margin, usually used for [Control] or [StyleBox]-derived classes." msgstr "" "Margen derecho, generalmente utilizado para [Control] o clases derivadas de " "[StyleBox]." #: doc/classes/@GlobalScope.xml:116 msgid "" "Bottom margin, usually used for [Control] or [StyleBox]-derived classes." msgstr "" "Margen inferior, generalmente utilizado para [Control]o clases derivadas de " "[StyleBox]." #: doc/classes/@GlobalScope.xml:119 msgid "Top-left corner." msgstr "Esquina Superior-Izquierda." #: doc/classes/@GlobalScope.xml:122 msgid "Top-right corner." msgstr "Esquina Superior-Derecha." #: doc/classes/@GlobalScope.xml:125 msgid "Bottom-right corner." msgstr "Esquina Inferior-Derecha." #: doc/classes/@GlobalScope.xml:128 msgid "Bottom-left corner." msgstr "Esquina Inferior-Izquierda." #: doc/classes/@GlobalScope.xml:131 msgid "" "General vertical alignment, usually used for [Separator], [ScrollBar], " "[Slider], etc." msgstr "" "Alineación vertical general, usualmente usada para [Separator], " "[ScrollBar], [Slider], etc." #: doc/classes/@GlobalScope.xml:134 msgid "" "General horizontal alignment, usually used for [Separator], [ScrollBar], " "[Slider], etc." msgstr "" "Alineación horizontal general, generalmente utilizada para [Separator], " "[ScrollBar], [Slider], etc." #: doc/classes/@GlobalScope.xml:137 msgid "Horizontal left alignment, usually for text-derived classes." msgstr "Alineación horizontal izquierda, generalmente para clases de texto." #: doc/classes/@GlobalScope.xml:140 msgid "Horizontal center alignment, usually for text-derived classes." msgstr "Alineación central horizontal, generalmente para clases de texto." #: doc/classes/@GlobalScope.xml:143 msgid "Horizontal right alignment, usually for text-derived classes." msgstr "Alineación horizontal derecha, generalmente para clases de texto." #: doc/classes/@GlobalScope.xml:146 msgid "Vertical top alignment, usually for text-derived classes." msgstr "Alineación vertical superior, generalmente para clases de texto." #: doc/classes/@GlobalScope.xml:149 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:152 msgid "Vertical bottom alignment, usually for text-derived classes." msgstr "Alineación vertical inferior, generalmente para clases de texto." #: doc/classes/@GlobalScope.xml:155 msgid "Keycodes with this bit applied are non-printable." msgstr "Los códigos de tecla con este bit a 1 no son imprimibles." #: doc/classes/@GlobalScope.xml:158 msgid "Escape key." msgstr "Tecla Escape." #: doc/classes/@GlobalScope.xml:161 msgid "Tab key." msgstr "Tecla Tabulador." #: doc/classes/@GlobalScope.xml:164 msgid "Shift + Tab key." msgstr "Shift + Tabulador." #: doc/classes/@GlobalScope.xml:167 msgid "Backspace key." msgstr "Tecla retorno." #: doc/classes/@GlobalScope.xml:170 msgid "Return key (on the main keyboard)." msgstr "Devuelve la tecla (en el teclado principal)." #: doc/classes/@GlobalScope.xml:173 msgid "Enter key on the numeric keypad." msgstr "Pulsa la tecla en el teclado numerico." #: doc/classes/@GlobalScope.xml:176 msgid "Insert key." msgstr "Tecla Insert." #: doc/classes/@GlobalScope.xml:179 msgid "Delete key." msgstr "Tecla Suprimir." #: doc/classes/@GlobalScope.xml:182 msgid "Pause key." msgstr "Tecla Pausa." #: doc/classes/@GlobalScope.xml:185 msgid "Print Screen key." msgstr "Tecla Imprimir Pantalla." #: doc/classes/@GlobalScope.xml:188 msgid "System Request key." msgstr "Tecla Peticion de Sistema." #: doc/classes/@GlobalScope.xml:191 msgid "Clear key." msgstr "Tecla Clear." #: doc/classes/@GlobalScope.xml:194 msgid "Home key." msgstr "Tecla Inicio." #: doc/classes/@GlobalScope.xml:197 msgid "End key." msgstr "Tecla Fin." #: doc/classes/@GlobalScope.xml:200 msgid "Left arrow key." msgstr "Tecla Flecha Izquierda." #: doc/classes/@GlobalScope.xml:203 msgid "Up arrow key." msgstr "Tecla Flecha Arriba." #: doc/classes/@GlobalScope.xml:206 msgid "Right arrow key." msgstr "Tecla flecha derecha." #: doc/classes/@GlobalScope.xml:209 msgid "Down arrow key." msgstr "Tecla Flecha abajo." #: doc/classes/@GlobalScope.xml:212 msgid "Page Up key." msgstr "Tecla RePag." #: doc/classes/@GlobalScope.xml:215 msgid "Page Down key." msgstr "Tecla AvPag." #: doc/classes/@GlobalScope.xml:218 msgid "Shift key." msgstr "Tecla Shift." #: doc/classes/@GlobalScope.xml:221 msgid "Control key." msgstr "Tecla Control." #: doc/classes/@GlobalScope.xml:224 msgid "Meta key." msgstr "Tecla Meta." #: doc/classes/@GlobalScope.xml:227 msgid "Alt key." msgstr "Tecla Alt." #: doc/classes/@GlobalScope.xml:230 msgid "Caps Lock key." msgstr "Tecla Bloque Mayusculas." #: doc/classes/@GlobalScope.xml:233 msgid "Num Lock key." msgstr "Tecla Bloque numerico." #: doc/classes/@GlobalScope.xml:236 msgid "Scroll Lock key." msgstr "Tecla Bloqueo Scroll." #: doc/classes/@GlobalScope.xml:239 msgid "F1 key." msgstr "Tecla F1." #: doc/classes/@GlobalScope.xml:242 msgid "F2 key." msgstr "Tecla F2." #: doc/classes/@GlobalScope.xml:245 msgid "F3 key." msgstr "Tecla F3." #: doc/classes/@GlobalScope.xml:248 msgid "F4 key." msgstr "Tecla F4." #: doc/classes/@GlobalScope.xml:251 msgid "F5 key." msgstr "Tecla F5." #: doc/classes/@GlobalScope.xml:254 msgid "F6 key." msgstr "Tecla F6." #: doc/classes/@GlobalScope.xml:257 msgid "F7 key." msgstr "Tecla F7." #: doc/classes/@GlobalScope.xml:260 msgid "F8 key." msgstr "Tecla F8." #: doc/classes/@GlobalScope.xml:263 msgid "F9 key." msgstr "Tecla F9." #: doc/classes/@GlobalScope.xml:266 msgid "F10 key." msgstr "Tecla F10." #: doc/classes/@GlobalScope.xml:269 msgid "F11 key." msgstr "Tecla F11." #: doc/classes/@GlobalScope.xml:272 msgid "F12 key." msgstr "Tecla F12." #: doc/classes/@GlobalScope.xml:275 msgid "F13 key." msgstr "Tecla F13." #: doc/classes/@GlobalScope.xml:278 msgid "F14 key." msgstr "Tecla F14." #: doc/classes/@GlobalScope.xml:281 msgid "F15 key." msgstr "Tecla F15." #: doc/classes/@GlobalScope.xml:284 msgid "F16 key." msgstr "Tecla F16." #: doc/classes/@GlobalScope.xml:287 msgid "Multiply (*) key on the numeric keypad." msgstr "Tecla Multiplicar(*) del teclado numérico." #: doc/classes/@GlobalScope.xml:290 msgid "Divide (/) key on the numeric keypad." msgstr "Tecla Division(/) del teclado numérico." #: doc/classes/@GlobalScope.xml:293 msgid "Subtract (-) key on the numeric keypad." msgstr "Tecla Resta(-) del teclado numérico." #: doc/classes/@GlobalScope.xml:296 msgid "Period (.) key on the numeric keypad." msgstr "Tecla . decimal(.) del teclado numérico." #: doc/classes/@GlobalScope.xml:299 msgid "Add (+) key on the numeric keypad." msgstr "Tecla Suma(+) del teclado numérico." #: doc/classes/@GlobalScope.xml:302 msgid "Number 0 on the numeric keypad." msgstr "Tecla 0 del teclado numérico." #: doc/classes/@GlobalScope.xml:305 msgid "Number 1 on the numeric keypad." msgstr "Tecla 1 del teclado numérico." #: doc/classes/@GlobalScope.xml:308 msgid "Number 2 on the numeric keypad." msgstr "Tecla 2 del teclado numérico." #: doc/classes/@GlobalScope.xml:311 msgid "Number 3 on the numeric keypad." msgstr "Tecla 3 del teclado numérico." #: doc/classes/@GlobalScope.xml:314 msgid "Number 4 on the numeric keypad." msgstr "Tecla 4 del teclado numérico." #: doc/classes/@GlobalScope.xml:317 msgid "Number 5 on the numeric keypad." msgstr "Tecla 5 del teclado numérico." #: doc/classes/@GlobalScope.xml:320 msgid "Number 6 on the numeric keypad." msgstr "Tecla 6 del teclado numérico." #: doc/classes/@GlobalScope.xml:323 msgid "Number 7 on the numeric keypad." msgstr "Tecla 7 del teclado numérico." #: doc/classes/@GlobalScope.xml:326 msgid "Number 8 on the numeric keypad." msgstr "Tecla 8 del teclado numérico." #: doc/classes/@GlobalScope.xml:329 msgid "Number 9 on the numeric keypad." msgstr "Tecla 9 del teclado numérico." #: doc/classes/@GlobalScope.xml:332 msgid "Left Super key (Windows key)." msgstr "Tecla super izquierda (Tecla Windows)." #: doc/classes/@GlobalScope.xml:335 msgid "Right Super key (Windows key)." msgstr "Tecla super derecha(Tecla Windows)." #: doc/classes/@GlobalScope.xml:338 msgid "Context menu key." msgstr "Tecla Menu Contexto." #: doc/classes/@GlobalScope.xml:341 msgid "Left Hyper key." msgstr "Tecla Hyper Izquierda." #: doc/classes/@GlobalScope.xml:344 msgid "Right Hyper key." msgstr "Tecla Hyper Derecha." #: doc/classes/@GlobalScope.xml:347 msgid "Help key." msgstr "Tecla Ayuda." #: doc/classes/@GlobalScope.xml:350 msgid "Left Direction key." msgstr "Tecla Dirección Izquierda." #: doc/classes/@GlobalScope.xml:353 msgid "Right Direction key." msgstr "Tecla Dirección Derecha." #: doc/classes/@GlobalScope.xml:356 msgid "Back key." msgstr "Tecla Atras." #: doc/classes/@GlobalScope.xml:359 msgid "Forward key." msgstr "Tecla Adelante." #: doc/classes/@GlobalScope.xml:362 msgid "Stop key." msgstr "Tecla Parar." #: doc/classes/@GlobalScope.xml:365 msgid "Refresh key." msgstr "Tecla Refresco." #: doc/classes/@GlobalScope.xml:368 msgid "Volume down key." msgstr "Tecla Bajar Volumen." #: doc/classes/@GlobalScope.xml:371 msgid "Mute volume key." msgstr "Tecla Quitar Volumen." #: doc/classes/@GlobalScope.xml:374 msgid "Volume up key." msgstr "Tecla Subir Volumen." #: doc/classes/@GlobalScope.xml:377 msgid "Bass Boost key." msgstr "Tecla Bass Boost." #: doc/classes/@GlobalScope.xml:380 msgid "Bass up key." msgstr "Tecla Bass Up." #: doc/classes/@GlobalScope.xml:383 msgid "Bass down key." msgstr "Tecla Bass down." #: doc/classes/@GlobalScope.xml:386 msgid "Treble up key." msgstr "Tecla Agudos arriba." #: doc/classes/@GlobalScope.xml:389 msgid "Treble down key." msgstr "Teclas Agudos abajo." #: doc/classes/@GlobalScope.xml:392 msgid "Media play key." msgstr "Tecla reproduccion play." #: doc/classes/@GlobalScope.xml:395 msgid "Media stop key." msgstr "Tecla reproduccion parar." #: doc/classes/@GlobalScope.xml:398 msgid "Previous song key." msgstr "Tecla cancion previa." #: doc/classes/@GlobalScope.xml:401 msgid "Next song key." msgstr "Tecla siguiente cancion." #: doc/classes/@GlobalScope.xml:404 msgid "Media record key." msgstr "Tecla grabar." #: doc/classes/@GlobalScope.xml:407 msgid "Home page key." msgstr "Tecla pagina inicio." #: doc/classes/@GlobalScope.xml:410 msgid "Favorites key." msgstr "Tecla Favoritos." #: doc/classes/@GlobalScope.xml:413 msgid "Search key." msgstr "Tecla Buscar." #: doc/classes/@GlobalScope.xml:416 msgid "Standby key." msgstr "Tecla en espera(Standby)." #: doc/classes/@GlobalScope.xml:419 msgid "Open URL / Launch Browser key." msgstr "Tecla Abrir URL/Abrir el navegador." #: doc/classes/@GlobalScope.xml:422 msgid "Launch Mail key." msgstr "Tecla Abrir el Correo." #: doc/classes/@GlobalScope.xml:425 msgid "Launch Media key." msgstr "Tecla lanzar Media." #: doc/classes/@GlobalScope.xml:428 msgid "Launch Shortcut 0 key." msgstr "Tecla Acceso Directo 0." #: doc/classes/@GlobalScope.xml:431 msgid "Launch Shortcut 1 key." msgstr "Tecla Acceso Directo 1." #: doc/classes/@GlobalScope.xml:434 msgid "Launch Shortcut 2 key." msgstr "Tecla Acceso Directo 2." #: doc/classes/@GlobalScope.xml:437 msgid "Launch Shortcut 3 key." msgstr "Tecla Acceso Directo 3." #: doc/classes/@GlobalScope.xml:440 msgid "Launch Shortcut 4 key." msgstr "Tecla Acceso Directo 4." #: doc/classes/@GlobalScope.xml:443 msgid "Launch Shortcut 5 key." msgstr "Tecla Acceso Directo 5." #: doc/classes/@GlobalScope.xml:446 msgid "Launch Shortcut 6 key." msgstr "Tecla Acceso Directo 6." #: doc/classes/@GlobalScope.xml:449 msgid "Launch Shortcut 7 key." msgstr "Tecla Acceso Directo 7." #: doc/classes/@GlobalScope.xml:452 msgid "Launch Shortcut 8 key." msgstr "Tecla Acceso Directo 8." #: doc/classes/@GlobalScope.xml:455 msgid "Launch Shortcut 9 key." msgstr "Tecla Acceso Directo 9." #: doc/classes/@GlobalScope.xml:458 msgid "Launch Shortcut A key." msgstr "Tecla Acceso Directo A." #: doc/classes/@GlobalScope.xml:461 msgid "Launch Shortcut B key." msgstr "Tecla Acceso Directo B." #: doc/classes/@GlobalScope.xml:464 msgid "Launch Shortcut C key." msgstr "Tecla Acceso Directo C." #: doc/classes/@GlobalScope.xml:467 msgid "Launch Shortcut D key." msgstr "Tecla Acceso Directo D." #: doc/classes/@GlobalScope.xml:470 msgid "Launch Shortcut E key." msgstr "Tecla Acceso Directo E." #: doc/classes/@GlobalScope.xml:473 msgid "Launch Shortcut F key." msgstr "Tecla Acceso Directo F." #: doc/classes/@GlobalScope.xml:476 msgid "Unknown key." msgstr "Tecla desconocida." #: doc/classes/@GlobalScope.xml:479 msgid "Space key." msgstr "Tecla Espaciado." #: doc/classes/@GlobalScope.xml:482 msgid "! key." msgstr "Tecla !." #: doc/classes/@GlobalScope.xml:485 msgid "\" key." msgstr "Tecla \"." #: doc/classes/@GlobalScope.xml:488 msgid "# key." msgstr "Tecla #." #: doc/classes/@GlobalScope.xml:491 msgid "$ key." msgstr "Tecla $." #: doc/classes/@GlobalScope.xml:494 msgid "% key." msgstr "Tecla %." #: doc/classes/@GlobalScope.xml:497 msgid "& key." msgstr "Tecla &." #: doc/classes/@GlobalScope.xml:500 msgid "' key." msgstr "Tecla '." #: doc/classes/@GlobalScope.xml:503 msgid "( key." msgstr "Tecla (." #: doc/classes/@GlobalScope.xml:506 msgid ") key." msgstr "Tecla )." #: doc/classes/@GlobalScope.xml:509 msgid "* key." msgstr "Tecla *." #: doc/classes/@GlobalScope.xml:512 msgid "+ key." msgstr "Tecla +." #: doc/classes/@GlobalScope.xml:515 msgid ", key." msgstr "Tecla ,." #: doc/classes/@GlobalScope.xml:518 msgid "- key." msgstr "Tecla -." #: doc/classes/@GlobalScope.xml:521 msgid ". key." msgstr "Tecla .." #: doc/classes/@GlobalScope.xml:524 msgid "/ key." msgstr "Tecla /." #: doc/classes/@GlobalScope.xml:527 msgid "Number 0." msgstr "Número 0." #: doc/classes/@GlobalScope.xml:530 msgid "Number 1." msgstr "Número 1." #: doc/classes/@GlobalScope.xml:533 msgid "Number 2." msgstr "Número 2." #: doc/classes/@GlobalScope.xml:536 msgid "Number 3." msgstr "Número 3." #: doc/classes/@GlobalScope.xml:539 msgid "Number 4." msgstr "Número 4." #: doc/classes/@GlobalScope.xml:542 msgid "Number 5." msgstr "Número 5." #: doc/classes/@GlobalScope.xml:545 msgid "Number 6." msgstr "Número 6." #: doc/classes/@GlobalScope.xml:548 msgid "Number 7." msgstr "Número 7." #: doc/classes/@GlobalScope.xml:551 msgid "Number 8." msgstr "Número 8." #: doc/classes/@GlobalScope.xml:554 msgid "Number 9." msgstr "Número 9." #: doc/classes/@GlobalScope.xml:557 msgid ": key." msgstr "Tecla :." #: doc/classes/@GlobalScope.xml:560 msgid "; key." msgstr "Tecla ;." #: doc/classes/@GlobalScope.xml:563 msgid "< key." msgstr "Tecla <." #: doc/classes/@GlobalScope.xml:566 msgid "= key." msgstr "Tecla =." #: doc/classes/@GlobalScope.xml:569 msgid "> key." msgstr "Tecla >." #: doc/classes/@GlobalScope.xml:572 msgid "? key." msgstr "Tecla ?." #: doc/classes/@GlobalScope.xml:575 msgid "@ key." msgstr "Tecla @." #: doc/classes/@GlobalScope.xml:578 msgid "A key." msgstr "Tecla A." #: doc/classes/@GlobalScope.xml:581 msgid "B key." msgstr "Tecla B." #: doc/classes/@GlobalScope.xml:584 msgid "C key." msgstr "Tecla C." #: doc/classes/@GlobalScope.xml:587 msgid "D key." msgstr "Tecla D." #: doc/classes/@GlobalScope.xml:590 msgid "E key." msgstr "Tecla E." #: doc/classes/@GlobalScope.xml:593 msgid "F key." msgstr "Tecla F." #: doc/classes/@GlobalScope.xml:596 msgid "G key." msgstr "Tecla G." #: doc/classes/@GlobalScope.xml:599 msgid "H key." msgstr "Tecla H." #: doc/classes/@GlobalScope.xml:602 msgid "I key." msgstr "Tecla I." #: doc/classes/@GlobalScope.xml:605 msgid "J key." msgstr "Tecla J." #: doc/classes/@GlobalScope.xml:608 msgid "K key." msgstr "Tecla K." #: doc/classes/@GlobalScope.xml:611 msgid "L key." msgstr "Tecla L." #: doc/classes/@GlobalScope.xml:614 msgid "M key." msgstr "Tecla M." #: doc/classes/@GlobalScope.xml:617 msgid "N key." msgstr "Tecla N." #: doc/classes/@GlobalScope.xml:620 msgid "O key." msgstr "Tecla O." #: doc/classes/@GlobalScope.xml:623 msgid "P key." msgstr "Tecla P." #: doc/classes/@GlobalScope.xml:626 msgid "Q key." msgstr "Tecla Q." #: doc/classes/@GlobalScope.xml:629 msgid "R key." msgstr "Tecla R." #: doc/classes/@GlobalScope.xml:632 msgid "S key." msgstr "Tecla S." #: doc/classes/@GlobalScope.xml:635 msgid "T key." msgstr "Tecla T." #: doc/classes/@GlobalScope.xml:638 msgid "U key." msgstr "Tecla U." #: doc/classes/@GlobalScope.xml:641 msgid "V key." msgstr "Tecla V." #: doc/classes/@GlobalScope.xml:644 msgid "W key." msgstr "Tecla W." #: doc/classes/@GlobalScope.xml:647 msgid "X key." msgstr "Tecla X." #: doc/classes/@GlobalScope.xml:650 msgid "Y key." msgstr "Tecla Y." #: doc/classes/@GlobalScope.xml:653 msgid "Z key." msgstr "Tecla Z." #: doc/classes/@GlobalScope.xml:656 msgid "[ key." msgstr "Tecla [." #: doc/classes/@GlobalScope.xml:659 msgid "\\ key." msgstr "Tecla \\." #: doc/classes/@GlobalScope.xml:662 msgid "] key." msgstr "Tecla ]." #: doc/classes/@GlobalScope.xml:665 msgid "^ key." msgstr "Tecla ^." #: doc/classes/@GlobalScope.xml:668 msgid "_ key." msgstr "Tecla _." #: doc/classes/@GlobalScope.xml:671 msgid "` key." msgstr "Tecla `." #: doc/classes/@GlobalScope.xml:674 msgid "{ key." msgstr "Tecla {." #: doc/classes/@GlobalScope.xml:677 msgid "| key." msgstr "Tecla |." #: doc/classes/@GlobalScope.xml:680 msgid "} key." msgstr "Tecla }." #: doc/classes/@GlobalScope.xml:683 msgid "~ key." msgstr "Tecla ~." #: doc/classes/@GlobalScope.xml:686 msgid "Non-breakable space key." msgstr "Tecla espacio [NBSP]." #: doc/classes/@GlobalScope.xml:689 msgid "¡ key." msgstr "Tecla ¡ ." #: doc/classes/@GlobalScope.xml:692 msgid "¢ key." msgstr "Tecla ¢." #: doc/classes/@GlobalScope.xml:695 msgid "£ key." msgstr "Tecla £." #: doc/classes/@GlobalScope.xml:698 msgid "¤ key." msgstr "Tecla ¤." #: doc/classes/@GlobalScope.xml:701 msgid "¥ key." msgstr "Tecla ¥." #: doc/classes/@GlobalScope.xml:704 msgid "¦ key." msgstr "Tecla ¦." #: doc/classes/@GlobalScope.xml:707 msgid "§ key." msgstr "Tecla §." #: doc/classes/@GlobalScope.xml:710 msgid "¨ key." msgstr "Tecla ¨." #: doc/classes/@GlobalScope.xml:713 msgid "© key." msgstr "Tecla ©." #: doc/classes/@GlobalScope.xml:716 msgid "ª key." msgstr "Tecla ª." #: doc/classes/@GlobalScope.xml:719 msgid "« key." msgstr "Tecla «." #: doc/classes/@GlobalScope.xml:722 msgid "¬ key." msgstr "Tecla ¬." #: doc/classes/@GlobalScope.xml:725 msgid "Soft hyphen key." msgstr "Tecla guion suave." #: doc/classes/@GlobalScope.xml:728 msgid "® key." msgstr "Tecla ®." #: doc/classes/@GlobalScope.xml:731 msgid "¯ key." msgstr "Tecla ¯." #: doc/classes/@GlobalScope.xml:734 msgid "° key." msgstr "Tecla °." #: doc/classes/@GlobalScope.xml:737 msgid "± key." msgstr "Tecla ±." #: doc/classes/@GlobalScope.xml:740 msgid "² key." msgstr "Tecla ²." #: doc/classes/@GlobalScope.xml:743 msgid "³ key." msgstr "Tecla ³." #: doc/classes/@GlobalScope.xml:746 msgid "´ key." msgstr "Tecla ´." #: doc/classes/@GlobalScope.xml:749 msgid "µ key." msgstr "Tecla µ." #: doc/classes/@GlobalScope.xml:752 msgid "¶ key." msgstr "Tecla ¶." #: doc/classes/@GlobalScope.xml:755 msgid "· key." msgstr "Tecla ·." #: doc/classes/@GlobalScope.xml:758 msgid "¸ key." msgstr "Tecla ¸." #: doc/classes/@GlobalScope.xml:761 msgid "¹ key." msgstr "Tecla ¹." #: doc/classes/@GlobalScope.xml:764 msgid "º key." msgstr "Tecla º." #: doc/classes/@GlobalScope.xml:767 msgid "» key." msgstr "Tecla »." #: doc/classes/@GlobalScope.xml:770 msgid "¼ key." msgstr "Tecla ¼." #: doc/classes/@GlobalScope.xml:773 msgid "½ key." msgstr "Tecla ½." #: doc/classes/@GlobalScope.xml:776 msgid "¾ key." msgstr "Tecla ¾." #: doc/classes/@GlobalScope.xml:779 msgid "¿ key." msgstr "Tecla ¿." #: doc/classes/@GlobalScope.xml:782 msgid "À key." msgstr "Tecla À." #: doc/classes/@GlobalScope.xml:785 msgid "Á key." msgstr "Tecla Á." #: doc/classes/@GlobalScope.xml:788 msgid "Â key." msgstr "Tecla Â." #: doc/classes/@GlobalScope.xml:791 msgid "Ã key." msgstr "Tecla Ã." #: doc/classes/@GlobalScope.xml:794 msgid "Ä key." msgstr "Tecla Ä." #: doc/classes/@GlobalScope.xml:797 msgid "Å key." msgstr "Tecla Å." #: doc/classes/@GlobalScope.xml:800 msgid "Æ key." msgstr "Tecla Æ." #: doc/classes/@GlobalScope.xml:803 msgid "Ç key." msgstr "Tecla Ç." #: doc/classes/@GlobalScope.xml:806 msgid "È key." msgstr "Tecla È." #: doc/classes/@GlobalScope.xml:809 msgid "É key." msgstr "Tecla É." #: doc/classes/@GlobalScope.xml:812 msgid "Ê key." msgstr "Tecla Ê." #: doc/classes/@GlobalScope.xml:815 msgid "Ë key." msgstr "Tecla Ë." #: doc/classes/@GlobalScope.xml:818 msgid "Ì key." msgstr "Tecla Ì." #: doc/classes/@GlobalScope.xml:821 msgid "Í key." msgstr "Tecla Í." #: doc/classes/@GlobalScope.xml:824 msgid "Î key." msgstr "Tecla Î." #: doc/classes/@GlobalScope.xml:827 msgid "Ï key." msgstr "Tecla Ï." #: doc/classes/@GlobalScope.xml:830 msgid "Ð key." msgstr "Tecla Ð." #: doc/classes/@GlobalScope.xml:833 msgid "Ñ key." msgstr "Tecla Ñ." #: doc/classes/@GlobalScope.xml:836 msgid "Ò key." msgstr "Tecla Ò." #: doc/classes/@GlobalScope.xml:839 msgid "Ó key." msgstr "Tecla Ó." #: doc/classes/@GlobalScope.xml:842 msgid "Ô key." msgstr "Tecla Ô." #: doc/classes/@GlobalScope.xml:845 msgid "Õ key." msgstr "Tecla Õ." #: doc/classes/@GlobalScope.xml:848 msgid "Ö key." msgstr "Tecla Ö." #: doc/classes/@GlobalScope.xml:851 msgid "× key." msgstr "Tecla ×." #: doc/classes/@GlobalScope.xml:854 msgid "Ø key." msgstr "Tecla Ø." #: doc/classes/@GlobalScope.xml:857 msgid "Ù key." msgstr "Tecla Ù." #: doc/classes/@GlobalScope.xml:860 msgid "Ú key." msgstr "Tecla Ú." #: doc/classes/@GlobalScope.xml:863 msgid "Û key." msgstr "Tecla Û." #: doc/classes/@GlobalScope.xml:866 msgid "Ü key." msgstr "Tecla Ü." #: doc/classes/@GlobalScope.xml:869 msgid "Ý key." msgstr "Tecla Ý." #: doc/classes/@GlobalScope.xml:872 msgid "Þ key." msgstr "Tecla Þ." #: doc/classes/@GlobalScope.xml:875 msgid "ß key." msgstr "Tecla ß." #: doc/classes/@GlobalScope.xml:878 msgid "÷ key." msgstr "Tecla ÷." #: doc/classes/@GlobalScope.xml:881 msgid "ÿ key." msgstr "Tecla ÿ." #: doc/classes/@GlobalScope.xml:884 msgid "Key Code mask." msgstr "Tecla máscara codigo." #: doc/classes/@GlobalScope.xml:887 msgid "Modifier key mask." msgstr "Tecla modificar máscara." #: doc/classes/@GlobalScope.xml:890 msgid "Shift key mask." msgstr "Tecla desplazamiento de la máscara." #: doc/classes/@GlobalScope.xml:893 msgid "Alt key mask." msgstr "Tecla máscara Alt." #: doc/classes/@GlobalScope.xml:896 msgid "Meta key mask." msgstr "Tecla meta máscara." #: doc/classes/@GlobalScope.xml:899 msgid "Ctrl key mask." msgstr "Tecla Control máscara." #: doc/classes/@GlobalScope.xml:902 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:905 msgid "Keypad key mask." msgstr "Tecla máscara keypad." #: doc/classes/@GlobalScope.xml:908 msgid "Group Switch key mask." msgstr "Tecla máscara intercambio grupo." #: doc/classes/@GlobalScope.xml:911 msgid "Left mouse button." msgstr "Botón izquierdo del ratón." #: doc/classes/@GlobalScope.xml:914 msgid "Right mouse button." msgstr "Botón derecho del ratón." #: doc/classes/@GlobalScope.xml:917 msgid "Middle mouse button." msgstr "Botón central del ratón." #: doc/classes/@GlobalScope.xml:920 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:923 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:926 msgid "Mouse wheel up." msgstr "Rueda de ratón arriba." #: doc/classes/@GlobalScope.xml:929 msgid "Mouse wheel down." msgstr "Rueda de ratón abajo." #: doc/classes/@GlobalScope.xml:932 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:935 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:938 msgid "Left mouse button mask." msgstr "Máscara del botón izquierdo del ratón." #: doc/classes/@GlobalScope.xml:941 msgid "Right mouse button mask." msgstr "Máscara del botón derecho del ratón." #: doc/classes/@GlobalScope.xml:944 msgid "Middle mouse button mask." msgstr "Máscara del botón central del ratón." #: doc/classes/@GlobalScope.xml:947 msgid "Extra mouse button 1 mask." msgstr "Botón de ratón extra 1 máscara." #: doc/classes/@GlobalScope.xml:950 msgid "Extra mouse button 2 mask." msgstr "Máscara de botón de ratón extra 2." #: doc/classes/@GlobalScope.xml:953 #, fuzzy msgid "An invalid game controller button." msgstr "Botón A del mando de Nintendo." #: doc/classes/@GlobalScope.xml:956 #, fuzzy msgid "Game controller SDL button A." msgstr "Botón B del mando de Xbox." #: doc/classes/@GlobalScope.xml:959 #, fuzzy msgid "Game controller SDL button B." msgstr "Botón B del mando de Xbox." #: doc/classes/@GlobalScope.xml:962 #, fuzzy msgid "Game controller SDL button X." msgstr "Botón B del mando de Xbox." #: doc/classes/@GlobalScope.xml:965 #, fuzzy msgid "Game controller SDL button Y." msgstr "Botón B del mando de Xbox." #: doc/classes/@GlobalScope.xml:968 #, fuzzy msgid "Game controller SDL back button." msgstr "Botón B del mando de Xbox." #: doc/classes/@GlobalScope.xml:971 #, fuzzy msgid "Game controller SDL guide button." msgstr "Botón B del mando de Xbox." #: doc/classes/@GlobalScope.xml:974 #, fuzzy msgid "Game controller SDL start button." msgstr "Botón B del mando de Xbox." #: doc/classes/@GlobalScope.xml:977 #, fuzzy msgid "Game controller SDL left stick button." msgstr "Botón B del mando de Xbox." #: doc/classes/@GlobalScope.xml:980 #, fuzzy msgid "Game controller SDL right stick button." msgstr "Botón B del mando de Xbox." #: doc/classes/@GlobalScope.xml:983 #, fuzzy msgid "Game controller SDL left shoulder button." msgstr "Botón del hombro izquierdo del mando de videojuegos." #: doc/classes/@GlobalScope.xml:986 #, fuzzy msgid "Game controller SDL right shoulder button." msgstr "Botón del hombro derecho del mando de videojuegos." #: doc/classes/@GlobalScope.xml:989 #, fuzzy msgid "Game controller SDL D-pad up button." msgstr "Botón B del mando de Xbox." #: doc/classes/@GlobalScope.xml:992 #, fuzzy msgid "Game controller SDL D-pad down button." msgstr "Botón B del mando de Xbox." #: doc/classes/@GlobalScope.xml:995 #, fuzzy msgid "Game controller SDL D-pad left button." msgstr "Botón B del mando de Xbox." #: doc/classes/@GlobalScope.xml:998 #, fuzzy msgid "Game controller SDL D-pad right button." msgstr "Botón B del mando de Xbox." #: doc/classes/@GlobalScope.xml:1001 #, fuzzy msgid "The number of SDL game controller buttons." msgstr "Botón B del mando de Xbox." #: doc/classes/@GlobalScope.xml:1004 msgid "Sony DualShock controller X button maps to SDL button A." msgstr "" #: doc/classes/@GlobalScope.xml:1007 msgid "Sony DualShock controller cross button maps to SDL button A." msgstr "" #: doc/classes/@GlobalScope.xml:1010 msgid "Sony DualShock controller circle button maps to SDL button B." msgstr "" #: doc/classes/@GlobalScope.xml:1013 msgid "Sony DualShock controller square button maps to SDL button X." msgstr "" #: doc/classes/@GlobalScope.xml:1016 msgid "Sony DualShock controller triangle button maps to SDL button Y." msgstr "" #: doc/classes/@GlobalScope.xml:1019 msgid "Sony DualShock controller select button maps to SDL back button." msgstr "" #: doc/classes/@GlobalScope.xml:1022 msgid "Sony DualShock controller start button maps to SDL start button." msgstr "" #: doc/classes/@GlobalScope.xml:1025 msgid "Sony DualShock controller PS button maps to SDL guide button." msgstr "" #: doc/classes/@GlobalScope.xml:1028 msgid "Sony DualShock controller L1 button maps to SDL left shoulder button." msgstr "" #: doc/classes/@GlobalScope.xml:1031 msgid "Sony DualShock controller R1 button maps to SDL right shoulder button." msgstr "" #: doc/classes/@GlobalScope.xml:1034 msgid "Sony DualShock controller L3 button maps to SDL left stick button." msgstr "" #: doc/classes/@GlobalScope.xml:1037 msgid "Sony DualShock controller R3 button maps to SDL right stick button." msgstr "" #: doc/classes/@GlobalScope.xml:1040 #, fuzzy msgid "Xbox game controller A button maps to SDL button A." msgstr "Botón A del mando de Xbox." #: doc/classes/@GlobalScope.xml:1043 #, fuzzy msgid "Xbox game controller B button maps to SDL button B." msgstr "Botón B del mando de Xbox." #: doc/classes/@GlobalScope.xml:1046 #, fuzzy msgid "Xbox game controller X button maps to SDL button X." msgstr "Botón X del mando de Xbox." #: doc/classes/@GlobalScope.xml:1049 #, fuzzy msgid "Xbox game controller Y button maps to SDL button Y." msgstr "Boton Y del mando Xbox." #: doc/classes/@GlobalScope.xml:1052 msgid "Xbox game controller back button maps to SDL back button." msgstr "" #: doc/classes/@GlobalScope.xml:1055 msgid "Xbox game controller start button maps to SDL start button." msgstr "" #: doc/classes/@GlobalScope.xml:1058 msgid "Xbox game controller home button maps to SDL guide button." msgstr "" #: doc/classes/@GlobalScope.xml:1061 msgid "Xbox game controller left stick button maps to SDL left stick button." msgstr "" #: doc/classes/@GlobalScope.xml:1064 msgid "Xbox game controller right stick button maps to SDL right stick button." msgstr "" #: doc/classes/@GlobalScope.xml:1067 msgid "" "Xbox game controller left bumper button maps to SDL left shoulder button." msgstr "" #: doc/classes/@GlobalScope.xml:1070 msgid "" "Xbox game controller right bumper button maps to SDL right shoulder button." msgstr "" #: doc/classes/@GlobalScope.xml:1073 #, fuzzy msgid "The maximum number of game controller buttons." msgstr "Botón A del mando de Nintendo." #: doc/classes/@GlobalScope.xml:1076 msgid "An invalid game controller axis." msgstr "" #: doc/classes/@GlobalScope.xml:1079 #, fuzzy msgid "Game controller left joystick x-axis." msgstr "Palo izquierdo del eje vertical del mando de videojuegos." #: doc/classes/@GlobalScope.xml:1082 #, fuzzy msgid "Game controller left joystick y-axis." msgstr "Palo izquierdo del eje vertical del mando de videojuegos." #: doc/classes/@GlobalScope.xml:1085 #, fuzzy msgid "Game controller right joystick x-axis." msgstr "Palo derecho del eje vertical del mando de videojuegos." #: doc/classes/@GlobalScope.xml:1088 #, fuzzy msgid "Game controller right joystick y-axis." msgstr "Palo derecho del eje vertical del mando de videojuegos." #: doc/classes/@GlobalScope.xml:1091 #, fuzzy msgid "Game controller left trigger axis." msgstr "Eje analógico del gatillo izquierdo del mando de videojuegos." #: doc/classes/@GlobalScope.xml:1094 #, fuzzy msgid "Game controller right trigger axis." msgstr "Gatillo derecho de eje analogico del mando de juegos." #: doc/classes/@GlobalScope.xml:1097 msgid "The number of SDL game controller axes." msgstr "" #: doc/classes/@GlobalScope.xml:1100 msgid "Game controller joystick 0 x-axis." msgstr "" #: doc/classes/@GlobalScope.xml:1103 msgid "Game controller joystick 0 y-axis." msgstr "" #: doc/classes/@GlobalScope.xml:1106 msgid "Game controller joystick 1 x-axis." msgstr "" #: doc/classes/@GlobalScope.xml:1109 msgid "Game controller joystick 1 y-axis." msgstr "" #: doc/classes/@GlobalScope.xml:1112 msgid "Game controller joystick 2 x-axis." msgstr "" #: doc/classes/@GlobalScope.xml:1115 msgid "Game controller joystick 2 y-axis." msgstr "" #: doc/classes/@GlobalScope.xml:1118 msgid "Game controller joystick 3 x-axis." msgstr "" #: doc/classes/@GlobalScope.xml:1121 msgid "Game controller joystick 3 y-axis." msgstr "" #: doc/classes/@GlobalScope.xml:1124 msgid "Game controller joystick 4 x-axis." msgstr "" #: doc/classes/@GlobalScope.xml:1127 msgid "Game controller joystick 4 y-axis." msgstr "" #: doc/classes/@GlobalScope.xml:1130 msgid "The maximum number of game controller axes." msgstr "" #: doc/classes/@GlobalScope.xml:1133 msgid "MIDI note OFF message." msgstr "Nota Midi Mensaje OFF." #: doc/classes/@GlobalScope.xml:1136 msgid "MIDI note ON message." msgstr "Nota MIDI Mensaje ON." #: doc/classes/@GlobalScope.xml:1139 msgid "MIDI aftertouch message." msgstr "Nota MIDI Mensaje Despues de tocar." #: doc/classes/@GlobalScope.xml:1142 msgid "MIDI control change message." msgstr "Nota MIDI Control cambiar mensaje." #: doc/classes/@GlobalScope.xml:1145 msgid "MIDI program change message." msgstr "Nota MIDI Mensaje cambiar programa." #: doc/classes/@GlobalScope.xml:1148 msgid "MIDI channel pressure message." msgstr "Nota MIDI Mensaje presion de canal." #: doc/classes/@GlobalScope.xml:1151 msgid "MIDI pitch bend message." msgstr "Nota MIDI Cambio de Tono." #: doc/classes/@GlobalScope.xml:1154 #, fuzzy 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:1166 msgid "Generic error." msgstr "Error genérico." #: doc/classes/@GlobalScope.xml:1169 msgid "Unavailable error." msgstr "Error no disponible." #: doc/classes/@GlobalScope.xml:1172 msgid "Unconfigured error." msgstr "Error sin configurar." #: doc/classes/@GlobalScope.xml:1175 msgid "Unauthorized error." msgstr "Error no autorizado." #: doc/classes/@GlobalScope.xml:1178 msgid "Parameter range error." msgstr "Error de rango de parámetros." #: doc/classes/@GlobalScope.xml:1181 msgid "Out of memory (OOM) error." msgstr "Error de falta de memoria (OOM)." #: doc/classes/@GlobalScope.xml:1184 msgid "File: Not found error." msgstr "Archivo: Error archivo no encontrado." #: doc/classes/@GlobalScope.xml:1187 msgid "File: Bad drive error." msgstr "Archivo: Error de unidad defectuosa." #: doc/classes/@GlobalScope.xml:1190 msgid "File: Bad path error." msgstr "Archivo: Error ruta incorrecta." #: doc/classes/@GlobalScope.xml:1193 msgid "File: No permission error." msgstr "Archivo: Error sin permiso." #: doc/classes/@GlobalScope.xml:1196 msgid "File: Already in use error." msgstr "Archivo: Error archivo ya esta siendo usado." #: doc/classes/@GlobalScope.xml:1199 msgid "File: Can't open error." msgstr "Archivo: Error no se puede abrir." #: doc/classes/@GlobalScope.xml:1202 msgid "File: Can't write error." msgstr "Archivo: Error no se puede escribir." #: doc/classes/@GlobalScope.xml:1205 msgid "File: Can't read error." msgstr "Archivo: Error no se puede leer." #: doc/classes/@GlobalScope.xml:1208 msgid "File: Unrecognized error." msgstr "Archivo: Error no reconocido." #: doc/classes/@GlobalScope.xml:1211 msgid "File: Corrupt error." msgstr "Archivo: Error de corrupción." #: doc/classes/@GlobalScope.xml:1214 msgid "File: Missing dependencies error." msgstr "Archivo: Error no se encuentran las dependencias." #: doc/classes/@GlobalScope.xml:1217 msgid "File: End of file (EOF) error." msgstr "Archivo: Error Fin de fichero (EOF)." #: doc/classes/@GlobalScope.xml:1220 msgid "Can't open error." msgstr "Error no se puede abrir." #: doc/classes/@GlobalScope.xml:1223 msgid "Can't create error." msgstr "Error no se puede crear." #: doc/classes/@GlobalScope.xml:1226 msgid "Query failed error." msgstr "Error fallo la consulta." #: doc/classes/@GlobalScope.xml:1229 msgid "Already in use error." msgstr "Error ya se esta usando." #: doc/classes/@GlobalScope.xml:1232 msgid "Locked error." msgstr "Error Bloqueado (Locked error)." #: doc/classes/@GlobalScope.xml:1235 msgid "Timeout error." msgstr "Error tiempo sobrepasado." #: doc/classes/@GlobalScope.xml:1238 msgid "Can't connect error." msgstr "Error no se puede conectar." #: doc/classes/@GlobalScope.xml:1241 msgid "Can't resolve error." msgstr "Error no se puede resolver." #: doc/classes/@GlobalScope.xml:1244 msgid "Connection error." msgstr "Error de conexión." #: doc/classes/@GlobalScope.xml:1247 msgid "Can't acquire resource error." msgstr "Error, no se pudo adquirir el recurso." #: doc/classes/@GlobalScope.xml:1250 msgid "Can't fork process error." msgstr "Error, no se pudo dividir el proceso." #: doc/classes/@GlobalScope.xml:1253 msgid "Invalid data error." msgstr "Error de datos inválidos." #: doc/classes/@GlobalScope.xml:1256 msgid "Invalid parameter error." msgstr "Error de parámetro inválido." #: doc/classes/@GlobalScope.xml:1259 msgid "Already exists error." msgstr "Error, ya existe." #: doc/classes/@GlobalScope.xml:1262 msgid "Does not exist error." msgstr "Error, no existe." #: doc/classes/@GlobalScope.xml:1265 msgid "Database: Read error." msgstr "Base de datos: Error de lectura." #: doc/classes/@GlobalScope.xml:1268 msgid "Database: Write error." msgstr "Base de datos: Error de escritura." #: doc/classes/@GlobalScope.xml:1271 msgid "Compilation failed error." msgstr "Error de compilación fallida." #: doc/classes/@GlobalScope.xml:1274 msgid "Method not found error." msgstr "Error, método no encontrado." #: doc/classes/@GlobalScope.xml:1277 msgid "Linking failed error." msgstr "Error de enlace fallido." #: doc/classes/@GlobalScope.xml:1280 msgid "Script failed error." msgstr "Error de script fallido." #: doc/classes/@GlobalScope.xml:1283 msgid "Cycling link (import cycle) error." msgstr "Error de enlazado cíclico (import cycle)." #: doc/classes/@GlobalScope.xml:1286 msgid "Invalid declaration error." msgstr "Error de declaración inválida." #: doc/classes/@GlobalScope.xml:1289 msgid "Duplicate symbol error." msgstr "Error de símbolo duplicado." #: doc/classes/@GlobalScope.xml:1292 msgid "Parse error." msgstr "Error de parseo." #: doc/classes/@GlobalScope.xml:1295 msgid "Busy error." msgstr "Error recurso ocupado." #: doc/classes/@GlobalScope.xml:1298 msgid "Skip error." msgstr "Error de salto(Skip error)." #: doc/classes/@GlobalScope.xml:1301 msgid "Help error." msgstr "Error de ayuda." #: doc/classes/@GlobalScope.xml:1304 msgid "Bug error." msgstr "Error bug." #: doc/classes/@GlobalScope.xml:1307 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:1310 msgid "No hint for the edited property." msgstr "No hay sugerencias para la propiedad editada." #: doc/classes/@GlobalScope.xml:1313 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:1316 msgid "" "Hints that an integer or 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:1319 msgid "" "Hints that an integer, float or string property is an enumerated value to " "pick in a list specified via a hint string such as [code]\"Hello,Something," "Else\"[/code]." msgstr "" "Sugerencias de que una propiedad entera, real o de cadena es un valor " "enumerado para elegir en una lista especificada a través de una string de " "sugerencias como [code]\"Hello,Something,Else\"[/code]." #: doc/classes/@GlobalScope.xml:1322 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:1325 doc/classes/@GlobalScope.xml:1328 msgid "Deprecated hint, unused." msgstr "Sugerencia obsoleta, sin usar." #: doc/classes/@GlobalScope.xml:1331 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:1334 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:1337 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:1340 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:1343 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:1346 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:1349 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:1352 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:1355 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:1358 msgid "" "Hints that a property is an instance of a [Resource]-derived type, " "optionally specified via the hint string (e.g. [code]\"Texture2D\"[/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:1361 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:1364 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:1367 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:1370 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:1373 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:1376 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:1379 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:1382 doc/classes/@GlobalScope.xml:1385 msgid "Deprecated usage flag, unused." msgstr "Bit de uso obsoleto, sin uso." #: doc/classes/@GlobalScope.xml:1388 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:1391 msgid "The property is checked in the editor inspector." msgstr "La propiedad se comprueba en el inspector de edición." #: doc/classes/@GlobalScope.xml:1394 msgid "The property is a translatable string." msgstr "La propiedad es una string traducible." #: doc/classes/@GlobalScope.xml:1397 msgid "Used to group properties together in the editor." msgstr "Se utiliza para agrupar las propiedades en el editor." #: doc/classes/@GlobalScope.xml:1400 msgid "Used to categorize properties together in the editor." msgstr "Se usa para categorizar las propiedades juntas en el editor." #: doc/classes/@GlobalScope.xml:1403 msgid "" "Used to group properties together in the editor in a subgroup (under a " "group)." msgstr "" "Se utiliza para agrupar las propiedades en el editor en un subgrupo (bajo un " "grupo)." #: doc/classes/@GlobalScope.xml:1406 msgid "The property does not save its state in [PackedScene]." msgstr "La propiedad no guarda su estado en [PackedScene]." #: doc/classes/@GlobalScope.xml:1409 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:1412 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:1415 msgid "Default usage (storage, editor and network)." msgstr "Uso por defecto (almacenamiento, editor y red)." #: doc/classes/@GlobalScope.xml:1418 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:1421 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:1424 msgid "Flag for a normal method." msgstr "Flag para un método normal." #: doc/classes/@GlobalScope.xml:1427 msgid "Flag for an editor method." msgstr "Flag para un método editor." #: doc/classes/@GlobalScope.xml:1430 doc/classes/@GlobalScope.xml:1436 #: doc/classes/@GlobalScope.xml:1442 msgid "Deprecated method flag, unused." msgstr "Flag método obsoleto, sin uso." #: doc/classes/@GlobalScope.xml:1433 msgid "Flag for a constant method." msgstr "Flag para un método constante." #: doc/classes/@GlobalScope.xml:1439 msgid "Flag for a virtual method." msgstr "Flag para un método virtual." #: doc/classes/@GlobalScope.xml:1445 msgid "Default method flags." msgstr "Método por defecto flags." #: doc/classes/@GlobalScope.xml:1448 msgid "Variable is [code]null[/code]." msgstr "La variable es [code]null[/code]." #: doc/classes/@GlobalScope.xml:1451 msgid "Variable is of type [bool]." msgstr "La variable es de tipo [bool]." #: doc/classes/@GlobalScope.xml:1454 msgid "Variable is of type [int]." msgstr "La variable es de tipo [int]." #: doc/classes/@GlobalScope.xml:1457 msgid "Variable is of type [float] (real)." msgstr "La variable es de tipo [float](real)." #: doc/classes/@GlobalScope.xml:1460 msgid "Variable is of type [String]." msgstr "La variable es de tipo [String]." #: doc/classes/@GlobalScope.xml:1463 msgid "Variable is of type [Vector2]." msgstr "La variable es de tipo [Vector2]." #: doc/classes/@GlobalScope.xml:1466 msgid "Variable is of type [Vector2i]." msgstr "La variable es de tipo [Vector2i]." #: doc/classes/@GlobalScope.xml:1469 msgid "Variable is of type [Rect2]." msgstr "La variable es de tipo [Rect2]." #: doc/classes/@GlobalScope.xml:1472 msgid "Variable is of type [Rect2i]." msgstr "La variable es de tipo [Rect2i]." #: doc/classes/@GlobalScope.xml:1475 msgid "Variable is of type [Vector3]." msgstr "La variable es de tipo [Vector3]." #: doc/classes/@GlobalScope.xml:1478 msgid "Variable is of type [Vector3i]." msgstr "La variable es de tipo [Vector3i]." #: doc/classes/@GlobalScope.xml:1481 msgid "Variable is of type [Transform2D]." msgstr "La variable es de tipo [Transform2D]." #: doc/classes/@GlobalScope.xml:1484 msgid "Variable is of type [Plane]." msgstr "La variable es de tipo [Plane]." #: doc/classes/@GlobalScope.xml:1487 msgid "Variable is of type [Quat]." msgstr "La variable es de tipo [Quat]." #: doc/classes/@GlobalScope.xml:1490 msgid "Variable is of type [AABB]." msgstr "La variable es de tipo [AABB]." #: doc/classes/@GlobalScope.xml:1493 msgid "Variable is of type [Basis]." msgstr "La variable es de tipo [Basis]." #: doc/classes/@GlobalScope.xml:1496 msgid "Variable is of type [Transform]." msgstr "La variable es de tipo [Transform]." #: doc/classes/@GlobalScope.xml:1499 msgid "Variable is of type [Color]." msgstr "La variable es de tipo [Color]." #: doc/classes/@GlobalScope.xml:1502 msgid "Variable is of type [StringName]." msgstr "La variable es de tipo [StringName]." #: doc/classes/@GlobalScope.xml:1505 msgid "Variable is of type [NodePath]." msgstr "La variable es de tipo [NodePath]." #: doc/classes/@GlobalScope.xml:1508 msgid "Variable is of type [RID]." msgstr "La variable es de tipo [RID]." #: doc/classes/@GlobalScope.xml:1511 msgid "Variable is of type [Object]." msgstr "La variable es de tipo [Object]." #: doc/classes/@GlobalScope.xml:1514 msgid "Variable is of type [Callable]." msgstr "La variable es de tipo [Callable]." #: doc/classes/@GlobalScope.xml:1517 msgid "Variable is of type [Signal]." msgstr "La variable es de tipo [Signal]." #: doc/classes/@GlobalScope.xml:1520 msgid "Variable is of type [Dictionary]." msgstr "La variable es de tipo [Dictionary]." #: doc/classes/@GlobalScope.xml:1523 msgid "Variable is of type [Array]." msgstr "La variable es de tipo [Array]." #: doc/classes/@GlobalScope.xml:1526 msgid "Variable is of type [PackedByteArray]." msgstr "La variable es de tipo [PackedByteArray]." #: doc/classes/@GlobalScope.xml:1529 msgid "Variable is of type [PackedInt32Array]." msgstr "La variable es de tipo [PackedInt32Array]." #: doc/classes/@GlobalScope.xml:1532 msgid "Variable is of type [PackedInt64Array]." msgstr "La variable es de tipo [PackedInt64Array]." #: doc/classes/@GlobalScope.xml:1535 msgid "Variable is of type [PackedFloat32Array]." msgstr "La variable es de tipo [PackedFloat32Array]." #: doc/classes/@GlobalScope.xml:1538 msgid "Variable is of type [PackedFloat64Array]." msgstr "La variable es de tipo [PackedFloat64Array]." #: doc/classes/@GlobalScope.xml:1541 msgid "Variable is of type [PackedStringArray]." msgstr "La variable es de tipo [PackedStringArray]." #: doc/classes/@GlobalScope.xml:1544 msgid "Variable is of type [PackedVector2Array]." msgstr "La variable es de tipo [PackedVector2Array]." #: doc/classes/@GlobalScope.xml:1547 msgid "Variable is of type [PackedVector3Array]." msgstr "La variable es de tipo [PackedVector3Array]." #: doc/classes/@GlobalScope.xml:1550 msgid "Variable is of type [PackedColorArray]." msgstr "La variable es de tipo [PackedColorArray]." #: doc/classes/@GlobalScope.xml:1553 msgid "Represents the size of the [enum Variant.Type] enum." msgstr "Representa el tamaño del enum [enum. Variant.Type]." #: doc/classes/@GlobalScope.xml:1556 msgid "Equality operator ([code]==[/code])." msgstr "Operador de igualdad ([code]==[/code])." #: doc/classes/@GlobalScope.xml:1559 msgid "Inequality operator ([code]!=[/code])." msgstr "Operador desigualdad ([code]!=[/code])." #: doc/classes/@GlobalScope.xml:1562 msgid "Less than operator ([code]<[/code])." msgstr "Operador menor que ([code]<[/code])." #: doc/classes/@GlobalScope.xml:1565 msgid "Less than or equal operator ([code]<=[/code])." msgstr "Operador menor o igual que ([code]<=[/code])." #: doc/classes/@GlobalScope.xml:1568 msgid "Greater than operator ([code]>[/code])." msgstr "Operador mayor que ([code]>[/code])." #: doc/classes/@GlobalScope.xml:1571 msgid "Greater than or equal operator ([code]>=[/code])." msgstr "Operador igual o mayor que ([code]>=[/code])." #: doc/classes/@GlobalScope.xml:1574 msgid "Addition operator ([code]+[/code])." msgstr "Operador suma ([code]+[/code])." #: doc/classes/@GlobalScope.xml:1577 msgid "Subtraction operator ([code]-[/code])." msgstr "Operador resta ([code]-[/code])." #: doc/classes/@GlobalScope.xml:1580 msgid "Multiplication operator ([code]*[/code])." msgstr "Operador multiplicación ([code]*[/code])." #: doc/classes/@GlobalScope.xml:1583 msgid "Division operator ([code]/[/code])." msgstr "Operador división ([code]/[/code])." #: doc/classes/@GlobalScope.xml:1586 msgid "Unary negation operator ([code]-[/code])." msgstr "Operador unario de negación ([code]-[/code]." #: doc/classes/@GlobalScope.xml:1589 msgid "Unary plus operator ([code]+[/code])." msgstr "Operador unario de suma ([code]+[/code])." #: doc/classes/@GlobalScope.xml:1592 msgid "Remainder/modulo operator ([code]%[/code])." msgstr "Operador modulo/resto ([code]%[/code])." #: doc/classes/@GlobalScope.xml:1595 msgid "String concatenation operator ([code]+[/code])." msgstr "Operador concatenación de strings ([code]+[/code])." #: doc/classes/@GlobalScope.xml:1598 msgid "Left shift operator ([code]<<[/code])." msgstr "Operador de desplazamiento binario izquierdo ([code]<<[/code])." #: doc/classes/@GlobalScope.xml:1601 msgid "Right shift operator ([code]>>[/code])." msgstr "Operador de desplazamiento binario derecho ([code]>>[/code])." #: doc/classes/@GlobalScope.xml:1604 msgid "Bitwise AND operator ([code]&[/code])." msgstr "Operador binario AND ([code]&[/code])." #: doc/classes/@GlobalScope.xml:1607 msgid "Bitwise OR operator ([code]|[/code])." msgstr "Operador binario OR ([code]|[/code])." #: doc/classes/@GlobalScope.xml:1610 msgid "Bitwise XOR operator ([code]^[/code])." msgstr "Operador binario XOR ([code]^[/code])." #: doc/classes/@GlobalScope.xml:1613 msgid "Bitwise NOT operator ([code]~[/code])." msgstr "Operador binario NOT ([code]~[/code])." #: doc/classes/@GlobalScope.xml:1616 msgid "Logical AND operator ([code]and[/code] or [code]&&[/code])." msgstr "Operador AND lógico ([code]and[/code] o [code]&&[/code])." #: doc/classes/@GlobalScope.xml:1619 msgid "Logical OR operator ([code]or[/code] or [code]||[/code])." msgstr "Operador OR lógico ([code]or[/code] o [code]||[/code])." #: doc/classes/@GlobalScope.xml:1622 msgid "Logical XOR operator (not implemented in GDScript)." msgstr "Operador XOR lógico ( no implementado en GDScript)." #: doc/classes/@GlobalScope.xml:1625 msgid "Logical NOT operator ([code]not[/code] or [code]![/code])." msgstr "Operador NOT lógico ([code]NOT[/code] o [code]![/code])." #: doc/classes/@GlobalScope.xml:1628 msgid "Logical IN operator ([code]in[/code])." msgstr "Operador lógico In ([code]in[/code])." #: doc/classes/@GlobalScope.xml:1631 msgid "Represents the size of the [enum Variant.Operator] enum." msgstr "Representa el tamaño del enum [enum Variant.Operator]." #: doc/classes/AABB.xml:4 msgid "Axis-Aligned Bounding Box." msgstr "Caja bordeada alineada con el eje." #: doc/classes/AABB.xml:7 msgid "" "AABB consists of a position, a size, and several utility functions. It is " "typically used for fast overlap tests." msgstr "" "El AABB consiste en una posición, un tamaño y varias funciones de utilidad. " "Se utiliza típicamente para pruebas de superposición rápida." #: doc/classes/AABB.xml:10 doc/classes/Plane.xml:10 doc/classes/Rect2.xml:11 #: doc/classes/Rect2i.xml:11 doc/classes/Transform.xml:10 #: doc/classes/Vector2.xml:12 doc/classes/Vector2i.xml:12 #: doc/classes/Vector3.xml:12 doc/classes/Vector3i.xml:12 msgid "https://docs.godotengine.org/en/latest/tutorials/math/index.html" msgstr "https://docs.godotengine.org/es/latest/tutorials/math/index.html" #: doc/classes/AABB.xml:21 msgid "Optional constructor, accepts position and size." msgstr "Constructor opcional, acepta la posición y el tamaño." #: doc/classes/AABB.xml:30 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:39 msgid "Returns this [AABB] expanded to include a given point." msgstr "Devuelve este [AABB] ampliado para incluir un punto dado." #: doc/classes/AABB.xml:46 msgid "Returns the volume of the [AABB]." msgstr "Devuelve el volumen del [AABB]." #: doc/classes/AABB.xml:55 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:62 msgid "Returns the normalized longest axis of the [AABB]." msgstr "Devuelve el eje más largo normalizado del [AABB]." #: doc/classes/AABB.xml:69 #, fuzzy 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:76 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:83 msgid "Returns the normalized shortest axis of the [AABB]." msgstr "Devuelve el eje más corto normalizado de la [AABB]." #: doc/classes/AABB.xml:90 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:97 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:106 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:115 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:122 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:129 msgid "Returns [code]true[/code] if the [AABB] is empty." msgstr "Devuelve [code]true[/code] si el [AABB] está vacío." #: doc/classes/AABB.xml:138 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:147 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:156 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:165 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:176 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:185 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 [método @GDScript.is_equal_aprox] en " "cada componente." #: doc/classes/AABB.xml:194 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:200 msgid "" "Ending corner. This is calculated as [code]position + size[/code]. Changing " "this property changes [member size] accordingly." msgstr "" "Esquina final. Esto se calcula como [code]position + size[/code]. Cambiar " "esta propiedad cambia [member size]." #: doc/classes/AABB.xml:203 msgid "Beginning corner." msgstr "Esquina de inicial." #: doc/classes/AABB.xml:206 doc/classes/Rect2.xml:180 #: doc/classes/Rect2i.xml:169 msgid "Size from position to end." msgstr "Tamaño desde la posición hasta el final." #: doc/classes/AcceptDialog.xml:4 msgid "Base dialog for user notification." msgstr "Diálogo base para la notificación al usuario." #: doc/classes/AcceptDialog.xml:7 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:22 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." 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:32 msgid "" "Adds a button with label [code]name[/code] and a cancel action to the dialog " "and returns the created button." 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:39 msgid "Returns the label used for built-in text." msgstr "Devuelve la etiqueta utilizada para el texto interno." #: doc/classes/AcceptDialog.xml:46 msgid "Returns the OK [Button] instance." msgstr "Devuelve la instancia del [Button] OK." #: doc/classes/AcceptDialog.xml:55 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:61 msgid "Sets autowrapping for the text in the dialog." msgstr "El texto se expande automáticamente en el diálogo." #: doc/classes/AcceptDialog.xml:64 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:68 msgid "The text displayed by the dialog." msgstr "El texto mostrado en el diálogo." #: doc/classes/AcceptDialog.xml:82 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:89 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:4 msgid "Interface to low level AES encryption features." msgstr "" #: doc/classes/AESContext.xml:7 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 "" #: doc/classes/AESContext.xml:47 msgid "Close this AES context so it can be started again. See [method start]." msgstr "" #: doc/classes/AESContext.xml:54 msgid "" "Get the current IV state for this context (IV gets updated when calling " "[method update]). You normally don't need this funciton.\n" "Note: This function only makes sense when the context is started with " "[constant MODE_CBC_ENCRYPT] or [constant MODE_CBC_DECRYPT]." msgstr "" #: doc/classes/AESContext.xml:68 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 "" #: doc/classes/AESContext.xml:77 msgid "" "Run the desired operation for this AES context. Will return a " "[PackedByteArray] containing the result of encrypting (or decrypting) the " "given [code]src[/code]. See [method start] for mode of operation.\n" "Note: The size of [code]src[/code] must be a multiple of 16. Apply some " "padding if needed." msgstr "" #: doc/classes/AESContext.xml:84 msgid "AES electronic codebook encryption mode." msgstr "" #: doc/classes/AESContext.xml:87 msgid "AES electronic codebook decryption mode." msgstr "" #: doc/classes/AESContext.xml:90 msgid "AES cipher blocker chaining encryption mode." msgstr "" #: doc/classes/AESContext.xml:93 msgid "AES cipher blocker chaining decryption mode." msgstr "" #: doc/classes/AESContext.xml:96 msgid "Maximum value for the mode enum." msgstr "" #: doc/classes/AnimatedSprite2D.xml:4 msgid "Sprite node that can use multiple textures for animation." msgstr "Nodo Sprite que puede usar múltiples texturas para la animación." #: doc/classes/AnimatedSprite2D.xml:7 doc/classes/AnimatedSprite3D.xml:7 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/AnimatedSprite2D.xml:16 doc/classes/AnimatedSprite3D.xml:16 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/AnimatedSprite2D.xml:27 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/AnimatedSprite2D.xml:34 doc/classes/AnimatedSprite3D.xml:32 msgid "Stops the current animation (does not reset the frame counter)." msgstr "Detiene la animación actual (no reinicia el contador de fotogramas)." #: doc/classes/AnimatedSprite2D.xml:40 doc/classes/AnimatedSprite3D.xml:38 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/AnimatedSprite2D.xml:43 doc/classes/SpriteBase3D.xml:55 msgid "If [code]true[/code], texture will be centered." msgstr "Si [code]true[/code], la textura se centrará." #: doc/classes/AnimatedSprite2D.xml:46 doc/classes/Sprite2D.xml:41 #: doc/classes/SpriteBase3D.xml:61 doc/classes/TextureRect.xml:18 msgid "If [code]true[/code], texture is flipped horizontally." msgstr "Si [code]true[/code], la textura se voltea horizontalmente." #: doc/classes/AnimatedSprite2D.xml:49 doc/classes/Sprite2D.xml:44 #: doc/classes/SpriteBase3D.xml:64 doc/classes/TextureRect.xml:21 msgid "If [code]true[/code], texture is flipped vertically." msgstr "Si [code]true[/code], la textura se voltea verticalmente." #: doc/classes/AnimatedSprite2D.xml:52 doc/classes/AnimatedSprite3D.xml:41 msgid "The displayed animation frame's index." msgstr "El índice del cuadro de animación mostrado." #: doc/classes/AnimatedSprite2D.xml:55 doc/classes/AnimatedSprite3D.xml:44 msgid "The [SpriteFrames] resource containing the animation(s)." msgstr "El recurso [SpriteFrames] que contiene la(s) animación(es)." #: doc/classes/AnimatedSprite2D.xml:58 doc/classes/Sprite2D.xml:60 #: doc/classes/SpriteBase3D.xml:70 msgid "The texture's drawing offset." msgstr "El desplazamiento al dibujar de la textura." #: doc/classes/AnimatedSprite2D.xml:61 doc/classes/AnimatedSprite3D.xml:47 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/AnimatedSprite2D.xml:64 msgid "Strength of the specular light effect of this [AnimatedSprite2D]." msgstr "La fuerza del efecto de luz especular de este [AnimatedSprite2D]." #: doc/classes/AnimatedSprite2D.xml:67 doc/classes/Sprite2D.xml:75 msgid "The color of the specular light effect." msgstr "El color del efecto de la luz especular." #: doc/classes/AnimatedSprite2D.xml:70 msgid "The animation speed is multiplied by this value." msgstr "La velocidad de la animación se multiplica por este valor." #: doc/classes/AnimatedSprite2D.xml:76 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/AnimatedSprite2D.xml:81 doc/classes/AnimatedSprite3D.xml:53 msgid "Emitted when [member frame] changed." msgstr "Emitido cuando [member frame] cambió." #: doc/classes/AnimatedSprite3D.xml:4 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:25 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/AnimatedTexture.xml:4 msgid "Proxy texture for simple frame-based animations." msgstr "Textura de conexión para animaciones simples basadas en fotogramas." #: doc/classes/AnimatedTexture.xml:7 msgid "" "[AnimatedTexture] is a resource format for frame-based animations, where " "multiple textures can be chained automatically with a predefined delay for " "each frame. Unlike [AnimationPlayer] or [AnimatedSprite2D], it isn't a " "[Node], but has the advantage of being usable anywhere a [Texture2D] " "resource can be used, e.g. in a [TileSet].\n" "The playback of the animation is controlled by the [member 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. " "Also, it doesn't support [AtlasTexture]. Each frame needs to be separate " "image." 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 [Nodo], 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:20 msgid "Returns the given frame's delay value." msgstr "Devuelve el valor de retardo del fotograma dado." #: doc/classes/AnimatedTexture.xml:29 msgid "Returns the given frame's [Texture2D]." msgstr "Devuelve la [Texture2D] de un fotograma." #: doc/classes/AnimatedTexture.xml:40 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 [miembro 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:58 msgid "" "Assigns a [Texture2D] 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:65 msgid "Sets the currently visible frame of the texture." msgstr "Establece el fotograma actualmente visible de la textura." #: doc/classes/AnimatedTexture.xml:68 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:72 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:75 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:78 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:83 msgid "" "The maximum number of frames supported by [AnimatedTexture]. If you need " "more frames in your animation, use [AnimationPlayer] or [AnimatedSprite2D]." msgstr "" "El número máximo de fotogramas soportados por [AnimatedTexture]. Si " "necesitas más fotogramas en tu animación, usa [AnimationPlayer] o " "[AnimatedSprite2D]." #: doc/classes/Animation.xml:4 msgid "Contains data used to animate everything in the engine." msgstr "Contiene datos usados para animar todo en el motor." #: doc/classes/Animation.xml:7 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 1 second.\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] 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 1 segundo\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:20 doc/classes/AnimationPlayer.xml:13 msgid "https://docs.godotengine.org/en/latest/tutorials/animation/index.html" msgstr "https://docs.godotengine.org/es/latest/tutorials/animation/index.html" #: doc/classes/Animation.xml:31 msgid "Adds a track to the Animation." msgstr "Añade una pista a la animación." #: doc/classes/Animation.xml:42 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:55 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:68 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:79 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:91 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:103 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:120 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:134 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:147 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:160 msgid "" "Sets the stream 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 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:171 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:182 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:193 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:210 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:222 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:235 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:248 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:261 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:268 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:279 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:288 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:295 msgid "Returns the amount of tracks in the animation." msgstr "Devuelve la cantidad de pistas en la animación." #: doc/classes/Animation.xml:308 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:319 msgid "Returns the method name of a method track." msgstr "Devuelve el nombre del método de una pista de método." #: doc/classes/Animation.xml:330 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:339 msgid "Removes a track by specifying the track index." msgstr "Elimina una pista especificando el índice de la pista." #: doc/classes/Animation.xml:352 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:361 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:370 msgid "Returns the interpolation type of a given track." msgstr "Devuelve el tipo de interpolación de una pista determinada." #: doc/classes/Animation.xml:379 msgid "Returns the amount of keys in a given track." msgstr "Devuelve la cantidad de claves en una pista determinada." #: doc/classes/Animation.xml:390 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:401 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:412 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:421 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:430 msgid "Gets the type of a track." msgstr "Obtiene el tipo de pista." #: doc/classes/Animation.xml:445 msgid "Insert a generic key in a given track." msgstr "Insertar una clave genérica en una pista determinada." #: doc/classes/Animation.xml:454 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:463 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:472 msgid "Moves a track down." msgstr "Mueve una pista hacia abajo." #: doc/classes/Animation.xml:483 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:492 msgid "Moves a track up." msgstr "Mueve una pista hacia arriba." #: doc/classes/Animation.xml:503 msgid "Removes a key by index in a given track." msgstr "Elimina una clave por índice en una pista dada." #: doc/classes/Animation.xml:514 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:525 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:536 msgid "Sets the given track as imported or not." msgstr "Establece la pista dada como importada o no." #: doc/classes/Animation.xml:547 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:558 msgid "Sets the interpolation type of a given track." msgstr "Establece el tipo de interpolación de una pista determinada." #: doc/classes/Animation.xml:571 msgid "Sets the time of an existing key." msgstr "Establece la hora de una clave existente." #: doc/classes/Animation.xml:584 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:597 msgid "Sets the value of an existing key." msgstr "Establece el valor de una clave existente." #: doc/classes/Animation.xml:608 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:620 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:637 msgid "Insert a transform key for a transform track." msgstr "Inserte una clave de transformación para una pista de transformación." #: doc/classes/Animation.xml:648 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:661 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:670 msgid "Returns the update mode of a value track." msgstr "Devuelve el modo de actualización de una pista de valores." #: doc/classes/Animation.xml:681 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:687 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:691 msgid "" "A flag indicating that the animation must loop. This is uses 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:694 msgid "The animation step value." msgstr "El valor del paso de la animación." #: doc/classes/Animation.xml:700 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:706 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:709 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:712 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:715 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:718 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:721 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:724 msgid "No interpolation (nearest value)." msgstr "No hay interpolación (valor más cercano)." #: doc/classes/Animation.xml:727 msgid "Linear interpolation." msgstr "Interpolación lineal." #: doc/classes/Animation.xml:730 msgid "Cubic interpolation." msgstr "Interpolación cúbica." #: doc/classes/Animation.xml:733 msgid "Update between keyframes." msgstr "Actualización entre fotogramas clave." #: doc/classes/Animation.xml:736 msgid "Update at the keyframes and hold the value." msgstr "Actualizar los fotogramas clave y mantener el valor." #: doc/classes/Animation.xml:739 msgid "Update at the keyframes." msgstr "Actualización de los fotogramas clave." #: doc/classes/Animation.xml:742 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:4 msgid "Base resource for [AnimationTree] nodes." msgstr "Recurso base para los nodos de [AnimationTree]." #: doc/classes/AnimationNode.xml:7 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:11 doc/classes/AnimationNodeAdd2.xml:10 #: doc/classes/AnimationNodeAdd3.xml:14 #: doc/classes/AnimationNodeAnimation.xml:10 #: doc/classes/AnimationNodeBlend2.xml:10 #: doc/classes/AnimationNodeBlend3.xml:14 #: doc/classes/AnimationNodeBlendSpace1D.xml:13 #: doc/classes/AnimationNodeBlendSpace2D.xml:12 #: doc/classes/AnimationNodeBlendTree.xml:10 #: doc/classes/AnimationNodeOneShot.xml:10 #: doc/classes/AnimationNodeOutput.xml:9 #: doc/classes/AnimationNodeStateMachine.xml:15 #: doc/classes/AnimationNodeStateMachinePlayback.xml:15 #: doc/classes/AnimationNodeStateMachineTransition.xml:8 #: doc/classes/AnimationNodeTimeScale.xml:10 #: doc/classes/AnimationNodeTimeSeek.xml:10 #: doc/classes/AnimationNodeTransition.xml:10 doc/classes/AnimationTree.xml:10 msgid "" "https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree." "html" msgstr "" "https://docs.godotengine.org/es/latest/tutorials/animation/animation_tree." "html" #: doc/classes/AnimationNode.xml:20 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:37 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:56 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:77 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 "" "Mezclar otro nodo de animación (en caso de que este nodo contenga nodos de " "animación infantil). Esta función sólo es útil si heredas de " "[AnimationRootNode] en su lugar, de lo contrario los editores no mostrarán " "tu nodo para sumar." #: doc/classes/AnimationNode.xml:84 msgid "Gets the text caption for this node (used by some editors)." msgstr "" "Obtiene la leyenda del texto de este nodo (usado por algunos editores)." #: doc/classes/AnimationNode.xml:93 msgid "" "Gets a child node by index (used by editors inheriting from " "[AnimationRootNode])." msgstr "" "Obtiene un nodo hijo por índice (utilizado por los editores que heredan de " "[AnimationRootNode])." #: doc/classes/AnimationNode.xml:100 msgid "" "Gets all children nodes in order as a [code]name: node[/code] dictionary. " "Only useful when inheriting [AnimationRootNode]." msgstr "" "Ordena todos los nodos infantiles como un diccionario de [code]name: node[/" "code]. Sólo es útil cuando se hereda [AnimationRootNode]." #: doc/classes/AnimationNode.xml:107 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:116 msgid "Gets the name of an input by index." msgstr "Obtiene el nombre de una entrada por índice." #: doc/classes/AnimationNode.xml:125 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:134 msgid "" "Gets the default value of a parameter. Parameters are custom local memory " "used for your nodes, given a resource can be reused in multiple trees." 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:141 msgid "" "Gets the property information for parameter. 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:148 msgid "" "Returns [code]true[/code] whether you want the blend tree editor to 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:157 msgid "Returns [code]true[/code] whether a given path is filtered." msgstr "Devuelve [code]true[/code] si un camino dado es filtrado." #: doc/classes/AnimationNode.xml:168 msgid "" "User-defined callback called when a custom node is processed. The " "[code]time[/code] parameter is a relative delta, unless [code]seek[/code] is " "[code]true[/code], in which case it is absolute.\n" "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:179 msgid "Removes an input, call this only when inactive." msgstr "Elimina una entrada, llama a esto sólo cuando está inactivo." #: doc/classes/AnimationNode.xml:190 msgid "Adds or removes a path for the filter." msgstr "Añade o elimina una ruta para el filtro." #: doc/classes/AnimationNode.xml:201 msgid "" "Sets a custom parameter. These are used as local storage, 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:207 msgid "If [code]true[/code], filtering is enabled." msgstr "Si [code]true[/code], el filtrado está activado." #: doc/classes/AnimationNode.xml:213 msgid "Called when the node was removed from the graph." msgstr "Llamado cuando el nodo es eliminado desde el gráfico." #: doc/classes/AnimationNode.xml:218 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:224 msgid "Do not use filtering." msgstr "No utilice el filtrado." #: doc/classes/AnimationNode.xml:227 msgid "Paths matching the filter will be allowed to pass." msgstr "Las rutas que coincidan con el filtro podrán pasar." #: doc/classes/AnimationNode.xml:230 msgid "Paths matching the filter will be discarded." msgstr "Las rutas que coincidan con el filtro serán descartados." #: doc/classes/AnimationNode.xml:233 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:4 msgid "Blends two animations additively inside of an [AnimationNodeBlendTree]." msgstr "" "Mezcla dos animaciones sumándolas dentro de un [AnimationNodeBlendTree]." #: doc/classes/AnimationNodeAdd2.xml:7 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:16 doc/classes/AnimationNodeAdd3.xml:20 #: doc/classes/AnimationNodeBlend2.xml:16 #: doc/classes/AnimationNodeBlend3.xml:20 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:4 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:7 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/AnimationNodeAnimation.xml:4 msgid "Input animation to use in an [AnimationNodeBlendTree]." msgstr "Introducir la animación para usarla en un [AnimationNodeBlendTree]." #: doc/classes/AnimationNodeAnimation.xml:7 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:16 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:4 msgid "Blends two animations linearly inside of an [AnimationNodeBlendTree]." msgstr "" "Mezcla dos animaciones linealmente dentro de un [AnimationNodeBlendTree]." #: doc/classes/AnimationNodeBlend2.xml:7 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:4 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:7 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:4 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:7 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:26 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:33 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:42 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:51 #: doc/classes/AnimationNodeBlendSpace2D.xml:65 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:60 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:71 #: doc/classes/AnimationNodeBlendSpace2D.xml:112 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:82 #: doc/classes/AnimationNodeBlendSpace2D.xml:123 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:88 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:91 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:94 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:97 msgid "Label of the virtual axis of the blend space." msgstr "Etiqueta del eje virtual del espacio de mezcla." #: doc/classes/AnimationNodeBlendSpace2D.xml:4 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:7 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:25 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:40 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:47 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:56 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:72 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:83 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:92 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:101 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:129 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:132 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:135 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:138 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:141 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:144 msgid "Name of the blend space's X axis." msgstr "Nombre del eje X del espacio de la mezcla." #: doc/classes/AnimationNodeBlendSpace2D.xml:147 msgid "Name of the blend space's Y axis." msgstr "El nombre del eje Y del espacio de mezcla." #: doc/classes/AnimationNodeBlendSpace2D.xml:153 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:159 msgid "The interpolation between animations is linear." msgstr "La interpolación entre las animaciones es lineal." #: doc/classes/AnimationNodeBlendSpace2D.xml:162 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:165 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:4 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:7 msgid "" "This node may contain a sub-tree of any other blend type nodes, such as mix, " "blend2, blend3, one shot, etc. This is one of the most commonly used roots." 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:23 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:36 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:47 msgid "Disconnects the node connected to the specified input." msgstr "Desconecta el nodo conectado a la entrada especificada." #: doc/classes/AnimationNodeBlendTree.xml:56 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:65 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:74 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:83 msgid "Removes a sub-node." msgstr "Elimina un subnodo." #: doc/classes/AnimationNodeBlendTree.xml:94 msgid "Changes the name of a sub-node." msgstr "Cambia el nombre de un subnodo." #: doc/classes/AnimationNodeBlendTree.xml:105 msgid "Modifies the position of a sub-node." msgstr "Modifica la posición de un subnodo." #: doc/classes/AnimationNodeBlendTree.xml:111 msgid "The global offset of all sub-nodes." msgstr "El dezplazamiento global de todos los subnodos." #: doc/classes/AnimationNodeBlendTree.xml:116 msgid "The connection was successful." msgstr "La conexion tuvo éxito." #: doc/classes/AnimationNodeBlendTree.xml:119 msgid "The input node is [code]null[/code]." msgstr "El nodo entrada es [code]null[/code]." #: doc/classes/AnimationNodeBlendTree.xml:122 msgid "The specified input port is out of range." msgstr "El puerto de entrada especificado está fuera de rango." #: doc/classes/AnimationNodeBlendTree.xml:125 msgid "The output node is [code]null[/code]." msgstr "El nodo salida es [code]null[/code]." #: doc/classes/AnimationNodeBlendTree.xml:128 msgid "Input and output nodes are the same." msgstr "Los nodos de entrada y salida son los mismos." #: doc/classes/AnimationNodeBlendTree.xml:131 msgid "The specified connection already exists." msgstr "La conexion ya existe." #: doc/classes/AnimationNodeOneShot.xml:4 msgid "Plays an animation once in [AnimationNodeBlendTree]." msgstr "Reproduce una animacion una vez en [AnimationNodeBlendTree]." #: doc/classes/AnimationNodeOneShot.xml:7 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:30 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:33 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:36 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:4 msgid "Generic output node to be added to [AnimationNodeBlendTree]." msgstr "Nodo de salida generica para ser añadido a [AnimationNodeBlendTree]." #: doc/classes/AnimationNodeStateMachine.xml:4 msgid "State machine for control of animations." msgstr "Maquina de estado para el control de animaciones." #: doc/classes/AnimationNodeStateMachine.xml:7 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:28 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:41 msgid "Adds a transition between the given nodes." msgstr "Añade una transicion entre los nodos dados." #: doc/classes/AnimationNodeStateMachine.xml:48 #: doc/classes/AnimationNodeStateMachine.xml:89 msgid "Returns the graph's end node." msgstr "Devuelve el nodo final de un grafico." #: doc/classes/AnimationNodeStateMachine.xml:55 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:64 msgid "Returns the animation node with the given name." msgstr "Devuelve el nodo animacion con el nombre dado." #: doc/classes/AnimationNodeStateMachine.xml:73 msgid "Returns the given animation node's name." msgstr "Devuelve el node del nombre de la animacion dada." #: doc/classes/AnimationNodeStateMachine.xml:82 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:98 msgid "Returns the given transition." msgstr "Devuelve la transicion dada." #: doc/classes/AnimationNodeStateMachine.xml:105 msgid "Returns the number of connections in the graph." msgstr "Devuelve el numero de conexiones en el grafico." #: doc/classes/AnimationNodeStateMachine.xml:114 msgid "Returns the given transition's start node." msgstr "Devuelve el nodo de comienzo de la transicion dada." #: doc/classes/AnimationNodeStateMachine.xml:123 msgid "Returns the given transition's end node." msgstr "Devuelve el nodo final de la transicion dada." #: doc/classes/AnimationNodeStateMachine.xml:132 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:143 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:152 msgid "Deletes the given node from the graph." msgstr "Elimina el nodo dado desde un grafico." #: doc/classes/AnimationNodeStateMachine.xml:163 msgid "Deletes the transition between the two specified nodes." msgstr "Elimina la transicion entre los dos nodos especificados." #: doc/classes/AnimationNodeStateMachine.xml:172 msgid "Deletes the given transition by index." msgstr "Elimina la transicion dado un indice." #: doc/classes/AnimationNodeStateMachine.xml:183 msgid "Renames the given node." msgstr "Renombra en nodo dado." #: doc/classes/AnimationNodeStateMachine.xml:202 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:211 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:222 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:231 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:4 msgid "Playback control for [AnimationNodeStateMachine]." msgstr "Control de reproduccion para el [AnimationNodeStateMachine]." #: doc/classes/AnimationNodeStateMachinePlayback.xml:7 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 = $AnimationTree.get(\"parameters/playback\")\n" "maquina_estados.travel(\"algun_estado\")\n" "[/codeblock]" #: doc/classes/AnimationNodeStateMachinePlayback.xml:22 msgid "Returns the currently playing animation state." msgstr "" "Devuelve el estado de la animacion que se esta reproduciendo actualmente." #: doc/classes/AnimationNodeStateMachinePlayback.xml:29 msgid "" "Returns the current travel path as computed internally by the A* algorithm." msgstr "" "Devuelve la ruta de viaje actual calculada internamente por el algorithmo A*." #: doc/classes/AnimationNodeStateMachinePlayback.xml:36 msgid "Returns [code]true[/code] if an animation is playing." msgstr "Devuelve [code]true[/code] si una animacion esta reproduciendose." #: doc/classes/AnimationNodeStateMachinePlayback.xml:45 msgid "Starts playing the given animation." msgstr "Empieza a ejecutar la animacion dada." #: doc/classes/AnimationNodeStateMachinePlayback.xml:52 msgid "Stops the currently playing animation." msgstr "Para la animacion en ejecucion." #: doc/classes/AnimationNodeStateMachinePlayback.xml:61 msgid "" "Transitions from the current state to another one, following the shortest " "path." msgstr "" "Las transiciones desde el estado actual a otro, siguiendo la ruta mas corta." #: doc/classes/AnimationNodeStateMachineTransition.xml:14 msgid "" "Turn on auto advance when this condition is set. The provided name will " "become a boolean parameter on the [AnimationTree] that can be controlled " "from code (see [url=https://docs.godotengine.org/en/latest/tutorials/" "animation/animation_tree.html#controlling-from-code][/url]). For example, if " "[member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and " "[member advance_condition] is set to [code]\"idle\"[/code]:\n" "[codeblock]\n" "$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:20 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:23 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:26 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:29 msgid "The transition type." msgstr "El tipo de transicion." #: doc/classes/AnimationNodeStateMachineTransition.xml:32 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:38 msgid "Emitted when [member advance_condition] is changed." msgstr "Emitido cuando [member advance_condition] es cambiada." #: doc/classes/AnimationNodeStateMachineTransition.xml:44 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:47 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:50 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:4 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:7 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:4 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:7 msgid "" "This node can be used to cause a seek command to happen to any sub-children " "of the graph. After setting the time, this value returns to -1." msgstr "" "Este nodo puede ser usado para hacer que un comando de búsqueda le suceda a " "cualquier sub-hijo del gráfico. Después de establecer el tiempo, este valor " "vuelve a -1." #: doc/classes/AnimationNodeTransition.xml:4 msgid "A generic animation transition node for [AnimationTree]." msgstr "Un nodo de transicion generica para [AnimationTree]." #: doc/classes/AnimationNodeTransition.xml:7 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:52 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:55 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:4 msgid "Container and player of [Animation] resources." msgstr "Contenedor y reproductor de recursos de [Animacion]." #: doc/classes/AnimationPlayer.xml:7 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:12 msgid "" "https://docs.godotengine.org/en/latest/getting_started/step_by_step/" "animations.html" msgstr "" "https://docs.godotengine.org/es/latest/getting_started/step_by_step/" "animations.html" #: doc/classes/AnimationPlayer.xml:24 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:33 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:42 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:53 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:60 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:67 msgid "Clears all queued, unplayed animations." msgstr "Limpia todas las colas, animaciones no reproducidas." #: doc/classes/AnimationPlayer.xml:76 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:85 msgid "" "Returns the [Animation] with key [code]name[/code] or [code]null[/code] if " "not found." msgstr "" "Devuelve la [Animation] con clave [code]name[/code] or [code]null[/code] si " "no se encuentra." #: doc/classes/AnimationPlayer.xml:92 msgid "Returns the list of stored animation names." msgstr "Devuelve la lista de nombres de animaciones almacenadas." #: doc/classes/AnimationPlayer.xml:103 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:110 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:117 msgid "" "Returns a list of the animation names that are currently queued to play." msgstr "" "Devuelve una lista de los nombres de animaciones que estan actualmente en la " "cola de reproduccion." #: doc/classes/AnimationPlayer.xml:126 msgid "" "Returns [code]true[/code] if the [AnimationPlayer] stores an [Animation] " "with key [code]name[/code]." msgstr "" "Devuelve [code]true[/code] is la [AnimationPlayer] almacena una [Animation] " "con clave [code]name[/code]." #: doc/classes/AnimationPlayer.xml:133 msgid "Returns [code]true[/code] if playing an animation." msgstr "Devuelve [code]true[/code] si se reproduce una animacion." #: doc/classes/AnimationPlayer.xml:148 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 animacioncon clave [code]name[/code]. Personaliza los tiempos " "de mezcla y la velocidad puede ser configurada. Si [code]custom_speed[/code] " "es negativo y [code]from_end[/code] es [code]true[/code], la animacion se " "reproducira hacia atras (identico a la llamada [method play_backwards]).\n" "La [AnimationPlayer] mantiene la informacion de su actual o ultima animacion " "reproducida com [member assigned_animation]. Si este methodo es llamada con " "la misma animacion [code]name[/code], o con ningun parametro [code]name[/" "code], la animacion asignada retomara su reproduccion si estaba pausada, o " "se reiniciara si estaba parada (ver [method stop] para pausar y parar). Si " "la animacion ya se esta reproduciendo, se mantendra reproduciendose.\n" "[b]Nota:[/b] La animacion sera actualizada la proxima ves que " "[AnimationPlayer es procesado. Si otras variables son actualizadas al mismo " "tiempo que esta es llamada, ellas pueden ser actualizadas tambien " "tempranamente. Para ejecutar la actualizacion inmediatamente, llamar " "[code]advance(0)[/code]." #: doc/classes/AnimationPlayer.xml:161 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 animacion con clave [code]name[/code] invertida.\n" "Este metodo es una abreviatura para el [method play] con " "[code]custom_speed=-1.0[/code] y [code]from_end = true[/code], para mas " "informacion vea su descripcion." #: doc/classes/AnimationPlayer.xml:171 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 "" "Encola una animacion para reproducirse una vez la actual acabe.\n" "[b]Nota:[/b] Si una animacion en bucle se esta reproduciendo, la cola de " "animacion nunca se ejecutara hasta que el bucle de la animacion sea detenido " "de alguna manera." #: doc/classes/AnimationPlayer.xml:181 msgid "Removes the animation with key [code]name[/code]." msgstr "Elimina la animacion con clave [code]name[/code]." #: doc/classes/AnimationPlayer.xml:192 msgid "" "Renames an existing animation with key [code]name[/code] to [code]newname[/" "code]." msgstr "" "Renombra una animacion existente con clave [code]name[/code] a " "[code]newname[/code]." #: doc/classes/AnimationPlayer.xml:203 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." msgstr "" "Busca la animacion en el punto de tiempo en [code]seconds[/code]. Si " "[code]update[/code] es [code]true[/code], la animacion se actualiza tambien, " "de otra forma se actualiza al tiempo de proceso. Eventos entre el frame " "actual y [code]seconds[/code] son saltados." #: doc/classes/AnimationPlayer.xml:216 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, " "referenciada por sus nombres." #: doc/classes/AnimationPlayer.xml:225 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 "" "Para o pausa la actual animacion en reproduccion. Si [code]reset[/code] es " "[code]true[/code], la posicion de la animacion es reiniciada a [code]0[/" "code] y la velocidad de reproduccion es reiniciadad a [code]1.0[/code].\n" "Si [code]reset[/code] es [code]false[/code], el [member " "current_animation_position] se mantendra y llamara a [method play] or " "[method play_backwards] sin argumentos o con el mismo nombre de animacion " "[member assigned_animation] continuara la animacion." #: doc/classes/AnimationPlayer.xml:232 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 ejecuta , la actual animacion, de otra forma, la ultima animacion. " "Cuando configurada, cambiara la animacion, pero no se ejecutara a menso que " "la actual se este ejecutando. Ver tambien [member current_animation]." #: doc/classes/AnimationPlayer.xml:235 msgid "The name of the animation to play when the scene loads." msgstr "El nombre de la animacion a ejecutar cuando la escena se cargue." #: doc/classes/AnimationPlayer.xml:238 msgid "" "The name of the current animation, \"\" if not playing anything. When being " "set, does not restart the animation. See also [method play]." msgstr "" "El nombre de la animacion actual, \"\" si no se reproduce nada. Cuando este " "configurado, no reiniciara la animacion. Ver tambien [method play]." #: doc/classes/AnimationPlayer.xml:241 msgid "The length (in seconds) of the currently being played animation." msgstr "" "La longitud (en segundos) de la animacion actualmente siendo reproducida." #: doc/classes/AnimationPlayer.xml:244 msgid "The position (in seconds) of the currently playing animation." msgstr "La posicion (en segundos) de la actual animacion en reproduccion." #: doc/classes/AnimationPlayer.xml:247 msgid "The call mode to use for Call Method tracks." msgstr "El modo llamada a utilizar para Call Method Tracks." #: doc/classes/AnimationPlayer.xml:250 msgid "" "If [code]true[/code], updates animations in response to process-related " "notifications." msgstr "" "Si [code]true[/code], actualiza animaciones en respuesta a notificaciones de " "procesos relacionados." #: doc/classes/AnimationPlayer.xml:253 msgid "" "The default time in which to blend animations. Ranges from 0 to 4096 with " "0.01 precision." msgstr "" "El tiempo por defecto en el que se mezclan animaciones. Rangos desde 0 a " "4096 con 0.01 precision." #: doc/classes/AnimationPlayer.xml:256 msgid "The process notification in which to update animations." msgstr "El proceso de notificacion en el cual actualizar animaciones." #: doc/classes/AnimationPlayer.xml:259 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 "" "El ratio de velocidad escalada. Por ejemplo, si este valor es 1, entonces la " "animacion se ejecuta a la velocidad normal. Si es 0.5, se ejecuta a la mitad " "de velocidad.Si esta a 2 al doble de velocidad." #: doc/classes/AnimationPlayer.xml:262 msgid "The node from which node path references will travel." msgstr "El nodo desde el cual nodos de referencia de ruta viajaran." #: doc/classes/AnimationPlayer.xml:272 msgid "" "If the currently being played animation changes, this signal will notify of " "such change." msgstr "" "Si la actual animacion en reproduccion cambia, esta señal notificara tal " "cambio." #: doc/classes/AnimationPlayer.xml:279 msgid "Notifies when an animation finished playing." msgstr "Notifica cuando una animacion a terminado de reproducirse." #: doc/classes/AnimationPlayer.xml:286 msgid "Notifies when an animation starts playing." msgstr "Notifica cuando un animacion comienza a reproducirse." #: doc/classes/AnimationPlayer.xml:291 msgid "" "Notifies when the caches have been cleared, either automatically, or " "manually via [method clear_caches]." msgstr "" "Notifica cuando la cache ha sido limpiada: automaticamento o manualmente via " "[method clear_caches]." #: doc/classes/AnimationPlayer.xml:297 msgid "" "Process animation during the physics process. This is especially useful when " "animating physics bodies." msgstr "" "El proceso de animacion durante el proceso de fisica. Este es especialmente " "util con objetos animados con fisica." #: doc/classes/AnimationPlayer.xml:300 msgid "Process animation during the idle process." msgstr "El proceso de animacion durante el tiempo ocioso." #: doc/classes/AnimationPlayer.xml:303 msgid "" "Do not process animation. Use [method advance] to process the animation " "manually." msgstr "" "No procesa la animacion. Usa [method advance] para procesar la animacion " "manualmente." #: doc/classes/AnimationPlayer.xml:306 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 "" "Metodo batch llamado durante el proceso de animacion, despues hace las " "llamadas despues de el procesamiento de los eventos. Esto evita bugs que " "involucran la eliminacion de nodos o la modificacion de AnimationPlayer " "mientras se esta reproduciendo." #: doc/classes/AnimationPlayer.xml:309 msgid "Make method calls immediately when reached in the animation." msgstr "" "Realiza llamadas a metodos inmediatamente cuando se alcanza en la animacion." #: doc/classes/AnimationTree.xml:4 msgid "" "A node to be used for advanced animation transitions in an [AnimationPlayer]." msgstr "" "Un nodo utilizado para transiciones avanzadas de animacion en un " "[AnimationPlayer]." #: doc/classes/AnimationTree.xml:7 msgid "" "Note: 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 "" #: doc/classes/AnimationTree.xml:11 msgid "https://github.com/godotengine/tps-demo" msgstr "https://github.com/godotengine/tps-demo" #: doc/classes/AnimationTree.xml:20 msgid "Manually advance the animations by the specified time (in seconds)." msgstr "Avanza las animaciones mediante el tiempo especificado (en segundos)." #: doc/classes/AnimationTree.xml:27 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." msgstr "" #: doc/classes/AnimationTree.xml:43 msgid "If [code]true[/code], the [AnimationTree] will be processing." msgstr "Si [code]true[/code], la [AnimationTree] sera procesado." #: doc/classes/AnimationTree.xml:46 msgid "The path to the [AnimationPlayer] used for animating." msgstr "La ruta al [AnimationPlayer] utilizada para la animacion." #: doc/classes/AnimationTree.xml:49 msgid "" "The process mode of this [AnimationTree]. See [enum AnimationProcessMode] " "for available modes." msgstr "" "El modo de proceso de esta [AnimationTree]. Ver [enum AnimationProcessMode] " "para los modos disponibles." #: doc/classes/AnimationTree.xml:52 #, 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." 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:56 msgid "The root animation node of this [AnimationTree]. See [AnimationNode]." msgstr "" "El nodo de animacion raiz de este [AnimationTree]. Ver [AnimationNode]." #: doc/classes/AnimationTree.xml:61 msgid "" "The animations will progress during the physics frame (i.e. [method Node." "_physics_process])." msgstr "" "Las animaciones progresaran durante los frame fisicos (es decir, [method " "Node._physics_process])." #: doc/classes/AnimationTree.xml:64 msgid "" "The animations will progress during the idle frame (i.e. [method Node." "_process])." msgstr "" "Las animaciones progresaran durante el tiempo ocioso(es decir, [metodo Node." "_process])." #: doc/classes/AnimationTree.xml:67 msgid "The animations will only progress manually (see [method advance])." msgstr "Las animaciones solo progresaran manualmente (ver [method advance])." #: doc/classes/Area2D.xml:4 msgid "2D area for detection and 2D physics influence." msgstr "El area 2D para deteccion e influencia de fisica 2D." #: doc/classes/Area2D.xml:7 msgid "" "2D area that detects [CollisionObject2D] nodes overlapping, entering, or " "exiting. Can also alter or override local physics parameters (gravity, " "damping)." msgstr "" "Area 2D que detecta nodos [CollisionObject2D] superponiendose, entrando o " "saliendo. Tambien puede alterar o sobreescribir parametros de fisica local " "(gravedad, amortiguacion)." #: doc/classes/Area2D.xml:10 msgid "" "https://docs.godotengine.org/en/latest/tutorials/physics/using_area_2d.html" msgstr "" "https://docs.godotengine.org/es/latest/tutorials/physics/using_area_2d.html" #: doc/classes/Area2D.xml:19 msgid "" "Returns an individual bit on the layer mask. Describes whether other areas " "will collide with this one on the given layer." msgstr "" "Devuelve un bit individual de una mascara de capa. Describe si otras area " "colisionaran con esta en una misma capa." #: doc/classes/Area2D.xml:28 msgid "" "Returns an individual bit on the collision mask. Describes whether this area " "will collide with others on the given layer." msgstr "" "Devuelve un bit individual de una mascara de colision. Describe si esta area " "colisionaran con otras en una misma capa." #: doc/classes/Area2D.xml:35 msgid "" "Returns a list of intersecting [Area2D]s. 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 intersecciones [Area2D]. Por razones de rendimiento " "(las colisiones son todas procesadas al mismo tiempo) esta lista es " "modificada solo una vez durante el paso de fisicas, no inmediatamente " "despues que los objetos son movidos. Considera utilizar señales para obtener " "colisiones cuando un objeto es movido." #: doc/classes/Area2D.xml:42 msgid "" "Returns a list of intersecting [PhysicsBody2D]s. 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 intersecciones [PhysicsBody2D]. Por razones de " "ejecucion (las colisiones son todas procesadas al mismo tiempo) esta lista " "es modificada una vez durante el paso fisicas, no inmediatamente despues que " "los objetos son movidos. Considera utilizar señales para obtener colisiones " "cuando un objecto es movido." #: doc/classes/Area2D.xml:51 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, list of overlaps is updated once per frame and before the " "physics step. Consider using signals instead." msgstr "" "Si [code]true[/code], el area dada superpone el area2D.\n" "[b]Nota:[/b] El resultado de este test no es inmediato despues de mover " "objectos. Por rendimientos, las listas de solapamientos son actualizadas una " "vez por frame y despues del paso de fisicas. Considera utilizar señales para " "obtener colisiones cuando un objecto es movido." #: doc/classes/Area2D.xml:61 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 body themselves, they " "register their tiles with collision shapes as a virtual physics body)." msgstr "" "Si [code]true[/code], el cuerpo de fisicas dada se superpone al Area2D.\n" "[b]Nota:[/b]El resultado de este test no es inmediato despues de mover " "objectos. Por rendimientos, las listas de solapamientos son actualizadas una " "vez por frame y despues del paso de fisicas. Considera utilizar señales para " "obtener colisiones cuando un objecto es movido.\n" "El argumento [code]body[/code] puede ser un [PhysicsBody2D o una instancia " "[TileMap] (mientras que los TileMaps no son cuerpos fisicos, ellos registran " "sus piezas con formas de colision como un cuerpo fisico virtual." #: doc/classes/Area2D.xml:74 msgid "" "Set/clear individual bits on the layer mask. This makes getting an area in/" "out of only one layer easier." msgstr "" "Coloca/limpia bits individuales de una mascara de capa. Esto hace mas facil " "poner o sacar una area." #: doc/classes/Area2D.xml:85 msgid "" "Set/clear individual bits on the collision mask. This makes selecting the " "areas scanned easier." msgstr "" "Coloca/limpia bits individuales de una mascara de colision. Esto hace " "seleccionar mas facil las areas escaneadas." #: doc/classes/Area2D.xml:91 doc/classes/Area3D.xml:90 msgid "" "The rate at which objects stop spinning in this area. Represents the angular " "velocity lost per second. Values range from [code]0[/code] (no damping) to " "[code]1[/code] (full damping)." msgstr "" "El ratio al cual los objetos para de girar en esta area. Representa la " "velocidad angular perdida por segundo. Los valores van desde [code]0[/code]" "(sin freno ninguno) a [code]1[/code](Parado total)." #: doc/classes/Area2D.xml:94 doc/classes/Area3D.xml:93 msgid "The name of the area's audio bus." msgstr "El nombre de la area del bus de audio." #: doc/classes/Area2D.xml:97 doc/classes/Area3D.xml:96 msgid "" "If [code]true[/code], the area's audio bus overrides the default audio bus." msgstr "" "Si [code]true[/code], el area del bus de audio sobreescribe el bus de audio " "por defecto." #: doc/classes/Area2D.xml:100 doc/classes/Area3D.xml:99 msgid "" "The area's physics layer(s). Collidable objects can exist in any of 32 " "different layers. 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 " "also [member collision_mask]." msgstr "" "Las capa fisica de areas. Objetos colisionables que pueden existir en una de " "las 32 capas. Un contacto es detectado is el objeto A esta en cualquier capa " "que el objeto B escanee, o el objecto B esta en cualquier capa que el objeto " "B escanee. Ver tambien [member collision_mask]." #: doc/classes/Area2D.xml:103 doc/classes/Area3D.xml:102 msgid "The physics layers this area scans to determine collision detection." msgstr "" "Las capas fisica que esta area escanea para determinar la deteccion de " "colisiones." #: doc/classes/Area2D.xml:106 doc/classes/Area3D.xml:105 msgid "" "The area's gravity intensity (ranges from -1024 to 1024). 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 en el area (rangos desde -1024 a 1024). Este " "valor multiplica el vector gravedad. Esto es util para alterar la fuerza de " "la gravedad sin alterar su direccion." #: doc/classes/Area2D.xml:109 doc/classes/Area3D.xml:108 msgid "" "The falloff factor for point gravity. The greater the value, the faster " "gravity decreases with distance." msgstr "" "El factor de caida para la gravedad puntual. Mayor el valor, mas rapida la " "gravedad decrece con la distancia." #: doc/classes/Area2D.xml:112 doc/classes/Area3D.xml:111 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 es calculada desde un punto (configurada " "via [member gravity_vec]). Ver tambien [member space_override]." #: doc/classes/Area2D.xml:115 doc/classes/Area3D.xml:114 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 area(No normalido). Si la gravedad es un punto " "(ver [member gravity_point), esto sera el punto de atraccion." #: doc/classes/Area2D.xml:118 doc/classes/Area3D.xml:117 msgid "" "The rate at which objects stop moving in this area. Represents the linear " "velocity lost per second. Values range from [code]0[/code] (no damping) to " "[code]1[/code] (full damping)." msgstr "" "El ratio al cual los objetos para de moverse en esta area. Representa la " "velocidad lineal perdida en segundos. El rango de valores va desde [code]0[/" "code](no freno) a [code]1[/code](frenado total)." #: doc/classes/Area2D.xml:121 doc/classes/Area3D.xml:120 msgid "If [code]true[/code], other monitoring areas can detect this area." msgstr "" "Si [code]true[/code], otras areas monitorizadas pueden detectar este area." #: doc/classes/Area2D.xml:124 doc/classes/Area3D.xml:123 msgid "" "If [code]true[/code], the area detects bodies or areas entering and exiting " "it." msgstr "" "Si [code]true[/code], el area detecta cuerpos o areas entrando y saliendo." #: doc/classes/Area2D.xml:127 doc/classes/Area3D.xml:126 msgid "The area's priority. Higher priority areas are processed first." msgstr "" "La prioridad de area. Areas de prioridad mas alta son procesadas en primer " "lugar." #: doc/classes/Area2D.xml:130 doc/classes/Area3D.xml:141 msgid "" "Override mode for gravity and damping calculations within this area. See " "[enum SpaceOverride] for possible values." msgstr "" "Modo sobreescritura para gravedad y calculos de amortiguacion dentro de esta " "area. Ver [enum SpaceOverride] para posibles valores." #: doc/classes/Area2D.xml:138 doc/classes/Area3D.xml:149 msgid "Emitted when another area enters." msgstr "Emitida cuando otra area entra." #: doc/classes/Area2D.xml:145 doc/classes/Area3D.xml:156 msgid "Emitted when another area exits." msgstr "Emitida cuando otra area sale." #: doc/classes/Area2D.xml:158 msgid "" "Emitted when another area enters, reporting which shapes overlapped. " "[code]shape_owner_get_owner(shape_find_owner(shape))[/code] returns the " "parent object of the owner of the [code]shape[/code]." msgstr "" "Emitida cuando otra area entra, reportando que formas se solapan. " "[code]shape_owner_get_owner(shape_find_owner(shape))[/code] devuelve el " "objeto padre del propietarion de [code]shape[/code]." #: doc/classes/Area2D.xml:171 msgid "" "Emitted when another area exits, reporting which shapes were overlapping." msgstr "" "Emitida cuando otra area sale, reportando cuales formas estaban solapadas." #: doc/classes/Area2D.xml:178 msgid "" "Emitted when a physics body enters.\n" "The [code]body[/code] argument can either be a [PhysicsBody2D] or a " "[TileMap] instance (while TileMaps are not physics body themselves, they " "register their tiles with collision shapes as a virtual physics body)." msgstr "" "Emitida cuando un cuerpo fisico entra.\n" "El argumento [code]body[/code] puede ser un [PhysicsBody2D] o una instancia " "[TileMap] (mientras que los TileMaps no son cuerpos fisicos por si mismos, " "ellos registran sus piezas con formas de colisiones como un cuerpo fisico " "virtual)." #: doc/classes/Area2D.xml:186 msgid "" "Emitted when a physics body exits.\n" "The [code]body[/code] argument can either be a [PhysicsBody2D] or a " "[TileMap] instance (while TileMaps are not physics body themselves, they " "register their tiles with collision shapes as a virtual physics body)." msgstr "" "Emitida cuando un cuerpo fisico sale.\n" "El argumento [code]body[/code] puede ser un [PhysicsBody2D] o una instancia " "[TileMap] (mientras que los TileMaps no son cuerpos fisicos por si mismos, " "ellos registran sus piezas con formas de colisiones como un cuerpo fisico " "virtual)." #: doc/classes/Area2D.xml:200 msgid "" "Emitted when a physics body enters, reporting which shapes overlapped.\n" "The [code]body[/code] argument can either be a [PhysicsBody2D] or a " "[TileMap] instance (while TileMaps are not physics body themselves, they " "register their tiles with collision shapes as a virtual physics body)." msgstr "" "Emitida cuando un cuerpo fisico entra, reportando cuales formas se solapan.\n" "El argumento [code]body[/code] puede ser un [PhysicsBody2D] o una instancia " "[TileMap] (mientras que los TileMaps no son cuerpos fisicos por si mismos, " "ellos registran sus piezas con formas de colisiones como un cuerpo fisico " "virtual)." #: doc/classes/Area2D.xml:214 msgid "" "Emitted when a physics body exits, reporting which shapes were overlapping.\n" "The [code]body[/code] argument can either be a [PhysicsBody2D] or a " "[TileMap] instance (while TileMaps are not physics body themselves, they " "register their tiles with collision shapes as a virtual physics body)." msgstr "" "Emitida cuando un cuerpo fisico sale, reportando cuales formas se solapan.\n" "El argumento [code]body[/code] puede ser un [PhysicsBody2D] o una instancia " "[TileMap] (mientras que los TileMaps no son cuerpos fisicos por si mismos, " "ellos registran sus piezas con formas de colisiones como un cuerpo fisico " "virtual)." #: doc/classes/Area2D.xml:221 doc/classes/Area3D.xml:232 msgid "This area does not affect gravity/damping." msgstr "Esta area no afecta a la gravedad/amortiguacion." #: doc/classes/Area2D.xml:224 doc/classes/Area3D.xml:235 msgid "" "This area adds its gravity/damping values to whatever has been calculated so " "far (in [member priority] order)." msgstr "" "Esta area añade sus valores de gravedad/amortiguacion a lo que haya sido " "calculado hasta ahor (en orden [member priority])." #: doc/classes/Area2D.xml:227 doc/classes/Area3D.xml:238 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 area añade sus valores de gravedad/amortiguacion a lo que haya sido " "calculado hasta ahora (en orden [member prority], ignorando cualquier areas " "de baja prioridad." #: doc/classes/Area2D.xml:230 doc/classes/Area3D.xml:241 msgid "" "This area replaces any gravity/damping, even the defaults, ignoring any " "lower priority areas." msgstr "" "Esta area reemplaza cualquier gravedad/amortiguacion, incluidas las puestas " "por defecto, ignorando cualquier areas de baja prioridad." #: doc/classes/Area2D.xml:233 doc/classes/Area3D.xml:244 msgid "" "This area replaces any gravity/damping calculated so far (in [member " "priority] order), but keeps calculating the rest of the areas." msgstr "" "Esta area reemplaza cualquier gravedad/amortiguacion calculada hasta ahora " "(en orden [member priority], pero sigue calculando el resto de areas." #: doc/classes/Area3D.xml:4 msgid "General-purpose area node for detection and 3D physics influence." msgstr "" "Nodo de area de proposito general para deteccion e influencia de fisicas 3D." #: doc/classes/Area3D.xml:7 msgid "" "3D area that detects [CollisionObject3D] nodes overlapping, entering, or " "exiting. Can also alter or override local physics parameters (gravity, " "damping)." msgstr "" "Area 3D que detecta [nodos [CollisionObject3D] solapandose, entrando o " "saliendo. Puedn tambien alterar o sobrescribir parametros fisicos locales " "(gravedad, amortiguacion)." #: doc/classes/Area3D.xml:18 msgid "Returns an individual bit on the layer mask." msgstr "Devuelve un bit individual en la mascara de capa." #: doc/classes/Area3D.xml:27 modules/csg/doc_classes/CSGShape3D.xml:18 #: modules/csg/doc_classes/CSGShape3D.xml:27 doc/classes/RayCast2D.xml:70 #: doc/classes/SoftBody3D.xml:35 doc/classes/SoftBody3D.xml:44 msgid "Returns an individual bit on the collision mask." msgstr "Devuelve un bit individual en la mascara de colision." #: doc/classes/Area3D.xml:34 msgid "" "Returns a list of intersecting [Area3D]s. 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 "" "Devueve una lista de intersecciones [area3D]. Por razones de rendimiento " "(las colisiones son todas procesadas al mismo tiempo). esta lista es " "modificada durante el paso fisico, no inmediatamente despues de que los " "objetos son movidos. Considera usar señales si se desea el comportamiento " "anterior." #: doc/classes/Area3D.xml:41 msgid "" "Returns a list of intersecting [PhysicsBody3D]s. 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 "" "Devueve una lista de intersecciones [PhysicsBody3D]. Por razones de " "rendimiento (las colisiones son todas procesadas al mismo tiempo). esta " "lista es modificada durante el paso fisico, no inmediatamente despues de que " "los objetos se muevan. Considera usar señales si se desea el comportamiento " "anterior." #: doc/classes/Area3D.xml:50 msgid "" "If [code]true[/code], the given area overlaps the Area3D.\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 area dada solapa el Area3D.\n" "[b]Nota:[/b] El resultado de este test no es inmediato despues de mover " "objetos. Por rendimiento, la lista de solapamientos, es actualizada una vez " "por frame y despues des paso fisico, Considera usar señales para el anterior " "comportamiento." #: doc/classes/Area3D.xml:60 msgid "" "If [code]true[/code], the given physics body overlaps the Area3D.\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 [PhysicsBody3D] 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 fisico dado solapa el Area3D.\n" "[b]Nota:[/b] El resultado de este test no es inmediato despues de mover " "objetos. Por rendimiento, la lista solapada solo es actualizada una vez por " "frame y despues del paso de la fisica. Considera usar señales para obtener " "el comportamiento mencionado.\n" "El argumento [code]body[/code] puede o ser un [PhysicoBody3D] o una " "instancia [GridMap] (mientras que los GridMaps no son cuerpos fisicos por si " "mismo, ellos registran sus partes con formas de colision con un cuerpo " "fisico virtual)." #: doc/classes/Area3D.xml:73 msgid "" "Set/clear individual bits on the layer mask. This simplifies editing this " "[Area3D]'s layers." msgstr "" "Coloca/limpia bits individuales en la mascara de capa. Esto simplifica la " "edicion de estas capas [Area3D]." #: doc/classes/Area3D.xml:84 msgid "" "Set/clear individual bits on the collision mask. This simplifies editing " "which [Area3D] layers this [Area3D] scans." msgstr "" "Coloca/limpia bits individuales en la mascara de colisiones. Esto simplifica " "la edicion de cuales capasa [Area3d] esta escanea[Area3D]." #: doc/classes/Area3D.xml:129 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 por el cual esta area aplica reverberacion al audio asociado. " "Rangos van desde [code]0[/code] a [code]1[/code] con precision de [code]0.1[/" "code]." #: doc/classes/Area3D.xml:132 msgid "If [code]true[/code], the area applies reverb to its associated audio." msgstr "" "Si [code]true[/code], el area aplica reverberacion a su audio asociado." #: doc/classes/Area3D.xml:135 msgid "The reverb bus name to use for this area's associated audio." msgstr "" "El nombre del bus de reverberacion usado para el area de audio asociado." #: doc/classes/Area3D.xml:138 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 por el cual el area de reverberacion tiene un efecto uniforme. " "Rangos van desde [code]0[/code] a [code]1[/code] con precision de [code]0.1[/" "code]." #: doc/classes/Area3D.xml:169 msgid "" "Emitted when another area enters, reporting which areas overlapped. " "[code]shape_owner_get_owner(shape_find_owner(shape))[/code] returns the " "parent object of the owner of the [code]shape[/code]." msgstr "" "Emitida cuando otra area entra, reportando que areas son solapadas. " "[code]shape_owner_get_owner(shape_find_owner(shape))[/code] devuelve el " "objeto padre del propietario de [code]shape[/code]." #: doc/classes/Area3D.xml:182 msgid "" "Emitted when another area exits, reporting which areas were overlapping." msgstr "" "Emitida cuando otra area sale, reportando cuales areas estaban solapadas." #: doc/classes/Area3D.xml:189 msgid "" "Emitted when a physics body enters.\n" "The [code]body[/code] argument can either be a [PhysicsBody3D] or a " "[GridMap] instance (while GridMaps are not physics body themselves, they " "register their tiles with collision shapes as a virtual physics body)." msgstr "" "Emitida cuando un cuerpo fisico entra.\n" "El argumento [code]body[/code] puede ser un [PhysicsBody3D] o una instancia " "[GridMap] (mientras GripMaps no son cuerpos fisico por si mismos, ellos " "registran sus partes con formas de colisiones como un cuerpo fisico virtual)." #: doc/classes/Area3D.xml:197 msgid "" "Emitted when a physics body exits.\n" "The [code]body[/code] argument can either be a [PhysicsBody3D] or a " "[GridMap] instance (while GridMaps are not physics body themselves, they " "register their tiles with collision shapes as a virtual physics body)." msgstr "" "Emitida cuando un cuerpo fisico sale.\n" "El argumento [code]body[/code] puede ser un [PhysicsBody3D] o una instancia " "[GridMap] (mientras que los GridMaps no son cuerpos fisicos por si mismos, " "ellos registran sus partes con formas de colision como un cuerpo fisico " "virtual." #: doc/classes/Area3D.xml:211 msgid "" "Emitted when a physics body enters, reporting which shapes overlapped.\n" "The [code]body[/code] argument can either be a [PhysicsBody3D] or a " "[GridMap] instance (while GridMaps are not physics body themselves, they " "register their tiles with collision shapes as a virtual physics body)." msgstr "" "Emitida cuando un cuerpo fisico entra, reportado cuales formas son " "solapadas.\n" "El argumento [code]body[/code] puede ser un [PhysicsBody3D] o una instancia " "[GridMap] (mientras que los GridMaps no son cuerpos fisicos por si mismos, " "ellos registran sus partes con formas de colision como un cuerpo fisico " "virtual." #: doc/classes/Area3D.xml:225 msgid "" "Emitted when a physics body exits, reporting which shapes were overlapping.\n" "The [code]body[/code] argument can either be a [PhysicsBody3D] or a " "[GridMap] instance (while GridMaps are not physics body themselves, they " "register their tiles with collision shapes as a virtual physics body)." msgstr "" "Emitida cuando un cuerpo fisico sale, reportando cuales formas estaba " "solapadas.\n" "El argumento [code]body[/code] puede ser un [PhysicsBody3D] o una instancia " "[GridMap] (mientras que los GridMaps no son cuerpos fisicos por si mismos, " "ellos registran sus partes con formas de colision como un cuerpo fisico " "virtual." #: doc/classes/Array.xml:4 msgid "Generic array datatype." msgstr "Tipo de datos array generico." #: doc/classes/Array.xml:7 #, fuzzy msgid "" "Generic array which 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 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] Arrays are always passed by reference. To get a copy of an " "array which can be modified independently of the original array, use [method " "duplicate]." 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" "Los arrays siempre son pasados por referencia." #: doc/classes/Array.xml:34 msgid "Constructs an array from a [PackedColorArray]." msgstr "Construye un array desde un [PackedColorArray]." #: doc/classes/Array.xml:43 msgid "Constructs an array from a [PackedVector3Array]." msgstr "Construye un array desde un [PackedVector3Array]." #: doc/classes/Array.xml:52 msgid "Constructs an array from a [PackedVector2Array]." msgstr "Construye un array desde un [PackedVector2Array]." #: doc/classes/Array.xml:61 msgid "Constructs an array from a [PackedStringArray]." msgstr "Construye un array desde un [PackedStringArray]." #: doc/classes/Array.xml:70 msgid "Constructs an array from a [PackedFloat64Array]." msgstr "Construye un array desde un [PackedFloat64Array]." #: doc/classes/Array.xml:79 msgid "Constructs an array from a [PackedFloat32Array]." msgstr "Construye un array desde un [PackedFloat32Array]." #: doc/classes/Array.xml:88 msgid "Constructs an array from a [PackedInt64Array]." msgstr "Construye un array desde un [PackedInt64Array]." #: doc/classes/Array.xml:97 msgid "Constructs an array from a [PackedInt32Array]." msgstr "Construye un array desde un [PackedInt32Array]." #: doc/classes/Array.xml:106 msgid "Constructs an array from a [PackedByteArray]." msgstr "Construye un array desde un [PackedByteArray]." #: doc/classes/Array.xml:115 doc/classes/PackedByteArray.xml:28 #: doc/classes/PackedColorArray.xml:28 doc/classes/PackedFloat32Array.xml:29 #: doc/classes/PackedFloat64Array.xml:29 doc/classes/PackedInt32Array.xml:29 #: doc/classes/PackedInt64Array.xml:29 doc/classes/PackedStringArray.xml:28 #: doc/classes/PackedVector2Array.xml:28 doc/classes/PackedVector3Array.xml:28 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:122 msgid "" "Returns the last element of the array, or [code]null[/code] if the array is " "empty." msgstr "" "Devuelve el ultimo element del array, or [code]null[/code] si este esta " "vacio." #: doc/classes/Array.xml:133 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:149 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. 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" "[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. 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:157 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:166 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:175 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:183 doc/classes/PackedByteArray.xml:64 #: doc/classes/PackedColorArray.xml:44 doc/classes/PackedFloat32Array.xml:45 #: doc/classes/PackedFloat64Array.xml:45 doc/classes/PackedInt32Array.xml:45 #: doc/classes/PackedInt64Array.xml:45 doc/classes/PackedStringArray.xml:44 #: doc/classes/PackedVector2Array.xml:44 doc/classes/PackedVector3Array.xml:44 msgid "Returns [code]true[/code] if the array is empty." msgstr "Devuelve [code]true[/code] si el array es vacio." #: doc/classes/Array.xml:192 msgid "Removes the first occurrence of a value from the array." msgstr "Elimina la primera ocurrencia de un valor en un array." #: doc/classes/Array.xml:203 #, 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." 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/Array.xml:212 #, fuzzy 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 -1 sino " "es encontrado." #: doc/classes/Array.xml:219 msgid "" "Returns the first element of the array, or [code]null[/code] if the array is " "empty." msgstr "" "Devuelve el primer elemento del array, o [code]null[/code] si el array es " "vacio." #: doc/classes/Array.xml:228 #, 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] is el array contiene el valor dado.\n" "[codeblock]\n" "[\"dentro\", 7].has(\"dentro\") == true\n" "[\"dentro\", 7].has(\"fuera\") == false\n" "[\"dentro\", 7].has(7) == true\n" "[\"dentro\", 7].has(\"7\") == false\n" "[/codeblock]" #: doc/classes/Array.xml:247 msgid "Returns a hashed integer value representing the array contents." msgstr "" "Devuelve un valor entero en forma de hash representado el contenido del " "array." #: doc/classes/Array.xml:258 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])." msgstr "" "Inserta un nuevo elemento en la posicion dada en el array.La posicion debe " "ser valido, o el final del array ([code]pos == size()[/code])." #: doc/classes/Array.xml:265 doc/classes/PackedByteArray.xml:107 #: doc/classes/PackedColorArray.xml:62 doc/classes/PackedFloat32Array.xml:63 #: doc/classes/PackedFloat64Array.xml:63 doc/classes/PackedInt32Array.xml:63 #: doc/classes/PackedInt64Array.xml:63 doc/classes/PackedStringArray.xml:62 #: doc/classes/PackedVector2Array.xml:62 doc/classes/PackedVector3Array.xml:62 msgid "Reverses the order of the elements in the array." msgstr "Invierte el orden de los elementos en el array." #: doc/classes/Array.xml:272 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:279 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:286 msgid "" "Removes and returns the last element of the array. Returns [code]null[/code] " "if the array is empty." msgstr "" "Elimina y devuelve el ultimo elemento del array. Devuelve [code]null[/code] " "si el array esta vacio." #: doc/classes/Array.xml:293 msgid "" "Removes and returns the first element of the array. Returns [code]null[/" "code] if the array is empty." msgstr "" "Elimina y devuelve el primer elemento del array. Devuelve [code]null[/code] " "si el array esta vacio." #: doc/classes/Array.xml:302 doc/classes/PackedByteArray.xml:116 #: doc/classes/PackedFloat32Array.xml:72 doc/classes/PackedFloat64Array.xml:72 msgid "Appends an element at the end of the array." msgstr "Concatena un elemen al final del array." #: doc/classes/Array.xml:311 msgid "Adds an element at the beginning of the array." msgstr "Añade un elemento al principio del array." #: doc/classes/Array.xml:320 doc/classes/PackedByteArray.xml:125 #: doc/classes/PackedColorArray.xml:80 doc/classes/PackedFloat32Array.xml:81 #: doc/classes/PackedFloat64Array.xml:81 doc/classes/PackedInt32Array.xml:81 #: doc/classes/PackedInt64Array.xml:81 doc/classes/PackedStringArray.xml:80 #: doc/classes/PackedVector2Array.xml:80 doc/classes/PackedVector3Array.xml:80 msgid "Removes an element from the array by index." msgstr "Elimina un elemento del array por indice." #: doc/classes/Array.xml:329 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:340 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." 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:347 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:354 msgid "Returns the number of elements in the array." msgstr "Devuelve el numer de elementos en el array." #: doc/classes/Array.xml:369 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:376 msgid "" "Sorts the array.\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:393 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" "[b]Note:[/b] you cannot randomize the return value as the heapsort algorithm " "expects a deterministic result. Doing so will result in unexpected " "behavior.\n" "[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:4 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:7 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 = 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" "# 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 = MeshInstance3D.new()\n" "m.mesh = arr_mesh\n" "[/codeblock]\n" "The [MeshInstance3D] is ready to be added to the [SceneTree] to be shown.\n" "See also [ImmediateGeometry3D], [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 = MeshInstance3D.new()\n" "m.mesh = arr_mesh\n" "[/codeblock]\n" "La [MeshInstance3D] esta preparada para ser añadida a la [SceneTree] para " "ser mostrado.\n" "Ver tambien [ImmediateGeometry3D], [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:29 msgid "" "https://docs.godotengine.org/en/latest/tutorials/content/procedural_geometry/" "arraymesh.html" msgstr "" "https://docs.godotengine.org/es/latest/tutorials/content/procedural_geometry/" "arraymesh.html" #: doc/classes/ArrayMesh.xml:38 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:57 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" "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 order of the vertices." 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:67 msgid "Removes all blend shapes from this [ArrayMesh]." msgstr "Elimina todos las formas de mezcla de este [ArrayMesh]." #: doc/classes/ArrayMesh.xml:74 msgid "Removes all surfaces from this [ArrayMesh]." msgstr "Elimina todas las superificies de este [ArrayMesh]." #: doc/classes/ArrayMesh.xml:81 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:90 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:101 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:108 msgid "Will regenerate normal maps for the [ArrayMesh]." msgstr "Regenerara los mapas de normales para el [ArrayMesh]." #: doc/classes/ArrayMesh.xml:117 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:126 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:135 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:144 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:153 msgid "Gets the name assigned to this surface." msgstr "Obtiene el nombre asignado a esta superficie." #: doc/classes/ArrayMesh.xml:162 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:173 msgid "Sets a name for a given surface." msgstr "Obtiene un nombre para una superficie dada." #: doc/classes/ArrayMesh.xml:186 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:193 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:196 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:201 msgid "Default value used for index_array_len when no indices are present." msgstr "Valor por defecto usado para un index_array_len cuando no hay indices." #: doc/classes/ArrayMesh.xml:204 msgid "Amount of weights/bone indices per vertex (always 4)." msgstr "Cantidad de pesos/hueso indices por vertice (siempre 4)." #: doc/classes/ArrayMesh.xml:207 msgid "" "[PackedVector3Array], [PackedVector2Array], or [Array] of vertex positions." msgstr "" "[PackedVector3Array], [PackedVector2Array], o [Array] de posiciones de " "vertices." #: doc/classes/ArrayMesh.xml:210 msgid "[PackedVector3Array] of vertex normals." msgstr "[PackedVector3Array] de normales de vertices." #: doc/classes/ArrayMesh.xml:213 msgid "" "[PackedFloat32Array] 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:216 msgid "[PackedColorArray] of vertex colors." msgstr "[PackedColorArray] de colores de vertices." #: doc/classes/ArrayMesh.xml:219 msgid "[PackedVector2Array] for UV coordinates." msgstr "[PackedVector2Array] para coordenadas UV." #: doc/classes/ArrayMesh.xml:222 msgid "[PackedVector2Array] for second UV coordinates." msgstr "[PackedVector2Array] para segundas coordenadas UV." #: doc/classes/ArrayMesh.xml:225 msgid "" "[PackedFloat32Array] or [PackedInt32Array] of bone indices. Each element in " "groups of 4 floats." msgstr "" "[PackedFloat32Array] o [PackedInt32Array] de indices de hueso. Cada element " "en grupos de 4 reales." #: doc/classes/ArrayMesh.xml:228 msgid "" "[PackedFloat32Array] 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:231 msgid "" "[PackedInt32Array] 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 "" "[PackedInt32Array] 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:235 doc/classes/Mesh.xml:210 #: doc/classes/RenderingServer.xml:3115 msgid "Represents the size of the [enum ArrayType] enum." msgstr "Representa el tamaño del enum [enum ArrayType]." #: doc/classes/ArrayMesh.xml:238 msgid "Array format will include vertices (mandatory)." msgstr "El formato de Arary incluira vertices (obligatorio)." #: doc/classes/ArrayMesh.xml:241 msgid "Array format will include normals." msgstr "El format de array incluira normales." #: doc/classes/ArrayMesh.xml:244 msgid "Array format will include tangents." msgstr "El formato de array incluira tangentes." #: doc/classes/ArrayMesh.xml:247 msgid "Array format will include a color array." msgstr "El formato de array incluira un array de colores." #: doc/classes/ArrayMesh.xml:250 msgid "Array format will include UVs." msgstr "El formato de array incluira UVs." #: doc/classes/ArrayMesh.xml:253 msgid "Array format will include another set of UVs." msgstr "El formato de array incluira otr array de UVs." #: doc/classes/ArrayMesh.xml:256 msgid "Array format will include bone indices." msgstr "El formato de array incluira indices de hueso." #: doc/classes/ArrayMesh.xml:259 msgid "Array format will include bone weights." msgstr "El formato de array incluira pesos de hueso." #: doc/classes/ArrayMesh.xml:262 msgid "Index array will be used." msgstr "El array de indices sera utilizado." #: doc/classes/AStar.xml:4 msgid "" "An implementation of A* to find 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:7 msgid "" "A* (A star) is a computer algorithm that is widely used in pathfinding and " "graph traversal, the process of plotting short paths among vertices " "(points), passing through a given set of edges (segments). It enjoys " "widespread use due to its performance and accuracy. 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." 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:33 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:45 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:59 msgid "" "Adds a new point at the given position with the given identifier. The " "algorithm prefers points with lower [code]weight_scale[/code] to form a " "path. The [code]id[/code] must be 0 or larger, and the [code]weight_scale[/" "code] must be 1 or larger.\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:77 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:84 doc/classes/AStar2D.xml:69 msgid "Clears all the points and segments." msgstr "Limpia todos los puntos y segmentos." #: doc/classes/AStar.xml:97 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:116 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:123 doc/classes/AStar2D.xml:106 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:134 doc/classes/AStar2D.xml:117 #, fuzzy 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 -1 si no hay " "puntos el grupo(pool) de puntos." #: doc/classes/AStar.xml:144 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:163 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:185 doc/classes/AStar2D.xml:168 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:194 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:213 doc/classes/AStar2D.xml:196 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:224 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." 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:233 doc/classes/AStar2D.xml:216 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:242 doc/classes/AStar2D.xml:225 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:249 doc/classes/AStar2D.xml:232 msgid "Returns an array of all points." msgstr "Devuelve un array con todos los puntos." #: doc/classes/AStar.xml:258 doc/classes/AStar2D.xml:241 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:267 doc/classes/AStar2D.xml:250 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:276 doc/classes/AStar2D.xml:259 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:285 doc/classes/AStar2D.xml:268 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:296 doc/classes/AStar2D.xml:279 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:307 doc/classes/AStar2D.xml:290 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:318 doc/classes/AStar2D.xml:301 msgid "" "Sets the [code]weight_scale[/code] for the point with the given [code]id[/" "code]." msgstr "" "Coloca el [code]weight_scale[/code] para el punto con el [code]id[/code] " "dado." #: doc/classes/AStar2D.xml:4 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:7 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:20 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:32 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:46 msgid "" "Adds a new point at the given position with the given identifier. The " "algorithm prefers points with lower [code]weight_scale[/code] to form a " "path. The [code]id[/code] must be 0 or larger, and the [code]weight_scale[/" "code] must be 1 or larger.\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:62 msgid "Returns whether there is a connection/segment between the given points." msgstr "Devuelve si hay una conexion/segmento entre los puntos dados." #: doc/classes/AStar2D.xml:82 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:99 msgid "Deletes the segment between the given points." msgstr "Elimina el segmento entre los puntos dados." #: doc/classes/AStar2D.xml:127 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:146 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:177 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:207 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." 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:4 msgid "" "Packs multiple small textures in a single, bigger one. Helps to optimize " "video memory costs and render calls." msgstr "" "Empaqueta varias pequeñas texturas en una sola, mas grande. Ayuda a " "optimizar los costes de memoria de video y las llamadas a renderizacion." #: doc/classes/AtlasTexture.xml:7 msgid "" "[Texture2D] resource aimed at managing big textures files that pack multiple " "smaller textures. Consists of a [Texture2D], a margin that defines the " "border width, and a region that defines the actual area of the AtlasTexture." msgstr "" "Recurso [Texture2D] utilizado para manejar grandes archivos de texturas que " "empaquetan varias texturas mas pequeñas. Consiste en una [Texture2D], un " "margen que define el ancho del borde, una region que define el area actual " "de la AtlasTexture." #: doc/classes/AtlasTexture.xml:15 msgid "The texture that contains the atlas. Can be any [Texture2D] subtype." msgstr "" "La textura que contiene el atlas. Puede ser cualquier subtipo [Texture2D]." #: doc/classes/AtlasTexture.xml:18 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:21 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:24 msgid "The AtlasTexture's used region." msgstr "La region utilizada del AtlasTexture." #: doc/classes/AudioBusLayout.xml:4 msgid "Stores information about the audio buses." msgstr "Almacena informacion sobre los buses de audio." #: doc/classes/AudioBusLayout.xml:7 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:4 msgid "Audio effect for audio." msgstr "Efecto de audio para audio." #: doc/classes/AudioEffect.xml:7 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/AudioEffectAmplify.xml:4 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:8 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:16 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:4 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:7 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:4 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:7 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/AudioEffectChorus.xml:4 msgid "Adds a chorus audio effect." msgstr "Añade un efecto de audio de coro." #: doc/classes/AudioEffectChorus.xml:7 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:123 msgid "The effect's raw signal." msgstr "La señal en bruto del efecto." #: doc/classes/AudioEffectChorus.xml:126 doc/classes/AudioEffectChorus.xml:144 #: doc/classes/AudioEffectChorus.xml:162 doc/classes/AudioEffectChorus.xml:180 msgid "The voice's cutoff frequency." msgstr "La frecuencia de corte de la voz." #: doc/classes/AudioEffectChorus.xml:129 doc/classes/AudioEffectChorus.xml:147 #: doc/classes/AudioEffectChorus.xml:165 doc/classes/AudioEffectChorus.xml:183 msgid "The voice's signal delay." msgstr "El retraso de la señal de voz." #: doc/classes/AudioEffectChorus.xml:132 doc/classes/AudioEffectChorus.xml:150 #: doc/classes/AudioEffectChorus.xml:168 doc/classes/AudioEffectChorus.xml:186 msgid "The voice filter's depth." msgstr "El filtro de profundidad de voz." #: doc/classes/AudioEffectChorus.xml:135 doc/classes/AudioEffectChorus.xml:153 #: doc/classes/AudioEffectChorus.xml:171 doc/classes/AudioEffectChorus.xml:189 msgid "The voice's volume." msgstr "El volumen de la voz." #: doc/classes/AudioEffectChorus.xml:138 doc/classes/AudioEffectChorus.xml:156 #: doc/classes/AudioEffectChorus.xml:174 doc/classes/AudioEffectChorus.xml:192 msgid "The voice's pan level." msgstr "El nivel de distribucion de la voz." #: doc/classes/AudioEffectChorus.xml:141 doc/classes/AudioEffectChorus.xml:159 #: doc/classes/AudioEffectChorus.xml:177 doc/classes/AudioEffectChorus.xml:195 msgid "The voice's filter rate." msgstr "El ratio del filtro de voz." #: doc/classes/AudioEffectChorus.xml:198 msgid "The amount of voices in the effect." msgstr "La cantidad de voces en el efecto." #: doc/classes/AudioEffectChorus.xml:201 msgid "The effect's processed signal." msgstr "La señal procesada del efecto." #: doc/classes/AudioEffectCompressor.xml:4 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:8 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:21 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:24 msgid "Gain applied to the output signal." msgstr "Ganancia aplicada a la señal de salida." #: doc/classes/AudioEffectCompressor.xml:27 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:30 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:33 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:36 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:39 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:4 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:8 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:16 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:19 msgid "If [code]true[/code], feedback is enabled." msgstr "Si [code]true[/code], la retroalimentación está activada." #: doc/classes/AudioEffectDelay.xml:22 msgid "Feedback delay time in milliseconds." msgstr "Tiempo de retraso de la retroalimentación en milisegundos." #: doc/classes/AudioEffectDelay.xml:25 doc/classes/AudioEffectDelay.xml:37 msgid "Sound level for [code]tap1[/code]." msgstr "Nivel de sonido para [code]tap1[/code]." #: doc/classes/AudioEffectDelay.xml:28 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:31 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:34 msgid "[code]tap1[/code] delay time in milliseconds." msgstr "Tiempo de retardo en milisegundos [code]tap1[/code]." #: doc/classes/AudioEffectDelay.xml:40 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:43 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:46 msgid "[b]Tap2[/b] delay time in milliseconds." msgstr "Tiempo de retardo en milisegundos [b]Tap2[/b]." #: doc/classes/AudioEffectDelay.xml:49 msgid "Sound level for [code]tap2[/code]." msgstr "Nivel de sonido para [code]tap2[/code]." #: doc/classes/AudioEffectDelay.xml:52 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:4 msgid "" "Adds a distortion audio effect to an Audio bus.\n" "Modify the sound to make it dirty." 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:8 msgid "" "Modify the sound and make it dirty. 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:17 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:20 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:23 msgid "Distortion type." msgstr "Tipo de distorsión." #: doc/classes/AudioEffectDistortion.xml:26 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:29 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:34 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:39 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:42 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:45 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:4 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:8 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:17 msgid "Returns the number of bands of the equalizer." msgstr "Devuelve el número de bandas del ecualizador." #: doc/classes/AudioEffectEQ.xml:26 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:37 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:4 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:8 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:4 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:8 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:4 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:8 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:4 msgid "Adds a filter to the audio bus." msgstr "Añade un filtro al bus de audio." #: doc/classes/AudioEffectFilter.xml:7 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:15 msgid "Threshold frequency for the filter, in Hz." msgstr "Frecuencia de umbral para el filtro, en Hz." #: doc/classes/AudioEffectFilter.xml:20 msgid "Gain amount of the frequencies after the filter." msgstr "Ganar cantidad de frecuencias después del filtro." #: doc/classes/AudioEffectFilter.xml:23 msgid "Amount of boost in the overtones near the cutoff frequency." msgstr "Cantidad de aumento en los sobretonos cerca de la frecuencia de corte." #: doc/classes/AudioEffectHighPassFilter.xml:4 msgid "Adds a high-pass filter to the Audio Bus." msgstr "Añade un filtro de paso alto al Audio Bus." #: doc/classes/AudioEffectHighPassFilter.xml:7 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/AudioEffectLimiter.xml:4 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:7 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:16 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:19 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:24 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:4 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:7 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/AudioEffectNotchFilter.xml:4 msgid "Adds a notch filter to the Audio bus." msgstr "Añade un filtro eliminador de banda al bus de Audio." #: doc/classes/AudioEffectNotchFilter.xml:7 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:4 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:7 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:15 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:4 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:8 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:16 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:19 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:22 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:25 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:28 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:4 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:8 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:20 msgid "Pitch value. Can range from 0 (-1 octave) to 16 (+16 octaves)." msgstr "Valor de altura. Puede variar entre 0 (-1 octava) y 16 (+16 octavas)." #: doc/classes/AudioEffectPitchShift.xml:35 #: doc/classes/AudioEffectSpectrumAnalyzer.xml:31 msgid "Represents the size of the [enum FFT_Size] enum." msgstr "Representa el tamaño del enum [enum FFT_Size]." #: doc/classes/AudioEffectRecord.xml:4 msgid "Audio effect used for recording sound from a microphone." msgstr "Efecto de audio usado para grabar el sonido de un micrófono." #: doc/classes/AudioEffectRecord.xml:7 msgid "" "Allows the user to record sound from a microphone. 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 "" #: doc/classes/AudioEffectRecord.xml:10 msgid "" "https://docs.godotengine.org/en/latest/tutorials/audio/" "recording_with_microphone.html" msgstr "" "https://docs.godotengine.org/es/latest/tutorials/audio/" "recording_with_microphone.html" #: doc/classes/AudioEffectRecord.xml:17 msgid "Returns the recorded sample." msgstr "Devuelve la muestra registrada." #: doc/classes/AudioEffectRecord.xml:24 msgid "Returns whether the recording is active or not." msgstr "Devuelve si la grabación está activa o no." #: doc/classes/AudioEffectRecord.xml:33 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:39 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:4 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:8 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:16 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:19 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:22 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:25 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:28 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:31 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:34 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:37 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/AudioEffectSpectrumAnalyzerInstance.xml:25 msgid "Use the average value as magnitude." msgstr "Utilice el valor promedio como magnitud." #: doc/classes/AudioEffectSpectrumAnalyzerInstance.xml:28 msgid "Use the maximum value as magnitude." msgstr "Utilice el valor máximo como magnitud." #: doc/classes/AudioServer.xml:4 msgid "Server interface for low-level audio access." msgstr "Interfaz de servidor para acceso de audio de bajo nivel." #: doc/classes/AudioServer.xml:7 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:10 msgid "https://docs.godotengine.org/en/latest/tutorials/audio/audio_buses.html" msgstr "" "https://docs.godotengine.org/es/latest/tutorials/audio/audio_buses.html" #: doc/classes/AudioServer.xml:19 msgid "Adds a bus at [code]at_position[/code]." msgstr "Añade un bus en [code]at_position[/code]." #: doc/classes/AudioServer.xml:32 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:39 msgid "" "Name of the current device for audio input (see [method " "capture_get_device_list])." msgstr "" "Nombre del dispositivo actual para la entrada de audio (ver [method " "capture_get_device_list])." #: doc/classes/AudioServer.xml:46 msgid "Returns the names of all audio input devices detected on the system." msgstr "" "Devuelve los nombres de todos los dispositivos de entrada de audio " "detectados en el sistema." #: doc/classes/AudioServer.xml:55 msgid "Sets which audio input device is used for audio capture." msgstr "" "Establece qué dispositivo de entrada de audio se utiliza para la captura de " "audio." #: doc/classes/AudioServer.xml:62 msgid "Generates an [AudioBusLayout] using the available buses and effects." msgstr "Genera un [AudioBusLayout] usando los buses y efectos disponibles." #: doc/classes/AudioServer.xml:71 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:82 msgid "" "Returns the [AudioEffect] at position [code]effect_idx[/code] in bus " "[code]bus_idx[/code]." msgstr "" "Devuelve el [AudioEfecto] en la posición [code]effect_idx[/code] en el bus " "[code]bus_idx[/code]." #: doc/classes/AudioServer.xml:91 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:104 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:113 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:122 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:133 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:144 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:153 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 en el que índice bus[code]bus_idx[/code] " "se envía." #: doc/classes/AudioServer.xml:162 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:169 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:176 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:183 msgid "Returns the audio driver's output latency." msgstr "Devuelve la latencia de salida del controlador de audio." #: doc/classes/AudioServer.xml:190 msgid "Returns the speaker configuration." msgstr "Devuelve la configuración de los altavoces." #: doc/classes/AudioServer.xml:197 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:204 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:213 doc/classes/AudioServer.xml:292 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:224 doc/classes/AudioServer.xml:305 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:233 doc/classes/AudioServer.xml:325 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:242 doc/classes/AudioServer.xml:358 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:249 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:261 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:270 msgid "Removes the bus at index [code]index[/code]." msgstr "Elimina el bus en el índice [code]index[/code]." #: doc/classes/AudioServer.xml:281 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:314 msgid "Overwrites the currently used [AudioBusLayout]." msgstr "Sobrescribe el [AudioBusLayout] actualmente utilizado." #: doc/classes/AudioServer.xml:336 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:347 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:369 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:382 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:389 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:395 msgid "Number of available audio buses." msgstr "Número de buses de audio disponibles." #: doc/classes/AudioServer.xml:398 msgid "" "Name of the current device for audio output (see [method get_device_list])." msgstr "" "Nombre del dispositivo actual para la salida de audio (ver [method " "get_device_list])." #: doc/classes/AudioServer.xml:401 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:407 msgid "Emitted when the [AudioBusLayout] changes." msgstr "Se emite cuando cambia el [AudioBusLayout]." #: doc/classes/AudioServer.xml:413 msgid "Two or fewer speakers were detected." msgstr "Se detectaron dos o menos altavoces." #: doc/classes/AudioServer.xml:416 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:419 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:422 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:4 msgid "Base class for audio streams." msgstr "Clase base para las transmisiones de audio." #: doc/classes/AudioStream.xml:7 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:10 doc/classes/AudioStreamPlayer.xml:10 #: doc/classes/AudioStreamPlayer2D.xml:10 #: doc/classes/AudioStreamPlayer3D.xml:10 msgid "" "https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html" msgstr "" "https://docs.godotengine.org/es/latest/tutorials/audio/audio_streams.html" #: doc/classes/AudioStream.xml:17 msgid "Returns the length of the audio stream in seconds." msgstr "Devuelve la duración del flujo de audio en segundos." #: doc/classes/AudioStreamGenerator.xml:8 #: doc/classes/AudioStreamGeneratorPlayback.xml:8 msgid "" "https://github.com/godotengine/godot-demo-projects/tree/master/audio/" "generator" msgstr "" "https://github.com/godotengine/godot-demo-projects/tree/master/audio/" "generator" #: modules/stb_vorbis/doc_classes/AudioStreamOGGVorbis.xml:4 #: modules/stb_vorbis/doc_classes/AudioStreamOGGVorbis.xml:7 msgid "OGG Vorbis audio stream driver." msgstr "Controlador de flujo de audio OGG Vorbis." #: modules/stb_vorbis/doc_classes/AudioStreamOGGVorbis.xml:15 msgid "Contains the audio data in bytes." msgstr "Contiene los datos de audio en bytes." #: modules/stb_vorbis/doc_classes/AudioStreamOGGVorbis.xml:18 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/stb_vorbis/doc_classes/AudioStreamOGGVorbis.xml:21 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." #: doc/classes/AudioStreamPlayback.xml:4 msgid "Meta class for playing back audio." msgstr "Meta clase para reproducir el audio." #: doc/classes/AudioStreamPlayback.xml:7 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:4 msgid "Plays back audio non-positionally." msgstr "Reproduce el audio sin posición." #: doc/classes/AudioStreamPlayer.xml:7 msgid "Plays an audio stream non-positionally." msgstr "Reproduce un stream de audio sin posición." #: doc/classes/AudioStreamPlayer.xml:17 msgid "Returns the position in the [AudioStream] in seconds." msgstr "Devuelve la posición en el [AudioStream] en segundos." #: doc/classes/AudioStreamPlayer.xml:24 msgid "" "Returns the [AudioStreamPlayback] object associated with this " "[AudioStreamPlayer]." msgstr "" "Devuelve el objeto [AudioStreamPlayback] asociado a este [AudioStreamPlayer]." #: doc/classes/AudioStreamPlayer.xml:33 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:42 doc/classes/AudioStreamPlayer2D.xml:42 #: doc/classes/AudioStreamPlayer3D.xml:42 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:49 doc/classes/AudioStreamPlayer2D.xml:49 #: doc/classes/AudioStreamPlayer3D.xml:49 msgid "Stops the audio." msgstr "Detiene el audio." #: doc/classes/AudioStreamPlayer.xml:55 doc/classes/AudioStreamPlayer2D.xml:61 #: doc/classes/AudioStreamPlayer3D.xml:67 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:58 doc/classes/AudioStreamPlayer2D.xml:64 #: doc/classes/AudioStreamPlayer3D.xml:70 msgid "Bus on which this audio is playing." msgstr "El bus en el que se está reproduciendo este audio." #: doc/classes/AudioStreamPlayer.xml:61 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:64 doc/classes/AudioStreamPlayer2D.xml:70 #: doc/classes/AudioStreamPlayer3D.xml:94 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:67 doc/classes/AudioStreamPlayer2D.xml:73 #: doc/classes/AudioStreamPlayer3D.xml:97 msgid "If [code]true[/code], audio is playing." msgstr "Si [code]true[/code], el audio se está reproduciendo." #: doc/classes/AudioStreamPlayer.xml:70 doc/classes/AudioStreamPlayer2D.xml:76 #: doc/classes/AudioStreamPlayer3D.xml:100 msgid "The [AudioStream] object to be played." msgstr "El objeto [AudioStream] que se va a reproducir." #: doc/classes/AudioStreamPlayer.xml:73 doc/classes/AudioStreamPlayer2D.xml:79 #: doc/classes/AudioStreamPlayer3D.xml:103 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:76 msgid "Volume of sound, in dB." msgstr "Volumen del sonido, en dB." #: doc/classes/AudioStreamPlayer.xml:82 doc/classes/AudioStreamPlayer2D.xml:88 #: doc/classes/AudioStreamPlayer3D.xml:115 msgid "Emitted when the audio stops playing." msgstr "Emitido cuando el audio deja de reproducirse." #: doc/classes/AudioStreamPlayer.xml:88 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:91 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:94 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:4 msgid "Plays audio in 2D." msgstr "Reproduce el audio en 2D." #: doc/classes/AudioStreamPlayer2D.xml:7 msgid "Plays audio that dampens with distance from screen center." msgstr "" "Reproduce un audio que se atenúa con la distancia del centro de la pantalla." #: doc/classes/AudioStreamPlayer2D.xml:17 #: doc/classes/AudioStreamPlayer3D.xml:17 msgid "Returns the position in the [AudioStream]." msgstr "Devuelve la posición en el [AudioStream]." #: doc/classes/AudioStreamPlayer2D.xml:24 msgid "" "Returns the [AudioStreamPlayback] object associated with this " "[AudioStreamPlayer2D]." msgstr "" "Devuelve el objeto [AudioStreamPlayback] asociado a este " "[AudioStreamPlayer2D]." #: doc/classes/AudioStreamPlayer2D.xml:33 #: doc/classes/AudioStreamPlayer3D.xml:33 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:55 #: doc/classes/AudioStreamPlayer3D.xml:55 msgid "Areas in which this sound plays." msgstr "Áreas en las que se reproduce este sonido." #: doc/classes/AudioStreamPlayer2D.xml:58 msgid "Dampens audio over distance with this as an exponent." msgstr "Amortigua el audio a distancia con esto como exponente." #: doc/classes/AudioStreamPlayer2D.xml:67 msgid "Maximum distance from which audio is still hearable." msgstr "Distancia máxima desde la que se puede oír el audio." #: doc/classes/AudioStreamPlayer2D.xml:82 msgid "Base volume without dampening." msgstr "Volumen de la base sin amortiguar." #: doc/classes/AudioStreamPlayer3D.xml:4 msgid "Plays 3D sound in 3D space." msgstr "Reproduce el sonido 3D en el espacio 3D." #: doc/classes/AudioStreamPlayer3D.xml:7 msgid "" "Plays a sound effect with directed sound effects, dampens with distance if " "needed, generates effect of hearable position in space." msgstr "" "Reproduce un efecto de sonido con efectos de sonido dirigido, se amortigua " "con la distancia si es necesario, genera un efecto de posición audible en el " "espacio." #: doc/classes/AudioStreamPlayer3D.xml:24 msgid "" "Returns the [AudioStreamPlayback] object associated with this " "[AudioStreamPlayer3D]." msgstr "" "Devuelve el objeto [AudioStreamPlayback] asociado a este " "[AudioStreamPlayer3D]." #: doc/classes/AudioStreamPlayer3D.xml:58 msgid "Dampens audio above this frequency, in Hz." msgstr "Amortigua el audio por encima de esta frecuencia, en Hz." #: doc/classes/AudioStreamPlayer3D.xml:61 msgid "Amount how much the filter affects the loudness, in dB." msgstr "Cantidad que muestra cuánto afecta el filtro al volumen, en dB." #: doc/classes/AudioStreamPlayer3D.xml:64 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:73 msgid "Decides in which step the Doppler effect should be calculated." msgstr "Decide en qué paso debe calcularse el efecto Doppler." #: doc/classes/AudioStreamPlayer3D.xml:76 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:79 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:82 msgid "" "Dampens audio if camera is outside of [member emission_angle_degrees] and " "[member emission_angle_enabled] is set by this factor, in dB." 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:85 msgid "Sets the absolute maximum of the soundlevel, in dB." msgstr "Establece el máximo absoluto del nivel de sonido, en dB." #: doc/classes/AudioStreamPlayer3D.xml:88 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 [miembro fuera de rango] tiene " "efecto. No tiene efecto si se pone a 0." #: doc/classes/AudioStreamPlayer3D.xml:91 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 [distancia_máxima del miembro]." #: doc/classes/AudioStreamPlayer3D.xml:106 msgid "Base sound level unaffected by dampening, in dB." msgstr "Nivel de sonido base no afectado por la amortiguación, en dB." #: doc/classes/AudioStreamPlayer3D.xml:109 msgid "Factor for the attenuation effect." msgstr "Factor para el efecto de atenuación." #: doc/classes/AudioStreamPlayer3D.xml:121 msgid "Linear dampening of loudness according to distance." msgstr "Amortiguación lineal de la sonido según la distancia." #: doc/classes/AudioStreamPlayer3D.xml:124 msgid "Squared dampening of loudness according to distance." msgstr "Amortiguación cuadrada del sonido según la distancia." #: doc/classes/AudioStreamPlayer3D.xml:127 msgid "Logarithmic dampening of loudness according to distance." msgstr "Amortiguación logarítmica del sonido según la distancia." #: doc/classes/AudioStreamPlayer3D.xml:130 msgid "No dampening of loudness according to distance." msgstr "No hay disminución del sonido según la distancia." #: doc/classes/AudioStreamPlayer3D.xml:133 msgid "Mix this audio in, even when it's out of range." msgstr "Mezcla este audio, incluso cuando está fuera de rango." #: doc/classes/AudioStreamPlayer3D.xml:136 msgid "Pause this audio when it gets out of range." msgstr "Pone en pausa este audio cuando se sale del rango." #: doc/classes/AudioStreamPlayer3D.xml:139 msgid "Disables doppler tracking." msgstr "Desactiva el rastreo doppler." #: doc/classes/AudioStreamPlayer3D.xml:142 msgid "Executes doppler tracking in idle step." msgstr "Ejecuta el rastreo doppler en el paso ocioso." #: doc/classes/AudioStreamPlayer3D.xml:145 msgid "Executes doppler tracking in physics step." msgstr "Ejecuta el rastreo doppler en el paso de la física." #: doc/classes/AudioStreamRandomPitch.xml:4 msgid "Plays audio with random pitch shifting." msgstr "Reproduce el audio con un cambio de tono aleatorio." #: doc/classes/AudioStreamRandomPitch.xml:7 msgid "Randomly varies pitch on each start." msgstr "Varía aleatoriamente el tono en cada inicio." #: doc/classes/AudioStreamRandomPitch.xml:15 msgid "The current [AudioStream]." msgstr "El actual [AudioStream]." #: doc/classes/AudioStreamRandomPitch.xml:18 msgid "The intensity of random pitch variation." msgstr "La intensidad de la variación del tono aleatorio." #: doc/classes/AudioStreamSample.xml:4 msgid "Stores audio data loaded from WAV files." msgstr "Almacena datos de audio cargados desde archivos WAV." #: doc/classes/AudioStreamSample.xml:7 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." 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:19 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:26 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:30 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:33 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:36 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:39 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:42 msgid "The sample rate for mixing this audio." msgstr "La frecuencia de muestreo para mezclar este audio." #: doc/classes/AudioStreamSample.xml:45 msgid "If [code]true[/code], audio is stereo." msgstr "Si [code]true[/code], el audio es estéreo." #: doc/classes/AudioStreamSample.xml:50 msgid "8-bit audio codec." msgstr "Códec de audio de 8 bits." #: doc/classes/AudioStreamSample.xml:53 msgid "16-bit audio codec." msgstr "Códec de audio de 16 bits." #: doc/classes/AudioStreamSample.xml:56 msgid "Audio is compressed using IMA ADPCM." msgstr "El audio se comprime usando IMA ADPCM." #: doc/classes/AudioStreamSample.xml:59 msgid "Audio does not loop." msgstr "El audio no se reproduce en bucle." #: doc/classes/AudioStreamSample.xml:62 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:65 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:68 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:4 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:7 msgid "" "Node for back-buffering the currently-displayed screen. The region defined " "in the BackBufferCopy node is bufferized 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:16 msgid "Buffer mode. See [enum CopyMode] constants." msgstr "Modo de búfer. Ver las constantes de [enum CopyMode]." #: doc/classes/BackBufferCopy.xml:19 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:24 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:27 msgid "BackBufferCopy buffers a rectangular region." msgstr "BackBufferCopy almacena una región rectangular." #: doc/classes/BackBufferCopy.xml:30 msgid "BackBufferCopy buffers the entire screen." msgstr "BackBufferCopy almacena toda la pantalla." #: doc/classes/BaseButton.xml:4 msgid "Base class for different kinds of buttons." msgstr "Clase base para diferentes tipos de botones." #: doc/classes/BaseButton.xml:7 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:16 msgid "Called when the button is pressed." msgstr "Se llama cuando se pulsa el boton." #: doc/classes/BaseButton.xml:25 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:32 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 tu 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:39 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:45 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:48 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:52 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:55 msgid "" "Focus access mode to use when switching between enabled/disabled (see " "[member Control.focus_mode] and [member disabled])." msgstr "" "Modo de acceso de enfoque para utilizar cuando se cambia entre activado/" "desactivado (ver [member Control.focus_mode] y [member disabled])." #: doc/classes/BaseButton.xml:59 msgid "[ButtonGroup] associated to the button." msgstr "[ButtonGroup] asociado al botón." #: doc/classes/BaseButton.xml:62 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 "" #: doc/classes/BaseButton.xml:66 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)." msgstr "" #: doc/classes/BaseButton.xml:69 msgid "[ShortCut] associated to the button." msgstr "" #: doc/classes/BaseButton.xml:72 msgid "" "If [code]true[/code], the button will add information about its shortcut in " "the tooltip." msgstr "" #: doc/classes/BaseButton.xml:75 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 "" #: doc/classes/BaseButton.xml:81 msgid "Emitted when the button starts being held down." msgstr "" #: doc/classes/BaseButton.xml:86 msgid "Emitted when the button stops being held down." msgstr "" #: doc/classes/BaseButton.xml:91 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." msgstr "" #: doc/classes/BaseButton.xml:98 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 "" #: doc/classes/BaseButton.xml:104 msgid "" "The normal state (i.e. not pressed, not hovered, not toggled and enabled) of " "buttons." msgstr "" #: doc/classes/BaseButton.xml:107 msgid "The state of buttons are pressed." msgstr "" #: doc/classes/BaseButton.xml:110 msgid "The state of buttons are hovered." msgstr "" #: doc/classes/BaseButton.xml:113 msgid "The state of buttons are disabled." msgstr "" #: doc/classes/BaseButton.xml:116 msgid "The state of buttons are both hovered and pressed." msgstr "" #: doc/classes/BaseButton.xml:119 msgid "Require just a press to consider the button clicked." msgstr "" #: doc/classes/BaseButton.xml:122 msgid "" "Require a press and a subsequent release before considering the button " "clicked." msgstr "" #: doc/classes/BaseMaterial3D.xml:4 msgid "Default 3D rendering material." msgstr "" #: doc/classes/BaseMaterial3D.xml:7 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 "" #: doc/classes/BaseMaterial3D.xml:10 msgid "" "https://docs.godotengine.org/en/latest/tutorials/3d/spatial_material.html" msgstr "" #: doc/classes/BaseMaterial3D.xml:19 msgid "Returns [code]true[/code], if the specified [enum Feature] is enabled." msgstr "" #: doc/classes/BaseMaterial3D.xml:28 msgid "" "Returns [code]true[/code], if the specified flag is enabled. See [enum " "Flags] enumerator for options." msgstr "" #: doc/classes/BaseMaterial3D.xml:37 msgid "" "Returns the [Texture] associated with the specified [enum TextureParam]." msgstr "" #: doc/classes/BaseMaterial3D.xml:48 msgid "" "If [code]true[/code], enables the specified [enum Feature]. Many features " "that are available in [BaseMaterial3D]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 "" #: doc/classes/BaseMaterial3D.xml:59 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 "" #: doc/classes/BaseMaterial3D.xml:70 msgid "" "Sets the texture for the slot specified by [code]param[/code]. See [enum " "TextureParam] for available slots." msgstr "" #: doc/classes/BaseMaterial3D.xml:76 msgid "The material's base color." msgstr "" #: doc/classes/BaseMaterial3D.xml:79 msgid "" "Forces a conversion of the [member albedo_texture] from sRGB space to linear " "space." msgstr "" #: doc/classes/BaseMaterial3D.xml:82 msgid "" "Texture to multiply by [member albedo_color]. Used for basic texturing of " "objects." msgstr "" #: doc/classes/BaseMaterial3D.xml:85 msgid "Threshold at which the alpha scissor will discard values." msgstr "" #: doc/classes/BaseMaterial3D.xml:88 msgid "The strength of the anisotropy effect." msgstr "" #: doc/classes/BaseMaterial3D.xml:91 msgid "" "If [code]true[/code], anisotropy is enabled. Changes the shape of the " "specular blob and aligns it to tangent space. Mesh tangents are needed for " "this to work. If the mesh does not contain tangents the anisotropy effect " "will appear broken." msgstr "" #: doc/classes/BaseMaterial3D.xml:94 msgid "Texture that offsets the tangent map for anisotropy calculations." msgstr "" #: doc/classes/BaseMaterial3D.xml:97 msgid "" "If [code]true[/code], ambient occlusion is enabled. Ambient occlusion " "darkens areas based on the [member ao_texture]." msgstr "" #: doc/classes/BaseMaterial3D.xml:100 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 "" #: doc/classes/BaseMaterial3D.xml:103 msgid "" "If [code]true[/code], use [code]UV2[/code] coordinates to look up from the " "[member ao_texture]." msgstr "" #: doc/classes/BaseMaterial3D.xml:106 msgid "" "Texture that defines the amount of ambient occlusion for a given point on " "the object." msgstr "" #: doc/classes/BaseMaterial3D.xml:109 doc/classes/BaseMaterial3D.xml:286 #: doc/classes/BaseMaterial3D.xml:307 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 "" #: doc/classes/BaseMaterial3D.xml:112 msgid "" "The color used by the backlight effect. Represents the light passing through " "an object." msgstr "" #: doc/classes/BaseMaterial3D.xml:115 msgid "If [code]true[/code], the backlight effect is enabled." msgstr "" #: doc/classes/BaseMaterial3D.xml:118 msgid "" "Texture used to control the backlight effect per-pixel. Added to [member " "backlight]." msgstr "" #: doc/classes/BaseMaterial3D.xml:121 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 " "billboard_mode] is [constant BILLBOARD_ENABLED]." msgstr "" #: doc/classes/BaseMaterial3D.xml:124 msgid "Controls how the object faces the camera. See [enum BillboardMode]." msgstr "" #: doc/classes/BaseMaterial3D.xml:127 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 "" #: doc/classes/BaseMaterial3D.xml:131 msgid "" "Sets the strength of the clearcoat effect. Setting to [code]0[/code] looks " "the same as disabling the clearcoat effect." msgstr "" #: doc/classes/BaseMaterial3D.xml:134 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." msgstr "" #: doc/classes/BaseMaterial3D.xml:137 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 "" #: doc/classes/BaseMaterial3D.xml:140 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 "" #: doc/classes/BaseMaterial3D.xml:143 msgid "" "Which side of the object is not drawn when backfaces are rendered. See [enum " "CullMode]." msgstr "" #: doc/classes/BaseMaterial3D.xml:146 msgid "" "Determines when depth rendering takes place. See [enum DepthDrawMode]. See " "also [member transparency]." msgstr "" #: doc/classes/BaseMaterial3D.xml:149 msgid "Texture that specifies the color of the detail overlay." msgstr "" #: doc/classes/BaseMaterial3D.xml:152 msgid "" "Specifies how the [member detail_albedo] should blend with the current " "[code]ALBEDO[/code]. See [enum BlendMode] for options." msgstr "" #: doc/classes/BaseMaterial3D.xml:155 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 "" #: doc/classes/BaseMaterial3D.xml:158 msgid "" "Texture used to specify how the detail textures get blended with the base " "textures." msgstr "" #: doc/classes/BaseMaterial3D.xml:161 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 "" #: doc/classes/BaseMaterial3D.xml:165 msgid "" "Specifies whether to use [code]UV[/code] or [code]UV2[/code] for the detail " "layer. See [enum DetailUV] for options." msgstr "" #: doc/classes/BaseMaterial3D.xml:168 msgid "" "The algorithm used for diffuse light scattering. See [enum DiffuseMode]." msgstr "" #: doc/classes/BaseMaterial3D.xml:171 msgid "If [code]true[/code], the object receives no ambient light." msgstr "" #: doc/classes/BaseMaterial3D.xml:174 msgid "" "If [code]true[/code], the object receives no shadow that would otherwise be " "cast onto it." msgstr "" #: doc/classes/BaseMaterial3D.xml:177 msgid "Distance at which the object fades fully and is no longer visible." msgstr "" #: doc/classes/BaseMaterial3D.xml:180 msgid "" "Distance at which the object starts to fade. If the object is less than this " "distance away it will appear normal." msgstr "" #: doc/classes/BaseMaterial3D.xml:183 msgid "" "Specifies which type of fade to use. Can be any of the [enum " "DistanceFadeMode]s." msgstr "" #: doc/classes/BaseMaterial3D.xml:186 msgid "The emitted light's color. See [member emission_enabled]." msgstr "" #: doc/classes/BaseMaterial3D.xml:189 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] is used and this object is used in baked lighting." msgstr "" #: doc/classes/BaseMaterial3D.xml:192 msgid "The emitted light's strength. See [member emission_enabled]." msgstr "" #: doc/classes/BaseMaterial3D.xml:195 msgid "Use [code]UV2[/code] to read from the [member emission_texture]." msgstr "" #: doc/classes/BaseMaterial3D.xml:198 msgid "" "Sets how [member emission] interacts with [member emission_texture]. Can " "either add or multiply. See [enum EmissionOperator] for options." msgstr "" #: doc/classes/BaseMaterial3D.xml:201 msgid "Texture that specifies how much surface emits light at a given point." msgstr "" #: doc/classes/BaseMaterial3D.xml:204 msgid "" "If [code]true[/code], the object is rendered at the same size regardless of " "distance." msgstr "" #: doc/classes/BaseMaterial3D.xml:207 msgid "" "If [code]true[/code], enables the vertex grow setting. See [member " "grow_amount]." msgstr "" #: doc/classes/BaseMaterial3D.xml:210 msgid "Grows object vertices in the direction of their normals." msgstr "" #: doc/classes/BaseMaterial3D.xml:231 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 "" #: doc/classes/BaseMaterial3D.xml:234 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 "" #: doc/classes/BaseMaterial3D.xml:238 msgid "" "Texture used to specify metallic for an object. This is multiplied by " "[member metallic]." msgstr "" #: doc/classes/BaseMaterial3D.xml:241 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 "" #: doc/classes/BaseMaterial3D.xml:244 msgid "" "If [code]true[/code], depth testing is disabled and the object will be drawn " "in render order." msgstr "" #: doc/classes/BaseMaterial3D.xml:247 msgid "If [code]true[/code], normal mapping is enabled." msgstr "" #: doc/classes/BaseMaterial3D.xml:250 msgid "The strength of the normal map's effect." msgstr "" #: doc/classes/BaseMaterial3D.xml:253 msgid "" "Texture used to specify the normal at a given pixel. The " "[code]normal_texture[/code] only uses the red and green channels. The normal " "read from [code]normal_texture[/code] is oriented around the surface normal " "provided by the [Mesh].\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 "" #: doc/classes/BaseMaterial3D.xml:259 msgid "" "The number of horizontal frames in the particle sprite sheet. Only enabled " "when using [constant BILLBOARD_PARTICLES]. See [member billboard_mode]." msgstr "" #: doc/classes/BaseMaterial3D.xml:262 msgid "" "If [code]true[/code], particle animations are looped. Only enabled when " "using [constant BILLBOARD_PARTICLES]. See [member billboard_mode]." msgstr "" #: doc/classes/BaseMaterial3D.xml:265 msgid "" "The number of vertical frames in the particle sprite sheet. Only enabled " "when using [constant BILLBOARD_PARTICLES]. See [member billboard_mode]." msgstr "" #: doc/classes/BaseMaterial3D.xml:268 msgid "The point size in pixels. See [member use_point_size]." msgstr "" #: doc/classes/BaseMaterial3D.xml:271 msgid "" "Distance over which the fade effect takes place. The larger the distance the " "longer it takes for an object to fade." msgstr "" #: doc/classes/BaseMaterial3D.xml:274 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 "" #: doc/classes/BaseMaterial3D.xml:277 msgid "" "If [code]true[/code], the refraction effect is enabled. Distorts " "transparency based on light from behind the object." msgstr "" #: doc/classes/BaseMaterial3D.xml:280 msgid "The strength of the refraction effect." msgstr "" #: doc/classes/BaseMaterial3D.xml:283 msgid "" "Texture that controls the strength of the refraction per-pixel. Multiplied " "by [member refraction_scale]." msgstr "" #: doc/classes/BaseMaterial3D.xml:289 msgid "Sets the strength of the rim lighting effect." msgstr "" #: doc/classes/BaseMaterial3D.xml:292 msgid "" "If [code]true[/code], rim effect is enabled. Rim lighting increases the " "brightness at glancing angles on an object." msgstr "" #: doc/classes/BaseMaterial3D.xml:295 msgid "" "Texture used to set the strength of the rim lighting effect per-pixel. " "Multiplied by [member rim]." msgstr "" #: doc/classes/BaseMaterial3D.xml:298 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 "" #: doc/classes/BaseMaterial3D.xml:301 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 "" #: doc/classes/BaseMaterial3D.xml:304 msgid "" "Texture used to control the roughness per-pixel. Multiplied by [member " "roughness]." msgstr "" #: doc/classes/BaseMaterial3D.xml:310 msgid "" "Sets whether the shading takes place per-pixel or per-vertex. Per-vertex " "lighting is faster, making it the best choice for mobile applications, " "however it looks considerably worse than per-pixel." msgstr "" #: doc/classes/BaseMaterial3D.xml:313 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 "" #: doc/classes/BaseMaterial3D.xml:316 msgid "The method for rendering the specular blob. See [enum SpecularMode]." msgstr "" #: doc/classes/BaseMaterial3D.xml:319 msgid "" "If [code]true[/code], subsurface scattering is enabled. Emulates light that " "penetrates an object's surface, is scattered, and then emerges." msgstr "" #: doc/classes/BaseMaterial3D.xml:322 msgid "" "If [code]true[/code], subsurface scattering will use a special mode " "optimized for the color and density of human skin." msgstr "" #: doc/classes/BaseMaterial3D.xml:325 msgid "The strength of the subsurface scattering effect." msgstr "" #: doc/classes/BaseMaterial3D.xml:328 msgid "" "Texture used to control the subsurface scattering strength. Stored in the " "red texture channel. Multiplied by [member subsurf_scatter_strength]." msgstr "" #: doc/classes/BaseMaterial3D.xml:343 msgid "Filter flags for the texture. See [enum TextureFilter] for options." msgstr "" #: doc/classes/BaseMaterial3D.xml:346 msgid "Repeat flags for the texture. See [enum TextureFilter] for options." msgstr "" #: doc/classes/BaseMaterial3D.xml:349 msgid "" "If [code]true[/code], transparency is enabled on the body. See also [member " "blend_mode]." msgstr "" #: doc/classes/BaseMaterial3D.xml:352 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 point_size]." msgstr "" #: doc/classes/BaseMaterial3D.xml:356 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 "" #: doc/classes/BaseMaterial3D.xml:359 msgid "" "How much to scale the [code]UV[/code] coordinates. This is multiplied by " "[code]UV[/code] in the vertex function." msgstr "" #: doc/classes/BaseMaterial3D.xml:362 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 "" #: doc/classes/BaseMaterial3D.xml:365 doc/classes/BaseMaterial3D.xml:380 msgid "" "A lower number blends the texture more softly while a higher number blends " "the texture more sharply." msgstr "" #: doc/classes/BaseMaterial3D.xml:368 msgid "" "If [code]true[/code], triplanar mapping for [code]UV[/code] is calculated in " "world space rather than object local space. See also [member uv1_triplanar]." msgstr "" #: doc/classes/BaseMaterial3D.xml:371 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 "" #: doc/classes/BaseMaterial3D.xml:374 msgid "" "How much to scale the [code]UV2[/code] coordinates. This is multiplied by " "[code]UV2[/code] in the vertex function." msgstr "" #: doc/classes/BaseMaterial3D.xml:377 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 "" #: doc/classes/BaseMaterial3D.xml:383 msgid "" "If [code]true[/code], triplanar mapping for [code]UV2[/code] is calculated " "in world space rather than object local space. See also [member " "uv2_triplanar]." msgstr "" #: doc/classes/BaseMaterial3D.xml:386 msgid "" "If [code]true[/code], the model's vertex colors are processed as sRGB mode." msgstr "" #: doc/classes/BaseMaterial3D.xml:389 msgid "If [code]true[/code], the vertex color is used as albedo color." msgstr "" #: doc/classes/BaseMaterial3D.xml:394 msgid "Texture specifying per-pixel color." msgstr "" #: doc/classes/BaseMaterial3D.xml:397 msgid "Texture specifying per-pixel metallic value." msgstr "" #: doc/classes/BaseMaterial3D.xml:400 msgid "Texture specifying per-pixel roughness value." msgstr "" #: doc/classes/BaseMaterial3D.xml:403 msgid "Texture specifying per-pixel emission color." msgstr "" #: doc/classes/BaseMaterial3D.xml:406 msgid "Texture specifying per-pixel normal vector." msgstr "" #: doc/classes/BaseMaterial3D.xml:409 msgid "Texture specifying per-pixel rim value." msgstr "" #: doc/classes/BaseMaterial3D.xml:412 msgid "Texture specifying per-pixel clearcoat value." msgstr "" #: doc/classes/BaseMaterial3D.xml:415 msgid "" "Texture specifying per-pixel flowmap direction for use with [member " "anisotropy]." msgstr "" #: doc/classes/BaseMaterial3D.xml:418 msgid "Texture specifying per-pixel ambient occlusion value." msgstr "" #: doc/classes/BaseMaterial3D.xml:421 msgid "Texture specifying per-pixel height." msgstr "" #: doc/classes/BaseMaterial3D.xml:424 msgid "Texture specifying per-pixel subsurface scattering." msgstr "" #: doc/classes/BaseMaterial3D.xml:427 msgid "Texture specifying per-pixel transmittance for subsurface scattering." msgstr "" #: doc/classes/BaseMaterial3D.xml:430 msgid "Texture specifying per-pixel backlight color." msgstr "" #: doc/classes/BaseMaterial3D.xml:433 msgid "Texture specifying per-pixel refraction strength." msgstr "" #: doc/classes/BaseMaterial3D.xml:436 msgid "Texture specifying per-pixel detail mask blending value." msgstr "" #: doc/classes/BaseMaterial3D.xml:439 msgid "Texture specifying per-pixel detail color." msgstr "" #: doc/classes/BaseMaterial3D.xml:442 msgid "Texture specifying per-pixel detail normal." msgstr "" #: doc/classes/BaseMaterial3D.xml:445 msgid "Texture holding ambient occlusion, roughness, and metallic." msgstr "" #: doc/classes/BaseMaterial3D.xml:448 msgid "Represents the size of the [enum TextureParam] enum." msgstr "" #: doc/classes/BaseMaterial3D.xml:451 doc/classes/RenderingServer.xml:3657 #: doc/classes/Viewport.xml:390 msgid "" "The texture filter reads from the nearest pixel only. The simplest and " "fastest method of filtering, but the texture will look pixelized." msgstr "" #: doc/classes/BaseMaterial3D.xml:454 doc/classes/RenderingServer.xml:3660 #: doc/classes/Viewport.xml:393 msgid "" "The texture filter blends between the nearest 4 pixels. Use this when you " "want to avoid a pixelated style, but do not want mipmaps." msgstr "" #: doc/classes/BaseMaterial3D.xml:457 doc/classes/RenderingServer.xml:3663 #: doc/classes/Viewport.xml:396 msgid "" "The texture filter reads from the nearest pixel in the nearest mipmap. The " "fastest way to read from textures with mipmaps." msgstr "" #: doc/classes/BaseMaterial3D.xml:460 msgid "" "The texture filter blends between the nearest 4 pixels and between the " "nearest 2 mipmaps. Use this for most cases as mipmaps are important to " "smooth out pixels that are far from the camera." msgstr "" #: doc/classes/BaseMaterial3D.xml:463 doc/classes/RenderingServer.xml:3669 msgid "" "The texture filter reads from the nearest pixel, but selects a mipmap based " "on the angle between the surface and the camera view. This reduces artifacts " "on surfaces that are almost in line with the camera." msgstr "" #: doc/classes/BaseMaterial3D.xml:466 doc/classes/RenderingServer.xml:3672 msgid "" "The texture filter blends between the nearest 4 pixels and selects a mipmap " "based on the angle between the surface and the camera view. This reduces " "artifacts on surfaces that are almost in line with the camera. This is the " "slowest of the filtering options, but results in the highest quality " "texturing." msgstr "" #: doc/classes/BaseMaterial3D.xml:469 doc/classes/CanvasItem.xml:685 msgid "Represents the size of the [enum TextureFilter] enum." msgstr "" #: doc/classes/BaseMaterial3D.xml:472 msgid "Use [code]UV[/code] with the detail texture." msgstr "" #: doc/classes/BaseMaterial3D.xml:475 msgid "Use [code]UV2[/code] with the detail texture." msgstr "" #: doc/classes/BaseMaterial3D.xml:478 msgid "The material will not use transparency." msgstr "" #: doc/classes/BaseMaterial3D.xml:481 msgid "The material will use the texture's alpha values for transparency." msgstr "" #: doc/classes/BaseMaterial3D.xml:484 msgid "" "The material will cut off all values below a threshold, the rest will remain " "opaque." msgstr "" #: doc/classes/BaseMaterial3D.xml:487 msgid "" "The material will use the texture's alpha value for transparency, but will " "still be rendered in the pre-pass." msgstr "" #: doc/classes/BaseMaterial3D.xml:490 msgid "Represents the size of the [enum Transparency] enum." msgstr "" #: doc/classes/BaseMaterial3D.xml:493 msgid "The object will not receive shadows." msgstr "" #: doc/classes/BaseMaterial3D.xml:496 msgid "" "The object will be shaded per pixel. Useful for realistic shading effect." msgstr "" #: doc/classes/BaseMaterial3D.xml:499 msgid "" "The object will be shaded per vertex. Useful when you want cheaper shaders " "and do not care about visual quality." msgstr "" #: doc/classes/BaseMaterial3D.xml:502 msgid "Represents the size of the [enum ShadingMode] enum." msgstr "" #: doc/classes/BaseMaterial3D.xml:505 msgid "Constant for setting [member emission_enabled]." msgstr "" #: doc/classes/BaseMaterial3D.xml:508 msgid "Constant for setting [member normal_enabled]." msgstr "" #: doc/classes/BaseMaterial3D.xml:511 msgid "Constant for setting [member rim_enabled]." msgstr "" #: doc/classes/BaseMaterial3D.xml:514 msgid "Constant for setting [member clearcoat_enabled]." msgstr "" #: doc/classes/BaseMaterial3D.xml:517 msgid "Constant for setting [member anisotropy_enabled]." msgstr "" #: doc/classes/BaseMaterial3D.xml:520 msgid "Constant for setting [member ao_enabled]." msgstr "" #: doc/classes/BaseMaterial3D.xml:523 msgid "Constant for setting [member heightmap_enabled]." msgstr "" #: doc/classes/BaseMaterial3D.xml:526 msgid "Constant for setting [member subsurf_scatter_enabled]." msgstr "" #: doc/classes/BaseMaterial3D.xml:529 msgid "Constant for setting [member subsurf_scatter_transmittance_enabled]." msgstr "" #: doc/classes/BaseMaterial3D.xml:532 msgid "Constant for setting [member backlight_enabled]." msgstr "" #: doc/classes/BaseMaterial3D.xml:535 msgid "Constant for setting [member refraction_enabled]." msgstr "" #: doc/classes/BaseMaterial3D.xml:538 msgid "Constant for setting [member detail_enabled]." msgstr "" #: doc/classes/BaseMaterial3D.xml:541 doc/classes/EditorFeatureProfile.xml:148 msgid "Represents the size of the [enum Feature] enum." msgstr "" #: doc/classes/BaseMaterial3D.xml:544 msgid "" "Default blend mode. The color of the object is blended over the background " "based on the object's alpha value." msgstr "" #: doc/classes/BaseMaterial3D.xml:547 msgid "The color of the object is added to the background." msgstr "" #: doc/classes/BaseMaterial3D.xml:550 msgid "The color of the object is subtracted from the background." msgstr "" #: doc/classes/BaseMaterial3D.xml:553 msgid "The color of the object is multiplied by the background." msgstr "" #: doc/classes/BaseMaterial3D.xml:556 msgid "Default depth draw mode. Depth is drawn only for opaque objects." msgstr "" #: doc/classes/BaseMaterial3D.xml:559 msgid "Depth draw is calculated for both opaque and transparent objects." msgstr "" #: doc/classes/BaseMaterial3D.xml:562 msgid "No depth draw." msgstr "" #: doc/classes/BaseMaterial3D.xml:565 msgid "Default cull mode. The back of the object is culled when not visible." msgstr "" #: doc/classes/BaseMaterial3D.xml:568 msgid "The front of the object is culled when not visible." msgstr "" #: doc/classes/BaseMaterial3D.xml:571 msgid "No culling is performed." msgstr "" #: doc/classes/BaseMaterial3D.xml:574 msgid "" "Disables the depth test, so this object is drawn on top of all others. " "However, objects drawn after it in the draw order may cover it." msgstr "" #: doc/classes/BaseMaterial3D.xml:577 msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh." msgstr "" #: doc/classes/BaseMaterial3D.xml:580 msgid "" "Vertex color is in sRGB space and needs to be converted to linear. Only " "applies in the Vulkan renderer." msgstr "" #: doc/classes/BaseMaterial3D.xml:583 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 "" #: doc/classes/BaseMaterial3D.xml:586 msgid "" "Object is scaled by depth so that it always appears the same size on screen." msgstr "" #: doc/classes/BaseMaterial3D.xml:589 msgid "" "Shader will keep the scale set for the mesh. Otherwise the scale is lost " "when billboarding. Only applies when [member billboard_mode] is [constant " "BILLBOARD_ENABLED]." msgstr "" #: doc/classes/BaseMaterial3D.xml:592 doc/classes/BaseMaterial3D.xml:598 msgid "" "Use triplanar texture lookup for all texture lookups that would normally use " "[code]UV[/code]." msgstr "" #: doc/classes/BaseMaterial3D.xml:595 doc/classes/BaseMaterial3D.xml:601 msgid "" "Use triplanar texture lookup for all texture lookups that would normally use " "[code]UV2[/code]." msgstr "" #: doc/classes/BaseMaterial3D.xml:604 msgid "" "Use [code]UV2[/code] coordinates to look up from the [member ao_texture]." msgstr "" #: doc/classes/BaseMaterial3D.xml:607 msgid "" "Use [code]UV2[/code] coordinates to look up from the [member " "emission_texture]." msgstr "" #: doc/classes/BaseMaterial3D.xml:610 msgid "Forces the shader to convert albedo from sRGB space to linear space." msgstr "" #: doc/classes/BaseMaterial3D.xml:613 msgid "Disables receiving shadows from other objects." msgstr "" #: doc/classes/BaseMaterial3D.xml:616 msgid "Disables receiving ambient light." msgstr "" #: doc/classes/BaseMaterial3D.xml:619 msgid "Enables the shadow to opacity feature." msgstr "" #: doc/classes/BaseMaterial3D.xml:622 doc/classes/RenderingServer.xml:3684 #: doc/classes/Viewport.xml:408 msgid "" "Enables the texture to repeat when UV coordinates are outside the 0-1 range. " "If using one of the linear filtering modes, this can result in artifacts at " "the edges of a texture when the sampler filters across the edges of the " "texture." msgstr "" #: doc/classes/BaseMaterial3D.xml:625 msgid "" "Invert values read from a depth texture to convert them to height values " "(heightmap)." msgstr "" #: doc/classes/BaseMaterial3D.xml:628 msgid "" "Enables the skin mode for subsurface scattering which is used to improve the " "look of subsurface scattering when used for human skin." msgstr "" #: doc/classes/BaseMaterial3D.xml:631 doc/classes/CPUParticles2D.xml:356 #: doc/classes/CPUParticles3D.xml:364 doc/classes/ParticlesMaterial.xml:315 msgid "Represents the size of the [enum Flags] enum." msgstr "" #: doc/classes/BaseMaterial3D.xml:634 msgid "Default diffuse scattering algorithm." msgstr "" #: doc/classes/BaseMaterial3D.xml:637 msgid "Diffuse scattering ignores roughness." msgstr "" #: doc/classes/BaseMaterial3D.xml:640 msgid "Extends Lambert to cover more than 90 degrees when roughness increases." msgstr "" #: doc/classes/BaseMaterial3D.xml:643 msgid "Attempts to use roughness to emulate microsurfacing." msgstr "" #: doc/classes/BaseMaterial3D.xml:646 msgid "Uses a hard cut for lighting, with smoothing affected by roughness." msgstr "" #: doc/classes/BaseMaterial3D.xml:649 msgid "Default specular blob." msgstr "" #: doc/classes/BaseMaterial3D.xml:652 doc/classes/BaseMaterial3D.xml:655 msgid "Older specular algorithm, included for compatibility." msgstr "" #: doc/classes/BaseMaterial3D.xml:658 msgid "Toon blob which changes size based on roughness." msgstr "" #: doc/classes/BaseMaterial3D.xml:661 msgid "No specular blob." msgstr "" #: doc/classes/BaseMaterial3D.xml:664 msgid "Billboard mode is disabled." msgstr "" #: doc/classes/BaseMaterial3D.xml:667 msgid "The object's Z axis will always face the camera." msgstr "" #: doc/classes/BaseMaterial3D.xml:670 msgid "The object's X axis will always face the camera." msgstr "" #: doc/classes/BaseMaterial3D.xml:673 msgid "" "Used for particle systems when assigned to [GPUParticles3D] and " "[CPUParticles3D] nodes. Enables [code]particles_anim_*[/code] properties.\n" "The [member ParticlesMaterial.anim_speed] or [member CPUParticles3D." "anim_speed] should also be set to a positive value for the animation to play." msgstr "" #: doc/classes/BaseMaterial3D.xml:677 msgid "Used to read from the red channel of a texture." msgstr "" #: doc/classes/BaseMaterial3D.xml:680 msgid "Used to read from the green channel of a texture." msgstr "" #: doc/classes/BaseMaterial3D.xml:683 msgid "Used to read from the blue channel of a texture." msgstr "" #: doc/classes/BaseMaterial3D.xml:686 msgid "Used to read from the alpha channel of a texture." msgstr "" #: doc/classes/BaseMaterial3D.xml:689 msgid "Currently unused." msgstr "" #: doc/classes/BaseMaterial3D.xml:692 msgid "Adds the emission color to the color from the emission texture." msgstr "" #: doc/classes/BaseMaterial3D.xml:695 msgid "Multiplies the emission color by the color from the emission texture." msgstr "" #: doc/classes/BaseMaterial3D.xml:698 msgid "Do not use distance fade." msgstr "" #: doc/classes/BaseMaterial3D.xml:701 msgid "" "Smoothly fades the object out based on each pixel's distance from the camera " "using the alpha channel." msgstr "" #: doc/classes/BaseMaterial3D.xml:704 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 "" #: doc/classes/BaseMaterial3D.xml:707 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 "" #: doc/classes/Basis.xml:4 msgid "3×3 matrix datatype." msgstr "" #: doc/classes/Basis.xml:7 msgid "" "3×3 matrix used for 3D rotation and scale. Contains 3 vector fields X, Y and " "Z as its columns, which can be interpreted as the local basis vectors of a " "transformation. Can also be accessed as array of 3D vectors. These vectors " "are orthogonal to each other, but are not necessarily normalized (due to " "scaling). Almost always used as an orthogonal basis for a [Transform].\n" "For such use, it is composed of a scaling and a rotation matrix, in that " "order (M = R.S)." msgstr "" #: doc/classes/Basis.xml:11 doc/classes/Transform.xml:11 msgid "" "https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html" msgstr "" #: doc/classes/Basis.xml:20 msgid "Create a rotation matrix from the given quaternion." msgstr "" #: doc/classes/Basis.xml:29 msgid "" "Create a rotation matrix (in the YXZ convention: first Z, then X, and Y " "last) from the specified Euler angles, given in the vector format as (X " "angle, Y angle, Z angle)." msgstr "" #: doc/classes/Basis.xml:40 msgid "" "Create a rotation matrix which rotates around the given axis by the " "specified angle, in radians. The axis must be a normalized vector." msgstr "" #: doc/classes/Basis.xml:53 msgid "Create a matrix from 3 axis vectors." msgstr "" #: doc/classes/Basis.xml:60 msgid "Returns the determinant of the matrix." msgstr "" #: doc/classes/Basis.xml:67 msgid "" "Returns the basis's rotation in the form of Euler angles (in the YXZ " "convention: first Z, then X, and Y last). The returned vector contains the " "rotation angles in the format (X angle, Y angle, Z angle). See [method " "get_rotation_quat] if you need a quaternion instead." msgstr "" #: doc/classes/Basis.xml:74 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 grid map editor. For " "further details, refer to the Godot source code." msgstr "" #: doc/classes/Basis.xml:81 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 "" #: doc/classes/Basis.xml:88 msgid "" "Assuming that the matrix is the combination of a rotation and scaling, " "return the absolute value of scaling factors along each axis." msgstr "" #: doc/classes/Basis.xml:95 doc/classes/Transform2D.xml:49 msgid "Returns the inverse of the matrix." msgstr "" #: doc/classes/Basis.xml:106 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." msgstr "" #: doc/classes/Basis.xml:113 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 "" #: doc/classes/Basis.xml:124 msgid "" "Introduce an additional rotation around the given axis by phi (radians). The " "axis must be a normalized vector." msgstr "" #: doc/classes/Basis.xml:133 msgid "" "Introduce an additional scaling specified by the given 3D scaling factor." msgstr "" #: doc/classes/Basis.xml:144 msgid "" "Assuming that the matrix is a proper rotation matrix, slerp performs a " "spherical-linear interpolation with another rotation matrix." msgstr "" #: doc/classes/Basis.xml:153 msgid "Transposed dot product with the X axis of the matrix." msgstr "" #: doc/classes/Basis.xml:162 msgid "Transposed dot product with the Y axis of the matrix." msgstr "" #: doc/classes/Basis.xml:171 msgid "Transposed dot product with the Z axis of the matrix." msgstr "" #: doc/classes/Basis.xml:178 msgid "Returns the transposed version of the matrix." msgstr "" #: doc/classes/Basis.xml:187 msgid "Returns a vector transformed (multiplied) by the matrix." msgstr "" #: doc/classes/Basis.xml:196 msgid "" "Returns a vector transformed (multiplied) by the transposed matrix.\n" "[b]Note:[/b] This results in a multiplication by the inverse of the matrix " "only if it represents a rotation-reflection." msgstr "" #: doc/classes/Basis.xml:203 msgid "The basis matrix's X vector." msgstr "" #: doc/classes/Basis.xml:206 msgid "The basis matrix's Y vector." msgstr "" #: doc/classes/Basis.xml:209 msgid "The basis matrix's Z vector." msgstr "" #: doc/classes/Basis.xml:214 msgid "" "The identity basis. This is identical to calling [code]Basis()[/code] " "without any parameters. This constant can be used to make your code clearer." msgstr "" #: doc/classes/Basis.xml:217 msgid "" "The basis that will flip something along the X axis when used in a " "transformation." msgstr "" #: doc/classes/Basis.xml:220 msgid "" "The basis that will flip something along the Y axis when used in a " "transformation." msgstr "" #: doc/classes/Basis.xml:223 msgid "" "The basis that will flip something along the Z axis when used in a " "transformation." msgstr "" #: doc/classes/BitMap.xml:4 msgid "Boolean matrix." msgstr "" #: doc/classes/BitMap.xml:7 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 "" #: doc/classes/BitMap.xml:18 msgid "" "Creates a bitmap with the specified size, filled with [code]false[/code]." msgstr "" #: doc/classes/BitMap.xml:29 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 "" #: doc/classes/BitMap.xml:38 msgid "Returns bitmap's value at the specified position." msgstr "" #: doc/classes/BitMap.xml:45 msgid "Returns bitmap's dimensions." msgstr "" #: doc/classes/BitMap.xml:52 msgid "" "Returns the amount of bitmap elements that are set to [code]true[/code]." msgstr "" #: doc/classes/BitMap.xml:83 msgid "" "Sets the bitmap's element at the specified position, to the specified value." msgstr "" #: doc/classes/BitMap.xml:94 msgid "Sets a rectangular portion of the bitmap to the specified value." msgstr "" #: doc/classes/BitmapFont.xml:4 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 "" #: doc/classes/BitmapFont.xml:8 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 "" #: doc/classes/BitmapFont.xml:27 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 "" #: doc/classes/BitmapFont.xml:40 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 "" #: doc/classes/BitmapFont.xml:49 msgid "Adds a texture to the [BitmapFont]." msgstr "" #: doc/classes/BitmapFont.xml:56 msgid "Clears all the font data and settings." msgstr "" #: doc/classes/BitmapFont.xml:65 msgid "" "Creates a BitmapFont from the [code]*.fnt[/code] file at [code]path[/code]." msgstr "" #: doc/classes/BitmapFont.xml:76 msgid "Returns a kerning pair as a difference." msgstr "" #: doc/classes/BitmapFont.xml:85 msgid "Returns the font atlas texture at index [code]idx[/code]." msgstr "" #: doc/classes/BitmapFont.xml:92 msgid "Returns the number of textures in the BitmapFont atlas." msgstr "" #: doc/classes/BitmapFont.xml:98 msgid "Ascent (number of pixels above the baseline)." msgstr "" #: doc/classes/BitmapFont.xml:101 msgid "If [code]true[/code], distance field hint is enabled." msgstr "" #: doc/classes/BitmapFont.xml:104 msgid "The fallback font." msgstr "" #: doc/classes/BitmapFont.xml:107 msgid "Total font height (ascent plus descent) in pixels." msgstr "" #: doc/classes/Bone2D.xml:4 msgid "Joint used with [Skeleton2D] to control and animate other nodes." msgstr "" #: doc/classes/Bone2D.xml:7 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 "" #: doc/classes/Bone2D.xml:19 msgid "Stores the node's current transforms in [member rest]." msgstr "" #: doc/classes/Bone2D.xml:26 msgid "" "Returns the node's index as part of the entire skeleton. See [Skeleton2D]." msgstr "" #: doc/classes/Bone2D.xml:33 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 "" #: doc/classes/Bone2D.xml:39 msgid "" "Length of the bone's representation drawn in the editor's viewport in pixels." msgstr "" #: doc/classes/Bone2D.xml:42 msgid "" "Rest transform of the bone. You can reset the node's transforms to this " "value using [method apply_rest]." msgstr "" #: doc/classes/BoneAttachment3D.xml:4 msgid "A node that will attach to a bone." msgstr "" #: doc/classes/BoneAttachment3D.xml:7 msgid "" "This node must be the child of a [Skeleton3D] node. You can then select a " "bone for this node to attach to. The BoneAttachment3D node will copy the " "transform of the selected bone." msgstr "" #: doc/classes/BoneAttachment3D.xml:15 msgid "The name of the attached bone." msgstr "" #: doc/classes/bool.xml:4 msgid "Boolean built-in type." msgstr "" #: doc/classes/bool.xml:7 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 an 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 "" #: doc/classes/bool.xml:49 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 "" #: doc/classes/bool.xml:58 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 "" #: doc/classes/bool.xml:67 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 "" #: doc/classes/BoxContainer.xml:4 msgid "Base class for box containers." msgstr "" #: doc/classes/BoxContainer.xml:7 msgid "" "Arranges child [Control] nodes vertically or horizontally, and rearranges " "them automatically when their minimum size changes." msgstr "" #: doc/classes/BoxContainer.xml:18 msgid "" "Adds a [Control] node to the box as a spacer. If [code]begin[/code] is " "[code]true[/code], it will insert the [Control] node in front of all other " "children." msgstr "" #: doc/classes/BoxContainer.xml:24 msgid "" "The alignment of the container's children (must be one of [constant " "ALIGN_BEGIN], [constant ALIGN_CENTER], or [constant ALIGN_END])." msgstr "" #: doc/classes/BoxContainer.xml:29 msgid "Aligns children with the beginning of the container." msgstr "" #: doc/classes/BoxContainer.xml:32 msgid "Aligns children with the center of the container." msgstr "" #: doc/classes/BoxContainer.xml:35 msgid "Aligns children with the end of the container." msgstr "" #: doc/classes/BoxShape3D.xml:4 msgid "Box shape resource." msgstr "" #: doc/classes/BoxShape3D.xml:7 msgid "3D box shape that can be a child of a [PhysicsBody3D] or [Area3D]." msgstr "" #: doc/classes/BoxShape3D.xml:15 msgid "" "The box's half extents. The width, height and depth of this shape is twice " "the half extents." msgstr "" #: doc/classes/Button.xml:4 msgid "Standard themed Button." msgstr "" #: doc/classes/Button.xml:7 msgid "" "Button is the standard themed button. It can contain text and an icon, and " "will display them according to the current [Theme]." msgstr "" #: doc/classes/Button.xml:15 msgid "" "Text alignment policy for the button's text, use one of the [enum TextAlign] " "constants." msgstr "" #: doc/classes/Button.xml:18 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 "" #: doc/classes/Button.xml:21 msgid "" "When enabled, the button's icon will expand/shrink to fit the button's size " "while keeping its aspect." msgstr "" #: doc/classes/Button.xml:24 msgid "Flat buttons don't display decoration." msgstr "" #: doc/classes/Button.xml:27 msgid "" "Button's icon, if text is present the icon will be placed before the text." msgstr "" #: doc/classes/Button.xml:30 doc/classes/LinkButton.xml:18 msgid "The button's text that will be displayed inside the button's area." msgstr "" #: doc/classes/Button.xml:35 msgid "Align the text to the left." msgstr "" #: doc/classes/Button.xml:38 msgid "Align the text to the center." msgstr "" #: doc/classes/Button.xml:41 msgid "Align the text to the right." msgstr "" #: doc/classes/Button.xml:46 msgid "[StyleBox] used when the [Button] is disabled." msgstr "" #: doc/classes/Button.xml:49 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 "" #: doc/classes/Button.xml:52 msgid "[Font] of the [Button]'s text." msgstr "" #: doc/classes/Button.xml:55 msgid "Default text [Color] of the [Button]." msgstr "" #: doc/classes/Button.xml:58 msgid "Text [Color] used when the [Button] is disabled." msgstr "" #: doc/classes/Button.xml:61 msgid "Text [Color] used when the [Button] is being hovered." msgstr "" #: doc/classes/Button.xml:64 msgid "Text [Color] used when the [Button] is being pressed." msgstr "" #: doc/classes/Button.xml:67 msgid "[StyleBox] used when the [Button] is being hovered." msgstr "" #: doc/classes/Button.xml:70 msgid "The horizontal space between [Button]'s icon and text." msgstr "" #: doc/classes/Button.xml:73 msgid "Default [StyleBox] for the [Button]." msgstr "" #: doc/classes/Button.xml:76 msgid "[StyleBox] used when the [Button] is being pressed." msgstr "" #: doc/classes/ButtonGroup.xml:4 msgid "Group of Buttons." msgstr "" #: doc/classes/ButtonGroup.xml:7 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 "" #: doc/classes/ButtonGroup.xml:17 msgid "" "Returns an [Array] of [Button]s who have this as their [ButtonGroup] (see " "[member BaseButton.group])." msgstr "" #: doc/classes/ButtonGroup.xml:24 msgid "Returns the current pressed button." msgstr "" #: doc/classes/Callable.xml:4 msgid "An object representing a method in a certain object that can be called." msgstr "" #: doc/classes/Callable.xml:7 msgid "" "[Callable] is a first class object which can be held in variables and passed " "to functions. It represents a given method in an [Object], and is typically " "used for signal callbacks.\n" "[b]Example:[/b]\n" "[codeblock]\n" "var callable = Callable(self, \"print_args\")\n" "func print_args(arg1, arg2, arg3 = \"\"):\n" " prints(arg1, arg2, arg3)\n" "func test():\n" " callable.call(\"hello\", \"world\") # Prints \"hello world\".\n" " callable.call(Vector2.UP, 42, callable) # Prints \"(0, -1) 42 Node(Node." "gd)::print_args\".\n" " callable.call(\"invalid\") # Invalid call, should have at least 2 " "arguments.\n" "[/codeblock]" msgstr "" #: doc/classes/Callable.xml:30 msgid "" "Creates a new [Callable] for the method called [code]method_name[/code] in " "the specified [code]object[/code]." msgstr "" #: doc/classes/Callable.xml:37 msgid "" "Calls the method represented by this [Callable]. Arguments can be passed and " "should match the method's signature." msgstr "" #: doc/classes/Callable.xml:44 msgid "" "Calls the method represented by this [Callable] in deferred mode, i.e. " "during the idle frame. Arguments can be passed and should match the method's " "signature." msgstr "" #: doc/classes/Callable.xml:51 msgid "Returns the name of the method represented by this [Callable]." msgstr "" #: doc/classes/Callable.xml:58 msgid "Returns the object on which this [Callable] is called." msgstr "" #: doc/classes/Callable.xml:65 msgid "" "Returns the ID of this [Callable]'s object (see [method Object." "get_instance_id])." msgstr "" #: doc/classes/Camera2D.xml:4 msgid "Camera node for 2D scenes." msgstr "" #: doc/classes/Camera2D.xml:7 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 and " "it may happen that more functionality is desired to change how the camera " "works. To make your own custom camera node, inherit 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 "" #: doc/classes/Camera2D.xml:18 msgid "Aligns the camera to the tracked node." msgstr "" #: doc/classes/Camera2D.xml:25 msgid "" "Removes any [Camera2D] from the ancestor [Viewport]'s internal currently-" "assigned camera." msgstr "" #: doc/classes/Camera2D.xml:32 msgid "Forces the camera to update scroll immediately." msgstr "" #: doc/classes/Camera2D.xml:39 msgid "Returns the camera position." msgstr "" #: doc/classes/Camera2D.xml:46 msgid "" "Returns the location of the [Camera2D]'s screen-center, relative to the " "origin." msgstr "" #: doc/classes/Camera2D.xml:55 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 "" #: doc/classes/Camera2D.xml:64 msgid "" "Returns the specified camera limit. See also [member limit_bottom], [member " "limit_top], [member limit_left], and [member limit_right]." msgstr "" #: doc/classes/Camera2D.xml:71 msgid "" "Make this the current 2D camera for the scene (viewport and layer), in case " "there are many cameras in the scene." msgstr "" #: doc/classes/Camera2D.xml:78 msgid "" "Sets the camera's position immediately to its current smoothing " "destination.\n" "This has no effect if smoothing is disabled." msgstr "" #: doc/classes/Camera2D.xml:90 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 "" #: doc/classes/Camera2D.xml:101 msgid "" "Sets the specified camera limit. See also [member limit_bottom], [member " "limit_top], [member limit_left], and [member limit_right]." msgstr "" #: doc/classes/Camera2D.xml:107 msgid "The Camera2D's anchor point. See [enum AnchorMode] constants." msgstr "" #: doc/classes/Camera2D.xml:110 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 "" #: doc/classes/Camera2D.xml:113 msgid "" "The custom [Viewport] node attached to the [Camera2D]. If [code]null[/code] " "or not a [Viewport], uses the default viewport instead." msgstr "" #: doc/classes/Camera2D.xml:116 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 "" #: doc/classes/Camera2D.xml:119 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 "" #: doc/classes/Camera2D.xml:122 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 "" #: doc/classes/Camera2D.xml:125 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 "" #: doc/classes/Camera2D.xml:128 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 "" #: doc/classes/Camera2D.xml:131 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 "" #: doc/classes/Camera2D.xml:134 msgid "" "If [code]true[/code], draws the camera's drag margin rectangle in the editor." msgstr "" #: doc/classes/Camera2D.xml:137 msgid "" "If [code]true[/code], draws the camera's limits rectangle in the editor." msgstr "" #: doc/classes/Camera2D.xml:140 msgid "" "If [code]true[/code], draws the camera's screen rectangle in the editor." msgstr "" #: doc/classes/Camera2D.xml:143 msgid "" "Bottom scroll limit in pixels. The camera stops moving when reaching this " "value." msgstr "" #: doc/classes/Camera2D.xml:146 msgid "" "Left scroll limit in pixels. The camera stops moving when reaching this " "value." msgstr "" #: doc/classes/Camera2D.xml:149 msgid "" "Right scroll limit in pixels. The camera stops moving when reaching this " "value." msgstr "" #: doc/classes/Camera2D.xml:152 msgid "" "If [code]true[/code], the camera smoothly stops when reaches its limits." msgstr "" #: doc/classes/Camera2D.xml:155 msgid "" "Top scroll limit in pixels. The camera stops moving when reaching this value." msgstr "" #: doc/classes/Camera2D.xml:158 msgid "" "The camera's offset, useful for looking around or camera shake animations." msgstr "" #: doc/classes/Camera2D.xml:161 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 "" #: doc/classes/Camera2D.xml:165 msgid "" "The vertical offset of the camera, relative to the drag margins.\n" "[b]Note:[/b] Used the same as [member offset_h]." msgstr "" #: doc/classes/Camera2D.xml:169 msgid "The camera's process callback. See [enum Camera2DProcessMode]." msgstr "" #: doc/classes/Camera2D.xml:172 msgid "If [code]true[/code], the camera rotates with the target." msgstr "" #: doc/classes/Camera2D.xml:175 msgid "" "If [code]true[/code], the camera smoothly moves towards the target at " "[member smoothing_speed]." msgstr "" #: doc/classes/Camera2D.xml:178 msgid "" "Speed in pixels per second of the camera's smoothing effect when [member " "smoothing_enabled] is [code]true[/code]." msgstr "" #: doc/classes/Camera2D.xml:181 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 "" #: doc/classes/Camera2D.xml:186 msgid "" "The camera's position is fixed so that the top-left corner is always at the " "origin." msgstr "" #: doc/classes/Camera2D.xml:189 msgid "" "The camera's position takes into account vertical/horizontal offsets and the " "screen size." msgstr "" #: doc/classes/Camera2D.xml:192 doc/classes/ClippedCamera3D.xml:104 msgid "The camera updates with the [code]_physics_process[/code] callback." msgstr "" #: doc/classes/Camera2D.xml:195 doc/classes/ClippedCamera3D.xml:107 msgid "The camera updates with the [code]_process[/code] callback." msgstr "" #: doc/classes/Camera3D.xml:4 msgid "Camera node, displays from a point of view." msgstr "" #: doc/classes/Camera3D.xml:7 msgid "" "[Camera3D] 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 "" #: doc/classes/Camera3D.xml:18 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 "" #: doc/classes/Camera3D.xml:25 msgid "Returns the camera's RID from the [RenderingServer]." msgstr "" #: doc/classes/Camera3D.xml:32 msgid "" "Gets the camera transform. Subclassed cameras such as [ClippedCamera3D] may " "provide different transforms than the [Node] transform." msgstr "" #: doc/classes/Camera3D.xml:41 msgid "" "Returns [code]true[/code] if the given [code]layer[/code] in the [member " "cull_mask] is enabled, [code]false[/code] otherwise." msgstr "" #: doc/classes/Camera3D.xml:48 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 "" #: doc/classes/Camera3D.xml:57 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 "" #: doc/classes/Camera3D.xml:65 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 "" #: doc/classes/Camera3D.xml:74 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 "" #: doc/classes/Camera3D.xml:85 msgid "" "Returns the 3D point in worldspace 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 "" #: doc/classes/Camera3D.xml:94 msgid "" "Returns a normal vector in worldspace, that is the result of projecting a " "point on the [Viewport] rectangle by the camera projection. This is useful " "for casting rays in the form of (origin, normal) for object intersection or " "picking." msgstr "" #: doc/classes/Camera3D.xml:103 msgid "" "Returns a 3D position in worldspace, that is the result of projecting a " "point on the [Viewport] rectangle by the camera projection. This is useful " "for casting rays in the form of (origin, normal) for object intersection or " "picking." msgstr "" #: doc/classes/Camera3D.xml:114 msgid "" "Enables or disables the given [code]layer[/code] in the [member cull_mask]." msgstr "" #: doc/classes/Camera3D.xml:129 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." msgstr "" #: doc/classes/Camera3D.xml:142 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 "" #: doc/classes/Camera3D.xml:155 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 "" #: doc/classes/Camera3D.xml:164 msgid "" "Returns the 2D coordinate in the [Viewport] rectangle that maps to the given " "3D point in worldspace." msgstr "" #: doc/classes/Camera3D.xml:170 msgid "" "The culling mask that describes which 3D render layers are rendered by this " "camera." msgstr "" #: doc/classes/Camera3D.xml:173 msgid "" "If [code]true[/code], the ancestor [Viewport] is currently using this camera." msgstr "" #: doc/classes/Camera3D.xml:176 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. See [enum " "DopplerTracking] for possible values." msgstr "" #: doc/classes/Camera3D.xml:179 msgid "The [CameraEffects] to use for this camera." msgstr "" #: doc/classes/Camera3D.xml:182 msgid "The [Environment] to use for this camera." msgstr "" #: doc/classes/Camera3D.xml:185 msgid "" "The distance to the far culling boundary for this camera relative to its " "local Z axis." msgstr "" #: doc/classes/Camera3D.xml:188 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]75.0[/code]) " "is equivalent to an horizontal FOV of:\n" "- ~91.31 degrees in a 4:3 viewport\n" "- ~101.67 degrees in a 16:10 viewport\n" "- ~107.51 degrees in a 16:9 viewport\n" "- ~121.63 degrees in a 21:9 viewport" msgstr "" #: doc/classes/Camera3D.xml:196 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]." msgstr "" #: doc/classes/Camera3D.xml:199 msgid "The horizontal (X) offset of the camera viewport." msgstr "" #: doc/classes/Camera3D.xml:202 msgid "" "The axis to lock during [member fov]/[member size] adjustments. Can be " "either [constant KEEP_WIDTH] or [constant KEEP_HEIGHT]." msgstr "" #: doc/classes/Camera3D.xml:205 msgid "" "The distance to the near culling boundary for this camera relative to its " "local Z axis." msgstr "" #: doc/classes/Camera3D.xml:208 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 "" #: doc/classes/Camera3D.xml:211 msgid "" "The camera's size measured as 1/2 the width or height. Only applicable in " "orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] " "sets the other axis' size length." msgstr "" #: doc/classes/Camera3D.xml:214 msgid "The vertical (Y) offset of the camera viewport." msgstr "" #: doc/classes/Camera3D.xml:219 msgid "" "Perspective projection. Objects on the screen becomes smaller when they are " "far away." msgstr "" #: doc/classes/Camera3D.xml:222 msgid "" "Orthogonal projection, also known as orthographic projection. Objects remain " "the same size on the screen no matter how far away they are." msgstr "" #: doc/classes/Camera3D.xml:225 msgid "" "Frustum projection. This mode allows adjusting [member frustum_offset] to " "create \"tilted frustum\" effects." msgstr "" #: doc/classes/Camera3D.xml:228 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 "" #: doc/classes/Camera3D.xml:231 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 "" #: doc/classes/Camera3D.xml:234 msgid "" "Disables [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/" "url] simulation (default)." msgstr "" #: doc/classes/Camera3D.xml:237 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 [code]pitch " "shift[/code])." msgstr "" #: doc/classes/Camera3D.xml:240 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 [code]pitch shift[/code])." msgstr "" #: doc/classes/CameraEffects.xml:4 msgid "" "Contains camera-specific effects such as depth of field and exposure " "override." msgstr "" #: doc/classes/CameraEffects.xml:7 msgid "" "Contains camera-specific effects such as depth of field and exposure " "override.\n" "See also [Environment] for general 3D environment settings." msgstr "" #: doc/classes/CameraEffects.xml:16 msgid "" "The amount of blur for both near and far depth-of-field effects. The amount " "of blur increases the radius of the blur effect, making the affected area " "blurrier. However, If the amount is too high, you might start to see lines " "appearing, especially when using a low quality blur." msgstr "" #: doc/classes/CameraEffects.xml:19 msgid "" "The distance from the camera where the far blur effect affects the rendering." msgstr "" #: doc/classes/CameraEffects.xml:22 msgid "" "If [code]true[/code], enables the depth-of-field far blur effect. This has a " "significant performance cost. Consider disabling it in scenes where there " "are no far away objects." msgstr "" #: doc/classes/CameraEffects.xml:25 msgid "The length of the transition between the no-blur area and far blur." msgstr "" #: doc/classes/CameraEffects.xml:28 msgid "" "Distance from the camera where the near blur effect affects the rendering." msgstr "" #: doc/classes/CameraEffects.xml:31 msgid "" "If [code]true[/code], enables the depth-of-field near blur effect. This has " "a significant performance cost. Consider disabling it in scenes where there " "are no nearby objects." msgstr "" #: doc/classes/CameraEffects.xml:34 msgid "The length of the transition between the near blur and no-blur area." msgstr "" #: doc/classes/CameraEffects.xml:37 msgid "" "The exposure override value to use. Higher values will result in a brighter " "scene. Only effective if [member override_exposure_enable] is [code]true[/" "code]." msgstr "" #: doc/classes/CameraEffects.xml:40 msgid "" "If [code]true[/code], overrides the manual or automatic exposure defined in " "the [Environment] with the value in [member override_exposure]." msgstr "" #: doc/classes/CameraFeed.xml:4 msgid "" "A camera feed gives you access to a single physical camera attached to your " "device." msgstr "" #: doc/classes/CameraFeed.xml:7 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 "" #: doc/classes/CameraServer.xml:4 msgid "Server keeping track of different cameras accessible in Godot." msgstr "" #: doc/classes/CameraServer.xml:7 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 "" #: doc/classes/CameraServer.xml:20 msgid "Adds the camera [code]feed[/code] to the camera server." msgstr "" #: doc/classes/CameraServer.xml:27 msgid "Returns an array of [CameraFeed]s." msgstr "" #: doc/classes/CameraServer.xml:36 msgid "" "Returns the [CameraFeed] corresponding to the camera with the given " "[code]index[/code]." msgstr "" #: doc/classes/CameraServer.xml:43 msgid "Returns the number of [CameraFeed]s registered." msgstr "" #: doc/classes/CameraServer.xml:52 msgid "Removes the specified camera [code]feed[/code]." msgstr "" #: doc/classes/CameraServer.xml:61 msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)." msgstr "" #: doc/classes/CameraServer.xml:68 msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" #: doc/classes/CameraServer.xml:74 msgid "The RGBA camera image." msgstr "" #: doc/classes/CameraServer.xml:77 msgid "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image." msgstr "" #: doc/classes/CameraServer.xml:80 msgid "The Y component camera image." msgstr "" #: doc/classes/CameraServer.xml:83 msgid "The CbCr component camera image." msgstr "" #: doc/classes/CameraTexture.xml:4 msgid "Texture provided by a [CameraFeed]." msgstr "" #: doc/classes/CameraTexture.xml:7 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 "" #: doc/classes/CameraTexture.xml:16 msgid "The ID of the [CameraFeed] for which we want to display the image." msgstr "" #: doc/classes/CameraTexture.xml:19 msgid "" "Convenience property that gives access to the active property of the " "[CameraFeed]." msgstr "" #: doc/classes/CameraTexture.xml:22 msgid "" "Which image within the [CameraFeed] we want access to, important if the " "camera image is split in a Y and CbCr component." msgstr "" #: doc/classes/CanvasItem.xml:4 msgid "Base class of anything 2D." msgstr "" #: doc/classes/CanvasItem.xml:7 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] must be called, then " "[constant NOTIFICATION_DRAW] will be received on idle time to request " "redraw. Because of this, canvas items don't need to be redrawn on every " "frame, improving the performance significantly. Several functions for " "drawing on the [CanvasItem] are provided (see [code]draw_*[/code] " "functions). However, they can only be used inside the [method Object." "_notification], signal or [method _draw] virtual functions.\n" "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 "" #: doc/classes/CanvasItem.xml:15 doc/classes/CanvasLayer.xml:10 #: doc/classes/InputEvent.xml:11 doc/classes/Viewport.xml:15 msgid "https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html" msgstr "" #: doc/classes/CanvasItem.xml:16 doc/classes/Control.xml:19 #: doc/classes/Node2D.xml:10 msgid "" "https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html" msgstr "" #: doc/classes/CanvasItem.xml:23 msgid "" "Overridable function called by the engine (if defined) to draw the canvas " "item." msgstr "" #: doc/classes/CanvasItem.xml:44 msgid "" "Draws an arc between the given angles. The larger the value of " "[code]point_count[/code], the smoother the curve." msgstr "" #: doc/classes/CanvasItem.xml:61 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 "" #: doc/classes/CanvasItem.xml:74 msgid "Draws a colored circle." msgstr "" #: doc/classes/CanvasItem.xml:99 msgid "Draws a colored polygon of any amount of points, convex or concave." msgstr "" #: doc/classes/CanvasItem.xml:114 msgid "Draws a line from a 2D point to another, with a given color and width." msgstr "" #: doc/classes/CanvasItem.xml:139 msgid "" "Draws a [Mesh] in 2D, using the provided texture. See [MeshInstance2D] for " "related documentation." msgstr "" #: doc/classes/CanvasItem.xml:152 msgid "Draws multiple, parallel lines with a uniform [code]color[/code]." msgstr "" #: doc/classes/CanvasItem.xml:165 msgid "" "Draws multiple, parallel 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]." msgstr "" #: doc/classes/CanvasItem.xml:186 msgid "" "Draws a [MultiMesh] in 2D with the provided texture. See " "[MultiMeshInstance2D] for related documentation." msgstr "" #: doc/classes/CanvasItem.xml:211 msgid "Draws a polygon of any amount of points, convex or concave." msgstr "" #: doc/classes/CanvasItem.xml:224 msgid "" "Draws interconnected line segments with a uniform [code]color[/code] and " "[code]width[/code]." msgstr "" #: doc/classes/CanvasItem.xml:237 msgid "" "Draws interconnected line segments 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]." msgstr "" #: doc/classes/CanvasItem.xml:264 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." msgstr "" #: doc/classes/CanvasItem.xml:279 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.\n" "[b]Note:[/b] [code]width[/code] is only effective if [code]filled[/code] is " "[code]false[/code]." msgstr "" #: doc/classes/CanvasItem.xml:293 msgid "" "Sets a custom transform for drawing via components. Anything drawn " "afterwards will be transformed by this." msgstr "" #: doc/classes/CanvasItem.xml:302 msgid "" "Sets a custom transform for drawing via matrix. Anything drawn afterwards " "will be transformed by this." msgstr "" #: doc/classes/CanvasItem.xml:319 msgid "Draws a string using a custom font." msgstr "" #: doc/classes/CanvasItem.xml:330 msgid "Draws a styled rectangle." msgstr "" #: doc/classes/CanvasItem.xml:353 msgid "Draws a texture at a given position." msgstr "" #: doc/classes/CanvasItem.xml:380 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 "" #: doc/classes/CanvasItem.xml:409 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 "" #: doc/classes/CanvasItem.xml:416 doc/classes/Node3D.xml:19 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 "" #: doc/classes/CanvasItem.xml:423 msgid "Returns the [RID] of the [World2D] canvas where this item is in." msgstr "" #: doc/classes/CanvasItem.xml:430 msgid "Returns the canvas item RID used by [RenderingServer] for this item." msgstr "" #: doc/classes/CanvasItem.xml:437 msgid "Returns the transform matrix of this item's canvas." msgstr "" #: doc/classes/CanvasItem.xml:444 msgid "Returns the global position of the mouse." msgstr "" #: doc/classes/CanvasItem.xml:451 msgid "Returns the global transform matrix of this item." msgstr "" #: doc/classes/CanvasItem.xml:458 msgid "" "Returns the global transform matrix of this item in relation to the canvas." msgstr "" #: doc/classes/CanvasItem.xml:465 msgid "Returns the mouse position relative to this item's position." msgstr "" #: doc/classes/CanvasItem.xml:472 msgid "Returns the transform matrix of this item." msgstr "" #: doc/classes/CanvasItem.xml:479 msgid "Returns the viewport's boundaries as a [Rect2]." msgstr "" #: doc/classes/CanvasItem.xml:486 msgid "Returns this item's transform in relation to the viewport." msgstr "" #: doc/classes/CanvasItem.xml:493 msgid "Returns the [World2D] where this item is in." msgstr "" #: doc/classes/CanvasItem.xml:500 msgid "Hide the [CanvasItem] if it's currently visible." msgstr "" #: doc/classes/CanvasItem.xml:507 msgid "" "Returns [code]true[/code] if local transform notifications are communicated " "to children." msgstr "" #: doc/classes/CanvasItem.xml:514 msgid "" "Returns [code]true[/code] if the node is set as top-level. See [method " "set_as_toplevel]." msgstr "" #: doc/classes/CanvasItem.xml:521 msgid "" "Returns [code]true[/code] if global transform notifications are communicated " "to children." msgstr "" #: doc/classes/CanvasItem.xml:528 msgid "" "Returns [code]true[/code] if the node is present in the [SceneTree], its " "[member visible] property is [code]true[/code] and its inherited visibility " "is also [code]true[/code]." msgstr "" #: doc/classes/CanvasItem.xml:537 msgid "Assigns [code]screen_point[/code] as this node's new local transform." msgstr "" #: doc/classes/CanvasItem.xml:546 msgid "" "Transformations issued by [code]event[/code]'s inputs are applied in local " "space instead of global space." msgstr "" #: doc/classes/CanvasItem.xml:555 msgid "" "If [code]enable[/code] is [code]true[/code], the node won't inherit its " "transform from parent canvas items." msgstr "" #: doc/classes/CanvasItem.xml:564 msgid "" "If [code]enable[/code] is [code]true[/code], children will be updated with " "local transform data." msgstr "" #: doc/classes/CanvasItem.xml:573 msgid "" "If [code]enable[/code] is [code]true[/code], children will be updated with " "global transform data." msgstr "" #: doc/classes/CanvasItem.xml:580 msgid "" "Show the [CanvasItem] if it's currently hidden. 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 "" #: doc/classes/CanvasItem.xml:587 msgid "" "Queue the [CanvasItem] for update. [constant NOTIFICATION_DRAW] will be " "called on idle time to request redraw." msgstr "" #: doc/classes/CanvasItem.xml:593 msgid "" "The rendering layers in which this [CanvasItem] responds to [Light2D] nodes." msgstr "" #: doc/classes/CanvasItem.xml:596 msgid "The material applied to textures on this [CanvasItem]." msgstr "" #: doc/classes/CanvasItem.xml:599 msgid "The color applied to textures on this [CanvasItem]." msgstr "" #: doc/classes/CanvasItem.xml:602 msgid "" "The color applied to textures on this [CanvasItem]. This is not inherited by " "children [CanvasItem]s." msgstr "" #: doc/classes/CanvasItem.xml:605 msgid "If [code]true[/code], the object draws behind its parent." msgstr "" #: doc/classes/CanvasItem.xml:608 msgid "If [code]true[/code], the object draws on top of its parent." msgstr "" #: doc/classes/CanvasItem.xml:611 msgid "The texture filtering mode to use on this [CanvasItem]." msgstr "" #: doc/classes/CanvasItem.xml:614 msgid "The texture repeating mode to use on this [CanvasItem]." msgstr "" #: doc/classes/CanvasItem.xml:617 msgid "" "If [code]true[/code], the parent [CanvasItem]'s [member material] property " "is used as this one's material." msgstr "" #: doc/classes/CanvasItem.xml:620 msgid "" "If [code]true[/code], this [CanvasItem] is drawn. 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 "" #: doc/classes/CanvasItem.xml:626 msgid "" "Emitted when the [CanvasItem] must redraw. This can only be connected " "realtime, as deferred will not allow drawing." msgstr "" #: doc/classes/CanvasItem.xml:631 msgid "Emitted when becoming hidden." msgstr "" #: doc/classes/CanvasItem.xml:636 msgid "Emitted when the item rect has changed." msgstr "" #: doc/classes/CanvasItem.xml:641 msgid "Emitted when the visibility (hidden/visible) changes." msgstr "" #: doc/classes/CanvasItem.xml:647 msgid "" "The [CanvasItem]'s transform has changed. This notification is only received " "if enabled by [method set_notify_transform] or [method " "set_notify_local_transform]." msgstr "" #: doc/classes/CanvasItem.xml:650 msgid "The [CanvasItem] is requested to draw." msgstr "" #: doc/classes/CanvasItem.xml:653 msgid "The [CanvasItem]'s visibility has changed." msgstr "" #: doc/classes/CanvasItem.xml:656 msgid "The [CanvasItem] has entered the canvas." msgstr "" #: doc/classes/CanvasItem.xml:659 msgid "The [CanvasItem] has exited the canvas." msgstr "" #: doc/classes/CanvasItem.xml:662 doc/classes/CanvasItem.xml:688 msgid "The [CanvasItem] will inherit the filter from its parent." msgstr "" #: doc/classes/CanvasItem.xml:665 msgid "" "The texture filter reads from the nearest pixel only. The simplest and " "fastest method of filtering. Useful for pixel art." msgstr "" #: doc/classes/CanvasItem.xml:668 msgid "" "The texture filter blends between the nearest four pixels. Use this for most " "cases where you want to avoid a pixelated style." msgstr "" #: doc/classes/CanvasItem.xml:671 msgid "" "The texture filter reads from the nearest pixel in the nearest mipmap. This " "is the fastest way to read from textures with mipmaps." msgstr "" #: doc/classes/CanvasItem.xml:674 msgid "" "The texture filter blends between the nearest 4 pixels and between the " "nearest 2 mipmaps. Use this for non-pixel art textures that may be viewed at " "a low scale (e.g. due to [Camera2D] zoom), as mipmaps are important to " "smooth out pixels that are smaller than on-screen pixels." msgstr "" #: doc/classes/CanvasItem.xml:677 msgid "" "The texture filter reads from the nearest pixel, but selects a mipmap based " "on the angle between the surface and the camera view. This reduces artifacts " "on surfaces that are almost in line with the camera.\n" "[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant " "TEXTURE_FILTER_NEAREST_WITH_MIPMAPS] is usually more appropriate." msgstr "" #: doc/classes/CanvasItem.xml:681 msgid "" "The texture filter blends between the nearest 4 pixels and selects a mipmap " "based on the angle between the surface and the camera view. This reduces " "artifacts on surfaces that are almost in line with the camera. This is the " "slowest of the filtering options, but results in the highest quality " "texturing.\n" "[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant " "TEXTURE_FILTER_LINEAR_WITH_MIPMAPS] is usually more appropriate." msgstr "" #: doc/classes/CanvasItem.xml:691 msgid "Texture will not repeat." msgstr "" #: doc/classes/CanvasItem.xml:694 msgid "Texture will repeat normally." msgstr "" #: doc/classes/CanvasItem.xml:697 msgid "" "Texture will repeat in a 2x2 tiled mode, where elements at even positions " "are mirrored." msgstr "" #: doc/classes/CanvasItem.xml:700 msgid "Represents the size of the [enum TextureRepeat] enum." msgstr "" #: doc/classes/CanvasItemMaterial.xml:4 msgid "A material for [CanvasItem]s." msgstr "" #: doc/classes/CanvasItemMaterial.xml:7 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 "" #: doc/classes/CanvasItemMaterial.xml:15 msgid "" "The manner in which a material's rendering is applied to underlying textures." msgstr "" #: doc/classes/CanvasItemMaterial.xml:18 msgid "The manner in which material reacts to lighting." msgstr "" #: doc/classes/CanvasItemMaterial.xml:21 msgid "" "The number of columns in the spritesheet assigned as [Texture2D] for a " "[GPUParticles2D] 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 "" #: doc/classes/CanvasItemMaterial.xml:25 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 "" #: doc/classes/CanvasItemMaterial.xml:29 msgid "" "The number of rows in the spritesheet assigned as [Texture2D] for a " "[GPUParticles2D] 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 "" #: doc/classes/CanvasItemMaterial.xml:33 msgid "" "If [code]true[/code], enable spritesheet-based animation features when " "assigned to [GPUParticles2D] 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 "" #: doc/classes/CanvasItemMaterial.xml:39 msgid "" "Mix blending mode. Colors are assumed to be independent of the alpha " "(opacity) value." msgstr "" #: doc/classes/CanvasItemMaterial.xml:42 msgid "Additive blending mode." msgstr "" #: doc/classes/CanvasItemMaterial.xml:45 msgid "Subtractive blending mode." msgstr "" #: doc/classes/CanvasItemMaterial.xml:48 msgid "Multiplicative blending mode." msgstr "" #: doc/classes/CanvasItemMaterial.xml:51 msgid "" "Mix blending mode. Colors are assumed to be premultiplied by the alpha " "(opacity) value." msgstr "" #: doc/classes/CanvasItemMaterial.xml:54 msgid "" "Render the material using both light and non-light sensitive material " "properties." msgstr "" #: doc/classes/CanvasItemMaterial.xml:57 msgid "Render the material as if there were no light." msgstr "" #: doc/classes/CanvasItemMaterial.xml:60 msgid "Render the material as if there were only light." msgstr "" #: doc/classes/CanvasLayer.xml:4 msgid "Canvas drawing layer." msgstr "" #: doc/classes/CanvasLayer.xml:7 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 "" #: doc/classes/CanvasLayer.xml:11 msgid "https://docs.godotengine.org/en/latest/tutorials/2d/canvas_layers.html" msgstr "" #: doc/classes/CanvasLayer.xml:18 msgid "Returns the RID of the canvas used by this layer." msgstr "" #: doc/classes/CanvasLayer.xml:24 msgid "" "The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/" "code], uses the default viewport instead." msgstr "" #: doc/classes/CanvasLayer.xml:27 msgid "" "Sets the layer to follow the viewport in order to simulate a pseudo 3D " "effect." msgstr "" #: doc/classes/CanvasLayer.xml:30 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 "" #: doc/classes/CanvasLayer.xml:33 msgid "Layer index for draw order. Lower values are drawn first." msgstr "" #: doc/classes/CanvasLayer.xml:36 msgid "The layer's base offset." msgstr "" #: doc/classes/CanvasLayer.xml:39 msgid "The layer's rotation in radians." msgstr "" #: doc/classes/CanvasLayer.xml:42 msgid "The layer's rotation in degrees." msgstr "" #: doc/classes/CanvasLayer.xml:45 msgid "The layer's scale." msgstr "" #: doc/classes/CanvasLayer.xml:48 msgid "The layer's transform." msgstr "" #: doc/classes/CanvasModulate.xml:4 msgid "Tint the entire canvas." msgstr "" #: doc/classes/CanvasModulate.xml:7 msgid "" "[CanvasModulate] tints the canvas elements using its assigned [member color]." msgstr "" #: doc/classes/CanvasModulate.xml:15 msgid "The tint color to apply." msgstr "" #: doc/classes/CapsuleMesh.xml:4 doc/classes/CapsuleMesh.xml:7 msgid "Class representing a capsule-shaped [PrimitiveMesh]." msgstr "" #: doc/classes/CapsuleMesh.xml:15 msgid "Height of the capsule mesh from the center point." msgstr "" #: doc/classes/CapsuleMesh.xml:18 msgid "Number of radial segments on the capsule mesh." msgstr "" #: doc/classes/CapsuleMesh.xml:21 msgid "Radius of the capsule mesh." msgstr "" #: doc/classes/CapsuleMesh.xml:24 msgid "Number of rings along the height of the capsule." msgstr "" #: doc/classes/CapsuleShape2D.xml:4 doc/classes/CapsuleShape2D.xml:7 msgid "Capsule shape for 2D collisions." msgstr "" #: doc/classes/CapsuleShape2D.xml:15 doc/classes/CapsuleShape3D.xml:15 msgid "The capsule's height." msgstr "" #: doc/classes/CapsuleShape2D.xml:18 doc/classes/CapsuleShape3D.xml:18 msgid "The capsule's radius." msgstr "" #: doc/classes/CapsuleShape3D.xml:4 doc/classes/CapsuleShape3D.xml:7 msgid "Capsule shape for collisions." msgstr "" #: doc/classes/CenterContainer.xml:4 msgid "Keeps children controls centered." msgstr "" #: doc/classes/CenterContainer.xml:7 msgid "" "CenterContainer keeps children controls centered. This container keeps all " "children to their minimum size, in the center." msgstr "" #: doc/classes/CenterContainer.xml:15 msgid "" "If [code]true[/code], centers children relative to the [CenterContainer]'s " "top left corner." msgstr "" #: doc/classes/CharFXTransform.xml:4 msgid "" "Controls how an individual character will be displayed in a [RichTextEffect]." msgstr "" #: doc/classes/CharFXTransform.xml:7 msgid "" "By setting various properties on this object, you can control how individual " "characters will be displayed in a [RichTextEffect]." msgstr "" #: doc/classes/CharFXTransform.xml:10 doc/classes/RichTextEffect.xml:16 #: doc/classes/RichTextLabel.xml:11 msgid "" "https://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel." "html" msgstr "" #: doc/classes/CharFXTransform.xml:11 doc/classes/RichTextEffect.xml:17 msgid "" "https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project" msgstr "" #: doc/classes/CharFXTransform.xml:17 doc/classes/CharFXTransform.xml:45 msgid "" "The index of the current character (starting from 0). Setting this property " "won't affect drawing." msgstr "" #: doc/classes/CharFXTransform.xml:20 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 "" #: doc/classes/CharFXTransform.xml:28 msgid "The color the character will be drawn with." msgstr "" #: doc/classes/CharFXTransform.xml:31 msgid "" "The time elapsed since the [RichTextLabel] was added to the scene tree (in " "seconds). Time stops when the project is paused, unless the " "[RichTextLabel]'s [member Node.pause_mode] is set to [constant Node." "PAUSE_MODE_PROCESS].\n" "[b]Note:[/b] Time still passes while the [RichTextLabel] is hidden." msgstr "" #: doc/classes/CharFXTransform.xml:35 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 "" #: doc/classes/CharFXTransform.xml:42 msgid "The position offset the character will be drawn with (in pixels)." msgstr "" #: doc/classes/CharFXTransform.xml:48 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 "" #: doc/classes/CheckBox.xml:4 msgid "Binary choice user interface widget. See also [CheckButton]." msgstr "" #: doc/classes/CheckBox.xml:7 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." msgstr "" #: doc/classes/CheckBox.xml:21 msgid "The vertical offset used when rendering the check icons (in pixels)." msgstr "" #: doc/classes/CheckBox.xml:24 msgid "The check icon to display when the [CheckBox] is checked." msgstr "" #: doc/classes/CheckBox.xml:27 msgid "" "The [StyleBox] to display as a background when the [CheckBox] is disabled." msgstr "" #: doc/classes/CheckBox.xml:30 msgid "" "The [StyleBox] to display as a background when the [CheckBox] is focused." msgstr "" #: doc/classes/CheckBox.xml:33 msgid "The [Font] to use for the [CheckBox] text." msgstr "" #: doc/classes/CheckBox.xml:36 msgid "The [CheckBox] text's font color." msgstr "" #: doc/classes/CheckBox.xml:39 msgid "The [CheckBox] text's font color when it's disabled." msgstr "" #: doc/classes/CheckBox.xml:42 msgid "The [CheckBox] text's font color when it's hovered." msgstr "" #: doc/classes/CheckBox.xml:45 msgid "The [CheckBox] text's font color when it's hovered and pressed." msgstr "" #: doc/classes/CheckBox.xml:48 msgid "The [CheckBox] text's font color when it's pressed." msgstr "" #: doc/classes/CheckBox.xml:51 msgid "" "The [StyleBox] to display as a background when the [CheckBox] is hovered." msgstr "" #: doc/classes/CheckBox.xml:54 msgid "" "The [StyleBox] to display as a background when the [CheckBox] is hovered and " "pressed." msgstr "" #: doc/classes/CheckBox.xml:57 msgid "The separation between the check icon and the text (in pixels)." msgstr "" #: doc/classes/CheckBox.xml:60 doc/classes/CheckButton.xml:57 msgid "The [StyleBox] to display as a background." msgstr "" #: doc/classes/CheckBox.xml:63 msgid "" "The [StyleBox] to display as a background when the [CheckBox] is pressed." msgstr "" #: doc/classes/CheckBox.xml:66 msgid "" "If the [CheckBox] is configured as a radio button, the icon to display when " "the [CheckBox] is checked." msgstr "" #: doc/classes/CheckBox.xml:69 msgid "" "If the [CheckBox] is configured as a radio button, the icon to display when " "the [CheckBox] is unchecked." msgstr "" #: doc/classes/CheckBox.xml:72 msgid "The check icon to display when the [CheckBox] is unchecked." msgstr "" #: doc/classes/CheckButton.xml:4 msgid "Checkable button. See also [CheckBox]." msgstr "" #: doc/classes/CheckButton.xml:7 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." msgstr "" #: doc/classes/CheckButton.xml:21 msgid "The vertical offset used when rendering the toggle icons (in pixels)." msgstr "" #: doc/classes/CheckButton.xml:24 msgid "" "The [StyleBox] to display as a background when the [CheckButton] is disabled." msgstr "" #: doc/classes/CheckButton.xml:27 msgid "" "The [StyleBox] to display as a background when the [CheckButton] is focused." msgstr "" #: doc/classes/CheckButton.xml:30 msgid "The [Font] to use for the [CheckButton] text." msgstr "" #: doc/classes/CheckButton.xml:33 msgid "The [CheckButton] text's font color." msgstr "" #: doc/classes/CheckButton.xml:36 msgid "The [CheckButton] text's font color when it's disabled." msgstr "" #: doc/classes/CheckButton.xml:39 msgid "The [CheckButton] text's font color when it's hovered." msgstr "" #: doc/classes/CheckButton.xml:42 msgid "The [CheckButton] text's font color when it's hovered and pressed." msgstr "" #: doc/classes/CheckButton.xml:45 msgid "The [CheckButton] text's font color when it's pressed." msgstr "" #: doc/classes/CheckButton.xml:48 msgid "" "The [StyleBox] to display as a background when the [CheckButton] is hovered." msgstr "" #: doc/classes/CheckButton.xml:51 msgid "" "The [StyleBox] to display as a background when the [CheckButton] is hovered " "and pressed." msgstr "" #: doc/classes/CheckButton.xml:54 msgid "The separation between the toggle icon and the text (in pixels)." msgstr "" #: doc/classes/CheckButton.xml:60 msgid "The icon to display when the [CheckButton] is unchecked." msgstr "" #: doc/classes/CheckButton.xml:63 msgid "The icon to display when the [CheckButton] is unchecked and disabled." msgstr "" #: doc/classes/CheckButton.xml:66 msgid "The icon to display when the [CheckButton] is checked." msgstr "" #: doc/classes/CheckButton.xml:69 msgid "The icon to display when the [CheckButton] is checked and disabled." msgstr "" #: doc/classes/CheckButton.xml:72 msgid "" "The [StyleBox] to display as a background when the [CheckButton] is pressed." msgstr "" #: doc/classes/CircleShape2D.xml:4 msgid "Circular shape for 2D collisions." msgstr "" #: doc/classes/CircleShape2D.xml:7 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 "" #: doc/classes/CircleShape2D.xml:15 msgid "The circle's radius." msgstr "" #: doc/classes/ClassDB.xml:4 msgid "Class information repository." msgstr "" #: doc/classes/ClassDB.xml:7 msgid "Provides access to metadata stored for every available class." msgstr "" #: doc/classes/ClassDB.xml:18 msgid "" "Returns [code]true[/code] if you can instance objects from the specified " "[code]class[/code], [code]false[/code] in other case." msgstr "" #: doc/classes/ClassDB.xml:27 msgid "Returns whether the specified [code]class[/code] is available or not." msgstr "" #: doc/classes/ClassDB.xml:36 msgid "" "Returns a category associated with the class for use in documentation and " "the Asset Library. Debug mode required." msgstr "" #: doc/classes/ClassDB.xml:47 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 "" #: doc/classes/ClassDB.xml:58 msgid "" "Returns an array with the names all the integer constants of [code]class[/" "code] or its ancestry." msgstr "" #: doc/classes/ClassDB.xml:69 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]." msgstr "" #: doc/classes/ClassDB.xml:80 msgid "" "Returns the value of [code]property[/code] of [code]class[/code] or its " "ancestry." msgstr "" #: doc/classes/ClassDB.xml:91 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 "" #: doc/classes/ClassDB.xml:102 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 "" #: doc/classes/ClassDB.xml:113 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 "" #: doc/classes/ClassDB.xml:124 msgid "" "Returns whether [code]class[/code] or its ancestry has an integer constant " "called [code]name[/code] or not." msgstr "" #: doc/classes/ClassDB.xml:137 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 "" #: doc/classes/ClassDB.xml:148 msgid "" "Returns whether [code]class[/code] or its ancestry has a signal called " "[code]signal[/code] or not." msgstr "" #: doc/classes/ClassDB.xml:161 msgid "" "Sets [code]property[/code] value of [code]class[/code] to [code]value[/code]." msgstr "" #: doc/classes/ClassDB.xml:168 msgid "Returns the names of all the classes available." msgstr "" #: doc/classes/ClassDB.xml:177 msgid "" "Returns the names of all the classes that directly or indirectly inherit " "from [code]class[/code]." msgstr "" #: doc/classes/ClassDB.xml:186 msgid "Returns the parent class of [code]class[/code]." msgstr "" #: doc/classes/ClassDB.xml:195 msgid "Creates an instance of [code]class[/code]." msgstr "" #: doc/classes/ClassDB.xml:204 msgid "Returns whether this [code]class[/code] is enabled or not." msgstr "" #: doc/classes/ClassDB.xml:215 msgid "" "Returns whether [code]inherits[/code] is an ancestor of [code]class[/code] " "or not." msgstr "" #: doc/classes/ClippedCamera3D.xml:4 msgid "A [Camera3D] that includes collision." msgstr "" #: doc/classes/ClippedCamera3D.xml:7 msgid "" "This node extends [Camera3D] to add collisions with [Area3D] and/or " "[PhysicsBody3D] nodes. The camera cannot move through colliding objects." msgstr "" #: doc/classes/ClippedCamera3D.xml:18 msgid "" "Adds a collision exception so the camera does not collide with the specified " "node." msgstr "" #: doc/classes/ClippedCamera3D.xml:27 msgid "" "Adds a collision exception so the camera does not collide with the specified " "[RID]." msgstr "" #: doc/classes/ClippedCamera3D.xml:34 msgid "Removes all collision exceptions." msgstr "" #: doc/classes/ClippedCamera3D.xml:41 msgid "Returns the distance the camera has been offset due to a collision." msgstr "" #: doc/classes/ClippedCamera3D.xml:50 msgid "" "Returns [code]true[/code] if the specified bit index is on.\n" "[b]Note:[/b] Bit indices range from 0-19." msgstr "" #: doc/classes/ClippedCamera3D.xml:60 msgid "Removes a collision exception with the specified node." msgstr "" #: doc/classes/ClippedCamera3D.xml:69 msgid "Removes a collision exception with the specified [RID]." msgstr "" #: doc/classes/ClippedCamera3D.xml:80 msgid "" "Sets the specified bit index to the [code]value[/code].\n" "[b]Note:[/b] Bit indices range from 0-19." msgstr "" #: doc/classes/ClippedCamera3D.xml:87 msgid "If [code]true[/code], the camera stops on contact with [Area3D]s." msgstr "" #: doc/classes/ClippedCamera3D.xml:90 msgid "" "If [code]true[/code], the camera stops on contact with [PhysicsBody3D]s." msgstr "" #: doc/classes/ClippedCamera3D.xml:93 msgid "" "The camera's collision mask. Only objects in at least one collision layer " "matching the mask will be detected." msgstr "" #: doc/classes/ClippedCamera3D.xml:96 msgid "" "The camera's collision margin. The camera can't get closer than this " "distance to a colliding object." msgstr "" #: doc/classes/ClippedCamera3D.xml:99 msgid "The camera's process callback. See [enum ProcessMode]." msgstr "" #: doc/classes/CollisionObject2D.xml:4 msgid "Base node for 2D collision objects." msgstr "" #: doc/classes/CollisionObject2D.xml:7 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." msgstr "" #: doc/classes/CollisionObject2D.xml:22 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 "" #: doc/classes/CollisionObject2D.xml:31 doc/classes/CollisionObject3D.xml:35 msgid "" "Creates a new shape owner for the given object. Returns [code]owner_id[/" "code] of the new owner for future reference." msgstr "" #: doc/classes/CollisionObject2D.xml:38 doc/classes/CollisionObject3D.xml:42 msgid "Returns the object's [RID]." msgstr "" #: doc/classes/CollisionObject2D.xml:47 msgid "" "Returns the [code]one_way_collision_margin[/code] of the shape owner " "identified by given [code]owner_id[/code]." msgstr "" #: doc/classes/CollisionObject2D.xml:54 doc/classes/CollisionObject3D.xml:49 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 "" #: doc/classes/CollisionObject2D.xml:63 doc/classes/CollisionObject3D.xml:58 msgid "If [code]true[/code], the shape owner and its shapes are disabled." msgstr "" #: doc/classes/CollisionObject2D.xml:72 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 "" #: doc/classes/CollisionObject2D.xml:81 doc/classes/CollisionObject3D.xml:67 msgid "Removes the given shape owner." msgstr "" #: doc/classes/CollisionObject2D.xml:90 doc/classes/CollisionObject3D.xml:76 msgid "Returns the [code]owner_id[/code] of the given shape." msgstr "" #: doc/classes/CollisionObject2D.xml:101 msgid "Adds a [Shape2D] to the shape owner." msgstr "" #: doc/classes/CollisionObject2D.xml:110 doc/classes/CollisionObject3D.xml:96 msgid "Removes all shapes from the shape owner." msgstr "" #: doc/classes/CollisionObject2D.xml:119 doc/classes/CollisionObject3D.xml:105 msgid "Returns the parent object of the given shape owner." msgstr "" #: doc/classes/CollisionObject2D.xml:130 msgid "Returns the [Shape2D] with the given id from the given shape owner." msgstr "" #: doc/classes/CollisionObject2D.xml:139 doc/classes/CollisionObject3D.xml:125 msgid "Returns the number of shapes the given shape owner contains." msgstr "" #: doc/classes/CollisionObject2D.xml:150 msgid "" "Returns the child index of the [Shape2D] with the given id from the given " "shape owner." msgstr "" #: doc/classes/CollisionObject2D.xml:159 msgid "Returns the shape owner's [Transform2D]." msgstr "" #: doc/classes/CollisionObject2D.xml:170 doc/classes/CollisionObject3D.xml:156 msgid "Removes a shape from the given shape owner." msgstr "" #: doc/classes/CollisionObject2D.xml:181 doc/classes/CollisionObject3D.xml:167 msgid "If [code]true[/code], disables the given shape owner." msgstr "" #: doc/classes/CollisionObject2D.xml:192 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 "" #: doc/classes/CollisionObject2D.xml:203 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 "" #: doc/classes/CollisionObject2D.xml:214 msgid "Sets the [Transform2D] of the given shape owner." msgstr "" #: doc/classes/CollisionObject2D.xml:220 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 [code]collision_layer[/code] bit to be " "set." msgstr "" #: doc/classes/CollisionObject2D.xml:232 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 "" #: doc/classes/CollisionObject2D.xml:237 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 "" #: doc/classes/CollisionObject2D.xml:242 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 "" #: doc/classes/CollisionObject3D.xml:4 msgid "Base node for collision objects." msgstr "" #: doc/classes/CollisionObject3D.xml:7 msgid "" "CollisionObject3D is the base class for physics objects. It can hold any " "number of collision [Shape3D]s. Each shape must be assigned to a [i]shape " "owner[/i]. The CollisionObject3D 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 "" #: doc/classes/CollisionObject3D.xml:26 msgid "" "Accepts unhandled [InputEvent]s. [code]click_position[/code] is the clicked " "location in world space and [code]click_normal[/code] is the normal vector " "extending from the clicked surface of the [Shape3D] at [code]shape_idx[/" "code]. Connect to the [code]input_event[/code] signal to easily pick up " "these events." msgstr "" #: doc/classes/CollisionObject3D.xml:87 msgid "Adds a [Shape3D] to the shape owner." msgstr "" #: doc/classes/CollisionObject3D.xml:116 msgid "Returns the [Shape3D] with the given id from the given shape owner." msgstr "" #: doc/classes/CollisionObject3D.xml:136 msgid "" "Returns the child index of the [Shape3D] with the given id from the given " "shape owner." msgstr "" #: doc/classes/CollisionObject3D.xml:145 msgid "Returns the shape owner's [Transform]." msgstr "" #: doc/classes/CollisionObject3D.xml:178 msgid "Sets the [Transform] of the given shape owner." msgstr "" #: doc/classes/CollisionObject3D.xml:184 msgid "" "If [code]true[/code], the [CollisionObject3D] will continue to receive input " "events as the mouse is dragged across its shapes." msgstr "" #: doc/classes/CollisionObject3D.xml:187 msgid "" "If [code]true[/code], the [CollisionObject3D]'s shapes will respond to " "[RayCast3D]s." msgstr "" #: doc/classes/CollisionObject3D.xml:203 msgid "" "Emitted when [method _input_event] receives an event. See its description " "for details." msgstr "" #: doc/classes/CollisionObject3D.xml:208 msgid "Emitted when the mouse pointer enters any of this object's shapes." msgstr "" #: doc/classes/CollisionObject3D.xml:213 msgid "Emitted when the mouse pointer exits all this object's shapes." msgstr "" #: doc/classes/CollisionPolygon2D.xml:4 msgid "Defines a 2D collision polygon." msgstr "" #: doc/classes/CollisionPolygon2D.xml:7 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 "" #: doc/classes/CollisionPolygon2D.xml:15 msgid "Collision build mode. Use one of the [enum BuildMode] constants." msgstr "" #: doc/classes/CollisionPolygon2D.xml:18 msgid "If [code]true[/code], no collisions will be detected." msgstr "" #: doc/classes/CollisionPolygon2D.xml:21 msgid "" "If [code]true[/code], only edges that face up, relative to " "[CollisionPolygon2D]'s rotation, will collide with other objects." msgstr "" #: doc/classes/CollisionPolygon2D.xml:24 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 "" #: doc/classes/CollisionPolygon2D.xml:27 msgid "" "The polygon's list of vertices. The final point will be connected to the " "first. The returned value is a clone of the [PackedVector2Array], not a " "reference." msgstr "" #: doc/classes/CollisionPolygon2D.xml:32 msgid "Collisions will include the polygon and its contained area." msgstr "" #: doc/classes/CollisionPolygon2D.xml:35 msgid "Collisions will only include the polygon edges." msgstr "" #: doc/classes/CollisionPolygon3D.xml:4 msgid "Editor-only class for defining a collision polygon in 3D space." msgstr "" #: doc/classes/CollisionPolygon3D.xml:7 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 " "[Shape3D] for gameplay. Properties modified during gameplay will have no " "effect." msgstr "" #: doc/classes/CollisionPolygon3D.xml:15 msgid "" "Length that the resulting collision extends in either direction " "perpendicular to its polygon." msgstr "" #: doc/classes/CollisionPolygon3D.xml:18 msgid "If [code]true[/code], no collision will be produced." msgstr "" #: doc/classes/CollisionPolygon3D.xml:21 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 "" #: doc/classes/CollisionShape2D.xml:4 msgid "Node that represents collision shape data in 2D space." msgstr "" #: doc/classes/CollisionShape2D.xml:7 msgid "" "Editor facility for creating and editing collision shapes in 2D space. You " "can use this node to represent all sorts of collision shapes, for example, " "add this to an [Area2D] to give it a detection shape, or add it to a " "[PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an " "Editor-only helper to create shapes, use [method CollisionObject2D." "shape_owner_get_shape] to get the actual shape." msgstr "" #: doc/classes/CollisionShape2D.xml:10 doc/classes/CollisionShape3D.xml:10 #: doc/classes/PhysicsBody2D.xml:10 doc/classes/PhysicsBody3D.xml:10 #: doc/classes/RigidBody3D.xml:13 doc/classes/Shape2D.xml:10 #: doc/classes/Shape3D.xml:10 msgid "" "https://docs.godotengine.org/en/latest/tutorials/physics/" "physics_introduction.html" msgstr "" #: doc/classes/CollisionShape2D.xml:16 doc/classes/CollisionShape3D.xml:32 msgid "A disabled collision shape has no effect in the world." msgstr "" #: doc/classes/CollisionShape2D.xml:19 msgid "" "Sets whether this collision shape should only detect collision on one side " "(top or bottom)." msgstr "" #: doc/classes/CollisionShape2D.xml:22 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 "" #: doc/classes/CollisionShape2D.xml:25 doc/classes/CollisionShape3D.xml:35 msgid "The actual shape owned by this collision shape." msgstr "" #: doc/classes/CollisionShape3D.xml:4 msgid "Node that represents collision shape data in 3D space." msgstr "" #: doc/classes/CollisionShape3D.xml:7 msgid "" "Editor facility for creating and editing collision shapes in 3D space. You " "can use this node to represent all sorts of collision shapes, for example, " "add this to an [Area3D] to give it a detection shape, or add it to a " "[PhysicsBody3D] to create a solid object. [b]IMPORTANT[/b]: this is an " "Editor-only helper to create shapes, use [method CollisionObject3D." "shape_owner_get_shape] to get the actual shape." msgstr "" #: doc/classes/CollisionShape3D.xml:17 msgid "" "Sets the collision shape's shape to the addition of all its convexed " "[MeshInstance3D] siblings geometry." msgstr "" #: doc/classes/CollisionShape3D.xml:26 msgid "" "If this method exists within a script it will be called whenever the shape " "resource has been modified." msgstr "" #: doc/classes/Color.xml:4 msgid "Color in RGBA format with some support for ARGB format." msgstr "" #: doc/classes/Color.xml:7 msgid "" "A color is represented by red, green, and blue [code](r, g, b)[/code] " "components. Additionally, [code]a[/code] represents the alpha component, " "often used for transparency. Values are in floating-point and usually range " "from 0 to 1. Some properties (such as [member CanvasItem.modulate]) may " "accept values greater than 1.\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]." msgstr "" #: doc/classes/Color.xml:21 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 "" #: doc/classes/Color.xml:37 msgid "" "Constructs a color from a 32-bit integer (each byte represents a component " "of the RGBA profile).\n" "[codeblock]\n" "var c = Color(274) # Equivalent to RGBA(0, 0, 1, 18)\n" "[/codeblock]" msgstr "" #: doc/classes/Color.xml:51 msgid "" "Constructs a color from an existing color, but with a custom alpha value.\n" "[codeblock]\n" "var red = Color(Color.red, 0.5) # 50% transparent red.\n" "[/codeblock]" msgstr "" #: doc/classes/Color.xml:67 msgid "" "Constructs a color from an RGB profile using values between 0 and 1. Alpha " "will always be 1.\n" "[codeblock]\n" "var c = Color(0.2, 1.0, 0.7) # Equivalent to RGBA(51, 255, 178, 255)\n" "[/codeblock]" msgstr "" #: doc/classes/Color.xml:85 msgid "" "Constructs a color from an RGBA profile using values between 0 and 1.\n" "[codeblock]\n" "var c = Color(0.2, 1.0, 0.7, 0.8) # Equivalent to RGBA(51, 255, 178, 204)\n" "[/codeblock]" msgstr "" #: doc/classes/Color.xml:97 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 "" #: doc/classes/Color.xml:109 msgid "" "Returns the most contrasting color.\n" "[codeblock]\n" "var c = Color(0.3, 0.4, 0.9)\n" "var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, " "255)\n" "[/codeblock]" msgstr "" #: doc/classes/Color.xml:122 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 "" #: doc/classes/Color.xml:141 msgid "" "Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and " "[code]v[/code] are values between 0 and 1.\n" "[codeblock]\n" "var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, " "79, 0.8) or Color8(100, 151, 201, 0.8)\n" "[/codeblock]" msgstr "" #: doc/classes/Color.xml:151 msgid "" "Returns the inverted color [code](1 - r, 1 - g, 1 - b, a)[/code].\n" "[codeblock]\n" "var c = Color(0.3, 0.4, 0.9)\n" "var inverted_color = c.inverted() # A color of an RGBA(178, 153, 26, 255)\n" "[/codeblock]" msgstr "" #: doc/classes/Color.xml:164 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 "" #: doc/classes/Color.xml:175 msgid "" "Returns the linear interpolation with another color. The interpolation " "factor [code]t[/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.lerp(c2, 0.5) # A color of an RGBA(128, 128, 0, 255)\n" "[/codeblock]" msgstr "" #: doc/classes/Color.xml:189 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 "" #: doc/classes/Color.xml:200 msgid "" "Returns the color's 32-bit integer in ABGR format (each byte represents a " "component of the ABGR profile). ABGR is the reversed version of the default " "format.\n" "[codeblock]\n" "var c = Color(1, 0.5, 0.2)\n" "print(c.to_abgr32()) # Prints 4281565439\n" "[/codeblock]" msgstr "" #: doc/classes/Color.xml:211 msgid "" "Returns the color's 64-bit integer in ABGR format (each word represents a " "component of the ABGR profile). ABGR is the reversed version of the default " "format.\n" "[codeblock]\n" "var c = Color(1, 0.5, 0.2)\n" "print(c.to_abgr64()) # Prints -225178692812801\n" "[/codeblock]" msgstr "" #: doc/classes/Color.xml:222 msgid "" "Returns the color's 32-bit integer in ARGB format (each byte represents a " "component of the ARGB profile). ARGB is more compatible with DirectX.\n" "[codeblock]\n" "var c = Color(1, 0.5, 0.2)\n" "print(c.to_argb32()) # Prints 4294934323\n" "[/codeblock]" msgstr "" #: doc/classes/Color.xml:233 msgid "" "Returns the color's 64-bit integer in ARGB format (each word represents a " "component of the ARGB profile). ARGB is more compatible with DirectX.\n" "[codeblock]\n" "var c = Color(1, 0.5, 0.2)\n" "print(c.to_argb64()) # Prints -2147470541\n" "[/codeblock]" msgstr "" #: doc/classes/Color.xml:246 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 c = Color(1, 1, 1, 0.5)\n" "var s1 = c.to_html() # Returns \"7fffffff\"\n" "var s2 = c.to_html(false) # Returns \"ffffff\"\n" "[/codeblock]" msgstr "" #: doc/classes/Color.xml:259 msgid "" "Returns the color's 32-bit integer in RGBA format (each byte represents a " "component of the RGBA profile). RGBA is Godot's default format.\n" "[codeblock]\n" "var c = Color(1, 0.5, 0.2)\n" "print(c.to_rgba32()) # Prints 4286526463\n" "[/codeblock]" msgstr "" #: doc/classes/Color.xml:270 msgid "" "Returns the color's 64-bit integer in RGBA format (each word represents a " "component of the RGBA profile). RGBA is Godot's default format.\n" "[codeblock]\n" "var c = Color(1, 0.5, 0.2)\n" "print(c.to_rgba64()) # Prints -140736629309441\n" "[/codeblock]" msgstr "" #: doc/classes/Color.xml:280 msgid "Alpha value (range 0 to 1)." msgstr "" #: doc/classes/Color.xml:283 msgid "Alpha value (range 0 to 255)." msgstr "" #: doc/classes/Color.xml:286 msgid "Blue value (range 0 to 1)." msgstr "" #: doc/classes/Color.xml:289 msgid "Blue value (range 0 to 255)." msgstr "" #: doc/classes/Color.xml:292 msgid "Green value (range 0 to 1)." msgstr "" #: doc/classes/Color.xml:295 msgid "Green value (range 0 to 255)." msgstr "" #: doc/classes/Color.xml:298 msgid "HSV hue value (range 0 to 1)." msgstr "" #: doc/classes/Color.xml:301 msgid "Red value (range 0 to 1)." msgstr "" #: doc/classes/Color.xml:304 msgid "Red value (range 0 to 255)." msgstr "" #: doc/classes/Color.xml:307 msgid "HSV saturation value (range 0 to 1)." msgstr "" #: doc/classes/Color.xml:310 msgid "HSV value (range 0 to 1)." msgstr "" #: doc/classes/Color.xml:315 msgid "Alice blue color." msgstr "" #: doc/classes/Color.xml:318 msgid "Antique white color." msgstr "" #: doc/classes/Color.xml:321 msgid "Aqua color." msgstr "" #: doc/classes/Color.xml:324 msgid "Aquamarine color." msgstr "" #: doc/classes/Color.xml:327 msgid "Azure color." msgstr "" #: doc/classes/Color.xml:330 msgid "Beige color." msgstr "" #: doc/classes/Color.xml:333 msgid "Bisque color." msgstr "" #: doc/classes/Color.xml:336 msgid "Black color." msgstr "" #: doc/classes/Color.xml:339 msgid "Blanche almond color." msgstr "" #: doc/classes/Color.xml:342 msgid "Blue color." msgstr "" #: doc/classes/Color.xml:345 msgid "Blue violet color." msgstr "" #: doc/classes/Color.xml:348 msgid "Brown color." msgstr "" #: doc/classes/Color.xml:351 msgid "Burly wood color." msgstr "" #: doc/classes/Color.xml:354 msgid "Cadet blue color." msgstr "" #: doc/classes/Color.xml:357 msgid "Chartreuse color." msgstr "" #: doc/classes/Color.xml:360 msgid "Chocolate color." msgstr "" #: doc/classes/Color.xml:363 msgid "Coral color." msgstr "" #: doc/classes/Color.xml:366 msgid "Cornflower color." msgstr "" #: doc/classes/Color.xml:369 msgid "Corn silk color." msgstr "" #: doc/classes/Color.xml:372 msgid "Crimson color." msgstr "" #: doc/classes/Color.xml:375 msgid "Cyan color." msgstr "" #: doc/classes/Color.xml:378 msgid "Dark blue color." msgstr "" #: doc/classes/Color.xml:381 msgid "Dark cyan color." msgstr "" #: doc/classes/Color.xml:384 msgid "Dark goldenrod color." msgstr "" #: doc/classes/Color.xml:387 msgid "Dark gray color." msgstr "" #: doc/classes/Color.xml:390 msgid "Dark green color." msgstr "" #: doc/classes/Color.xml:393 msgid "Dark khaki color." msgstr "" #: doc/classes/Color.xml:396 msgid "Dark magenta color." msgstr "" #: doc/classes/Color.xml:399 msgid "Dark olive green color." msgstr "" #: doc/classes/Color.xml:402 msgid "Dark orange color." msgstr "" #: doc/classes/Color.xml:405 msgid "Dark orchid color." msgstr "" #: doc/classes/Color.xml:408 msgid "Dark red color." msgstr "" #: doc/classes/Color.xml:411 msgid "Dark salmon color." msgstr "" #: doc/classes/Color.xml:414 msgid "Dark sea green color." msgstr "" #: doc/classes/Color.xml:417 msgid "Dark slate blue color." msgstr "" #: doc/classes/Color.xml:420 msgid "Dark slate gray color." msgstr "" #: doc/classes/Color.xml:423 msgid "Dark turquoise color." msgstr "" #: doc/classes/Color.xml:426 msgid "Dark violet color." msgstr "" #: doc/classes/Color.xml:429 msgid "Deep pink color." msgstr "" #: doc/classes/Color.xml:432 msgid "Deep sky blue color." msgstr "" #: doc/classes/Color.xml:435 msgid "Dim gray color." msgstr "" #: doc/classes/Color.xml:438 msgid "Dodger blue color." msgstr "" #: doc/classes/Color.xml:441 msgid "Firebrick color." msgstr "" #: doc/classes/Color.xml:444 msgid "Floral white color." msgstr "" #: doc/classes/Color.xml:447 msgid "Forest green color." msgstr "" #: doc/classes/Color.xml:450 msgid "Fuchsia color." msgstr "" #: doc/classes/Color.xml:453 msgid "Gainsboro color." msgstr "" #: doc/classes/Color.xml:456 msgid "Ghost white color." msgstr "" #: doc/classes/Color.xml:459 msgid "Gold color." msgstr "" #: doc/classes/Color.xml:462 msgid "Goldenrod color." msgstr "" #: doc/classes/Color.xml:465 msgid "Gray color." msgstr "" #: doc/classes/Color.xml:468 msgid "Green color." msgstr "" #: doc/classes/Color.xml:471 msgid "Green yellow color." msgstr "" #: doc/classes/Color.xml:474 msgid "Honeydew color." msgstr "" #: doc/classes/Color.xml:477 msgid "Hot pink color." msgstr "" #: doc/classes/Color.xml:480 msgid "Indian red color." msgstr "" #: doc/classes/Color.xml:483 msgid "Indigo color." msgstr "" #: doc/classes/Color.xml:486 msgid "Ivory color." msgstr "" #: doc/classes/Color.xml:489 msgid "Khaki color." msgstr "" #: doc/classes/Color.xml:492 msgid "Lavender color." msgstr "" #: doc/classes/Color.xml:495 msgid "Lavender blush color." msgstr "" #: doc/classes/Color.xml:498 msgid "Lawn green color." msgstr "" #: doc/classes/Color.xml:501 msgid "Lemon chiffon color." msgstr "" #: doc/classes/Color.xml:504 msgid "Light blue color." msgstr "" #: doc/classes/Color.xml:507 msgid "Light coral color." msgstr "" #: doc/classes/Color.xml:510 msgid "Light cyan color." msgstr "" #: doc/classes/Color.xml:513 msgid "Light goldenrod color." msgstr "" #: doc/classes/Color.xml:516 msgid "Light gray color." msgstr "" #: doc/classes/Color.xml:519 msgid "Light green color." msgstr "" #: doc/classes/Color.xml:522 msgid "Light pink color." msgstr "" #: doc/classes/Color.xml:525 msgid "Light salmon color." msgstr "" #: doc/classes/Color.xml:528 msgid "Light sea green color." msgstr "" #: doc/classes/Color.xml:531 msgid "Light sky blue color." msgstr "" #: doc/classes/Color.xml:534 msgid "Light slate gray color." msgstr "" #: doc/classes/Color.xml:537 msgid "Light steel blue color." msgstr "" #: doc/classes/Color.xml:540 msgid "Light yellow color." msgstr "" #: doc/classes/Color.xml:543 msgid "Lime color." msgstr "" #: doc/classes/Color.xml:546 msgid "Lime green color." msgstr "" #: doc/classes/Color.xml:549 msgid "Linen color." msgstr "" #: doc/classes/Color.xml:552 msgid "Magenta color." msgstr "" #: doc/classes/Color.xml:555 msgid "Maroon color." msgstr "" #: doc/classes/Color.xml:558 msgid "Medium aquamarine color." msgstr "" #: doc/classes/Color.xml:561 msgid "Medium blue color." msgstr "" #: doc/classes/Color.xml:564 msgid "Medium orchid color." msgstr "" #: doc/classes/Color.xml:567 msgid "Medium purple color." msgstr "" #: doc/classes/Color.xml:570 msgid "Medium sea green color." msgstr "" #: doc/classes/Color.xml:573 msgid "Medium slate blue color." msgstr "" #: doc/classes/Color.xml:576 msgid "Medium spring green color." msgstr "" #: doc/classes/Color.xml:579 msgid "Medium turquoise color." msgstr "" #: doc/classes/Color.xml:582 msgid "Medium violet red color." msgstr "" #: doc/classes/Color.xml:585 msgid "Midnight blue color." msgstr "" #: doc/classes/Color.xml:588 msgid "Mint cream color." msgstr "" #: doc/classes/Color.xml:591 msgid "Misty rose color." msgstr "" #: doc/classes/Color.xml:594 msgid "Moccasin color." msgstr "" #: doc/classes/Color.xml:597 msgid "Navajo white color." msgstr "" #: doc/classes/Color.xml:600 msgid "Navy blue color." msgstr "" #: doc/classes/Color.xml:603 msgid "Old lace color." msgstr "" #: doc/classes/Color.xml:606 msgid "Olive color." msgstr "" #: doc/classes/Color.xml:609 msgid "Olive drab color." msgstr "" #: doc/classes/Color.xml:612 msgid "Orange color." msgstr "" #: doc/classes/Color.xml:615 msgid "Orange red color." msgstr "" #: doc/classes/Color.xml:618 msgid "Orchid color." msgstr "" #: doc/classes/Color.xml:621 msgid "Pale goldenrod color." msgstr "" #: doc/classes/Color.xml:624 msgid "Pale green color." msgstr "" #: doc/classes/Color.xml:627 msgid "Pale turquoise color." msgstr "" #: doc/classes/Color.xml:630 msgid "Pale violet red color." msgstr "" #: doc/classes/Color.xml:633 msgid "Papaya whip color." msgstr "" #: doc/classes/Color.xml:636 msgid "Peach puff color." msgstr "" #: doc/classes/Color.xml:639 msgid "Peru color." msgstr "" #: doc/classes/Color.xml:642 msgid "Pink color." msgstr "" #: doc/classes/Color.xml:645 msgid "Plum color." msgstr "" #: doc/classes/Color.xml:648 msgid "Powder blue color." msgstr "" #: doc/classes/Color.xml:651 msgid "Purple color." msgstr "" #: doc/classes/Color.xml:654 msgid "Rebecca purple color." msgstr "" #: doc/classes/Color.xml:657 msgid "Red color." msgstr "" #: doc/classes/Color.xml:660 msgid "Rosy brown color." msgstr "" #: doc/classes/Color.xml:663 msgid "Royal blue color." msgstr "" #: doc/classes/Color.xml:666 msgid "Saddle brown color." msgstr "" #: doc/classes/Color.xml:669 msgid "Salmon color." msgstr "" #: doc/classes/Color.xml:672 msgid "Sandy brown color." msgstr "" #: doc/classes/Color.xml:675 msgid "Sea green color." msgstr "" #: doc/classes/Color.xml:678 msgid "Seashell color." msgstr "" #: doc/classes/Color.xml:681 msgid "Sienna color." msgstr "" #: doc/classes/Color.xml:684 msgid "Silver color." msgstr "" #: doc/classes/Color.xml:687 msgid "Sky blue color." msgstr "" #: doc/classes/Color.xml:690 msgid "Slate blue color." msgstr "" #: doc/classes/Color.xml:693 msgid "Slate gray color." msgstr "" #: doc/classes/Color.xml:696 msgid "Snow color." msgstr "" #: doc/classes/Color.xml:699 msgid "Spring green color." msgstr "" #: doc/classes/Color.xml:702 msgid "Steel blue color." msgstr "" #: doc/classes/Color.xml:705 msgid "Tan color." msgstr "" #: doc/classes/Color.xml:708 msgid "Teal color." msgstr "" #: doc/classes/Color.xml:711 msgid "Thistle color." msgstr "" #: doc/classes/Color.xml:714 msgid "Tomato color." msgstr "" #: doc/classes/Color.xml:717 msgid "Transparent color (white with no alpha)." msgstr "" #: doc/classes/Color.xml:720 msgid "Turquoise color." msgstr "" #: doc/classes/Color.xml:723 msgid "Violet color." msgstr "" #: doc/classes/Color.xml:726 msgid "Web gray color." msgstr "" #: doc/classes/Color.xml:729 msgid "Web green color." msgstr "" #: doc/classes/Color.xml:732 msgid "Web maroon color." msgstr "" #: doc/classes/Color.xml:735 msgid "Web purple color." msgstr "" #: doc/classes/Color.xml:738 msgid "Wheat color." msgstr "" #: doc/classes/Color.xml:741 msgid "White color." msgstr "" #: doc/classes/Color.xml:744 msgid "White smoke color." msgstr "" #: doc/classes/Color.xml:747 msgid "Yellow color." msgstr "" #: doc/classes/Color.xml:750 msgid "Yellow green color." msgstr "" #: doc/classes/ColorPicker.xml:4 msgid "Color picker control." msgstr "" #: doc/classes/ColorPicker.xml:7 msgid "" "Displays a color picker widget. Useful for selecting a color from an RGB/" "RGBA colorspace." msgstr "" #: doc/classes/ColorPicker.xml:18 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 "" #: doc/classes/ColorPicker.xml:28 msgid "" "Removes the given color from the list of color presets of this color picker." msgstr "" #: doc/classes/ColorPicker.xml:35 msgid "Returns the list of colors in the presets of the color picker." msgstr "" #: doc/classes/ColorPicker.xml:41 doc/classes/ColorPickerButton.xml:29 msgid "The currently selected color." msgstr "" #: doc/classes/ColorPicker.xml:44 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 "" #: doc/classes/ColorPicker.xml:47 msgid "If [code]true[/code], shows an alpha channel slider (transparency)." msgstr "" #: doc/classes/ColorPicker.xml:50 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 "" #: doc/classes/ColorPicker.xml:54 msgid "If [code]true[/code], the \"add preset\" button is enabled." msgstr "" #: doc/classes/ColorPicker.xml:57 msgid "If [code]true[/code], saved color presets are visible." msgstr "" #: doc/classes/ColorPicker.xml:60 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 "" #: doc/classes/ColorPicker.xml:69 msgid "Emitted when the color is changed." msgstr "" #: doc/classes/ColorPicker.xml:76 msgid "Emitted when a preset is added." msgstr "" #: doc/classes/ColorPicker.xml:83 msgid "Emitted when a preset is removed." msgstr "" #: doc/classes/ColorPicker.xml:91 msgid "The icon for the \"Add Preset\" button." msgstr "" #: doc/classes/ColorPicker.xml:94 msgid "Custom texture for the hue selection slider on the right." msgstr "" #: doc/classes/ColorPicker.xml:99 msgid "The width of the hue selection slider." msgstr "" #: doc/classes/ColorPicker.xml:104 msgid "The margin around the [ColorPicker]." msgstr "" #: doc/classes/ColorPicker.xml:107 msgid "" "The indicator used to signalize that the color value is outside the 0-1 " "range." msgstr "" #: doc/classes/ColorPicker.xml:112 msgid "The icon for the screen color picker button." msgstr "" #: doc/classes/ColorPicker.xml:115 msgid "The height of the saturation-value selection box." msgstr "" #: doc/classes/ColorPicker.xml:118 msgid "The width of the saturation-value selection box." msgstr "" #: doc/classes/ColorPickerButton.xml:4 msgid "Button that pops out a [ColorPicker]." msgstr "" #: doc/classes/ColorPickerButton.xml:7 msgid "" "Encapsulates a [ColorPicker] making it accessible by pressing a button. " "Pressing the button will toggle the [ColorPicker] visibility." msgstr "" #: doc/classes/ColorPickerButton.xml:16 msgid "Returns the [ColorPicker] that this node toggles." msgstr "" #: doc/classes/ColorPickerButton.xml:23 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." msgstr "" #: doc/classes/ColorPickerButton.xml:32 msgid "" "If [code]true[/code], the alpha channel in the displayed [ColorPicker] will " "be visible." msgstr "" #: doc/classes/ColorPickerButton.xml:41 msgid "Emitted when the color changes." msgstr "" #: doc/classes/ColorPickerButton.xml:46 msgid "" "Emitted when the [ColorPicker] is created (the button is pressed for the " "first time)." msgstr "" #: doc/classes/ColorPickerButton.xml:51 msgid "Emitted when the [ColorPicker] is closed." msgstr "" #: doc/classes/ColorPickerButton.xml:59 msgid "The background of the color preview rect on the button." msgstr "" #: doc/classes/ColorPickerButton.xml:62 msgid "[StyleBox] used when the [ColorPickerButton] is disabled." msgstr "" #: doc/classes/ColorPickerButton.xml:65 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 "" #: doc/classes/ColorPickerButton.xml:68 msgid "[Font] of the [ColorPickerButton]'s text." msgstr "" #: doc/classes/ColorPickerButton.xml:71 msgid "Default text [Color] of the [ColorPickerButton]." msgstr "" #: doc/classes/ColorPickerButton.xml:74 msgid "Text [Color] used when the [ColorPickerButton] is disabled." msgstr "" #: doc/classes/ColorPickerButton.xml:77 msgid "Text [Color] used when the [ColorPickerButton] is being hovered." msgstr "" #: doc/classes/ColorPickerButton.xml:80 msgid "Text [Color] used when the [ColorPickerButton] is being pressed." msgstr "" #: doc/classes/ColorPickerButton.xml:83 msgid "[StyleBox] used when the [ColorPickerButton] is being hovered." msgstr "" #: doc/classes/ColorPickerButton.xml:86 msgid "The horizontal space between [ColorPickerButton]'s icon and text." msgstr "" #: doc/classes/ColorPickerButton.xml:89 msgid "Default [StyleBox] for the [ColorPickerButton]." msgstr "" #: doc/classes/ColorPickerButton.xml:92 msgid "[StyleBox] used when the [ColorPickerButton] is being pressed." msgstr "" #: doc/classes/ColorRect.xml:4 msgid "Colored rectangle." msgstr "" #: doc/classes/ColorRect.xml:7 msgid "Displays a colored rectangle." msgstr "" #: doc/classes/ColorRect.xml:15 msgid "" "The fill color.\n" "[codeblock]\n" "$ColorRect.color = Color(1, 0, 0, 1) # Set ColorRect's color to red.\n" "[/codeblock]" msgstr "" #: doc/classes/ConcavePolygonShape2D.xml:4 msgid "Concave polygon 2D shape resource for physics." msgstr "" #: doc/classes/ConcavePolygonShape2D.xml:7 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." msgstr "" #: doc/classes/ConcavePolygonShape2D.xml:16 msgid "" "The array of points that make up the [ConcavePolygonShape2D]'s line segments." msgstr "" #: doc/classes/ConcavePolygonShape3D.xml:4 msgid "Concave polygon shape." msgstr "" #: doc/classes/ConcavePolygonShape3D.xml:7 msgid "" "Concave polygon shape resource, which can be set into a [PhysicsBody3D] or " "area. This shape is created by feeding a list of triangles.\n" "Note: when used for collision, [ConcavePolygonShape3D] is intended to work " "with static [PhysicsBody3D] nodes like [StaticBody3D] and will not work with " "[KinematicBody3D] or [RigidBody3D] with a mode other than Static." msgstr "" #: doc/classes/ConcavePolygonShape3D.xml:17 msgid "Returns the faces (an array of triangles)." msgstr "" #: doc/classes/ConcavePolygonShape3D.xml:26 msgid "Sets the faces (an array of triangles)." msgstr "" #: doc/classes/ConeTwistJoint3D.xml:4 msgid "A twist joint between two 3D bodies." msgstr "" #: doc/classes/ConeTwistJoint3D.xml:7 msgid "" "The joint can rotate the bodies across an axis defined by the local x-axes " "of the [Joint3D].\n" "The twist axis is initiated as the X axis of the [Joint3D].\n" "Once the Bodies swing, the twist axis is calculated as the middle of the x-" "axes of the Joint3D in the local space of the two Bodies." msgstr "" #: doc/classes/ConeTwistJoint3D.xml:35 doc/classes/ConeTwistJoint3D.xml:67 #: doc/classes/PhysicsServer3D.xml:1400 msgid "" "The speed with which the swing or twist will take place.\n" "The higher, the faster." msgstr "" #: doc/classes/ConeTwistJoint3D.xml:39 doc/classes/ConeTwistJoint3D.xml:74 #: doc/classes/PhysicsServer3D.xml:1407 msgid "" "Defines, how fast the swing- and twist-speed-difference on both sides gets " "synced." msgstr "" #: doc/classes/ConeTwistJoint3D.xml:42 doc/classes/ConeTwistJoint3D.xml:71 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 "" #: doc/classes/ConeTwistJoint3D.xml:45 doc/classes/ConeTwistJoint3D.xml:57 #: doc/classes/PhysicsServer3D.xml:1390 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 [ConeTwistJoint3D].\n" "If below 0.05, this behavior is locked." msgstr "" #: doc/classes/ConeTwistJoint3D.xml:51 doc/classes/ConeTwistJoint3D.xml:63 #: doc/classes/PhysicsServer3D.xml:1396 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 "" #: doc/classes/ConeTwistJoint3D.xml:77 doc/classes/Generic6DOFJoint3D.xml:416 #: doc/classes/HingeJoint3D.xml:109 doc/classes/Light3D.xml:145 #: doc/classes/SliderJoint3D.xml:170 msgid "Represents the size of the [enum Param] enum." msgstr "" #: doc/classes/ConfigFile.xml:4 msgid "Helper class to handle INI-style files." msgstr "" #: doc/classes/ConfigFile.xml:7 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 World3D!\"\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 parse an INI-style file from the system, " "read its contents and store new values in it:\n" "[codeblock]\n" "var config = ConfigFile.new()\n" "var err = config.load(\"user://settings.cfg\")\n" "if err == OK: # If not, something went wrong with the file loading\n" " # Look for the display/width pair, and default to 1024 if missing\n" " var screen_width = config.get_value(\"display\", \"width\", 1024)\n" " # Store a variable if and only if it hasn't been defined yet\n" " if not config.has_section_key(\"audio\", \"mute\"):\n" " config.set_value(\"audio\", \"mute\", false)\n" " # Save the changes by overwriting the previous file\n" " config.save(\"user://settings.cfg\")\n" "[/codeblock]\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." msgstr "" #: doc/classes/ConfigFile.xml:40 msgid "" "Deletes the specified section along with all the key-value pairs inside. " "Raises an error if the section does not exist." msgstr "" #: doc/classes/ConfigFile.xml:51 msgid "" "Deletes the specified key in a section. Raises an error if either the " "section or the key do not exist." msgstr "" #: doc/classes/ConfigFile.xml:60 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 "" #: doc/classes/ConfigFile.xml:67 msgid "Returns an array of all defined section identifiers." msgstr "" #: doc/classes/ConfigFile.xml:80 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 "" #: doc/classes/ConfigFile.xml:89 msgid "Returns [code]true[/code] if the specified section exists." msgstr "" #: doc/classes/ConfigFile.xml:100 msgid "Returns [code]true[/code] if the specified section-key pair exists." msgstr "" #: doc/classes/ConfigFile.xml:109 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 "" #: doc/classes/ConfigFile.xml:121 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 "" #: doc/classes/ConfigFile.xml:133 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 "" #: doc/classes/ConfigFile.xml:143 msgid "" "Parses the 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 "" #: doc/classes/ConfigFile.xml:153 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 "" #: doc/classes/ConfigFile.xml:165 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 "" #: doc/classes/ConfigFile.xml:177 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 "" #: doc/classes/ConfigFile.xml:191 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 "" #: doc/classes/ConfirmationDialog.xml:4 msgid "Dialog for confirmation of actions." msgstr "" #: doc/classes/ConfirmationDialog.xml:7 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 "" #: doc/classes/ConfirmationDialog.xml:20 msgid "Returns the cancel button." msgstr "" #: doc/classes/Container.xml:4 msgid "Base node for containers." msgstr "" #: doc/classes/Container.xml:7 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 "" #: doc/classes/Container.xml:21 msgid "" "Fit a child control in a given rect. This is mainly a helper for creating " "custom container classes." msgstr "" #: doc/classes/Container.xml:28 msgid "" "Queue resort of the contained children. This is called automatically anyway, " "but can be called upon request." msgstr "" #: doc/classes/Container.xml:38 msgid "Emitted when sorting the children is needed." msgstr "" #: doc/classes/Container.xml:44 msgid "" "Notification for when sorting the children, it must be obeyed immediately." msgstr "" #: doc/classes/Control.xml:4 msgid "" "All user interface nodes inherit from Control. A control's anchors and " "margins adapt its position and size relative to its parent." msgstr "" #: doc/classes/Control.xml:7 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 " "[code]MainLoop._input_event[/code].\n" "[b]FIXME:[/b] No longer valid after DisplayServer split and Input " "refactoring.\n" "Call [method accept_event] so no other node receives the event. Once you " "accepted 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_theme_*_override[/code] " "methods, like [method add_theme_font_override]. You can override the theme " "with the inspector." msgstr "" #: doc/classes/Control.xml:18 msgid "https://docs.godotengine.org/en/latest/tutorials/gui/index.html" msgstr "" #: doc/classes/Control.xml:26 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 "" #: doc/classes/Control.xml:34 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]." msgstr "" #: doc/classes/Control.xml:44 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 parent's rectangle and the parent has either [member " "rect_clip_content] or [method _clips_input] enabled." msgstr "" #: doc/classes/Control.xml:66 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. Use [code]for_text[/" "code] parameter to determine what text the tooltip should contain (likely " "the contents of [member hint_tooltip]).\n" "The returned node must be of type [Control] or Control-derieved. It can have " "child nodes of any type. It is freed when the tooltip disappears, so make " "sure you always provide a new instance, not e.g. a node from scene. When " "[code]null[/code] or non-Control node is returned, the default tooltip will " "be used instead.\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 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 custom scene instance:\n" "[codeblock]\n" "func _make_custom_tooltip(for_text):\n" " var tooltip = preload(\"SomeTooltipScene.tscn\").instance()\n" " tooltip.get_node(\"Label\").text = for_text\n" " return tooltip\n" "[/codeblock]" msgstr "" #: doc/classes/Control.xml:89 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 "" #: doc/classes/Control.xml:100 msgid "" "Overrides the [Color] with given [code]name[/code] in the [member theme] " "resource the control uses. If the [code]color[/code] is empty or invalid, " "the override is cleared and the color from assigned [Theme] is used." msgstr "" #: doc/classes/Control.xml:111 msgid "" "Overrides an integer constant with given [code]name[/code] in the [member " "theme] resource the control uses. If the [code]constant[/code] is empty or " "invalid, the override is cleared and the constant from assigned [Theme] is " "used." msgstr "" #: doc/classes/Control.xml:122 msgid "" "Overrides the font with given [code]name[/code] in the [member theme] " "resource the control uses. If [code]font[/code] is empty or invalid, the " "override is cleared and the font from assigned [Theme] is used." msgstr "" #: doc/classes/Control.xml:133 msgid "" "Overrides the icon with given [code]name[/code] in the [member theme] " "resource the control uses. If [code]icon[/code] is empty or invalid, the " "override is cleared and the icon from assigned [Theme] is used." msgstr "" #: doc/classes/Control.xml:144 msgid "" "Overrides the [Shader] with given [code]name[/code] in the [member theme] " "resource the control uses. If [code]shader[/code] is empty or invalid, the " "override is cleared and the shader from assigned [Theme] is used." msgstr "" #: doc/classes/Control.xml:155 msgid "" "Overrides the [StyleBox] with given [code]name[/code] in the [member theme] " "resource the control uses. If [code]stylebox[/code] is empty or invalid, the " "override is cleared and the [StyleBox] from assigned [Theme] is used." msgstr "" #: doc/classes/Control.xml:166 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 "" #: doc/classes/Control.xml:184 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 "" #: doc/classes/Control.xml:202 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 "" #: doc/classes/Control.xml:212 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 "" #: doc/classes/Control.xml:219 msgid "" "Returns [member margin_left] and [member margin_top]. See also [member " "rect_position]." msgstr "" #: doc/classes/Control.xml:226 msgid "" "Returns combined minimum size from [member rect_min_size] and [method " "get_minimum_size]." msgstr "" #: doc/classes/Control.xml:235 msgid "" "Returns the mouse cursor shape the control displays on mouse hover. See " "[enum CursorShape]." msgstr "" #: doc/classes/Control.xml:244 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 "" #: doc/classes/Control.xml:258 msgid "Returns [member margin_right] and [member margin_bottom]." msgstr "" #: doc/classes/Control.xml:267 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 "" #: doc/classes/Control.xml:274 msgid "" "Returns the control that has the keyboard focus or [code]null[/code] if none." msgstr "" #: doc/classes/Control.xml:281 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 "" #: doc/classes/Control.xml:290 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 "" #: doc/classes/Control.xml:297 msgid "Returns the minimum size for this control. See [member rect_min_size]." msgstr "" #: doc/classes/Control.xml:304 msgid "Returns the width/height occupied in the parent control." msgstr "" #: doc/classes/Control.xml:311 msgid "Returns the parent control node." msgstr "" #: doc/classes/Control.xml:318 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 "" #: doc/classes/Control.xml:325 msgid "Returns the rotation (in radians)." msgstr "" #: doc/classes/Control.xml:336 msgid "" "Returns a color from assigned [Theme] with given [code]name[/code] and " "associated with [Control] of given [code]type[/code].\n" "[codeblock]\n" "func _ready():\n" " modulate = get_theme_color(\"font_color\", \"Button\") #get the color " "defined for button fonts\n" "[/codeblock]" msgstr "" #: doc/classes/Control.xml:351 msgid "" "Returns a constant from assigned [Theme] with given [code]name[/code] and " "associated with [Control] of given [code]type[/code]." msgstr "" #: doc/classes/Control.xml:362 msgid "" "Returns a font from assigned [Theme] with given [code]name[/code] and " "associated with [Control] of given [code]type[/code]." msgstr "" #: doc/classes/Control.xml:373 msgid "" "Returns an icon from assigned [Theme] with given [code]name[/code] and " "associated with [Control] of given [code]type[/code]." msgstr "" #: doc/classes/Control.xml:384 msgid "" "Returns a [StyleBox] from assigned [Theme] with given [code]name[/code] and " "associated with [Control] of given [code]type[/code]." msgstr "" #: doc/classes/Control.xml:393 msgid "" "Returns the tooltip, which will appear when the cursor is resting over this " "control. See [member hint_tooltip]." msgstr "" #: doc/classes/Control.xml:400 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 "" #: doc/classes/Control.xml:411 msgid "" "Steal the focus from another control and become the focused control (see " "[member focus_mode])." msgstr "" #: doc/classes/Control.xml:418 msgid "" "Returns [code]true[/code] if this is the current focused control. See " "[member focus_mode]." msgstr "" #: doc/classes/Control.xml:427 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 "" #: doc/classes/Control.xml:440 msgid "" "Returns [code]true[/code] if [Color] with given [code]name[/code] and " "associated with [Control] of given [code]type[/code] exists in assigned " "[Theme]." msgstr "" #: doc/classes/Control.xml:449 msgid "" "Returns [code]true[/code] if [Color] with given [code]name[/code] has a " "valid override in this [Control] node." msgstr "" #: doc/classes/Control.xml:460 msgid "" "Returns [code]true[/code] if constant with given [code]name[/code] and " "associated with [Control] of given [code]type[/code] exists in assigned " "[Theme]." msgstr "" #: doc/classes/Control.xml:469 msgid "" "Returns [code]true[/code] if constant with given [code]name[/code] has a " "valid override in this [Control] node." msgstr "" #: doc/classes/Control.xml:480 msgid "" "Returns [code]true[/code] if font with given [code]name[/code] and " "associated with [Control] of given [code]type[/code] exists in assigned " "[Theme]." msgstr "" #: doc/classes/Control.xml:489 msgid "" "Returns [code]true[/code] if font with given [code]name[/code] has a valid " "override in this [Control] node." msgstr "" #: doc/classes/Control.xml:500 msgid "" "Returns [code]true[/code] if icon with given [code]name[/code] and " "associated with [Control] of given [code]type[/code] exists in assigned " "[Theme]." msgstr "" #: doc/classes/Control.xml:509 msgid "" "Returns [code]true[/code] if icon with given [code]name[/code] has a valid " "override in this [Control] node." msgstr "" #: doc/classes/Control.xml:518 msgid "" "Returns [code]true[/code] if [Shader] with given [code]name[/code] has a " "valid override in this [Control] node." msgstr "" #: doc/classes/Control.xml:529 msgid "" "Returns [code]true[/code] if [StyleBox] with given [code]name[/code] and " "associated with [Control] of given [code]type[/code] exists in assigned " "[Theme]." msgstr "" #: doc/classes/Control.xml:538 msgid "" "Returns [code]true[/code] if [StyleBox] with given [code]name[/code] has a " "valid override in this [Control] node." msgstr "" #: doc/classes/Control.xml:545 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 "" #: doc/classes/Control.xml:552 msgid "" "Give up the focus. No other control will be able to receive keyboard input." msgstr "" #: doc/classes/Control.xml:567 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 "" #: doc/classes/Control.xml:584 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 "" #: doc/classes/Control.xml:597 msgid "" "Sets both anchor preset and margin preset. See [method set_anchors_preset] " "and [method set_margins_preset]." msgstr "" #: doc/classes/Control.xml:608 msgid "" "Sets the anchors to a [code]preset[/code] from [enum Control.LayoutPreset] " "enum. This is code equivalent of using the Layout menu in 2D editor.\n" "If [code]keep_margins[/code] is [code]true[/code], control's position will " "also be updated." msgstr "" #: doc/classes/Control.xml:618 msgid "" "Sets [member margin_left] and [member margin_top] at the same time. " "Equivalent of changing [member rect_position]." msgstr "" #: doc/classes/Control.xml:627 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 "" #: doc/classes/Control.xml:657 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.\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 "" #: doc/classes/Control.xml:677 msgid "Sets [member margin_right] and [member margin_bottom] at the same time." msgstr "" #: doc/classes/Control.xml:688 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 "" #: doc/classes/Control.xml:699 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 "" #: doc/classes/Control.xml:711 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 "" #: doc/classes/Control.xml:724 msgid "" "Sets the margins to a [code]preset[/code] from [enum Control.LayoutPreset] " "enum. This is code equivalent of using the Layout menu in 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 "" #: doc/classes/Control.xml:737 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 "" #: doc/classes/Control.xml:747 msgid "Sets the rotation (in radians)." msgstr "" #: doc/classes/Control.xml:758 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 "" #: doc/classes/Control.xml:768 msgid "" "Moves the mouse cursor to [code]to_position[/code], relative to [member " "rect_position] of this [Control]." msgstr "" #: doc/classes/Control.xml:774 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 "" #: doc/classes/Control.xml:777 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 "" #: doc/classes/Control.xml:780 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 "" #: doc/classes/Control.xml:783 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 "" #: doc/classes/Control.xml:786 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 "" #: doc/classes/Control.xml:789 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 "" #: doc/classes/Control.xml:792 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 "" #: doc/classes/Control.xml:795 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 "" #: doc/classes/Control.xml:798 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 "" #: doc/classes/Control.xml:801 msgid "" "Tells Godot which node it should give keyboard focus to if the user presses " "[kbd]Tab[/kbd] 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 "" #: doc/classes/Control.xml:805 msgid "" "Tells Godot which node it should give keyboard focus to if the user presses " "[kbd]Shift + Tab[/kbd] 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 "" #: doc/classes/Control.xml:809 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 "" #: doc/classes/Control.xml:812 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 "" #: doc/classes/Control.xml:815 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." msgstr "" #: doc/classes/Control.xml:818 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 "" #: doc/classes/Control.xml:822 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 "" #: doc/classes/Control.xml:826 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 "" #: doc/classes/Control.xml:830 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 "" #: doc/classes/Control.xml:834 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 "" #: doc/classes/Control.xml:838 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 "" #: doc/classes/Control.xml:841 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 "" #: doc/classes/Control.xml:844 msgid "" "The node's global position, relative to the world (usually to the top-left " "corner of the window)." msgstr "" #: doc/classes/Control.xml:847 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 "" #: doc/classes/Control.xml:850 msgid "" "By default, the node's pivot is its top-left corner. When you change its " "[member rect_scale], it will scale around this pivot. Set this property to " "[member rect_size] / 2 to center the pivot in the node's rectangle." msgstr "" #: doc/classes/Control.xml:853 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 "" #: doc/classes/Control.xml:856 msgid "" "The node's rotation around its pivot, in degrees. See [member " "rect_pivot_offset] to change the pivot's position." msgstr "" #: doc/classes/Control.xml:859 msgid "" "The node's scale, relative to its [member rect_size]. Change this property " "to scale the node around its [member rect_pivot_offset]." msgstr "" #: doc/classes/Control.xml:862 msgid "" "The size of the node's bounding rectangle, in pixels. [Container] nodes " "update this property automatically." msgstr "" #: doc/classes/Control.xml:865 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 "" #: doc/classes/Control.xml:868 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 "" #: doc/classes/Control.xml:871 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 "" #: doc/classes/Control.xml:874 msgid "" "Changing this property replaces the current [Theme] resource this node and " "all its [Control] children use." msgstr "" #: doc/classes/Control.xml:880 msgid "Emitted when the node gains keyboard focus." msgstr "" #: doc/classes/Control.xml:885 msgid "Emitted when the node loses keyboard focus." msgstr "" #: doc/classes/Control.xml:892 msgid "Emitted when the node receives an [InputEvent]." msgstr "" #: doc/classes/Control.xml:897 msgid "Emitted when the node's minimum size changes." msgstr "" #: doc/classes/Control.xml:902 msgid "" "Emitted when the mouse enters the control's [code]Rect[/code] area, provided " "its [member mouse_filter] lets the event reach it." msgstr "" #: doc/classes/Control.xml:907 msgid "" "Emitted when the mouse leaves the control's [code]Rect[/code] area, provided " "its [member mouse_filter] lets the event reach it." msgstr "" #: doc/classes/Control.xml:912 msgid "Emitted when the control changes size." msgstr "" #: doc/classes/Control.xml:917 msgid "" "Emitted when one of the size flags changes. See [member " "size_flags_horizontal] and [member size_flags_vertical]." msgstr "" #: doc/classes/Control.xml:927 msgid "The node cannot grab focus. Use with [member focus_mode]." msgstr "" #: doc/classes/Control.xml:930 msgid "" "The node can only grab focus on mouse clicks. Use with [member focus_mode]." msgstr "" #: doc/classes/Control.xml:933 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 "" #: doc/classes/Control.xml:936 msgid "" "Sent when the node changes size. Use [member rect_size] to get the new size." msgstr "" #: doc/classes/Control.xml:939 msgid "Sent when the mouse pointer enters the node." msgstr "" #: doc/classes/Control.xml:942 msgid "Sent when the mouse pointer exits the node." msgstr "" #: doc/classes/Control.xml:945 msgid "Sent when the node grabs focus." msgstr "" #: doc/classes/Control.xml:948 msgid "Sent when the node loses focus." msgstr "" #: doc/classes/Control.xml:951 msgid "" "Sent when the node's [member theme] changes, right before Godot redraws the " "control. Happens when you call one of the [code]add_theme_*_override[/code] " "methods." msgstr "" #: doc/classes/Control.xml:954 msgid "" "Sent when this node is inside a [ScrollContainer] which has begun being " "scrolled." msgstr "" #: doc/classes/Control.xml:957 msgid "" "Sent when this node is inside a [ScrollContainer] which has stopped being " "scrolled." msgstr "" #: doc/classes/Control.xml:960 msgid "" "Show the system's arrow mouse cursor when the user hovers the node. Use with " "[member mouse_default_cursor_shape]." msgstr "" #: doc/classes/Control.xml:963 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 "" #: doc/classes/Control.xml:966 msgid "" "Show the system's pointing hand mouse cursor when the user hovers the node." msgstr "" #: doc/classes/Control.xml:969 msgid "Show the system's cross mouse cursor when the user hovers the node." msgstr "" #: doc/classes/Control.xml:972 msgid "" "Show the system's wait mouse cursor, often an hourglass, when the user " "hovers the node." msgstr "" #: doc/classes/Control.xml:975 msgid "" "Show the system's busy mouse cursor when the user hovers the node. Often an " "hourglass." msgstr "" #: doc/classes/Control.xml:978 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 "" #: doc/classes/Control.xml:981 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 "" #: doc/classes/Control.xml:984 msgid "" "Show the system's forbidden mouse cursor when the user hovers the node. " "Often a crossed circle." msgstr "" #: doc/classes/Control.xml:987 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 "" #: doc/classes/Control.xml:990 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 "" #: doc/classes/Control.xml:993 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 "" #: doc/classes/Control.xml:996 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 "" #: doc/classes/Control.xml:999 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 "" #: doc/classes/Control.xml:1002 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 "" #: doc/classes/Control.xml:1005 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 "" #: doc/classes/Control.xml:1008 msgid "" "Show the system's help mouse cursor when the user hovers the node, a " "question mark." msgstr "" #: doc/classes/Control.xml:1011 msgid "" "Snap all 4 anchors to the top-left of the parent control's bounds. Use with " "[method set_anchors_preset]." msgstr "" #: doc/classes/Control.xml:1014 msgid "" "Snap all 4 anchors to the top-right of the parent control's bounds. Use with " "[method set_anchors_preset]." msgstr "" #: doc/classes/Control.xml:1017 msgid "" "Snap all 4 anchors to the bottom-left of the parent control's bounds. Use " "with [method set_anchors_preset]." msgstr "" #: doc/classes/Control.xml:1020 msgid "" "Snap all 4 anchors to the bottom-right of the parent control's bounds. Use " "with [method set_anchors_preset]." msgstr "" #: doc/classes/Control.xml:1023 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 "" #: doc/classes/Control.xml:1026 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 "" #: doc/classes/Control.xml:1029 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 "" #: doc/classes/Control.xml:1032 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 "" #: doc/classes/Control.xml:1035 msgid "" "Snap all 4 anchors to the center of the parent control's bounds. Use with " "[method set_anchors_preset]." msgstr "" #: doc/classes/Control.xml:1038 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 "" #: doc/classes/Control.xml:1041 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 "" #: doc/classes/Control.xml:1044 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 "" #: doc/classes/Control.xml:1047 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 "" #: doc/classes/Control.xml:1050 msgid "" "Snap all 4 anchors to a vertical line that cuts the parent control in half. " "Use with [method set_anchors_preset]." msgstr "" #: doc/classes/Control.xml:1053 msgid "" "Snap all 4 anchors to a horizontal line that cuts the parent control in " "half. Use with [method set_anchors_preset]." msgstr "" #: doc/classes/Control.xml:1056 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 "" #: doc/classes/Control.xml:1059 msgid "The control will be resized to its minimum size." msgstr "" #: doc/classes/Control.xml:1062 msgid "The control's width will not change." msgstr "" #: doc/classes/Control.xml:1065 msgid "The control's height will not change." msgstr "" #: doc/classes/Control.xml:1068 msgid "The control's size will not change." msgstr "" #: doc/classes/Control.xml:1071 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 "" #: doc/classes/Control.xml:1074 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 "" #: doc/classes/Control.xml:1077 msgid "" "Sets the node's size flags to both fill and expand. See the 2 constants " "above for more information." msgstr "" #: doc/classes/Control.xml:1080 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 "" #: doc/classes/Control.xml:1083 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 "" #: doc/classes/Control.xml:1086 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 "" #: doc/classes/Control.xml:1089 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 "" #: doc/classes/Control.xml:1092 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 "" #: doc/classes/Control.xml:1095 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 "" #: doc/classes/Control.xml:1098 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 "" #: doc/classes/Control.xml:1101 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 "" #: doc/classes/Control.xml:1104 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 "" #: doc/classes/Control.xml:1107 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 "" #: doc/classes/ConvexPolygonShape2D.xml:4 msgid "Convex polygon shape for 2D physics." msgstr "" #: doc/classes/ConvexPolygonShape2D.xml:7 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 "" #: doc/classes/ConvexPolygonShape2D.xml:19 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 Geometry2D.convex_hull] for details." msgstr "" #: doc/classes/ConvexPolygonShape2D.xml:25 msgid "" "The polygon's list of vertices. Can be in either clockwise or " "counterclockwise order." msgstr "" #: doc/classes/ConvexPolygonShape3D.xml:4 msgid "Convex polygon shape for 3D physics." msgstr "" #: doc/classes/ConvexPolygonShape3D.xml:7 msgid "" "Convex polygon shape resource, which can be added to a [PhysicsBody3D] or " "area." msgstr "" #: doc/classes/ConvexPolygonShape3D.xml:15 msgid "The list of 3D points forming the convex polygon shape." msgstr "" #: doc/classes/CPUParticles2D.xml:4 msgid "CPU-based 2D particle emitter." msgstr "" #: doc/classes/CPUParticles2D.xml:7 msgid "" "CPU-based 2D particle node used to create a variety of particle systems and " "effects.\n" "See also [GPUParticles2D], which provides the same functionality with " "hardware acceleration, but may not run on older devices." msgstr "" #: doc/classes/CPUParticles2D.xml:11 doc/classes/GPUParticles2D.xml:11 msgid "" "https://docs.godotengine.org/en/latest/tutorials/2d/particle_systems_2d.html" msgstr "" #: doc/classes/CPUParticles2D.xml:20 msgid "" "Sets this node's properties to match a given [GPUParticles2D] node with an " "assigned [ParticlesMaterial]." msgstr "" #: doc/classes/CPUParticles2D.xml:29 doc/classes/CPUParticles3D.xml:28 msgid "Returns the base value of the parameter specified by [enum Parameter]." msgstr "" #: doc/classes/CPUParticles2D.xml:38 doc/classes/CPUParticles3D.xml:37 msgid "Returns the [Curve] of the parameter specified by [enum Parameter]." msgstr "" #: doc/classes/CPUParticles2D.xml:47 doc/classes/CPUParticles3D.xml:46 msgid "" "Returns the randomness factor of the parameter specified by [enum Parameter]." msgstr "" #: doc/classes/CPUParticles2D.xml:56 doc/classes/CPUParticles3D.xml:55 msgid "" "Returns the enabled state of the given flag (see [enum Flags] for options)." msgstr "" #: doc/classes/CPUParticles2D.xml:63 doc/classes/CPUParticles3D.xml:62 msgid "Restarts the particle emitter." msgstr "" #: doc/classes/CPUParticles2D.xml:74 doc/classes/CPUParticles3D.xml:73 msgid "Sets the base value of the parameter specified by [enum Parameter]." msgstr "" #: doc/classes/CPUParticles2D.xml:85 doc/classes/CPUParticles3D.xml:84 msgid "Sets the [Curve] of the parameter specified by [enum Parameter]." msgstr "" #: doc/classes/CPUParticles2D.xml:96 doc/classes/CPUParticles3D.xml:95 msgid "" "Sets the randomness factor of the parameter specified by [enum Parameter]." msgstr "" #: doc/classes/CPUParticles2D.xml:107 doc/classes/CPUParticles3D.xml:106 msgid "Enables or disables the given flag (see [enum Flags] for options)." msgstr "" #: doc/classes/CPUParticles2D.xml:113 doc/classes/CPUParticles3D.xml:112 #: doc/classes/GPUParticles2D.xml:31 msgid "Number of particles emitted in one emission cycle." msgstr "" #: doc/classes/CPUParticles2D.xml:116 doc/classes/CPUParticles3D.xml:115 msgid "Initial rotation applied to each particle, in degrees." msgstr "" #: doc/classes/CPUParticles2D.xml:119 doc/classes/CPUParticles3D.xml:118 msgid "Each particle's rotation will be animated along this [Curve]." msgstr "" #: doc/classes/CPUParticles2D.xml:122 doc/classes/CPUParticles3D.xml:121 #: doc/classes/ParticlesMaterial.xml:104 msgid "Rotation randomness ratio." msgstr "" #: doc/classes/CPUParticles2D.xml:125 doc/classes/CPUParticles3D.xml:124 msgid "" "Initial angular velocity applied to each particle. Sets the speed of " "rotation of the particle." msgstr "" #: doc/classes/CPUParticles2D.xml:128 doc/classes/CPUParticles3D.xml:127 msgid "Each particle's angular velocity will vary along this [Curve]." msgstr "" #: doc/classes/CPUParticles2D.xml:131 doc/classes/CPUParticles3D.xml:130 #: doc/classes/ParticlesMaterial.xml:114 msgid "Angular velocity randomness ratio." msgstr "" #: doc/classes/CPUParticles2D.xml:134 doc/classes/CPUParticles3D.xml:133 #: doc/classes/ParticlesMaterial.xml:117 msgid "Particle animation offset." msgstr "" #: doc/classes/CPUParticles2D.xml:137 doc/classes/CPUParticles3D.xml:136 msgid "Each particle's animation offset will vary along this [Curve]." msgstr "" #: doc/classes/CPUParticles2D.xml:140 doc/classes/CPUParticles3D.xml:139 #: doc/classes/ParticlesMaterial.xml:123 msgid "Animation offset randomness ratio." msgstr "" #: doc/classes/CPUParticles2D.xml:143 doc/classes/CPUParticles3D.xml:142 #: doc/classes/ParticlesMaterial.xml:126 msgid "Particle animation speed." msgstr "" #: doc/classes/CPUParticles2D.xml:146 doc/classes/CPUParticles3D.xml:145 msgid "Each particle's animation speed will vary along this [Curve]." msgstr "" #: doc/classes/CPUParticles2D.xml:149 doc/classes/CPUParticles3D.xml:148 #: doc/classes/ParticlesMaterial.xml:132 msgid "Animation speed randomness ratio." msgstr "" #: doc/classes/CPUParticles2D.xml:152 msgid "" "Each particle's initial color. If [member texture] is defined, it will be " "multiplied by this color." msgstr "" #: doc/classes/CPUParticles2D.xml:155 msgid "Each particle's color will vary along this [Gradient]." msgstr "" #: doc/classes/CPUParticles2D.xml:158 doc/classes/CPUParticles3D.xml:157 #: doc/classes/ParticlesMaterial.xml:141 msgid "The rate at which particles lose velocity." msgstr "" #: doc/classes/CPUParticles2D.xml:161 doc/classes/CPUParticles3D.xml:160 msgid "Damping will vary along this [Curve]." msgstr "" #: doc/classes/CPUParticles2D.xml:164 doc/classes/CPUParticles3D.xml:163 #: doc/classes/ParticlesMaterial.xml:147 msgid "Damping randomness ratio." msgstr "" #: doc/classes/CPUParticles2D.xml:167 doc/classes/CPUParticles3D.xml:166 #: doc/classes/ParticlesMaterial.xml:150 msgid "Unit vector specifying the particles' emission direction." msgstr "" #: doc/classes/CPUParticles2D.xml:170 doc/classes/CPUParticles3D.xml:169 #: doc/classes/GPUParticles2D.xml:34 doc/classes/GPUParticles3D.xml:54 msgid "Particle draw order. Uses [enum DrawOrder] values." msgstr "" #: doc/classes/CPUParticles2D.xml:173 doc/classes/CPUParticles3D.xml:175 msgid "" "Sets the [Color]s to modulate particles by when using [constant " "EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS]." msgstr "" #: doc/classes/CPUParticles2D.xml:176 doc/classes/CPUParticles3D.xml:178 msgid "" "Sets the direction the particles will be emitted in when using [constant " "EMISSION_SHAPE_DIRECTED_POINTS]." msgstr "" #: doc/classes/CPUParticles2D.xml:179 doc/classes/CPUParticles3D.xml:181 msgid "" "Sets the initial positions to spawn particles when using [constant " "EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS]." msgstr "" #: doc/classes/CPUParticles2D.xml:182 msgid "" "The rectangle's extents if [member emission_shape] is set to [constant " "EMISSION_SHAPE_RECTANGLE]." msgstr "" #: doc/classes/CPUParticles2D.xml:185 doc/classes/CPUParticles3D.xml:184 msgid "" "Particles will be emitted inside this region. See [enum EmissionShape] for " "possible values." msgstr "" #: doc/classes/CPUParticles2D.xml:188 msgid "" "The sphere's radius if [member emission_shape] is set to [constant " "EMISSION_SHAPE_SPHERE]." msgstr "" #: doc/classes/CPUParticles2D.xml:191 doc/classes/CPUParticles3D.xml:190 #: doc/classes/GPUParticles2D.xml:37 doc/classes/GPUParticles3D.xml:72 msgid "If [code]true[/code], particles are being emitted." msgstr "" #: doc/classes/CPUParticles2D.xml:194 doc/classes/CPUParticles3D.xml:193 #: doc/classes/GPUParticles2D.xml:40 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 "" #: doc/classes/CPUParticles2D.xml:197 doc/classes/GPUParticles2D.xml:43 #: doc/classes/GPUParticles3D.xml:78 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 "" #: doc/classes/CPUParticles2D.xml:200 doc/classes/CPUParticles3D.xml:199 #: doc/classes/ParticlesMaterial.xml:174 msgid "Align Y axis of particle with the direction of its velocity." msgstr "" #: doc/classes/CPUParticles2D.xml:203 doc/classes/CPUParticles3D.xml:211 #: doc/classes/GPUParticles2D.xml:46 doc/classes/GPUParticles3D.xml:81 msgid "" "If [code]true[/code], results in fractional delta calculation which has a " "smoother particles display effect." msgstr "" #: doc/classes/CPUParticles2D.xml:206 doc/classes/CPUParticles3D.xml:214 #: doc/classes/ParticlesMaterial.xml:186 msgid "Gravity applied to every particle." msgstr "" #: doc/classes/CPUParticles2D.xml:209 doc/classes/CPUParticles3D.xml:217 #: doc/classes/ParticlesMaterial.xml:189 msgid "Initial hue variation applied to each particle." msgstr "" #: doc/classes/CPUParticles2D.xml:212 doc/classes/CPUParticles3D.xml:220 msgid "Each particle's hue will vary along this [Curve]." msgstr "" #: doc/classes/CPUParticles2D.xml:215 doc/classes/CPUParticles3D.xml:223 #: doc/classes/ParticlesMaterial.xml:195 msgid "Hue variation randomness ratio." msgstr "" #: doc/classes/CPUParticles2D.xml:218 doc/classes/CPUParticles3D.xml:226 #: doc/classes/ParticlesMaterial.xml:198 msgid "" "Initial velocity magnitude for each particle. Direction comes from [member " "spread] and the node's orientation." msgstr "" #: doc/classes/CPUParticles2D.xml:221 doc/classes/CPUParticles3D.xml:229 #: doc/classes/ParticlesMaterial.xml:201 msgid "Initial velocity randomness ratio." msgstr "" #: doc/classes/CPUParticles2D.xml:224 doc/classes/CPUParticles3D.xml:232 #: doc/classes/GPUParticles2D.xml:49 doc/classes/GPUParticles3D.xml:84 msgid "Amount of time each particle will exist." msgstr "" #: doc/classes/CPUParticles2D.xml:227 doc/classes/CPUParticles3D.xml:235 #: doc/classes/ParticlesMaterial.xml:204 msgid "Particle lifetime randomness ratio." msgstr "" #: doc/classes/CPUParticles2D.xml:230 doc/classes/CPUParticles3D.xml:238 #: doc/classes/ParticlesMaterial.xml:207 msgid "" "Linear acceleration applied to each particle in the direction of motion." msgstr "" #: doc/classes/CPUParticles2D.xml:233 doc/classes/CPUParticles3D.xml:241 msgid "Each particle's linear acceleration will vary along this [Curve]." msgstr "" #: doc/classes/CPUParticles2D.xml:236 doc/classes/CPUParticles3D.xml:244 #: doc/classes/ParticlesMaterial.xml:213 msgid "Linear acceleration randomness ratio." msgstr "" #: doc/classes/CPUParticles2D.xml:239 doc/classes/CPUParticles3D.xml:247 #: doc/classes/GPUParticles2D.xml:52 doc/classes/GPUParticles3D.xml:87 msgid "" "If [code]true[/code], particles use the parent node's coordinate space. If " "[code]false[/code], they use global coordinates." msgstr "" #: doc/classes/CPUParticles2D.xml:242 doc/classes/GPUParticles2D.xml:55 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 "" #: doc/classes/CPUParticles2D.xml:246 doc/classes/CPUParticles3D.xml:253 #: doc/classes/GPUParticles2D.xml:59 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 "" #: doc/classes/CPUParticles2D.xml:249 msgid "" "Orbital velocity applied to each particle. Makes the particles circle around " "origin. Specified in number of full rotations around origin per second." msgstr "" #: doc/classes/CPUParticles2D.xml:252 doc/classes/CPUParticles3D.xml:260 msgid "Each particle's orbital velocity will vary along this [Curve]." msgstr "" #: doc/classes/CPUParticles2D.xml:255 doc/classes/CPUParticles3D.xml:263 #: doc/classes/ParticlesMaterial.xml:223 msgid "Orbital velocity randomness ratio." msgstr "" #: doc/classes/CPUParticles2D.xml:258 doc/classes/CPUParticles3D.xml:266 #: doc/classes/GPUParticles2D.xml:62 msgid "Particle system starts as if it had already run for this many seconds." msgstr "" #: doc/classes/CPUParticles2D.xml:261 doc/classes/CPUParticles3D.xml:269 #: doc/classes/ParticlesMaterial.xml:226 msgid "" "Radial acceleration applied to each particle. Makes particle accelerate away " "from origin." msgstr "" #: doc/classes/CPUParticles2D.xml:264 doc/classes/CPUParticles3D.xml:272 msgid "Each particle's radial acceleration will vary along this [Curve]." msgstr "" #: doc/classes/CPUParticles2D.xml:267 doc/classes/CPUParticles3D.xml:275 #: doc/classes/ParticlesMaterial.xml:232 msgid "Radial acceleration randomness ratio." msgstr "" #: doc/classes/CPUParticles2D.xml:270 doc/classes/CPUParticles3D.xml:278 #: doc/classes/GPUParticles2D.xml:68 msgid "Emission lifetime randomness ratio." msgstr "" #: doc/classes/CPUParticles2D.xml:273 doc/classes/CPUParticles3D.xml:281 #: doc/classes/ParticlesMaterial.xml:235 msgid "Initial scale applied to each particle." msgstr "" #: doc/classes/CPUParticles2D.xml:276 doc/classes/CPUParticles3D.xml:284 msgid "Each particle's scale will vary along this [Curve]." msgstr "" #: doc/classes/CPUParticles2D.xml:279 doc/classes/CPUParticles3D.xml:287 #: doc/classes/ParticlesMaterial.xml:241 msgid "Scale randomness ratio." msgstr "" #: doc/classes/CPUParticles2D.xml:282 doc/classes/CPUParticles3D.xml:290 #: doc/classes/GPUParticles2D.xml:71 msgid "" "Particle system's running speed scaling ratio. A value of [code]0[/code] can " "be used to pause the particles." msgstr "" #: doc/classes/CPUParticles2D.xml:285 msgid "" "Each particle's initial direction range from [code]+spread[/code] to [code]-" "spread[/code] degrees." msgstr "" #: doc/classes/CPUParticles2D.xml:288 doc/classes/CPUParticles3D.xml:296 #: doc/classes/ParticlesMaterial.xml:247 msgid "" "Tangential acceleration applied to each particle. Tangential acceleration is " "perpendicular to the particle's velocity giving the particles a swirling " "motion." msgstr "" #: doc/classes/CPUParticles2D.xml:291 doc/classes/CPUParticles3D.xml:299 msgid "Each particle's tangential acceleration will vary along this [Curve]." msgstr "" #: doc/classes/CPUParticles2D.xml:294 doc/classes/CPUParticles3D.xml:302 #: doc/classes/ParticlesMaterial.xml:253 msgid "Tangential acceleration randomness ratio." msgstr "" #: doc/classes/CPUParticles2D.xml:297 doc/classes/GPUParticles2D.xml:74 msgid "Particle texture. If [code]null[/code], particles will be squares." msgstr "" #: doc/classes/CPUParticles2D.xml:302 doc/classes/CPUParticles3D.xml:307 #: doc/classes/GPUParticles2D.xml:82 doc/classes/GPUParticles3D.xml:110 msgid "Particles are drawn in the order emitted." msgstr "" #: doc/classes/CPUParticles2D.xml:305 doc/classes/CPUParticles3D.xml:310 #: doc/classes/GPUParticles2D.xml:85 doc/classes/GPUParticles3D.xml:113 msgid "Particles are drawn in order of remaining lifetime." msgstr "" #: doc/classes/CPUParticles2D.xml:308 doc/classes/CPUParticles3D.xml:316 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set initial velocity properties." msgstr "" #: doc/classes/CPUParticles2D.xml:311 doc/classes/CPUParticles3D.xml:319 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set angular velocity properties." msgstr "" #: doc/classes/CPUParticles2D.xml:314 doc/classes/CPUParticles3D.xml:322 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set orbital velocity properties." msgstr "" #: doc/classes/CPUParticles2D.xml:317 doc/classes/CPUParticles3D.xml:325 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set linear acceleration properties." msgstr "" #: doc/classes/CPUParticles2D.xml:320 doc/classes/CPUParticles3D.xml:328 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set radial acceleration properties." msgstr "" #: doc/classes/CPUParticles2D.xml:323 doc/classes/CPUParticles3D.xml:331 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set tangential acceleration properties." msgstr "" #: doc/classes/CPUParticles2D.xml:326 doc/classes/CPUParticles3D.xml:334 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set damping properties." msgstr "" #: doc/classes/CPUParticles2D.xml:329 doc/classes/CPUParticles3D.xml:337 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set angle properties." msgstr "" #: doc/classes/CPUParticles2D.xml:332 doc/classes/CPUParticles3D.xml:340 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set scale properties." msgstr "" #: doc/classes/CPUParticles2D.xml:335 doc/classes/CPUParticles3D.xml:343 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set hue variation properties." msgstr "" #: doc/classes/CPUParticles2D.xml:338 doc/classes/CPUParticles3D.xml:346 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set animation speed properties." msgstr "" #: doc/classes/CPUParticles2D.xml:341 doc/classes/CPUParticles3D.xml:349 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set animation offset properties." msgstr "" #: doc/classes/CPUParticles2D.xml:344 doc/classes/CPUParticles3D.xml:352 #: doc/classes/ParticlesMaterial.xml:303 msgid "Represents the size of the [enum Parameter] enum." msgstr "" #: doc/classes/CPUParticles2D.xml:347 doc/classes/CPUParticles3D.xml:355 msgid "Use with [method set_particle_flag] to set [member flag_align_y]." msgstr "" #: doc/classes/CPUParticles2D.xml:350 doc/classes/CPUParticles2D.xml:353 msgid "Present for consistency with 3D particle nodes, not used in 2D." msgstr "" #: doc/classes/CPUParticles2D.xml:359 doc/classes/CPUParticles3D.xml:367 #: doc/classes/ParticlesMaterial.xml:318 msgid "All particles will be emitted from a single point." msgstr "" #: doc/classes/CPUParticles2D.xml:362 msgid "" "Particles will be emitted on the surface of a sphere flattened to two " "dimensions." msgstr "" #: doc/classes/CPUParticles2D.xml:365 msgid "Particles will be emitted in the area of a rectangle." msgstr "" #: doc/classes/CPUParticles2D.xml:368 doc/classes/CPUParticles3D.xml:376 msgid "" "Particles will be emitted at a position chosen randomly among [member " "emission_points]. Particle color will be modulated by [member " "emission_colors]." msgstr "" #: doc/classes/CPUParticles2D.xml:371 doc/classes/CPUParticles3D.xml:379 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 "" #: doc/classes/CPUParticles2D.xml:374 doc/classes/CPUParticles3D.xml:382 #: doc/classes/ParticlesMaterial.xml:333 msgid "Represents the size of the [enum EmissionShape] enum." msgstr "" #: doc/classes/CPUParticles3D.xml:4 msgid "CPU-based 3D particle emitter." msgstr "" #: doc/classes/CPUParticles3D.xml:7 msgid "" "CPU-based 3D particle node used to create a variety of particle systems and " "effects.\n" "See also [GPUParticles3D], which provides the same functionality with " "hardware acceleration, but may not run on older devices." msgstr "" #: doc/classes/CPUParticles3D.xml:19 msgid "" "Sets this node's properties to match a given [GPUParticles3D] node with an " "assigned [ParticlesMaterial]." msgstr "" #: doc/classes/CPUParticles3D.xml:151 doc/classes/CPUParticles3D.xml:154 msgid "Unused for 3D particles." msgstr "" #: doc/classes/CPUParticles3D.xml:172 msgid "" "The rectangle's extents if [member emission_shape] is set to [constant " "EMISSION_SHAPE_BOX]." msgstr "" #: doc/classes/CPUParticles3D.xml:187 msgid "" "The sphere's radius if [enum EmissionShape] is set to [constant " "EMISSION_SHAPE_SPHERE]." msgstr "" #: doc/classes/CPUParticles3D.xml:196 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 "" #: doc/classes/CPUParticles3D.xml:202 doc/classes/ParticlesMaterial.xml:177 msgid "If [code]true[/code], particles will not move on the z axis." msgstr "" #: doc/classes/CPUParticles3D.xml:205 doc/classes/ParticlesMaterial.xml:180 msgid "If [code]true[/code], particles rotate around Y axis by [member angle]." msgstr "" #: doc/classes/CPUParticles3D.xml:208 doc/classes/ParticlesMaterial.xml:183 msgid "" "Amount of [member spread] in Y/Z plane. A value of [code]1[/code] restricts " "particles to X/Z plane." msgstr "" #: doc/classes/CPUParticles3D.xml:250 msgid "" "The [Mesh] used for each particle. If [code]null[/code], particles will be " "spheres." msgstr "" #: doc/classes/CPUParticles3D.xml:256 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 "" #: doc/classes/CPUParticles3D.xml:293 doc/classes/ParticlesMaterial.xml:244 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 "" #: doc/classes/CPUParticles3D.xml:313 doc/classes/GPUParticles3D.xml:116 msgid "Particles are drawn in order of depth." msgstr "" #: doc/classes/CPUParticles3D.xml:358 msgid "Use with [method set_particle_flag] to set [member flag_rotate_y]." msgstr "" #: doc/classes/CPUParticles3D.xml:361 msgid "Use with [method set_particle_flag] to set [member flag_disable_z]." msgstr "" #: doc/classes/CPUParticles3D.xml:370 doc/classes/ParticlesMaterial.xml:321 msgid "Particles will be emitted in the volume of a sphere." msgstr "" #: doc/classes/CPUParticles3D.xml:373 doc/classes/ParticlesMaterial.xml:324 msgid "Particles will be emitted in the volume of a box." msgstr "" #: doc/classes/Crypto.xml:4 msgid "Access to advanced cryptographic functionalities." msgstr "" #: doc/classes/Crypto.xml:7 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 "" #: doc/classes/Crypto.xml:50 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 "" #: doc/classes/Crypto.xml:62 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 "" #: doc/classes/Crypto.xml:72 msgid "" "Generates a [PackedByteArray] of cryptographically secure random bytes with " "given [code]size[/code]." msgstr "" #: doc/classes/Crypto.xml:81 msgid "" "Generates an RSA [CryptoKey] that can be used for creating self-signed " "certificates and passed to [method StreamPeerSSL.accept_stream]." msgstr "" #: doc/classes/Crypto.xml:96 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 "" #: doc/classes/Crypto.xml:117 msgid "" "Sign a given [code]hash[/code] of type [code]hash_type[/code] with the " "provided private [code]key[/code]." msgstr "" #: doc/classes/Crypto.xml:132 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 "" #: doc/classes/CryptoKey.xml:4 msgid "A cryptographic key (RSA)." msgstr "" #: doc/classes/CryptoKey.xml:7 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.\n" "[b]Note:[/b] Not available in HTML5 exports." msgstr "" #: doc/classes/CryptoKey.xml:18 #, fuzzy msgid "" "Return [code]true[/code] if this CryptoKey only has the public part, and not " "the private one." msgstr "" "Devuelve [code]true[/code] si el ratón ha entrado en el botón y no lo ha " "dejado todavía." #: doc/classes/CryptoKey.xml:29 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 should be a \"*.pub\" file if " "[code]public_only[/code] is [code]true[/code], a \"*.key\" file otherwise." msgstr "" #: doc/classes/CryptoKey.xml:41 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 "" #: doc/classes/CryptoKey.xml:52 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 should be a \"*.pub\" file if " "[code]public_only[/code] is [code]true[/code], a \"*.key\" file otherwise." msgstr "" #: doc/classes/CryptoKey.xml:62 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 "" #: modules/csg/doc_classes/CSGBox3D.xml:4 msgid "A CSG Box shape." msgstr "" #: modules/csg/doc_classes/CSGBox3D.xml:7 msgid "This node allows you to create a box for use with the CSG system." msgstr "" #: modules/csg/doc_classes/CSGBox3D.xml:15 msgid "Depth of the box measured from the center of the box." msgstr "" #: modules/csg/doc_classes/CSGBox3D.xml:18 msgid "Height of the box measured from the center of the box." msgstr "" #: modules/csg/doc_classes/CSGBox3D.xml:21 msgid "The material used to render the box." msgstr "" #: modules/csg/doc_classes/CSGBox3D.xml:24 msgid "Width of the box measured from the center of the box." msgstr "" #: modules/csg/doc_classes/CSGCombiner3D.xml:4 msgid "A CSG node that allows you to combine other CSG modifiers." msgstr "" #: modules/csg/doc_classes/CSGCombiner3D.xml:7 msgid "" "For complex arrangements of shapes, it is sometimes needed to add structure " "to your CSG nodes. The CSGCombiner3D 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 CSGCombiner3D node, and a set of separate " "operations on a second set of shapes that are children of a second " "CSGCombiner3D node, and then do an operation that takes the two end results " "as its input to create the final shape." msgstr "" #: modules/csg/doc_classes/CSGCylinder3D.xml:4 msgid "A CSG Cylinder shape." msgstr "" #: modules/csg/doc_classes/CSGCylinder3D.xml:7 msgid "" "This node allows you to create a cylinder (or cone) for use with the CSG " "system." msgstr "" #: modules/csg/doc_classes/CSGCylinder3D.xml:15 msgid "" "If [code]true[/code] a cone is created, the [member radius] will only apply " "to one side." msgstr "" #: modules/csg/doc_classes/CSGCylinder3D.xml:18 msgid "The height of the cylinder." msgstr "" #: modules/csg/doc_classes/CSGCylinder3D.xml:21 msgid "The material used to render the cylinder." msgstr "" #: modules/csg/doc_classes/CSGCylinder3D.xml:24 msgid "The radius of the cylinder." msgstr "" #: modules/csg/doc_classes/CSGCylinder3D.xml:27 msgid "" "The number of sides of the cylinder, the higher this number the more detail " "there will be in the cylinder." msgstr "" #: modules/csg/doc_classes/CSGCylinder3D.xml:30 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 "" #: modules/csg/doc_classes/CSGMesh3D.xml:4 msgid "A CSG Mesh shape that uses a mesh resource." msgstr "" #: modules/csg/doc_classes/CSGMesh3D.xml:7 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 then two faces." msgstr "" #: modules/csg/doc_classes/CSGMesh3D.xml:15 msgid "The [Material] used in drawing the CSG shape." msgstr "" #: modules/csg/doc_classes/CSGMesh3D.xml:18 msgid "The [Mesh] resource to use as a CSG shape." msgstr "" #: modules/csg/doc_classes/CSGPolygon3D.xml:4 msgid "Extrudes a 2D polygon shape to create a 3D mesh." msgstr "" #: modules/csg/doc_classes/CSGPolygon3D.xml:7 msgid "This node takes a 2D polygon shape and extrudes it to create a 3D mesh." msgstr "" #: modules/csg/doc_classes/CSGPolygon3D.xml:15 msgid "Extrusion depth when [member mode] is [constant MODE_DEPTH]." msgstr "" #: modules/csg/doc_classes/CSGPolygon3D.xml:18 msgid "Material to use for the resulting mesh." msgstr "" #: modules/csg/doc_classes/CSGPolygon3D.xml:21 msgid "Extrusion mode." msgstr "" #: modules/csg/doc_classes/CSGPolygon3D.xml:24 msgid "" "If [code]true[/code] the u component of our uv will continuously increase in " "unison with the distance traveled along our path when [member mode] is " "[constant MODE_PATH]." msgstr "" #: modules/csg/doc_classes/CSGPolygon3D.xml:27 msgid "" "Interval at which a new extrusion slice is added along the path when [member " "mode] is [constant MODE_PATH]." msgstr "" #: modules/csg/doc_classes/CSGPolygon3D.xml:30 msgid "" "If [code]true[/code] the start and end of our path are joined together " "ensuring there is no seam when [member mode] is [constant MODE_PATH]." msgstr "" #: modules/csg/doc_classes/CSGPolygon3D.xml:33 msgid "" "If [code]false[/code] we extrude centered on our path, if [code]true[/code] " "we extrude in relation to the position of our CSGPolygon3D when [member " "mode] is [constant MODE_PATH]." msgstr "" #: modules/csg/doc_classes/CSGPolygon3D.xml:36 msgid "" "The [Shape3D] object containing the path along which we extrude when [member " "mode] is [constant MODE_PATH]." msgstr "" #: modules/csg/doc_classes/CSGPolygon3D.xml:39 msgid "" "The method by which each slice is rotated along the path when [member mode] " "is [constant MODE_PATH]." msgstr "" #: modules/csg/doc_classes/CSGPolygon3D.xml:42 msgid "Point array that defines the shape that we'll extrude." msgstr "" #: modules/csg/doc_classes/CSGPolygon3D.xml:45 msgid "Generates smooth normals so smooth shading is applied to our mesh." msgstr "" #: modules/csg/doc_classes/CSGPolygon3D.xml:48 msgid "" "Degrees to rotate our extrusion for each slice when [member mode] is " "[constant MODE_SPIN]." msgstr "" #: modules/csg/doc_classes/CSGPolygon3D.xml:51 msgid "Number of extrusion when [member mode] is [constant MODE_SPIN]." msgstr "" #: modules/csg/doc_classes/CSGPolygon3D.xml:56 msgid "Shape3D is extruded to [member depth]." msgstr "" #: modules/csg/doc_classes/CSGPolygon3D.xml:59 msgid "Shape3D is extruded by rotating it around an axis." msgstr "" #: modules/csg/doc_classes/CSGPolygon3D.xml:62 msgid "" "Shape3D is extruded along a path set by a [Shape3D] set in [member " "path_node]." msgstr "" #: modules/csg/doc_classes/CSGPolygon3D.xml:65 msgid "Slice is not rotated." msgstr "" #: modules/csg/doc_classes/CSGPolygon3D.xml:68 msgid "Slice is rotated around the up vector of the path." msgstr "" #: modules/csg/doc_classes/CSGPolygon3D.xml:71 msgid "Slice is rotate to match the path exactly." msgstr "" #: modules/csg/doc_classes/CSGPrimitive3D.xml:4 msgid "Base class for CSG primitives." msgstr "" #: modules/csg/doc_classes/CSGPrimitive3D.xml:7 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." msgstr "" #: modules/csg/doc_classes/CSGPrimitive3D.xml:15 msgid "Invert the faces of the mesh." msgstr "" #: modules/csg/doc_classes/CSGShape3D.xml:4 msgid "The CSG base class." msgstr "" #: modules/csg/doc_classes/CSGShape3D.xml:7 msgid "" "This is the CSG base class that provides CSG operation support to the " "various CSG nodes in Godot." msgstr "" #: modules/csg/doc_classes/CSGShape3D.xml:34 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 "" #: modules/csg/doc_classes/CSGShape3D.xml:41 msgid "" "Returns [code]true[/code] if this is a root shape and is thus the object " "that is rendered." msgstr "" #: modules/csg/doc_classes/CSGShape3D.xml:52 doc/classes/SoftBody3D.xml:64 msgid "" "Sets individual bits on the layer mask. Use this if you only need to change " "one layer's value." msgstr "" #: modules/csg/doc_classes/CSGShape3D.xml:63 doc/classes/SoftBody3D.xml:75 msgid "" "Sets individual bits on the collision mask. Use this if you only need to " "change one layer's value." msgstr "" #: modules/csg/doc_classes/CSGShape3D.xml:69 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 "" #: modules/csg/doc_classes/CSGShape3D.xml:72 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." msgstr "" #: modules/csg/doc_classes/CSGShape3D.xml:77 msgid "The physics layers this CSG shape scans for collisions." msgstr "" #: modules/csg/doc_classes/CSGShape3D.xml:80 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 "" #: modules/csg/doc_classes/CSGShape3D.xml:83 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 "" #: modules/csg/doc_classes/CSGShape3D.xml:86 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 "" #: modules/csg/doc_classes/CSGShape3D.xml:91 msgid "" "Geometry of both primitives is merged, intersecting geometry is removed." msgstr "" #: modules/csg/doc_classes/CSGShape3D.xml:94 msgid "Only intersecting geometry remains, the rest is removed." msgstr "" #: modules/csg/doc_classes/CSGShape3D.xml:97 msgid "" "The second shape is subtracted from the first, leaving a dent with its shape." msgstr "" #: modules/csg/doc_classes/CSGSphere3D.xml:4 msgid "A CSG Sphere shape." msgstr "" #: modules/csg/doc_classes/CSGSphere3D.xml:7 msgid "This node allows you to create a sphere for use with the CSG system." msgstr "" #: modules/csg/doc_classes/CSGSphere3D.xml:15 msgid "The material used to render the sphere." msgstr "" #: modules/csg/doc_classes/CSGSphere3D.xml:18 msgid "Number of vertical slices for the sphere." msgstr "" #: modules/csg/doc_classes/CSGSphere3D.xml:21 msgid "Radius of the sphere." msgstr "" #: modules/csg/doc_classes/CSGSphere3D.xml:24 msgid "Number of horizontal slices for the sphere." msgstr "" #: modules/csg/doc_classes/CSGSphere3D.xml:27 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 "" #: modules/csg/doc_classes/CSGTorus3D.xml:4 msgid "A CSG Torus shape." msgstr "" #: modules/csg/doc_classes/CSGTorus3D.xml:7 msgid "This node allows you to create a torus for use with the CSG system." msgstr "" #: modules/csg/doc_classes/CSGTorus3D.xml:15 msgid "The inner radius of the torus." msgstr "" #: modules/csg/doc_classes/CSGTorus3D.xml:18 msgid "The material used to render the torus." msgstr "" #: modules/csg/doc_classes/CSGTorus3D.xml:21 msgid "The outer radius of the torus." msgstr "" #: modules/csg/doc_classes/CSGTorus3D.xml:24 msgid "The number of edges each ring of the torus is constructed of." msgstr "" #: modules/csg/doc_classes/CSGTorus3D.xml:27 msgid "The number of slices the torus is constructed of." msgstr "" #: modules/csg/doc_classes/CSGTorus3D.xml:30 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 "" #: modules/mono/doc_classes/CSharpScript.xml:4 msgid "" "A script implemented in the C# programming language (Mono-enabled builds " "only)." msgstr "" #: modules/mono/doc_classes/CSharpScript.xml:7 msgid "" "This class represents a C# script. It is the C# equivalent of the [GDScript] " "class and is only available in Mono-enabled Godot builds.\n" "See also [GodotSharp]." msgstr "" #: modules/mono/doc_classes/CSharpScript.xml:11 #, fuzzy msgid "" "https://docs.godotengine.org/en/latest/getting_started/scripting/c_sharp/" "index.html" msgstr "" "https://docs.godotengine.org/es/latest/getting_started/step_by_step/" "animations.html" #: modules/mono/doc_classes/CSharpScript.xml:18 #: modules/gdnative/doc_classes/PluginScript.xml:14 msgid "Returns a new instance of the script." msgstr "" #: doc/classes/CubeMesh.xml:4 msgid "Generate an axis-aligned cuboid [PrimitiveMesh]." msgstr "" #: doc/classes/CubeMesh.xml:7 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]." msgstr "" #: doc/classes/CubeMesh.xml:16 msgid "Size of the cuboid mesh." msgstr "" #: doc/classes/CubeMesh.xml:19 msgid "Number of extra edge loops inserted along the Z axis." msgstr "" #: doc/classes/CubeMesh.xml:22 msgid "Number of extra edge loops inserted along the Y axis." msgstr "" #: doc/classes/CubeMesh.xml:25 msgid "Number of extra edge loops inserted along the X axis." msgstr "" #: doc/classes/Curve.xml:4 msgid "A mathematic curve." msgstr "" #: doc/classes/Curve.xml:7 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." msgstr "" #: doc/classes/Curve.xml:26 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 "" #: doc/classes/Curve.xml:33 msgid "Recomputes the baked cache of points for the curve." msgstr "" #: doc/classes/Curve.xml:40 msgid "" "Removes points that are closer than [code]CMP_EPSILON[/code] (0.00001) units " "to their neighbor on the curve." msgstr "" #: doc/classes/Curve.xml:47 doc/classes/Curve2D.xml:33 #: doc/classes/Curve3D.xml:33 msgid "Removes all points from the curve." msgstr "" #: doc/classes/Curve.xml:54 doc/classes/Curve2D.xml:74 #: doc/classes/Curve3D.xml:89 msgid "Returns the number of points describing the curve." msgstr "" #: doc/classes/Curve.xml:63 msgid "" "Returns the left [enum TangentMode] for the point at [code]index[/code]." msgstr "" #: doc/classes/Curve.xml:72 msgid "" "Returns the left tangent angle (in degrees) for the point at [code]index[/" "code]." msgstr "" #: doc/classes/Curve.xml:81 msgid "Returns the curve coordinates for the point at [code]index[/code]." msgstr "" #: doc/classes/Curve.xml:90 msgid "" "Returns the right [enum TangentMode] for the point at [code]index[/code]." msgstr "" #: doc/classes/Curve.xml:99 msgid "" "Returns the right tangent angle (in degrees) for the point at [code]index[/" "code]." msgstr "" #: doc/classes/Curve.xml:108 msgid "" "Returns the Y value for the point that would exist at the X position " "[code]offset[/code] along the curve." msgstr "" #: doc/classes/Curve.xml:117 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 "" #: doc/classes/Curve.xml:126 msgid "Removes the point at [code]index[/code] from the curve." msgstr "" #: doc/classes/Curve.xml:137 msgid "" "Sets the left [enum TangentMode] for the point at [code]index[/code] to " "[code]mode[/code]." msgstr "" #: doc/classes/Curve.xml:148 msgid "" "Sets the left tangent angle for the point at [code]index[/code] to " "[code]tangent[/code]." msgstr "" #: doc/classes/Curve.xml:159 msgid "Sets the offset from [code]0.5[/code]." msgstr "" #: doc/classes/Curve.xml:170 msgid "" "Sets the right [enum TangentMode] for the point at [code]index[/code] to " "[code]mode[/code]." msgstr "" #: doc/classes/Curve.xml:181 msgid "" "Sets the right tangent angle for the point at [code]index[/code] to " "[code]tangent[/code]." msgstr "" #: doc/classes/Curve.xml:192 msgid "" "Assigns the vertical position [code]y[/code] to the point at [code]index[/" "code]." msgstr "" #: doc/classes/Curve.xml:198 msgid "The number of points to include in the baked (i.e. cached) curve data." msgstr "" #: doc/classes/Curve.xml:201 msgid "The maximum value the curve can reach." msgstr "" #: doc/classes/Curve.xml:204 msgid "The minimum value the curve can reach." msgstr "" #: doc/classes/Curve.xml:210 msgid "Emitted when [member max_value] or [member min_value] is changed." msgstr "" #: doc/classes/Curve.xml:216 msgid "The tangent on this side of the point is user-defined." msgstr "" #: doc/classes/Curve.xml:219 msgid "" "The curve calculates the tangent on this side of the point as the slope " "halfway towards the adjacent point." msgstr "" #: doc/classes/Curve.xml:222 msgid "The total number of available tangent modes." msgstr "" #: doc/classes/Curve2D.xml:4 msgid "Describes a Bézier curve in 2D space." msgstr "" #: doc/classes/Curve2D.xml:7 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 "" #: doc/classes/Curve2D.xml:25 doc/classes/Curve3D.xml:25 msgid "" "Adds a point to a curve at [code]position[/code], with control points " "[code]in[/code] and [code]out[/code].\n" "If [code]at_position[/code] is given, the point is inserted before the point " "number [code]at_position[/code], moving that point (and every point after) " "after the inserted point. If [code]at_position[/code] is not given, or is an " "illegal value ([code]at_position <0[/code] or [code]at_position >= [method " "get_point_count][/code]), the point will be appended at the end of the point " "list." msgstr "" #: doc/classes/Curve2D.xml:40 doc/classes/Curve3D.xml:40 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 "" #: doc/classes/Curve2D.xml:47 msgid "Returns the cache of points as a [PackedVector2Array]." msgstr "" #: doc/classes/Curve2D.xml:56 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 "" #: doc/classes/Curve2D.xml:66 doc/classes/Curve3D.xml:81 msgid "" "Returns the closest 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 "" #: doc/classes/Curve2D.xml:83 msgid "" "Returns 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, and returns [code](0, 0)[/code]." msgstr "" #: doc/classes/Curve2D.xml:92 msgid "" "Returns 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, and returns [code](0, 0)[/code]." msgstr "" #: doc/classes/Curve2D.xml:101 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 "" #: doc/classes/Curve2D.xml:112 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 "" #: doc/classes/Curve2D.xml:124 doc/classes/Curve3D.xml:148 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 "" #: doc/classes/Curve2D.xml:135 doc/classes/Curve3D.xml:172 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 "" #: doc/classes/Curve2D.xml:144 doc/classes/Curve3D.xml:181 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 "" #: doc/classes/Curve2D.xml:155 doc/classes/Curve3D.xml:192 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." msgstr "" #: doc/classes/Curve2D.xml:166 doc/classes/Curve3D.xml:203 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." msgstr "" #: doc/classes/Curve2D.xml:177 doc/classes/Curve3D.xml:214 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 "" #: doc/classes/Curve2D.xml:188 doc/classes/Curve3D.xml:237 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 "" #: doc/classes/Curve2D.xml:197 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 "" #: doc/classes/Curve3D.xml:4 msgid "Describes a Bézier curve in 3D space." msgstr "" #: doc/classes/Curve3D.xml:7 msgid "" "This class describes a Bézier curve in 3D space. It is mainly used to give a " "shape to a [Path3D], 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 "" #: doc/classes/Curve3D.xml:47 msgid "Returns the cache of points as a [PackedVector3Array]." msgstr "" #: doc/classes/Curve3D.xml:54 msgid "Returns the cache of tilts as a [PackedFloat32Array]." msgstr "" #: doc/classes/Curve3D.xml:61 msgid "" "Returns the cache of up vectors as a [PackedVector3Array].\n" "If [member up_vector_enabled] is [code]false[/code], the cache will be empty." msgstr "" #: doc/classes/Curve3D.xml:71 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 "" #: doc/classes/Curve3D.xml:98 msgid "" "Returns 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, and returns [code](0, 0, 0)[/code]." msgstr "" #: doc/classes/Curve3D.xml:107 msgid "" "Returns 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, and returns [code](0, 0, 0)[/code]." msgstr "" #: doc/classes/Curve3D.xml:116 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 "" #: doc/classes/Curve3D.xml:125 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 "" #: doc/classes/Curve3D.xml:136 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 "" #: doc/classes/Curve3D.xml:161 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 "" #: doc/classes/Curve3D.xml:225 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 [PathFollow3D], " "this tilt is an offset over the natural tilt the [PathFollow3D] calculates." msgstr "" #: doc/classes/Curve3D.xml:246 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 "" #: doc/classes/Curve3D.xml:249 msgid "" "If [code]true[/code], the curve will bake up vectors used for orientation. " "This is used when [member PathFollow3D.rotation_mode] is set to [constant " "PathFollow3D.ROTATION_ORIENTED]. Changing it forces the cache to be " "recomputed." msgstr "" #: doc/classes/CurveTexture.xml:4 msgid "A texture that shows a curve." msgstr "" #: doc/classes/CurveTexture.xml:7 msgid "" "Renders a given [Curve] provided to it. Simplifies the task of drawing " "curves and/or saving them as image files." msgstr "" #: doc/classes/CurveTexture.xml:15 msgid "The [code]curve[/code] rendered onto the texture." msgstr "" #: doc/classes/CurveTexture.xml:18 msgid "The width of the texture." msgstr "" #: doc/classes/CylinderMesh.xml:4 msgid "Class representing a cylindrical [PrimitiveMesh]." msgstr "" #: doc/classes/CylinderMesh.xml:7 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 0.0." msgstr "" #: doc/classes/CylinderMesh.xml:15 msgid "Bottom radius of the cylinder." msgstr "" #: doc/classes/CylinderMesh.xml:18 msgid "Full height of the cylinder." msgstr "" #: doc/classes/CylinderMesh.xml:21 msgid "Number of radial segments on the cylinder." msgstr "" #: doc/classes/CylinderMesh.xml:24 msgid "Number of edge rings along the height of the cylinder." msgstr "" #: doc/classes/CylinderMesh.xml:27 msgid "Top radius of the cylinder." msgstr "" #: doc/classes/CylinderShape3D.xml:4 doc/classes/CylinderShape3D.xml:7 msgid "Cylinder shape for collisions." msgstr "" #: doc/classes/CylinderShape3D.xml:15 msgid "The cylinder's height." msgstr "" #: doc/classes/CylinderShape3D.xml:18 msgid "The cylinder's radius." msgstr "" #: doc/classes/DampedSpringJoint2D.xml:4 msgid "Damped spring constraint for 2D physics." msgstr "" #: doc/classes/DampedSpringJoint2D.xml:7 msgid "" "Damped spring constraint for 2D physics. This resembles a spring joint that " "always wants to go back to a given length." msgstr "" #: doc/classes/DampedSpringJoint2D.xml:15 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 "" #: doc/classes/DampedSpringJoint2D.xml:18 msgid "" "The spring joint's maximum length. The two attached bodies cannot stretch it " "past this value." msgstr "" #: doc/classes/DampedSpringJoint2D.xml:21 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 "" #: doc/classes/DampedSpringJoint2D.xml:24 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 "" #: doc/classes/Decal.xml:4 msgid "Node that projects a texture onto a [MeshInstance3D]." msgstr "" #: doc/classes/Decal.xml:7 msgid "" "[Decal]s are used to project a texture onto a [Mesh] in the scene. Use " "Decals to add detail to a scene without affecting the underlying [Mesh]. " "They are often used to add weathering to building, add dirt or mud to the " "ground, or add variety to props. Decals can be moved at any time, making " "them suitable for things like blob shadows or laser sight dots.\n" "They are made of an [AABB] and a group of [Texture2D]s specifying [Color], " "normal, ORM (ambient occlusion, roughness, metallic), and emission. Decals " "are projected within their [AABB] so altering the orientation of the Decal " "affects the direction in which they are projected. By default, Decals are " "projected down (i.e. from positive Y to negative Y).\n" "The [Texture2D]s associated with the Decal are automatically stored in a " "texture atlas which is used for drawing the decals so all decals can be " "drawn at once. Godot uses clustered decals, meaning they are stored in " "cluster data and drawn when the mesh is drawn, they are not drawn as a " "postprocessing effect after." msgstr "" #: doc/classes/Decal.xml:20 msgid "" "Returns the [Texture2D] associated with the specified [enum DecalTexture]. " "This is a convenience method, in most cases you should access the texture " "directly. \n" "For example, instead of [code]albedo_tex = $Decal.get_texture(Decal." "TEXTURE_ALBEDO)[/code], use [code]albedo_tex = $Decal.texture_albedo[/" "code].\n" "One case where this is better than accessing the texture directly is when " "you want to copy one Decal's textures to another. For example:\n" "[codeblock]\n" "for i in Decal.TEXTURE_MAX:\n" " $NewDecal.set_texture(i, $OldDecal.get_texture(i))\n" "[/codeblock]" msgstr "" #: doc/classes/Decal.xml:37 msgid "" "Sets the [Texture2D] associated with the specified [enum DecalTexture]. This " "is a convenience method, in most cases you should access the texture " "directly. \n" "For example, instead of [code]$Decal.set_texture(Decal.TEXTURE_ALBEDO, " "albedo_tex)[/code], use [code]$Decal.texture_albedo = albedo_tex[/code].\n" "One case where this is better than accessing the texture directly is when " "you want to copy one Decal's textures to another. For example:\n" "[codeblock]\n" "for i in Decal.TEXTURE_MAX:\n" " $NewDecal.set_texture(i, $OldDecal.get_texture(i))\n" "[/codeblock]" msgstr "" #: doc/classes/Decal.xml:49 msgid "" "Blends the albedo [Color] of the decal with albedo [Color] of the underlying " "mesh." msgstr "" #: doc/classes/Decal.xml:52 msgid "" "Specifies which [member VisualInstance3D.layers] this decal will project on. " "By default, Decals affect all layers. This is used so you can specify which " "types of objects receive the Decal and which do not. This is especially " "useful so you an ensure that dynamic objects don't accidentally receive a " "Decal intended for the terrain under them." msgstr "" #: doc/classes/Decal.xml:55 msgid "Distance from the camera at which the Decal begins to fade away." msgstr "" #: doc/classes/Decal.xml:58 msgid "" "If [code]true[/code], decals will smoothly fade away when far from the " "active [Camera3D] starting at [member distance_fade_begin]. The Decal will " "fade out over [member distance_fade_length], after which it will be culled " "and not sent to the shader at all. Use this to reduce the number of active " "Decals in a scene and thus improve performance." msgstr "" #: doc/classes/Decal.xml:61 msgid "" "Distance over which the Decal fades. The Decal becomes slowly more " "transparent over this distance and is completely invisible at the end." msgstr "" #: doc/classes/Decal.xml:64 msgid "" "Energy multiplier for the emission texture. This will make the decal emit " "light at a higher intensity." msgstr "" #: doc/classes/Decal.xml:67 msgid "" "Sets the size of the [AABB] used by the decal. The AABB goes from [code]-" "extents[/code] to [code]extents[/code]." msgstr "" #: doc/classes/Decal.xml:70 doc/classes/Decal.xml:91 msgid "" "Sets the curve over which the decal will fade as the surface gets further " "from the center of the [AABB]." msgstr "" #: doc/classes/Decal.xml:73 msgid "Changes the [Color] of the Decal by multiplying it with this value." msgstr "" #: doc/classes/Decal.xml:76 msgid "" "Fades the Decal if the angle between the Decal's [AABB] and the target " "surface becomes too large. A value of [code]0[/code] projects the Decal " "regardless of angle, a value of [code]1[/code] limits the Decal to surfaces " "that are nearly perpendicular." msgstr "" #: doc/classes/Decal.xml:79 msgid "" "[Texture2D] with the base [Color] of the Decal. Either this or the [member " "texture_emission] must be set for the Decal to be visible. Use the alpha " "channel like a mask to smoothly blend the edges of the decal with the " "underlying object." msgstr "" #: doc/classes/Decal.xml:82 msgid "" "[Texture2D] with the emission [Color] of the Decal. Either this or the " "[member texture_emission] must be set for the Decal to be visible. Use the " "alpha channel like a mask to smoothly blend the edges of the decal with the " "underlying object." msgstr "" #: doc/classes/Decal.xml:85 msgid "" "[Texture2D] with the per-pixel normalmap for the decal. Use this to add " "extra detail to decals." msgstr "" #: doc/classes/Decal.xml:88 msgid "" "[Texture2D] storing ambient occlusion, roughness, and metallic for the " "decal. Use this to add extra detail to decals." msgstr "" #: doc/classes/Decal.xml:96 msgid "[Texture2D] corresponding to [member texture_albedo]." msgstr "" #: doc/classes/Decal.xml:99 msgid "[Texture2D] corresponding to [member texture_normal]." msgstr "" #: doc/classes/Decal.xml:102 msgid "[Texture2D] corresponding to [member texture_orm]." msgstr "" #: doc/classes/Decal.xml:105 msgid "[Texture2D] corresponding to [member texture_emission]." msgstr "" #: doc/classes/Decal.xml:108 msgid "Max size of [enum DecalTexture] enum." msgstr "" #: doc/classes/Dictionary.xml:4 msgid "Dictionary type." msgstr "" #: doc/classes/Dictionary.xml:7 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 an 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_dir = {} # Creates an empty dictionary.\n" "var points_dir = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n" "var another_dir = {\n" " key1: value1,\n" " key2: value2,\n" " key3: value3,\n" "}\n" "[/codeblock]\n" "You can access a dictionary's values by referencing the appropriate key. In " "the above example, [code]points_dir[\"White\"][/code] will return [code]50[/" "code]. You can also write [code]points_dir.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_dir = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n" "\n" "func _ready():\n" " # We can't use dot syntax here as `my_color` is a variable.\n" " var points = points_dir[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_dir = {\"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_dir = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n" "points_dir[\"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_dir.sub_dir.sub_key` " "or `my_dir[\"sub_dir\"][\"sub_key\"]`.\n" "# Indexing styles can be mixed and matched depending on your needs.\n" "var my_dir = {\n" " \"String Key\": 5,\n" " 4: [1, 2, 3],\n" " 7: \"Hello\",\n" " \"sub_dir\": {\"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" "dir1 = {\"a\": 1, \"b\": 2, \"c\": 3}\n" "dir2 = {\"a\": 1, \"b\": 2, \"c\": 3}\n" "\n" "func compare_dictionaries():\n" " print(dir1 == dir2) # 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" "dir1 = {\"a\": 1, \"b\": 2, \"c\": 3}\n" "dir2 = {\"a\": 1, \"b\": 2, \"c\": 3}\n" "\n" "func compare_dictionaries():\n" " print(dir1.hash() == dir2.hash()) # Will print true.\n" "[/codeblock]" msgstr "" #: doc/classes/Dictionary.xml:76 msgid "" "https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/" "gdscript_basics.html#dictionary" msgstr "" #: doc/classes/Dictionary.xml:83 msgid "Clear the dictionary, removing all key/value pairs." msgstr "" #: doc/classes/Dictionary.xml:92 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 "" #: doc/classes/Dictionary.xml:99 msgid "Returns [code]true[/code] if the dictionary is empty." msgstr "" #: doc/classes/Dictionary.xml:108 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. Does " "not erase elements while iterating over the dictionary." msgstr "" #: doc/classes/Dictionary.xml:119 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 "" #: doc/classes/Dictionary.xml:128 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 "" #: doc/classes/Dictionary.xml:144 msgid "" "Returns [code]true[/code] if the dictionary has all of the keys in the given " "array." msgstr "" #: doc/classes/Dictionary.xml:151 msgid "" "Returns a hashed 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." msgstr "" #: doc/classes/Dictionary.xml:165 msgid "Returns the list of keys in the [Dictionary]." msgstr "" #: doc/classes/Dictionary.xml:172 msgid "Returns the size of the dictionary (in pairs)." msgstr "" #: doc/classes/Dictionary.xml:179 msgid "Returns the list of values in the [Dictionary]." msgstr "" #: doc/classes/DirectionalLight3D.xml:4 msgid "Directional light from a distance, as from the Sun." msgstr "" #: doc/classes/DirectionalLight3D.xml:7 msgid "" "A directional light is a type of [Light3D] 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 DirectionalLight3D " "transform (origin) is ignored. Only the basis is used to determine light " "direction." msgstr "" #: doc/classes/DirectionalLight3D.xml:10 doc/classes/Light3D.xml:10 #: doc/classes/OmniLight3D.xml:10 doc/classes/SpotLight3D.xml:10 msgid "" "https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html" msgstr "" #: doc/classes/DirectionalLight3D.xml:16 msgid "" "If [code]true[/code], shadow detail is sacrificed in exchange for smoother " "transitions between splits." msgstr "" #: doc/classes/DirectionalLight3D.xml:19 msgid "" "Optimizes shadow rendering for detail versus movement. See [enum " "ShadowDepthRange]." msgstr "" #: doc/classes/DirectionalLight3D.xml:22 msgid "" "Proportion of [member directional_shadow_max_distance] at which point the " "shadow starts to fade. At [member directional_shadow_max_distance] the " "shadow will disappear." msgstr "" #: doc/classes/DirectionalLight3D.xml:25 msgid "The maximum distance for shadow splits." msgstr "" #: doc/classes/DirectionalLight3D.xml:28 msgid "The light's shadow rendering algorithm. See [enum ShadowMode]." msgstr "" #: doc/classes/DirectionalLight3D.xml:31 doc/classes/RenderingServer.xml:3254 msgid "" "Sets the size of the directional shadow pancake. The pancake offsets the " "start of the shadow's camera frustum to provide a higher effective depth " "resolution for the shadow. However, a high pancake size can cause artifacts " "in the shadows of large objects that are close to the edge of the frustum. " "Reducing the pancake size can help. Setting the size to [code]0[/code] turns " "off the pancaking effect." msgstr "" #: doc/classes/DirectionalLight3D.xml:34 msgid "" "The distance from camera to shadow split 1. Relative to [member " "directional_shadow_max_distance]. Only used when [member " "directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or " "[code]SHADOW_PARALLEL_4_SPLITS[/code]." msgstr "" #: doc/classes/DirectionalLight3D.xml:37 msgid "" "The distance from shadow split 1 to split 2. Relative to [member " "directional_shadow_max_distance]. Only used when [member " "directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or " "[code]SHADOW_PARALLEL_4_SPLITS[/code]." msgstr "" #: doc/classes/DirectionalLight3D.xml:40 msgid "" "The distance from shadow split 2 to split 3. Relative to [member " "directional_shadow_max_distance]. Only used when [member " "directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]." msgstr "" #: doc/classes/DirectionalLight3D.xml:47 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 "" #: doc/classes/DirectionalLight3D.xml:50 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 "" #: doc/classes/DirectionalLight3D.xml:53 msgid "" "Splits the view frustum in 4 areas, each with its own shadow map. This is " "the slowest directional shadow mode." msgstr "" #: doc/classes/DirectionalLight3D.xml:56 msgid "" "Keeps the shadow stable when the camera moves, at the cost of lower " "effective shadow resolution." msgstr "" #: doc/classes/DirectionalLight3D.xml:59 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 "" #: doc/classes/Directory.xml:4 msgid "Type used to handle the filesystem." msgstr "" #: doc/classes/Directory.xml:7 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" "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 "" #: doc/classes/Directory.xml:27 doc/classes/File.xml:25 msgid "" "https://docs.godotengine.org/en/latest/getting_started/step_by_step/" "filesystem.html" msgstr "" #: doc/classes/Directory.xml:36 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 "" #: doc/classes/Directory.xml:48 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 "" #: doc/classes/Directory.xml:56 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 "" #: doc/classes/Directory.xml:65 msgid "" "Returns whether the target directory exists. The argument can be relative to " "the current directory, or an absolute path." msgstr "" #: doc/classes/Directory.xml:74 msgid "" "Returns whether the target file exists. The argument can be relative to the " "current directory, or an absolute path." msgstr "" #: doc/classes/Directory.xml:81 msgid "" "Returns the absolute path to the currently opened directory (e.g. " "[code]res://folder[/code] or [code]C:\\tmp\\folder[/code])." msgstr "" #: doc/classes/Directory.xml:88 msgid "" "Returns the currently opened directory's drive index. See [method get_drive] " "to convert returned index to the name of the drive." msgstr "" #: doc/classes/Directory.xml:97 msgid "" "On Windows, returns the name of the drive (partition) passed as an argument " "(e.g. [code]C:[/code]). On other platforms, or if the requested drive does " "not existed, the method returns an empty String." msgstr "" #: doc/classes/Directory.xml:104 msgid "" "On Windows, returns the number of drives (partitions) mounted on the current " "filesystem. On other platforms, the method returns 0." msgstr "" #: doc/classes/Directory.xml:111 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 "" #: doc/classes/Directory.xml:119 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 "" #: doc/classes/Directory.xml:130 msgid "" "Initializes the stream used to list all files and directories using the " "[method get_next] function, closing the current 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 "" #: doc/classes/Directory.xml:139 msgid "" "Closes the current stream opened with [method list_dir_begin] (whether it " "has been fully processed with [method get_next] or not does not matter)." msgstr "" #: doc/classes/Directory.xml:148 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 "" #: doc/classes/Directory.xml:158 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 "" #: doc/classes/Directory.xml:168 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 "" #: doc/classes/Directory.xml:178 msgid "" "Deletes the target file or an empty directory. The argument can be relative " "to the current directory, or an absolute path. If the target directory is " "not empty, the operation will fail.\n" "Returns one of the [enum Error] code constants ([code]OK[/code] on success)." msgstr "" #: doc/classes/Directory.xml:190 msgid "" "Renames (move) 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 "" #: doc/classes/DisplayServer.xml:390 msgid "" "Returns active keyboard layout index.\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" #: doc/classes/DisplayServer.xml:398 msgid "" "Returns the number of keyboard layouts.\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" #: doc/classes/DisplayServer.xml:408 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 "" #: doc/classes/DisplayServer.xml:418 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 "" #: doc/classes/DisplayServer.xml:428 msgid "" "Sets active keyboard layout.\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" #: doc/classes/DTLSServer.xml:4 msgid "Helper class to implement a DTLS server." msgstr "" #: doc/classes/DTLSServer.xml:7 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 "" #: doc/classes/DTLSServer.xml:74 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 "" #: doc/classes/DTLSServer.xml:83 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 "" #: doc/classes/DynamicFont.xml:4 msgid "DynamicFont renders vector font files at runtime." msgstr "" #: doc/classes/DynamicFont.xml:7 msgid "" "DynamicFont renders vector font files (such as TTF or OTF) 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 fallbacks 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.\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 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 "" #: doc/classes/DynamicFont.xml:26 msgid "Adds a fallback font." msgstr "" #: doc/classes/DynamicFont.xml:35 msgid "Returns the fallback font at index [code]idx[/code]." msgstr "" #: doc/classes/DynamicFont.xml:42 msgid "Returns the number of fallback fonts." msgstr "" #: doc/classes/DynamicFont.xml:51 msgid "" "Returns the spacing for the given [code]type[/code] (see [enum SpacingType])." msgstr "" #: doc/classes/DynamicFont.xml:60 msgid "Removes the fallback font at index [code]idx[/code]." msgstr "" #: doc/classes/DynamicFont.xml:71 msgid "Sets the fallback font at index [code]idx[/code]." msgstr "" #: doc/classes/DynamicFont.xml:82 msgid "" "Sets the spacing for [code]type[/code] (see [enum SpacingType]) to " "[code]value[/code] in pixels (not relative to the font size)." msgstr "" #: doc/classes/DynamicFont.xml:88 msgid "Extra spacing at the bottom in pixels." msgstr "" #: doc/classes/DynamicFont.xml:91 msgid "Extra character spacing in pixels." msgstr "" #: doc/classes/DynamicFont.xml:94 msgid "Extra space spacing in pixels." msgstr "" #: doc/classes/DynamicFont.xml:97 msgid "Extra spacing at the top in pixels." msgstr "" #: doc/classes/DynamicFont.xml:100 msgid "The font data." msgstr "" #: doc/classes/DynamicFont.xml:103 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 "" #: doc/classes/DynamicFont.xml:107 msgid "The font outline's thickness in pixels (not relative to the font size)." msgstr "" #: doc/classes/DynamicFont.xml:110 msgid "The font size in pixels." msgstr "" #: doc/classes/DynamicFont.xml:115 msgid "Spacing at the top." msgstr "" #: doc/classes/DynamicFont.xml:118 msgid "Spacing at the bottom." msgstr "" #: doc/classes/DynamicFont.xml:121 msgid "Character spacing." msgstr "" #: doc/classes/DynamicFont.xml:124 msgid "Space spacing." msgstr "" #: doc/classes/DynamicFontData.xml:4 msgid "Used with [DynamicFont] to describe the location of a font file." msgstr "" #: doc/classes/DynamicFontData.xml:7 msgid "" "Used with [DynamicFont] to describe the location of a vector font file for " "dynamic rendering at runtime." msgstr "" #: doc/classes/DynamicFontData.xml:15 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 "" #: doc/classes/DynamicFontData.xml:18 msgid "The path to the vector font file." msgstr "" #: doc/classes/DynamicFontData.xml:21 msgid "The font hinting mode used by FreeType. See [enum Hinting] for options." msgstr "" #: doc/classes/DynamicFontData.xml:26 msgid "Disables font hinting (smoother but less crisp)." msgstr "" #: doc/classes/DynamicFontData.xml:29 msgid "Use the light font hinting mode." msgstr "" #: doc/classes/DynamicFontData.xml:32 msgid "Use the default font hinting mode (crisper but less smooth)." msgstr "" #: doc/classes/EditorExportPlugin.xml:4 msgid "A script that is executed when exporting projects." msgstr "" #: doc/classes/EditorExportPlugin.xml:23 msgid "" "Virtual method to be overridden by the user. It is called when the export " "starts and provides all information about the export." msgstr "" #: doc/classes/EditorExportPlugin.xml:30 msgid "" "Virtual method to be overridden by the user. Called when the export is " "finished." msgstr "" #: doc/classes/EditorFeatureProfile.xml:4 msgid "" "An editor feature profile which can be used to disable specific features." msgstr "" #: doc/classes/EditorFeatureProfile.xml:7 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 "" #: doc/classes/EditorFeatureProfile.xml:19 msgid "Returns the specified [code]feature[/code]'s human-readable name." msgstr "" #: doc/classes/EditorFeatureProfile.xml:28 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 "" #: doc/classes/EditorFeatureProfile.xml:37 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 "" #: doc/classes/EditorFeatureProfile.xml:48 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 "" #: doc/classes/EditorFeatureProfile.xml:57 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 "" #: doc/classes/EditorFeatureProfile.xml:66 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 "" #: doc/classes/EditorFeatureProfile.xml:75 msgid "" "Saves the editor feature profile to a file in JSON format. It can then be " "imported using the feature profile manager's [b]Import[/b] button or the " "[method load_from_file] button." msgstr "" #: doc/classes/EditorFeatureProfile.xml:86 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 "" #: doc/classes/EditorFeatureProfile.xml:97 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 "" #: doc/classes/EditorFeatureProfile.xml:110 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 "" #: doc/classes/EditorFeatureProfile.xml:121 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 "" #: doc/classes/EditorFeatureProfile.xml:127 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 "" #: doc/classes/EditorFeatureProfile.xml:130 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 "" #: doc/classes/EditorFeatureProfile.xml:133 msgid "" "The AssetLib tab. If this feature is disabled, the AssetLib tab won't " "display." msgstr "" #: doc/classes/EditorFeatureProfile.xml:136 msgid "" "Scene tree editing. If this feature is disabled, the Scene tree dock will " "still be visible but will be read-only." msgstr "" #: doc/classes/EditorFeatureProfile.xml:139 msgid "" "The Import dock. If this feature is disabled, the Import dock won't be " "visible." msgstr "" #: doc/classes/EditorFeatureProfile.xml:142 msgid "" "The Node dock. If this feature is disabled, signals and groups won't be " "visible and modifiable from the editor." msgstr "" #: doc/classes/EditorFeatureProfile.xml:145 msgid "" "The FileSystem dock. If this feature is disabled, the FileSystem dock won't " "be visible." msgstr "" #: doc/classes/EditorFileDialog.xml:4 msgid "A modified version of [FileDialog] used by the editor." msgstr "" #: doc/classes/EditorFileDialog.xml:17 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 "" #: doc/classes/EditorFileDialog.xml:25 msgid "Removes all filters except for \"All Files (*)\"." msgstr "" #: doc/classes/EditorFileDialog.xml:32 msgid "Returns the [code]VBoxContainer[/code] used to display the file system." msgstr "" #: doc/classes/EditorFileDialog.xml:39 msgid "" "Notify the [EditorFileDialog] that its view of the data is no longer " "accurate. Updates the view contents on next view update." msgstr "" #: doc/classes/EditorFileDialog.xml:45 msgid "" "The location from which the user may select a file, including [code]res://[/" "code], [code]user://[/code], and the local file system." msgstr "" #: doc/classes/EditorFileDialog.xml:48 msgid "The currently occupied directory." msgstr "" #: doc/classes/EditorFileDialog.xml:51 msgid "The currently selected file." msgstr "" #: doc/classes/EditorFileDialog.xml:54 msgid "The file system path in the address bar." msgstr "" #: doc/classes/EditorFileDialog.xml:58 msgid "" "If [code]true[/code], the [EditorFileDialog] will not warn the user before " "overwriting files." msgstr "" #: doc/classes/EditorFileDialog.xml:61 msgid "" "The view format in which the [EditorFileDialog] displays resources to the " "user." msgstr "" #: doc/classes/EditorFileDialog.xml:64 msgid "" "The dialog's open or save mode, which affects the selection behavior. See " "[enum FileMode]" msgstr "" #: doc/classes/EditorFileDialog.xml:67 msgid "" "If [code]true[/code], hidden files and directories will be visible in the " "[EditorFileDialog]." msgstr "" #: doc/classes/EditorFileDialog.xml:76 msgid "Emitted when a directory is selected." msgstr "" #: doc/classes/EditorFileDialog.xml:83 msgid "Emitted when a file is selected." msgstr "" #: doc/classes/EditorFileDialog.xml:90 msgid "Emitted when multiple files are selected." msgstr "" #: doc/classes/EditorFileDialog.xml:96 msgid "" "The [EditorFileDialog] can select only one file. Accepting the window will " "open the file." msgstr "" #: doc/classes/EditorFileDialog.xml:99 msgid "" "The [EditorFileDialog] can select multiple files. Accepting the window will " "open all files." msgstr "" #: doc/classes/EditorFileDialog.xml:102 msgid "" "The [EditorFileDialog] can select only one directory. Accepting the window " "will open the directory." msgstr "" #: doc/classes/EditorFileDialog.xml:105 msgid "" "The [EditorFileDialog] can select a file or directory. Accepting the window " "will open it." msgstr "" #: doc/classes/EditorFileDialog.xml:108 msgid "" "The [EditorFileDialog] can select only one file. Accepting the window will " "save the file." msgstr "" #: doc/classes/EditorFileDialog.xml:111 msgid "" "The [EditorFileDialog] can only view [code]res://[/code] directory contents." msgstr "" #: doc/classes/EditorFileDialog.xml:114 msgid "" "The [EditorFileDialog] can only view [code]user://[/code] directory contents." msgstr "" #: doc/classes/EditorFileDialog.xml:117 msgid "The [EditorFileDialog] can view the entire local file system." msgstr "" #: doc/classes/EditorFileDialog.xml:120 msgid "The [EditorFileDialog] displays resources as thumbnails." msgstr "" #: doc/classes/EditorFileDialog.xml:123 msgid "The [EditorFileDialog] displays resources as a list of filenames." msgstr "" #: doc/classes/EditorFileSystem.xml:4 msgid "Resource filesystem, as the editor sees it." msgstr "" #: doc/classes/EditorFileSystem.xml:7 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 "" #: doc/classes/EditorFileSystem.xml:19 msgid "Gets the type of the file, given the full path." msgstr "" #: doc/classes/EditorFileSystem.xml:26 msgid "Gets the root directory object." msgstr "" #: doc/classes/EditorFileSystem.xml:35 msgid "Returns a view into the filesystem at [code]path[/code]." msgstr "" #: doc/classes/EditorFileSystem.xml:42 msgid "Returns the scan progress for 0 to 1 if the FS is being scanned." msgstr "" #: doc/classes/EditorFileSystem.xml:49 msgid "Returns [code]true[/code] of the filesystem is being scanned." msgstr "" #: doc/classes/EditorFileSystem.xml:56 msgid "Scan the filesystem for changes." msgstr "" #: doc/classes/EditorFileSystem.xml:63 msgid "Check if the source of any imported resource changed." msgstr "" #: doc/classes/EditorFileSystem.xml:72 msgid "" "Update a file information. Call this if an external program (not Godot) " "modified the file." msgstr "" #: doc/classes/EditorFileSystem.xml:79 msgid "Scans the script files and updates the list of custom class names." msgstr "" #: doc/classes/EditorFileSystem.xml:86 msgid "Emitted if the filesystem changed." msgstr "" #: doc/classes/EditorFileSystem.xml:93 msgid "Remitted if a resource is reimported." msgstr "" #: doc/classes/EditorFileSystem.xml:106 msgid "Emitted if the source of any imported file changed." msgstr "" #: doc/classes/EditorFileSystemDirectory.xml:4 msgid "A directory for the resource filesystem." msgstr "" #: doc/classes/EditorFileSystemDirectory.xml:7 msgid "A more generalized, low-level variation of the directory concept." msgstr "" #: doc/classes/EditorFileSystemDirectory.xml:18 msgid "" "Returns the index of the directory with name [code]name[/code] or [code]-1[/" "code] if not found." msgstr "" #: doc/classes/EditorFileSystemDirectory.xml:27 msgid "" "Returns the index of the file with name [code]name[/code] or [code]-1[/code] " "if not found." msgstr "" #: doc/classes/EditorFileSystemDirectory.xml:36 msgid "Returns the name of the file at index [code]idx[/code]." msgstr "" #: doc/classes/EditorFileSystemDirectory.xml:43 msgid "Returns the number of files in this directory." msgstr "" #: doc/classes/EditorFileSystemDirectory.xml:52 msgid "" "Returns [code]true[/code] if the file at index [code]idx[/code] imported " "properly." msgstr "" #: doc/classes/EditorFileSystemDirectory.xml:61 msgid "Returns the path to the file at index [code]idx[/code]." msgstr "" #: doc/classes/EditorFileSystemDirectory.xml:86 msgid "Returns the file extension of the file at index [code]idx[/code]." msgstr "" #: doc/classes/EditorFileSystemDirectory.xml:93 msgid "Returns the name of this directory." msgstr "" #: doc/classes/EditorFileSystemDirectory.xml:100 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 "" #: doc/classes/EditorFileSystemDirectory.xml:107 msgid "Returns the path to this directory." msgstr "" #: doc/classes/EditorFileSystemDirectory.xml:116 msgid "Returns the subdirectory at index [code]idx[/code]." msgstr "" #: doc/classes/EditorFileSystemDirectory.xml:123 msgid "Returns the number of subdirectories in this directory." msgstr "" #: doc/classes/EditorImportPlugin.xml:4 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 "" #: doc/classes/EditorImportPlugin.xml:7 msgid "" "EditorImportPlugins 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. Register your " "[EditorPlugin] with [method EditorPlugin.add_import_plugin].\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.\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 Importer\"\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" " ResourceSaver.save(filename, mesh)\n" " return OK\n" "[/codeblock]" msgstr "" #: doc/classes/EditorImportPlugin.xml:52 msgid "" "https://docs.godotengine.org/en/latest/tutorials/plugins/editor/" "import_plugins.html" msgstr "" #: doc/classes/EditorImportPlugin.xml:61 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 "" #: doc/classes/EditorImportPlugin.xml:68 msgid "" "Gets the order of this importer to be run when importing resources. Higher " "values will be called later. Use this to ensure the importer runs after the " "dependencies are already imported." msgstr "" #: doc/classes/EditorImportPlugin.xml:75 msgid "Gets the unique name of the importer." msgstr "" #: doc/classes/EditorImportPlugin.xml:92 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 "" #: doc/classes/EditorImportPlugin.xml:101 msgid "Gets the name of the options preset at this index." msgstr "" #: doc/classes/EditorImportPlugin.xml:108 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 "" #: doc/classes/EditorImportPlugin.xml:115 msgid "" "Gets the list of file extensions to associate with this loader (case-" "insensitive). e.g. [code][\"obj\"][/code]." msgstr "" #: doc/classes/EditorImportPlugin.xml:122 msgid "" "Gets the Godot resource type associated with this loader. e.g. [code]\"Mesh" "\"[/code] or [code]\"Animation\"[/code]." msgstr "" #: doc/classes/EditorImportPlugin.xml:129 msgid "" "Gets the extension used to save this resource in the [code].import[/code] " "directory." msgstr "" #: doc/classes/EditorImportPlugin.xml:136 msgid "Gets the name to display in the import window." msgstr "" #: doc/classes/EditorInspector.xml:4 msgid "A tab used to edit properties of the selected node." msgstr "" #: doc/classes/EditorInspector.xml:7 msgid "" "The editor inspector is by default located on the right-hand side of the " "editor. It's used to edit the properties of the selected node. For example, " "you can select a node such as the Sprite2D then edit its transform through " "the inspector tool. The editor inspector is an essential tool in the game " "development workflow.\n" "[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "the singleton using [method EditorInterface.get_inspector]." msgstr "" #: doc/classes/EditorInspectorPlugin.xml:4 msgid "Plugin for adding custom property editors on inspector." msgstr "" #: doc/classes/EditorInspectorPlugin.xml:7 msgid "" "This plugins allows adding custom property editors to [EditorInspector].\n" "Plugins are registered via [method EditorPlugin.add_inspector_plugin].\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." msgstr "" #: doc/classes/EditorInspectorPlugin.xml:24 msgid "Adds a custom control, not necessarily a property editor." msgstr "" #: doc/classes/EditorInspectorPlugin.xml:35 msgid "Adds a property editor, this must inherit [EditorProperty]." msgstr "" #: doc/classes/EditorInspectorPlugin.xml:48 msgid "" "Adds an editor that allows modifying multiple properties, this must inherit " "[EditorProperty]." msgstr "" #: doc/classes/EditorInspectorPlugin.xml:57 msgid "Returns [code]true[/code] if this object can be handled by this plugin." msgstr "" #: doc/classes/EditorInspectorPlugin.xml:66 msgid "Called to allow adding controls at the beginning of the list." msgstr "" #: doc/classes/EditorInspectorPlugin.xml:77 msgid "Called to allow adding controls at the beginning of the category." msgstr "" #: doc/classes/EditorInspectorPlugin.xml:84 msgid "Called to allow adding controls at the end of the list." msgstr "" #: doc/classes/EditorInspectorPlugin.xml:103 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 "" #: doc/classes/EditorInterface.xml:4 msgid "Godot editor's interface." msgstr "" #: doc/classes/EditorInterface.xml:7 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 "" #: doc/classes/EditorInterface.xml:19 msgid "Edits the given [Resource]." msgstr "" #: doc/classes/EditorInterface.xml:26 msgid "" "Returns the main container of Godot editor's window. You can use it, for " "example, to retrieve the size of the container and place your controls " "accordingly." msgstr "" #: doc/classes/EditorInterface.xml:39 msgid "Returns the edited (current) scene's root [Node]." msgstr "" #: doc/classes/EditorInterface.xml:46 msgid "Returns the [EditorSettings]." msgstr "" #: doc/classes/EditorInterface.xml:53 msgid "Returns the editor [Viewport]." msgstr "" #: doc/classes/EditorInterface.xml:72 msgid "Returns an [Array] with the file paths of the currently opened scenes." msgstr "" #: doc/classes/EditorInterface.xml:79 msgid "Returns the [EditorFileSystem]." msgstr "" #: doc/classes/EditorInterface.xml:86 msgid "Returns the [EditorResourcePreview]." msgstr "" #: doc/classes/EditorInterface.xml:93 msgid "Returns the [ScriptEditor]." msgstr "" #: doc/classes/EditorInterface.xml:106 msgid "Returns the [EditorSelection]." msgstr "" #: doc/classes/EditorInterface.xml:117 msgid "" "Shows the given property on the given [code]object[/code] in the Editor's " "Inspector dock." msgstr "" #: doc/classes/EditorInterface.xml:126 msgid "" "Returns the enabled status of a plugin. The plugin name is the same as its " "directory name." msgstr "" #: doc/classes/EditorInterface.xml:137 msgid "" "Returns mesh previews rendered at the given size as an [Array] of " "[Texture2D]s." msgstr "" #: doc/classes/EditorInterface.xml:146 msgid "Opens the scene at the given path." msgstr "" #: doc/classes/EditorInterface.xml:155 msgid "Reloads the scene at the given path." msgstr "" #: doc/classes/EditorInterface.xml:162 msgid "" "Saves the scene. Returns either [code]OK[/code] or [code]ERR_CANT_CREATE[/" "code] (see [@GlobalScope] constants)." msgstr "" #: doc/classes/EditorInterface.xml:173 msgid "Saves the scene as a file at [code]path[/code]." msgstr "" #: doc/classes/EditorInterface.xml:182 msgid "" "Selects the file, with the path provided by [code]file[/code], in the " "FileSystem dock." msgstr "" #: doc/classes/EditorInterface.xml:201 msgid "" "Sets the enabled status of a plugin. The plugin name is the same as its " "directory name." msgstr "" #: doc/classes/EditorNode3DGizmo.xml:4 msgid "Custom gizmo for editing Node3D objects." msgstr "" #: doc/classes/EditorNode3DGizmo.xml:7 msgid "" "Custom gizmo that is used for providing custom visualization and editing " "(handles) for Node3D objects. See [EditorNode3DGizmoPlugin] for more " "information." msgstr "" #: doc/classes/EditorNode3DGizmo.xml:26 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 "" #: doc/classes/EditorNode3DGizmo.xml:41 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 "" #: doc/classes/EditorNode3DGizmo.xml:57 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 "" #: doc/classes/EditorNode3DGizmo.xml:84 msgid "" "Adds an unscaled billboard for visualization. Call this function during " "[method redraw]." msgstr "" #: doc/classes/EditorNode3DGizmo.xml:103 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 "" #: doc/classes/EditorNode3DGizmo.xml:113 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 "" #: doc/classes/EditorNode3DGizmo.xml:123 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 "" #: doc/classes/EditorNode3DGizmo.xml:130 msgid "" "Returns the [EditorNode3DGizmoPlugin] that owns this gizmo. It's useful to " "retrieve materials using [method EditorNode3DGizmoPlugin.get_material]." msgstr "" #: doc/classes/EditorNode3DGizmo.xml:137 msgid "Returns the Node3D node associated with this gizmo." msgstr "" #: doc/classes/EditorNode3DGizmo.xml:146 msgid "Gets whether a handle is highlighted or not." msgstr "" #: doc/classes/EditorNode3DGizmo.xml:153 msgid "" "This function is called when the Node3D this gizmo refers to changes (the " "[method Node3D.update_gizmo] is called)." msgstr "" #: doc/classes/EditorNode3DGizmo.xml:166 msgid "" "This function is used when the user drags a gizmo handle (previously added " "with [method add_handles]) in screen coordinates.\n" "The [Camera3D] is also provided so screen coordinates can be converted to " "raycasts." msgstr "" #: doc/classes/EditorNode3DGizmoPlugin.xml:4 msgid "Used by the editor to define Node3D gizmo types." msgstr "" #: doc/classes/EditorNode3DGizmoPlugin.xml:7 msgid "" "EditorNode3DGizmoPlugin allows you to define a new type of Gizmo. There are " "two main ways to do so: extending [EditorNode3DGizmoPlugin] for the simpler " "gizmos, or creating a new [EditorNode3DGizmo] type. See the tutorial in the " "documentation for more info." msgstr "" #: doc/classes/EditorNode3DGizmoPlugin.xml:10 msgid "" "https://docs.godotengine.org/en/latest/tutorials/plugins/editor/" "spatial_gizmos.html" msgstr "" #: doc/classes/EditorNode3DGizmoPlugin.xml:21 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 "" #: doc/classes/EditorNode3DGizmoPlugin.xml:28 msgid "" "Override this method to define whether the gizmo can be hidden or not. " "Returns [code]true[/code] if not overridden." msgstr "" #: doc/classes/EditorNode3DGizmoPlugin.xml:43 msgid "" "Override this method to commit gizmo handles. Called for this plugin's " "active gizmos." msgstr "" #: doc/classes/EditorNode3DGizmoPlugin.xml:52 msgid "" "Override this method to return a custom [EditorNode3DGizmo] for the spatial " "nodes of your choice, return [code]null[/code] for the rest of nodes. See " "also [method has_gizmo]." msgstr "" #: doc/classes/EditorNode3DGizmoPlugin.xml:63 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 EditorNode3DGizmo.add_handles]. " "Should not be overridden." msgstr "" #: doc/classes/EditorNode3DGizmoPlugin.xml:78 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 EditorNode3DGizmo." "add_unscaled_billboard]. Should not be overridden." msgstr "" #: doc/classes/EditorNode3DGizmoPlugin.xml:95 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 EditorNode3DGizmo.add_mesh] and " "[method EditorNode3DGizmo.add_lines]. Should not be overridden." msgstr "" #: doc/classes/EditorNode3DGizmoPlugin.xml:106 msgid "" "Override this method to provide gizmo's handle names. Called for this " "plugin's active gizmos." msgstr "" #: doc/classes/EditorNode3DGizmoPlugin.xml:117 msgid "" "Gets actual value of a handle from gizmo. Called for this plugin's active " "gizmos." msgstr "" #: doc/classes/EditorNode3DGizmoPlugin.xml:128 msgid "" "Gets material from the internal list of materials. If an [EditorNode3DGizmo] " "is provided, it will try to get the corresponding variant (selected and/or " "editable)." msgstr "" #: doc/classes/EditorNode3DGizmoPlugin.xml:135 msgid "" "Override this method to provide the name that will appear in the gizmo " "visibility menu." msgstr "" #: doc/classes/EditorNode3DGizmoPlugin.xml:150 msgid "" "Override this method to define which Node3D nodes have a gizmo from this " "plugin. Whenever a [Node3D] node is added to a scene this method is called, " "if it returns [code]true[/code] the node gets a generic [EditorNode3DGizmo] " "assigned and is added to this plugin's list of active gizmos." msgstr "" #: doc/classes/EditorNode3DGizmoPlugin.xml:161 msgid "" "Gets whether a handle is highlighted or not. Called for this plugin's active " "gizmos." msgstr "" #: doc/classes/EditorNode3DGizmoPlugin.xml:168 msgid "" "Override this method to define whether Node3D with this gizmo should be " "selecteble even when the gizmo is hidden." msgstr "" #: doc/classes/EditorNode3DGizmoPlugin.xml:177 msgid "" "Callback to redraw the provided gizmo. Called for this plugin's active " "gizmos." msgstr "" #: doc/classes/EditorNode3DGizmoPlugin.xml:192 msgid "" "Update the value of a handle after it has been updated. Called for this " "plugin's active gizmos." msgstr "" #: doc/classes/EditorPlugin.xml:4 msgid "Used by the editor to extend its functionality." msgstr "" #: doc/classes/EditorPlugin.xml:7 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 "" #: doc/classes/EditorPlugin.xml:10 msgid "" "https://docs.godotengine.org/en/latest/tutorials/plugins/editor/index.html" msgstr "" #: doc/classes/EditorPlugin.xml:21 msgid "" "Adds a script at [code]path[/code] to the Autoload list as [code]name[/code]." msgstr "" #: doc/classes/EditorPlugin.xml:32 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 "" #: doc/classes/EditorPlugin.xml:43 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 "" #: doc/classes/EditorPlugin.xml:56 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 "" #: doc/classes/EditorPlugin.xml:73 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 (e." "g. \"Node3D\", \"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 "" #: doc/classes/EditorPlugin.xml:131 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 "" #: doc/classes/EditorPlugin.xml:142 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 "" #: doc/classes/EditorPlugin.xml:149 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 "" #: doc/classes/EditorPlugin.xml:163 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 "" #: doc/classes/EditorPlugin.xml:170 msgid "" "Called by the engine when the user disables the [EditorPlugin] in the Plugin " "tab of the project settings window." msgstr "" #: doc/classes/EditorPlugin.xml:179 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 "" #: doc/classes/EditorPlugin.xml:186 msgid "" "Called by the engine when the user enables the [EditorPlugin] in the Plugin " "tab of the project settings window." msgstr "" #: doc/classes/EditorPlugin.xml:211 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 "" #: doc/classes/EditorPlugin.xml:237 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 "" #: doc/classes/EditorPlugin.xml:259 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 "" #: doc/classes/EditorPlugin.xml:266 msgid "" "Returns the [EditorInterface] object that gives you control over Godot " "editor's window and its functionalities." msgstr "" #: doc/classes/EditorPlugin.xml:273 msgid "" "Override this method in your plugin to return a [Texture2D] 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 "" #: doc/classes/EditorPlugin.xml:289 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 "" #: doc/classes/EditorPlugin.xml:297 msgid "" "Gets the Editor's dialogue used for making scripts.\n" "[b]Note:[/b] Users can configure it before use." msgstr "" #: doc/classes/EditorPlugin.xml:305 msgid "" "Gets the state of your plugin editor. This is used when saving the scene (so " "state is kept when opening it again) and for switching tabs (so state can be " "restored when the tab returns)." msgstr "" #: doc/classes/EditorPlugin.xml:312 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 "" #: doc/classes/EditorPlugin.xml:321 msgid "" "Gets the GUI layout of the plugin. This is used to save the project's editor " "layout when [method queue_save_layout] is called or the editor layout was " "changed(For example changing the position of a dock)." msgstr "" #: doc/classes/EditorPlugin.xml:330 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 "" #: doc/classes/EditorPlugin.xml:337 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 "" #: doc/classes/EditorPlugin.xml:360 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 "" #: doc/classes/EditorPlugin.xml:368 msgid "Queue save the project's editor layout." msgstr "" #: doc/classes/EditorPlugin.xml:377 msgid "Removes an Autoload [code]name[/code] from the list." msgstr "" #: doc/classes/EditorPlugin.xml:386 msgid "" "Removes the control from the bottom panel. You have to manually [method Node." "queue_free] the control." msgstr "" #: doc/classes/EditorPlugin.xml:397 msgid "" "Removes the control from the specified container. You have to manually " "[method Node.queue_free] the control." msgstr "" #: doc/classes/EditorPlugin.xml:406 msgid "" "Removes the control from the dock. You have to manually [method Node." "queue_free] the control." msgstr "" #: doc/classes/EditorPlugin.xml:415 msgid "Removes a custom type added by [method add_custom_type]." msgstr "" #: doc/classes/EditorPlugin.xml:464 msgid "Removes a menu [code]name[/code] from [b]Project > Tools[/b]." msgstr "" #: doc/classes/EditorPlugin.xml:471 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 "" #: doc/classes/EditorPlugin.xml:484 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 "" #: doc/classes/EditorPlugin.xml:493 msgid "Restore the state saved by [method get_state]." msgstr "" #: doc/classes/EditorPlugin.xml:502 msgid "Restore the plugin GUI layout saved by [method get_window_layout]." msgstr "" #: doc/classes/EditorPlugin.xml:509 msgid "Updates the overlays of the editor (2D/3D) viewport." msgstr "" #: doc/classes/EditorPlugin.xml:518 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 "" #: doc/classes/EditorPlugin.xml:531 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 "" #: doc/classes/EditorPlugin.xml:538 msgid "" "Emitted when user closes a scene. The argument is file path to a closed " "scene." msgstr "" #: doc/classes/EditorPlugin.xml:584 msgid "Represents the size of the [enum DockSlot] enum." msgstr "" #: doc/classes/EditorProperty.xml:4 msgid "Custom control to edit properties for adding into the inspector." msgstr "" #: doc/classes/EditorProperty.xml:7 msgid "" "This control allows property editing for one or multiple properties into " "[EditorInspector]. It is added via [EditorInspectorPlugin]." msgstr "" #: doc/classes/EditorProperty.xml:18 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 "" #: doc/classes/EditorProperty.xml:33 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 "" #: doc/classes/EditorProperty.xml:40 msgid "Gets the edited object." msgstr "" #: doc/classes/EditorProperty.xml:47 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 "" #: doc/classes/EditorProperty.xml:54 msgid "Override if you want to allow a custom tooltip over your property." msgstr "" #: doc/classes/EditorProperty.xml:63 msgid "" "Adds controls with this function if you want them on the bottom (below the " "label)." msgstr "" #: doc/classes/EditorProperty.xml:70 msgid "When this virtual function is called, you must update your editor." msgstr "" #: doc/classes/EditorProperty.xml:76 msgid "Used by the inspector, set when property is checkable." msgstr "" #: doc/classes/EditorProperty.xml:79 msgid "Used by the inspector, when the property is checked." msgstr "" #: doc/classes/EditorProperty.xml:84 msgid "Used by the inspector, when the property must draw with error color." msgstr "" #: doc/classes/EditorProperty.xml:87 msgid "Used by the inspector, when the property can add keys for animation." msgstr "" #: doc/classes/EditorProperty.xml:90 msgid "Sets this property to change the label (if you want to show one)." msgstr "" #: doc/classes/EditorProperty.xml:93 msgid "Used by the inspector, when the property is read-only." msgstr "" #: doc/classes/EditorProperty.xml:103 msgid "" "Emit it if you want multiple properties modified at the same time. Do not " "use if added via [method EditorInspectorPlugin.parse_property]." msgstr "" #: doc/classes/EditorProperty.xml:112 msgid "Used by sub-inspectors. Emit it if what was selected was an Object ID." msgstr "" #: doc/classes/EditorProperty.xml:121 msgid "" "Do not emit this manually, use the [method emit_changed] method instead." msgstr "" #: doc/classes/EditorProperty.xml:130 msgid "Emitted when a property was checked. Used internally." msgstr "" #: doc/classes/EditorProperty.xml:143 msgid "" "Emit it if you want to add this value as an animation key (check for keying " "being enabled first)." msgstr "" #: doc/classes/EditorProperty.xml:152 msgid "Emit it if you want to key a property with a single value." msgstr "" #: doc/classes/EditorProperty.xml:161 msgid "" "If you want a sub-resource to be edited, emit this signal with the resource." msgstr "" #: doc/classes/EditorProperty.xml:170 msgid "Emitted when selected. Used internally." msgstr "" #: doc/classes/EditorResourcePreview.xml:4 msgid "Helper to generate previews of resources or files." msgstr "" #: doc/classes/EditorResourcePreview.xml:7 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 "" #: doc/classes/EditorResourcePreview.xml:19 msgid "Create an own, custom preview generator." msgstr "" #: doc/classes/EditorResourcePreview.xml:28 msgid "" "Check if the resource changed, if so, it will be invalidated and the " "corresponding signal emitted." msgstr "" #: doc/classes/EditorResourcePreview.xml:43 msgid "" "Queue a resource being edited for preview (using an instance). Once the " "preview is ready, your receiver.receiver_func will be called either " "containing the preview texture or an empty texture (if no preview was " "possible). Callback must have the format: (path,texture,userdata). Userdata " "can be anything." msgstr "" #: doc/classes/EditorResourcePreview.xml:58 msgid "" "Queue a resource file for preview (using a path). Once the preview is ready, " "your receiver.receiver_func will be called either containing the preview " "texture or an empty texture (if no preview was possible). Callback must have " "the format: (path,texture,userdata). Userdata can be anything." msgstr "" #: doc/classes/EditorResourcePreview.xml:67 msgid "Removes a custom preview generator." msgstr "" #: doc/classes/EditorResourcePreview.xml:76 msgid "" "Emitted if a preview was invalidated (changed). [code]path[/code] " "corresponds to the path of the preview." msgstr "" #: doc/classes/EditorResourcePreviewGenerator.xml:4 msgid "Custom generator of previews." msgstr "" #: doc/classes/EditorResourcePreviewGenerator.xml:7 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 "" #: doc/classes/EditorResourcePreviewGenerator.xml:16 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 "" #: doc/classes/EditorResourcePreviewGenerator.xml:28 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 "" #: doc/classes/EditorResourcePreviewGenerator.xml:41 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 "" #: doc/classes/EditorResourcePreviewGenerator.xml:50 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 "" #: doc/classes/EditorResourcePreviewGenerator.xml:60 msgid "" "Returns [code]true[/code] if your generator supports the resource of type " "[code]type[/code]." msgstr "" #: doc/classes/EditorSceneImporter.xml:4 msgid "Imports scenes from third-parties' 3D files." msgstr "" #: doc/classes/EditorSceneImporterAssimp.xml:4 msgid "FBX 3D asset importer based on [url=http://assimp.org/]Assimp[/url]." msgstr "" #: doc/classes/EditorSceneImporterAssimp.xml:7 msgid "" "This is an FBX 3D asset importer based on [url=http://assimp.org/]Assimp[/" "url]. It currently has many known limitations and works best with static " "meshes. Most animated meshes won't import correctly.\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 "" #: doc/classes/EditorScenePostImport.xml:4 msgid "Post-processes scenes after import." msgstr "" #: doc/classes/EditorScenePostImport.xml:7 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 "" #: doc/classes/EditorScenePostImport.xml:29 msgid "" "https://docs.godotengine.org/en/latest/getting_started/workflow/assets/" "importing_scenes.html#custom-script" msgstr "" #: doc/classes/EditorScenePostImport.xml:36 msgid "" "Returns the source file path which got imported (e.g. [code]res://scene.dae[/" "code])." msgstr "" #: doc/classes/EditorScenePostImport.xml:43 msgid "Returns the resource folder the imported scene file is located in." msgstr "" #: doc/classes/EditorScenePostImport.xml:52 msgid "" "Called after the scene was imported. This method must return the modified " "version of the scene." msgstr "" #: doc/classes/EditorScript.xml:4 msgid "Base script that can be used to add extension functions to the editor." msgstr "" #: doc/classes/EditorScript.xml:7 msgid "" "Scripts extending this class and implementing its [method _run] method can " "be executed from the Script Editor's [b]File > Run[/b] menu option (or by " "pressing [kbd]Ctrl + Shift + X[/kbd]) 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." msgstr "" #: doc/classes/EditorScript.xml:26 msgid "This method is executed by the Editor when [b]File > Run[/b] is used." msgstr "" #: doc/classes/EditorScript.xml:35 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 "" #: doc/classes/EditorScript.xml:43 msgid "Returns the [EditorInterface] singleton instance." msgstr "" #: doc/classes/EditorScript.xml:50 msgid "Returns the Editor's currently active scene." msgstr "" #: doc/classes/EditorSelection.xml:4 msgid "Manages the SceneTree selection in the editor." msgstr "" #: doc/classes/EditorSelection.xml:7 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 "" #: doc/classes/EditorSelection.xml:19 msgid "Adds a node to the selection." msgstr "" #: doc/classes/EditorSelection.xml:26 msgid "Clear the selection." msgstr "" #: doc/classes/EditorSelection.xml:33 msgid "Gets the list of selected nodes." msgstr "" #: doc/classes/EditorSelection.xml:40 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 "" #: doc/classes/EditorSelection.xml:49 msgid "Removes a node from the selection." msgstr "" #: doc/classes/EditorSelection.xml:56 msgid "Emitted when the selection changes." msgstr "" #: doc/classes/EditorSettings.xml:4 msgid "Object that holds the project-independent editor settings." msgstr "" #: doc/classes/EditorSettings.xml:7 msgid "" "Object that holds the project-independent editor settings. These settings " "are generally visible in the [b]Editor > Editor Settings[/b] menu.\n" "Accessing the settings is done by using the regular [Object] API, such as:\n" "[codeblock]\n" "settings.set(prop,value)\n" "settings.get(prop)\n" "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 "" #: doc/classes/EditorSettings.xml:25 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 "" #: doc/classes/EditorSettings.xml:50 msgid "Erase a given setting (pass full property path)." msgstr "" #: doc/classes/EditorSettings.xml:57 msgid "Gets the list of favorite files and directories for this project." msgstr "" #: doc/classes/EditorSettings.xml:76 msgid "" "Gets the specific project settings path. Projects all have a unique sub-" "directory inside the settings path where project specific settings are saved." msgstr "" #: doc/classes/EditorSettings.xml:83 msgid "" "Gets the list of recently visited folders in the file dialog for this " "project." msgstr "" #: doc/classes/EditorSettings.xml:98 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 "" #: doc/classes/EditorSettings.xml:133 msgid "Sets the list of favorite files and directories for this project." msgstr "" #: doc/classes/EditorSettings.xml:166 msgid "" "Sets the list of recently visited folders in the file dialog for this " "project." msgstr "" #: doc/classes/EditorSettings.xml:183 msgid "Emitted when editor settings change." msgstr "" #: doc/classes/EditorSettings.xml:189 msgid "" "Emitted when editor settings change. It used by various editor plugins to " "update their visuals on theme changes or logic on configuration changes." msgstr "" #: doc/classes/EditorVCSInterface.xml:4 msgid "" "Version Control System (VCS) interface which reads and writes to the local " "VCS in use." msgstr "" #: doc/classes/EditorVCSInterface.xml:7 msgid "" "Used by the editor to display VCS extracted information in the editor. The " "implementation of this API is included in VCS addons, which are essentially " "GDNative plugins that need to be put into the project folder. These VCS " "addons are scripts which are attached (on demand) to the object instance of " "[code]EditorVCSInterface[/code]. All the functions listed below, instead of " "performing the task themselves, they call the internally defined functions " "in the VCS addons to provide a plug-n-play experience." msgstr "" #: doc/classes/EditorVCSInterface.xml:18 msgid "" "Creates a version commit if the addon is initialized, else returns without " "doing anything. Uses the files which have been staged previously, with the " "commit message set to a value as provided as in the argument." msgstr "" #: doc/classes/EditorVCSInterface.xml:27 msgid "" "Returns an [Array] of [Dictionary] objects containing the diff output from " "the VCS in use, if a VCS addon is initialized, else returns an empty [Array] " "object. The diff contents also consist of some contextual lines which " "provide context to the observed line change in the file.\n" "Each [Dictionary] object has the line diff contents under the keys:\n" "- [code]\"content\"[/code] to store a [String] containing the line contents\n" "- [code]\"status\"[/code] to store a [String] which contains [code]\"+\"[/" "code] in case the content is a line addition but it stores a [code]\"-\"[/" "code] in case of deletion and an empty string in the case the line content " "is neither an addition nor a deletion.\n" "- [code]\"new_line_number\"[/code] to store an integer containing the new " "line number of the line content.\n" "- [code]\"line_count\"[/code] to store an integer containing the number of " "lines in the line content.\n" "- [code]\"old_line_number\"[/code] to store an integer containing the old " "line number of the line content.\n" "- [code]\"offset\"[/code] to store the offset of the line change since the " "first contextual line content." msgstr "" #: doc/classes/EditorVCSInterface.xml:41 msgid "" "Returns a [Dictionary] containing the path of the detected file change " "mapped to an integer signifying what kind of a change the corresponding file " "has experienced.\n" "The following integer values are being used to signify that the detected " "file is:\n" "- [code]0[/code]: New to the VCS working directory\n" "- [code]1[/code]: Modified\n" "- [code]2[/code]: Renamed\n" "- [code]3[/code]: Deleted\n" "- [code]4[/code]: Typechanged" msgstr "" #: doc/classes/EditorVCSInterface.xml:54 msgid "Returns the project name of the VCS working directory." msgstr "" #: doc/classes/EditorVCSInterface.xml:61 msgid "" "Returns the name of the VCS if the VCS has been initialized, else return an " "empty string." msgstr "" #: doc/classes/EditorVCSInterface.xml:70 msgid "" "Initializes the VCS addon if not already. Uses the argument value as the " "path to the working directory of the project. Creates the initial commit if " "required. Returns [code]true[/code] if no failure occurs, else returns " "[code]false[/code]." msgstr "" #: doc/classes/EditorVCSInterface.xml:77 msgid "" "Returns [code]true[/code] if the addon is ready to respond to function " "calls, else returns [code]false[/code]." msgstr "" #: doc/classes/EditorVCSInterface.xml:84 msgid "" "Returns [code]true[/code] if the VCS addon has been initialized, else " "returns [code]false[/code]." msgstr "" #: doc/classes/EditorVCSInterface.xml:91 msgid "" "Shuts down the VCS addon to allow cleanup code to run on call. Returns " "[code]true[/code] is no failure occurs, else returns [code]false[/code]." msgstr "" #: doc/classes/EditorVCSInterface.xml:100 msgid "" "Stages the file which should be committed when [method EditorVCSInterface." "commit] is called. Argument should contain the absolute path." msgstr "" #: doc/classes/EditorVCSInterface.xml:109 msgid "" "Unstages the file which was staged previously to be committed, so that it is " "no longer committed when [method EditorVCSInterface.commit] is called. " "Argument should contain the absolute path." msgstr "" #: doc/classes/EncodedObjectAsID.xml:4 msgid "Holds a reference to an [Object]'s instance ID." msgstr "" #: doc/classes/EncodedObjectAsID.xml:7 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 "" #: doc/classes/EncodedObjectAsID.xml:16 msgid "" "The [Object] identifier stored in this [EncodedObjectAsID] instance. The " "object instance can be retrieved with [method @GDScript.instance_from_id]." msgstr "" #: doc/classes/Engine.xml:4 msgid "Access to engine properties." msgstr "" #: doc/classes/Engine.xml:7 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 "" #: doc/classes/Engine.xml:16 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 "" #: doc/classes/Engine.xml:27 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 "" #: doc/classes/Engine.xml:36 msgid "" "Returns a Dictionary of Arrays of donor names.\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]}" msgstr "" #: doc/classes/Engine.xml:44 msgid "" "Returns the total number of frames drawn. If the render loop is disabled " "with [code]--disable-render-loop[/code] via command line, this returns " "[code]0[/code]. See also [method get_idle_frames]." msgstr "" #: doc/classes/Engine.xml:51 msgid "Returns the frames per second of the running game." msgstr "" #: doc/classes/Engine.xml:58 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]." msgstr "" #: doc/classes/Engine.xml:65 msgid "" "Returns Dictionary of licenses used by Godot and included third party " "components." msgstr "" #: doc/classes/Engine.xml:72 msgid "Returns Godot license text." msgstr "" #: doc/classes/Engine.xml:79 msgid "Returns the main loop object (see [MainLoop] and [SceneTree])." msgstr "" #: doc/classes/Engine.xml:86 msgid "" "Returns the total number of frames passed since engine initialization which " "is advanced on each [b]physics frame[/b]." msgstr "" #: doc/classes/Engine.xml:93 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 "" #: doc/classes/Engine.xml:102 msgid "" "Returns a global singleton with given [code]name[/code]. Often used for " "plugins, e.g. GodotPayments." msgstr "" #: doc/classes/Engine.xml:109 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 "" #: doc/classes/Engine.xml:134 msgid "" "Returns [code]true[/code] if a singleton with given [code]name[/code] exists " "in global scope." msgstr "" #: doc/classes/Engine.xml:141 msgid "" "Returns [code]true[/code] if the game is inside the fixed process and " "physics phase of the game loop." msgstr "" #: doc/classes/Engine.xml:147 msgid "" "If [code]true[/code], it is running inside the editor. Useful for tool " "scripts." msgstr "" #: doc/classes/Engine.xml:150 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 tunneling issues, but keep in mind doing so will increase CPU " "usage." msgstr "" #: doc/classes/Engine.xml:153 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 to 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." msgstr "" #: doc/classes/Engine.xml:156 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 "" #: doc/classes/Engine.xml:159 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 "" #: doc/classes/Environment.xml:4 msgid "" "Resource for environment nodes (like [WorldEnvironment]) that define " "multiple rendering options." msgstr "" #: doc/classes/Environment.xml:7 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" msgstr "" #: doc/classes/Environment.xml:14 doc/classes/WorldEnvironment.xml:12 msgid "" "https://docs.godotengine.org/en/latest/tutorials/3d/" "environment_and_post_processing.html" msgstr "" #: doc/classes/Environment.xml:15 msgid "" "https://docs.godotengine.org/en/latest/tutorials/3d/high_dynamic_range.html" msgstr "" #: doc/classes/Environment.xml:24 msgid "" "Returns [code]true[/code] if the glow level [code]idx[/code] is specified, " "[code]false[/code] otherwise." msgstr "" #: doc/classes/Environment.xml:35 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 "" #: doc/classes/Environment.xml:41 msgid "" "The global brightness value of the rendered scene. Effective only if " "[code]adjustment_enabled[/code] is [code]true[/code]." msgstr "" #: doc/classes/Environment.xml:44 msgid "" "Applies the provided [Texture2D] resource to affect the global color aspect " "of the rendered scene. Effective only if [code]adjustment_enabled[/code] is " "[code]true[/code]." msgstr "" #: doc/classes/Environment.xml:47 msgid "" "The global contrast value of the rendered scene (default value is 1). " "Effective only if [code]adjustment_enabled[/code] is [code]true[/code]." msgstr "" #: doc/classes/Environment.xml:50 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 "" #: doc/classes/Environment.xml:53 msgid "" "The global color saturation value of the rendered scene (default value is " "1). Effective only if [code]adjustment_enabled[/code] is [code]true[/code]." msgstr "" #: doc/classes/Environment.xml:56 msgid "The ambient light's [Color]." msgstr "" #: doc/classes/Environment.xml:59 msgid "" "The ambient light's energy. The higher the value, the stronger the light." msgstr "" #: doc/classes/Environment.xml:64 msgid "" "Defines the amount of light that the sky brings on the scene. A value of 0 " "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 1 means that all the light that affects the scene is " "provided by the sky, thus the ambient light parameter has no effect on the " "scene." msgstr "" #: doc/classes/Environment.xml:69 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 "" #: doc/classes/Environment.xml:72 msgid "The maximum luminance value for the auto exposure." msgstr "" #: doc/classes/Environment.xml:75 msgid "The minimum luminance value for the auto exposure." msgstr "" #: doc/classes/Environment.xml:78 msgid "" "The scale of the auto exposure effect. Affects the intensity of auto " "exposure." msgstr "" #: doc/classes/Environment.xml:81 msgid "" "The speed of the auto exposure effect. Affects the time needed for the " "camera to perform auto exposure." msgstr "" #: doc/classes/Environment.xml:84 msgid "The ID of the camera feed to show in the background." msgstr "" #: doc/classes/Environment.xml:87 msgid "" "The maximum layer ID to display. Only effective when using the [constant " "BG_CANVAS] background mode." msgstr "" #: doc/classes/Environment.xml:90 msgid "" "The [Color] displayed for clear areas of the scene. Only effective when " "using the [constant BG_COLOR] background mode." msgstr "" #: doc/classes/Environment.xml:93 msgid "The power of the light emitted by the background." msgstr "" #: doc/classes/Environment.xml:96 msgid "The background mode. See [enum BGMode] for possible values." msgstr "" #: doc/classes/Environment.xml:99 msgid "The fog's [Color]." msgstr "" #: doc/classes/Environment.xml:102 msgid "The fog's depth starting distance from the camera." msgstr "" #: doc/classes/Environment.xml:105 msgid "" "The fog depth's intensity curve. A number of presets are available in the " "[b]Inspector[/b] by right-clicking the curve." msgstr "" #: doc/classes/Environment.xml:108 msgid "" "If [code]true[/code], the depth fog effect is enabled. When enabled, fog " "will appear in the distance (relative to the camera)." msgstr "" #: doc/classes/Environment.xml:111 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 Camera3D.far] value." msgstr "" #: doc/classes/Environment.xml:114 msgid "" "If [code]true[/code], fog effects are enabled. [member fog_height_enabled] " "and/or [member fog_depth_enabled] must be set to [code]true[/code] to " "actually display fog." msgstr "" #: doc/classes/Environment.xml:117 msgid "" "The height fog's intensity. A number of presets are available in the " "[b]Inspector[/b] by right-clicking the curve." msgstr "" #: doc/classes/Environment.xml:120 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 "" #: doc/classes/Environment.xml:123 msgid "" "The Y coordinate where the height fog will be the most intense. If this " "value is greater than [member fog_height_min], fog will be displayed from " "bottom to top. Otherwise, it will be displayed from top to bottom." msgstr "" #: doc/classes/Environment.xml:126 msgid "" "The Y coordinate where the height fog will be the least intense. If this " "value is greater than [member fog_height_max], fog will be displayed from " "top to bottom. Otherwise, it will be displayed from bottom to top." msgstr "" #: doc/classes/Environment.xml:129 msgid "" "The intensity of the depth fog color transition when looking towards the " "sun. The sun's direction is determined automatically using the " "DirectionalLight3D node in the scene." msgstr "" #: doc/classes/Environment.xml:132 msgid "The depth fog's [Color] when looking towards the sun." msgstr "" #: doc/classes/Environment.xml:135 msgid "" "The intensity of the fog light transmittance effect. Amount of light that " "the fog transmits." msgstr "" #: doc/classes/Environment.xml:138 msgid "" "Enables fog's light transmission effect. If [code]true[/code], light will be " "more visible in the fog to simulate light scattering as in real life." msgstr "" #: doc/classes/Environment.xml:141 msgid "The glow blending mode." msgstr "" #: doc/classes/Environment.xml:144 msgid "" "The bloom's intensity. If set to a value higher than [code]0[/code], this " "will make glow visible in areas darker than the [member glow_hdr_threshold]." msgstr "" #: doc/classes/Environment.xml:147 msgid "If [code]true[/code], the glow effect is enabled." msgstr "" #: doc/classes/Environment.xml:150 msgid "" "The higher threshold of the HDR glow. Areas brighter than this threshold " "will be clamped for the purposes of the glow effect." msgstr "" #: doc/classes/Environment.xml:153 msgid "The bleed scale of the HDR glow." msgstr "" #: doc/classes/Environment.xml:156 msgid "" "The lower threshold of the HDR glow. When using the GLES2 renderer (which " "doesn't support HDR), this needs to be below [code]1.0[/code] for glow to be " "visible. A value of [code]0.9[/code] works well in this case." msgstr "" #: doc/classes/Environment.xml:159 msgid "" "The glow intensity. When using the GLES2 renderer, this should be increased " "to 1.5 to compensate for the lack of HDR rendering." msgstr "" #: doc/classes/Environment.xml:162 msgid "" "If [code]true[/code], the 1st level of glow is enabled. This is the most " "\"local\" level (least blurry)." msgstr "" #: doc/classes/Environment.xml:165 msgid "If [code]true[/code], the 2th level of glow is enabled." msgstr "" #: doc/classes/Environment.xml:168 msgid "If [code]true[/code], the 3th level of glow is enabled." msgstr "" #: doc/classes/Environment.xml:171 msgid "If [code]true[/code], the 4th level of glow is enabled." msgstr "" #: doc/classes/Environment.xml:174 msgid "If [code]true[/code], the 5th level of glow is enabled." msgstr "" #: doc/classes/Environment.xml:177 msgid "If [code]true[/code], the 6th level of glow is enabled." msgstr "" #: doc/classes/Environment.xml:180 msgid "" "If [code]true[/code], the 7th level of glow is enabled. This is the most " "\"global\" level (blurriest)." msgstr "" #: doc/classes/Environment.xml:185 msgid "" "The glow strength. When using the GLES2 renderer, this should be increased " "to 1.3 to compensate for the lack of HDR rendering." msgstr "" #: doc/classes/Environment.xml:190 msgid "The [Sky] resource used for this [Environment]." msgstr "" #: doc/classes/Environment.xml:197 msgid "The depth tolerance for screen-space reflections." msgstr "" #: doc/classes/Environment.xml:200 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 "" #: doc/classes/Environment.xml:203 msgid "" "The fade-in distance for screen-space reflections. Affects the area from the " "reflected material to the screen-space reflection)." msgstr "" #: doc/classes/Environment.xml:206 msgid "" "The fade-out distance for screen-space reflections. Affects the area from " "the screen-space reflection to the \"global\" reflection." msgstr "" #: doc/classes/Environment.xml:209 msgid "" "The maximum number of steps for screen-space reflections. Higher values are " "slower." msgstr "" #: doc/classes/Environment.xml:212 msgid "" "The screen-space ambient occlusion intensity on materials that have an AO " "texture defined. Values higher than [code]0[/code] will make the SSAO effect " "visible in areas darkened by AO textures." msgstr "" #: doc/classes/Environment.xml:215 msgid "" "The screen-space ambient occlusion bias. This should be kept high enough to " "prevent \"smooth\" curves from being affected by ambient occlusion." msgstr "" #: doc/classes/Environment.xml:218 msgid "" "The screen-space ambient occlusion blur quality. See [enum SSAOBlur] for " "possible values." msgstr "" #: doc/classes/Environment.xml:221 msgid "The screen-space ambient occlusion edge sharpness." msgstr "" #: doc/classes/Environment.xml:224 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 "" #: doc/classes/Environment.xml:227 msgid "" "The primary screen-space ambient occlusion intensity. See also [member " "ssao_radius]." msgstr "" #: doc/classes/Environment.xml:230 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 "" #: doc/classes/Environment.xml:233 msgid "The primary screen-space ambient occlusion radius." msgstr "" #: doc/classes/Environment.xml:236 msgid "The default exposure used for tonemapping." msgstr "" #: doc/classes/Environment.xml:239 msgid "" "The tonemapping mode to use. Tonemapping is the process that \"converts\" " "HDR values to be suitable for rendering on a LDR display. (Godot doesn't " "support rendering on HDR displays yet.)" msgstr "" #: doc/classes/Environment.xml:242 msgid "" "The white reference value for tonemapping. Only effective if the [member " "tonemap_mode] isn't set to [constant TONE_MAPPER_LINEAR]." msgstr "" #: doc/classes/Environment.xml:247 msgid "" "Clears the background using the clear color defined in [member " "ProjectSettings.rendering/environment/default_clear_color]." msgstr "" #: doc/classes/Environment.xml:250 msgid "Clears the background using a custom clear color." msgstr "" #: doc/classes/Environment.xml:253 msgid "Displays a user-defined sky in the background." msgstr "" #: doc/classes/Environment.xml:256 msgid "Displays a [CanvasLayer] in the background." msgstr "" #: doc/classes/Environment.xml:259 msgid "" "Keeps on screen every pixel drawn in the background. This is the fastest " "background mode, but it can only be safely used in fully-interior scenes (no " "visible sky or sky reflections). If enabled in a scene where the background " "is visible, \"ghost trail\" artifacts will be visible when moving the camera." msgstr "" #: doc/classes/Environment.xml:262 doc/classes/RenderingServer.xml:3446 msgid "Displays a camera feed in the background." msgstr "" #: doc/classes/Environment.xml:265 msgid "Represents the size of the [enum BGMode] enum." msgstr "" #: doc/classes/Environment.xml:268 doc/classes/RenderingServer.xml:3452 msgid "" "Gather ambient light from whichever source is specified as the background." msgstr "" #: doc/classes/Environment.xml:271 doc/classes/RenderingServer.xml:3455 msgid "Disable ambient light." msgstr "" #: doc/classes/Environment.xml:274 doc/classes/RenderingServer.xml:3458 msgid "Specify a specific [Color] for ambient light." msgstr "" #: doc/classes/Environment.xml:277 doc/classes/RenderingServer.xml:3461 msgid "" "Gather ambient light from the [Sky] regardless of what the background is." msgstr "" #: doc/classes/Environment.xml:280 doc/classes/RenderingServer.xml:3464 msgid "Use the background for reflections." msgstr "" #: doc/classes/Environment.xml:283 doc/classes/RenderingServer.xml:3467 msgid "Disable reflections." msgstr "" #: doc/classes/Environment.xml:286 doc/classes/RenderingServer.xml:3470 msgid "Use the [Sky] for reflections regardless of what the background is." msgstr "" #: doc/classes/Environment.xml:289 doc/classes/RenderingServer.xml:3473 msgid "" "Additive glow blending mode. Mostly used for particles, glows (bloom), lens " "flare, bright sources." msgstr "" #: doc/classes/Environment.xml:292 doc/classes/RenderingServer.xml:3476 msgid "" "Screen glow blending mode. Increases brightness, used frequently with bloom." msgstr "" #: doc/classes/Environment.xml:295 doc/classes/RenderingServer.xml:3479 msgid "" "Soft light glow blending mode. Modifies contrast, exposes shadows and " "highlights (vivid bloom)." msgstr "" #: doc/classes/Environment.xml:298 doc/classes/RenderingServer.xml:3482 msgid "" "Replace glow blending mode. Replaces all pixels' color by the glow value. " "This can be used to simulate a full-screen blur effect by tweaking the glow " "parameters to match the original image's brightness." msgstr "" #: doc/classes/Environment.xml:301 doc/classes/RenderingServer.xml:3485 msgid "" "Mixes the glow with the underlying color to avoid increasing brightness as " "much while still maintaining a glow effect." msgstr "" #: doc/classes/Environment.xml:304 msgid "" "Linear tonemapper operator. Reads the linear data and passes it on " "unmodified." msgstr "" #: doc/classes/Environment.xml:307 msgid "" "Reinhardt tonemapper operator. Performs a variation on rendered pixels' " "colors by this formula: [code]color = color / (1 + color)[/code]." msgstr "" #: doc/classes/Environment.xml:310 msgid "Filmic tonemapper operator." msgstr "" #: doc/classes/Environment.xml:313 msgid "Academy Color Encoding System tonemapper operator." msgstr "" #: doc/classes/Environment.xml:316 msgid "No blur for the screen-space ambient occlusion effect (fastest)." msgstr "" #: doc/classes/Environment.xml:319 msgid "1×1 blur for the screen-space ambient occlusion effect." msgstr "" #: doc/classes/Environment.xml:322 msgid "2×2 blur for the screen-space ambient occlusion effect." msgstr "" #: doc/classes/Environment.xml:325 msgid "" "3×3 blur for the screen-space ambient occlusion effect. Increases the radius " "of the blur for a smoother look, but can result in checkerboard-like " "artifacts." msgstr "" #: doc/classes/Expression.xml:4 msgid "A class that stores an expression you can execute." msgstr "" #: doc/classes/Expression.xml:7 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 "" #: doc/classes/Expression.xml:39 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 "" #: doc/classes/Expression.xml:47 msgid "Returns the error text if [method parse] has failed." msgstr "" #: doc/classes/Expression.xml:54 msgid "Returns [code]true[/code] if [method execute] has failed." msgstr "" #: doc/classes/Expression.xml:65 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 "" #: doc/classes/File.xml:4 msgid "Type to handle file reading and writing operations." msgstr "" #: doc/classes/File.xml:7 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]" msgstr "" #: doc/classes/File.xml:32 msgid "Closes the currently opened file." msgstr "" #: doc/classes/File.xml:39 msgid "" "Returns [code]true[/code] if the file cursor has read past the end of the " "file.\n" "[b]Note:[/b] This function will still return [code]false[/code] while at the " "end of the file and only activates when reading past it. This can be " "confusing but it conforms to how low-level file access works in all " "operating systems. There is always [method get_len] and [method " "get_position] to implement a custom logic." msgstr "" #: doc/classes/File.xml:49 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 that their source asset will not be included in the exported " "game, as only the imported version is used (in the [code]res://.import[/" "code] folder). To check for the existence of such resources while taking " "into account the remapping to their imported location, use [method " "ResourceLoader.exists]. Typically, using [code]File.file_exists[/code] on an " "imported resource would work while you are developing in the editor (the " "source asset is present in [code]res://[/code], but fail when exported)." msgstr "" #: doc/classes/File.xml:57 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 "" #: doc/classes/File.xml:64 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 "" #: doc/classes/File.xml:71 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 "" #: doc/classes/File.xml:78 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 "" #: doc/classes/File.xml:85 msgid "" "Returns the whole file as a [String].\n" "Text is interpreted as being UTF-8 encoded." msgstr "" #: doc/classes/File.xml:95 msgid "Returns next [code]len[/code] bytes of the file as a [PackedByteArray]." msgstr "" #: doc/classes/File.xml:104 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.\n" "Text is interpreted as being UTF-8 encoded." msgstr "" #: doc/classes/File.xml:112 msgid "Returns the next 64 bits from the file as a floating-point number." msgstr "" #: doc/classes/File.xml:119 msgid "" "Returns the last error that happened when trying to perform operations. " "Compare with the [code]ERR_FILE_*[/code] constants from [enum Error]." msgstr "" #: doc/classes/File.xml:126 msgid "Returns the next 32 bits from the file as a floating-point number." msgstr "" #: doc/classes/File.xml:133 msgid "Returns the size of the file in bytes." msgstr "" #: doc/classes/File.xml:140 msgid "" "Returns the next line of the file as a [String].\n" "Text is interpreted as being UTF-8 encoded." msgstr "" #: doc/classes/File.xml:150 msgid "" "Returns an MD5 String representing the file at the given path or an empty " "[String] on failure." msgstr "" #: doc/classes/File.xml:159 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 "" #: doc/classes/File.xml:166 msgid "" "Returns a [String] saved in Pascal format from the file.\n" "Text is interpreted as being UTF-8 encoded." msgstr "" #: doc/classes/File.xml:174 msgid "Returns the path as a [String] for the current open file." msgstr "" #: doc/classes/File.xml:181 msgid "Returns the absolute path as a [String] for the current open file." msgstr "" #: doc/classes/File.xml:188 msgid "Returns the file cursor's position." msgstr "" #: doc/classes/File.xml:195 msgid "Returns the next bits from the file as a floating-point number." msgstr "" #: doc/classes/File.xml:204 msgid "" "Returns a SHA-256 [String] representing the file at the given path or an " "empty [String] on failure." msgstr "" #: doc/classes/File.xml:213 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 "" #: doc/classes/File.xml:221 msgid "Returns [code]true[/code] if the file is currently opened." msgstr "" #: doc/classes/File.xml:232 msgid "Opens the file for writing or reading, depending on the flags." msgstr "" #: doc/classes/File.xml:245 msgid "Opens a compressed file for reading or writing." msgstr "" #: doc/classes/File.xml:258 msgid "" "Opens an encrypted file in write or read mode. You need to pass a binary key " "to encrypt/decrypt it." msgstr "" #: doc/classes/File.xml:271 msgid "" "Opens an encrypted file in write or read mode. You need to pass a password " "to encrypt/decrypt it." msgstr "" #: doc/classes/File.xml:280 msgid "" "Changes the file reading/writing cursor to the specified position (in bytes " "from the beginning of the file)." msgstr "" #: doc/classes/File.xml:289 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 "" #: doc/classes/File.xml:299 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 "" #: doc/classes/File.xml:328 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 "" #: doc/classes/File.xml:339 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 "" #: doc/classes/File.xml:349 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 "" #: doc/classes/File.xml:360 msgid "Stores the given array of bytes in the file." msgstr "" #: doc/classes/File.xml:371 msgid "" "Store the given [PackedStringArray] 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 "" #: doc/classes/File.xml:381 msgid "Stores a floating-point number as 64 bits in the file." msgstr "" #: doc/classes/File.xml:390 msgid "Stores a floating-point number as 32 bits in the file." msgstr "" #: doc/classes/File.xml:399 msgid "" "Stores the given [String] as a line in the file.\n" "Text will be encoded as UTF-8." msgstr "" #: doc/classes/File.xml:409 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 "" #: doc/classes/File.xml:419 msgid "Stores a floating-point number in the file." msgstr "" #: doc/classes/File.xml:428 msgid "" "Stores the given [String] in the file.\n" "Text will be encoded as UTF-8." msgstr "" #: doc/classes/File.xml:440 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)." msgstr "" #: doc/classes/File.xml:446 msgid "" "If [code]true[/code], the file's endianness is swapped. Use this if you're " "dealing with files written on big-endian machines.\n" "[b]Note:[/b] This is about the file format, not CPU type. This is always " "reset to [code]false[/code] whenever you open the file." msgstr "" #: doc/classes/File.xml:452 msgid "Opens the file for read operations." msgstr "" #: doc/classes/File.xml:455 msgid "" "Opens the file for write operations. Create it if the file does not exist " "and truncate if it exists." msgstr "" #: doc/classes/File.xml:458 msgid "" "Opens the file for read and write operations. Does not truncate the file." msgstr "" #: doc/classes/File.xml:461 msgid "" "Opens the file for read and write operations. Create it if the file does not " "exist and truncate if it exists." msgstr "" #: doc/classes/File.xml:464 msgid "Uses the [url=http://fastlz.org/]FastLZ[/url] compression method." msgstr "" #: doc/classes/File.xml:467 msgid "" "Uses the [url=https://en.wikipedia.org/wiki/DEFLATE]DEFLATE[/url] " "compression method." msgstr "" #: doc/classes/File.xml:470 msgid "" "Uses the [url=https://facebook.github.io/zstd/]Zstandard[/url] compression " "method." msgstr "" #: doc/classes/File.xml:473 msgid "Uses the [url=https://www.gzip.org/]gzip[/url] compression method." msgstr "" #: doc/classes/FileDialog.xml:4 msgid "Dialog for selecting files or directories in the filesystem." msgstr "" #: doc/classes/FileDialog.xml:7 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 file_mode]. If you want to use a " "custom title, disable this by setting [member mode_overrides_title] to " "[code]false[/code]." msgstr "" #: doc/classes/FileDialog.xml:18 msgid "" "Adds [code]filter[/code] as a custom filter; [code]filter[/code] should be " "of the form [code]\"filename.extension ; Description\"[/code]. For example, " "[code]\"*.png ; PNG Images\"[/code]." msgstr "" #: doc/classes/FileDialog.xml:25 msgid "Clear all the added filters in the dialog." msgstr "" #: doc/classes/FileDialog.xml:32 msgid "Clear currently selected items in the dialog." msgstr "" #: doc/classes/FileDialog.xml:39 msgid "Returns the LineEdit for the selected file." msgstr "" #: doc/classes/FileDialog.xml:46 msgid "" "Returns the vertical box container of the dialog, custom controls can be " "added to it." msgstr "" #: doc/classes/FileDialog.xml:53 msgid "Invalidate and update the current dialog content list." msgstr "" #: doc/classes/FileDialog.xml:59 msgid "The file system access scope. See enum [code]Access[/code] constants." msgstr "" #: doc/classes/FileDialog.xml:62 msgid "The current working directory of the file dialog." msgstr "" #: doc/classes/FileDialog.xml:65 msgid "The currently selected file of the file dialog." msgstr "" #: doc/classes/FileDialog.xml:68 msgid "The currently selected file path of the file dialog." msgstr "" #: doc/classes/FileDialog.xml:72 msgid "" "The dialog's open or save mode, which affects the selection behavior. See " "[enum FileMode]." msgstr "" #: doc/classes/FileDialog.xml:75 msgid "" "The available file type filters. For example, this shows only [code].png[/" "code] and [code].gd[/code] files: [code]set_filters(PackedStringArray([\"*." "png ; PNG Images\",\"*.gd ; GDScript Files\"]))[/code]." msgstr "" #: doc/classes/FileDialog.xml:78 msgid "" "If [code]true[/code], changing the [code]Mode[/code] property will set the " "window title accordingly (e.g. setting mode to [constant " "FILE_MODE_OPEN_FILE] will change the window title to \"Open a File\")." msgstr "" #: doc/classes/FileDialog.xml:81 msgid "If [code]true[/code], the dialog will show hidden files." msgstr "" #: doc/classes/FileDialog.xml:90 msgid "Emitted when the user selects a directory." msgstr "" #: doc/classes/FileDialog.xml:97 msgid "" "Emitted when the user selects a file by double-clicking it or pressing the " "[b]OK[/b] button." msgstr "" #: doc/classes/FileDialog.xml:104 msgid "Emitted when the user selects multiple files." msgstr "" #: doc/classes/FileDialog.xml:110 msgid "The dialog allows selecting one, and only one file." msgstr "" #: doc/classes/FileDialog.xml:113 msgid "The dialog allows selecting multiple files." msgstr "" #: doc/classes/FileDialog.xml:116 msgid "" "The dialog only allows selecting a directory, disallowing the selection of " "any file." msgstr "" #: doc/classes/FileDialog.xml:119 msgid "The dialog allows selecting one file or directory." msgstr "" #: doc/classes/FileDialog.xml:122 msgid "The dialog will warn when a file exists." msgstr "" #: doc/classes/FileDialog.xml:125 msgid "" "The dialog only allows accessing files under the [Resource] path " "([code]res://[/code])." msgstr "" #: doc/classes/FileDialog.xml:128 msgid "" "The dialog only allows accessing files under user data path ([code]user://[/" "code])." msgstr "" #: doc/classes/FileDialog.xml:131 msgid "The dialog allows accessing files on the whole file system." msgstr "" #: doc/classes/FileDialog.xml:136 msgid "Custom icon for files." msgstr "" #: doc/classes/FileDialog.xml:139 msgid "The color modulation applied to the file icon." msgstr "" #: doc/classes/FileDialog.xml:142 msgid "" "The color tint for disabled files (when the [FileDialog] is used in open " "folder mode)." msgstr "" #: doc/classes/FileDialog.xml:145 msgid "Custom icon for folders." msgstr "" #: doc/classes/FileDialog.xml:148 msgid "The color modulation applied to the folder icon." msgstr "" #: doc/classes/FileDialog.xml:151 msgid "Custom icon for the parent folder arrow." msgstr "" #: doc/classes/FileDialog.xml:154 msgid "Custom icon for the reload button." msgstr "" #: doc/classes/FileDialog.xml:157 msgid "Custom icon for the toggle hidden button." msgstr "" #: doc/classes/float.xml:4 doc/classes/float.xml:7 msgid "Float built-in type." msgstr "" #: doc/classes/float.xml:18 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 "" #: doc/classes/float.xml:27 msgid "" "Cast an [int] value to a floating-point value, [code]float(1)[/code] will be " "equal to 1.0." msgstr "" #: doc/classes/float.xml:36 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 "" #: doc/classes/Font.xml:4 msgid "Internationalized font and text drawing support." msgstr "" #: doc/classes/Font.xml:7 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." msgstr "" #: doc/classes/Font.xml:28 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." msgstr "" #: doc/classes/Font.xml:47 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." msgstr "" #: doc/classes/Font.xml:54 msgid "Returns the font ascent (number of pixels above the baseline)." msgstr "" #: doc/classes/Font.xml:65 msgid "" "Returns the size of a character, optionally taking kerning into account if " "the next character is provided." msgstr "" #: doc/classes/Font.xml:72 msgid "Returns the font descent (number of pixels below the baseline)." msgstr "" #: doc/classes/Font.xml:79 msgid "Returns the total font height (ascent plus descent) in pixels." msgstr "" #: doc/classes/Font.xml:88 msgid "Returns the size of a string, taking kerning and advance into account." msgstr "" #: doc/classes/Font.xml:99 msgid "" "Returns the size that the string would have with word wrapping enabled with " "a fixed [code]width[/code]." msgstr "" #: doc/classes/Font.xml:106 msgid "Returns [code]true[/code] if the font has an outline." msgstr "" #: doc/classes/Font.xml:119 msgid "" "After editing a font (changing size, ascent, char rects, etc.). Call this " "function to propagate changes to controls that might use it." msgstr "" #: doc/classes/FuncRef.xml:4 msgid "Reference to a function in an object." msgstr "" #: doc/classes/FuncRef.xml:7 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 "" #: doc/classes/FuncRef.xml:17 msgid "" "Calls the referenced function previously set by [method set_function] or " "[method @GDScript.funcref]." msgstr "" #: doc/classes/FuncRef.xml:26 msgid "" "Calls the referenced function previously set by [method set_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 "" #: doc/classes/FuncRef.xml:33 msgid "Returns whether the object still exists and has the function assigned." msgstr "" #: doc/classes/FuncRef.xml:42 msgid "" "The name of the referenced function to call on the object, without " "parentheses or any parameters." msgstr "" #: doc/classes/FuncRef.xml:51 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 "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml:4 msgid "" "An external library containing functions or script classes to use in Godot." msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml:7 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 [XRInterfaceGDNative]. The library must be compiled for each " "platform and architecture that the project will run on." msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml:10 msgid "" "https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-c-" "example.html" msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml:11 msgid "" "https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-" "cpp-example.html" msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml:18 msgid "" "Returns paths to all dependency libraries for the current platform and " "architecture." msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml:25 msgid "" "Returns the path to the dynamic library file for the current platform and " "architecture." msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml:31 msgid "" "This resource in INI-style [ConfigFile] format, as in [code].gdnlib[/code] " "files." msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml:34 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 "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml:38 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 "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml:42 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 "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml:46 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 "" #: modules/gdscript/doc_classes/GDScript.xml:4 msgid "A script implemented in the GDScript programming language." msgstr "" #: modules/gdscript/doc_classes/GDScript.xml:7 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 "" #: modules/gdscript/doc_classes/GDScript.xml:11 msgid "" "https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/" "index.html" msgstr "" #: modules/gdscript/doc_classes/GDScript.xml:18 msgid "Returns byte code for the script source code." msgstr "" #: modules/gdscript/doc_classes/GDScript.xml:25 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 "" #: modules/gdscript/doc_classes/GDScriptFunctionState.xml:4 msgid "State of a function call after yielding." msgstr "" #: modules/gdscript/doc_classes/GDScriptFunctionState.xml:7 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 "" #: modules/gdscript/doc_classes/GDScriptFunctionState.xml:18 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 "" #: modules/gdscript/doc_classes/GDScriptFunctionState.xml:28 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 "" #: doc/classes/Generic6DOFJoint3D.xml:4 msgid "" "The generic 6-degrees-of-freedom joint can implement a variety of joint " "types by locking certain axes' rotation or translation." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:7 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 "" #: doc/classes/Generic6DOFJoint3D.xml:123 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 "" #: doc/classes/Generic6DOFJoint3D.xml:127 msgid "If [code]true[/code], rotation across the X axis is limited." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:130 msgid "" "When rotating across the X axis, this error tolerance factor defines how " "much the correction gets slowed down. The lower, the slower." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:133 msgid "" "The maximum amount of force that can occur, when rotating around the X axis." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:136 msgid "" "The minimum rotation in negative direction to break loose and rotate around " "the X axis." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:139 msgid "" "The amount of rotational restitution across the X axis. The lower, the more " "restitution occurs." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:142 msgid "The speed of all rotations across the X axis." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:145 msgid "" "The minimum rotation in positive direction to break loose and rotate around " "the X axis." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:148 msgid "" "The amount of rotational damping across the Y axis. The lower, the more " "dampening occurs." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:151 msgid "If [code]true[/code], rotation across the Y axis is limited." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:154 msgid "" "When rotating across the Y axis, this error tolerance factor defines how " "much the correction gets slowed down. The lower, the slower." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:157 msgid "" "The maximum amount of force that can occur, when rotating around the Y axis." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:160 msgid "" "The minimum rotation in negative direction to break loose and rotate around " "the Y axis." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:163 msgid "" "The amount of rotational restitution across the Y axis. The lower, the more " "restitution occurs." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:166 msgid "The speed of all rotations across the Y axis." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:169 msgid "" "The minimum rotation in positive direction to break loose and rotate around " "the Y axis." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:172 msgid "" "The amount of rotational damping across the Z axis. The lower, the more " "dampening occurs." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:175 msgid "If [code]true[/code], rotation across the Z axis is limited." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:178 msgid "" "When rotating across the Z axis, this error tolerance factor defines how " "much the correction gets slowed down. The lower, the slower." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:181 msgid "" "The maximum amount of force that can occur, when rotating around the Z axis." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:184 msgid "" "The minimum rotation in negative direction to break loose and rotate around " "the Z axis." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:187 msgid "" "The amount of rotational restitution across the Z axis. The lower, the more " "restitution occurs." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:190 msgid "The speed of all rotations across the Z axis." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:193 msgid "" "The minimum rotation in positive direction to break loose and rotate around " "the Z axis." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:196 msgid "If [code]true[/code], a rotating motor at the X axis is enabled." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:199 msgid "Maximum acceleration for the motor at the X axis." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:202 msgid "Target speed for the motor at the X axis." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:205 msgid "If [code]true[/code], a rotating motor at the Y axis is enabled." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:208 msgid "Maximum acceleration for the motor at the Y axis." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:211 msgid "Target speed for the motor at the Y axis." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:214 msgid "If [code]true[/code], a rotating motor at the Z axis is enabled." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:217 msgid "Maximum acceleration for the motor at the Z axis." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:220 msgid "Target speed for the motor at the Z axis." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:247 msgid "The amount of damping that happens at the X motion." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:250 msgid "If [code]true[/code], the linear motion across the X axis is limited." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:253 msgid "The minimum difference between the pivot points' X axis." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:256 msgid "" "The amount of restitution on the X axis movement. The lower, the more " "momentum gets lost." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:259 msgid "" "A factor applied to the movement across the X axis. The lower, the slower " "the movement." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:262 msgid "The maximum difference between the pivot points' X axis." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:265 msgid "The amount of damping that happens at the Y motion." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:268 msgid "If [code]true[/code], the linear motion across the Y axis is limited." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:271 msgid "The minimum difference between the pivot points' Y axis." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:274 msgid "" "The amount of restitution on the Y axis movement. The lower, the more " "momentum gets lost." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:277 msgid "" "A factor applied to the movement across the Y axis. The lower, the slower " "the movement." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:280 msgid "The maximum difference between the pivot points' Y axis." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:283 msgid "The amount of damping that happens at the Z motion." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:286 msgid "If [code]true[/code], the linear motion across the Z axis is limited." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:289 msgid "The minimum difference between the pivot points' Z axis." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:292 msgid "" "The amount of restitution on the Z axis movement. The lower, the more " "momentum gets lost." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:295 msgid "" "A factor applied to the movement across the Z axis. The lower, the slower " "the movement." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:298 msgid "The maximum difference between the pivot points' Z axis." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:301 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 "" #: doc/classes/Generic6DOFJoint3D.xml:304 msgid "" "The maximum force the linear motor can apply on the X axis while trying to " "reach the target velocity." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:307 msgid "The speed that the linear motor will attempt to reach on the X axis." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:310 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 "" #: doc/classes/Generic6DOFJoint3D.xml:313 msgid "" "The maximum force the linear motor can apply on the Y axis while trying to " "reach the target velocity." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:316 msgid "The speed that the linear motor will attempt to reach on the Y axis." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:319 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 "" #: doc/classes/Generic6DOFJoint3D.xml:322 msgid "" "The maximum force the linear motor can apply on the Z axis while trying to " "reach the target velocity." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:325 msgid "The speed that the linear motor will attempt to reach on the Z axis." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:356 doc/classes/PhysicsServer3D.xml:1410 msgid "The minimum difference between the pivot points' axes." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:359 doc/classes/PhysicsServer3D.xml:1413 msgid "The maximum difference between the pivot points' axes." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:362 msgid "" "A factor applied to the movement across the axes. The lower, the slower the " "movement." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:365 msgid "" "The amount of restitution on the axes' movement. The lower, the more " "momentum gets lost." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:368 doc/classes/PhysicsServer3D.xml:1422 msgid "" "The amount of damping that happens at the linear motion across the axes." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:371 msgid "The velocity the linear motor will try to reach." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:374 msgid "" "The maximum force the linear motor will apply while trying to reach the " "velocity target." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:383 doc/classes/PhysicsServer3D.xml:1431 msgid "" "The minimum rotation in negative direction to break loose and rotate around " "the axes." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:386 doc/classes/PhysicsServer3D.xml:1434 msgid "" "The minimum rotation in positive direction to break loose and rotate around " "the axes." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:389 msgid "The speed of all rotations across the axes." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:392 doc/classes/PhysicsServer3D.xml:1440 msgid "" "The amount of rotational damping across the axes. The lower, the more " "dampening occurs." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:395 doc/classes/PhysicsServer3D.xml:1443 msgid "" "The amount of rotational restitution across the axes. The lower, the more " "restitution occurs." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:398 doc/classes/PhysicsServer3D.xml:1446 msgid "" "The maximum amount of force that can occur, when rotating around the axes." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:401 msgid "" "When rotating across the axes, this error tolerance factor defines how much " "the correction gets slowed down. The lower, the slower." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:404 doc/classes/PhysicsServer3D.xml:1452 msgid "Target speed for the motor at the axes." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:407 doc/classes/PhysicsServer3D.xml:1455 msgid "Maximum acceleration for the motor at the axes." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:419 msgid "If enabled, linear motion is possible within the given limits." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:422 msgid "If enabled, rotational motion is possible within the given limits." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:429 msgid "If enabled, there is a rotational motor across these axes." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:432 msgid "If enabled, there is a linear motor across these axes." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml:435 doc/classes/HingeJoint3D.xml:118 msgid "Represents the size of the [enum Flag] enum." msgstr "" #: doc/classes/Geometry2D.xml:4 msgid "Helper node to calculate generic geometry operations in 2D space." msgstr "" #: doc/classes/Geometry2D.xml:7 msgid "" "Geometry2D provides users with a set of helper functions to create geometric " "shapes, compute intersections between shapes, and process various other " "geometric operations." msgstr "" #: doc/classes/Geometry2D.xml:20 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 "" #: doc/classes/Geometry2D.xml:32 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 "" #: doc/classes/Geometry2D.xml:41 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 "" #: doc/classes/Geometry2D.xml:52 msgid "" "Mutually excludes common area defined by intersection of [code]polygon_a[/" "code] and [code]polygon_b[/code] (see [method intersect_polygons]) 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 "" #: doc/classes/Geometry2D.xml:66 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 "" #: doc/classes/Geometry2D.xml:79 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 "" #: doc/classes/Geometry2D.xml:94 msgid "" "Given the two 2D 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 [PackedVector2Array] that contains this " "point on ([code]p1[/code], [code]p2[/code]) as well the accompanying point " "on ([code]q1[/code], [code]q2[/code])." msgstr "" #: doc/classes/Geometry2D.xml:105 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 "" #: doc/classes/Geometry2D.xml:117 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 "" #: doc/classes/Geometry2D.xml:130 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 "" #: doc/classes/Geometry2D.xml:141 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 "" #: doc/classes/Geometry2D.xml:150 msgid "" "Returns [code]true[/code] if [code]polygon[/code]'s vertices are ordered in " "clockwise order, otherwise returns [code]false[/code]." msgstr "" #: doc/classes/Geometry2D.xml:165 msgid "" "Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and " "([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the " "point of intersection as [Vector2]. If no intersection takes place, returns " "an empty [Variant].\n" "[b]Note:[/b] The lines are specified using direction vectors, not end points." msgstr "" #: doc/classes/Geometry2D.xml:175 msgid "" "Given an array of [Vector2]s representing tiles, builds an atlas. The " "returned dictionary has two keys: [code]points[/code] is a vector of " "[Vector2] that specifies the positions of each tile, [code]size[/code] " "contains the overall size of the whole atlas as [Vector2]." msgstr "" #: doc/classes/Geometry2D.xml:186 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 inner polygon " "(hole) produced which could be distinguished by calling [method " "is_polygon_clockwise]." msgstr "" #: doc/classes/Geometry2D.xml:200 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]." msgstr "" #: doc/classes/Geometry2D.xml:217 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 "" #: doc/classes/Geometry2D.xml:235 msgid "" "Returns if [code]point[/code] is inside the triangle specified by [code]a[/" "code], [code]b[/code] and [code]c[/code]." msgstr "" #: doc/classes/Geometry2D.xml:250 msgid "" "Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and " "([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point " "of intersection as [Vector2]. If no intersection takes place, returns an " "empty [Variant]." msgstr "" #: doc/classes/Geometry2D.xml:259 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 [PackedInt32Array] 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 " "[PackedInt32Array] is returned." msgstr "" #: doc/classes/Geometry2D.xml:268 msgid "" "Triangulates the polygon specified by the points in [code]polygon[/code]. " "Returns a [PackedInt32Array] 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). If the triangulation did not succeed, an empty " "[PackedInt32Array] is returned." msgstr "" #: doc/classes/Geometry2D.xml:274 msgid "" "Create regions where either subject or clip polygons (or both) are filled." msgstr "" #: doc/classes/Geometry2D.xml:277 msgid "" "Create regions where subject polygons are filled except where clip polygons " "are filled." msgstr "" #: doc/classes/Geometry2D.xml:280 msgid "Create regions where both subject and clip polygons are filled." msgstr "" #: doc/classes/Geometry2D.xml:283 msgid "" "Create regions where either subject or clip polygons are filled but not " "where both are filled." msgstr "" #: doc/classes/Geometry2D.xml:286 msgid "" "Squaring is applied uniformally at all convex edge joins at [code]1 * delta[/" "code]." msgstr "" #: doc/classes/Geometry2D.xml:289 msgid "" "While flattened paths can never perfectly trace an arc, they are " "approximated by a series of arc chords." msgstr "" #: doc/classes/Geometry2D.xml:292 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 "" #: doc/classes/Geometry2D.xml:295 msgid "" "Endpoints are joined using the [enum PolyJoinType] value and the path filled " "as a polygon." msgstr "" #: doc/classes/Geometry2D.xml:298 msgid "" "Endpoints are joined using the [enum PolyJoinType] value and the path filled " "as a polyline." msgstr "" #: doc/classes/Geometry2D.xml:301 msgid "Endpoints are squared off with no extension." msgstr "" #: doc/classes/Geometry2D.xml:304 msgid "Endpoints are squared off and extended by [code]delta[/code] units." msgstr "" #: doc/classes/Geometry2D.xml:307 msgid "Endpoints are rounded off and extended by [code]delta[/code] units." msgstr "" #: doc/classes/Geometry3D.xml:4 msgid "Helper node to calculate generic geometry operations in 3D space." msgstr "" #: doc/classes/Geometry3D.xml:7 msgid "" "Geometry3D provides users with a set of helper functions to create geometric " "shapes, compute intersections between shapes, and process various other " "geometric operations." msgstr "" #: doc/classes/Geometry3D.xml:18 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 "" #: doc/classes/Geometry3D.xml:35 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 "" #: doc/classes/Geometry3D.xml:50 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 "" #: doc/classes/Geometry3D.xml:61 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 "" #: doc/classes/Geometry3D.xml:74 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 "" #: doc/classes/Geometry3D.xml:87 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 "" #: doc/classes/Geometry3D.xml:102 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 [PackedVector3Array] that contains this " "point on ([code]p1[/code], [code]p2[/code]) as well the accompanying point " "on ([code]q1[/code], [code]q2[/code])." msgstr "" #: doc/classes/Geometry3D.xml:111 msgid "Used internally by the engine." msgstr "" #: doc/classes/Geometry3D.xml:128 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 "" #: doc/classes/Geometry3D.xml:141 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 [PackedVector3Array] " "containing the point the intersection and the hull's normal. If no " "intersecion is found, an the returned array is empty." msgstr "" #: doc/classes/Geometry3D.xml:156 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 " "[PackedVector3Array]. If an intersection takes place, the returned array " "contains the point of intersection and the cylinder's normal at the point of " "intersection." msgstr "" #: doc/classes/Geometry3D.xml:171 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 [PackedVector3Array]. If " "yes, returns a [PackedVector3Array] containing the point of intersection and " "the sphere's normal at the point of intersection." msgstr "" #: doc/classes/Geometry3D.xml:188 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 "" #: doc/classes/GeometryInstance3D.xml:4 msgid "Base node for geometry-based visual instances." msgstr "" #: doc/classes/GeometryInstance3D.xml:7 msgid "" "Base node for geometry-based visual instances. Shares some common " "functionality like visibility and custom materials." msgstr "" #: doc/classes/GeometryInstance3D.xml:26 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 "" #: doc/classes/GeometryInstance3D.xml:42 msgid "" "The selected shadow casting flag. See [enum ShadowCastingSetting] for " "possible values." msgstr "" #: doc/classes/GeometryInstance3D.xml:45 msgid "" "The extra distance added to the GeometryInstance3D's bounding box ([AABB]) " "to increase its cull box." msgstr "" #: doc/classes/GeometryInstance3D.xml:52 msgid "" "The GeometryInstance3D's max LOD distance.\n" "[b]Note:[/b] This property currently has no effect." msgstr "" #: doc/classes/GeometryInstance3D.xml:56 msgid "" "The GeometryInstance3D's max LOD margin.\n" "[b]Note:[/b] This property currently has no effect." msgstr "" #: doc/classes/GeometryInstance3D.xml:60 msgid "" "The GeometryInstance3D's min LOD distance.\n" "[b]Note:[/b] This property currently has no effect." msgstr "" #: doc/classes/GeometryInstance3D.xml:64 msgid "" "The GeometryInstance3D's min LOD margin.\n" "[b]Note:[/b] This property currently has no effect." msgstr "" #: doc/classes/GeometryInstance3D.xml:68 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 "" #: doc/classes/GeometryInstance3D.xml:74 msgid "Will not cast any shadows." msgstr "" #: doc/classes/GeometryInstance3D.xml:77 msgid "" "Will cast shadows from all visible faces in the GeometryInstance3D.\n" "Will take culling into account, so faces not being rendered will not be " "taken into account when shadow casting." msgstr "" #: doc/classes/GeometryInstance3D.xml:81 msgid "" "Will cast shadows from all visible faces in the GeometryInstance3D.\n" "Will not take culling into account, so all faces will be taken into account " "when shadow casting." msgstr "" #: doc/classes/GeometryInstance3D.xml:85 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 "" #: doc/classes/GIProbe.xml:4 msgid "Real-time global illumination (GI) probe." msgstr "" #: doc/classes/GIProbe.xml:7 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/gi_probes/quality]." msgstr "" #: doc/classes/GIProbe.xml:11 msgid "https://docs.godotengine.org/en/latest/tutorials/3d/gi_probes.html" msgstr "" #: doc/classes/GIProbe.xml:22 msgid "" "Bakes the effect from all [GeometryInstance3D]s marked with [constant " "GeometryInstance3D.GI_MODE_BAKED] and [Light3D]s marked with either " "[constant Light3D.BAKE_INDIRECT] or [constant Light3D.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." msgstr "" #: doc/classes/GIProbe.xml:29 msgid "Calls [method bake] with [code]create_visual_debug[/code] enabled." msgstr "" #: doc/classes/GIProbe.xml:35 msgid "The [GIProbeData] resource that holds the data for this [GIProbe]." msgstr "" #: doc/classes/GIProbe.xml:38 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 "" #: doc/classes/GIProbe.xml:41 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 "" #: doc/classes/GIProbe.xml:46 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 "" #: doc/classes/GIProbe.xml:49 msgid "Use 128 subdivisions. This is the default quality setting." msgstr "" #: doc/classes/GIProbe.xml:52 msgid "Use 256 subdivisions." msgstr "" #: doc/classes/GIProbe.xml:55 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 "" #: doc/classes/GIProbe.xml:58 msgid "Represents the size of the [enum Subdiv] enum." msgstr "" #: modules/mono/doc_classes/GodotSharp.xml:4 msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgstr "" #: modules/mono/doc_classes/GodotSharp.xml:7 msgid "" "This class is a bridge between Godot and the Mono runtime. It exposes " "several low-level operations and is only available in Mono-enabled Godot " "builds.\n" "See also [CSharpScript]." msgstr "" #: modules/mono/doc_classes/GodotSharp.xml:17 msgid "Attaches the current thread to the Mono runtime." msgstr "" #: modules/mono/doc_classes/GodotSharp.xml:24 msgid "Detaches the current thread from the Mono runtime." msgstr "" #: modules/mono/doc_classes/GodotSharp.xml:31 msgid "" "Returns the current MonoDomain ID.\n" "[b]Note:[/b] The Mono runtime must be initialized for this method to work " "(use [method is_runtime_initialized] to check). If the Mono runtime isn't " "initialized at the time this method is called, the engine will crash." msgstr "" #: modules/mono/doc_classes/GodotSharp.xml:39 msgid "" "Returns the scripts MonoDomain's ID. This will be the same MonoDomain ID as " "[method get_domain_id], unless the scripts domain isn't loaded.\n" "[b]Note:[/b] The Mono runtime must be initialized for this method to work " "(use [method is_runtime_initialized] to check). If the Mono runtime isn't " "initialized at the time this method is called, the engine will crash." msgstr "" #: modules/mono/doc_classes/GodotSharp.xml:49 #, fuzzy msgid "" "Returns [code]true[/code] if the domain is being finalized, [code]false[/" "code] otherwise." msgstr "" "Devuelve [code]true[/code] si existe un subnodo con el [code]name[/code] " "especificado." #: modules/mono/doc_classes/GodotSharp.xml:56 #, fuzzy msgid "" "Returns [code]true[/code] if the Mono runtime is initialized, [code]false[/" "code] otherwise." msgstr "" "Devuelve [code]true[/code] si la pista dada es importada. Si no, devuelve " "[code]false[/code]." #: modules/mono/doc_classes/GodotSharp.xml:63 #, fuzzy msgid "" "Returns [code]true[/code] if the Mono runtime is shutting down, [code]false[/" "code] otherwise." msgstr "" "Devuelve [code]true[/code] si la pista dada es importada. Si no, devuelve " "[code]false[/code]." #: modules/mono/doc_classes/GodotSharp.xml:70 #, fuzzy msgid "" "Returns [code]true[/code] if the scripts domain is loaded, [code]false[/" "code] otherwise." msgstr "" "Devuelve [code]true[/code] si la pista en el índice [code]idx[/code] está " "habilitada." #: doc/classes/GPUParticles2D.xml:4 msgid "2D particle emitter." msgstr "" #: doc/classes/GPUParticles2D.xml:7 msgid "" "2D particle node used to create a variety of particle systems and effects. " "[GPUParticles2D] 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." msgstr "" #: doc/classes/GPUParticles2D.xml:18 msgid "Returns a rectangle containing the positions of all existing particles." msgstr "" #: doc/classes/GPUParticles2D.xml:25 msgid "Restarts all the existing particles." msgstr "" #: doc/classes/GPUParticles2D.xml:65 doc/classes/GPUParticles3D.xml:96 msgid "" "[Material] for processing particles. Can be a [ParticlesMaterial] or a " "[ShaderMaterial]." msgstr "" #: doc/classes/GPUParticles2D.xml:77 msgid "Editor visibility helper." msgstr "" #: doc/classes/GPUParticles3D.xml:4 msgid "3D particle emitter." msgstr "" #: doc/classes/GPUParticles3D.xml:7 msgid "" "3D particle node used to create a variety of particle systems and effects. " "[GPUParticles3D] 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." msgstr "" #: doc/classes/GPUParticles3D.xml:11 msgid "" "https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/" "controlling_thousands_of_fish.html" msgstr "" #: doc/classes/GPUParticles3D.xml:18 msgid "" "Returns the axis-aligned bounding box that contains all the particles that " "are active in the current frame." msgstr "" #: doc/classes/GPUParticles3D.xml:27 msgid "Returns the [Mesh] that is drawn at index [code]pass[/code]." msgstr "" #: doc/classes/GPUParticles3D.xml:34 msgid "Restarts the particle emission, clearing existing particles." msgstr "" #: doc/classes/GPUParticles3D.xml:45 msgid "Sets the [Mesh] that is drawn at index [code]pass[/code]." msgstr "" #: doc/classes/GPUParticles3D.xml:51 msgid "Number of particles to emit." msgstr "" #: doc/classes/GPUParticles3D.xml:57 msgid "[Mesh] that is drawn for the first draw pass." msgstr "" #: doc/classes/GPUParticles3D.xml:60 msgid "[Mesh] that is drawn for the second draw pass." msgstr "" #: doc/classes/GPUParticles3D.xml:63 msgid "[Mesh] that is drawn for the third draw pass." msgstr "" #: doc/classes/GPUParticles3D.xml:66 msgid "[Mesh] that is drawn for the fourth draw pass." msgstr "" #: doc/classes/GPUParticles3D.xml:69 msgid "The number of draw passes when rendering particles." msgstr "" #: doc/classes/GPUParticles3D.xml:75 msgid "" "Time ratio between each emission. If [code]0[/code], particles are emitted " "continuously. If [code]1[/code], all particles are emitted simultaneously." msgstr "" #: doc/classes/GPUParticles3D.xml:90 msgid "" "If [code]true[/code], only [code]amount[/code] particles will be emitted." msgstr "" #: doc/classes/GPUParticles3D.xml:93 msgid "" "Amount of time to preprocess the particles before animation starts. Lets you " "start the animation some time after particles have started emitting." msgstr "" #: doc/classes/GPUParticles3D.xml:99 msgid "Emission randomness ratio." msgstr "" #: doc/classes/GPUParticles3D.xml:102 msgid "" "Speed scaling ratio. A value of [code]0[/code] can be used to pause the " "particles." msgstr "" #: doc/classes/GPUParticles3D.xml:105 msgid "" "The [AABB] that determines the area of the world part of which needs to be " "visible on screen for the particle system to be active." msgstr "" #: doc/classes/GPUParticles3D.xml:119 msgid "Maximum number of draw passes supported." msgstr "" #: doc/classes/Gradient.xml:4 msgid "" "A color interpolator resource which can be used to generate colors between " "user-defined color points." msgstr "" #: doc/classes/Gradient.xml:7 msgid "" "Given a set of colors, this resource will interpolate them in order. This " "means that if you have color 1, color 2 and color 3, the ramp will " "interpolate from color 1 to color 2 and from color 2 to color 3. The ramp " "will initially have 2 colors (black and white), one (black) at ramp lower " "offset 0 and the other (white) at the ramp higher offset 1." msgstr "" #: doc/classes/Gradient.xml:20 msgid "" "Adds the specified color to the end of the ramp, with the specified offset." msgstr "" #: doc/classes/Gradient.xml:29 msgid "Returns the color of the ramp color at index [code]point[/code]." msgstr "" #: doc/classes/Gradient.xml:38 msgid "Returns the offset of the ramp color at index [code]point[/code]." msgstr "" #: doc/classes/Gradient.xml:45 msgid "Returns the number of colors in the ramp." msgstr "" #: doc/classes/Gradient.xml:54 msgid "Returns the interpolated color specified by [code]offset[/code]." msgstr "" #: doc/classes/Gradient.xml:63 msgid "Removes the color at the index [code]offset[/code]." msgstr "" #: doc/classes/Gradient.xml:74 msgid "Sets the color of the ramp color at index [code]point[/code]." msgstr "" #: doc/classes/Gradient.xml:85 msgid "Sets the offset for the ramp color at index [code]point[/code]." msgstr "" #: doc/classes/Gradient.xml:91 msgid "Gradient's colors returned as a [PackedColorArray]." msgstr "" #: doc/classes/Gradient.xml:94 msgid "Gradient's offsets returned as a [PackedFloat32Array]." msgstr "" #: doc/classes/GradientTexture.xml:4 msgid "Gradient-filled texture." msgstr "" #: doc/classes/GradientTexture.xml:7 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])." msgstr "" #: doc/classes/GradientTexture.xml:15 msgid "The [Gradient] that will be used to fill the texture." msgstr "" #: doc/classes/GradientTexture.xml:18 msgid "The number of color samples that will be obtained from the [Gradient]." msgstr "" #: doc/classes/GraphEdit.xml:4 msgid "" "GraphEdit is an area capable of showing various GraphNodes. It manages " "connection events between them." msgstr "" #: doc/classes/GraphEdit.xml:7 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 "" #: doc/classes/GraphEdit.xml:21 msgid "" "Makes possible the connection between two different slot types. The type is " "defined with the [method GraphNode.set_slot] method." msgstr "" #: doc/classes/GraphEdit.xml:30 msgid "" "Makes possible to disconnect nodes when dragging from the slot at the left " "if it has the specified type." msgstr "" #: doc/classes/GraphEdit.xml:39 msgid "" "Makes possible to disconnect nodes when dragging from the slot at the right " "if it has the specified type." msgstr "" #: doc/classes/GraphEdit.xml:46 msgid "Removes all connections between nodes." msgstr "" #: doc/classes/GraphEdit.xml:61 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 "" #: doc/classes/GraphEdit.xml:76 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 "" #: doc/classes/GraphEdit.xml:83 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 "" #: doc/classes/GraphEdit.xml:90 msgid "" "Gets the [HBoxContainer] that contains the zooming and grid snap controls in " "the top left of the graph.\n" "Warning: The intended usage of this function is to allow you to reposition " "or add your own custom controls to the container. This is an internal " "control and as such should not be freed. If you wish to hide this or any of " "it's children use their [member CanvasItem.visible] property instead." msgstr "" #: doc/classes/GraphEdit.xml:106 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 "" #: doc/classes/GraphEdit.xml:117 msgid "Returns whether it's possible to connect slots of the specified types." msgstr "" #: doc/classes/GraphEdit.xml:128 msgid "" "Makes it not possible to connect between two different slot types. The type " "is defined with the [method GraphNode.set_slot] method." msgstr "" #: doc/classes/GraphEdit.xml:137 msgid "" "Removes the possibility to disconnect nodes when dragging from the slot at " "the left if it has the specified type." msgstr "" #: doc/classes/GraphEdit.xml:146 msgid "" "Removes the possibility to disconnect nodes when dragging from the slot at " "the right if it has the specified type." msgstr "" #: doc/classes/GraphEdit.xml:163 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 "" #: doc/classes/GraphEdit.xml:172 msgid "Sets the specified [code]node[/code] as the one selected." msgstr "" #: doc/classes/GraphEdit.xml:180 msgid "" "If [code]true[/code], enables disconnection of existing connections in the " "GraphEdit by dragging the right end." msgstr "" #: doc/classes/GraphEdit.xml:183 msgid "The scroll offset." msgstr "" #: doc/classes/GraphEdit.xml:186 msgid "The snapping distance in pixels." msgstr "" #: doc/classes/GraphEdit.xml:189 msgid "If [code]true[/code], enables snapping." msgstr "" #: doc/classes/GraphEdit.xml:192 msgid "The current zoom value." msgstr "" #: doc/classes/GraphEdit.xml:198 msgid "Emitted at the beginning of a GraphNode movement." msgstr "" #: doc/classes/GraphEdit.xml:203 msgid "Emitted at the end of a GraphNode movement." msgstr "" #: doc/classes/GraphEdit.xml:214 msgid "" "Emitted when user dragging connection from input port into empty space of " "the graph." msgstr "" #: doc/classes/GraphEdit.xml:227 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 "" #: doc/classes/GraphEdit.xml:238 msgid "" "Emitted when user dragging connection from output port into empty space of " "the graph." msgstr "" #: doc/classes/GraphEdit.xml:243 msgid "Emitted when the user presses [kbd]Ctrl + C[/kbd]." msgstr "" #: doc/classes/GraphEdit.xml:248 msgid "Emitted when a GraphNode is attempted to be removed from the GraphEdit." msgstr "" #: doc/classes/GraphEdit.xml:261 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 "" #: doc/classes/GraphEdit.xml:266 msgid "" "Emitted when a GraphNode is attempted to be duplicated in the GraphEdit." msgstr "" #: doc/classes/GraphEdit.xml:273 msgid "Emitted when a GraphNode is selected." msgstr "" #: doc/classes/GraphEdit.xml:284 msgid "Emitted when the user presses [kbd]Ctrl + V[/kbd]." msgstr "" #: doc/classes/GraphEdit.xml:291 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 "" #: doc/classes/GraphEdit.xml:298 msgid "" "Emitted when the scroll offset is changed by the user. It will not be " "emitted when changed in code." msgstr "" #: doc/classes/GraphEdit.xml:312 msgid "The background drawn under the grid." msgstr "" #: doc/classes/GraphEdit.xml:315 msgid "Color of major grid lines." msgstr "" #: doc/classes/GraphEdit.xml:318 msgid "Color of minor grid lines." msgstr "" #: doc/classes/GraphEdit.xml:321 msgid "The icon for the zoom out button." msgstr "" #: doc/classes/GraphEdit.xml:324 msgid "The icon for the zoom in button." msgstr "" #: doc/classes/GraphEdit.xml:327 msgid "" "The horizontal range within which a port can be grabbed (on both sides)." msgstr "" #: doc/classes/GraphEdit.xml:330 msgid "The vertical range within which a port can be grabbed (on both sides)." msgstr "" #: doc/classes/GraphEdit.xml:333 msgid "The icon for the zoom reset button." msgstr "" #: doc/classes/GraphEdit.xml:336 msgid "The fill color of the selection rectangle." msgstr "" #: doc/classes/GraphEdit.xml:339 msgid "The outline color of the selection rectangle." msgstr "" #: doc/classes/GraphEdit.xml:342 msgid "The icon for the snap toggle button." msgstr "" #: doc/classes/GraphNode.xml:4 msgid "" "A GraphNode is a container with potentially several input and output slots " "allowing connections between GraphNodes. Slots can have different, " "incompatible types." msgstr "" #: doc/classes/GraphNode.xml:7 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 "" #: doc/classes/GraphNode.xml:18 msgid "Disables all input and output slots of the GraphNode." msgstr "" #: doc/classes/GraphNode.xml:27 msgid "Disables input and output slot whose index is [code]idx[/code]." msgstr "" #: doc/classes/GraphNode.xml:36 msgid "Returns the color of the input connection [code]idx[/code]." msgstr "" #: doc/classes/GraphNode.xml:43 msgid "" "Returns the number of enabled input slots (connections) to the GraphNode." msgstr "" #: doc/classes/GraphNode.xml:52 msgid "Returns the position of the input connection [code]idx[/code]." msgstr "" #: doc/classes/GraphNode.xml:61 msgid "Returns the type of the input connection [code]idx[/code]." msgstr "" #: doc/classes/GraphNode.xml:70 msgid "Returns the color of the output connection [code]idx[/code]." msgstr "" #: doc/classes/GraphNode.xml:77 msgid "" "Returns the number of enabled output slots (connections) of the GraphNode." msgstr "" #: doc/classes/GraphNode.xml:86 msgid "Returns the position of the output connection [code]idx[/code]." msgstr "" #: doc/classes/GraphNode.xml:95 msgid "Returns the type of the output connection [code]idx[/code]." msgstr "" #: doc/classes/GraphNode.xml:104 msgid "Returns the color set to [code]idx[/code] left (input) slot." msgstr "" #: doc/classes/GraphNode.xml:113 msgid "Returns the color set to [code]idx[/code] right (output) slot." msgstr "" #: doc/classes/GraphNode.xml:122 msgid "Returns the (integer) type of left (input) [code]idx[/code] slot." msgstr "" #: doc/classes/GraphNode.xml:131 msgid "Returns the (integer) type of right (output) [code]idx[/code] slot." msgstr "" #: doc/classes/GraphNode.xml:140 msgid "" "Returns [code]true[/code] if left (input) slot [code]idx[/code] is enabled, " "[code]false[/code] otherwise." msgstr "" #: doc/classes/GraphNode.xml:149 msgid "" "Returns [code]true[/code] if right (output) slot [code]idx[/code] is " "enabled, [code]false[/code] otherwise." msgstr "" #: doc/classes/GraphNode.xml:174 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." msgstr "" #: doc/classes/GraphNode.xml:185 msgid "If [code]true[/code], the GraphNode is a comment node." msgstr "" #: doc/classes/GraphNode.xml:189 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 "" #: doc/classes/GraphNode.xml:193 msgid "Sets the overlay shown above the GraphNode. See [enum Overlay]." msgstr "" #: doc/classes/GraphNode.xml:196 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 "" #: doc/classes/GraphNode.xml:200 msgid "If [code]true[/code], the GraphNode is selected." msgstr "" #: doc/classes/GraphNode.xml:203 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 "" #: doc/classes/GraphNode.xml:207 msgid "The text displayed in the GraphNode's title bar." msgstr "" #: doc/classes/GraphNode.xml:213 msgid "" "Emitted when the GraphNode is requested to be closed. Happens on clicking " "the close button (see [member show_close])." msgstr "" #: doc/classes/GraphNode.xml:222 msgid "Emitted when the GraphNode is dragged." msgstr "" #: doc/classes/GraphNode.xml:227 msgid "Emitted when the GraphNode is moved." msgstr "" #: doc/classes/GraphNode.xml:232 msgid "" "Emitted when the GraphNode is requested to be displayed over other ones. " "Happens on focusing (clicking into) the GraphNode." msgstr "" #: doc/classes/GraphNode.xml:239 msgid "" "Emitted when the GraphNode is requested to be resized. Happens on dragging " "the resizer handle (see [member resizable])." msgstr "" #: doc/classes/GraphNode.xml:245 msgid "No overlay is shown." msgstr "" #: doc/classes/GraphNode.xml:248 msgid "Show overlay set in the [code]breakpoint[/code] theme property." msgstr "" #: doc/classes/GraphNode.xml:251 msgid "Show overlay set in the [code]position[/code] theme property." msgstr "" #: doc/classes/GraphNode.xml:256 msgid "" "The background used when [member overlay] is set to [constant " "OVERLAY_BREAKPOINT]." msgstr "" #: doc/classes/GraphNode.xml:259 msgid "" "The icon for the close button, visible when [member show_close] is enabled." msgstr "" #: doc/classes/GraphNode.xml:262 msgid "The color modulation applied to the close button icon." msgstr "" #: doc/classes/GraphNode.xml:265 msgid "The vertical offset of the close button." msgstr "" #: doc/classes/GraphNode.xml:268 msgid "The [StyleBox] used when [member comment] is enabled." msgstr "" #: doc/classes/GraphNode.xml:271 msgid "" "The [StyleBox] used when [member comment] is enabled and the [GraphNode] is " "focused." msgstr "" #: doc/classes/GraphNode.xml:278 msgid "The default background for [GraphNode]." msgstr "" #: doc/classes/GraphNode.xml:281 msgid "The icon used for representing ports." msgstr "" #: doc/classes/GraphNode.xml:284 msgid "Horizontal offset for the ports." msgstr "" #: doc/classes/GraphNode.xml:287 msgid "" "The background used when [member overlay] is set to [constant " "OVERLAY_POSITION]." msgstr "" #: doc/classes/GraphNode.xml:290 msgid "The icon used for resizer, visible when [member resizable] is enabled." msgstr "" #: doc/classes/GraphNode.xml:293 msgid "The color modulation applied to the resizer icon." msgstr "" #: doc/classes/GraphNode.xml:296 msgid "The background used when the [GraphNode] is selected." msgstr "" #: doc/classes/GraphNode.xml:299 msgid "The vertical distance between ports." msgstr "" #: doc/classes/GraphNode.xml:302 msgid "Color of the title text." msgstr "" #: doc/classes/GraphNode.xml:305 msgid "Font used for the title text." msgstr "" #: doc/classes/GraphNode.xml:308 msgid "Vertical offset of the title text." msgstr "" #: doc/classes/GridContainer.xml:4 msgid "Grid container used to arrange elements in a grid like layout." msgstr "" #: doc/classes/GridContainer.xml:7 msgid "" "Grid container will arrange its 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." msgstr "" #: doc/classes/GridContainer.xml:16 msgid "" "The number of columns in the [GridContainer]. If modified, [GridContainer] " "reorders its children to accommodate the new layout." msgstr "" #: doc/classes/GridContainer.xml:23 msgid "The horizontal separation of children nodes." msgstr "" #: doc/classes/GridContainer.xml:26 msgid "The vertical separation of children nodes." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml:4 msgid "Node for 3D tile-based maps." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml:7 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." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml:13 msgid "https://docs.godotengine.org/en/latest/tutorials/3d/using_gridmaps.html" msgstr "" #: modules/gridmap/doc_classes/GridMap.xml:20 msgid "Clear all cells." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml:53 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 "" #: modules/gridmap/doc_classes/GridMap.xml:66 msgid "" "The orientation of the cell at the grid-based X, Y and Z coordinates. -1 is " "returned if the cell is empty." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml:75 doc/classes/PhysicsBody2D.xml:35 #: doc/classes/PhysicsBody3D.xml:35 msgid "Returns an individual bit on the [member collision_layer]." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml:84 doc/classes/PhysicsBody2D.xml:44 #: doc/classes/PhysicsBody3D.xml:44 msgid "Returns an individual bit on the [member collision_mask]." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml:91 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 "" #: modules/gridmap/doc_classes/GridMap.xml:98 msgid "" "Returns an array of [Vector3] with the non-empty cell coordinates in the " "grid map." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml:121 msgid "" "Returns the position of a grid cell in the GridMap's local coordinate space." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml:146 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 "" #: modules/gridmap/doc_classes/GridMap.xml:173 msgid "Sets an individual bit on the [member collision_layer]." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml:184 msgid "Sets an individual bit on the [member collision_mask]." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml:193 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 "" #: modules/gridmap/doc_classes/GridMap.xml:200 msgid "If [code]true[/code], grid items are centered on the X axis." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml:203 msgid "If [code]true[/code], grid items are centered on the Y axis." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml:206 msgid "If [code]true[/code], grid items are centered on the Z axis." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml:209 msgid "" "The size of each octant measured in number of cells. This applies to all " "three axis." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml:212 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 "" #: modules/gridmap/doc_classes/GridMap.xml:216 msgid "" "The dimensions of the grid's cells.\n" "This does not affect the size of the meshes. See [member cell_scale]." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml:220 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 "" #: modules/gridmap/doc_classes/GridMap.xml:224 msgid "The physics layers this GridMap detects collisions in." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml:227 msgid "The assigned [MeshLibrary]." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml:235 msgid "Emitted when [member cell_size] changes." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml:241 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 "" #: doc/classes/GrooveJoint2D.xml:4 msgid "Groove constraint for 2D physics." msgstr "" #: doc/classes/GrooveJoint2D.xml:7 msgid "" "Groove constraint for 2D physics. This is useful for making a body \"slide\" " "through a segment placed in another." msgstr "" #: doc/classes/GrooveJoint2D.xml:15 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 "" #: doc/classes/GrooveJoint2D.xml:18 msgid "" "The groove's length. The groove is from the joint's origin towards [member " "length] along the joint's local Y axis." msgstr "" #: doc/classes/HashingContext.xml:4 msgid "Context to compute cryptographic hashes over multiple iterations." msgstr "" #: doc/classes/HashingContext.xml:7 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]\n" "[b]Note:[/b] Not available in HTML5 exports." msgstr "" #: doc/classes/HashingContext.xml:39 msgid "Closes the current context, and return the computed hash." msgstr "" #: doc/classes/HashingContext.xml:48 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 "" #: doc/classes/HashingContext.xml:57 msgid "Updates the computation with the given [code]chunk[/code] of data." msgstr "" #: doc/classes/HashingContext.xml:63 msgid "Hashing algorithm: MD5." msgstr "" #: doc/classes/HashingContext.xml:66 msgid "Hashing algorithm: SHA-1." msgstr "" #: doc/classes/HashingContext.xml:69 msgid "Hashing algorithm: SHA-256." msgstr "" #: doc/classes/HBoxContainer.xml:4 msgid "Horizontal box container." msgstr "" #: doc/classes/HBoxContainer.xml:7 msgid "Horizontal box container. See [BoxContainer]." msgstr "" #: doc/classes/HBoxContainer.xml:17 msgid "The horizontal space between the [HBoxContainer]'s elements." msgstr "" #: doc/classes/HeightMapShape3D.xml:4 msgid "Height map shape for 3D physics (Bullet only)." msgstr "" #: doc/classes/HeightMapShape3D.xml:7 msgid "" "Height map shape resource, which can be added to a [PhysicsBody3D] or " "[Area3D]." msgstr "" #: doc/classes/HeightMapShape3D.xml:15 msgid "" "Height map data, pool array must be of [member map_width] * [member " "map_depth] size." msgstr "" #: doc/classes/HeightMapShape3D.xml:18 msgid "" "Depth of the height map data. Changing this will resize the [member " "map_data]." msgstr "" #: doc/classes/HeightMapShape3D.xml:21 msgid "" "Width of the height map data. Changing this will resize the [member " "map_data]." msgstr "" #: doc/classes/HingeJoint3D.xml:4 msgid "A hinge between two 3D bodies." msgstr "" #: doc/classes/HingeJoint3D.xml:7 msgid "" "A HingeJoint3D normally uses the Z axis of body A as the hinge axis, another " "axis can be specified when adding it manually though." msgstr "" #: doc/classes/HingeJoint3D.xml:18 doc/classes/SpriteBase3D.xml:24 msgid "Returns the value of the specified flag." msgstr "" #: doc/classes/HingeJoint3D.xml:27 doc/classes/ParticlesMaterial.xml:29 #: doc/classes/PinJoint3D.xml:18 msgid "Returns the value of the specified parameter." msgstr "" #: doc/classes/HingeJoint3D.xml:38 msgid "If [code]true[/code], enables the specified flag." msgstr "" #: doc/classes/HingeJoint3D.xml:49 doc/classes/PinJoint3D.xml:29 msgid "Sets the value of the specified parameter." msgstr "" #: doc/classes/HingeJoint3D.xml:55 doc/classes/HingeJoint3D.xml:95 #: doc/classes/PhysicsServer3D.xml:1301 msgid "" "The speed with which the rotation across the axis perpendicular to the hinge " "gets corrected." msgstr "" #: doc/classes/HingeJoint3D.xml:58 doc/classes/HingeJoint3D.xml:112 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 "" #: doc/classes/HingeJoint3D.xml:61 doc/classes/HingeJoint3D.xml:92 msgid "" "The minimum rotation. Only active if [member angular_limit/enable] is " "[code]true[/code]." msgstr "" #: doc/classes/HingeJoint3D.xml:64 doc/classes/HingeJoint3D.xml:100 #: doc/classes/PhysicsServer3D.xml:1306 msgid "The lower this value, the more the rotation gets slowed down." msgstr "" #: doc/classes/HingeJoint3D.xml:69 doc/classes/HingeJoint3D.xml:89 msgid "" "The maximum rotation. Only active if [member angular_limit/enable] is " "[code]true[/code]." msgstr "" #: doc/classes/HingeJoint3D.xml:72 doc/classes/HingeJoint3D.xml:115 msgid "When activated, a motor turns the hinge." msgstr "" #: doc/classes/HingeJoint3D.xml:75 doc/classes/HingeJoint3D.xml:106 #: doc/classes/PhysicsServer3D.xml:1312 msgid "Maximum acceleration for the motor." msgstr "" #: doc/classes/HingeJoint3D.xml:78 doc/classes/HingeJoint3D.xml:103 #: doc/classes/PhysicsServer3D.xml:1309 msgid "Target speed for the motor." msgstr "" #: doc/classes/HingeJoint3D.xml:81 doc/classes/HingeJoint3D.xml:86 #: doc/classes/PhysicsServer3D.xml:1292 msgid "" "The speed with which the two bodies get pulled together when they move in " "different directions." msgstr "" #: doc/classes/HScrollBar.xml:4 msgid "Horizontal scroll bar." msgstr "" #: doc/classes/HScrollBar.xml:7 msgid "" "Horizontal version of [ScrollBar], which goes from left (min) to right (max)." msgstr "" #: doc/classes/HScrollBar.xml:17 msgid "" "Icon used as a button to scroll the [ScrollBar] left. Supports custom step " "using the [member ScrollBar.custom_step] property." msgstr "" #: doc/classes/HScrollBar.xml:20 doc/classes/VScrollBar.xml:24 msgid "Displayed when the mouse cursor hovers over the decrement button." msgstr "" #: doc/classes/HScrollBar.xml:23 doc/classes/VScrollBar.xml:27 msgid "" "Used as texture for the grabber, the draggable element representing current " "scroll." msgstr "" #: doc/classes/HScrollBar.xml:26 doc/classes/VScrollBar.xml:30 msgid "Used when the mouse hovers over the grabber." msgstr "" #: doc/classes/HScrollBar.xml:29 doc/classes/VScrollBar.xml:33 msgid "Used when the grabber is being dragged." msgstr "" #: doc/classes/HScrollBar.xml:32 msgid "" "Icon used as a button to scroll the [ScrollBar] right. Supports custom step " "using the [member ScrollBar.custom_step] property." msgstr "" #: doc/classes/HScrollBar.xml:35 doc/classes/VScrollBar.xml:39 msgid "Displayed when the mouse cursor hovers over the increment button." msgstr "" #: doc/classes/HScrollBar.xml:38 doc/classes/VScrollBar.xml:42 msgid "Used as background of this [ScrollBar]." msgstr "" #: doc/classes/HScrollBar.xml:41 doc/classes/VScrollBar.xml:45 msgid "Used as background when the [ScrollBar] has the GUI focus." msgstr "" #: doc/classes/HSeparator.xml:4 msgid "Horizontal separator." msgstr "" #: doc/classes/HSeparator.xml:7 msgid "" "Horizontal separator. See [Separator]. Even though it looks horizontal, it " "is used to separate objects vertically." msgstr "" #: doc/classes/HSeparator.xml:17 msgid "" "The height of the area covered by the separator. Effectively works like a " "minimum height." msgstr "" #: doc/classes/HSeparator.xml:20 msgid "The style for the separator line. Works best with [StyleBoxLine]." msgstr "" #: doc/classes/HSlider.xml:4 msgid "Horizontal slider." msgstr "" #: doc/classes/HSlider.xml:7 msgid "" "Horizontal slider. See [Slider]. This one goes from left (min) to right " "(max)." msgstr "" #: doc/classes/HSlider.xml:17 doc/classes/VSlider.xml:21 msgid "The texture for the grabber (the draggable element)." msgstr "" #: doc/classes/HSlider.xml:20 msgid "The background of the area to the left of the grabber." msgstr "" #: doc/classes/HSlider.xml:25 doc/classes/VSlider.xml:29 msgid "The texture for the grabber when it's disabled." msgstr "" #: doc/classes/HSlider.xml:28 doc/classes/VSlider.xml:32 msgid "The texture for the grabber when it's focused." msgstr "" #: doc/classes/HSlider.xml:31 msgid "" "The background for the whole slider. Determines the height of the " "[code]grabber_area[/code]." msgstr "" #: doc/classes/HSlider.xml:34 doc/classes/VSlider.xml:38 msgid "" "The texture for the ticks, visible when [member Slider.tick_count] is " "greater than 0." msgstr "" #: doc/classes/HSplitContainer.xml:4 msgid "Horizontal split container." msgstr "" #: doc/classes/HSplitContainer.xml:7 msgid "" "Horizontal split container. See [SplitContainer]. This goes from left to " "right." msgstr "" #: doc/classes/HSplitContainer.xml:17 doc/classes/VSplitContainer.xml:17 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 "" #: doc/classes/HSplitContainer.xml:22 doc/classes/VSplitContainer.xml:22 msgid "The icon used for the grabber drawn in the middle area." msgstr "" #: doc/classes/HSplitContainer.xml:25 doc/classes/VSplitContainer.xml:25 msgid "The space between sides of the container." msgstr "" #: doc/classes/HTTPClient.xml:4 msgid "Hyper-text transfer protocol client." msgstr "" #: doc/classes/HTTPClient.xml:7 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. See " "[HTTPRequest] for an 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)." msgstr "" #: doc/classes/HTTPClient.xml:13 msgid "" "https://docs.godotengine.org/en/latest/tutorials/networking/" "http_client_class.html" msgstr "" #: doc/classes/HTTPClient.xml:14 doc/classes/HTTPRequest.xml:62 #: doc/classes/StreamPeerSSL.xml:10 msgid "" "https://docs.godotengine.org/en/latest/tutorials/networking/ssl_certificates." "html" msgstr "" #: doc/classes/HTTPClient.xml:21 msgid "Closes the current connection, allowing reuse of this [HTTPClient]." msgstr "" #: doc/classes/HTTPClient.xml:36 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 "" #: doc/classes/HTTPClient.xml:46 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 "" #: doc/classes/HTTPClient.xml:54 msgid "Returns the response's HTTP status code." msgstr "" #: doc/classes/HTTPClient.xml:61 msgid "Returns the response headers." msgstr "" #: doc/classes/HTTPClient.xml:68 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 "" #: doc/classes/HTTPClient.xml:82 msgid "" "Returns a [enum Status] constant. Need to call [method poll] in order to get " "status updates." msgstr "" #: doc/classes/HTTPClient.xml:89 msgid "If [code]true[/code], this [HTTPClient] has a response available." msgstr "" #: doc/classes/HTTPClient.xml:96 msgid "If [code]true[/code], this [HTTPClient] has a response that is chunked." msgstr "" #: doc/classes/HTTPClient.xml:103 msgid "" "This needs to be called in order to have any request processed. Check " "results with [method get_status]." msgstr "" #: doc/classes/HTTPClient.xml:112 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 "" #: doc/classes/HTTPClient.xml:130 msgid "Reads one chunk from the response." msgstr "" #: doc/classes/HTTPClient.xml:145 msgid "" "Sends a request to the connected host. The URL parameter is just the part " "after the host, so for [code]http://somehost.com/index.php[/code], it is " "[code]index.php[/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]" msgstr "" #: doc/classes/HTTPClient.xml:168 msgid "" "Sends a raw request to the connected host. The URL parameter is just the " "part after the host, so for [code]http://somehost.com/index.php[/code], it " "is [code]index.php[/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 "" #: doc/classes/HTTPClient.xml:176 msgid "" "If [code]true[/code], execution will block until all data is read from the " "response." msgstr "" #: doc/classes/HTTPClient.xml:179 msgid "The connection to use for this client." msgstr "" #: doc/classes/HTTPClient.xml:182 msgid "" "The size of the buffer used and maximum bytes to read per iteration. See " "[method read_response_body_chunk]." msgstr "" #: doc/classes/HTTPClient.xml:187 msgid "" "HTTP GET method. The GET method requests a representation of the specified " "resource. Requests using GET should only retrieve data." msgstr "" #: doc/classes/HTTPClient.xml:190 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 "" #: doc/classes/HTTPClient.xml:193 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 "" #: doc/classes/HTTPClient.xml:196 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 "" #: doc/classes/HTTPClient.xml:199 msgid "" "HTTP DELETE method. The DELETE method requests to delete the specified " "resource." msgstr "" #: doc/classes/HTTPClient.xml:202 msgid "" "HTTP OPTIONS method. The OPTIONS method asks for a description of the " "communication options for the target resource. Rarely used." msgstr "" #: doc/classes/HTTPClient.xml:205 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 "" #: doc/classes/HTTPClient.xml:208 msgid "" "HTTP CONNECT method. The CONNECT method establishes a tunnel to the server " "identified by the target resource. Rarely used." msgstr "" #: doc/classes/HTTPClient.xml:211 msgid "" "HTTP PATCH method. The PATCH method is used to apply partial modifications " "to a resource." msgstr "" #: doc/classes/HTTPClient.xml:214 msgid "Represents the size of the [enum Method] enum." msgstr "" #: doc/classes/HTTPClient.xml:217 msgid "Status: Disconnected from the server." msgstr "" #: doc/classes/HTTPClient.xml:220 msgid "Status: Currently resolving the hostname for the given URL into an IP." msgstr "" #: doc/classes/HTTPClient.xml:223 msgid "Status: DNS failure: Can't resolve the hostname for the given URL." msgstr "" #: doc/classes/HTTPClient.xml:226 msgid "Status: Currently connecting to server." msgstr "" #: doc/classes/HTTPClient.xml:229 msgid "Status: Can't connect to the server." msgstr "" #: doc/classes/HTTPClient.xml:232 msgid "Status: Connection established." msgstr "" #: doc/classes/HTTPClient.xml:235 msgid "Status: Currently sending request." msgstr "" #: doc/classes/HTTPClient.xml:238 msgid "Status: HTTP body received." msgstr "" #: doc/classes/HTTPClient.xml:241 msgid "Status: Error in HTTP connection." msgstr "" #: doc/classes/HTTPClient.xml:244 msgid "Status: Error in SSL handshake." msgstr "" #: doc/classes/HTTPClient.xml:247 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 "" #: doc/classes/HTTPClient.xml:250 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 "" #: doc/classes/HTTPClient.xml:253 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 "" #: doc/classes/HTTPClient.xml:256 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 "" #: doc/classes/HTTPClient.xml:259 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 "" #: doc/classes/HTTPClient.xml:262 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 "" #: doc/classes/HTTPClient.xml:265 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 "" #: doc/classes/HTTPClient.xml:268 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 "" #: doc/classes/HTTPClient.xml:271 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 "" #: doc/classes/HTTPClient.xml:274 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 "" #: doc/classes/HTTPClient.xml:277 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 "" #: doc/classes/HTTPClient.xml:280 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 "" #: doc/classes/HTTPClient.xml:283 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 "" #: doc/classes/HTTPClient.xml:286 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 "" #: doc/classes/HTTPClient.xml:289 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 "" #: doc/classes/HTTPClient.xml:292 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 "" #: doc/classes/HTTPClient.xml:295 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 "" #: doc/classes/HTTPClient.xml:298 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 "" #: doc/classes/HTTPClient.xml:301 msgid "" "HTTP status code [code]305 Use Proxy[/code]. [i]Deprecated. Do not use.[/i]" msgstr "" #: doc/classes/HTTPClient.xml:304 msgid "" "HTTP status code [code]306 Switch Proxy[/code]. [i]Deprecated. Do not use.[/" "i]" msgstr "" #: doc/classes/HTTPClient.xml:307 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 "" #: doc/classes/HTTPClient.xml:310 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 "" #: doc/classes/HTTPClient.xml:313 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 "" #: doc/classes/HTTPClient.xml:316 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 "" #: doc/classes/HTTPClient.xml:319 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 "" #: doc/classes/HTTPClient.xml:322 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 "" #: doc/classes/HTTPClient.xml:325 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 "" #: doc/classes/HTTPClient.xml:328 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 "" #: doc/classes/HTTPClient.xml:331 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 "" #: doc/classes/HTTPClient.xml:334 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 "" #: doc/classes/HTTPClient.xml:337 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 "" #: doc/classes/HTTPClient.xml:340 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 "" #: doc/classes/HTTPClient.xml:343 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 "" #: doc/classes/HTTPClient.xml:346 msgid "" "HTTP status code [code]411 Length Required[/code]. The server refuses to " "accept the request without a defined Content-Length header." msgstr "" #: doc/classes/HTTPClient.xml:349 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 "" #: doc/classes/HTTPClient.xml:352 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 "" #: doc/classes/HTTPClient.xml:355 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 "" #: doc/classes/HTTPClient.xml:358 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 "" #: doc/classes/HTTPClient.xml:361 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 "" #: doc/classes/HTTPClient.xml:364 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 "" #: doc/classes/HTTPClient.xml:367 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 "" #: doc/classes/HTTPClient.xml:370 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 "" #: doc/classes/HTTPClient.xml:373 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 "" #: doc/classes/HTTPClient.xml:376 msgid "" "HTTP status code [code]423 Locked[/code] (WebDAV). The source or destination " "resource of a method is locked." msgstr "" #: doc/classes/HTTPClient.xml:379 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 "" #: doc/classes/HTTPClient.xml:382 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 "" #: doc/classes/HTTPClient.xml:385 msgid "" "HTTP status code [code]428 Precondition Required[/code]. The origin server " "requires the request to be conditional." msgstr "" #: doc/classes/HTTPClient.xml:388 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 "" #: doc/classes/HTTPClient.xml:391 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 "" #: doc/classes/HTTPClient.xml:394 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 "" #: doc/classes/HTTPClient.xml:397 msgid "" "HTTP status code [code]500 Internal Server Error[/code]. The server " "encountered an unexpected condition that prevented it from fulfilling the " "request." msgstr "" #: doc/classes/HTTPClient.xml:400 msgid "" "HTTP status code [code]501 Not Implemented[/code]. The server does not " "support the functionality required to fulfill the request." msgstr "" #: doc/classes/HTTPClient.xml:403 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 "" #: doc/classes/HTTPClient.xml:406 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 "" #: doc/classes/HTTPClient.xml:409 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 "" #: doc/classes/HTTPClient.xml:412 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 "" #: doc/classes/HTTPClient.xml:415 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 "" #: doc/classes/HTTPClient.xml:418 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 "" #: doc/classes/HTTPClient.xml:421 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 "" #: doc/classes/HTTPClient.xml:424 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 "" #: doc/classes/HTTPClient.xml:427 msgid "" "HTTP status code [code]511 Network Authentication Required[/code]. The " "client needs to authenticate to gain network access." msgstr "" #: doc/classes/HTTPRequest.xml:4 msgid "A node with the ability to send HTTP(S) requests." msgstr "" #: doc/classes/HTTPRequest.xml:7 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]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 the HTTP request. The URL below returns some 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" "\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 "" #: doc/classes/HTTPRequest.xml:61 msgid "" "https://docs.godotengine.org/en/latest/tutorials/networking/" "http_request_class.html" msgstr "" #: doc/classes/HTTPRequest.xml:69 msgid "Cancels the current request." msgstr "" #: doc/classes/HTTPRequest.xml:76 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 "" #: doc/classes/HTTPRequest.xml:84 msgid "Returns the amount of bytes this HTTPRequest downloaded." msgstr "" #: doc/classes/HTTPRequest.xml:91 msgid "" "Returns the current status of the underlying [HTTPClient]. See [enum " "HTTPClient.Status]." msgstr "" #: doc/classes/HTTPRequest.xml:108 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." msgstr "" #: doc/classes/HTTPRequest.xml:115 msgid "Maximum allowed size for response bodies." msgstr "" #: doc/classes/HTTPRequest.xml:118 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 higher value (e.g. 65536 for 64 KiB) when downloading large " "files to achieve better speeds at the cost of memory." msgstr "" #: doc/classes/HTTPRequest.xml:122 msgid "The file to download into. Will output any received file into it." msgstr "" #: doc/classes/HTTPRequest.xml:125 msgid "Maximum number of allowed redirects." msgstr "" #: doc/classes/HTTPRequest.xml:130 msgid "If [code]true[/code], multithreading is used to improve performance." msgstr "" #: doc/classes/HTTPRequest.xml:144 msgid "Emitted when a request is completed." msgstr "" #: doc/classes/HTTPRequest.xml:150 msgid "Request successful." msgstr "" #: doc/classes/HTTPRequest.xml:155 msgid "Request failed while connecting." msgstr "" #: doc/classes/HTTPRequest.xml:158 msgid "Request failed while resolving." msgstr "" #: doc/classes/HTTPRequest.xml:161 msgid "Request failed due to connection (read/write) error." msgstr "" #: doc/classes/HTTPRequest.xml:164 msgid "Request failed on SSL handshake." msgstr "" #: doc/classes/HTTPRequest.xml:167 msgid "Request does not have a response (yet)." msgstr "" #: doc/classes/HTTPRequest.xml:170 msgid "Request exceeded its maximum size limit, see [member body_size_limit]." msgstr "" #: doc/classes/HTTPRequest.xml:173 msgid "Request failed (currently unused)." msgstr "" #: doc/classes/HTTPRequest.xml:176 msgid "HTTPRequest couldn't open the download file." msgstr "" #: doc/classes/HTTPRequest.xml:179 msgid "HTTPRequest couldn't write to the download file." msgstr "" #: doc/classes/HTTPRequest.xml:182 msgid "Request reached its maximum redirect limit, see [member max_redirects]." msgstr "" #: doc/classes/Image.xml:4 msgid "Image datatype." msgstr "" #: doc/classes/Image.xml:7 msgid "" "Native image datatype. Contains image data, which can be converted to a " "[Texture2D], and several functions to interact with it. The maximum width " "and height for an [Image] are [constant MAX_WIDTH] and [constant " "MAX_HEIGHT].\n" "[b]Note:[/b] The maximum image size is 16384×16384 pixels due to graphics " "hardware limitations. Larger images will fail to import." msgstr "" #: doc/classes/Image.xml:23 msgid "" "Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image " "at coordinates [code]dest[/code]." msgstr "" #: doc/classes/Image.xml:38 msgid "" "Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image " "using [code]mask[/code] image at coordinates [code]dst[/code]. Alpha " "channels are required for both [code]src[/code] and [code]mask[/code]. " "[code]dst[/code] pixels and [code]src[/code] pixels will blend if the " "corresponding mask pixel's alpha value is not 0. [code]src[/code] image and " "[code]mask[/code] image [b]must[/b] have the same size (width and height) " "but they can have different formats." msgstr "" #: doc/classes/Image.xml:51 msgid "" "Copies [code]src_rect[/code] from [code]src[/code] image to this image at " "coordinates [code]dst[/code]." msgstr "" #: doc/classes/Image.xml:66 msgid "" "Blits [code]src_rect[/code] area from [code]src[/code] image to this image " "at the coordinates given by [code]dst[/code]. [code]src[/code] pixel is " "copied onto [code]dst[/code] if the corresponding [code]mask[/code] pixel's " "alpha value is not 0. [code]src[/code] image and [code]mask[/code] image " "[b]must[/b] have the same size (width and height) but they can have " "different formats." msgstr "" #: doc/classes/Image.xml:75 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 "" #: doc/classes/Image.xml:82 msgid "Removes the image's mipmaps." msgstr "" #: doc/classes/Image.xml:95 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 "" #: doc/classes/Image.xml:116 msgid "Converts the image's format. See [enum Format] constants." msgstr "" #: doc/classes/Image.xml:125 msgid "Copies [code]src[/code] image to this image." msgstr "" #: doc/classes/Image.xml:140 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 "" #: doc/classes/Image.xml:157 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 "" #: doc/classes/Image.xml:168 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 "" #: doc/classes/Image.xml:175 msgid "" "Decompresses the image if it is compressed. Returns an error if decompress " "function is not available." msgstr "" #: doc/classes/Image.xml:182 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 "" #: doc/classes/Image.xml:199 msgid "Fills the image with a given [Color]." msgstr "" #: doc/classes/Image.xml:206 msgid "Blends low-alpha pixels with nearby pixels." msgstr "" #: doc/classes/Image.xml:213 msgid "Flips the image horizontally." msgstr "" #: doc/classes/Image.xml:220 msgid "Flips the image vertically." msgstr "" #: doc/classes/Image.xml:229 msgid "" "Generates mipmaps for the image. Mipmaps are pre-calculated and lower " "resolution copies of the image. Mipmaps are automatically used if the image " "needs to be scaled down when rendered. This improves image quality and the " "performance of the rendering. Returns an error if the image is compressed, " "in a custom format or if the image's width/height is 0." msgstr "" #: doc/classes/Image.xml:236 msgid "Returns the image's raw data." msgstr "" #: doc/classes/Image.xml:243 msgid "Returns the image's format. See [enum Format] constants." msgstr "" #: doc/classes/Image.xml:250 msgid "Returns the image's height." msgstr "" #: doc/classes/Image.xml:259 msgid "" "Returns the offset where the image's mipmap with index [code]mipmap[/code] " "is stored in the [code]data[/code] dictionary." msgstr "" #: doc/classes/Image.xml:270 msgid "" "Returns the color of the pixel at [code](x, y)[/code]. This is the same as " "[method get_pixelv], but with two integer arguments instead of a [Vector2] " "argument." msgstr "" #: doc/classes/Image.xml:279 msgid "" "Returns the color of the pixel at [code]src[/code]. This is the same as " "[method get_pixel], but with a [Vector2] argument instead of two integer " "arguments." msgstr "" #: doc/classes/Image.xml:288 msgid "" "Returns a new image that is a copy of the image's area specified with " "[code]rect[/code]." msgstr "" #: doc/classes/Image.xml:295 msgid "Returns the image's size (width and height)." msgstr "" #: doc/classes/Image.xml:302 msgid "" "Returns a [Rect2] enclosing the visible portion of the image, considering " "each pixel with a non-zero alpha channel as visible." msgstr "" #: doc/classes/Image.xml:309 msgid "Returns the image's width." msgstr "" #: doc/classes/Image.xml:316 msgid "Returns [code]true[/code] if the image has generated mipmaps." msgstr "" #: doc/classes/Image.xml:323 msgid "Returns [code]true[/code] if the image is compressed." msgstr "" #: doc/classes/Image.xml:330 msgid "Returns [code]true[/code] if the image has no data." msgstr "" #: doc/classes/Image.xml:337 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 "" #: doc/classes/Image.xml:346 msgid "" "Loads an image from file [code]path[/code]. See [url=https://docs." "godotengine.org/en/latest/getting_started/workflow/assets/importing_images." "html#supported-image-formats]Supported image formats[/url] for a list of " "supported image formats and limitations." msgstr "" #: doc/classes/Image.xml:355 msgid "Loads an image from the binary contents of a JPEG file." msgstr "" #: doc/classes/Image.xml:364 msgid "Loads an image from the binary contents of a PNG file." msgstr "" #: doc/classes/Image.xml:373 msgid "Loads an image from the binary contents of a WebP file." msgstr "" #: doc/classes/Image.xml:380 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 "" #: doc/classes/Image.xml:387 msgid "" "Multiplies color values with alpha values. Resulting color values for a " "pixel are [code](color * alpha)/256[/code]." msgstr "" #: doc/classes/Image.xml:400 msgid "" "Resizes the image to the given [code]width[/code] and [code]height[/code]. " "New pixels are calculated using [code]interpolation[/code]. See " "[code]interpolation[/code] constants." msgstr "" #: doc/classes/Image.xml:409 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." msgstr "" #: doc/classes/Image.xml:416 msgid "" "Converts a standard RGBE (Red Green Blue Exponent) image to an sRGB image." msgstr "" #: doc/classes/Image.xml:427 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." msgstr "" #: doc/classes/Image.xml:436 msgid "Saves the image as a PNG file to [code]path[/code]." msgstr "" #: doc/classes/Image.xml:455 msgid "" "Sets the [Color] of the pixel at [code](x, y)[/code]. Example:\n" "[codeblock]\n" "var img = Image.new()\n" "img.create(img_width, img_height, false, Image.FORMAT_RGBA8)\n" "img.set_pixel(x, y, color)\n" "[/codeblock]" msgstr "" #: doc/classes/Image.xml:471 msgid "" "Sets the [Color] of the pixel at [code](dst.x, dst.y)[/code]. 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.set_pixelv(Vector2(x, y), color)\n" "[/codeblock]" msgstr "" #: doc/classes/Image.xml:483 msgid "Shrinks the image by a factor of 2." msgstr "" #: doc/classes/Image.xml:490 msgid "Converts the raw data from the sRGB colorspace to a linear scale." msgstr "" #: doc/classes/Image.xml:496 msgid "" "Holds all of the image's color data in a given format. See [enum Format] " "constants." msgstr "" #: doc/classes/Image.xml:501 msgid "The maximal width allowed for [Image] resources." msgstr "" #: doc/classes/Image.xml:504 msgid "The maximal height allowed for [Image] resources." msgstr "" #: doc/classes/Image.xml:507 msgid "Texture format with a single 8-bit depth representing luminance." msgstr "" #: doc/classes/Image.xml:510 msgid "" "OpenGL texture format with two values, luminance and alpha each stored with " "8 bits." msgstr "" #: doc/classes/Image.xml:513 msgid "" "OpenGL texture format [code]RED[/code] with a single component and a " "bitdepth of 8." msgstr "" #: doc/classes/Image.xml:516 msgid "" "OpenGL texture format [code]RG[/code] with two components and a bitdepth of " "8 for each." msgstr "" #: doc/classes/Image.xml:519 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 "" #: doc/classes/Image.xml:523 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 "" #: doc/classes/Image.xml:527 msgid "" "OpenGL texture format [code]RGBA[/code] with four components, each with a " "bitdepth of 4." msgstr "" #: doc/classes/Image.xml:532 msgid "" "OpenGL texture format [code]GL_R32F[/code] where there's one component, a 32-" "bit floating-point value." msgstr "" #: doc/classes/Image.xml:535 msgid "" "OpenGL texture format [code]GL_RG32F[/code] where there are two components, " "each a 32-bit floating-point values." msgstr "" #: doc/classes/Image.xml:538 msgid "" "OpenGL texture format [code]GL_RGB32F[/code] where there are three " "components, each a 32-bit floating-point values." msgstr "" #: doc/classes/Image.xml:541 msgid "" "OpenGL texture format [code]GL_RGBA32F[/code] where there are four " "components, each a 32-bit floating-point values." msgstr "" #: doc/classes/Image.xml:544 msgid "" "OpenGL texture format [code]GL_R32F[/code] where there's one component, a 16-" "bit \"half-precision\" floating-point value." msgstr "" #: doc/classes/Image.xml:547 msgid "" "OpenGL texture format [code]GL_RG32F[/code] where there are two components, " "each a 16-bit \"half-precision\" floating-point value." msgstr "" #: doc/classes/Image.xml:550 msgid "" "OpenGL texture format [code]GL_RGB32F[/code] where there are three " "components, each a 16-bit \"half-precision\" floating-point value." msgstr "" #: doc/classes/Image.xml:553 msgid "" "OpenGL texture format [code]GL_RGBA32F[/code] where there are four " "components, each a 16-bit \"half-precision\" floating-point value." msgstr "" #: doc/classes/Image.xml:556 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 "" #: doc/classes/Image.xml:559 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 "" #: doc/classes/Image.xml:563 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 "" #: doc/classes/Image.xml:567 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 "" #: doc/classes/Image.xml:571 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 "" #: doc/classes/Image.xml:574 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 "" #: doc/classes/Image.xml:577 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 "" #: doc/classes/Image.xml:581 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 "" #: doc/classes/Image.xml:584 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 "" #: doc/classes/Image.xml:587 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 "" #: doc/classes/Image.xml:591 msgid "" "Same as [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC2[/url], but with an " "alpha component." msgstr "" #: doc/classes/Image.xml:594 msgid "" "Similar to [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC2[/url], but with 4-" "bit color depth and no alpha." msgstr "" #: doc/classes/Image.xml:597 msgid "" "Same as [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC4[/url], but with an " "alpha component." msgstr "" #: doc/classes/Image.xml:600 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 "" #: doc/classes/Image.xml:603 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 "" #: doc/classes/Image.xml:606 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 "" #: doc/classes/Image.xml:609 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 "" #: doc/classes/Image.xml:612 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 "" #: doc/classes/Image.xml:615 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 "" #: doc/classes/Image.xml:619 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 "" #: doc/classes/Image.xml:623 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 "" #: doc/classes/Image.xml:631 msgid "Represents the size of the [enum Format] enum." msgstr "" #: doc/classes/Image.xml:634 msgid "" "Performs nearest-neighbor interpolation. If the image is resized, it will be " "pixelated." msgstr "" #: doc/classes/Image.xml:637 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 "" #: doc/classes/Image.xml:640 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 "" #: doc/classes/Image.xml:643 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 much less 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 "" #: doc/classes/Image.xml:650 msgid "" "Performs Lanczos interpolation. This is the slowest image resizing mode, but " "it typically gives the best results, especially when downscalng images." msgstr "" #: doc/classes/Image.xml:653 msgid "Image does not have alpha." msgstr "" #: doc/classes/Image.xml:656 msgid "Image stores alpha in a single bit." msgstr "" #: doc/classes/Image.xml:659 msgid "Image uses alpha." msgstr "" #: doc/classes/Image.xml:662 msgid "Use S3TC compression." msgstr "" #: doc/classes/Image.xml:665 msgid "Use PVRTC2 compression." msgstr "" #: doc/classes/Image.xml:668 msgid "Use PVRTC4 compression." msgstr "" #: doc/classes/Image.xml:671 msgid "Use ETC compression." msgstr "" #: doc/classes/Image.xml:674 msgid "Use ETC2 compression." msgstr "" #: doc/classes/Image.xml:689 msgid "" "Source texture (before compression) is a regular texture. Default for all " "textures." msgstr "" #: doc/classes/Image.xml:692 msgid "Source texture (before compression) is in sRGB space." msgstr "" #: doc/classes/Image.xml:695 msgid "" "Source texture (before compression) is a normal texture (e.g. it can be " "compressed into two channels)." msgstr "" #: doc/classes/ImageTexture.xml:4 msgid "A [Texture2D] based on an [Image]." msgstr "" #: doc/classes/ImageTexture.xml:7 msgid "" "A [Texture2D] based on an [Image]. Can be created from an [Image] with " "[method create_from_image].\n" "[b]Note:[/b] The maximum image size is 16384×16384 pixels due to graphics " "hardware limitations. Larger images will fail to import." msgstr "" #: doc/classes/ImageTexture.xml:19 msgid "Create a new [ImageTexture] from an [Image]." msgstr "" #: doc/classes/ImageTexture.xml:26 msgid "Returns the format of the [ImageTexture], one of [enum Image.Format]." msgstr "" #: doc/classes/ImageTexture.xml:35 msgid "Resizes the [ImageTexture] to the specified dimensions." msgstr "" #: doc/classes/ImageTexture.xml:46 msgid "" "Replaces the texture's data with a new [code]image[/code]. If " "[code]immediate[/code] is [code]true[/code], it will take effect immediately " "after the call." msgstr "" #: doc/classes/ImmediateGeometry3D.xml:4 msgid "Draws simple geometry from code." msgstr "" #: doc/classes/ImmediateGeometry3D.xml:7 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." msgstr "" #: doc/classes/ImmediateGeometry3D.xml:27 msgid "" "Simple helper to draw an UV sphere with given latitude, longitude and radius." msgstr "" #: doc/classes/ImmediateGeometry3D.xml:36 msgid "" "Adds a vertex in local coordinate space with the currently set color/uv/etc." msgstr "" #: doc/classes/ImmediateGeometry3D.xml:47 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 "" #: doc/classes/ImmediateGeometry3D.xml:55 msgid "Clears everything that was drawn using begin/end." msgstr "" #: doc/classes/ImmediateGeometry3D.xml:62 msgid "Ends a drawing context and displays the results." msgstr "" #: doc/classes/ImmediateGeometry3D.xml:71 msgid "The current drawing color." msgstr "" #: doc/classes/ImmediateGeometry3D.xml:80 msgid "The next vertex's normal." msgstr "" #: doc/classes/ImmediateGeometry3D.xml:89 msgid "The next vertex's tangent (and binormal facing)." msgstr "" #: doc/classes/ImmediateGeometry3D.xml:98 msgid "The next vertex's UV." msgstr "" #: doc/classes/ImmediateGeometry3D.xml:107 msgid "The next vertex's second layer UV." msgstr "" #: doc/classes/Input.xml:4 msgid "A singleton that deals with inputs." msgstr "" #: doc/classes/Input.xml:7 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 "" #: doc/classes/Input.xml:10 msgid "https://docs.godotengine.org/en/latest/tutorials/inputs/index.html" msgstr "" #: doc/classes/Input.xml:21 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 "" #: doc/classes/Input.xml:32 msgid "If the specified action is already pressed, this will release it." msgstr "" #: doc/classes/Input.xml:43 msgid "" "Adds a new mapping entry (in SDL2 format) to the mapping database. " "Optionally update already connected devices." msgstr "" #: doc/classes/Input.xml:50 msgid "" "If the device has an accelerometer, this will return the acceleration. " "Otherwise, it returns an empty [Vector3].\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." msgstr "" #: doc/classes/Input.xml:60 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." msgstr "" #: doc/classes/Input.xml:67 msgid "" "Returns an [Array] containing the device IDs of all currently connected " "joypads." msgstr "" #: doc/classes/Input.xml:74 msgid "Returns the currently assigned cursor shape (see [enum CursorShape])." msgstr "" #: doc/classes/Input.xml:81 msgid "" "If the device has an accelerometer, this will return the gravity. Otherwise, " "it returns an empty [Vector3]." msgstr "" #: doc/classes/Input.xml:88 msgid "" "If the device has a gyroscope, this will return the rate of rotation in rad/" "s around a device's X, Y, and Z axes. Otherwise, it returns an empty " "[Vector3]." msgstr "" #: doc/classes/Input.xml:99 msgid "" "Returns the current value of the joypad axis at given index (see [enum " "JoyAxisList])." msgstr "" #: doc/classes/Input.xml:108 msgid "Returns the index of the provided axis name." msgstr "" #: doc/classes/Input.xml:117 msgid "" "Receives a [enum JoyAxisList] axis and returns its equivalent name as a " "string." msgstr "" #: doc/classes/Input.xml:126 msgid "Returns the index of the provided button name." msgstr "" #: doc/classes/Input.xml:135 msgid "" "Receives a gamepad button from [enum JoyButtonList] and returns its " "equivalent name as a string." msgstr "" #: doc/classes/Input.xml:144 msgid "" "Returns a SDL2-compatible device GUID on platforms that use gamepad " "remapping. Returns [code]\"Default Gamepad\"[/code] otherwise." msgstr "" #: doc/classes/Input.xml:153 msgid "Returns the name of the joypad at the specified device index." msgstr "" #: doc/classes/Input.xml:162 msgid "Returns the duration of the current vibration effect in seconds." msgstr "" #: doc/classes/Input.xml:171 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 "" #: doc/classes/Input.xml:178 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 "" #: doc/classes/Input.xml:185 msgid "" "If the device has a magnetometer, this will return the magnetic field " "strength in micro-Tesla for all axes." msgstr "" #: doc/classes/Input.xml:192 msgid "" "Returns mouse buttons as a bitmask. If multiple mouse buttons are pressed at " "the same time, the bits are added together." msgstr "" #: doc/classes/Input.xml:199 msgid "Returns the mouse mode. See the constants for more information." msgstr "" #: doc/classes/Input.xml:208 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." msgstr "" #: doc/classes/Input.xml:218 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." msgstr "" #: doc/classes/Input.xml:227 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." msgstr "" #: doc/classes/Input.xml:238 #, fuzzy msgid "" "Returns [code]true[/code] if you are pressing the joypad button (see [enum " "JoyButtonList])." msgstr "" "Devuelve [code]true[/code] si el ratón ha entrado en el botón y no lo ha " "dejado todavía." #: doc/classes/Input.xml:247 msgid "" "Returns [code]true[/code] if the system knows the specified device. This " "means that it sets all button and axis indices. Unknown joypads are not " "expected to match these constants, but you can still retrieve events from " "them." msgstr "" #: doc/classes/Input.xml:256 msgid "" "Returns [code]true[/code] if you are pressing the key in the current " "keyboard layout. You can pass a [enum KeyList] constant." msgstr "" #: doc/classes/Input.xml:265 msgid "" "Returns [code]true[/code] if you are pressing the mouse button specified " "with [enum ButtonList]." msgstr "" #: doc/classes/Input.xml:280 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 "" #: doc/classes/Input.xml:290 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 "" #: doc/classes/Input.xml:306 msgid "" "Removes all mappings from the internal database that match the given GUID." msgstr "" #: doc/classes/Input.xml:319 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." msgstr "" #: doc/classes/Input.xml:332 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 "" #: doc/classes/Input.xml:343 msgid "Sets the mouse mode. See the constants for more information." msgstr "" #: doc/classes/Input.xml:352 msgid "" "Enables or disables the accumulation of similar input events sent by the " "operating system. When input accumulation is enabled, all input events " "generated during a frame will be merged and emitted when the frame is done " "rendering. Therefore, this limits the number of input method calls per " "second to the rendering FPS.\n" "Input accumulation is enabled by default. It can be disabled to get slightly " "more precise/reactive input at the cost of increased CPU usage. In " "applications where drawing freehand lines is required, input accumulation " "should generally be disabled while the user is drawing the line to get " "results that closely follow the actual input." msgstr "" #: doc/classes/Input.xml:368 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 "" #: doc/classes/Input.xml:378 msgid "Stops the vibration of the joypad." msgstr "" #: doc/classes/Input.xml:387 msgid "" "Vibrate Android and iOS devices.\n" "[b]Note:[/b] It needs VIBRATE permission for Android at export settings. iOS " "does not support duration." msgstr "" #: doc/classes/Input.xml:397 msgid "Sets the mouse position to the specified vector." msgstr "" #: doc/classes/Input.xml:408 msgid "Emitted when a joypad device has been connected or disconnected." msgstr "" #: doc/classes/Input.xml:414 msgid "Makes the mouse cursor visible if it is hidden." msgstr "" #: doc/classes/Input.xml:417 msgid "Makes the mouse cursor hidden if it is visible." msgstr "" #: doc/classes/Input.xml:420 msgid "" "Captures the mouse. The mouse will be hidden and unable to leave the game " "window, but it will still register movement and mouse button presses. On " "Windows and Linux, the mouse will use raw input mode, which means the " "reported movement will be unaffected by the OS' mouse acceleration settings." msgstr "" #: doc/classes/Input.xml:423 msgid "Makes the mouse cursor visible but confines it to the game window." msgstr "" #: doc/classes/Input.xml:426 msgid "Arrow cursor. Standard, default pointing cursor." msgstr "" #: doc/classes/Input.xml:429 msgid "" "I-beam cursor. Usually used to show where the text cursor will appear when " "the mouse is clicked." msgstr "" #: doc/classes/Input.xml:432 msgid "" "Pointing hand cursor. Usually used to indicate the pointer is over a link or " "other interactable item." msgstr "" #: doc/classes/Input.xml:435 msgid "" "Cross cursor. Typically appears over regions in which a drawing operation " "can be performed or for selections." msgstr "" #: doc/classes/Input.xml:438 msgid "" "Wait cursor. Indicates that the application is busy performing an operation. " "This cursor shape denotes that the application is still usable during the " "operation." msgstr "" #: doc/classes/Input.xml:441 msgid "" "Busy cursor. Indicates that the application is busy performing an operation. " "This cursor shape denotes that the application isn't usable during the " "operation (e.g. something is blocking its main thread)." msgstr "" #: doc/classes/Input.xml:444 msgid "Drag cursor. Usually displayed when dragging something." msgstr "" #: doc/classes/Input.xml:447 msgid "" "Can drop cursor. Usually displayed when dragging something to indicate that " "it can be dropped at the current position." msgstr "" #: doc/classes/Input.xml:450 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 "" #: doc/classes/Input.xml:453 msgid "" "Vertical resize mouse cursor. A double-headed vertical arrow. It tells the " "user they can resize the window or the panel vertically." msgstr "" #: doc/classes/Input.xml:456 msgid "" "Horizontal resize mouse cursor. A double-headed horizontal arrow. It tells " "the user they can resize the window or the panel horizontally." msgstr "" #: doc/classes/Input.xml:459 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 "" #: doc/classes/Input.xml:462 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 "" #: doc/classes/Input.xml:465 msgid "Move cursor. Indicates that something can be moved." msgstr "" #: doc/classes/Input.xml:468 msgid "" "Vertical split mouse cursor. On Windows, it's the same as [constant " "CURSOR_VSIZE]." msgstr "" #: doc/classes/Input.xml:471 msgid "" "Horizontal split mouse cursor. On Windows, it's the same as [constant " "CURSOR_HSIZE]." msgstr "" #: doc/classes/Input.xml:474 msgid "Help cursor. Usually a question mark." msgstr "" #: doc/classes/InputEvent.xml:4 msgid "Generic input event." msgstr "" #: doc/classes/InputEvent.xml:7 msgid "Base class of all sort of input event. See [method Node._input]." msgstr "" #: doc/classes/InputEvent.xml:10 doc/classes/InputEventJoypadButton.xml:10 #: doc/classes/InputEventJoypadMotion.xml:10 doc/classes/InputEventKey.xml:10 #: doc/classes/InputEventMouse.xml:10 doc/classes/InputEventScreenDrag.xml:10 #: doc/classes/InputEventScreenTouch.xml:11 #: doc/classes/InputEventWithModifiers.xml:10 msgid "https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html" msgstr "" #: doc/classes/InputEvent.xml:20 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 "" #: doc/classes/InputEvent.xml:28 msgid "Returns a [String] representation of the event." msgstr "" #: doc/classes/InputEvent.xml:37 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]." msgstr "" #: doc/classes/InputEvent.xml:46 msgid "" "Returns [code]true[/code] if this input event matches a pre-defined action " "of any type." msgstr "" #: doc/classes/InputEvent.xml:57 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]." msgstr "" #: doc/classes/InputEvent.xml:66 msgid "" "Returns [code]true[/code] if the given action is released (i.e. not " "pressed). Not relevant for events of type [InputEventMouseMotion] or " "[InputEventScreenDrag]." msgstr "" #: doc/classes/InputEvent.xml:73 msgid "" "Returns [code]true[/code] if this input event's type is one that can be " "assigned to an input action." msgstr "" #: doc/classes/InputEvent.xml:80 msgid "" "Returns [code]true[/code] if this input event is an echo event (only for " "events of type [InputEventKey])." msgstr "" #: doc/classes/InputEvent.xml:87 msgid "" "Returns [code]true[/code] if this input event is pressed. Not relevant for " "events of type [InputEventMouseMotion] or [InputEventScreenDrag]." msgstr "" #: doc/classes/InputEvent.xml:96 msgid "" "Returns [code]true[/code] if the given input event is checking for the same " "key ([InputEventKey]), button ([InputEventJoypadButton]) or action " "([InputEventAction])." msgstr "" #: doc/classes/InputEvent.xml:107 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 "" #: doc/classes/InputEvent.xml:113 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 "" #: doc/classes/InputEventAction.xml:4 msgid "Input event type for actions." msgstr "" #: doc/classes/InputEventAction.xml:7 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 "" #: doc/classes/InputEventAction.xml:10 msgid "" "https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent." "html#actions" msgstr "" #: doc/classes/InputEventAction.xml:16 msgid "The action's name. Actions are accessed via this [String]." msgstr "" #: doc/classes/InputEventAction.xml:19 msgid "" "If [code]true[/code], the action's state is pressed. If [code]false[/code], " "the action's state is released." msgstr "" #: doc/classes/InputEventAction.xml:22 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 precising how strongly is the joypad axis bent or " "pressed." msgstr "" #: doc/classes/InputEventGesture.xml:4 msgid "Base class for touch control gestures." msgstr "" #: doc/classes/InputEventGesture.xml:14 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 "" #: doc/classes/InputEventJoypadButton.xml:4 msgid "Input event for gamepad buttons." msgstr "" #: doc/classes/InputEventJoypadButton.xml:7 msgid "" "Input event type for gamepad buttons. For gamepad analog sticks and " "joysticks, see [InputEventJoypadMotion]." msgstr "" #: doc/classes/InputEventJoypadButton.xml:16 msgid "Button identifier. One of the [enum JoyButtonList] button constants." msgstr "" #: doc/classes/InputEventJoypadButton.xml:19 msgid "" "If [code]true[/code], the button's state is pressed. If [code]false[/code], " "the button's state is released." msgstr "" #: doc/classes/InputEventJoypadButton.xml:22 msgid "" "Represents the pressure the user puts on the button with his finger, if the " "controller supports it. Ranges from [code]0[/code] to [code]1[/code]." msgstr "" #: doc/classes/InputEventJoypadMotion.xml:4 msgid "" "Input event type for gamepad joysticks and other motions. For buttons, see " "[code]InputEventJoypadButton[/code]." msgstr "" #: doc/classes/InputEventJoypadMotion.xml:7 msgid "" "Stores information about joystick motions. One [InputEventJoypadMotion] " "represents one axis at a time." msgstr "" #: doc/classes/InputEventJoypadMotion.xml:16 msgid "Axis identifier. Use one of the [enum JoyAxisList] axis constants." msgstr "" #: doc/classes/InputEventJoypadMotion.xml:19 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 "" #: doc/classes/InputEventKey.xml:4 msgid "Input event type for keyboard events." msgstr "" #: doc/classes/InputEventKey.xml:7 msgid "" "Stores key presses on the keyboard. Supports key presses, key releases and " "[member echo] events." msgstr "" #: doc/classes/InputEventKey.xml:17 msgid "" "Returns the keycode combined with modifier keys such as [kbd]Shift[/kbd] or " "[kbd]Alt[/kbd]. See also [InputEventWithModifiers].\n" "To get a human-readable representation of the [InputEventKey] with " "modifiers, use [code]OS.get_keycode_string(event." "get_keycode_with_modifiers())[/code] where [code]event[/code] is the " "[InputEventKey]." msgstr "" #: doc/classes/InputEventKey.xml:25 msgid "" "Returns the physical keycode combined with modifier keys such as [kbd]Shift[/" "kbd] or [kbd]Alt[/kbd]. See also [InputEventWithModifiers].\n" "To get a human-readable representation of the [InputEventKey] with " "modifiers, use [code]OS.get_keycode_string(event." "get_physical_keycode_with_modifiers())[/code] where [code]event[/code] is " "the [InputEventKey]." msgstr "" #: doc/classes/InputEventKey.xml:32 msgid "" "If [code]true[/code], the key was already pressed before this event. It " "means the user is holding the key down." msgstr "" #: doc/classes/InputEventKey.xml:35 msgid "" "The key keycode, 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_keycode_string(event.keycode)[/code] where [code]event[/code] is the " "[InputEventKey]." msgstr "" #: doc/classes/InputEventKey.xml:39 msgid "" "Key physical keycode, 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_keycode_string(event.keycode)[/code] where [code]event[/code] is the " "[InputEventKey]." msgstr "" #: doc/classes/InputEventKey.xml:43 msgid "" "If [code]true[/code], the key's state is pressed. If [code]false[/code], the " "key's state is released." msgstr "" #: doc/classes/InputEventKey.xml:46 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 Window.set_ime_active] for more " "information." msgstr "" #: doc/classes/InputEventMouse.xml:4 msgid "Base input event type for mouse events." msgstr "" #: doc/classes/InputEventMouse.xml:7 msgid "Stores general mouse events information." msgstr "" #: doc/classes/InputEventMouse.xml:16 msgid "" "The mouse button mask identifier, one of or a bitwise combination of the " "[enum ButtonList] button masks." msgstr "" #: doc/classes/InputEventMouse.xml:19 msgid "" "The global mouse position relative to the current [Viewport] when used in " "[method Control._gui_input], otherwise is at 0,0." msgstr "" #: doc/classes/InputEventMouse.xml:22 msgid "" "The local mouse position relative to the [Viewport]. If used in [method " "Control._gui_input], the position is relative to the current [Control] which " "is under the mouse." msgstr "" #: doc/classes/InputEventMouseButton.xml:4 msgid "Input event type for mouse button events." msgstr "" #: doc/classes/InputEventMouseButton.xml:7 msgid "Contains mouse click information. See [method Node._input]." msgstr "" #: doc/classes/InputEventMouseButton.xml:10 #: doc/classes/InputEventMouseMotion.xml:10 msgid "" "https://docs.godotengine.org/en/latest/tutorials/inputs/" "mouse_and_input_coordinates.html" msgstr "" #: doc/classes/InputEventMouseButton.xml:16 msgid "" "The mouse button identifier, one of the [enum ButtonList] button or button " "wheel constants." msgstr "" #: doc/classes/InputEventMouseButton.xml:19 msgid "If [code]true[/code], the mouse button's state is a double-click." msgstr "" #: doc/classes/InputEventMouseButton.xml:22 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 "" #: doc/classes/InputEventMouseButton.xml:25 msgid "" "If [code]true[/code], the mouse button's state is pressed. If [code]false[/" "code], the mouse button's state is released." msgstr "" #: doc/classes/InputEventMouseMotion.xml:4 msgid "Input event type for mouse motion events." msgstr "" #: doc/classes/InputEventMouseMotion.xml:7 msgid "" "Contains mouse and pen motion information. Supports relative, absolute " "positions and speed. See [method Node._input]." msgstr "" #: doc/classes/InputEventMouseMotion.xml:16 msgid "" "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/" "code] to [code]1.0[/code]." msgstr "" #: doc/classes/InputEventMouseMotion.xml:19 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 "" #: doc/classes/InputEventMouseMotion.xml:23 msgid "The mouse speed in pixels per second." msgstr "" #: doc/classes/InputEventMouseMotion.xml:26 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 "" #: doc/classes/InputEventScreenDrag.xml:4 msgid "" "Input event type for screen drag events. Only available on mobile devices." msgstr "" #: doc/classes/InputEventScreenDrag.xml:7 msgid "Contains screen drag information. See [method Node._input]." msgstr "" #: doc/classes/InputEventScreenDrag.xml:16 msgid "The drag event index in the case of a multi-drag event." msgstr "" #: doc/classes/InputEventScreenDrag.xml:19 msgid "The drag position." msgstr "" #: doc/classes/InputEventScreenDrag.xml:22 msgid "The drag position relative to its start position." msgstr "" #: doc/classes/InputEventScreenDrag.xml:25 msgid "The drag speed." msgstr "" #: doc/classes/InputEventScreenTouch.xml:4 msgid "" "Input event type for screen touch events.\n" "(only available on mobile devices)" msgstr "" #: doc/classes/InputEventScreenTouch.xml:8 msgid "" "Stores multi-touch press/release information. Supports touch press, touch " "release and [member index] for multi-touch count and order." msgstr "" #: doc/classes/InputEventScreenTouch.xml:17 msgid "" "The touch index in the case of a multi-touch event. One index = one finger." msgstr "" #: doc/classes/InputEventScreenTouch.xml:20 msgid "The touch position." msgstr "" #: doc/classes/InputEventScreenTouch.xml:23 msgid "" "If [code]true[/code], the touch's state is pressed. If [code]false[/code], " "the touch's state is released." msgstr "" #: doc/classes/InputEventWithModifiers.xml:4 msgid "Base class for keys events with modifiers." msgstr "" #: doc/classes/InputEventWithModifiers.xml:7 msgid "" "Contains keys events information with modifiers support like [kbd]Shift[/" "kbd] or [kbd]Alt[/kbd]. See [method Node._input]." msgstr "" #: doc/classes/InputEventWithModifiers.xml:16 msgid "State of the [kbd]Alt[/kbd] modifier." msgstr "" #: doc/classes/InputEventWithModifiers.xml:19 msgid "State of the [kbd]Cmd[/kbd] modifier." msgstr "" #: doc/classes/InputEventWithModifiers.xml:22 msgid "State of the [kbd]Ctrl[/kbd] modifier." msgstr "" #: doc/classes/InputEventWithModifiers.xml:25 msgid "State of the [kbd]Meta[/kbd] modifier." msgstr "" #: doc/classes/InputEventWithModifiers.xml:28 msgid "State of the [kbd]Shift[/kbd] modifier." msgstr "" #: doc/classes/InputMap.xml:4 msgid "Singleton that manages [InputEventAction]." msgstr "" #: doc/classes/InputMap.xml:7 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 "" #: doc/classes/InputMap.xml:10 msgid "" "https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent." "html#inputmap" msgstr "" #: doc/classes/InputMap.xml:21 msgid "" "Adds an [InputEvent] to an action. This [InputEvent] will trigger the action." msgstr "" #: doc/classes/InputMap.xml:32 msgid "Removes an [InputEvent] from an action." msgstr "" #: doc/classes/InputMap.xml:41 msgid "Removes all events from an action." msgstr "" #: doc/classes/InputMap.xml:50 msgid "Returns an array of [InputEvent]s associated with a given action." msgstr "" #: doc/classes/InputMap.xml:61 msgid "" "Returns [code]true[/code] if the action has the given [InputEvent] " "associated with it." msgstr "" #: doc/classes/InputMap.xml:72 msgid "Sets a deadzone value for the action." msgstr "" #: doc/classes/InputMap.xml:83 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 "" #: doc/classes/InputMap.xml:93 msgid "Removes an action from the [InputMap]." msgstr "" #: doc/classes/InputMap.xml:104 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." msgstr "" #: doc/classes/InputMap.xml:111 msgid "Returns an array of all actions in the [InputMap]." msgstr "" #: doc/classes/InputMap.xml:120 msgid "" "Returns [code]true[/code] if the [InputMap] has a registered action with the " "given name." msgstr "" #: doc/classes/InputMap.xml:127 msgid "" "Clears all [InputEventAction] in the [InputMap] and load it anew from " "[ProjectSettings]." msgstr "" #: doc/classes/InstancePlaceholder.xml:4 msgid "Placeholder for the root [Node] of a [PackedScene]." msgstr "" #: doc/classes/InstancePlaceholder.xml:7 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 create_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 "" #: doc/classes/InstancePlaceholder.xml:27 msgid "" "Gets the path to the [PackedScene] resource file that is loaded by default " "when calling [method create_instance]." msgstr "" #: doc/classes/int.xml:4 msgid "Integer built-in type." msgstr "" #: doc/classes/int.xml:7 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 "" #: doc/classes/int.xml:32 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 "" #: doc/classes/int.xml:41 msgid "" "Cast a float value to an integer value, this method simply removes the " "number fractions, so for example [code]int(2.7)[/code] will be equals to 2, " "[code]int(.1)[/code] will be equals to 0 and [code]int(-2.7)[/code] will be " "equals to -2." msgstr "" #: doc/classes/int.xml:50 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 "" #: doc/classes/IP.xml:4 msgid "Internet protocol (IP) support functions such as DNS resolution." msgstr "" #: doc/classes/IP.xml:7 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 "" #: doc/classes/IP.xml:18 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 "" #: doc/classes/IP.xml:27 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 "" #: doc/classes/IP.xml:34 msgid "Returns all of the user's current IPv4 and IPv6 addresses as an array." msgstr "" #: doc/classes/IP.xml:41 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 "" #: doc/classes/IP.xml:59 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 "" #: doc/classes/IP.xml:68 msgid "" "Returns a queued hostname's status as a [enum ResolverStatus] constant, " "given its queue [code]id[/code]." msgstr "" #: doc/classes/IP.xml:79 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 "" #: doc/classes/IP.xml:90 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 "" #: doc/classes/IP.xml:96 msgid "DNS hostname resolver status: No status." msgstr "" #: doc/classes/IP.xml:99 msgid "DNS hostname resolver status: Waiting." msgstr "" #: doc/classes/IP.xml:102 msgid "DNS hostname resolver status: Done." msgstr "" #: doc/classes/IP.xml:105 msgid "DNS hostname resolver status: Error." msgstr "" #: doc/classes/IP.xml:108 msgid "" "Maximum number of concurrent DNS resolver queries allowed, [constant " "RESOLVER_INVALID_ID] is returned if exceeded." msgstr "" #: doc/classes/IP.xml:111 msgid "" "Invalid ID constant. Returned if [constant RESOLVER_MAX_QUERIES] is exceeded." msgstr "" #: doc/classes/IP.xml:114 msgid "Address type: None." msgstr "" #: doc/classes/IP.xml:117 msgid "Address type: Internet protocol version 4 (IPv4)." msgstr "" #: doc/classes/IP.xml:120 msgid "Address type: Internet protocol version 6 (IPv6)." msgstr "" #: doc/classes/IP.xml:123 msgid "Address type: Any." msgstr "" #: doc/classes/ItemList.xml:4 msgid "" "Control that provides a list of selectable items (and/or icons) in a single " "column, or optionally in multiple columns." msgstr "" #: doc/classes/ItemList.xml:7 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 [kbd]Enter[/kbd].\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." msgstr "" #: doc/classes/ItemList.xml:22 msgid "Adds an item to the item list with no text, only an icon." msgstr "" #: doc/classes/ItemList.xml:35 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 "" #: doc/classes/ItemList.xml:43 msgid "Removes all items from the list." msgstr "" #: doc/classes/ItemList.xml:50 msgid "" "Ensure current selection is visible, adjusting the scroll position as " "necessary." msgstr "" #: doc/classes/ItemList.xml:61 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 "" #: doc/classes/ItemList.xml:69 msgid "Returns the number of items currently in the list." msgstr "" #: doc/classes/ItemList.xml:78 msgid "" "Returns the custom background color of the item specified by [code]idx[/" "code] index." msgstr "" #: doc/classes/ItemList.xml:87 msgid "" "Returns the custom foreground color of the item specified by [code]idx[/" "code] index." msgstr "" #: doc/classes/ItemList.xml:96 msgid "Returns the icon associated with the specified index." msgstr "" #: doc/classes/ItemList.xml:105 msgid "Returns a [Color] modulating item's icon at the specified index." msgstr "" #: doc/classes/ItemList.xml:114 msgid "" "Returns the region of item's icon used. The whole icon will be used if the " "region has no area." msgstr "" #: doc/classes/ItemList.xml:123 msgid "Returns the metadata value of the specified index." msgstr "" #: doc/classes/ItemList.xml:132 msgid "Returns the text associated with the specified index." msgstr "" #: doc/classes/ItemList.xml:141 msgid "Returns the tooltip hint associated with the specified index." msgstr "" #: doc/classes/ItemList.xml:148 msgid "Returns an array with the indexes of the selected items." msgstr "" #: doc/classes/ItemList.xml:155 msgid "Returns the [Object] ID associated with the list." msgstr "" #: doc/classes/ItemList.xml:162 msgid "Returns [code]true[/code] if one or more items are selected." msgstr "" #: doc/classes/ItemList.xml:171 msgid "" "Returns [code]true[/code] if the item at the specified index is disabled." msgstr "" #: doc/classes/ItemList.xml:180 msgid "" "Returns [code]true[/code] if the item icon will be drawn transposed, i.e. " "the X and Y axes are swapped." msgstr "" #: doc/classes/ItemList.xml:189 msgid "" "Returns [code]true[/code] if the item at the specified index is selectable." msgstr "" #: doc/classes/ItemList.xml:198 msgid "" "Returns [code]true[/code] if the tooltip is enabled for specified item index." msgstr "" #: doc/classes/ItemList.xml:207 msgid "" "Returns [code]true[/code] if the item at the specified index is currently " "selected." msgstr "" #: doc/classes/ItemList.xml:218 msgid "Moves item from index [code]from_idx[/code] to [code]to_idx[/code]." msgstr "" #: doc/classes/ItemList.xml:227 msgid "Removes the item specified by [code]idx[/code] index from the list." msgstr "" #: doc/classes/ItemList.xml:238 msgid "" "Select the item at the specified index.\n" "[b]Note:[/b] This method does not trigger the item selection signal." msgstr "" #: doc/classes/ItemList.xml:250 msgid "" "Sets the background color of the item specified by [code]idx[/code] index to " "the specified [Color].\n" "[codeblock]\n" "var some_string = \"Some text\"\n" "some_string.set_item_custom_bg_color(0,Color(1, 0, 0, 1) # This will set the " "background color of the first item of the control to red.\n" "[/codeblock]" msgstr "" #: doc/classes/ItemList.xml:265 msgid "" "Sets the foreground color of the item specified by [code]idx[/code] index to " "the specified [Color].\n" "[codeblock]\n" "var some_string = \"Some text\"\n" "some_string.set_item_custom_fg_color(0,Color(1, 0, 0, 1) # This will set the " "foreground color of the first item of the control to red.\n" "[/codeblock]" msgstr "" #: doc/classes/ItemList.xml:280 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 [kbd]Enter[/kbd])." msgstr "" #: doc/classes/ItemList.xml:292 msgid "" "Sets (or replaces) the icon's [Texture2D] associated with the specified " "index." msgstr "" #: doc/classes/ItemList.xml:303 msgid "" "Sets a modulating [Color] of the item associated with the specified index." msgstr "" #: doc/classes/ItemList.xml:314 msgid "" "Sets the region of item's icon used. The whole icon will be used if the " "region has no area." msgstr "" #: doc/classes/ItemList.xml:325 msgid "Sets whether the item icon will be drawn transposed." msgstr "" #: doc/classes/ItemList.xml:336 msgid "" "Sets a value (of any type) to be stored with the item associated with the " "specified index." msgstr "" #: doc/classes/ItemList.xml:347 msgid "" "Allows or disallows selection of the item associated with the specified " "index." msgstr "" #: doc/classes/ItemList.xml:358 msgid "Sets text of the item associated with the specified index." msgstr "" #: doc/classes/ItemList.xml:369 msgid "Sets the tooltip hint for the item associated with the specified index." msgstr "" #: doc/classes/ItemList.xml:380 msgid "Sets whether the tooltip hint is enabled for specified item index." msgstr "" #: doc/classes/ItemList.xml:387 msgid "Sorts items in the list by their text." msgstr "" #: doc/classes/ItemList.xml:396 msgid "Ensures the item associated with the specified index is not selected." msgstr "" #: doc/classes/ItemList.xml:403 msgid "Ensures there are no items selected." msgstr "" #: doc/classes/ItemList.xml:409 msgid "" "If [code]true[/code], the currently selected item can be selected again." msgstr "" #: doc/classes/ItemList.xml:412 msgid "If [code]true[/code], right mouse button click can select items." msgstr "" #: doc/classes/ItemList.xml:415 msgid "" "If [code]true[/code], the control will automatically resize the height to " "fit its content." msgstr "" #: doc/classes/ItemList.xml:418 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 "" #: doc/classes/ItemList.xml:422 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 "" #: doc/classes/ItemList.xml:427 msgid "" "The icon position, whether above or to the left of the text. See the [enum " "IconMode] constants." msgstr "" #: doc/classes/ItemList.xml:430 msgid "" "The scale of icon applied after [member fixed_icon_size] and transposing " "takes effect." msgstr "" #: doc/classes/ItemList.xml:433 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 "" #: doc/classes/ItemList.xml:438 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 "" #: doc/classes/ItemList.xml:443 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 "" #: doc/classes/ItemList.xml:447 msgid "" "Allows single or multiple item selection. See the [enum SelectMode] " "constants." msgstr "" #: doc/classes/ItemList.xml:455 msgid "" "Triggered when specified list item is activated via double-clicking or by " "pressing [kbd]Enter[/kbd]." msgstr "" #: doc/classes/ItemList.xml:464 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 "" #: doc/classes/ItemList.xml:473 msgid "" "Triggered when specified item has been selected.\n" "[member allow_reselect] must be enabled to reselect an item." msgstr "" #: doc/classes/ItemList.xml:483 msgid "" "Triggered when a multiple selection is altered on a list allowing multiple " "selection." msgstr "" #: doc/classes/ItemList.xml:488 msgid "" "Triggered when a left mouse click is issued within the rect of the list but " "on empty space." msgstr "" #: doc/classes/ItemList.xml:495 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 "" #: doc/classes/ItemList.xml:502 msgid "Icon is drawn above the text." msgstr "" #: doc/classes/ItemList.xml:505 msgid "Icon is drawn to the left of the text." msgstr "" #: doc/classes/ItemList.xml:508 msgid "Only allow selecting a single item." msgstr "" #: doc/classes/ItemList.xml:511 msgid "" "Allows selecting multiple items by holding [kbd]Ctrl[/kbd] or [kbd]Shift[/" "kbd]." msgstr "" #: doc/classes/ItemList.xml:516 msgid "" "Default [StyleBox] for the [ItemList], i.e. used when the control is not " "being focused." msgstr "" #: doc/classes/ItemList.xml:519 msgid "[StyleBox] used when the [ItemList] is being focused." msgstr "" #: doc/classes/ItemList.xml:522 msgid "[StyleBox] used for the cursor, when the [ItemList] is being focused." msgstr "" #: doc/classes/ItemList.xml:525 msgid "" "[StyleBox] used for the cursor, when the [ItemList] is not being focused." msgstr "" #: doc/classes/ItemList.xml:528 doc/classes/Tree.xml:439 msgid "[Font] of the item's text." msgstr "" #: doc/classes/ItemList.xml:531 doc/classes/Tree.xml:442 msgid "Default text [Color] of the item." msgstr "" #: doc/classes/ItemList.xml:534 doc/classes/Tree.xml:445 msgid "Text [Color] used when the item is selected." msgstr "" #: doc/classes/ItemList.xml:537 msgid "" "[Color] of the guideline. The guideline is a line drawn between each row of " "items." msgstr "" #: doc/classes/ItemList.xml:540 msgid "The horizontal spacing between items." msgstr "" #: doc/classes/ItemList.xml:543 msgid "The spacing between item's icon and text." msgstr "" #: doc/classes/ItemList.xml:546 msgid "The vertical spacing between each line of text." msgstr "" #: doc/classes/ItemList.xml:549 msgid "" "[StyleBox] for the selected items, used when the [ItemList] is not being " "focused." msgstr "" #: doc/classes/ItemList.xml:552 msgid "" "[StyleBox] for the selected items, used when the [ItemList] is being focused." msgstr "" #: doc/classes/ItemList.xml:555 msgid "The vertical spacing between items." msgstr "" #: doc/classes/JavaScript.xml:4 msgid "" "Singleton that connects the engine with the browser's JavaScript context in " "HTML5 export." msgstr "" #: doc/classes/JavaScript.xml:7 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." msgstr "" #: doc/classes/JavaScript.xml:10 msgid "" "https://docs.godotengine.org/en/latest/getting_started/workflow/export/" "exporting_for_web.html#calling-javascript-from-script" msgstr "" #: doc/classes/JavaScript.xml:21 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 "" #: doc/classes/Joint2D.xml:4 msgid "Base node for all joint constraints in 2D physics." msgstr "" #: doc/classes/Joint2D.xml:7 msgid "" "Base node for all joint constraints in 2D physics. Joints take 2 bodies and " "apply a custom constraint." msgstr "" #: doc/classes/Joint2D.xml:15 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 "" #: doc/classes/Joint2D.xml:18 #, fuzzy msgid "" "If [code]true[/code], [member node_a] and [member node_b] can not collide." msgstr "" "Si [code]true[/code], la [member animation] se está reproduciendo " "actualmente." #: doc/classes/Joint2D.xml:21 msgid "The first body attached to the joint. Must derive from [PhysicsBody2D]." msgstr "" #: doc/classes/Joint2D.xml:24 msgid "" "The second body attached to the joint. Must derive from [PhysicsBody2D]." msgstr "" #: doc/classes/Joint3D.xml:4 msgid "Base class for all 3D joints." msgstr "" #: doc/classes/Joint3D.xml:7 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 "" #: doc/classes/Joint3D.xml:15 msgid "" "If [code]true[/code], the two bodies of the nodes are not able to collide " "with each other." msgstr "" #: doc/classes/Joint3D.xml:18 msgid "The node attached to the first side (A) of the joint." msgstr "" #: doc/classes/Joint3D.xml:21 msgid "The node attached to the second side (B) of the joint." msgstr "" #: doc/classes/Joint3D.xml:24 msgid "" "The priority used to define which solver is executed first for multiple " "joints. The lower the value, the higher the priority." msgstr "" #: doc/classes/JSON.xml:4 msgid "Helper class for parsing JSON data." msgstr "" #: doc/classes/JSON.xml:7 msgid "" "Helper class for parsing JSON data. For usage example and other important " "hints, see [JSONParseResult]." msgstr "" #: doc/classes/JSON.xml:18 msgid "" "Parses a JSON encoded string and returns a [JSONParseResult] containing the " "result." msgstr "" #: doc/classes/JSON.xml:31 msgid "" "Converts a [Variant] var to JSON text and returns the result. Useful for " "serializing data to store or send over the network." msgstr "" #: doc/classes/JSONParseResult.xml:4 msgid "Data class wrapper for decoded JSON." msgstr "" #: doc/classes/JSONParseResult.xml:7 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 "" #: doc/classes/JSONParseResult.xml:15 msgid "" "The error type if the JSON source was not successfully parsed. See the [enum " "Error] constants." msgstr "" #: doc/classes/JSONParseResult.xml:18 msgid "" "The line number where the error occurred if JSON source was not successfully " "parsed." msgstr "" #: doc/classes/JSONParseResult.xml:21 msgid "" "The error message if JSON source was not successfully parsed. See the [enum " "Error] constants." msgstr "" #: doc/classes/JSONParseResult.xml:24 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 braces ([code][][/code]), " "an [Array] will be returned.\n" "[b]Note:[/b] The JSON specification does not define integer or float types, " "but only a number 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" " print(\"unexpected results\")\n" "[/codeblock]" msgstr "" #: doc/classes/KinematicBody2D.xml:4 msgid "Kinematic body 2D node." msgstr "" #: doc/classes/KinematicBody2D.xml:7 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 that don't require advanced " "physics." msgstr "" #: doc/classes/KinematicBody2D.xml:12 doc/classes/KinematicBody3D.xml:12 msgid "" "https://docs.godotengine.org/en/latest/tutorials/physics/" "kinematic_character_2d.html" msgstr "" #: doc/classes/KinematicBody2D.xml:13 msgid "" "https://docs.godotengine.org/en/latest/tutorials/physics/" "using_kinematic_body_2d.html" msgstr "" #: doc/classes/KinematicBody2D.xml:20 doc/classes/KinematicBody3D.xml:28 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 "" #: doc/classes/KinematicBody2D.xml:27 doc/classes/KinematicBody3D.xml:35 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 "" #: doc/classes/KinematicBody2D.xml:36 msgid "" "Returns a [KinematicCollision2D], which contains information about a " "collision that occurred during the last [method move_and_slide] call. 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 "" #: doc/classes/KinematicBody2D.xml:49 doc/classes/KinematicBody3D.xml:51 msgid "" "Returns the number of times the body collided and changed direction during " "the last call to [method move_and_slide]." msgstr "" #: doc/classes/KinematicBody2D.xml:56 doc/classes/KinematicBody3D.xml:58 msgid "" "Returns [code]true[/code] if the body is on the ceiling. Only updates when " "calling [method move_and_slide]." msgstr "" #: doc/classes/KinematicBody2D.xml:63 doc/classes/KinematicBody3D.xml:65 msgid "" "Returns [code]true[/code] if the body is on the floor. Only updates when " "calling [method move_and_slide]." msgstr "" #: doc/classes/KinematicBody2D.xml:70 doc/classes/KinematicBody3D.xml:72 msgid "" "Returns [code]true[/code] if the body is on a wall. Only updates when " "calling [method move_and_slide]." msgstr "" #: doc/classes/KinematicBody2D.xml:85 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.\n" "If [code]test_only[/code] is [code]true[/code], the body does not move but " "the would-be collision information is given." msgstr "" #: doc/classes/KinematicBody2D.xml:105 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 or 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]." msgstr "" #: doc/classes/KinematicBody2D.xml:134 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 "" #: doc/classes/KinematicBody2D.xml:148 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 occur." msgstr "" #: doc/classes/KinematicBody2D.xml:154 doc/classes/KinematicBody3D.xml:176 msgid "" "If the body is at least this close to another body, this body will consider " "them to be colliding." msgstr "" #: doc/classes/KinematicBody2D.xml:157 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 "" #: doc/classes/KinematicBody3D.xml:4 msgid "Kinematic body 3D node." msgstr "" #: doc/classes/KinematicBody3D.xml:7 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] KinematicBody3D 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 that don't require advanced " "physics." msgstr "" #: doc/classes/KinematicBody3D.xml:21 msgid "" "Returns [code]true[/code] if the specified [code]axis[/code] is locked. See " "also [member axis_lock_motion_x], [member axis_lock_motion_y] and [member " "axis_lock_motion_z]." msgstr "" #: doc/classes/KinematicBody3D.xml:44 msgid "" "Returns a [KinematicCollision3D], which contains information about a " "collision that occurred during the last [method move_and_slide] call. 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 "" #: doc/classes/KinematicBody3D.xml:87 msgid "" "Moves the body along the vector [code]rel_vec[/code]. The body will stop if " "it collides. Returns a [KinematicCollision3D], which contains information " "about the collision.\n" "If [code]test_only[/code] is [code]true[/code], the body does not move but " "the would-be collision information is given." msgstr "" #: doc/classes/KinematicBody3D.xml:107 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 [KinematicBody3D] or [RigidBody3D], it will also be affected by the " "motion of the other body. You can use this to make moving or 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 [RigidBody3D] nodes, but it won't also detect any collisions with them. " "If [code]false[/code], it will interact with [RigidBody3D] nodes like with " "[StaticBody3D].\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]." msgstr "" #: doc/classes/KinematicBody3D.xml:136 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 "" #: doc/classes/KinematicBody3D.xml:148 msgid "" "Locks or unlocks the specified [code]axis[/code] depending on the value of " "[code]lock[/code]. See also [member axis_lock_motion_x], [member " "axis_lock_motion_y] and [member axis_lock_motion_z]." msgstr "" #: doc/classes/KinematicBody3D.xml:161 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 occur." msgstr "" #: doc/classes/KinematicBody3D.xml:167 msgid "Lock the body's X axis movement." msgstr "" #: doc/classes/KinematicBody3D.xml:170 msgid "Lock the body's Y axis movement." msgstr "" #: doc/classes/KinematicBody3D.xml:173 msgid "Lock the body's Z axis movement." msgstr "" #: doc/classes/KinematicCollision2D.xml:4 msgid "Collision data for [KinematicBody2D] collisions." msgstr "" #: doc/classes/KinematicCollision2D.xml:7 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 "" #: doc/classes/KinematicCollision2D.xml:16 #: doc/classes/KinematicCollision3D.xml:16 msgid "The colliding body." msgstr "" #: doc/classes/KinematicCollision2D.xml:19 #: doc/classes/KinematicCollision3D.xml:19 msgid "" "The colliding body's unique instance ID. See [method Object.get_instance_id]." msgstr "" #: doc/classes/KinematicCollision2D.xml:22 #: doc/classes/KinematicCollision3D.xml:22 msgid "The colliding body's metadata. See [Object]." msgstr "" #: doc/classes/KinematicCollision2D.xml:25 #: doc/classes/KinematicCollision3D.xml:25 msgid "The colliding body's shape." msgstr "" #: doc/classes/KinematicCollision2D.xml:28 msgid "The colliding shape's index. See [CollisionObject2D]." msgstr "" #: doc/classes/KinematicCollision2D.xml:31 #: doc/classes/KinematicCollision3D.xml:31 msgid "The colliding object's velocity." msgstr "" #: doc/classes/KinematicCollision2D.xml:34 #: doc/classes/KinematicCollision3D.xml:34 msgid "The moving object's colliding shape." msgstr "" #: doc/classes/KinematicCollision2D.xml:37 #: doc/classes/KinematicCollision3D.xml:37 msgid "The colliding body's shape's normal at the point of collision." msgstr "" #: doc/classes/KinematicCollision2D.xml:40 #: doc/classes/KinematicCollision3D.xml:40 msgid "The point of collision, in global coordinates." msgstr "" #: doc/classes/KinematicCollision2D.xml:43 #: doc/classes/KinematicCollision3D.xml:43 msgid "The moving object's remaining movement vector." msgstr "" #: doc/classes/KinematicCollision2D.xml:46 #: doc/classes/KinematicCollision3D.xml:46 msgid "The distance the moving object traveled before collision." msgstr "" #: doc/classes/KinematicCollision3D.xml:4 msgid "Collision data for [KinematicBody3D] collisions." msgstr "" #: doc/classes/KinematicCollision3D.xml:7 msgid "" "Contains collision data for [KinematicBody3D] collisions. When a " "[KinematicBody3D] is moved using [method KinematicBody3D.move_and_collide], " "it stops if it detects a collision with another body. If a collision is " "detected, a KinematicCollision3D 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 "" #: doc/classes/KinematicCollision3D.xml:28 msgid "The colliding shape's index. See [CollisionObject3D]." msgstr "" #: doc/classes/Label.xml:4 msgid "" "Displays plain text in a line or wrapped inside a rectangle. For formatted " "text, use [RichTextLabel]." msgstr "" #: doc/classes/Label.xml:7 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." msgstr "" #: doc/classes/Label.xml:17 msgid "Returns the amount of lines of text the Label has." msgstr "" #: doc/classes/Label.xml:24 msgid "Returns the font size in pixels." msgstr "" #: doc/classes/Label.xml:31 msgid "" "Returns the total number of printable characters in the text (excluding " "spaces and newlines)." msgstr "" #: doc/classes/Label.xml:38 msgid "" "Returns the number of lines shown. Useful if the [Label]'s height cannot " "currently display all lines." msgstr "" #: doc/classes/Label.xml:44 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 "" #: doc/classes/Label.xml:47 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 "" #: doc/classes/Label.xml:50 msgid "" "If [code]true[/code], the Label only shows the text that fits inside its " "bounding rectangle. It also lets you scale the node down freely." msgstr "" #: doc/classes/Label.xml:53 msgid "" "The node ignores the first [code]lines_skipped[/code] lines before it starts " "to display text." msgstr "" #: doc/classes/Label.xml:56 msgid "Limits the lines of text the node shows on screen." msgstr "" #: doc/classes/Label.xml:60 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 "" #: doc/classes/Label.xml:64 msgid "The text to display on screen." msgstr "" #: doc/classes/Label.xml:67 msgid "If [code]true[/code], all the text displays as UPPERCASE." msgstr "" #: doc/classes/Label.xml:70 msgid "" "Controls the text's vertical align. Supports top, center, bottom, and fill. " "Set it to one of the [enum VAlign] constants." msgstr "" #: doc/classes/Label.xml:73 msgid "Restricts the number of characters to display. Set to -1 to disable." msgstr "" #: doc/classes/Label.xml:78 msgid "Align rows to the left (default)." msgstr "" #: doc/classes/Label.xml:81 msgid "Align rows centered." msgstr "" #: doc/classes/Label.xml:84 msgid "Align rows to the right." msgstr "" #: doc/classes/Label.xml:87 msgid "Expand row whitespaces to fit the width." msgstr "" #: doc/classes/Label.xml:90 msgid "Align the whole text to the top." msgstr "" #: doc/classes/Label.xml:93 msgid "Align the whole text to the center." msgstr "" #: doc/classes/Label.xml:96 msgid "Align the whole text to the bottom." msgstr "" #: doc/classes/Label.xml:99 msgid "Align the whole text by spreading the rows." msgstr "" #: doc/classes/Label.xml:104 msgid "[Font] used for the [Label]'s text." msgstr "" #: doc/classes/Label.xml:107 msgid "Default text [Color] of the [Label]." msgstr "" #: doc/classes/Label.xml:110 msgid "[Color] of the text's shadow effect." msgstr "" #: doc/classes/Label.xml:113 msgid "The tint of [Font]'s outline. See [member DynamicFont.outline_color]." msgstr "" #: doc/classes/Label.xml:116 msgid "Vertical space between lines in multiline [Label]." msgstr "" #: doc/classes/Label.xml:119 msgid "Background [StyleBox] for the [Label]." msgstr "" #: doc/classes/Label.xml:122 msgid "" "Boolean value. If set to 1 ([code]true[/code]), the shadow will be displayed " "around the whole text as an outline." msgstr "" #: doc/classes/Label.xml:125 msgid "The horizontal offset of the text's shadow." msgstr "" #: doc/classes/Label.xml:128 msgid "The vertical offset of the text's shadow." msgstr "" #: doc/classes/LargeTexture.xml:4 msgid "A [Texture2D] capable of storing many smaller textures with offsets." msgstr "" #: doc/classes/LargeTexture.xml:7 msgid "" "A [Texture2D] capable of storing many smaller textures with offsets.\n" "You can dynamically add pieces ([Texture2D]s) to this [LargeTexture] using " "different offsets." msgstr "" #: doc/classes/LargeTexture.xml:21 msgid "" "Adds [code]texture[/code] to this [LargeTexture], starting on offset " "[code]ofs[/code]." msgstr "" #: doc/classes/LargeTexture.xml:28 msgid "Clears the [LargeTexture]." msgstr "" #: doc/classes/LargeTexture.xml:35 msgid "Returns the number of pieces currently in this [LargeTexture]." msgstr "" #: doc/classes/LargeTexture.xml:44 msgid "Returns the offset of the piece with the index [code]idx[/code]." msgstr "" #: doc/classes/LargeTexture.xml:53 msgid "Returns the [Texture2D] of the piece with the index [code]idx[/code]." msgstr "" #: doc/classes/LargeTexture.xml:64 msgid "" "Sets the offset of the piece with the index [code]idx[/code] to [code]ofs[/" "code]." msgstr "" #: doc/classes/LargeTexture.xml:75 msgid "" "Sets the [Texture2D] of the piece with index [code]idx[/code] to " "[code]texture[/code]." msgstr "" #: doc/classes/LargeTexture.xml:84 msgid "Sets the size of this [LargeTexture]." msgstr "" #: doc/classes/Light2D.xml:4 msgid "Casts light in a 2D environment." msgstr "" #: doc/classes/Light2D.xml:7 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 "" #: doc/classes/Light2D.xml:11 doc/classes/LightOccluder2D.xml:10 msgid "" "https://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows." "html" msgstr "" #: doc/classes/Light2D.xml:17 msgid "The Light2D's [Color]." msgstr "" #: doc/classes/Light2D.xml:20 msgid "If [code]true[/code], Light2D will only appear when editing the scene." msgstr "" #: doc/classes/Light2D.xml:23 msgid "If [code]true[/code], Light2D will emit light." msgstr "" #: doc/classes/Light2D.xml:26 msgid "" "The Light2D's energy value. The larger the value, the stronger the light." msgstr "" #: doc/classes/Light2D.xml:29 msgid "The Light2D's mode. See [enum Mode] constants for values." msgstr "" #: doc/classes/Light2D.xml:32 msgid "The offset of the Light2D's [code]texture[/code]." msgstr "" #: doc/classes/Light2D.xml:35 msgid "The height of the Light2D. Used with 2D normal mapping." msgstr "" #: doc/classes/Light2D.xml:38 msgid "" "The layer mask. Only objects with a matching mask will be affected by the " "Light2D." msgstr "" #: doc/classes/Light2D.xml:41 msgid "Maximum layer value of objects that are affected by the Light2D." msgstr "" #: doc/classes/Light2D.xml:44 msgid "Minimum layer value of objects that are affected by the Light2D." msgstr "" #: doc/classes/Light2D.xml:47 msgid "" "Maximum [code]z[/code] value of objects that are affected by the Light2D." msgstr "" #: doc/classes/Light2D.xml:50 msgid "" "Minimum [code]z[/code] value of objects that are affected by the Light2D." msgstr "" #: doc/classes/Light2D.xml:53 msgid "Shadow buffer size." msgstr "" #: doc/classes/Light2D.xml:56 msgid "[Color] of shadows cast by the Light2D." msgstr "" #: doc/classes/Light2D.xml:59 msgid "If [code]true[/code], the Light2D will cast shadows." msgstr "" #: doc/classes/Light2D.xml:62 msgid "Shadow filter type. See [enum ShadowFilter] for possible values." msgstr "" #: doc/classes/Light2D.xml:65 msgid "Smoothing value for shadows." msgstr "" #: doc/classes/Light2D.xml:68 msgid "" "The shadow mask. Used with [LightOccluder2D] to cast shadows. Only occluders " "with a matching light mask will cast shadows." msgstr "" #: doc/classes/Light2D.xml:71 msgid "[Texture2D] used for the Light2D's appearance." msgstr "" #: doc/classes/Light2D.xml:74 msgid "The [code]texture[/code]'s scale factor." msgstr "" #: doc/classes/Light2D.xml:79 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 "" #: doc/classes/Light2D.xml:82 msgid "" "Subtracts the value of pixels corresponding to the Light2D to the values of " "pixels under it, resulting in inversed light effect." msgstr "" #: doc/classes/Light2D.xml:85 msgid "" "Mix the value of pixels corresponding to the Light2D to the values of pixels " "under it by linear interpolation." msgstr "" #: doc/classes/Light2D.xml:88 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 "" #: doc/classes/Light2D.xml:91 msgid "No filter applies to the shadow map. See [member shadow_filter]." msgstr "" #: doc/classes/Light2D.xml:94 msgid "" "Percentage closer filtering (5 samples) applies to the shadow map. See " "[member shadow_filter]." msgstr "" #: doc/classes/Light2D.xml:97 msgid "" "Percentage closer filtering (13 samples) applies to the shadow map. See " "[member shadow_filter]." msgstr "" #: doc/classes/Light3D.xml:4 msgid "Provides a base class for different kinds of light nodes." msgstr "" #: doc/classes/Light3D.xml:7 msgid "" "Light3D 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. Light3D contains the common variables and parameters used for " "lighting." msgstr "" #: doc/classes/Light3D.xml:19 msgid "Returns the value of the specified [enum Light3D.Param] parameter." msgstr "" #: doc/classes/Light3D.xml:30 msgid "Sets the value of the specified [enum Light3D.Param] parameter." msgstr "" #: doc/classes/Light3D.xml:36 msgid "" "If [code]true[/code], the light only appears in the editor and will not be " "visible at runtime." msgstr "" #: doc/classes/Light3D.xml:39 msgid "" "The light's angular size in degrees. Only available for " "[DirectionalLight3D]s. For reference, the Sun from the Earth is " "approximately [code]0.5[/code]." msgstr "" #: doc/classes/Light3D.xml:42 msgid "The light's bake mode. See [enum BakeMode]." msgstr "" #: doc/classes/Light3D.xml:45 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 "" #: doc/classes/Light3D.xml:48 msgid "The light will affect objects in the selected layers." msgstr "" #: doc/classes/Light3D.xml:51 msgid "" "The light's strength multiplier (this is not a physical unit). For " "[OmniLight3D] and [SpotLight3D], changing this value will only change the " "light color's intensity, not the light's radius." msgstr "" #: doc/classes/Light3D.xml:54 msgid "" "Secondary multiplier used with indirect light (light bounces). Used with " "[GIProbe]." msgstr "" #: doc/classes/Light3D.xml:57 msgid "" "If [code]true[/code], the light's effect is reversed, darkening areas and " "casting bright shadows." msgstr "" #: doc/classes/Light3D.xml:60 msgid "" "[Texture2D] projected by light. [member shadow_enabled] must be on for the " "projector to work. Light projectors make the light appear as if it is " "shining through a colored but transparent object, almost like light shining " "through stained glass." msgstr "" #: doc/classes/Light3D.xml:63 msgid "" "The size of the light in Godot units. Only available for [OmniLight3D]s and " "[SpotLight3D]s. Increasing this value will make the light fade out slower " "and shadows appear blurrier. This can be used to simulate area lights to an " "extent." msgstr "" #: doc/classes/Light3D.xml:66 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 "" #: doc/classes/Light3D.xml:69 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 "" #: doc/classes/Light3D.xml:72 msgid "" "Blurs the edges of the shadow. Can be used to hide pixel artifacts in low-" "resolution shadow maps. A high value can impact performance, make shadows " "appear grainy and can cause other unwanted artifacts. Try to keep as near " "default as possible." msgstr "" #: doc/classes/Light3D.xml:75 msgid "The color of shadows cast by this light." msgstr "" #: doc/classes/Light3D.xml:78 msgid "If [code]true[/code], the light will cast shadows." msgstr "" #: doc/classes/Light3D.xml:81 msgid "" "Offsets the lookup into the shadow map by the object's normal. This can be " "used to reduce self-shadowing artifacts without using [member shadow_bias]. " "In practice, this value should be tweaked along with [member shadow_bias] to " "reduce artifacts as much as possible." msgstr "" #: doc/classes/Light3D.xml:84 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 GeometryInstance3D." "SHADOW_CASTING_SETTING_DOUBLE_SIDED]." msgstr "" #: doc/classes/Light3D.xml:91 msgid "Constant for accessing [member light_energy]." msgstr "" #: doc/classes/Light3D.xml:94 msgid "Constant for accessing [member light_indirect_energy]." msgstr "" #: doc/classes/Light3D.xml:97 msgid "Constant for accessing [member light_specular]." msgstr "" #: doc/classes/Light3D.xml:100 msgid "" "Constant for accessing [member OmniLight3D.omni_range] or [member " "SpotLight3D.spot_range]." msgstr "" #: doc/classes/Light3D.xml:103 msgid "Constant for accessing [member light_size]." msgstr "" #: doc/classes/Light3D.xml:106 msgid "" "Constant for accessing [member OmniLight3D.omni_attenuation] or [member " "SpotLight3D.spot_attenuation]." msgstr "" #: doc/classes/Light3D.xml:109 msgid "Constant for accessing [member SpotLight3D.spot_angle]." msgstr "" #: doc/classes/Light3D.xml:112 msgid "Constant for accessing [member SpotLight3D.spot_angle_attenuation]." msgstr "" #: doc/classes/Light3D.xml:115 msgid "" "Constant for accessing [member DirectionalLight3D." "directional_shadow_max_distance]." msgstr "" #: doc/classes/Light3D.xml:118 msgid "" "Constant for accessing [member DirectionalLight3D." "directional_shadow_split_1]." msgstr "" #: doc/classes/Light3D.xml:121 msgid "" "Constant for accessing [member DirectionalLight3D." "directional_shadow_split_2]." msgstr "" #: doc/classes/Light3D.xml:124 msgid "" "Constant for accessing [member DirectionalLight3D." "directional_shadow_split_3]." msgstr "" #: doc/classes/Light3D.xml:127 msgid "" "Constant for accessing [member DirectionalLight3D." "directional_shadow_fade_start]." msgstr "" #: doc/classes/Light3D.xml:130 msgid "Constant for accessing [member shadow_normal_bias]." msgstr "" #: doc/classes/Light3D.xml:133 msgid "Constant for accessing [member shadow_bias]." msgstr "" #: doc/classes/Light3D.xml:136 msgid "" "Constant for accessing [member DirectionalLight3D." "directional_shadow_pancake_size]." msgstr "" #: doc/classes/Light3D.xml:139 msgid "Constant for accessing [member shadow_blur]." msgstr "" #: doc/classes/Light3D.xml:142 msgid "Constant for accessing [member shadow_transmittance_bias]." msgstr "" #: doc/classes/Light3D.xml:148 msgid "" "Light is ignored when baking.\n" "[b]Note:[/b] Hiding a light does [i]not[/i] affect baking." msgstr "" #: doc/classes/Light3D.xml:152 msgid "Only indirect lighting will be baked (default)." msgstr "" #: doc/classes/Light3D.xml:155 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 "" #: doc/classes/LightOccluder2D.xml:4 msgid "Occludes light cast by a Light2D, casting shadows." msgstr "" #: doc/classes/LightOccluder2D.xml:7 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 "" #: doc/classes/LightOccluder2D.xml:16 msgid "" "The LightOccluder2D's light mask. The LightOccluder2D will cast shadows only " "from Light2D(s) that have the same light mask(s)." msgstr "" #: doc/classes/LightOccluder2D.xml:19 msgid "The [OccluderPolygon2D] used to compute the shadow." msgstr "" #: doc/classes/Line2D.xml:4 msgid "A 2D line." msgstr "" #: doc/classes/Line2D.xml:7 msgid "A line through several points in 2D space." msgstr "" #: doc/classes/Line2D.xml:20 msgid "" "Adds a point at the [code]position[/code]. Appends the point at the end of " "the line.\n" "If [code]at_position[/code] is given, the point is inserted before the point " "number [code]at_position[/code], moving that point (and every point after) " "after the inserted point. If [code]at_position[/code] is not given, or is an " "illegal value ([code]at_position < 0[/code] or [code]at_position >= [method " "get_point_count][/code]), the point will be appended at the end of the point " "list." msgstr "" #: doc/classes/Line2D.xml:28 msgid "Removes all points from the line." msgstr "" #: doc/classes/Line2D.xml:35 msgid "Returns the Line2D's amount of points." msgstr "" #: doc/classes/Line2D.xml:44 msgid "Returns point [code]i[/code]'s position." msgstr "" #: doc/classes/Line2D.xml:53 msgid "Removes the point at index [code]i[/code] from the line." msgstr "" #: doc/classes/Line2D.xml:64 msgid "" "Overwrites the position in point [code]i[/code] with the supplied " "[code]position[/code]." msgstr "" #: doc/classes/Line2D.xml:70 msgid "If [code]true[/code], the line's border will be anti-aliased." msgstr "" #: doc/classes/Line2D.xml:73 msgid "" "Controls the style of the line's first point. Use [enum LineCapMode] " "constants." msgstr "" #: doc/classes/Line2D.xml:76 msgid "The line's color. Will not be used if a gradient is set." msgstr "" #: doc/classes/Line2D.xml:79 msgid "" "Controls the style of the line's last point. Use [enum LineCapMode] " "constants." msgstr "" #: doc/classes/Line2D.xml:82 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 "" #: doc/classes/Line2D.xml:85 msgid "The style for the points between the start and the end." msgstr "" #: doc/classes/Line2D.xml:88 msgid "" "The points that form the lines. The line is drawn between every point set in " "this array." msgstr "" #: doc/classes/Line2D.xml:91 msgid "" "The smoothness of the rounded joints and caps. This is only used if a cap or " "joint is set as round." msgstr "" #: doc/classes/Line2D.xml:94 msgid "" "The direction difference in radians between vector points. This value is " "only used if [code]joint mode[/code] is set to [constant LINE_JOINT_SHARP]." msgstr "" #: doc/classes/Line2D.xml:97 msgid "" "The texture used for the line's texture. Uses [code]texture_mode[/code] for " "drawing style." msgstr "" #: doc/classes/Line2D.xml:100 msgid "" "The style to render the [code]texture[/code] on the line. Use [enum " "LineTextureMode] constants." msgstr "" #: doc/classes/Line2D.xml:103 msgid "The line's width." msgstr "" #: doc/classes/Line2D.xml:106 msgid "" "The line's width varies with the curve. The original width is simply " "multiply by the value of the Curve." msgstr "" #: doc/classes/Line2D.xml:111 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 "" #: doc/classes/Line2D.xml:114 msgid "The line's joints will be bevelled/chamfered." msgstr "" #: doc/classes/Line2D.xml:117 msgid "The line's joints will be rounded." msgstr "" #: doc/classes/Line2D.xml:120 msgid "Don't draw a line cap." msgstr "" #: doc/classes/Line2D.xml:123 msgid "Draws the line cap as a box." msgstr "" #: doc/classes/Line2D.xml:126 msgid "Draws the line cap as a circle." msgstr "" #: doc/classes/Line2D.xml:129 msgid "" "Takes the left pixels of the texture and renders it over the whole line." msgstr "" #: doc/classes/Line2D.xml:132 msgid "" "Tiles the texture over the line. The texture must be imported with " "[b]Repeat[/b] enabled for it to work properly." msgstr "" #: doc/classes/Line2D.xml:135 msgid "" "Stretches the texture across the line. Import the texture with [b]Repeat[/b] " "disabled for best results." msgstr "" #: doc/classes/LineEdit.xml:4 msgid "Control that provides single-line string editing." msgstr "" #: doc/classes/LineEdit.xml:7 msgid "" "LineEdit provides a single-line string editor, used for text fields.\n" "It features many built-in shortcuts which will always be available " "([kbd]Ctrl[/kbd] here maps to [kbd]Cmd[/kbd] on macOS):\n" "- [kbd]Ctrl + C[/kbd]: Copy\n" "- [kbd]Ctrl + X[/kbd]: Cut\n" "- [kbd]Ctrl + V[/kbd] or [kbd]Ctrl + Y[/kbd]: Paste/\"yank\"\n" "- [kbd]Ctrl + Z[/kbd]: Undo\n" "- [kbd]Ctrl + Shift + Z[/kbd]: Redo\n" "- [kbd]Ctrl + U[/kbd]: Delete text from the cursor position to the beginning " "of the line\n" "- [kbd]Ctrl + K[/kbd]: Delete text from the cursor position to the end of " "the line\n" "- [kbd]Ctrl + A[/kbd]: Select all text\n" "- [kbd]Up Arrow[/kbd]/[kbd]Down Arrow[/kbd]: Move the cursor to the " "beginning/end of the line\n" "On macOS, some extra keyboard shortcuts are available:\n" "- [kbd]Ctrl + F[/kbd]: Same as [kbd]Right Arrow[/kbd], move the cursor one " "character right\n" "- [kbd]Ctrl + B[/kbd]: Same as [kbd]Left Arrow[/kbd], move the cursor one " "character left\n" "- [kbd]Ctrl + P[/kbd]: Same as [kbd]Up Arrow[/kbd], move the cursor to the " "previous line\n" "- [kbd]Ctrl + N[/kbd]: Same as [kbd]Down Arrow[/kbd], move the cursor to the " "next line\n" "- [kbd]Ctrl + D[/kbd]: Same as [kbd]Delete[/kbd], delete the character on " "the right side of cursor\n" "- [kbd]Ctrl + H[/kbd]: Same as [kbd]Backspace[/kbd], delete the character on " "the left side of the cursor\n" "- [kbd]Ctrl + A[/kbd]: Same as [kbd]Home[/kbd], move the cursor to the " "beginning of the line\n" "- [kbd]Ctrl + E[/kbd]: Same as [kbd]End[/kbd], move the cursor to the end of " "the line\n" "- [kbd]Cmd + Left Arrow[/kbd]: Same as [kbd]Home[/kbd], move the cursor to " "the beginning of the line\n" "- [kbd]Cmd + Right Arrow[/kbd]: Same as [kbd]End[/kbd], move the cursor to " "the end of the line" msgstr "" #: doc/classes/LineEdit.xml:39 msgid "" "Adds [code]text[/code] after the cursor. If the resulting value is longer " "than [member max_length], nothing happens." msgstr "" #: doc/classes/LineEdit.xml:46 msgid "Erases the [LineEdit]'s [member text]." msgstr "" #: doc/classes/LineEdit.xml:53 msgid "" "Deletes one character at the cursor's current position (equivalent to " "pressing [kbd]Delete[/kbd])." msgstr "" #: doc/classes/LineEdit.xml:64 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 "" #: doc/classes/LineEdit.xml:71 msgid "Clears the current selection." msgstr "" #: doc/classes/LineEdit.xml:78 msgid "" "Returns the [PopupMenu] of this [LineEdit]. By default, this menu is " "displayed when right-clicking on the [LineEdit]." msgstr "" #: doc/classes/LineEdit.xml:87 msgid "Executes a given action as defined in the [enum MenuItems] enum." msgstr "" #: doc/classes/LineEdit.xml:98 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 "" #: doc/classes/LineEdit.xml:111 msgid "Selects the whole [String]." msgstr "" #: doc/classes/LineEdit.xml:117 msgid "Text alignment as defined in the [enum Align] enum." msgstr "" #: doc/classes/LineEdit.xml:120 doc/classes/TextEdit.xml:406 msgid "If [code]true[/code], the caret (visual cursor) blinks." msgstr "" #: doc/classes/LineEdit.xml:123 doc/classes/TextEdit.xml:409 msgid "Duration (in seconds) of a caret's blinking cycle." msgstr "" #: doc/classes/LineEdit.xml:126 msgid "" "The cursor's position inside the [LineEdit]. When set, the text may scroll " "to accommodate it." msgstr "" #: doc/classes/LineEdit.xml:129 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 "" #: doc/classes/LineEdit.xml:132 msgid "If [code]true[/code], the context menu will appear when right-clicked." msgstr "" #: doc/classes/LineEdit.xml:135 msgid "" "If [code]false[/code], existing text cannot be modified and new text cannot " "be added." msgstr "" #: doc/classes/LineEdit.xml:138 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 "" #: doc/classes/LineEdit.xml:142 msgid "" "Maximum amount of characters that can be entered inside the [LineEdit]. If " "[code]0[/code], there is no limit." msgstr "" #: doc/classes/LineEdit.xml:146 msgid "" "Opacity of the [member placeholder_text]. From [code]0[/code] to [code]1[/" "code]." msgstr "" #: doc/classes/LineEdit.xml:149 msgid "" "Text shown when the [LineEdit] is empty. It is [b]not[/b] the [LineEdit]'s " "default value (see [member text])." msgstr "" #: doc/classes/LineEdit.xml:152 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 "" #: doc/classes/LineEdit.xml:155 msgid "" "If [code]true[/code], every character is replaced with the secret character " "(see [member secret_character])." msgstr "" #: doc/classes/LineEdit.xml:158 msgid "" "The character to use to mask secret input (defaults to \"*\"). Only a single " "character can be used as the secret character." msgstr "" #: doc/classes/LineEdit.xml:161 msgid "" "If [code]false[/code], it's impossible to select the text using mouse nor " "keyboard." msgstr "" #: doc/classes/LineEdit.xml:164 msgid "If [code]false[/code], using shortcuts will be disabled." msgstr "" #: doc/classes/LineEdit.xml:167 msgid "" "String value of the [LineEdit].\n" "[b]Note:[/b] Changing text using this property won't emit the [signal " "text_changed] signal." msgstr "" #: doc/classes/LineEdit.xml:174 msgid "" "Emitted when trying to append text that would overflow the [member " "max_length]." msgstr "" #: doc/classes/LineEdit.xml:181 doc/classes/TextEdit.xml:525 msgid "Emitted when the text changes." msgstr "" #: doc/classes/LineEdit.xml:188 msgid "Emitted when the user presses [constant KEY_ENTER] on the [LineEdit]." msgstr "" #: doc/classes/LineEdit.xml:194 msgid "Aligns the text on the left-hand side of the [LineEdit]." msgstr "" #: doc/classes/LineEdit.xml:197 msgid "Centers the text in the middle of the [LineEdit]." msgstr "" #: doc/classes/LineEdit.xml:200 msgid "Aligns the text on the right-hand side of the [LineEdit]." msgstr "" #: doc/classes/LineEdit.xml:203 msgid "Stretches whitespaces to fit the [LineEdit]'s width." msgstr "" #: doc/classes/LineEdit.xml:206 doc/classes/TextEdit.xml:540 msgid "Cuts (copies and clears) the selected text." msgstr "" #: doc/classes/LineEdit.xml:209 doc/classes/TextEdit.xml:543 msgid "Copies the selected text." msgstr "" #: doc/classes/LineEdit.xml:212 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 "" #: doc/classes/LineEdit.xml:216 msgid "Erases the whole [LineEdit] text." msgstr "" #: doc/classes/LineEdit.xml:219 msgid "Selects the whole [LineEdit] text." msgstr "" #: doc/classes/LineEdit.xml:222 doc/classes/TextEdit.xml:555 msgid "Undoes the previous action." msgstr "" #: doc/classes/LineEdit.xml:225 msgid "Reverse the last undo action." msgstr "" #: doc/classes/LineEdit.xml:228 doc/classes/TextEdit.xml:561 msgid "Represents the size of the [enum MenuItems] enum." msgstr "" #: doc/classes/LineEdit.xml:233 msgid "Texture for the clear button. See [member clear_button_enabled]." msgstr "" #: doc/classes/LineEdit.xml:236 msgid "Color used as default tint for the clear button." msgstr "" #: doc/classes/LineEdit.xml:239 msgid "Color used for the clear button when it's pressed." msgstr "" #: doc/classes/LineEdit.xml:242 msgid "Color of the [LineEdit]'s visual cursor (caret)." msgstr "" #: doc/classes/LineEdit.xml:245 msgid "Background used when [LineEdit] has GUI focus." msgstr "" #: doc/classes/LineEdit.xml:248 msgid "Font used for the text." msgstr "" #: doc/classes/LineEdit.xml:251 msgid "Default font color." msgstr "" #: doc/classes/LineEdit.xml:254 msgid "Font color for selected text (inside the selection rectangle)." msgstr "" #: doc/classes/LineEdit.xml:257 msgid "Font color when editing is disabled." msgstr "" #: doc/classes/LineEdit.xml:260 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 "" #: doc/classes/LineEdit.xml:263 msgid "Default background for the [LineEdit]." msgstr "" #: doc/classes/LineEdit.xml:266 msgid "" "Background used when [LineEdit] is in read-only mode ([member editable] is " "set to [code]false[/code])." msgstr "" #: doc/classes/LineEdit.xml:269 msgid "Color of the selection rectangle." msgstr "" #: doc/classes/LineShape2D.xml:4 msgid "Line shape for 2D collisions." msgstr "" #: doc/classes/LineShape2D.xml:7 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 "" #: doc/classes/LineShape2D.xml:15 msgid "The line's distance from the origin." msgstr "" #: doc/classes/LineShape2D.xml:18 msgid "The line's normal." msgstr "" #: doc/classes/LinkButton.xml:4 msgid "Simple button used to represent a link to some resource." msgstr "" #: doc/classes/LinkButton.xml:7 msgid "" "This kind of button is primarily used when the interaction with the button " "causes a context change (like linking to a web page)." msgstr "" #: doc/classes/LinkButton.xml:21 msgid "" "Determines when to show the underline. See [enum UnderlineMode] for options." msgstr "" #: doc/classes/LinkButton.xml:26 msgid "The LinkButton will always show an underline at the bottom of its text." msgstr "" #: doc/classes/LinkButton.xml:29 msgid "" "The LinkButton will show an underline at the bottom of its text when the " "mouse cursor is over it." msgstr "" #: doc/classes/LinkButton.xml:32 msgid "The LinkButton will never show an underline at the bottom of its text." msgstr "" #: doc/classes/LinkButton.xml:37 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 "" #: doc/classes/LinkButton.xml:40 msgid "[Font] of the [LinkButton]'s text." msgstr "" #: doc/classes/LinkButton.xml:43 msgid "Default text [Color] of the [LinkButton]." msgstr "" #: doc/classes/LinkButton.xml:46 msgid "Text [Color] used when the [LinkButton] is being hovered." msgstr "" #: doc/classes/LinkButton.xml:49 msgid "Text [Color] used when the [LinkButton] is being pressed." msgstr "" #: doc/classes/LinkButton.xml:52 msgid "The vertical space between the baseline of text and the underline." msgstr "" #: doc/classes/Listener3D.xml:4 msgid "Overrides the location sounds are heard from." msgstr "" #: doc/classes/Listener3D.xml:7 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 [Camera3D].\n" "[b]Note:[/b] There is no 2D equivalent for this node yet." msgstr "" #: doc/classes/Listener3D.xml:17 msgid "Disables the listener to use the current camera's listener instead." msgstr "" #: doc/classes/Listener3D.xml:24 msgid "Returns the listener's global orthonormalized [Transform]." msgstr "" #: doc/classes/Listener3D.xml:31 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 Listener3D marked as \"current\" in " "the scene tree, but only the one that was made current last will be used." msgstr "" #: doc/classes/Listener3D.xml:39 msgid "Enables the listener. This will override the current camera's listener." msgstr "" #: doc/classes/MainLoop.xml:4 msgid "Abstract base class for the game's main loop." msgstr "" #: doc/classes/MainLoop.xml:7 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" "[b]FIXME:[/b] No longer valid after DisplayServer split and Input " "refactoring.\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_keycode_string(event.keycode))\n" " # Quit on Escape press.\n" " if event.keycode == 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 "" #: doc/classes/MainLoop.xml:51 msgid "Called before the program exits." msgstr "" #: doc/classes/MainLoop.xml:60 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 "" #: doc/classes/MainLoop.xml:68 msgid "Called once during initialization." msgstr "" #: doc/classes/MainLoop.xml:77 msgid "" "Called each physics frame with the time since the last physics frame as " "argument (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 "" #: doc/classes/MainLoop.xml:85 msgid "" "Should not be called manually, override [method _finalize] instead. Will be " "removed in Godot 4.0." msgstr "" #: doc/classes/MainLoop.xml:94 msgid "" "Should not be called manually, override [method _idle] instead. Will be " "removed in Godot 4.0." msgstr "" #: doc/classes/MainLoop.xml:101 msgid "" "Should not be called manually, override [method _initialize] instead. Will " "be removed in Godot 4.0." msgstr "" #: doc/classes/MainLoop.xml:110 msgid "" "Should not be called manually, override [method _iteration] instead. Will be " "removed in Godot 4.0." msgstr "" #: doc/classes/MainLoop.xml:121 msgid "Emitted when a user responds to a permission request." msgstr "" #: doc/classes/MainLoop.xml:127 doc/classes/Node.xml:948 msgid "" "Notification received from the OS when the application is exceeding its " "allocated memory.\n" "Specific to the iOS platform." msgstr "" #: doc/classes/MainLoop.xml:131 doc/classes/Node.xml:952 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 "" #: doc/classes/MainLoop.xml:134 doc/classes/Node.xml:955 msgid "" "Notification received from the OS when a request for \"About\" information " "is sent.\n" "Specific to the macOS platform." msgstr "" #: doc/classes/MainLoop.xml:138 doc/classes/Node.xml:959 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 "" #: doc/classes/MainLoop.xml:142 doc/classes/Node.xml:963 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 "" #: doc/classes/MainLoop.xml:146 doc/classes/Node.xml:967 msgid "" "Notification received from the OS when the app is resumed.\n" "Specific to the Android platform." msgstr "" #: doc/classes/MainLoop.xml:150 doc/classes/Node.xml:971 msgid "" "Notification received from the OS when the app is paused.\n" "Specific to the Android platform." msgstr "" #: doc/classes/MarginContainer.xml:4 msgid "Simple margin container." msgstr "" #: doc/classes/MarginContainer.xml:7 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" "var margin_value = 100\n" "set(\"custom_constants/margin_top\", margin_value)\n" "set(\"custom_constants/margin_left\", margin_value)\n" "set(\"custom_constants/margin_bottom\", margin_value)\n" "set(\"custom_constants/margin_right\", margin_value)\n" "[/codeblock]" msgstr "" #: doc/classes/MarginContainer.xml:25 msgid "" "All direct children of [MarginContainer] will have a bottom margin of " "[code]margin_bottom[/code] pixels." msgstr "" #: doc/classes/MarginContainer.xml:28 msgid "" "All direct children of [MarginContainer] will have a left margin of " "[code]margin_left[/code] pixels." msgstr "" #: doc/classes/MarginContainer.xml:31 msgid "" "All direct children of [MarginContainer] will have a right margin of " "[code]margin_right[/code] pixels." msgstr "" #: doc/classes/MarginContainer.xml:34 msgid "" "All direct children of [MarginContainer] will have a top margin of " "[code]margin_top[/code] pixels." msgstr "" #: doc/classes/Marshalls.xml:4 msgid "Data transformation (marshalling) and encoding helpers." msgstr "" #: doc/classes/Marshalls.xml:7 msgid "Provides data transformation and encoding utility functions." msgstr "" #: doc/classes/Marshalls.xml:18 msgid "" "Returns a decoded [PackedByteArray] corresponding to the Base64-encoded " "string [code]base64_str[/code]." msgstr "" #: doc/classes/Marshalls.xml:27 msgid "" "Returns a decoded string corresponding to the Base64-encoded string " "[code]base64_str[/code]." msgstr "" #: doc/classes/Marshalls.xml:38 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 "" #: doc/classes/Marshalls.xml:48 msgid "Returns a Base64-encoded string of a given [PackedByteArray]." msgstr "" #: doc/classes/Marshalls.xml:57 msgid "" "Returns a Base64-encoded string of the UTF-8 string [code]utf8_str[/code]." msgstr "" #: doc/classes/Marshalls.xml:68 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 "" #: doc/classes/Material.xml:4 msgid "Abstract base [Resource] for coloring and shading geometry." msgstr "" #: doc/classes/Material.xml:7 msgid "" "Material is a base [Resource] used for coloring and shading geometry. All " "materials inherit from it and almost all [VisualInstance3D] derived nodes " "carry a Material. A few flags and parameters are shared between all material " "types and are configured here." msgstr "" #: doc/classes/Material.xml:15 msgid "" "Sets the [Material] to be used for the next pass. This renders the object " "again using a different material.\n" "[b]Note:[/b] only applies to [StandardMaterial3D]s and [ShaderMaterial]s " "with type \"Spatial\"." msgstr "" #: doc/classes/Material.xml:19 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 "" #: doc/classes/Material.xml:25 msgid "Maximum value for the [member render_priority] parameter." msgstr "" #: doc/classes/Material.xml:28 msgid "Minimum value for the [member render_priority] parameter." msgstr "" #: doc/classes/MenuButton.xml:4 msgid "Special button that brings up a [PopupMenu] when clicked." msgstr "" #: doc/classes/MenuButton.xml:7 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 items new properties." msgstr "" #: doc/classes/MenuButton.xml:17 doc/classes/OptionButton.xml:106 msgid "Returns the [PopupMenu] contained in this button." msgstr "" #: doc/classes/MenuButton.xml:26 msgid "" "If [code]true[/code], shortcuts are disabled and cannot be used to trigger " "the button." msgstr "" #: doc/classes/MenuButton.xml:36 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 "" #: doc/classes/MenuButton.xml:43 msgid "Emitted when the [PopupMenu] of this MenuButton is about to show." msgstr "" #: doc/classes/MenuButton.xml:51 msgid "[StyleBox] used when the [MenuButton] is disabled." msgstr "" #: doc/classes/MenuButton.xml:54 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 "" #: doc/classes/MenuButton.xml:57 msgid "[Font] of the [MenuButton]'s text." msgstr "" #: doc/classes/MenuButton.xml:60 msgid "Default text [Color] of the [MenuButton]." msgstr "" #: doc/classes/MenuButton.xml:63 msgid "Text [Color] used when the [MenuButton] is disabled." msgstr "" #: doc/classes/MenuButton.xml:66 msgid "Text [Color] used when the [MenuButton] is being hovered." msgstr "" #: doc/classes/MenuButton.xml:69 msgid "Text [Color] used when the [MenuButton] is being pressed." msgstr "" #: doc/classes/MenuButton.xml:72 msgid "[StyleBox] used when the [MenuButton] is being hovered." msgstr "" #: doc/classes/MenuButton.xml:75 msgid "The horizontal space between [MenuButton]'s icon and text." msgstr "" #: doc/classes/MenuButton.xml:78 msgid "Default [StyleBox] for the [MenuButton]." msgstr "" #: doc/classes/MenuButton.xml:81 msgid "[StyleBox] used when the [MenuButton] is being pressed." msgstr "" #: doc/classes/Mesh.xml:4 msgid "A [Resource] that contains vertex array-based geometry." msgstr "" #: doc/classes/Mesh.xml:7 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 "" #: doc/classes/Mesh.xml:16 msgid "Calculate a [ConvexPolygonShape3D] from the mesh." msgstr "" #: doc/classes/Mesh.xml:25 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 "" #: doc/classes/Mesh.xml:33 msgid "Calculate a [ConcavePolygonShape3D] from the mesh." msgstr "" #: doc/classes/Mesh.xml:40 msgid "Generate a [TriangleMesh] from the mesh." msgstr "" #: doc/classes/Mesh.xml:47 msgid "" "Returns the smallest [AABB] enclosing this mesh. Not affected by " "[code]custom_aabb[/code].\n" "[b]Note:[/b] This is only implemented for [ArrayMesh] and [PrimitiveMesh]." msgstr "" #: doc/classes/Mesh.xml:55 msgid "" "Returns all the vertices that make up the faces of the mesh. Each three " "vertices represent one triangle." msgstr "" #: doc/classes/Mesh.xml:62 msgid "Returns the amount of surfaces that the [Mesh] holds." msgstr "" #: doc/classes/Mesh.xml:71 msgid "" "Returns the arrays for the vertices, normals, uvs, etc. that make up the " "requested surface (see [method ArrayMesh.add_surface_from_arrays])." msgstr "" #: doc/classes/Mesh.xml:80 msgid "Returns the blend shape arrays for the requested surface." msgstr "" #: doc/classes/Mesh.xml:89 msgid "" "Returns a [Material] in a given surface. Surface is rendered using this " "material." msgstr "" #: doc/classes/Mesh.xml:100 msgid "" "Sets a [Material] for a given surface. Surface will be rendered using this " "material." msgstr "" #: doc/classes/Mesh.xml:106 msgid "Sets a hint to be used for lightmap resolution." msgstr "" #: doc/classes/Mesh.xml:111 msgid "Render array as points (one vertex equals one point)." msgstr "" #: doc/classes/Mesh.xml:114 msgid "Render array as lines (every two vertices a line is created)." msgstr "" #: doc/classes/Mesh.xml:117 msgid "Render array as line strip." msgstr "" #: doc/classes/Mesh.xml:120 msgid "Render array as triangles (every three vertices a triangle is created)." msgstr "" #: doc/classes/Mesh.xml:123 msgid "Render array as triangle strips." msgstr "" #: doc/classes/Mesh.xml:126 doc/classes/RenderingServer.xml:3189 msgid "Blend shapes are normalized." msgstr "" #: doc/classes/Mesh.xml:129 doc/classes/RenderingServer.xml:3192 msgid "Blend shapes are relative to base weight." msgstr "" #: doc/classes/Mesh.xml:132 msgid "" "Mesh array contains vertices. All meshes require a vertex array so this " "should always be present." msgstr "" #: doc/classes/Mesh.xml:135 msgid "Mesh array contains normals." msgstr "" #: doc/classes/Mesh.xml:138 msgid "Mesh array contains tangents." msgstr "" #: doc/classes/Mesh.xml:141 msgid "Mesh array contains colors." msgstr "" #: doc/classes/Mesh.xml:144 msgid "Mesh array contains UVs." msgstr "" #: doc/classes/Mesh.xml:147 msgid "Mesh array contains second UV." msgstr "" #: doc/classes/Mesh.xml:150 msgid "Mesh array contains bones." msgstr "" #: doc/classes/Mesh.xml:153 msgid "Mesh array contains bone weights." msgstr "" #: doc/classes/Mesh.xml:156 msgid "Mesh array uses indices." msgstr "" #: doc/classes/Mesh.xml:159 doc/classes/RenderingServer.xml:3145 msgid "Flag used to mark a compressed (half float) normal array." msgstr "" #: doc/classes/Mesh.xml:162 doc/classes/RenderingServer.xml:3148 msgid "Flag used to mark a compressed (half float) tangent array." msgstr "" #: doc/classes/Mesh.xml:165 doc/classes/RenderingServer.xml:3151 msgid "Flag used to mark a compressed (half float) color array." msgstr "" #: doc/classes/Mesh.xml:168 doc/classes/RenderingServer.xml:3154 msgid "Flag used to mark a compressed (half float) UV coordinates array." msgstr "" #: doc/classes/Mesh.xml:171 doc/classes/RenderingServer.xml:3157 msgid "" "Flag used to mark a compressed (half float) UV coordinates array for the " "second UV coordinates." msgstr "" #: doc/classes/Mesh.xml:174 doc/classes/RenderingServer.xml:3160 msgid "Flag used to mark a compressed index array." msgstr "" #: doc/classes/Mesh.xml:177 doc/classes/RenderingServer.xml:3166 msgid "Flag used to mark that the array contains 2D vertices." msgstr "" #: doc/classes/Mesh.xml:180 doc/classes/RenderingServer.xml:3163 msgid "" "Used to set flags [constant ARRAY_COMPRESS_NORMAL], [constant " "ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant " "ARRAY_COMPRESS_TEX_UV] and [constant ARRAY_COMPRESS_TEX_UV2] quickly." msgstr "" #: doc/classes/Mesh.xml:183 msgid "Array of vertices." msgstr "" #: doc/classes/Mesh.xml:186 msgid "Array of normals." msgstr "" #: doc/classes/Mesh.xml:189 msgid "Array of tangents as an array of floats, 4 floats per tangent." msgstr "" #: doc/classes/Mesh.xml:192 msgid "Array of colors." msgstr "" #: doc/classes/Mesh.xml:195 msgid "Array of UV coordinates." msgstr "" #: doc/classes/Mesh.xml:198 msgid "Array of second set of UV coordinates." msgstr "" #: doc/classes/Mesh.xml:201 msgid "Array of bone data." msgstr "" #: doc/classes/Mesh.xml:204 msgid "Array of weights." msgstr "" #: doc/classes/Mesh.xml:207 msgid "Array of indices." msgstr "" #: doc/classes/MeshDataTool.xml:4 msgid "Helper tool to access and edit [Mesh] data." msgstr "" #: doc/classes/MeshDataTool.xml:7 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 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" " ...\n" " mdt.set_vertex(i, vertex)\n" "mesh.surface_remove(0)\n" "mdt.commit_to_surface(mesh)\n" "[/codeblock]\n" "See also [ArrayMesh], [ImmediateGeometry3D] 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 "" #: doc/classes/MeshDataTool.xml:30 msgid "Clears all data currently in MeshDataTool." msgstr "" #: doc/classes/MeshDataTool.xml:39 msgid "Adds a new surface to specified [Mesh] with edited data." msgstr "" #: doc/classes/MeshDataTool.xml:50 msgid "" "Uses specified surface of given [Mesh] to populate data for MeshDataTool.\n" "Requires [Mesh] with primitive type [constant Mesh.PRIMITIVE_TRIANGLES]." msgstr "" #: doc/classes/MeshDataTool.xml:58 msgid "Returns the number of edges in this [Mesh]." msgstr "" #: doc/classes/MeshDataTool.xml:67 msgid "Returns array of faces that touch given edge." msgstr "" #: doc/classes/MeshDataTool.xml:76 msgid "Returns meta information assigned to given edge." msgstr "" #: doc/classes/MeshDataTool.xml:87 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 "" #: doc/classes/MeshDataTool.xml:95 msgid "Returns the number of faces in this [Mesh]." msgstr "" #: doc/classes/MeshDataTool.xml:106 msgid "" "Returns specified edge associated with given face.\n" "Edge argument must 2 or less because a face only has three edges." msgstr "" #: doc/classes/MeshDataTool.xml:116 msgid "Returns the metadata associated with the given face." msgstr "" #: doc/classes/MeshDataTool.xml:125 msgid "Calculates and returns the face normal of the given face." msgstr "" #: doc/classes/MeshDataTool.xml:136 msgid "" "Returns the specified vertex of the given face.\n" "Vertex argument must be 2 or less because faces contain three vertices." msgstr "" #: doc/classes/MeshDataTool.xml:144 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 "" #: doc/classes/MeshDataTool.xml:152 msgid "Returns the material assigned to the [Mesh]." msgstr "" #: doc/classes/MeshDataTool.xml:161 msgid "Returns the vertex at given index." msgstr "" #: doc/classes/MeshDataTool.xml:170 msgid "Returns the bones of the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml:179 msgid "Returns the color of the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml:186 msgid "Returns the total number of vertices in [Mesh]." msgstr "" #: doc/classes/MeshDataTool.xml:195 msgid "Returns an array of edges that share the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml:204 msgid "Returns an array of faces that share the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml:213 msgid "Returns the metadata associated with the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml:222 msgid "Returns the normal of the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml:231 msgid "Returns the tangent of the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml:240 msgid "Returns the UV of the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml:249 msgid "Returns the UV2 of the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml:258 msgid "Returns bone weights of the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml:269 msgid "Sets the metadata of the given edge." msgstr "" #: doc/classes/MeshDataTool.xml:280 msgid "Sets the metadata of the given face." msgstr "" #: doc/classes/MeshDataTool.xml:289 msgid "Sets the material to be used by newly-constructed [Mesh]." msgstr "" #: doc/classes/MeshDataTool.xml:300 msgid "Sets the position of the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml:311 msgid "Sets the bones of the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml:322 msgid "Sets the color of the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml:333 msgid "Sets the metadata associated with the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml:344 msgid "Sets the normal of the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml:355 msgid "Sets the tangent of the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml:366 msgid "Sets the UV of the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml:377 msgid "Sets the UV2 of the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml:388 msgid "Sets the bone weights of the given vertex." msgstr "" #: doc/classes/MeshInstance2D.xml:4 msgid "Node used for displaying a [Mesh] in 2D." msgstr "" #: doc/classes/MeshInstance2D.xml:7 msgid "" "Node used for displaying a [Mesh] in 2D. Can be constructed from an existing " "[Sprite2D] via a tool in the editor toolbar. Select \"Sprite2D\" then " "\"Convert to Mesh2D\", select settings in popup and press \"Create Mesh2D\"." msgstr "" #: doc/classes/MeshInstance2D.xml:10 msgid "https://docs.godotengine.org/en/latest/tutorials/2d/2d_meshes.html" msgstr "" #: doc/classes/MeshInstance2D.xml:16 msgid "The [Mesh] that will be drawn by the [MeshInstance2D]." msgstr "" #: doc/classes/MeshInstance2D.xml:19 doc/classes/MultiMeshInstance2D.xml:19 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 "" #: doc/classes/MeshInstance2D.xml:23 doc/classes/MultiMeshInstance2D.xml:23 msgid "" "The [Texture2D] that will be used if using the default [CanvasItemMaterial]. " "Can be accessed as [code]TEXTURE[/code] in CanvasItem shader." msgstr "" #: doc/classes/MeshInstance2D.xml:29 doc/classes/MultiMeshInstance2D.xml:29 msgid "Emitted when the [member texture] is changed." msgstr "" #: doc/classes/MeshInstance3D.xml:4 msgid "Node that instances meshes into a scenario." msgstr "" #: doc/classes/MeshInstance3D.xml:7 msgid "" "MeshInstance3D 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 render 3D geometry and can be used to instance a single [Mesh] in many " "places. This allows reuse of 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 [MultiMeshInstance3D] instead." msgstr "" #: doc/classes/MeshInstance3D.xml:16 msgid "" "This helper creates a [StaticBody3D] child node with a " "[ConvexPolygonShape3D] collision shape calculated from the mesh geometry. " "It's mainly used for testing." msgstr "" #: doc/classes/MeshInstance3D.xml:23 msgid "" "This helper creates a [MeshInstance3D] child node with gizmos at every " "vertex calculated from the mesh geometry. It's mainly used for testing." msgstr "" #: doc/classes/MeshInstance3D.xml:30 msgid "" "This helper creates a [StaticBody3D] child node with a " "[ConcavePolygonShape3D] collision shape calculated from the mesh geometry. " "It's mainly used for testing." msgstr "" #: doc/classes/MeshInstance3D.xml:39 msgid "" "Returns the [Material] that will be used by the [Mesh] when drawing. This " "can return the [member GeometryInstance3D.material_override], the surface " "override [Material] defined in this [MeshInstance3D], or the surface " "[Material] defined in the [Mesh]. For example, if [member GeometryInstance3D." "material_override] is used, all surfaces will return the override material." msgstr "" #: doc/classes/MeshInstance3D.xml:48 msgid "" "Returns the override [Material] for the specified surface of the [Mesh] " "resource." msgstr "" #: doc/classes/MeshInstance3D.xml:55 msgid "Returns the number of surface materials." msgstr "" #: doc/classes/MeshInstance3D.xml:66 msgid "" "Sets the override [Material] for the specified surface of the [Mesh] " "resource. This material is associated with this [MeshInstance3D] rather than " "with the [Mesh] resource." msgstr "" #: doc/classes/MeshInstance3D.xml:72 msgid "The [Mesh] resource for the instance." msgstr "" #: doc/classes/MeshInstance3D.xml:75 msgid "[NodePath] to the [Skeleton3D] associated with the instance." msgstr "" #: doc/classes/MeshInstance3D.xml:78 msgid "Sets the skin to be used by this instance." msgstr "" #: doc/classes/MeshLibrary.xml:4 msgid "Library of meshes." msgstr "" #: doc/classes/MeshLibrary.xml:7 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 "" #: doc/classes/MeshLibrary.xml:16 msgid "Clears the library." msgstr "" #: doc/classes/MeshLibrary.xml:25 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 "" #: doc/classes/MeshLibrary.xml:35 msgid "Returns the first item with the given name." msgstr "" #: doc/classes/MeshLibrary.xml:42 msgid "Returns the list of item IDs in use." msgstr "" #: doc/classes/MeshLibrary.xml:51 msgid "Returns the item's mesh." msgstr "" #: doc/classes/MeshLibrary.xml:60 msgid "Returns the item's name." msgstr "" #: doc/classes/MeshLibrary.xml:69 msgid "Returns the item's navigation mesh." msgstr "" #: doc/classes/MeshLibrary.xml:78 msgid "Returns the transform applied to the item's navigation mesh." msgstr "" #: doc/classes/MeshLibrary.xml:87 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 [Texture2D] if no preview was manually " "set in a running project." msgstr "" #: doc/classes/MeshLibrary.xml:96 msgid "" "Returns an item's collision shapes.\n" "The array consists of each [Shape3D] followed by its [Transform]." msgstr "" #: doc/classes/MeshLibrary.xml:104 msgid "Gets an unused ID for a new item." msgstr "" #: doc/classes/MeshLibrary.xml:113 msgid "Removes the item." msgstr "" #: doc/classes/MeshLibrary.xml:124 msgid "Sets the item's mesh." msgstr "" #: doc/classes/MeshLibrary.xml:135 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 "" #: doc/classes/MeshLibrary.xml:147 msgid "Sets the item's navigation mesh." msgstr "" #: doc/classes/MeshLibrary.xml:158 msgid "Sets the transform to apply to the item's navigation mesh." msgstr "" #: doc/classes/MeshLibrary.xml:169 msgid "Sets a texture to use as the item's preview icon in the editor." msgstr "" #: doc/classes/MeshLibrary.xml:180 msgid "" "Sets an item's collision shapes.\n" "The array should consist of [Shape3D] 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 "" #: doc/classes/MeshTexture.xml:4 msgid "Simple texture that uses a mesh to draw itself." msgstr "" #: doc/classes/MeshTexture.xml:7 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 "" #: doc/classes/MeshTexture.xml:15 msgid "Sets the base texture that the Mesh will use to draw." msgstr "" #: doc/classes/MeshTexture.xml:18 msgid "Sets the size of the image, needed for reference." msgstr "" #: doc/classes/MeshTexture.xml:21 msgid "Sets the mesh used to draw. It must be a mesh using 2D vertices." msgstr "" #: modules/mobile_vr/doc_classes/MobileVRInterface.xml:4 msgid "Generic mobile VR implementation." msgstr "" #: modules/mobile_vr/doc_classes/MobileVRInterface.xml:7 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 = XRServer.find_interface(\"Native mobile\")\n" "if interface and interface.initialize():\n" " get_viewport().xr = true\n" "[/codeblock]" msgstr "" #: modules/mobile_vr/doc_classes/MobileVRInterface.xml:22 msgid "" "The distance between the display and the lenses inside of the device in " "centimeters." msgstr "" #: modules/mobile_vr/doc_classes/MobileVRInterface.xml:25 msgid "The width of the display in centimeters." msgstr "" #: modules/mobile_vr/doc_classes/MobileVRInterface.xml:28 msgid "" "The height at which the camera is placed in relation to the ground (i.e. " "[XROrigin3D] node)." msgstr "" #: modules/mobile_vr/doc_classes/MobileVRInterface.xml:31 msgid "" "The interocular distance, also known as the interpupillary distance. The " "distance between the pupils of the left and right eye." msgstr "" #: modules/mobile_vr/doc_classes/MobileVRInterface.xml:34 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 "" #: modules/mobile_vr/doc_classes/MobileVRInterface.xml:37 msgid "The k2 lens factor, see k1." msgstr "" #: modules/mobile_vr/doc_classes/MobileVRInterface.xml:40 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 "" #: doc/classes/MultiMesh.xml:4 msgid "Provides high-performance mesh instancing." msgstr "" #: doc/classes/MultiMesh.xml:7 msgid "" "MultiMesh provides low-level mesh instancing. Drawing thousands of " "[MeshInstance3D] 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 of each other, performance " "may be reduced as every single instance will always rendered (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 "" #: doc/classes/MultiMesh.xml:13 doc/classes/MultiMeshInstance3D.xml:11 msgid "" "https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/" "animating_thousands_of_fish.html" msgstr "" #: doc/classes/MultiMesh.xml:14 doc/classes/MultiMeshInstance3D.xml:13 msgid "" "https://docs.godotengine.org/en/latest/tutorials/optimization/" "using_multimesh.html" msgstr "" #: doc/classes/MultiMesh.xml:21 msgid "Returns the visibility axis-aligned bounding box." msgstr "" #: doc/classes/MultiMesh.xml:30 msgid "Gets a specific instance's color." msgstr "" #: doc/classes/MultiMesh.xml:39 msgid "Returns the custom data that has been set for a specific instance." msgstr "" #: doc/classes/MultiMesh.xml:48 msgid "Returns the [Transform] of a specific instance." msgstr "" #: doc/classes/MultiMesh.xml:57 msgid "Returns the [Transform2D] of a specific instance." msgstr "" #: doc/classes/MultiMesh.xml:68 msgid "" "Sets the color of a specific instance.\n" "For the color to take effect, ensure that [member use_colors] is [code]true[/" "code] on the [MultiMesh] and [member BaseMaterial3D." "vertex_color_use_as_albedo] is [code]true[/code] on the material." msgstr "" #: doc/classes/MultiMesh.xml:80 msgid "" "Sets custom data for a specific instance. Although [Color] is used, it is " "just a container for 4 floating point numbers.\n" "For the custom data to be used, ensure that [member use_custom_data] is " "[code]true[/code]." msgstr "" #: doc/classes/MultiMesh.xml:92 msgid "Sets the [Transform] for a specific instance." msgstr "" #: doc/classes/MultiMesh.xml:103 msgid "Sets the [Transform2D] for a specific instance." msgstr "" #: doc/classes/MultiMesh.xml:115 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 "" #: doc/classes/MultiMesh.xml:118 msgid "Mesh to be drawn." msgstr "" #: doc/classes/MultiMesh.xml:125 msgid "Format of transform used to transform mesh, either 2D or 3D." msgstr "" #: doc/classes/MultiMesh.xml:128 msgid "" "If [code]true[/code], the [MultiMesh] will use color data (see [member " "color_array])." msgstr "" #: doc/classes/MultiMesh.xml:131 msgid "" "If [code]true[/code], the [MultiMesh] will use custom data (see [member " "custom_data_array])." msgstr "" #: doc/classes/MultiMesh.xml:134 msgid "" "Limits the number of instances drawn, -1 draws all instances. Changing this " "does not change the sizes of the buffers." msgstr "" #: doc/classes/MultiMesh.xml:139 msgid "Use this when using 2D transforms." msgstr "" #: doc/classes/MultiMesh.xml:142 msgid "Use this when using 3D transforms." msgstr "" #: doc/classes/MultiMeshInstance2D.xml:4 msgid "Node that instances a [MultiMesh] in 2D." msgstr "" #: doc/classes/MultiMeshInstance2D.xml:7 msgid "" "[MultiMeshInstance2D] is a specialized node to instance a [MultiMesh] " "resource in 2D.\n" "Usage is the same as [MultiMeshInstance3D]." msgstr "" #: doc/classes/MultiMeshInstance2D.xml:16 msgid "The [MultiMesh] that will be drawn by the [MultiMeshInstance2D]." msgstr "" #: doc/classes/MultiMeshInstance3D.xml:4 msgid "Node that instances a [MultiMesh]." msgstr "" #: doc/classes/MultiMeshInstance3D.xml:7 msgid "" "[MultiMeshInstance3D] is a specialized node to instance " "[GeometryInstance3D]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 "" #: doc/classes/MultiMeshInstance3D.xml:12 msgid "" "https://docs.godotengine.org/en/latest/tutorials/3d/" "using_multi_mesh_instance.html" msgstr "" #: doc/classes/MultiMeshInstance3D.xml:19 msgid "" "The [MultiMesh] resource that will be used and shared among all instances of " "the [MultiMeshInstance3D]." msgstr "" #: doc/classes/MultiplayerAPI.xml:4 msgid "High-level multiplayer API." msgstr "" #: doc/classes/MultiplayerAPI.xml:7 msgid "" "This class implements most of the logic behind the high-level multiplayer " "API.\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." msgstr "" #: doc/classes/MultiplayerAPI.xml:18 msgid "" "Clears the current MultiplayerAPI network state (you shouldn't call this " "unless you know what you are doing)." msgstr "" #: doc/classes/MultiplayerAPI.xml:25 msgid "" "Returns the peer IDs of all connected peers of this MultiplayerAPI's [member " "network_peer]." msgstr "" #: doc/classes/MultiplayerAPI.xml:32 msgid "" "Returns the unique peer ID of this MultiplayerAPI's [member network_peer]." msgstr "" #: doc/classes/MultiplayerAPI.xml:39 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 "" #: doc/classes/MultiplayerAPI.xml:47 doc/classes/SceneTree.xml:135 msgid "Returns [code]true[/code] if there is a [member network_peer] set." msgstr "" #: doc/classes/MultiplayerAPI.xml:54 msgid "" "Returns [code]true[/code] if this MultiplayerAPI's [member network_peer] is " "in server mode (listening for connections)." msgstr "" #: doc/classes/MultiplayerAPI.xml:61 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 "" #: doc/classes/MultiplayerAPI.xml:75 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 "" #: doc/classes/MultiplayerAPI.xml:84 msgid "" "Sets the base 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 "" #: doc/classes/MultiplayerAPI.xml:91 msgid "" "If [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 "" #: doc/classes/MultiplayerAPI.xml:95 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 "" #: doc/classes/MultiplayerAPI.xml:98 msgid "" "If [code]true[/code], the MultiplayerAPI's [member network_peer] refuses new " "incoming connections." msgstr "" #: doc/classes/MultiplayerAPI.xml:104 msgid "" "Emitted when this MultiplayerAPI's [member network_peer] successfully " "connected to a server. Only emitted on clients." msgstr "" #: doc/classes/MultiplayerAPI.xml:109 msgid "" "Emitted when this MultiplayerAPI's [member network_peer] fails to establish " "a connection to a server. Only emitted on clients." msgstr "" #: doc/classes/MultiplayerAPI.xml:116 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 "" #: doc/classes/MultiplayerAPI.xml:123 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 "" #: doc/classes/MultiplayerAPI.xml:132 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 "" #: doc/classes/MultiplayerAPI.xml:137 msgid "" "Emitted when this MultiplayerAPI's [member network_peer] disconnects from " "server. Only emitted on clients." msgstr "" #: doc/classes/MultiplayerAPI.xml:143 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 "" #: doc/classes/MultiplayerAPI.xml:146 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 "" #: doc/classes/MultiplayerAPI.xml:149 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 "" #: doc/classes/MultiplayerAPI.xml:152 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 "" #: doc/classes/MultiplayerAPI.xml:155 msgid "" "Behave like [constant RPC_MODE_REMOTE] but also make the call or property " "change locally. Analogous to the [code]remotesync[/code] keyword." msgstr "" #: doc/classes/MultiplayerAPI.xml:158 msgid "" "Behave like [constant RPC_MODE_MASTER] but also make the call or property " "change locally. Analogous to the [code]mastersync[/code] keyword." msgstr "" #: doc/classes/MultiplayerAPI.xml:161 msgid "" "Behave like [constant RPC_MODE_PUPPET] but also make the call or property " "change locally. Analogous to the [code]puppetsync[/code] keyword." msgstr "" #: doc/classes/Mutex.xml:4 msgid "A synchronization mutex (mutual exclusion)." msgstr "" #: doc/classes/Mutex.xml:7 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 "" #: doc/classes/Mutex.xml:10 doc/classes/Semaphore.xml:10 #: doc/classes/Thread.xml:10 msgid "" "https://docs.godotengine.org/en/latest/tutorials/threads/" "using_multiple_threads.html" msgstr "" #: doc/classes/Mutex.xml:17 msgid "Locks this [Mutex], blocks until it is unlocked by the current owner." msgstr "" #: doc/classes/Mutex.xml:24 msgid "" "Tries locking this [Mutex], but does not block. Returns [constant OK] on " "success, [constant ERR_BUSY] otherwise." msgstr "" #: doc/classes/Mutex.xml:31 msgid "Unlocks this [Mutex], leaving it to other threads." msgstr "" #: modules/gdnative/doc_classes/NativeScript.xml:14 msgid "" "Returns the documentation string that was previously set with " "[code]godot_nativescript_set_class_documentation[/code]." msgstr "" #: modules/gdnative/doc_classes/NativeScript.xml:23 msgid "" "Returns the documentation string that was previously set with " "[code]godot_nativescript_set_method_documentation[/code]." msgstr "" #: modules/gdnative/doc_classes/NativeScript.xml:32 msgid "" "Returns the documentation string that was previously set with " "[code]godot_nativescript_set_property_documentation[/code]." msgstr "" #: modules/gdnative/doc_classes/NativeScript.xml:41 msgid "" "Returns the documentation string that was previously set with " "[code]godot_nativescript_set_signal_documentation[/code]." msgstr "" #: modules/gdnative/doc_classes/NativeScript.xml:48 msgid "" "Constructs a new object of the base type with a script of this type already " "attached.\n" "[i]Note[/i]: 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 "" #: doc/classes/Navigation2D.xml:4 msgid "2D navigation and pathfinding node." msgstr "" #: doc/classes/Navigation2D.xml:7 msgid "" "Navigation2D provides navigation and pathfinding within a 2D area, specified " "as a collection of [NavigationPolygon] resources. These are automatically " "collected from child [NavigationRegion2D] nodes." msgstr "" #: doc/classes/Navigation2D.xml:18 doc/classes/Navigation3D.xml:18 #: doc/classes/NavigationServer2D.xml:175 msgid "" "Returns the point closest to the provided [code]to_point[/code] on the " "navigation mesh surface." msgstr "" #: doc/classes/Navigation2D.xml:27 doc/classes/Navigation3D.xml:36 msgid "" "Returns the owner region RID for the point returned by [method " "get_closest_point]." msgstr "" #: doc/classes/Navigation2D.xml:46 msgid "" "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 "" #: doc/classes/Navigation3D.xml:4 msgid "Mesh-based navigation and pathfinding node." msgstr "" #: doc/classes/Navigation3D.xml:7 msgid "" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. These will be automatically collected from child " "[NavigationRegion3D] nodes. In addition to basic pathfinding, this class " "also assists with aligning navigation agents with the meshes they are " "navigating on." msgstr "" #: doc/classes/Navigation3D.xml:27 msgid "" "Returns the normal for the point returned by [method get_closest_point]." msgstr "" #: doc/classes/Navigation3D.xml:49 doc/classes/NavigationServer3D.xml:212 msgid "" "Returns the closest point between the navigation surface and the segment." msgstr "" #: doc/classes/Navigation3D.xml:68 msgid "" "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 "" #: doc/classes/Navigation3D.xml:78 msgid "" "Defines which direction is up. By default, this is [code](0, 1, 0)[/code], " "which is the world's \"up\" direction." msgstr "" #: doc/classes/NavigationAgent2D.xml:4 msgid "2D Agent used in navigation for collision avoidance." msgstr "" #: doc/classes/NavigationAgent2D.xml:7 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 " "collision avoidance. The agent needs navigation data to work correctly. This " "can be done by having the agent as a child of a [Navigation2D] node, or " "using [method set_navigation]. [NavigationAgent2D] is physics safe." msgstr "" #: doc/classes/NavigationAgent2D.xml:16 doc/classes/NavigationAgent3D.xml:16 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/NavigationAgent2D.xml:23 msgid "" "Returns the reachable final location in global coordinates. This can change " "if the navigation path is altered in any way." msgstr "" #: doc/classes/NavigationAgent2D.xml:30 doc/classes/NavigationAgent3D.xml:30 msgid "Returns the path from start to finish in global coordinates." msgstr "" #: doc/classes/NavigationAgent2D.xml:37 msgid "" "Returns which index the agent is currently on in the navigation path's " "[PackedVector2Array]." msgstr "" #: doc/classes/NavigationAgent2D.xml:44 msgid "" "Returns the [Navigation2D] node that the agent is using for its navigation " "system." msgstr "" #: doc/classes/NavigationAgent2D.xml:51 msgid "" "Returns a [Vector2] in global coordinates, that can be moved to, making sure " "that there are no static objects in the way. If the agent does not have a " "navigation path, it will return the position of the agent's parent." msgstr "" #: doc/classes/NavigationAgent2D.xml:58 msgid "Returns the user defined [Vector2] after setting the target location." msgstr "" #: doc/classes/NavigationAgent2D.xml:65 doc/classes/NavigationAgent3D.xml:65 msgid "Returns true if the navigation path's final location has been reached." msgstr "" #: doc/classes/NavigationAgent2D.xml:72 doc/classes/NavigationAgent3D.xml:72 msgid "" "Returns true if the target location is reachable. The target location is set " "using [method set_target_location]." msgstr "" #: doc/classes/NavigationAgent2D.xml:79 doc/classes/NavigationAgent3D.xml:79 msgid "" "Returns true 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/NavigationAgent2D.xml:88 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:97 doc/classes/NavigationAgent3D.xml:97 msgid "" "Sets the user desired final location. This will clear the current navigation " "path." msgstr "" #: doc/classes/NavigationAgent2D.xml:106 doc/classes/NavigationAgent3D.xml:106 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/NavigationAgent2D.xml:112 doc/classes/NavigationAgent3D.xml:118 msgid "The maximum number of neighbors for the agent to consider." msgstr "" #: doc/classes/NavigationAgent2D.xml:115 doc/classes/NavigationAgent3D.xml:121 msgid "The maximum speed that an agent can move." msgstr "" #: doc/classes/NavigationAgent2D.xml:118 doc/classes/NavigationAgent3D.xml:124 msgid "The distance to search for other agents." msgstr "" #: doc/classes/NavigationAgent2D.xml:121 doc/classes/NavigationAgent3D.xml:127 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/NavigationAgent2D.xml:124 doc/classes/NavigationAgent3D.xml:130 msgid "The radius of the agent." msgstr "" #: doc/classes/NavigationAgent2D.xml:127 doc/classes/NavigationAgent3D.xml:133 msgid "" "The distance threshold before a target is considered to be reached. This " "will allow an agent to not have to hit a point on the path exactly, but in " "the area." msgstr "" #: doc/classes/NavigationAgent2D.xml:130 doc/classes/NavigationAgent3D.xml:136 msgid "" "The minimal amount of time for which this agent's velocities, that are " "computed with the collision avoidance algorithim, are safe with respect to " "other agents. The larger the number, the sooner the agent will respond to " "other agents, but less freedom in choosing its velocities. Must be positive." msgstr "" #: doc/classes/NavigationAgent2D.xml:136 doc/classes/NavigationAgent3D.xml:142 msgid "Notifies when the final location is reached." msgstr "" #: doc/classes/NavigationAgent2D.xml:141 doc/classes/NavigationAgent3D.xml:147 msgid "Notifies when the navigation path changes." msgstr "" #: doc/classes/NavigationAgent2D.xml:146 doc/classes/NavigationAgent3D.xml:152 msgid "" "Notifies when the player defined target, set with [method " "set_target_location], is reached." msgstr "" #: doc/classes/NavigationAgent2D.xml:153 doc/classes/NavigationAgent3D.xml:159 msgid "" "Notifies when the collision avoidance velocity is calculated. Emitted by " "[method set_velocity]." msgstr "" #: doc/classes/NavigationAgent3D.xml:4 msgid "3D Agent used in navigation for collision avoidance." msgstr "" #: doc/classes/NavigationAgent3D.xml:7 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 " "collision avoidance. The agent needs navigation data to work correctly. This " "can be done by having the agent as a child of a [Navigation3D] node, or " "using [method set_navigation]. [NavigationAgent3D] is physics safe." msgstr "" #: doc/classes/NavigationAgent3D.xml:23 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/NavigationAgent3D.xml:37 msgid "" "Returns which index the agent is currently on in the navigation path's " "[PackedVector3Array]." msgstr "" #: doc/classes/NavigationAgent3D.xml:44 msgid "" "Returns the [Navigation3D] node that the agent is using for its navigation " "system." msgstr "" #: doc/classes/NavigationAgent3D.xml:51 msgid "" "Returns a [Vector3] in global coordinates, that can be moved to, making sure " "that there are no static objects in the way. If the agent does not have a " "navigation path, it will return the origin of the agent's parent." msgstr "" #: doc/classes/NavigationAgent3D.xml:58 msgid "Returns the user defined [Vector3] after setting the target location." msgstr "" #: doc/classes/NavigationAgent3D.xml:88 msgid "" "Sets the [Navigation3D] node used by the agent. Useful when you don't want " "to make the agent a child of a [Navigation3D] node." msgstr "" #: doc/classes/NavigationAgent3D.xml:112 msgid "The agent height offset to match the navigation mesh height." msgstr "" #: doc/classes/NavigationAgent3D.xml:115 msgid "" "Ignores collisions on the Y axis. Must be true to move on a horizontal plane." msgstr "" #: doc/classes/NavigationObstacle2D.xml:4 msgid "2D Obstacle used in navigation for collision avoidance." msgstr "" #: doc/classes/NavigationObstacle2D.xml:7 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." msgstr "" #: doc/classes/NavigationObstacle2D.xml:16 msgid "" "Returns the [Navigation2D] node that the obstacle is using for its " "navigation system." msgstr "" #: doc/classes/NavigationObstacle2D.xml:25 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/NavigationObstacle3D.xml:4 msgid "3D Obstacle used in navigation for collision avoidance." msgstr "" #: doc/classes/NavigationObstacle3D.xml:7 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 [Navigation3D] node, or using [method set_navigation]. " "[NavigationObstacle3D] is physics safe." msgstr "" #: doc/classes/NavigationObstacle3D.xml:16 msgid "" "Returns the [Navigation3D] node that the obstacle is using for its " "navigation system." msgstr "" #: doc/classes/NavigationObstacle3D.xml:25 msgid "" "Sets the [Navigation3D] node used by the obstacle. Useful when you don't " "want to make the obstacle a child of a [Navigation3D] node." msgstr "" #: doc/classes/NavigationPolygon.xml:4 msgid "" "A node that has methods to draw outlines or use indices of vertices to " "create navigation polygons." msgstr "" #: doc/classes/NavigationPolygon.xml:7 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 = PackedVector2Array([Vector2(0, 0), Vector2(0, 50), Vector2(50, " "50), Vector2(50, 0)])\n" "polygon.add_outline(outline)\n" "polygon.make_polygons_from_outlines()\n" "$NavigationRegion2D.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 = PackedVector2Array([Vector2(0, 0), Vector2(0, 50), " "Vector2(50, 50), Vector2(50, 0)])\n" "polygon.set_vertices(vertices)\n" "var indices = PackedInt32Array(0, 3, 1)\n" "polygon.add_polygon(indices)\n" "$NavigationRegion2D.navpoly = polygon\n" "[/codeblock]" msgstr "" #: doc/classes/NavigationPolygon.xml:35 msgid "" "Appends a [PackedVector2Array] 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 "" #: doc/classes/NavigationPolygon.xml:46 msgid "" "Adds a [PackedVector2Array] 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 "" #: doc/classes/NavigationPolygon.xml:55 msgid "" "Adds a polygon using the indices of the vertices you get when calling " "[method get_vertices]." msgstr "" #: doc/classes/NavigationPolygon.xml:62 msgid "" "Clears the array of the outlines, but it doesn't clear the vertices and the " "polygons that were created by them." msgstr "" #: doc/classes/NavigationPolygon.xml:69 msgid "" "Clears the array of polygons, but it doesn't clear the array of outlines and " "vertices." msgstr "" #: doc/classes/NavigationPolygon.xml:78 msgid "" "Returns a [PackedVector2Array] containing the vertices of an outline that " "was created in the editor or by script." msgstr "" #: doc/classes/NavigationPolygon.xml:85 msgid "" "Returns the number of outlines that were created in the editor or by script." msgstr "" #: doc/classes/NavigationPolygon.xml:94 msgid "" "Returns a [PackedInt32Array] containing the indices of the vertices of a " "created polygon." msgstr "" #: doc/classes/NavigationPolygon.xml:101 msgid "Returns the count of all polygons." msgstr "" #: doc/classes/NavigationPolygon.xml:108 msgid "" "Returns a [PackedVector2Array] containing all the vertices being used to " "create the polygons." msgstr "" #: doc/classes/NavigationPolygon.xml:115 msgid "Creates polygons from the outlines added in the editor or by script." msgstr "" #: doc/classes/NavigationPolygon.xml:124 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 "" #: doc/classes/NavigationPolygon.xml:135 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 "" #: doc/classes/NavigationPolygon.xml:144 msgid "" "Sets the vertices that can be then indexed to create polygons with the " "[method add_polygon] method." msgstr "" #: doc/classes/NavigationRegion3D.xml:4 msgid "A region of the navigation map." msgstr "" #: doc/classes/NavigationRegion3D.xml:7 msgid "" "A region of the navigation map. It tells the [Navigation3D] node what can be " "navigated and what cannot, based on the [NavigationMesh] resource. This " "should be a child of a [Navigation3D] node (even not a direct child)." msgstr "" #: doc/classes/NavigationRegion3D.xml:16 msgid "" "Bakes the [NavigationMesh]. The baking is done in a separate thread because " "navigation baking is not a cheap operation. This can be done at runtime. " "When it is completed, it automatically sets the new [NavigationMesh]." msgstr "" #: doc/classes/NavigationRegion3D.xml:22 msgid "Determines if the [NavigationRegion3D] is enabled or disabled." msgstr "" #: doc/classes/NavigationRegion3D.xml:25 msgid "The [NavigationMesh] resource to use." msgstr "" #: doc/classes/NavigationRegion3D.xml:31 msgid "Notifies when the navigation mesh bake operation is completed." msgstr "" #: doc/classes/NavigationRegion3D.xml:36 msgid "Notifies when the [NavigationMesh] has changed." msgstr "" #: doc/classes/NavigationServer2D.xml:4 msgid "Server interface for low-level 2D navigation access" msgstr "" #: doc/classes/NavigationServer2D.xml:7 msgid "" "NavigationServer2D is the server responsible for all 2D navigation. It " "creates the agents, maps, and regions for navigation to work as expected. " "This 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/NavigationServer2D.xml:16 doc/classes/NavigationServer3D.xml:16 msgid "Creates the agent." msgstr "" #: doc/classes/NavigationServer2D.xml:25 doc/classes/NavigationServer3D.xml:25 msgid "Returns true if the map got changed the previous frame." msgstr "" #: doc/classes/NavigationServer2D.xml:40 doc/classes/NavigationServer3D.xml:40 msgid "Callback called at the end of the RVO process." msgstr "" #: doc/classes/NavigationServer2D.xml:51 doc/classes/NavigationServer3D.xml:51 msgid "Puts the agent in the map." msgstr "" #: doc/classes/NavigationServer2D.xml:62 doc/classes/NavigationServer3D.xml:62 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/NavigationServer2D.xml:73 doc/classes/NavigationServer3D.xml:73 msgid "Sets the maximum speed of the agent. Must be positive." msgstr "" #: doc/classes/NavigationServer2D.xml:84 doc/classes/NavigationServer3D.xml:84 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/NavigationServer2D.xml:95 doc/classes/NavigationServer3D.xml:95 msgid "Sets the position of the agent in world space." msgstr "" #: doc/classes/NavigationServer2D.xml:106 #: doc/classes/NavigationServer3D.xml:106 msgid "Sets the radius of the agent." msgstr "" #: doc/classes/NavigationServer2D.xml:117 #: doc/classes/NavigationServer3D.xml:117 msgid "Sets the new target velocity." msgstr "" #: doc/classes/NavigationServer2D.xml:128 #: doc/classes/NavigationServer3D.xml:128 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/NavigationServer2D.xml:139 #: doc/classes/NavigationServer3D.xml:139 msgid "Sets the current velocity of the agent." msgstr "" #: doc/classes/NavigationServer2D.xml:148 #: doc/classes/NavigationServer3D.xml:148 msgid "Destroy the RID" msgstr "" #: doc/classes/NavigationServer2D.xml:155 #: doc/classes/NavigationServer3D.xml:155 msgid "Create a new map." msgstr "" #: doc/classes/NavigationServer2D.xml:164 #: doc/classes/NavigationServer3D.xml:164 msgid "Returns the map cell size." msgstr "" #: doc/classes/NavigationServer2D.xml:186 #: doc/classes/NavigationServer3D.xml:197 msgid "" "Returns the owner region RID for the point returned by [method " "map_get_closest_point]." msgstr "" #: doc/classes/NavigationServer2D.xml:195 msgid "" "Returns the edge connection margin of the map. The edge connection margin is " "a distance used to connect two regions." msgstr "" #: doc/classes/NavigationServer2D.xml:210 msgid "" "Returns the navigation path to reach the destination from the origin, while " "avoiding static obstacles." msgstr "" #: doc/classes/NavigationServer2D.xml:219 #: doc/classes/NavigationServer3D.xml:254 msgid "Returns true if the map is active." msgstr "" #: doc/classes/NavigationServer2D.xml:230 #: doc/classes/NavigationServer3D.xml:265 msgid "Sets the map active." msgstr "" #: doc/classes/NavigationServer2D.xml:241 #: doc/classes/NavigationServer3D.xml:276 msgid "Set the map cell size used to weld the navigation mesh polygons." msgstr "" #: doc/classes/NavigationServer2D.xml:252 msgid "" "Set the map edge connection margin used to weld the compatible region edges." msgstr "" #: doc/classes/NavigationServer2D.xml:259 #: doc/classes/NavigationServer3D.xml:327 msgid "Creates a new region." msgstr "" #: doc/classes/NavigationServer2D.xml:270 #: doc/classes/NavigationServer3D.xml:338 msgid "Sets the map for the region." msgstr "" #: doc/classes/NavigationServer2D.xml:281 #: doc/classes/NavigationServer3D.xml:349 msgid "Sets the navigation mesh for the region." msgstr "" #: doc/classes/NavigationServer2D.xml:292 #: doc/classes/NavigationServer3D.xml:360 msgid "Sets the global transformation for the region." msgstr "" #: doc/classes/NavigationServer3D.xml:4 msgid "Server interface for low-level 3D navigation access" msgstr "" #: doc/classes/NavigationServer3D.xml:7 msgid "" "NavigationServer3D is the server responsible for all 3D navigation. It " "creates the agents, maps, and regions for navigation to work as expected. " "This 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/NavigationServer3D.xml:175 msgid "" "Returns the point closest to the provided [code]point[/code] on the " "navigation mesh surface." msgstr "" #: doc/classes/NavigationServer3D.xml:186 msgid "" "Returns the normal for the point returned by [method map_get_closest_point]." msgstr "" #: doc/classes/NavigationServer3D.xml:221 msgid "Returns the edge connection margin of the map." msgstr "" #: doc/classes/NavigationServer3D.xml:236 msgid "Returns the navigation path to reach the destination from the origin." msgstr "" #: doc/classes/NavigationServer3D.xml:245 msgid "Returns the map's up direction." msgstr "" #: doc/classes/NavigationServer3D.xml:287 msgid "" "Set the map edge connection margein used to weld the compatible region edges." msgstr "" #: doc/classes/NavigationServer3D.xml:298 msgid "Sets the map up direction." msgstr "" #: doc/classes/NavigationServer3D.xml:307 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" "Note: This function is not thread safe." msgstr "" #: doc/classes/NavigationServer3D.xml:320 msgid "Bakes the navigation mesh." msgstr "" #: doc/classes/NavigationServer3D.xml:369 msgid "Control activation of this server." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:4 msgid "" "PacketPeer implementation using the [url=http://enet.bespin.org/index." "html]ENet[/url] library." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:7 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." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:10 #: doc/classes/NetworkedMultiplayerPeer.xml:10 msgid "" "https://docs.godotengine.org/en/latest/tutorials/networking/" "high_level_multiplayer.html" msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:11 msgid "http://enet.bespin.org/usergroup0.html" msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:20 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 "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:37 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 "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:52 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 "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:63 msgid "" "Disconnect the given peer. If \"now\" is set to [code]true[/code], the " "connection will be closed immediately without flushing queued messages." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:70 msgid "" "Returns the channel of the last packet fetched via [method PacketPeer." "get_packet]." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:77 msgid "" "Returns the channel of the next packet that will be retrieved via [method " "PacketPeer.get_packet]." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:86 #: modules/websocket/doc_classes/WebSocketServer.xml:33 msgid "Returns the IP address of the given peer." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:95 #: modules/websocket/doc_classes/WebSocketServer.xml:42 msgid "Returns the remote port of the given peer." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:104 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 "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:113 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 "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:122 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 "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:128 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 "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:131 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." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:134 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." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:137 msgid "" "Enable or disable certificate verification when [member use_dtls] " "[code]true[/code]." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:141 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 "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:144 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 and one for unreliable packets. 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." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:148 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" "Note: 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 "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:154 msgid "" "No compression. This uses the most bandwidth, but has the upside of " "requiring the fewest CPU resources." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:157 msgid "ENet's built-in range encoding." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:160 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 "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:163 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." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:166 msgid "[url=https://facebook.github.io/zstd/]Zstandard[/url] compression." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml:4 msgid "A high-level network interface to simplify multiplayer interactions." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml:7 msgid "" "Manages the connection to network peers. Assigns unique IDs to each client " "connected to the server." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml:17 msgid "" "Returns the current state of the connection. See [enum ConnectionStatus]." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml:24 msgid "" "Returns the ID of the [NetworkedMultiplayerPeer] who sent the most recent " "packet." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml:31 msgid "Returns the ID of this [NetworkedMultiplayerPeer]." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml:38 msgid "Waits up to 1 second to receive a new network event." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml:47 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 "" #: doc/classes/NetworkedMultiplayerPeer.xml:54 msgid "" "If [code]true[/code], this [NetworkedMultiplayerPeer] refuses new " "connections." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml:57 msgid "" "The manner in which to send packets to the [code]target_peer[/code]. See " "[enum TransferMode]." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml:63 msgid "Emitted when a connection attempt fails." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml:68 msgid "Emitted when a connection attempt succeeds." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml:75 msgid "Emitted by the server when a client connects." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml:82 msgid "Emitted by the server when a client disconnects." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml:87 msgid "Emitted by clients when the server disconnects." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml:93 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 "" #: doc/classes/NetworkedMultiplayerPeer.xml:96 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 "" #: doc/classes/NetworkedMultiplayerPeer.xml:99 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 "" #: doc/classes/NetworkedMultiplayerPeer.xml:102 msgid "The ongoing connection disconnected." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml:105 msgid "A connection attempt is ongoing." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml:108 msgid "The connection attempt succeeded." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml:111 msgid "Packets are sent to the server and then redistributed to other peers." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml:114 msgid "Packets are sent to the server alone." msgstr "" #: doc/classes/NinePatchRect.xml:4 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 "" #: doc/classes/NinePatchRect.xml:7 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 "" #: doc/classes/NinePatchRect.xml:18 msgid "" "Returns the size of the margin identified by the given [enum Margin] " "constant." msgstr "" #: doc/classes/NinePatchRect.xml:29 msgid "" "Sets the size of the margin identified by the given [enum Margin] constant " "to [code]value[/code] in pixels." msgstr "" #: doc/classes/NinePatchRect.xml:35 doc/classes/NinePatchRect.xml:38 #: doc/classes/NinePatchRect.xml:72 doc/classes/NinePatchRect.xml:75 #: doc/classes/NinePatchRect.xml:78 msgid "Doesn't do anything at the time of writing." msgstr "" #: doc/classes/NinePatchRect.xml:41 msgid "" "If [code]true[/code], draw the panel's center. Else, only draw the 9-slice's " "borders." msgstr "" #: doc/classes/NinePatchRect.xml:45 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 "" #: doc/classes/NinePatchRect.xml:48 msgid "The height of the 9-slice's left column." msgstr "" #: doc/classes/NinePatchRect.xml:51 msgid "The height of the 9-slice's right column." msgstr "" #: doc/classes/NinePatchRect.xml:54 msgid "The height of the 9-slice's top row." msgstr "" #: doc/classes/NinePatchRect.xml:57 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 "" #: doc/classes/NinePatchRect.xml:60 msgid "The node's texture resource." msgstr "" #: doc/classes/NinePatchRect.xml:66 msgid "Emitted when the node's texture changes." msgstr "" #: doc/classes/Node.xml:4 msgid "Base class for all [i]scene[/i] objects." msgstr "" #: doc/classes/Node.xml:7 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] 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 "" #: doc/classes/Node.xml:20 msgid "" "https://docs.godotengine.org/en/latest/getting_started/step_by_step/" "scenes_and_nodes.html" msgstr "" #: doc/classes/Node.xml:27 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 "" #: doc/classes/Node.xml:35 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 "" #: doc/classes/Node.xml:43 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 "" #: doc/classes/Node.xml:54 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 Viewport.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 orphan)." msgstr "" #: doc/classes/Node.xml:67 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.\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 orphan)." msgstr "" #: doc/classes/Node.xml:79 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.\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 orphan)." msgstr "" #: doc/classes/Node.xml:89 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 again, [code]_ready[/code] " "will not be called for the second time. This can be bypassed with requesting " "another call with [method request_ready], which may be called anywhere " "before adding the node again." msgstr "" #: doc/classes/Node.xml:101 msgid "" "Called when an [InputEvent] hasn't been consumed by [method _input] or any " "GUI. 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 Viewport.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 orphan)." msgstr "" #: doc/classes/Node.xml:114 msgid "" "Called when an [InputEventKey] hasn't been consumed by [method _input] or " "any GUI. 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 Viewport.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 orphan)." msgstr "" #: doc/classes/Node.xml:129 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 an 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" "If you need the child node to be added below a specific node in the list of " "children, use [method add_sibling] instead of this method.\n" "[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you " "must set [member owner] in addition to calling [method add_child]. This is " "typically relevant for [url=https://godot.readthedocs.io/en/latest/tutorials/" "misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://" "godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor " "plugins[/url]. If [method add_child] is called without setting [member " "owner], the newly added [Node] will not be visible in the scene tree, though " "it will be visible in the 2D/3D view." msgstr "" #: doc/classes/Node.xml:149 msgid "" "Adds a [code]sibling[/code] node to current's node parent, at the the same " "level as that node, right below it.\n" "If [code]legible_unique_name[/code] is [code]true[/code], the child node " "will have an human-readable name based on the name of the node being " "instanced instead of its type.\n" "Use [method add_child] instead of this method if you don't need the child " "node to be added below a specific node in the list of children." msgstr "" #: doc/classes/Node.xml:162 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." msgstr "" #: doc/classes/Node.xml:170 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 "" #: doc/classes/Node.xml:179 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 "" #: doc/classes/Node.xml:194 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]).\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." msgstr "" #: doc/classes/Node.xml:205 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." msgstr "" #: doc/classes/Node.xml:215 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 "" #: doc/classes/Node.xml:223 msgid "Returns the number of child nodes." msgstr "" #: doc/classes/Node.xml:230 msgid "Returns an array of references to node's children." msgstr "" #: doc/classes/Node.xml:237 msgid "Returns an array listing the groups that the node is a member of." msgstr "" #: doc/classes/Node.xml:244 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 "" #: doc/classes/Node.xml:251 msgid "" "Returns the peer ID of the network master for this node. See [method " "set_network_master]." msgstr "" #: doc/classes/Node.xml:260 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, a [code]null instance[/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 "" #: doc/classes/Node.xml:288 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 "" #: doc/classes/Node.xml:304 msgid "" "Similar to [method get_node], but does not log an error if [code]path[/code] " "does not point to a valid [Node]." msgstr "" #: doc/classes/Node.xml:311 #, fuzzy msgid "" "Returns the parent node of the current node, or a [code]null instance[/code] " "if the node lacks a parent." msgstr "" "Devuelve el ultimo element del array, or [code]null[/code] si este esta " "vacio." #: doc/classes/Node.xml:318 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 "" #: doc/classes/Node.xml:327 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 "" #: doc/classes/Node.xml:334 msgid "" "Returns the time elapsed 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 "" #: doc/classes/Node.xml:341 msgid "" "Returns the time elapsed (in seconds) since the last process callback. This " "value may vary from frame to frame." msgstr "" #: doc/classes/Node.xml:348 msgid "" "Returns [code]true[/code] if this is an instance load placeholder. See " "[InstancePlaceholder]." msgstr "" #: doc/classes/Node.xml:355 msgid "Returns the [SceneTree] that contains this node." msgstr "" #: doc/classes/Node.xml:362 msgid "Returns the node's [Viewport]." msgstr "" #: doc/classes/Node.xml:371 msgid "" "Returns [code]true[/code] if the node that the [NodePath] points to exists." msgstr "" #: doc/classes/Node.xml:380 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 "" #: doc/classes/Node.xml:389 msgid "" "Returns [code]true[/code] if the given node is a direct or indirect child of " "the current node." msgstr "" #: doc/classes/Node.xml:396 msgid "" "Returns [code]true[/code] if the node is folded (collapsed) in the Scene " "dock." msgstr "" #: doc/classes/Node.xml:405 msgid "" "Returns [code]true[/code] if the given node occurs later in the scene " "hierarchy than the current node." msgstr "" #: doc/classes/Node.xml:414 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 "" #: doc/classes/Node.xml:421 msgid "" "Returns [code]true[/code] if this node is currently inside a [SceneTree]." msgstr "" #: doc/classes/Node.xml:428 msgid "" "Returns [code]true[/code] if the local system is the master of this node." msgstr "" #: doc/classes/Node.xml:435 msgid "" "Returns [code]true[/code] if physics processing is enabled (see [method " "set_physics_process])." msgstr "" #: doc/classes/Node.xml:442 msgid "" "Returns [code]true[/code] if internal physics processing is enabled (see " "[method set_physics_process_internal])." msgstr "" #: doc/classes/Node.xml:449 msgid "" "Returns [code]true[/code] if processing is enabled (see [method " "set_process])." msgstr "" #: doc/classes/Node.xml:456 msgid "" "Returns [code]true[/code] if the node is processing input (see [method " "set_process_input])." msgstr "" #: doc/classes/Node.xml:463 msgid "" "Returns [code]true[/code] if internal processing is enabled (see [method " "set_process_internal])." msgstr "" #: doc/classes/Node.xml:470 msgid "" "Returns [code]true[/code] if the node is processing unhandled input (see " "[method set_process_unhandled_input])." msgstr "" #: doc/classes/Node.xml:477 msgid "" "Returns [code]true[/code] if the node is processing unhandled key input (see " "[method set_process_unhandled_key_input])." msgstr "" #: doc/classes/Node.xml:488 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 "" #: doc/classes/Node.xml:495 msgid "" "Prints all stray nodes (nodes outside the [SceneTree]). Used for debugging. " "Works only in debug builds." msgstr "" #: doc/classes/Node.xml:502 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 "" #: doc/classes/Node.xml:518 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 "" #: doc/classes/Node.xml:540 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 "" #: doc/classes/Node.xml:549 msgid "" "Notifies the current node and all its children recursively by calling " "[method Object.notification] on all of them." msgstr "" #: doc/classes/Node.xml:556 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." msgstr "" #: doc/classes/Node.xml:563 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, i.e. the further they are on the node " "list, the higher they are drawn. After using [code]raise[/code], a Control " "will be drawn on top of their siblings." msgstr "" #: doc/classes/Node.xml:570 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 "" #: doc/classes/Node.xml:579 msgid "" "Removes a child node. The node is NOT deleted and must be deleted manually." msgstr "" #: doc/classes/Node.xml:588 msgid "" "Removes a node from a group. See notes in the description, and the group " "methods in [SceneTree]." msgstr "" #: doc/classes/Node.xml:599 msgid "" "Replaces a node in a scene by the given one. Subscriptions that pass through " "this node will be lost." msgstr "" #: doc/classes/Node.xml:606 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 "" #: doc/classes/Node.xml:615 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 an " "empty [Variant].\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 "" #: doc/classes/Node.xml:627 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 "" #: doc/classes/Node.xml:638 msgid "" "Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] " "(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty " "[Variant]." msgstr "" #: doc/classes/Node.xml:647 msgid "" "Sends a [method rpc] using an unreliable protocol. Returns an empty " "[Variant]." msgstr "" #: doc/classes/Node.xml:658 msgid "" "Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] " "using an unreliable protocol (see [method NetworkedMultiplayerPeer." "set_target_peer]). Returns an empty [Variant]." msgstr "" #: doc/classes/Node.xml:669 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 "" #: doc/classes/Node.xml:680 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 "" #: doc/classes/Node.xml:693 msgid "" "Remotely changes the property's value on a specific peer identified by " "[code]peer_id[/code] (see [method NetworkedMultiplayerPeer.set_target_peer])." msgstr "" #: doc/classes/Node.xml:704 msgid "" "Remotely changes the property's value on other peers (and locally) using an " "unreliable protocol." msgstr "" #: doc/classes/Node.xml:717 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 "" #: doc/classes/Node.xml:726 msgid "Sets the folded state of the node in the Scene dock." msgstr "" #: doc/classes/Node.xml:737 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 "" #: doc/classes/Node.xml:746 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 "" #: doc/classes/Node.xml:755 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' behaviour." msgstr "" #: doc/classes/Node.xml:764 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 "" #: doc/classes/Node.xml:773 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 "" #: doc/classes/Node.xml:782 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' behaviour." msgstr "" #: doc/classes/Node.xml:791 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 "" #: doc/classes/Node.xml:800 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 "" #: doc/classes/Node.xml:809 msgid "" "Sets whether this is an instance load placeholder. See [InstancePlaceholder]." msgstr "" #: doc/classes/Node.xml:816 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 "" #: doc/classes/Node.xml:823 msgid "" "The override to the default [MultiplayerAPI]. Set to [code]null[/code] to " "use the default [SceneTree] one." msgstr "" #: doc/classes/Node.xml:826 msgid "" "When a scene is instanced from a file, its topmost node contains the " "filename from which it was loaded." msgstr "" #: doc/classes/Node.xml:829 msgid "" "The [MultiplayerAPI] instance associated with this node. Either the [member " "custom_multiplayer], or the default SceneTree one (if inside tree)." msgstr "" #: doc/classes/Node.xml:832 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." msgstr "" #: doc/classes/Node.xml:835 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." msgstr "" #: doc/classes/Node.xml:838 msgid "Pause mode. How the node will behave if the [SceneTree] is paused." msgstr "" #: doc/classes/Node.xml:841 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 "" #: doc/classes/Node.xml:847 msgid "Emitted when the node is ready." msgstr "" #: doc/classes/Node.xml:852 msgid "Emitted when the node is renamed." msgstr "" #: doc/classes/Node.xml:857 msgid "Emitted when the node enters the tree." msgstr "" #: doc/classes/Node.xml:862 msgid "Emitted after the node exits the tree and is no longer active." msgstr "" #: doc/classes/Node.xml:867 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)." msgstr "" #: doc/classes/Node.xml:873 msgid "Notification received when the node enters a [SceneTree]." msgstr "" #: doc/classes/Node.xml:876 msgid "Notification received when the node is about to exit a [SceneTree]." msgstr "" #: doc/classes/Node.xml:879 msgid "Notification received when the node is moved in the parent." msgstr "" #: doc/classes/Node.xml:882 msgid "Notification received when the node is ready. See [method _ready]." msgstr "" #: doc/classes/Node.xml:885 msgid "Notification received when the node is paused." msgstr "" #: doc/classes/Node.xml:888 msgid "Notification received when the node is unpaused." msgstr "" #: doc/classes/Node.xml:891 msgid "" "Notification received every frame when the physics process flag is set (see " "[method set_physics_process])." msgstr "" #: doc/classes/Node.xml:894 msgid "" "Notification received every frame when the process flag is set (see [method " "set_process])." msgstr "" #: doc/classes/Node.xml:897 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 "" #: doc/classes/Node.xml:901 msgid "" "Notification received when a node is unparented (parent removed it from the " "list of children)." msgstr "" #: doc/classes/Node.xml:904 msgid "Notification received when the node is instanced." msgstr "" #: doc/classes/Node.xml:907 msgid "Notification received when a drag begins." msgstr "" #: doc/classes/Node.xml:910 msgid "Notification received when a drag ends." msgstr "" #: doc/classes/Node.xml:913 msgid "Notification received when the node's [NodePath] changed." msgstr "" #: doc/classes/Node.xml:916 msgid "" "Notification received every frame when the internal process flag is set (see " "[method set_process_internal])." msgstr "" #: doc/classes/Node.xml:919 msgid "" "Notification received every frame when the internal physics process flag is " "set (see [method set_physics_process_internal])." msgstr "" #: doc/classes/Node.xml:922 msgid "" "Notification received from the OS when the mouse enters the game window.\n" "Implemented on desktop and web platforms." msgstr "" #: doc/classes/Node.xml:926 msgid "" "Notification received from the OS when the mouse leaves the game window.\n" "Implemented on desktop and web platforms." msgstr "" #: doc/classes/Node.xml:930 msgid "" "Notification received from the OS when the game window is focused.\n" "Implemented on all platforms." msgstr "" #: doc/classes/Node.xml:934 msgid "" "Notification received from the OS when the game window is unfocused.\n" "Implemented on all platforms." msgstr "" #: doc/classes/Node.xml:938 msgid "" "Notification received from the OS when a close request is sent (e.g. closing " "the window with a \"Close\" button or [kbd]Alt + F4[/kbd]).\n" "Implemented on desktop platforms." msgstr "" #: doc/classes/Node.xml:942 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 "" #: doc/classes/Node.xml:975 msgid "" "Inherits pause mode from the node's parent. For the root node, it is " "equivalent to [constant PAUSE_MODE_STOP]. Default." msgstr "" #: doc/classes/Node.xml:978 msgid "Stops processing when the [SceneTree] is paused." msgstr "" #: doc/classes/Node.xml:981 msgid "Continue to process regardless of the [SceneTree] pause state." msgstr "" #: doc/classes/Node.xml:984 msgid "Duplicate the node's signals." msgstr "" #: doc/classes/Node.xml:987 msgid "Duplicate the node's groups." msgstr "" #: doc/classes/Node.xml:990 msgid "Duplicate the node's scripts." msgstr "" #: doc/classes/Node.xml:993 msgid "" "Duplicate using instancing.\n" "An instance stays linked to the original so when the original changes, the " "instance changes too." msgstr "" #: doc/classes/Node2D.xml:4 msgid "" "A 2D game object, inherited by all 2D-related nodes. Has a position, " "rotation, scale, and Z index." msgstr "" #: doc/classes/Node2D.xml:7 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 "" #: doc/classes/Node2D.xml:19 msgid "Multiplies the current scale by the [code]ratio[/code] vector." msgstr "" #: doc/classes/Node2D.xml:28 msgid "" "Returns the angle between the node and the [code]point[/code] in radians." msgstr "" #: doc/classes/Node2D.xml:37 msgid "Returns the [Transform2D] relative to this node's parent." msgstr "" #: doc/classes/Node2D.xml:46 msgid "Adds the [code]offset[/code] vector to the node's global position." msgstr "" #: doc/classes/Node2D.xml:55 msgid "" "Rotates the node so it points towards the [code]point[/code], which is " "expected to use global coordinates." msgstr "" #: doc/classes/Node2D.xml:66 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 "" #: doc/classes/Node2D.xml:77 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 "" #: doc/classes/Node2D.xml:86 msgid "" "Applies a rotation to the node, in radians, starting from its current " "rotation." msgstr "" #: doc/classes/Node2D.xml:95 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 "" #: doc/classes/Node2D.xml:104 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 "" #: doc/classes/Node2D.xml:113 msgid "" "Translates the node by the given [code]offset[/code] in local coordinates." msgstr "" #: doc/classes/Node2D.xml:119 msgid "Global position." msgstr "" #: doc/classes/Node2D.xml:122 msgid "Global rotation in radians." msgstr "" #: doc/classes/Node2D.xml:125 msgid "Global rotation in degrees." msgstr "" #: doc/classes/Node2D.xml:128 msgid "Global scale." msgstr "" #: doc/classes/Node2D.xml:131 msgid "Global [Transform2D]." msgstr "" #: doc/classes/Node2D.xml:134 msgid "Position, relative to the node's parent." msgstr "" #: doc/classes/Node2D.xml:137 msgid "Rotation in radians, relative to the node's parent." msgstr "" #: doc/classes/Node2D.xml:140 msgid "Rotation in degrees, relative to the node's parent." msgstr "" #: doc/classes/Node2D.xml:143 msgid "The node's scale. Unscaled value: [code](1, 1)[/code]." msgstr "" #: doc/classes/Node2D.xml:150 msgid "Local [Transform2D]." msgstr "" #: doc/classes/Node2D.xml:153 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 "" #: doc/classes/Node2D.xml:156 msgid "" "Z index. Controls the order in which the nodes render. A node with a higher " "Z index will display in front of others." msgstr "" #: doc/classes/Node3D.xml:4 msgid "Most basic 3D game object, parent of all 3D-related nodes." msgstr "" #: doc/classes/Node3D.xml:7 msgid "" "Most basic 3D game object, with a 3D [Transform] and visibility settings. " "All other 3D game objects inherit from Node3D. Use [Node3D] 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 [Node3D] object is set as top-level. Affine " "operations in this coordinate system correspond to direct affine operations " "on the [Node3D]'s transform. The word local below refers to this coordinate " "system. The coordinate system that is attached to the [Node3D] 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 "" #: doc/classes/Node3D.xml:12 msgid "" "https://docs.godotengine.org/en/latest/tutorials/3d/introduction_to_3d.html" msgstr "" #: doc/classes/Node3D.xml:26 msgid "" "Returns the parent [Node3D], or an empty [Object] if no parent exists or " "parent is not of type [Node3D]." msgstr "" #: doc/classes/Node3D.xml:33 msgid "" "Returns the current [World3D] resource this [Node3D] node is registered to." msgstr "" #: doc/classes/Node3D.xml:44 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 "" #: doc/classes/Node3D.xml:53 msgid "" "Scales the global (world) transformation by the given [Vector3] scale " "factors." msgstr "" #: doc/classes/Node3D.xml:62 msgid "" "Moves the global (world) transformation by [Vector3] offset. The offset is " "in global coordinate system." msgstr "" #: doc/classes/Node3D.xml:69 msgid "" "Disables rendering of this node. Changes [member visible] to [code]false[/" "code]." msgstr "" #: doc/classes/Node3D.xml:76 msgid "" "Returns whether node notifies about its local transformation changes. " "[Node3D] will not propagate this by default." msgstr "" #: doc/classes/Node3D.xml:83 msgid "" "Returns whether this node uses a scale of [code](1, 1, 1)[/code] or its " "local transformation scale." msgstr "" #: doc/classes/Node3D.xml:90 msgid "" "Returns whether this node is set as Toplevel, that is whether it ignores its " "parent nodes transformations." msgstr "" #: doc/classes/Node3D.xml:97 msgid "" "Returns whether the node notifies about its global and local transformation " "changes. [Node3D] will not propagate this by default." msgstr "" #: doc/classes/Node3D.xml:104 msgid "" "Returns whether the node is visible, taking into consideration that its " "parents visibility." msgstr "" #: doc/classes/Node3D.xml:115 msgid "" "Rotates itself so that the local -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 "" #: doc/classes/Node3D.xml:130 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 "" #: doc/classes/Node3D.xml:137 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 "" #: doc/classes/Node3D.xml:148 msgid "" "Rotates the local transformation around axis, a unit [Vector3], by specified " "angle in radians." msgstr "" #: doc/classes/Node3D.xml:159 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 "" #: doc/classes/Node3D.xml:168 msgid "Rotates the local transformation around the X axis by angle in radians." msgstr "" #: doc/classes/Node3D.xml:177 msgid "Rotates the local transformation around the Y axis by angle in radians." msgstr "" #: doc/classes/Node3D.xml:186 msgid "Rotates the local transformation around the Z axis by angle in radians." msgstr "" #: doc/classes/Node3D.xml:195 msgid "" "Scales the local transformation by given 3D scale factors in object-local " "coordinate system." msgstr "" #: doc/classes/Node3D.xml:204 msgid "" "Makes the node ignore its parents transformations. Node transformations are " "only in global space." msgstr "" #: doc/classes/Node3D.xml:213 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 "" #: doc/classes/Node3D.xml:220 msgid "" "Reset all transformations for this node (sets its [Transform] to the " "identity matrix)." msgstr "" #: doc/classes/Node3D.xml:229 msgid "" "Sets whether the node ignores notification that its transformation (global " "or local) changed." msgstr "" #: doc/classes/Node3D.xml:238 msgid "" "Sets whether the node notifies about its local transformation changes. " "[Node3D] will not propagate this by default." msgstr "" #: doc/classes/Node3D.xml:247 msgid "" "Sets whether the node notifies about its global and local transformation " "changes. [Node3D] will not propagate this by default." msgstr "" #: doc/classes/Node3D.xml:254 msgid "" "Enables rendering of this node. Changes [member visible] to [code]true[/" "code]." msgstr "" #: doc/classes/Node3D.xml:263 msgid "" "Transforms [code]local_point[/code] from this node's local space to world " "space." msgstr "" #: doc/classes/Node3D.xml:272 msgid "" "Transforms [code]global_point[/code] from world space to this node's local " "space." msgstr "" #: doc/classes/Node3D.xml:281 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 "" #: doc/classes/Node3D.xml:291 msgid "" "Changes the node's position by the given offset [Vector3] in local space." msgstr "" #: doc/classes/Node3D.xml:298 msgid "Updates the [Node3DGizmo] of this node." msgstr "" #: doc/classes/Node3D.xml:304 msgid "" "The [Node3DGizmo] for this node. Used for example in [EditorNode3DGizmo] as " "custom visualization and editing handles in Editor." msgstr "" #: doc/classes/Node3D.xml:307 msgid "World3D space (global) [Transform] of this node." msgstr "" #: doc/classes/Node3D.xml:310 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 "" #: doc/classes/Node3D.xml:314 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 "" #: doc/classes/Node3D.xml:317 msgid "Scale part of the local transformation." msgstr "" #: doc/classes/Node3D.xml:320 msgid "Local space [Transform] of this node, with respect to the parent node." msgstr "" #: doc/classes/Node3D.xml:323 msgid "Local translation of this node." msgstr "" #: doc/classes/Node3D.xml:326 msgid "If [code]true[/code], this node is drawn." msgstr "" #: doc/classes/Node3D.xml:332 msgid "Emitted when node visibility changes." msgstr "" #: doc/classes/Node3D.xml:338 msgid "" "Node3D 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]." msgstr "" #: doc/classes/Node3D.xml:342 msgid "" "Node3D nodes receives this notification when they are registered to new " "[World3D] resource." msgstr "" #: doc/classes/Node3D.xml:345 msgid "" "Node3D nodes receives this notification when they are unregistered from " "current [World3D] resource." msgstr "" #: doc/classes/Node3D.xml:348 msgid "Node3D nodes receives this notification when their visibility changes." msgstr "" #: doc/classes/NodePath.xml:4 msgid "Pre-parsed scene tree path." msgstr "" #: doc/classes/NodePath.xml:7 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/Sprite2D:texture:size\"[/code] would refer to " "the [code]size[/code] property of the [code]texture[/code] resource on the " "node named [code]\"Sprite2D\"[/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]" msgstr "" #: doc/classes/NodePath.xml:33 msgid "" "Creates a NodePath from a string, e.g. [code]\"Path2D/PathFollow2D/Sprite2D:" "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 Sprite2D node\n" "\"Path2D/PathFollow2D/Sprite2D\"\n" "# Points to the Sprite2D node and its \"texture\" resource.\n" "# get_node() would retrieve \"Sprite2D\", while get_node_and_resource()\n" "# would retrieve both the Sprite2D node and the \"texture\" resource.\n" "\"Path2D/PathFollow2D/Sprite2D:texture\"\n" "# Points to the Sprite2D node and its \"position\" property.\n" "\"Path2D/PathFollow2D/Sprite2D:position\"\n" "# Points to the Sprite2D node and the \"x\" component of its \"position\" " "property.\n" "\"Path2D/PathFollow2D/Sprite2D:position:x\"\n" "# Absolute path (from \"root\")\n" "\"/root/Level/Path2D\"\n" "[/codeblock]" msgstr "" #: doc/classes/NodePath.xml:56 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 "" #: doc/classes/NodePath.xml:70 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/Sprite2D:texture:load_path\")\n" "print(nodepath.get_concatenated_subnames()) # texture:load_path\n" "[/codeblock]" msgstr "" #: doc/classes/NodePath.xml:83 msgid "" "Gets the node name indicated by [code]idx[/code] (0 to [method " "get_name_count]).\n" "[codeblock]\n" "var node_path = NodePath(\"Path2D/PathFollow2D/Sprite2D\")\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 "" #: doc/classes/NodePath.xml:96 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/Sprite2D\"[/code] has 3 names." msgstr "" #: doc/classes/NodePath.xml:106 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/Sprite2D:texture:load_path" "\")\n" "print(node_path.get_subname(0)) # texture\n" "print(node_path.get_subname(1)) # load_path\n" "[/codeblock]" msgstr "" #: doc/classes/NodePath.xml:118 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/Sprite2D:texture:load_path\"[/code] " "has 2 subnames." msgstr "" #: doc/classes/NodePath.xml:126 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 "" #: doc/classes/NodePath.xml:133 msgid "Returns [code]true[/code] if the node path is empty." msgstr "" #: modules/opensimplex/doc_classes/NoiseTexture.xml:4 msgid "[OpenSimplexNoise] filled texture." msgstr "" #: modules/opensimplex/doc_classes/NoiseTexture.xml:7 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 " "Texture2D.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 "" #: modules/opensimplex/doc_classes/NoiseTexture.xml:22 msgid "" "If [code]true[/code], the resulting texture contains a normal map created " "from the original noise interpreted as a bump map." msgstr "" #: modules/opensimplex/doc_classes/NoiseTexture.xml:25 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 "" #: modules/opensimplex/doc_classes/NoiseTexture.xml:28 msgid "Height of the generated texture." msgstr "" #: modules/opensimplex/doc_classes/NoiseTexture.xml:31 msgid "The [OpenSimplexNoise] instance used to generate the noise." msgstr "" #: modules/opensimplex/doc_classes/NoiseTexture.xml:34 msgid "" "Whether the texture can be tiled without visible seams or not. Seamless " "textures take longer to generate." msgstr "" #: modules/opensimplex/doc_classes/NoiseTexture.xml:37 msgid "Width of the generated texture." msgstr "" #: doc/classes/Object.xml:4 msgid "Base class for all non built-in types." msgstr "" #: doc/classes/Object.xml:7 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]." msgstr "" #: doc/classes/Object.xml:30 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 "" #: doc/classes/Object.xml:38 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 "" #: doc/classes/Object.xml:47 msgid "Called when the object is initialized." msgstr "" #: doc/classes/Object.xml:56 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 "" #: doc/classes/Object.xml:67 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 "" #: doc/classes/Object.xml:75 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 "" #: doc/classes/Object.xml:87 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 "" #: doc/classes/Object.xml:96 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]" msgstr "" #: doc/classes/Object.xml:108 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]" msgstr "" #: doc/classes/Object.xml:122 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 "" #: doc/classes/Object.xml:132 msgid "" "Returns [code]true[/code] if the object can translate strings. See [method " "set_message_translation] and [method tr]." msgstr "" #: doc/classes/Object.xml:147 msgid "" "[b]FIXME:[/b] The syntax changed with the addition of [Callable], this " "should be updated.\n" "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 throw 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 "" #: doc/classes/Object.xml:174 msgid "" "[b]FIXME:[/b] The syntax changed with the addition of [Callable], this " "should be updated.\n" "Disconnects a [code]signal[/code] from a [code]method[/code] on the given " "[code]target[/code].\n" "If you try to disconnect a connection that does not exist, the method will " "throw an error. Use [method is_connected] to ensure that the connection " "exists." msgstr "" #: doc/classes/Object.xml:185 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 "" #: doc/classes/Object.xml:196 msgid "" "Deletes the object from memory. Any pre-existing reference to the freed " "object will become invalid, e.g. [code]is_instance_valid(object)[/code] will " "return [code]false[/code]." msgstr "" #: doc/classes/Object.xml:205 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]." msgstr "" #: doc/classes/Object.xml:212 msgid "Returns the object's class as a [String]." msgstr "" #: doc/classes/Object.xml:219 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 "" #: doc/classes/Object.xml:232 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]." msgstr "" #: doc/classes/Object.xml:239 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 "" #: doc/classes/Object.xml:249 msgid "Returns the object's metadata entry for the given [code]name[/code]." msgstr "" #: doc/classes/Object.xml:256 msgid "Returns the object's metadata as a [PackedStringArray]." msgstr "" #: doc/classes/Object.xml:263 msgid "Returns the object's methods and their signatures as an [Array]." msgstr "" #: doc/classes/Object.xml:270 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 "" #: doc/classes/Object.xml:278 msgid "" "Returns the object's [Script] instance, or [code]null[/code] if none is " "assigned." msgstr "" #: doc/classes/Object.xml:287 msgid "Returns an [Array] of connections for the given [code]signal[/code]." msgstr "" #: doc/classes/Object.xml:294 msgid "Returns the list of signals as an [Array] of dictionaries." msgstr "" #: doc/classes/Object.xml:303 msgid "" "Returns [code]true[/code] if a metadata entry is found with the given " "[code]name[/code]." msgstr "" #: doc/classes/Object.xml:312 msgid "" "Returns [code]true[/code] if the object contains the given [code]method[/" "code]." msgstr "" #: doc/classes/Object.xml:321 msgid "Returns [code]true[/code] if the given [code]signal[/code] exists." msgstr "" #: doc/classes/Object.xml:330 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 "" #: doc/classes/Object.xml:337 msgid "Returns [code]true[/code] if signal emission blocking is enabled." msgstr "" #: doc/classes/Object.xml:346 msgid "" "Returns [code]true[/code] if the object inherits from the given [code]class[/" "code]." msgstr "" #: doc/classes/Object.xml:357 msgid "" "[b]FIXME:[/b] The syntax changed with the addition of [Callable], this " "should be updated.\n" "Returns [code]true[/code] if a connection exists for a given [code]signal[/" "code], [code]target[/code], and [code]method[/code]." msgstr "" #: doc/classes/Object.xml:365 msgid "" "Returns [code]true[/code] if the [method Node.queue_free] method was called " "for the object." msgstr "" #: doc/classes/Object.xml:376 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 "" #: doc/classes/Object.xml:384 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 "" #: doc/classes/Object.xml:393 msgid "Removes a given entry from the object's metadata." msgstr "" #: doc/classes/Object.xml:404 msgid "" "Assigns a new value to the given property. If the [code]property[/code] does " "not exist, nothing will happen." msgstr "" #: doc/classes/Object.xml:413 msgid "If set to [code]true[/code], signal emission is blocked." msgstr "" #: doc/classes/Object.xml:424 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]." msgstr "" #: doc/classes/Object.xml:435 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 "" #: doc/classes/Object.xml:449 msgid "" "Defines whether the object can translate strings (with calls to [method " "tr]). Enabled by default." msgstr "" #: doc/classes/Object.xml:460 msgid "" "Adds or changes a given entry in the object's metadata. Metadata are " "serialized, and can take any [Variant] value." msgstr "" #: doc/classes/Object.xml:469 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 "" #: doc/classes/Object.xml:477 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 "" #: doc/classes/Object.xml:487 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 "" #: doc/classes/Object.xml:495 msgid "Emitted whenever the object's script is changed." msgstr "" #: doc/classes/Object.xml:501 msgid "Called right when the object is initialized. Not available in script." msgstr "" #: doc/classes/Object.xml:504 msgid "Called before the object is about to be deleted." msgstr "" #: doc/classes/Object.xml:507 msgid "" "Connects a signal in deferred mode. This way, signal emissions are stored in " "a queue, then set on idle time." msgstr "" #: doc/classes/Object.xml:510 msgid "Persisting connections are saved when the object is serialized to file." msgstr "" #: doc/classes/Object.xml:513 msgid "One-shot connections disconnect themselves after emission." msgstr "" #: doc/classes/Object.xml:516 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 "" #: doc/classes/OccluderPolygon2D.xml:4 msgid "Defines a 2D polygon for LightOccluder2D." msgstr "" #: doc/classes/OccluderPolygon2D.xml:7 msgid "" "Editor facility that helps you draw a 2D polygon used as resource for " "[LightOccluder2D]." msgstr "" #: doc/classes/OccluderPolygon2D.xml:15 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 "" #: doc/classes/OccluderPolygon2D.xml:18 msgid "The culling mode to use." msgstr "" #: doc/classes/OccluderPolygon2D.xml:21 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 "" #: doc/classes/OccluderPolygon2D.xml:27 msgid "Culling is disabled. See [member cull_mode]." msgstr "" #: doc/classes/OccluderPolygon2D.xml:30 msgid "" "Culling is performed in the clockwise direction. See [member cull_mode]." msgstr "" #: doc/classes/OccluderPolygon2D.xml:33 msgid "" "Culling is performed in the counterclockwise direction. See [member " "cull_mode]." msgstr "" #: doc/classes/OmniLight3D.xml:4 msgid "Omnidirectional light, such as a light bulb or a candle." msgstr "" #: doc/classes/OmniLight3D.xml:7 msgid "" "An Omnidirectional light is a type of [Light3D] 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." msgstr "" #: doc/classes/OmniLight3D.xml:16 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 "" #: doc/classes/OmniLight3D.xml:19 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." msgstr "" #: doc/classes/OmniLight3D.xml:22 msgid "See [enum ShadowMode]." msgstr "" #: doc/classes/OmniLight3D.xml:27 msgid "" "Shadows are rendered to a dual-paraboloid texture. Faster than [constant " "SHADOW_CUBE], but lower-quality." msgstr "" #: doc/classes/OmniLight3D.xml:30 msgid "" "Shadows are rendered to a cubemap. Slower than [constant " "SHADOW_DUAL_PARABOLOID], but higher-quality." msgstr "" #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml:4 msgid "Noise generator based on Open Simplex." msgstr "" #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml:7 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 "" #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml:35 msgid "" "Generate a noise image with the requested [code]width[/code] and " "[code]height[/code], based on the current noise parameters." msgstr "" #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml:44 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 "" #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml:56 #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml:65 msgid "Returns the 2D noise value [code][-1,1][/code] at the given position." msgstr "" #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml:78 #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml:87 msgid "Returns the 3D noise value [code][-1,1][/code] at the given position." msgstr "" #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml:102 msgid "Returns the 4D noise value [code][-1,1][/code] at the given position." msgstr "" #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml:111 msgid "" "Generate a tileable noise image, based on the current noise parameters. " "Generated seamless images are always square ([code]size[/code] × [code]size[/" "code])." msgstr "" #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml:117 msgid "Difference in period between [member octaves]." msgstr "" #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml:120 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 "" #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml:124 msgid "" "Period of the base octave. A lower period results in a higher-frequency " "noise (more value changes across the same distance)." msgstr "" #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml:127 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 "" #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml:130 msgid "" "Seed used to generate random values, different seeds will generate different " "noise maps." msgstr "" #: doc/classes/OptionButton.xml:4 msgid "Button control that provides selectable options when pressed." msgstr "" #: doc/classes/OptionButton.xml:7 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." msgstr "" #: doc/classes/OptionButton.xml:22 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 "" #: doc/classes/OptionButton.xml:33 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 "" #: doc/classes/OptionButton.xml:40 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 "" #: doc/classes/OptionButton.xml:47 msgid "Clears all the items in the [OptionButton]." msgstr "" #: doc/classes/OptionButton.xml:54 msgid "Returns the amount of items in the OptionButton, including separators." msgstr "" #: doc/classes/OptionButton.xml:63 doc/classes/PopupMenu.xml:273 msgid "Returns the icon of the item at index [code]idx[/code]." msgstr "" #: doc/classes/OptionButton.xml:72 msgid "Returns the ID of the item at index [code]idx[/code]." msgstr "" #: doc/classes/OptionButton.xml:81 msgid "Returns the index of the item with the given [code]id[/code]." msgstr "" #: doc/classes/OptionButton.xml:90 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 "" #: doc/classes/OptionButton.xml:99 doc/classes/PopupMenu.xml:327 msgid "Returns the text of the item at index [code]idx[/code]." msgstr "" #: doc/classes/OptionButton.xml:113 msgid "" "Returns the ID of the selected item, or [code]0[/code] if no item is " "selected." msgstr "" #: doc/classes/OptionButton.xml:120 msgid "" "Gets the metadata of the selected item. Metadata for items can be set using " "[method set_item_metadata]." msgstr "" #: doc/classes/OptionButton.xml:129 msgid "" "Returns [code]true[/code] if the item at index [code]idx[/code] is disabled." msgstr "" #: doc/classes/OptionButton.xml:138 msgid "Removes the item at index [code]idx[/code]." msgstr "" #: doc/classes/OptionButton.xml:147 msgid "" "Selects an item by index and makes it the current item. This will work even " "if the item is disabled." msgstr "" #: doc/classes/OptionButton.xml:158 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 "" #: doc/classes/OptionButton.xml:170 msgid "Sets the icon of the item at index [code]idx[/code]." msgstr "" #: doc/classes/OptionButton.xml:181 msgid "Sets the ID of the item at index [code]idx[/code]." msgstr "" #: doc/classes/OptionButton.xml:192 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 "" #: doc/classes/OptionButton.xml:203 doc/classes/PopupMenu.xml:560 msgid "Sets the text of the item at index [code]idx[/code]." msgstr "" #: doc/classes/OptionButton.xml:211 msgid "" "The index of the currently selected item, or [code]-1[/code] if no item is " "selected." msgstr "" #: doc/classes/OptionButton.xml:220 msgid "" "Emitted the when 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 "" #: doc/classes/OptionButton.xml:227 msgid "" "Emitted when the current item has been changed by the user. The index of the " "item selected is passed as argument." msgstr "" #: doc/classes/OptionButton.xml:235 msgid "The arrow icon to be drawn on the right end of the button." msgstr "" #: doc/classes/OptionButton.xml:238 msgid "" "The horizontal space between the arrow icon and the right edge of the button." msgstr "" #: doc/classes/OptionButton.xml:241 msgid "[StyleBox] used when the [OptionButton] is disabled." msgstr "" #: doc/classes/OptionButton.xml:244 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 "" #: doc/classes/OptionButton.xml:247 msgid "[Font] of the [OptionButton]'s text." msgstr "" #: doc/classes/OptionButton.xml:250 msgid "Default text [Color] of the [OptionButton]." msgstr "" #: doc/classes/OptionButton.xml:253 msgid "Text [Color] used when the [OptionButton] is disabled." msgstr "" #: doc/classes/OptionButton.xml:256 msgid "Text [Color] used when the [OptionButton] is being hovered." msgstr "" #: doc/classes/OptionButton.xml:259 msgid "Text [Color] used when the [OptionButton] is being pressed." msgstr "" #: doc/classes/OptionButton.xml:262 msgid "[StyleBox] used when the [OptionButton] is being hovered." msgstr "" #: doc/classes/OptionButton.xml:265 msgid "The horizontal space between [OptionButton]'s icon and text." msgstr "" #: doc/classes/OptionButton.xml:268 msgid "Default [StyleBox] for the [OptionButton]." msgstr "" #: doc/classes/OptionButton.xml:271 msgid "[StyleBox] used when the [OptionButton] is being pressed." msgstr "" #: doc/classes/OS.xml:4 msgid "Operating System functions." msgstr "" #: doc/classes/OS.xml:7 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 "" #: doc/classes/OS.xml:16 msgid "" "Returns [code]true[/code] if the current host platform is using multiple " "threads." msgstr "" #: doc/classes/OS.xml:23 msgid "" "Shuts down system MIDI driver.\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" #: doc/classes/OS.xml:33 msgid "" "Delay execution of the current thread by [code]msec[/code] milliseconds." msgstr "" #: doc/classes/OS.xml:42 msgid "" "Delay execution of the current thread by [code]usec[/code] microseconds." msgstr "" #: doc/classes/OS.xml:51 msgid "" "Dumps the memory allocation ringlist to a file (only works in debug).\n" "Entry format per line: \"Address - Size - Description\"." msgstr "" #: doc/classes/OS.xml:61 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 "" #: doc/classes/OS.xml:80 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" "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." msgstr "" #: doc/classes/OS.xml:108 msgid "Returns the keycode of the given string (e.g. \"Escape\")." msgstr "" #: doc/classes/OS.xml:115 msgid "Returns the command line arguments passed to the engine." msgstr "" #: doc/classes/OS.xml:122 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 "" #: doc/classes/OS.xml:133 msgid "" "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 "" #: doc/classes/OS.xml:142 msgid "" "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 "" #: doc/classes/OS.xml:151 msgid "" "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 "" #: doc/classes/OS.xml:161 msgid "Returns an environment variable." msgstr "" #: doc/classes/OS.xml:168 msgid "Returns the path to the current engine executable." msgstr "" #: doc/classes/OS.xml:175 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 "" #: doc/classes/OS.xml:185 msgid "" "Returns the given keycode as a string (e.g. Return values: [code]\"Escape\"[/" "code], [code]\"Shift+Escape\"[/code]).\n" "See also [member InputEventKey.keycode] and [method InputEventKey." "get_keycode_with_modifiers]." msgstr "" #: doc/classes/OS.xml:193 msgid "Returns the host OS locale." msgstr "" #: doc/classes/OS.xml:200 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 "" #: doc/classes/OS.xml:208 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 "" #: doc/classes/OS.xml:215 msgid "" "Returns the project's process ID.\n" "[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and " "Windows." msgstr "" #: doc/classes/OS.xml:223 msgid "Returns the number of threads available on the host machine." msgstr "" #: doc/classes/OS.xml:230 msgid "" "Returns the amount of time in milliseconds it took for the boot logo to " "appear." msgstr "" #: doc/classes/OS.xml:237 msgid "Returns the maximum amount of static memory used (only works in debug)." msgstr "" #: doc/classes/OS.xml:244 msgid "Returns the amount of static memory being used by the program in bytes." msgstr "" #: doc/classes/OS.xml:253 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." msgstr "" #: doc/classes/OS.xml:261 msgid "" "Returns the total number of available tablet drivers.\n" "[b]Note:[/b] This method is implemented on Windows." msgstr "" #: doc/classes/OS.xml:271 msgid "" "Returns the tablet driver name for the given index.\n" "[b]Note:[/b] This method is implemented on Windows." msgstr "" #: doc/classes/OS.xml:279 msgid "" "Returns the amount of time passed in milliseconds since the engine started." msgstr "" #: doc/classes/OS.xml:286 msgid "" "Returns the amount of time passed in microseconds since the engine started." msgstr "" #: doc/classes/OS.xml:295 msgid "Returns current time as a dictionary of keys: hour, minute, second." msgstr "" #: doc/classes/OS.xml:302 msgid "" "Returns the current time zone as a dictionary with the keys: bias and name." msgstr "" #: doc/classes/OS.xml:309 msgid "" "Returns a string that is unique to the device.\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:317 msgid "Returns the current UNIX epoch timestamp." msgstr "" #: doc/classes/OS.xml:326 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" "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 "" #: doc/classes/OS.xml:335 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]." msgstr "" #: doc/classes/OS.xml:348 msgid "Returns [code]true[/code] if an environment variable exists." msgstr "" #: doc/classes/OS.xml:357 msgid "" "Returns [code]true[/code] if the feature for the given feature tag is " "supported in the currently running instance, depending on 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=https://docs.godotengine." "org/en/latest/getting_started/workflow/export/feature_tags.html]Feature " "Tags[/url] documentation for more details.\n" "[b]Note:[/b] Tag names are case-sensitive." msgstr "" #: doc/classes/OS.xml:365 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 "" #: doc/classes/OS.xml:376 msgid "" "Returns [code]true[/code] if the input keycode corresponds to a Unicode " "character." msgstr "" #: doc/classes/OS.xml:383 msgid "" "Returns [code]true[/code] if the engine was executed with [code]-v[/code] " "(verbose stdout)." msgstr "" #: doc/classes/OS.xml:390 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 "" #: doc/classes/OS.xml:399 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.\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 "" #: doc/classes/OS.xml:408 msgid "" "Initialises the singleton for the system MIDI driver.\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" #: doc/classes/OS.xml:418 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 "" #: doc/classes/OS.xml:425 msgid "Shows the list of loaded textures sorted by size in memory." msgstr "" #: doc/classes/OS.xml:434 msgid "Shows the number of resources loaded by the game of the given types." msgstr "" #: doc/classes/OS.xml:443 msgid "Shows all resources currently used by the game." msgstr "" #: doc/classes/OS.xml:452 msgid "" "At the moment this function is only used by [code]AudioDriverOpenSL[/code] " "to request permission for [code]RECORD_AUDIO[/code] on Android." msgstr "" #: doc/classes/OS.xml:459 msgid "" "With this function you can request dangerous permissions since normal " "permissions are automatically granted at install time in Android " "application.\n" "[b]Note:[/b] This method is implemented on Android." msgstr "" #: doc/classes/OS.xml:469 msgid "Sets the name of the current thread." msgstr "" #: doc/classes/OS.xml:478 msgid "Enables backup saves if [code]enabled[/code] is [code]true[/code]." msgstr "" #: doc/classes/OS.xml:487 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://blog.escapecreative.com/customizing-mailto-" "links/]Customizing [code]mailto:[/code] Links[/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 "" #: doc/classes/OS.xml:498 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 "" #: doc/classes/OS.xml:502 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 "" #: doc/classes/OS.xml:505 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 "" #: doc/classes/OS.xml:508 msgid "The current tablet drvier in use." msgstr "" #: doc/classes/OS.xml:513 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 "" #: doc/classes/OS.xml:516 msgid "The Vulkan rendering backend." msgstr "" #: doc/classes/OS.xml:519 msgid "Sunday." msgstr "" #: doc/classes/OS.xml:522 msgid "Monday." msgstr "" #: doc/classes/OS.xml:525 msgid "Tuesday." msgstr "" #: doc/classes/OS.xml:528 msgid "Wednesday." msgstr "" #: doc/classes/OS.xml:531 msgid "Thursday." msgstr "" #: doc/classes/OS.xml:534 msgid "Friday." msgstr "" #: doc/classes/OS.xml:537 msgid "Saturday." msgstr "" #: doc/classes/OS.xml:540 msgid "January." msgstr "" #: doc/classes/OS.xml:543 msgid "February." msgstr "" #: doc/classes/OS.xml:546 msgid "March." msgstr "" #: doc/classes/OS.xml:549 msgid "April." msgstr "" #: doc/classes/OS.xml:552 msgid "May." msgstr "" #: doc/classes/OS.xml:555 msgid "June." msgstr "" #: doc/classes/OS.xml:558 msgid "July." msgstr "" #: doc/classes/OS.xml:561 msgid "August." msgstr "" #: doc/classes/OS.xml:564 msgid "September." msgstr "" #: doc/classes/OS.xml:567 msgid "October." msgstr "" #: doc/classes/OS.xml:570 msgid "November." msgstr "" #: doc/classes/OS.xml:573 msgid "December." msgstr "" #: doc/classes/OS.xml:576 msgid "Desktop directory path." msgstr "" #: doc/classes/OS.xml:579 msgid "DCIM (Digital Camera Images) directory path." msgstr "" #: doc/classes/OS.xml:582 msgid "Documents directory path." msgstr "" #: doc/classes/OS.xml:585 msgid "Downloads directory path." msgstr "" #: doc/classes/OS.xml:588 msgid "Movies directory path." msgstr "" #: doc/classes/OS.xml:591 msgid "Music directory path." msgstr "" #: doc/classes/OS.xml:594 msgid "Pictures directory path." msgstr "" #: doc/classes/OS.xml:597 msgid "Ringtones directory path." msgstr "" #: doc/classes/PackedByteArray.xml:4 msgid "A packed [Array] of bytes." msgstr "" #: doc/classes/PackedByteArray.xml:7 msgid "" "An [Array] specifically designed to hold bytes. Packs data tightly, so it " "saves memory for large array sizes.\n" "[b]Note:[/b] This type is passed by value and not by reference." msgstr "" #: doc/classes/PackedByteArray.xml:19 msgid "" "Constructs a new [PackedByteArray]. Optionally, you can pass in a generic " "[Array] that will be converted." msgstr "" #: doc/classes/PackedByteArray.xml:37 msgid "Appends a [PackedByteArray] at the end of this array." msgstr "" #: doc/classes/PackedByteArray.xml:46 msgid "" "Returns a new [PackedByteArray] with the data compressed. Set the " "compression mode using one of [enum File.CompressionMode]'s constants." msgstr "" #: doc/classes/PackedByteArray.xml:57 msgid "" "Returns a new [PackedByteArray] 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 "" #: doc/classes/PackedByteArray.xml:71 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 "" #: doc/classes/PackedByteArray.xml:78 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 "" #: doc/classes/PackedByteArray.xml:85 msgid "" "Returns a hexadecimal representation of this array as a [String].\n" "[codeblock]\n" "var array = PackedByteArray([11, 46, 255])\n" "print(array.hex_encode()) # Prints: 0b2eff\n" "[/codeblock]" msgstr "" #: doc/classes/PackedByteArray.xml:100 doc/classes/PackedColorArray.xml:55 #: doc/classes/PackedFloat32Array.xml:56 doc/classes/PackedFloat64Array.xml:56 #: doc/classes/PackedStringArray.xml:55 doc/classes/PackedVector2Array.xml:55 #: doc/classes/PackedVector3Array.xml:55 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 "" #: doc/classes/PackedByteArray.xml:134 doc/classes/PackedColorArray.xml:89 #: doc/classes/PackedFloat32Array.xml:90 doc/classes/PackedFloat64Array.xml:90 #: doc/classes/PackedInt32Array.xml:90 doc/classes/PackedInt64Array.xml:90 #: doc/classes/PackedStringArray.xml:89 doc/classes/PackedVector2Array.xml:89 #: doc/classes/PackedVector3Array.xml:89 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 "" #: doc/classes/PackedByteArray.xml:145 msgid "Changes the byte at the given index." msgstr "" #: doc/classes/PackedByteArray.xml:152 doc/classes/PackedColorArray.xml:107 #: doc/classes/PackedFloat32Array.xml:108 #: doc/classes/PackedFloat64Array.xml:108 doc/classes/PackedStringArray.xml:107 #: doc/classes/PackedVector2Array.xml:107 #: doc/classes/PackedVector3Array.xml:107 msgid "Returns the size of the array." msgstr "" #: doc/classes/PackedByteArray.xml:163 msgid "" "Returns the slice of the [PackedByteArray] between indices (inclusive) as a " "new [PackedByteArray]. Any negative index is considered to be from the end " "of the array." msgstr "" #: doc/classes/PackedColorArray.xml:4 msgid "A packed [Array] of [Color]s." msgstr "" #: doc/classes/PackedColorArray.xml:7 msgid "" "An [Array] specifically designed to hold [Color]. Packs data tightly, so it " "saves memory for large array sizes.\n" "[b]Note:[/b] This type is passed by value and not by reference." msgstr "" #: doc/classes/PackedColorArray.xml:19 msgid "" "Constructs a new [PackedColorArray]. Optionally, you can pass in a generic " "[Array] that will be converted." msgstr "" #: doc/classes/PackedColorArray.xml:37 msgid "Appends a [PackedColorArray] at the end of this array." msgstr "" #: doc/classes/PackedColorArray.xml:71 doc/classes/PackedInt32Array.xml:72 #: doc/classes/PackedInt64Array.xml:72 msgid "Appends a value to the array." msgstr "" #: doc/classes/PackedColorArray.xml:100 msgid "Changes the [Color] at the given index." msgstr "" #: doc/classes/PackedDataContainerRef.xml:4 msgid "Reference version of [PackedDataContainer]." msgstr "" #: doc/classes/PackedFloat32Array.xml:4 msgid "A packed [Array] of 32-bit floating-point values." msgstr "" #: doc/classes/PackedFloat32Array.xml:7 msgid "" "An [Array] specifically designed to hold 32-bit floating-point values. Packs " "data tightly, so it saves memory for large array sizes.\n" "[b]Note:[/b] This type is passed by value and not by reference.\n" "If you need to pack 64-bit floats tightly, see [PackedFloat64Array]." msgstr "" #: doc/classes/PackedFloat32Array.xml:20 msgid "" "Constructs a new [PackedFloat32Array]. Optionally, you can pass in a generic " "[Array] that will be converted." msgstr "" #: doc/classes/PackedFloat32Array.xml:38 msgid "Appends a [PackedFloat32Array] at the end of this array." msgstr "" #: doc/classes/PackedFloat32Array.xml:101 #: doc/classes/PackedFloat64Array.xml:101 msgid "Changes the float at the given index." msgstr "" #: doc/classes/PackedFloat64Array.xml:4 msgid "A packed [Array] of 64-bit floating-point values." msgstr "" #: doc/classes/PackedFloat64Array.xml:7 msgid "" "An [Array] specifically designed to hold 64-bit floating-point values. Packs " "data tightly, so it saves memory for large array sizes.\n" "[b]Note:[/b] This type is passed by value and not by reference.\n" "If you only need to pack 32-bit floats tightly, see [PackedFloat32Array] for " "a more memory-friendly alternative." msgstr "" #: doc/classes/PackedFloat64Array.xml:20 msgid "" "Constructs a new [PackedFloat64Array]. Optionally, you can pass in a generic " "[Array] that will be converted." msgstr "" #: doc/classes/PackedFloat64Array.xml:38 msgid "Appends a [PackedFloat64Array] at the end of this array." msgstr "" #: doc/classes/PackedInt32Array.xml:4 msgid "A packed [Array] of 32-bit integers." msgstr "" #: doc/classes/PackedInt32Array.xml:7 msgid "" "An [Array] specifically designed to hold 32-bit integer values. Packs data " "tightly, so it saves memory for large array sizes.\n" "[b]Note:[/b] This type is passed by value and not by reference.\n" "[b]Note:[/b] This type stores signed 32-bit integers, which means it can " "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. If you need to pack 64-bit integers tightly, see [PackedInt64Array]." msgstr "" #: doc/classes/PackedInt32Array.xml:20 msgid "" "Constructs a new [PackedInt32Array]. Optionally, you can pass in a generic " "[Array] that will be converted." msgstr "" #: doc/classes/PackedInt32Array.xml:38 msgid "Appends a [PackedInt32Array] at the end of this array." msgstr "" #: doc/classes/PackedInt32Array.xml:56 doc/classes/PackedInt64Array.xml:56 msgid "" "Inserts a new integer at a given position in the array. The position must be " "valid, or at the end of the array ([code]idx == size()[/code])." msgstr "" #: doc/classes/PackedInt32Array.xml:101 doc/classes/PackedInt64Array.xml:101 msgid "Changes the integer at the given index." msgstr "" #: doc/classes/PackedInt32Array.xml:108 doc/classes/PackedInt64Array.xml:108 msgid "Returns the array size." msgstr "" #: doc/classes/PackedInt64Array.xml:4 msgid "A packed [Array] of 64-bit integers." msgstr "" #: doc/classes/PackedInt64Array.xml:7 msgid "" "An [Array] specifically designed to hold 64-bit integer values. Packs data " "tightly, so it saves memory for large array sizes.\n" "[b]Note:[/b] This type is passed by value and not by reference.\n" "[b]Note:[/b] This type stores signed 64-bit integers, which means 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. If you only need to pack 32-bit integers tightly, see " "[PackedInt32Array] for a more memory-friendly alternative." msgstr "" #: doc/classes/PackedInt64Array.xml:20 msgid "" "Constructs a new [PackedInt64Array]. Optionally, you can pass in a generic " "[Array] that will be converted." msgstr "" #: doc/classes/PackedInt64Array.xml:38 msgid "Appends a [PackedInt64Array] at the end of this array." msgstr "" #: doc/classes/PackedScene.xml:4 msgid "An abstraction of a serialized scene." msgstr "" #: doc/classes/PackedScene.xml:7 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 node 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 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 "" #: doc/classes/PackedScene.xml:40 msgid "Returns [code]true[/code] if the scene file has nodes." msgstr "" #: doc/classes/PackedScene.xml:47 msgid "" "Returns the [code]SceneState[/code] representing the scene file contents." msgstr "" #: doc/classes/PackedScene.xml:56 msgid "" "Instantiates the scene's node hierarchy. Triggers child scene " "instantiation(s). Triggers a [constant Node.NOTIFICATION_INSTANCED] " "notification on the root node." msgstr "" #: doc/classes/PackedScene.xml:65 msgid "" "Pack will ignore any sub-nodes not owned by given node. See [member Node." "owner]." msgstr "" #: doc/classes/PackedScene.xml:71 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 "" #: doc/classes/PackedScene.xml:77 msgid "If passed to [method instance], blocks edits to the scene state." msgstr "" #: doc/classes/PackedScene.xml:80 msgid "" "If passed to [method instance], provides local scene resources to the local " "scene.\n" "[b]Note:[/b] Only available in editor builds." msgstr "" #: doc/classes/PackedScene.xml:84 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 "" #: doc/classes/PackedStringArray.xml:4 msgid "A packed [Array] of [String]s." msgstr "" #: doc/classes/PackedStringArray.xml:7 msgid "" "An [Array] specifically designed to hold [String]s. Packs data tightly, so " "it saves memory for large array sizes.\n" "[b]Note:[/b] This type is passed by value and not by reference." msgstr "" #: doc/classes/PackedStringArray.xml:19 msgid "" "Constructs a new [PackedStringArray]. Optionally, you can pass in a generic " "[Array] that will be converted." msgstr "" #: doc/classes/PackedStringArray.xml:37 msgid "Appends a [PackedStringArray] at the end of this array." msgstr "" #: doc/classes/PackedStringArray.xml:71 msgid "Appends a string element at end of the array." msgstr "" #: doc/classes/PackedStringArray.xml:100 msgid "Changes the [String] at the given index." msgstr "" #: doc/classes/PackedVector2Array.xml:4 msgid "A packed [Array] of [Vector2]s." msgstr "" #: doc/classes/PackedVector2Array.xml:7 msgid "" "An [Array] specifically designed to hold [Vector2]. Packs data tightly, so " "it saves memory for large array sizes.\n" "[b]Note:[/b] This type is passed by value and not by reference." msgstr "" #: doc/classes/PackedVector2Array.xml:19 msgid "" "Constructs a new [PackedVector2Array]. Optionally, you can pass in a generic " "[Array] that will be converted." msgstr "" #: doc/classes/PackedVector2Array.xml:37 msgid "Appends a [PackedVector2Array] at the end of this array." msgstr "" #: doc/classes/PackedVector2Array.xml:71 msgid "Inserts a [Vector2] at the end." msgstr "" #: doc/classes/PackedVector2Array.xml:100 msgid "Changes the [Vector2] at the given index." msgstr "" #: doc/classes/PackedVector3Array.xml:4 msgid "A packed [Array] of [Vector3]s." msgstr "" #: doc/classes/PackedVector3Array.xml:7 msgid "" "An [Array] specifically designed to hold [Vector3]. Packs data tightly, so " "it saves memory for large array sizes.\n" "[b]Note:[/b] This type is passed by value and not by reference." msgstr "" #: doc/classes/PackedVector3Array.xml:19 msgid "" "Constructs a new [PackedVector3Array]. Optionally, you can pass in a generic " "[Array] that will be converted." msgstr "" #: doc/classes/PackedVector3Array.xml:37 msgid "Appends a [PackedVector3Array] at the end of this array." msgstr "" #: doc/classes/PackedVector3Array.xml:71 msgid "Inserts a [Vector3] at the end." msgstr "" #: doc/classes/PackedVector3Array.xml:100 msgid "Changes the [Vector3] at the given index." msgstr "" #: doc/classes/PacketPeer.xml:4 msgid "Abstraction and base class for packet-based protocols." msgstr "" #: doc/classes/PacketPeer.xml:7 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 "" #: doc/classes/PacketPeer.xml:16 msgid "Returns the number of packets currently available in the ring-buffer." msgstr "" #: doc/classes/PacketPeer.xml:23 msgid "Gets a raw packet." msgstr "" #: doc/classes/PacketPeer.xml:30 msgid "" "Returns the error state of the last packet received (via [method get_packet] " "and [method get_var])." msgstr "" #: doc/classes/PacketPeer.xml:39 msgid "" "Gets a Variant. 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 "" #: doc/classes/PacketPeer.xml:49 msgid "Sends a raw packet." msgstr "" #: doc/classes/PacketPeer.xml:60 msgid "" "Sends a [Variant] as a packet. If [code]full_objects[/code] is [code]true[/" "code], encoding objects is allowed (and can potentially include code)." msgstr "" #: doc/classes/PacketPeer.xml:66 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 "" #: doc/classes/PacketPeerDTLS.xml:4 msgid "DTLS packet peer." msgstr "" #: doc/classes/PacketPeerDTLS.xml:7 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]." msgstr "" #: doc/classes/PacketPeerDTLS.xml:24 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 "" #: doc/classes/PacketPeerDTLS.xml:31 msgid "Disconnects this peer, terminating the DTLS session." msgstr "" #: doc/classes/PacketPeerDTLS.xml:38 doc/classes/StreamPeerSSL.xml:55 msgid "Returns the status of the connection. See [enum Status] for values." msgstr "" #: doc/classes/PacketPeerDTLS.xml:45 msgid "" "Poll the connection to check for incoming packets. Call this frequently to " "update the status and keep the connection working." msgstr "" #: doc/classes/PacketPeerDTLS.xml:51 msgid "A status representing a [PacketPeerDTLS] that is disconnected." msgstr "" #: doc/classes/PacketPeerDTLS.xml:54 msgid "" "A status representing a [PacketPeerDTLS] that is currently performing the " "handshake with a remote peer." msgstr "" #: doc/classes/PacketPeerDTLS.xml:57 msgid "" "A status representing a [PacketPeerDTLS] that is connected to a remote peer." msgstr "" #: doc/classes/PacketPeerDTLS.xml:60 msgid "A status representing a [PacketPeerDTLS] in a generic error state." msgstr "" #: doc/classes/PacketPeerDTLS.xml:63 msgid "" "An error status that shows a mismatch in the DTLS certificate domain " "presented by the host and the domain requested for validation." msgstr "" #: doc/classes/PacketPeerStream.xml:4 msgid "Wrapper to use a PacketPeer over a StreamPeer." msgstr "" #: doc/classes/PacketPeerStream.xml:7 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 "" #: doc/classes/PacketPeerStream.xml:19 msgid "The wrapped [StreamPeer] object." msgstr "" #: doc/classes/PacketPeerUDP.xml:4 msgid "UDP packet peer." msgstr "" #: doc/classes/PacketPeerUDP.xml:7 msgid "" "UDP packet peer. Can be used to send raw UDP packets as well as [Variant]s." msgstr "" #: doc/classes/PacketPeerUDP.xml:16 msgid "Closes the UDP socket the [PacketPeerUDP] is currently listening on." msgstr "" #: doc/classes/PacketPeerUDP.xml:27 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" "Note: 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 "" #: doc/classes/PacketPeerUDP.xml:35 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 "" #: doc/classes/PacketPeerUDP.xml:42 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 "" #: doc/classes/PacketPeerUDP.xml:49 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 "" #: doc/classes/PacketPeerUDP.xml:56 msgid "Returns whether this [PacketPeerUDP] is listening." msgstr "" #: doc/classes/PacketPeerUDP.xml:67 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" "Note: Some Android devices might require the " "[code]CHANGE_WIFI_MULTICAST_STATE[/code] permission for multicast to work." msgstr "" #: doc/classes/PacketPeerUDP.xml:80 msgid "" "Removes the interface identified by [code]interface_name[/code] from the " "multicast group specified by [code]multicast_address[/code]." msgstr "" #: doc/classes/PacketPeerUDP.xml:93 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 "" #: doc/classes/PacketPeerUDP.xml:105 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" "Note: 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 "" #: doc/classes/PacketPeerUDP.xml:117 msgid "" "Sets the destination address and port for sending packets and variables. A " "hostname will be resolved using DNS if needed.\n" "Note: [method set_broadcast_enabled] must be enabled before sending packets " "to a broadcast address (e.g. [code]255.255.255.255[/code])." msgstr "" #: doc/classes/PacketPeerUDP.xml:125 msgid "" "Waits for a packet to arrive on the listening port. See [method listen]." msgstr "" #: doc/classes/Panel.xml:4 msgid "Provides an opaque background for [Control] children." msgstr "" #: doc/classes/Panel.xml:7 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 "" #: doc/classes/Panel.xml:25 msgid "The style of this [Panel]." msgstr "" #: doc/classes/PanelContainer.xml:4 msgid "Panel container type." msgstr "" #: doc/classes/PanelContainer.xml:7 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 "" #: doc/classes/PanelContainer.xml:20 msgid "The style of [PanelContainer]'s background." msgstr "" #: doc/classes/PanoramaSkyMaterial.xml:4 msgid "A [Material] used with [Sky] to draw a background texture." msgstr "" #: doc/classes/PanoramaSkyMaterial.xml:7 msgid "" "A resource referenced in a [Sky] that is used to draw a background. The " "Panorama sky material 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 "" #: doc/classes/PanoramaSkyMaterial.xml:17 msgid "[Texture2D] to be applied to the [PanoramaSkyMaterial]." msgstr "" #: doc/classes/ParallaxBackground.xml:4 msgid "A node used to create a parallax scrolling background." msgstr "" #: doc/classes/ParallaxBackground.xml:7 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 "" #: doc/classes/ParallaxBackground.xml:16 msgid "The base position offset for all [ParallaxLayer] children." msgstr "" #: doc/classes/ParallaxBackground.xml:19 msgid "The base motion scale for all [ParallaxLayer] children." msgstr "" #: doc/classes/ParallaxBackground.xml:22 msgid "" "If [code]true[/code], elements in [ParallaxLayer] child aren't affected by " "the zoom level of the camera." msgstr "" #: doc/classes/ParallaxBackground.xml:25 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 "" #: doc/classes/ParallaxBackground.xml:28 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 "" #: doc/classes/ParallaxBackground.xml:31 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 "" #: doc/classes/ParallaxLayer.xml:4 msgid "A parallax scrolling layer to be used with [ParallaxBackground]." msgstr "" #: doc/classes/ParallaxLayer.xml:7 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 "" #: doc/classes/ParallaxLayer.xml:17 msgid "" "The ParallaxLayer's [Texture2D] mirroring. Useful for creating an infinite " "scrolling background. If an axis is set to [code]0[/code], the [Texture2D] " "will not be mirrored." msgstr "" #: doc/classes/ParallaxLayer.xml:20 msgid "" "The ParallaxLayer's offset relative to the parent ParallaxBackground's " "[member ParallaxBackground.scroll_offset]." msgstr "" #: doc/classes/ParallaxLayer.xml:23 msgid "" "Multiplies the ParallaxLayer's motion. If an axis is set to [code]0[/code], " "it will not scroll." msgstr "" #: doc/classes/ParticlesMaterial.xml:4 msgid "Particle properties for [GPUParticles3D] and [GPUParticles2D] nodes." msgstr "" #: doc/classes/ParticlesMaterial.xml:7 msgid "" "ParticlesMaterial defines particle properties and behavior. It is used in " "the [code]process_material[/code] of [GPUParticles3D] and [GPUParticles2D] " "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 "" #: doc/classes/ParticlesMaterial.xml:20 msgid "Returns [code]true[/code] if the specified flag is enabled." msgstr "" #: doc/classes/ParticlesMaterial.xml:38 msgid "Returns the randomness ratio associated with the specified parameter." msgstr "" #: doc/classes/ParticlesMaterial.xml:47 msgid "Returns the [Texture2D] used by the specified parameter." msgstr "" #: doc/classes/ParticlesMaterial.xml:58 msgid "" "If [code]true[/code], enables the specified flag. See [enum Flags] for " "options." msgstr "" #: doc/classes/ParticlesMaterial.xml:69 msgid "Sets the specified [enum Parameter]." msgstr "" #: doc/classes/ParticlesMaterial.xml:80 msgid "Sets the randomness ratio for the specified [enum Parameter]." msgstr "" #: doc/classes/ParticlesMaterial.xml:91 msgid "Sets the [Texture2D] for the specified [enum Parameter]." msgstr "" #: doc/classes/ParticlesMaterial.xml:97 msgid "" "Initial rotation applied to each particle, in degrees.\n" "Only applied when [member flag_disable_z] or [member flag_rotate_y] are " "[code]true[/code] or the [BaseMaterial3D] being used to draw the particle is " "using [constant BaseMaterial3D.BILLBOARD_PARTICLES]." msgstr "" #: doc/classes/ParticlesMaterial.xml:101 msgid "Each particle's rotation will be animated along this [CurveTexture]." msgstr "" #: doc/classes/ParticlesMaterial.xml:107 msgid "" "Initial angular velocity applied to each particle. Sets the speed of " "rotation of the particle.\n" "Only applied when [member flag_disable_z] or [member flag_rotate_y] are " "[code]true[/code] or the [BaseMaterial3D] being used to draw the particle is " "using [constant BaseMaterial3D.BILLBOARD_PARTICLES]." msgstr "" #: doc/classes/ParticlesMaterial.xml:111 msgid "Each particle's angular velocity will vary along this [CurveTexture]." msgstr "" #: doc/classes/ParticlesMaterial.xml:120 msgid "Each particle's animation offset will vary along this [CurveTexture]." msgstr "" #: doc/classes/ParticlesMaterial.xml:129 msgid "Each particle's animation speed will vary along this [CurveTexture]." msgstr "" #: doc/classes/ParticlesMaterial.xml:135 msgid "" "Each particle's initial color. If the [GPUParticles2D]'s [code]texture[/" "code] is defined, it will be multiplied by this color. To have particle " "display color in a [BaseMaterial3D] make sure to set [member BaseMaterial3D." "vertex_color_use_as_albedo] to [code]true[/code]." msgstr "" #: doc/classes/ParticlesMaterial.xml:138 msgid "Each particle's color will vary along this [GradientTexture]." msgstr "" #: doc/classes/ParticlesMaterial.xml:144 msgid "Damping will vary along this [CurveTexture]." msgstr "" #: doc/classes/ParticlesMaterial.xml:153 msgid "" "The box's extents if [code]emission_shape[/code] is set to [constant " "EMISSION_SHAPE_BOX]." msgstr "" #: doc/classes/ParticlesMaterial.xml:156 msgid "" "Particle color will be modulated by color determined by sampling this " "texture at the same point as the [member emission_point_texture]." msgstr "" #: doc/classes/ParticlesMaterial.xml:159 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 "" #: doc/classes/ParticlesMaterial.xml:162 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 "" #: doc/classes/ParticlesMaterial.xml:165 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 "" #: doc/classes/ParticlesMaterial.xml:168 msgid "" "Particles will be emitted inside this region. Use [enum EmissionShape] " "constants for values." msgstr "" #: doc/classes/ParticlesMaterial.xml:171 msgid "" "The sphere's radius if [code]emission_shape[/code] is set to [constant " "EMISSION_SHAPE_SPHERE]." msgstr "" #: doc/classes/ParticlesMaterial.xml:192 msgid "Each particle's hue will vary along this [CurveTexture]." msgstr "" #: doc/classes/ParticlesMaterial.xml:210 msgid "" "Each particle's linear acceleration will vary along this [CurveTexture]." msgstr "" #: doc/classes/ParticlesMaterial.xml:216 msgid "" "Orbital velocity applied to each particle. Makes the particles circle around " "origin. Specified in number of full rotations around origin per second.\n" "Only available when [member flag_disable_z] is [code]true[/code]." msgstr "" #: doc/classes/ParticlesMaterial.xml:220 msgid "Each particle's orbital velocity will vary along this [CurveTexture]." msgstr "" #: doc/classes/ParticlesMaterial.xml:229 msgid "" "Each particle's radial acceleration will vary along this [CurveTexture]." msgstr "" #: doc/classes/ParticlesMaterial.xml:238 msgid "Each particle's scale will vary along this [CurveTexture]." msgstr "" #: doc/classes/ParticlesMaterial.xml:250 msgid "" "Each particle's tangential acceleration will vary along this [CurveTexture]." msgstr "" #: doc/classes/ParticlesMaterial.xml:256 msgid "Trail particles' color will vary along this [GradientTexture]." msgstr "" #: doc/classes/ParticlesMaterial.xml:259 msgid "" "Emitter will emit [code]amount[/code] divided by [code]trail_divisor[/code] " "particles. The remaining particles will be used as trail(s)." msgstr "" #: doc/classes/ParticlesMaterial.xml:262 msgid "Trail particles' size will vary along this [CurveTexture]." msgstr "" #: doc/classes/ParticlesMaterial.xml:267 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set initial velocity properties." msgstr "" #: doc/classes/ParticlesMaterial.xml:270 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set angular velocity properties." msgstr "" #: doc/classes/ParticlesMaterial.xml:273 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set orbital velocity properties." msgstr "" #: doc/classes/ParticlesMaterial.xml:276 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set linear acceleration properties." msgstr "" #: doc/classes/ParticlesMaterial.xml:279 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set radial acceleration properties." msgstr "" #: doc/classes/ParticlesMaterial.xml:282 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set tangential acceleration properties." msgstr "" #: doc/classes/ParticlesMaterial.xml:285 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set damping properties." msgstr "" #: doc/classes/ParticlesMaterial.xml:288 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set angle properties." msgstr "" #: doc/classes/ParticlesMaterial.xml:291 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set scale properties." msgstr "" #: doc/classes/ParticlesMaterial.xml:294 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set hue variation properties." msgstr "" #: doc/classes/ParticlesMaterial.xml:297 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set animation speed properties." msgstr "" #: doc/classes/ParticlesMaterial.xml:300 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set animation offset properties." msgstr "" #: doc/classes/ParticlesMaterial.xml:306 msgid "Use with [method set_flag] to set [member flag_align_y]." msgstr "" #: doc/classes/ParticlesMaterial.xml:309 msgid "Use with [method set_flag] to set [member flag_rotate_y]." msgstr "" #: doc/classes/ParticlesMaterial.xml:312 msgid "Use with [method set_flag] to set [member flag_disable_z]." msgstr "" #: doc/classes/ParticlesMaterial.xml:327 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 "" #: doc/classes/ParticlesMaterial.xml:330 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 "" #: doc/classes/Path2D.xml:4 msgid "Contains a [Curve2D] path for [PathFollow2D] nodes to follow." msgstr "" #: doc/classes/Path2D.xml:7 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 "" #: doc/classes/Path2D.xml:16 msgid "A [Curve2D] describing the path." msgstr "" #: doc/classes/Path3D.xml:4 msgid "Contains a [Curve3D] path for [PathFollow3D] nodes to follow." msgstr "" #: doc/classes/Path3D.xml:7 msgid "" "Can have [PathFollow3D] child nodes moving along the [Curve3D]. See " "[PathFollow3D] for more information on the usage.\n" "Note that the path is considered as relative to the moved nodes (children of " "[PathFollow3D]). As such, the curve should usually start with a zero vector " "[code](0, 0, 0)[/code]." msgstr "" #: doc/classes/Path3D.xml:16 msgid "A [Curve3D] describing the path." msgstr "" #: doc/classes/Path3D.xml:22 msgid "Emitted when the [member curve] changes." msgstr "" #: doc/classes/PathFollow2D.xml:4 msgid "Point sampler for a [Path2D]." msgstr "" #: doc/classes/PathFollow2D.xml:7 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 "" #: doc/classes/PathFollow2D.xml:16 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 "" #: doc/classes/PathFollow2D.xml:21 doc/classes/PathFollow3D.xml:21 msgid "The node's offset along the curve." msgstr "" #: doc/classes/PathFollow2D.xml:24 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 "" #: doc/classes/PathFollow2D.xml:27 doc/classes/PathFollow3D.xml:24 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 "" #: doc/classes/PathFollow2D.xml:30 msgid "The distance along the path in pixels." msgstr "" #: doc/classes/PathFollow2D.xml:33 msgid "" "If [code]true[/code], this node rotates to follow the path, making its " "descendants rotate." msgstr "" #: doc/classes/PathFollow2D.xml:36 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 "" #: doc/classes/PathFollow2D.xml:39 doc/classes/PathFollow3D.xml:36 msgid "The node's offset perpendicular to the curve." msgstr "" #: doc/classes/PathFollow3D.xml:4 msgid "Point sampler for a [Path3D]." msgstr "" #: doc/classes/PathFollow3D.xml:7 msgid "" "This node takes its parent [Path3D], 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 "" #: doc/classes/PathFollow3D.xml:16 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 [Path3D] 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 "" #: doc/classes/PathFollow3D.xml:27 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 "" #: doc/classes/PathFollow3D.xml:30 msgid "" "Allows or forbids rotation on one or more axes, depending on the [enum " "RotationMode] constants being used." msgstr "" #: doc/classes/PathFollow3D.xml:33 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 "" #: doc/classes/PathFollow3D.xml:41 msgid "Forbids the PathFollow3D to rotate." msgstr "" #: doc/classes/PathFollow3D.xml:44 msgid "Allows the PathFollow3D to rotate in the Y axis only." msgstr "" #: doc/classes/PathFollow3D.xml:47 msgid "Allows the PathFollow3D to rotate in both the X, and Y axes." msgstr "" #: doc/classes/PathFollow3D.xml:50 msgid "Allows the PathFollow3D to rotate in any axis." msgstr "" #: doc/classes/PathFollow3D.xml:53 msgid "" "Uses the up vector information in a [Curve3D] to enforce orientation. This " "rotation mode requires the [Path3D]'s [member Curve3D.up_vector_enabled] " "property to be set to [code]true[/code]." msgstr "" #: doc/classes/PCKPacker.xml:4 msgid "Creates packages that can be loaded into a running project." msgstr "" #: doc/classes/PCKPacker.xml:7 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 "" #: doc/classes/PCKPacker.xml:27 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 "" #: doc/classes/PCKPacker.xml:36 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 "" #: doc/classes/PCKPacker.xml:47 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 "" #: doc/classes/Performance.xml:4 msgid "Exposes performance-related data." msgstr "" #: doc/classes/Performance.xml:7 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 "" #: doc/classes/Performance.xml:20 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 "" #: doc/classes/Performance.xml:29 msgid "Number of frames per second." msgstr "" #: doc/classes/Performance.xml:32 msgid "Time it took to complete one frame, in seconds." msgstr "" #: doc/classes/Performance.xml:35 msgid "Time it took to complete one physics frame, in seconds." msgstr "" #: doc/classes/Performance.xml:38 msgid "" "Static memory currently used, in bytes. Not available in release builds." msgstr "" #: doc/classes/Performance.xml:41 msgid "Available static memory. Not available in release builds." msgstr "" #: doc/classes/Performance.xml:44 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 "" #: doc/classes/Performance.xml:47 msgid "Number of objects currently instanced (including nodes)." msgstr "" #: doc/classes/Performance.xml:50 msgid "Number of resources currently used." msgstr "" #: doc/classes/Performance.xml:53 msgid "" "Number of nodes currently instanced in the scene tree. This also includes " "the root node." msgstr "" #: doc/classes/Performance.xml:56 msgid "" "Number of orphan nodes, i.e. nodes which are not parented to a node of the " "scene tree." msgstr "" #: doc/classes/Performance.xml:59 msgid "3D objects drawn per frame." msgstr "" #: doc/classes/Performance.xml:62 msgid "Vertices drawn per frame. 3D only." msgstr "" #: doc/classes/Performance.xml:65 msgid "Material changes per frame. 3D only." msgstr "" #: doc/classes/Performance.xml:68 msgid "Shader changes per frame. 3D only." msgstr "" #: doc/classes/Performance.xml:71 msgid "Render surface changes per frame. 3D only." msgstr "" #: doc/classes/Performance.xml:74 msgid "Draw calls per frame. 3D only." msgstr "" #: doc/classes/Performance.xml:77 doc/classes/RenderingServer.xml:3805 msgid "" "The amount of video memory used, i.e. texture and vertex memory combined." msgstr "" #: doc/classes/Performance.xml:80 doc/classes/RenderingServer.xml:3808 msgid "The amount of texture memory used." msgstr "" #: doc/classes/Performance.xml:83 doc/classes/RenderingServer.xml:3811 msgid "The amount of vertex memory used." msgstr "" #: doc/classes/Performance.xml:86 doc/classes/RenderingServer.xml:3802 msgid "Unimplemented in the GLES2 rendering backend, always returns 0." msgstr "" #: doc/classes/Performance.xml:89 msgid "Number of active [RigidBody2D] nodes in the game." msgstr "" #: doc/classes/Performance.xml:92 msgid "Number of collision pairs in the 2D physics engine." msgstr "" #: doc/classes/Performance.xml:95 msgid "Number of islands in the 2D physics engine." msgstr "" #: doc/classes/Performance.xml:98 msgid "Number of active [RigidBody3D] and [VehicleBody3D] nodes in the game." msgstr "" #: doc/classes/Performance.xml:101 msgid "Number of collision pairs in the 3D physics engine." msgstr "" #: doc/classes/Performance.xml:104 msgid "Number of islands in the 3D physics engine." msgstr "" #: doc/classes/Performance.xml:107 msgid "Output latency of the [AudioServer]." msgstr "" #: doc/classes/Performance.xml:110 msgid "Represents the size of the [enum Monitor] enum." msgstr "" #: doc/classes/PHashTranslation.xml:4 msgid "Optimized translation." msgstr "" #: doc/classes/PHashTranslation.xml:7 msgid "" "Optimized translation. Uses real-time compressed translations, which results " "in very small dictionaries." msgstr "" #: doc/classes/PHashTranslation.xml:18 msgid "" "Generates and sets an optimized translation from the given [Translation] " "resource." msgstr "" #: doc/classes/PhysicalBone3D.xml:67 msgid "Damps the body's rotation if greater than [code]0[/code]." msgstr "" #: doc/classes/PhysicalBone3D.xml:70 doc/classes/RigidBody3D.xml:132 msgid "Lock the body's rotation in the X axis." msgstr "" #: doc/classes/PhysicalBone3D.xml:73 doc/classes/RigidBody3D.xml:135 msgid "Lock the body's rotation in the Y axis." msgstr "" #: doc/classes/PhysicalBone3D.xml:76 doc/classes/RigidBody3D.xml:138 msgid "Lock the body's rotation in the Z axis." msgstr "" #: doc/classes/PhysicalBone3D.xml:79 doc/classes/RigidBody3D.xml:141 msgid "Lock the body's movement in the X axis." msgstr "" #: doc/classes/PhysicalBone3D.xml:82 doc/classes/RigidBody3D.xml:144 msgid "Lock the body's movement in the Y axis." msgstr "" #: doc/classes/PhysicalBone3D.xml:85 doc/classes/RigidBody3D.xml:147 msgid "Lock the body's movement in the Z axis." msgstr "" #: doc/classes/PhysicalBone3D.xml:88 msgid "Sets the body's transform." msgstr "" #: doc/classes/PhysicalBone3D.xml:91 doc/classes/PhysicsMaterial.xml:18 msgid "" "The body's bounciness. Values range from [code]0[/code] (no bounce) to " "[code]1[/code] (full bounciness)." msgstr "" #: doc/classes/PhysicalBone3D.xml:94 msgid "" "If [code]true[/code], the body is deactivated when there is no movement, so " "it will not take part in the simulation until it is awaken by an external " "force." msgstr "" #: doc/classes/PhysicalBone3D.xml:97 msgid "" "The body's friction, from [code]0[/code] (frictionless) to [code]1[/code] " "(max friction)." msgstr "" #: doc/classes/PhysicalBone3D.xml:100 msgid "" "This is multiplied by the global 3D gravity setting found in [b]Project > " "Project Settings > Physics > 3d[/b] to produce the body'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 "" #: doc/classes/PhysicalBone3D.xml:103 msgid "Sets the joint's transform." msgstr "" #: doc/classes/PhysicalBone3D.xml:106 msgid "Sets the joint's rotation in radians." msgstr "" #: doc/classes/PhysicalBone3D.xml:109 msgid "Sets the joint's rotation in degrees." msgstr "" #: doc/classes/PhysicalBone3D.xml:112 msgid "Sets the joint type. See [enum JointType] for possible values." msgstr "" #: doc/classes/PhysicalBone3D.xml:115 msgid "Damps the body's movement if greater than [code]0[/code]." msgstr "" #: doc/classes/PhysicalBone3D.xml:118 doc/classes/RigidBody2D.xml:158 #: doc/classes/RigidBody3D.xml:175 msgid "The body's mass." msgstr "" #: doc/classes/PhysicalBone3D.xml:121 doc/classes/RigidBody3D.xml:188 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 "" #: doc/classes/PhysicalSkyMaterial.xml:4 msgid "[Sky] [Material] used for a physically based sky." msgstr "" #: doc/classes/PhysicalSkyMaterial.xml:7 msgid "" "The [PhysicalSkyMaterial] uses the Preetham analytic daylight model to draw " "a sky based on physical properties. This results in a substantially more " "realistic sky than the [ProceduralSkyMaterial], but it is slightly slower " "and less flexible.\n" "The [PhysicalSkyMaterial] only supports one sun. The color, energy, and " "direction of the sun are taken from the first [DirectionalLight3D] in the " "scene tree.\n" "As it is based on a daylight model, the sky fades to black as the sunset " "ends. If you want a full day/night cycle, you will have to add a night sky " "by converting this to a [ShaderMaterial] and adding a night sky directly " "into the resulting shader." msgstr "" #: doc/classes/PhysicalSkyMaterial.xml:17 msgid "" "Sets the amount of dithering to use. Dithering helps reduce banding that " "appears from the smooth changes in color in the sky. Use the lowest value " "possible, higher amounts may add fuzziness to the sky." msgstr "" #: doc/classes/PhysicalSkyMaterial.xml:20 msgid "" "Sets the exposure of the sky. Higher exposure values make the entire sky " "brighter." msgstr "" #: doc/classes/PhysicalSkyMaterial.xml:23 msgid "" "Modulates the [Color] on the bottom half of the sky to represent the ground." msgstr "" #: doc/classes/PhysicalSkyMaterial.xml:26 msgid "" "Controls the strength of mie scattering for the sky. Mie scattering results " "from light colliding with larger particles (like water). On earth, mie " "scattering results in a whiteish color around the sun and horizon." msgstr "" #: doc/classes/PhysicalSkyMaterial.xml:29 msgid "" "Controls the [Color] of the mie scattering effect. While not physically " "accurate, this allows for the creation of alien looking planets." msgstr "" #: doc/classes/PhysicalSkyMaterial.xml:32 msgid "" "Controls the direction of the mie scattering. A value of [code]1[/code] " "means that when light hits a particle it passing through straight forward. A " "value of [code]-1[/code] means that all light is scatter backwards." msgstr "" #: doc/classes/PhysicalSkyMaterial.xml:35 msgid "" "[Texture2D] for the night sky. This is added to the sky, so if it is bright " "enough, it may be visible during the day." msgstr "" #: doc/classes/PhysicalSkyMaterial.xml:38 msgid "" "Controls the strength of the rayleigh scattering. Rayleigh scattering " "results from light colliding with small particles. It is responsible for the " "blue color of the sky." msgstr "" #: doc/classes/PhysicalSkyMaterial.xml:41 msgid "" "Controls the [Color] of the rayleigh scattering. While not physically " "accurate, this allows for the creation of alien looking planets. For " "example, setting this to a red [Color] results in a mars looking atmosphere " "with a corresponding blue sunset." msgstr "" #: doc/classes/PhysicalSkyMaterial.xml:44 msgid "" "Sets the size of the sun disk. Default value is based on Sol's perceived " "size from Earth." msgstr "" #: doc/classes/PhysicalSkyMaterial.xml:47 msgid "" "Sets the thickness of the atmosphere. High turbidity creates a foggy looking " "atmosphere, while a low turbidity results in a clearer atmosphere." msgstr "" #: doc/classes/PhysicsBody2D.xml:4 msgid "Base class for all objects affected by physics in 2D space." msgstr "" #: doc/classes/PhysicsBody2D.xml:7 msgid "" "PhysicsBody2D is an abstract base class for implementing a physics body. All " "*Body2D types inherit from it." msgstr "" #: doc/classes/PhysicsBody2D.xml:19 doc/classes/PhysicsBody3D.xml:19 #: doc/classes/SoftBody3D.xml:19 msgid "Adds a body to the list of bodies that this body can't collide with." msgstr "" #: doc/classes/PhysicsBody2D.xml:26 doc/classes/PhysicsBody3D.xml:26 #: doc/classes/SoftBody3D.xml:26 msgid "" "Returns an array of nodes that were added as collision exceptions for this " "body." msgstr "" #: doc/classes/PhysicsBody2D.xml:53 doc/classes/PhysicsBody3D.xml:53 #: doc/classes/SoftBody3D.xml:53 msgid "" "Removes a body from the list of bodies that this body can't collide with." msgstr "" #: doc/classes/PhysicsBody2D.xml:64 doc/classes/PhysicsBody3D.xml:64 msgid "" "Sets individual bits on the [member collision_layer] bitmask. Use this if " "you only need to change one layer's value." msgstr "" #: doc/classes/PhysicsBody2D.xml:75 doc/classes/PhysicsBody3D.xml:75 msgid "" "Sets individual bits on the [member collision_mask] bitmask. Use this if you " "only need to change one layer's value." msgstr "" #: doc/classes/PhysicsBody2D.xml:81 doc/classes/PhysicsBody3D.xml:81 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 [member " "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." msgstr "" #: doc/classes/PhysicsBody2D.xml:86 doc/classes/PhysicsBody3D.xml:86 msgid "The physics layers this area scans for collisions." msgstr "" #: doc/classes/PhysicsBody2D.xml:90 msgid "" "Both [member collision_layer] and [member collision_mask]. Returns [member " "collision_layer] when accessed. Updates [member collision_layer] and [member " "collision_mask] when modified." msgstr "" #: doc/classes/PhysicsBody3D.xml:4 msgid "Base class for all objects affected by physics in 3D space." msgstr "" #: doc/classes/PhysicsBody3D.xml:7 msgid "" "PhysicsBody3D is an abstract base class for implementing a physics body. All " "*Body types inherit from it." msgstr "" #: doc/classes/PhysicsDirectBodyState2D.xml:4 msgid "Direct access object to a physics body in the [PhysicsServer2D]." msgstr "" #: doc/classes/PhysicsDirectBodyState2D.xml:7 msgid "" "Provides direct access to a physics body in the [PhysicsServer2D], 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 "" #: doc/classes/PhysicsDirectBodyState2D.xml:10 #: doc/classes/PhysicsDirectSpaceState2D.xml:10 #: doc/classes/PhysicsDirectSpaceState3D.xml:10 doc/classes/RayCast2D.xml:14 #: doc/classes/RayCast3D.xml:14 doc/classes/World2D.xml:10 #: doc/classes/World3D.xml:10 msgid "" "https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html" msgstr "" #: doc/classes/PhysicsDirectBodyState2D.xml:19 doc/classes/RigidBody2D.xml:31 msgid "Adds a constant directional force without affecting rotation." msgstr "" #: doc/classes/PhysicsDirectBodyState2D.xml:30 #: doc/classes/PhysicsDirectBodyState3D.xml:30 doc/classes/RigidBody2D.xml:42 msgid "" "Adds a positioned force to the body. Both the force and the offset from the " "body origin are in global coordinates." msgstr "" #: doc/classes/PhysicsDirectBodyState2D.xml:39 doc/classes/RigidBody2D.xml:51 msgid "Adds a constant rotational force." msgstr "" #: doc/classes/PhysicsDirectBodyState2D.xml:48 doc/classes/RigidBody2D.xml:60 msgid "Applies a directional impulse without affecting rotation." msgstr "" #: doc/classes/PhysicsDirectBodyState2D.xml:59 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 "" #: doc/classes/PhysicsDirectBodyState2D.xml:68 doc/classes/RigidBody2D.xml:80 msgid "Applies a rotational impulse to the body." msgstr "" #: doc/classes/PhysicsDirectBodyState2D.xml:77 #: doc/classes/PhysicsDirectBodyState3D.xml:78 msgid "Returns the collider's [RID]." msgstr "" #: doc/classes/PhysicsDirectBodyState2D.xml:86 #: doc/classes/PhysicsDirectBodyState3D.xml:87 msgid "Returns the collider's object id." msgstr "" #: doc/classes/PhysicsDirectBodyState2D.xml:95 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 "" #: doc/classes/PhysicsDirectBodyState2D.xml:104 #: doc/classes/PhysicsDirectBodyState3D.xml:105 msgid "Returns the contact position in the collider." msgstr "" #: doc/classes/PhysicsDirectBodyState2D.xml:113 #: doc/classes/PhysicsDirectBodyState3D.xml:114 msgid "Returns the collider's shape index." msgstr "" #: doc/classes/PhysicsDirectBodyState2D.xml:122 msgid "" "Returns the collided shape's metadata. This metadata is different from " "[method Object.get_meta], and is set with [method PhysicsServer2D." "shape_set_data]." msgstr "" #: doc/classes/PhysicsDirectBodyState2D.xml:131 #: doc/classes/PhysicsDirectBodyState3D.xml:123 msgid "Returns the linear velocity vector at the collider's contact point." msgstr "" #: doc/classes/PhysicsDirectBodyState2D.xml:138 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 "" #: doc/classes/PhysicsDirectBodyState2D.xml:148 #: doc/classes/PhysicsDirectBodyState3D.xml:149 msgid "Returns the local normal at the contact point." msgstr "" #: doc/classes/PhysicsDirectBodyState2D.xml:157 #: doc/classes/PhysicsDirectBodyState3D.xml:158 msgid "Returns the local position of the contact point." msgstr "" #: doc/classes/PhysicsDirectBodyState2D.xml:166 #: doc/classes/PhysicsDirectBodyState3D.xml:167 msgid "Returns the local shape index of the collision." msgstr "" #: doc/classes/PhysicsDirectBodyState2D.xml:173 #: doc/classes/PhysicsDirectBodyState3D.xml:174 msgid "Returns the current state of the space, useful for queries." msgstr "" #: doc/classes/PhysicsDirectBodyState2D.xml:180 #: doc/classes/PhysicsDirectBodyState3D.xml:181 msgid "Calls the built-in force integration code." msgstr "" #: doc/classes/PhysicsDirectBodyState2D.xml:186 #: doc/classes/PhysicsDirectBodyState3D.xml:187 doc/classes/RigidBody2D.xml:121 msgid "The body's rotational velocity." msgstr "" #: doc/classes/PhysicsDirectBodyState2D.xml:189 #: doc/classes/PhysicsDirectBodyState3D.xml:192 msgid "The inverse of the inertia of the body." msgstr "" #: doc/classes/PhysicsDirectBodyState2D.xml:192 #: doc/classes/PhysicsDirectBodyState3D.xml:195 msgid "The inverse of the mass of the body." msgstr "" #: doc/classes/PhysicsDirectBodyState2D.xml:195 #: doc/classes/PhysicsDirectBodyState3D.xml:198 doc/classes/RigidBody2D.xml:155 msgid "The body's linear velocity." msgstr "" #: doc/classes/PhysicsDirectBodyState2D.xml:198 #: doc/classes/PhysicsDirectBodyState3D.xml:203 msgid "If [code]true[/code], this body is currently sleeping (not active)." msgstr "" #: doc/classes/PhysicsDirectBodyState2D.xml:201 #: doc/classes/PhysicsDirectBodyState3D.xml:206 msgid "The timestep (delta) used for the simulation." msgstr "" #: doc/classes/PhysicsDirectBodyState2D.xml:204 #: doc/classes/PhysicsDirectBodyState3D.xml:209 msgid "" "The rate at which the body stops rotating, if there are not any other forces " "moving it." msgstr "" #: doc/classes/PhysicsDirectBodyState2D.xml:207 #: doc/classes/PhysicsDirectBodyState3D.xml:212 msgid "The total gravity vector being currently applied to this body." msgstr "" #: doc/classes/PhysicsDirectBodyState2D.xml:210 #: doc/classes/PhysicsDirectBodyState3D.xml:215 msgid "" "The rate at which the body stops moving, if there are not any other forces " "moving it." msgstr "" #: doc/classes/PhysicsDirectBodyState2D.xml:213 #: doc/classes/PhysicsDirectBodyState3D.xml:218 msgid "The body's transformation matrix." msgstr "" #: doc/classes/PhysicsDirectBodyState3D.xml:4 msgid "Direct access object to a physics body in the [PhysicsServer3D]." msgstr "" #: doc/classes/PhysicsDirectBodyState3D.xml:7 msgid "" "Provides direct access to a physics body in the [PhysicsServer3D], 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 RigidBody3D._integrate_forces]." msgstr "" #: doc/classes/PhysicsDirectBodyState3D.xml:18 msgid "" "Adds a constant directional force without affecting rotation.\n" "This is equivalent to [code]add_force(force, Vector3(0,0,0))[/code]." msgstr "" #: doc/classes/PhysicsDirectBodyState3D.xml:39 msgid "Adds a constant rotational force without affecting position." msgstr "" #: doc/classes/PhysicsDirectBodyState3D.xml:48 msgid "" "Applies a single directional impulse without affecting rotation.\n" "This is equivalent to [code]apply_impulse(Vector3(0, 0, 0), impulse)[/code]." msgstr "" #: doc/classes/PhysicsDirectBodyState3D.xml:60 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 "" #: doc/classes/PhysicsDirectBodyState3D.xml:69 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 "" #: doc/classes/PhysicsDirectBodyState3D.xml:96 msgid "Returns the collider object." msgstr "" #: doc/classes/PhysicsDirectBodyState3D.xml:130 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 RigidBody3D.contact_monitor]." msgstr "" #: doc/classes/PhysicsDirectBodyState3D.xml:140 msgid "Impulse created by the contact. Only implemented for Bullet physics." msgstr "" #: doc/classes/PhysicsDirectSpaceState2D.xml:4 msgid "Direct access object to a space in the [PhysicsServer2D]." msgstr "" #: doc/classes/PhysicsDirectSpaceState2D.xml:7 msgid "" "Direct access object to a space in the [PhysicsServer2D]. It's used mainly " "to do queries against objects and areas residing in a given space." msgstr "" #: doc/classes/PhysicsDirectSpaceState2D.xml:19 msgid "" "Checks how far the shape can travel toward a point. If the shape can not " "move, the array will be empty.\n" "[b]Note:[/b] Both the shape and the motion are supplied through a " "[PhysicsShapeQueryParameters2D] object. The method will return an array with " "two floats between 0 and 1, both representing a fraction of [code]motion[/" "code]. The first is how far the shape can move without triggering a " "collision, and the second is the point at which a collision will occur. If " "no collision is detected, the returned array will be [code][1, 1][/code]." msgstr "" #: doc/classes/PhysicsDirectSpaceState2D.xml:31 msgid "" "Checks the intersections of a shape, given through a " "[PhysicsShapeQueryParameters2D] 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 "" #: doc/classes/PhysicsDirectSpaceState2D.xml:40 msgid "" "Checks the intersections of a shape, given through a " "[PhysicsShapeQueryParameters2D] 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 " "PhysicsServer2D.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 "" #: doc/classes/PhysicsDirectSpaceState2D.xml:67 msgid "" "Checks whether a point is inside any 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 " "PhysicsServer2D.shape_set_data].\n" "[code]rid[/code]: The intersecting object's [RID].\n" "[code]shape[/code]: The shape index of the colliding shape.\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 "" #: doc/classes/PhysicsDirectSpaceState2D.xml:112 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 " "PhysicsServer2D.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 "" #: doc/classes/PhysicsDirectSpaceState2D.xml:132 msgid "" "Checks the intersections of a shape, given through a " "[PhysicsShapeQueryParameters2D] object, against the space.\n" "[b]Note:[/b] This method does not take into account the [code]motion[/code] " "property of the object. 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 " "PhysicsServer2D.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 "" #: doc/classes/PhysicsDirectSpaceState3D.xml:4 msgid "Direct access object to a space in the [PhysicsServer3D]." msgstr "" #: doc/classes/PhysicsDirectSpaceState3D.xml:7 msgid "" "Direct access object to a space in the [PhysicsServer3D]. It's used mainly " "to do queries against objects and areas residing in a given space." msgstr "" #: doc/classes/PhysicsDirectSpaceState3D.xml:21 msgid "" "Checks whether the shape can travel to a point. The method will return an " "array with two floats between 0 and 1, both representing a fraction of " "[code]motion[/code]. The first is how far the shape can move without " "triggering a collision, and the second is the point at which a collision " "will occur. If no collision is detected, the returned array will be [code]" "[1, 1][/code].\n" "If the shape can not move, the returned array will be [code][0, 0][/code] " "under Bullet, and empty under GodotPhysics3D." msgstr "" #: doc/classes/PhysicsDirectSpaceState3D.xml:33 msgid "" "Checks the intersections of a shape, given through a " "[PhysicsShapeQueryParameters3D] 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 "" #: doc/classes/PhysicsDirectSpaceState3D.xml:42 msgid "" "Checks the intersections of a shape, given through a " "[PhysicsShapeQueryParameters3D] 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 [Area3D], 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 "" #: doc/classes/PhysicsDirectSpaceState3D.xml:68 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 [PhysicsBody3D]s or [Area3D]s, " "respectively." msgstr "" #: doc/classes/PhysicsDirectSpaceState3D.xml:87 msgid "" "Checks the intersections of a shape, given through a " "[PhysicsShapeQueryParameters3D] 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 "" #: doc/classes/PhysicsMaterial.xml:4 msgid "A material for physics properties." msgstr "" #: doc/classes/PhysicsMaterial.xml:7 msgid "" "Provides a means of modifying the collision properties of a [PhysicsBody3D]." msgstr "" #: doc/classes/PhysicsMaterial.xml:15 msgid "" "If [code]true[/code], subtracts the bounciness from the colliding object's " "bounciness instead of adding it." msgstr "" #: doc/classes/PhysicsMaterial.xml:21 msgid "" "The body's friction. Values range from [code]0[/code] (frictionless) to " "[code]1[/code] (maximum friction)." msgstr "" #: doc/classes/PhysicsMaterial.xml:24 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 "" #: doc/classes/PhysicsServer2D.xml:4 msgid "Server interface for low-level 2D physics access." msgstr "" #: doc/classes/PhysicsServer2D.xml:7 msgid "" "PhysicsServer2D 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 "" #: doc/classes/PhysicsServer2D.xml:24 doc/classes/PhysicsServer3D.xml:24 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 "" #: doc/classes/PhysicsServer2D.xml:45 doc/classes/PhysicsServer2D.xml:418 #: doc/classes/PhysicsServer3D.xml:35 doc/classes/PhysicsServer3D.xml:409 msgid "" "Assigns the area to a descendant of [Object], so it can exist in the node " "tree." msgstr "" #: doc/classes/PhysicsServer2D.xml:54 doc/classes/PhysicsServer3D.xml:44 msgid "" "Removes all shapes from an area. It does not delete the shapes, so they can " "be reassigned later." msgstr "" #: doc/classes/PhysicsServer2D.xml:61 msgid "Creates an [Area2D]." msgstr "" #: doc/classes/PhysicsServer2D.xml:78 doc/classes/PhysicsServer2D.xml:505 #: doc/classes/PhysicsServer3D.xml:60 doc/classes/PhysicsServer3D.xml:492 msgid "Gets the instance ID of the object the area is assigned to." msgstr "" #: doc/classes/PhysicsServer2D.xml:89 msgid "" "Returns an area parameter value. See [enum AreaParameter] for a list of " "available parameters." msgstr "" #: doc/classes/PhysicsServer2D.xml:100 doc/classes/PhysicsServer3D.xml:82 msgid "Returns the [RID] of the nth shape of an area." msgstr "" #: doc/classes/PhysicsServer2D.xml:109 doc/classes/PhysicsServer3D.xml:91 msgid "Returns the number of shapes assigned to an area." msgstr "" #: doc/classes/PhysicsServer2D.xml:120 doc/classes/PhysicsServer3D.xml:102 msgid "Returns the transform matrix of a shape within an area." msgstr "" #: doc/classes/PhysicsServer2D.xml:129 doc/classes/PhysicsServer3D.xml:111 msgid "Returns the space assigned to the area." msgstr "" #: doc/classes/PhysicsServer2D.xml:138 doc/classes/PhysicsServer3D.xml:120 msgid "Returns the space override mode for the area." msgstr "" #: doc/classes/PhysicsServer2D.xml:147 doc/classes/PhysicsServer3D.xml:129 msgid "Returns the transform matrix for an area." msgstr "" #: doc/classes/PhysicsServer2D.xml:158 doc/classes/PhysicsServer3D.xml:149 msgid "" "Removes a shape from an area. It does not delete the shape, so it can be " "reassigned later." msgstr "" #: doc/classes/PhysicsServer2D.xml:181 doc/classes/PhysicsServer3D.xml:172 msgid "Assigns the area to one or many physics layers." msgstr "" #: doc/classes/PhysicsServer2D.xml:192 doc/classes/PhysicsServer3D.xml:183 msgid "Sets which physics layers the area will monitor." msgstr "" #: doc/classes/PhysicsServer2D.xml:205 doc/classes/PhysicsServer3D.xml:196 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 "" #: doc/classes/PhysicsServer2D.xml:233 msgid "" "Sets the value for an area parameter. See [enum AreaParameter] for a list of " "available parameters." msgstr "" #: doc/classes/PhysicsServer2D.xml:246 doc/classes/PhysicsServer3D.xml:248 msgid "" "Substitutes a given area shape by another. The old shape is selected by its " "index, the new one by its [RID]." msgstr "" #: doc/classes/PhysicsServer2D.xml:259 msgid "Disables a given shape in an area." msgstr "" #: doc/classes/PhysicsServer2D.xml:272 doc/classes/PhysicsServer3D.xml:273 msgid "Sets the transform matrix for an area shape." msgstr "" #: doc/classes/PhysicsServer2D.xml:283 doc/classes/PhysicsServer3D.xml:284 msgid "Assigns a space to the area." msgstr "" #: doc/classes/PhysicsServer2D.xml:294 msgid "" "Sets the space override mode for the area. See [enum AreaSpaceOverrideMode] " "for a list of available modes." msgstr "" #: doc/classes/PhysicsServer2D.xml:305 doc/classes/PhysicsServer3D.xml:306 msgid "Sets the transform matrix for an area." msgstr "" #: doc/classes/PhysicsServer2D.xml:326 doc/classes/PhysicsServer3D.xml:327 msgid "Adds a body to the list of bodies exempt from collisions." msgstr "" #: doc/classes/PhysicsServer2D.xml:339 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 "" #: doc/classes/PhysicsServer2D.xml:354 doc/classes/PhysicsServer3D.xml:354 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 "" #: doc/classes/PhysicsServer2D.xml:387 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 "" #: doc/classes/PhysicsServer2D.xml:427 doc/classes/PhysicsServer3D.xml:418 msgid "Removes all shapes from a body." msgstr "" #: doc/classes/PhysicsServer2D.xml:434 msgid "Creates a physics body." msgstr "" #: doc/classes/PhysicsServer2D.xml:451 doc/classes/PhysicsServer3D.xml:438 msgid "Returns the physics layer or layers a body belongs to." msgstr "" #: doc/classes/PhysicsServer2D.xml:460 msgid "Returns the physics layer or layers a body can collide with." msgstr "" #: doc/classes/PhysicsServer2D.xml:469 msgid "Returns the continuous collision detection mode." msgstr "" #: doc/classes/PhysicsServer2D.xml:478 msgid "Returns the [PhysicsDirectBodyState2D] of the body." msgstr "" #: doc/classes/PhysicsServer2D.xml:487 doc/classes/PhysicsServer3D.xml:474 msgid "" "Returns the maximum contacts that can be reported. See [method " "body_set_max_contacts_reported]." msgstr "" #: doc/classes/PhysicsServer2D.xml:496 doc/classes/PhysicsServer3D.xml:483 msgid "Returns the body mode." msgstr "" #: doc/classes/PhysicsServer2D.xml:516 msgid "" "Returns the value of a body parameter. See [enum BodyParameter] for a list " "of available parameters." msgstr "" #: doc/classes/PhysicsServer2D.xml:527 doc/classes/PhysicsServer3D.xml:514 msgid "Returns the [RID] of the nth shape of a body." msgstr "" #: doc/classes/PhysicsServer2D.xml:536 doc/classes/PhysicsServer3D.xml:523 msgid "Returns the number of shapes assigned to a body." msgstr "" #: doc/classes/PhysicsServer2D.xml:547 msgid "Returns the metadata of a shape of a body." msgstr "" #: doc/classes/PhysicsServer2D.xml:558 doc/classes/PhysicsServer3D.xml:534 msgid "Returns the transform matrix of a body shape." msgstr "" #: doc/classes/PhysicsServer2D.xml:567 doc/classes/PhysicsServer3D.xml:543 msgid "Returns the [RID] of the space assigned to a body." msgstr "" #: doc/classes/PhysicsServer2D.xml:578 doc/classes/PhysicsServer3D.xml:554 msgid "Returns a body state." msgstr "" #: doc/classes/PhysicsServer2D.xml:587 doc/classes/PhysicsServer3D.xml:582 msgid "" "Returns whether a body uses a callback function to calculate its own physics " "(see [method body_set_force_integration_callback])." msgstr "" #: doc/classes/PhysicsServer2D.xml:598 msgid "Removes a body from the list of bodies exempt from collisions." msgstr "" #: doc/classes/PhysicsServer2D.xml:609 doc/classes/PhysicsServer3D.xml:614 msgid "" "Removes a shape from a body. The shape is not deleted, so it can be reused " "afterwards." msgstr "" #: doc/classes/PhysicsServer2D.xml:620 doc/classes/PhysicsServer3D.xml:637 #: doc/classes/RigidBody3D.xml:120 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 "" #: doc/classes/PhysicsServer2D.xml:631 doc/classes/PhysicsServer3D.xml:648 msgid "Sets the physics layer or layers a body belongs to." msgstr "" #: doc/classes/PhysicsServer2D.xml:642 doc/classes/PhysicsServer3D.xml:659 msgid "Sets the physics layer or layers a body can collide with." msgstr "" #: doc/classes/PhysicsServer2D.xml:653 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 "" #: doc/classes/PhysicsServer2D.xml:669 doc/classes/PhysicsServer3D.xml:686 msgid "" "Sets the function used to calculate physics for an object, if that object " "allows it (see [method body_set_omit_force_integration])." msgstr "" #: doc/classes/PhysicsServer2D.xml:680 doc/classes/PhysicsServer3D.xml:707 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 "" #: doc/classes/PhysicsServer2D.xml:691 msgid "Sets the body mode using one of the [enum BodyMode] constants." msgstr "" #: doc/classes/PhysicsServer2D.xml:702 doc/classes/PhysicsServer3D.xml:729 msgid "" "Sets whether a body uses a callback function to calculate its own physics " "(see [method body_set_force_integration_callback])." msgstr "" #: doc/classes/PhysicsServer2D.xml:715 msgid "" "Sets a body parameter. See [enum BodyParameter] for a list of available " "parameters." msgstr "" #: doc/classes/PhysicsServer2D.xml:728 doc/classes/PhysicsServer3D.xml:766 msgid "" "Substitutes a given body shape by another. The old shape is selected by its " "index, the new one by its [RID]." msgstr "" #: doc/classes/PhysicsServer2D.xml:743 msgid "" "Enables one way collision on body if [code]enable[/code] is [code]true[/" "code]." msgstr "" #: doc/classes/PhysicsServer2D.xml:756 msgid "Disables shape in body if [code]disable[/code] is [code]true[/code]." msgstr "" #: doc/classes/PhysicsServer2D.xml:769 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 "" #: doc/classes/PhysicsServer2D.xml:782 doc/classes/PhysicsServer3D.xml:791 msgid "Sets the transform matrix for a body shape." msgstr "" #: doc/classes/PhysicsServer2D.xml:793 doc/classes/PhysicsServer3D.xml:802 msgid "Assigns a space to the body (see [method space_create])." msgstr "" #: doc/classes/PhysicsServer2D.xml:806 msgid "Sets a body state using one of the [enum BodyState] constants." msgstr "" #: doc/classes/PhysicsServer2D.xml:825 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. [PhysicsTestMotionResult2D] " "can be passed to return additional information in." msgstr "" #: doc/classes/PhysicsServer2D.xml:864 msgid "" "Creates a damped spring joint between two bodies. If not specified, the " "second body is assumed to be the joint itself." msgstr "" #: doc/classes/PhysicsServer2D.xml:875 msgid "" "Returns the value of a damped spring joint parameter. See [enum " "DampedSpringParam] for a list of available parameters." msgstr "" #: doc/classes/PhysicsServer2D.xml:888 msgid "" "Sets a damped spring joint parameter. See [enum DampedSpringParam] for a " "list of available parameters." msgstr "" #: doc/classes/PhysicsServer2D.xml:897 msgid "" "Destroys any of the objects created by PhysicsServer2D. If the [RID] passed " "is not one of the objects that can be created by PhysicsServer2D, an error " "will be sent to the console." msgstr "" #: doc/classes/PhysicsServer2D.xml:906 msgid "" "Returns information about the current state of the 2D physics engine. See " "[enum ProcessInfo] for a list of available states." msgstr "" #: doc/classes/PhysicsServer2D.xml:923 msgid "" "Creates a groove joint between two bodies. If not specified, the bodies are " "assumed to be the joint itself." msgstr "" #: doc/classes/PhysicsServer2D.xml:934 msgid "Returns the value of a joint parameter." msgstr "" #: doc/classes/PhysicsServer2D.xml:943 msgid "Returns a joint's type (see [enum JointType])." msgstr "" #: doc/classes/PhysicsServer2D.xml:956 msgid "" "Sets a joint parameter. See [enum JointParam] for a list of available " "parameters." msgstr "" #: doc/classes/PhysicsServer2D.xml:975 msgid "" "Creates a pin joint between two bodies. If not specified, the second body is " "assumed to be the joint itself." msgstr "" #: doc/classes/PhysicsServer2D.xml:1002 msgid "Activates or deactivates the 2D physics engine." msgstr "" #: doc/classes/PhysicsServer2D.xml:1011 doc/classes/PhysicsServer3D.xml:1156 msgid "Returns the shape data." msgstr "" #: doc/classes/PhysicsServer2D.xml:1020 msgid "Returns a shape's type (see [enum ShapeType])." msgstr "" #: doc/classes/PhysicsServer2D.xml:1031 doc/classes/PhysicsServer3D.xml:1176 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 "" #: doc/classes/PhysicsServer2D.xml:1038 doc/classes/PhysicsServer3D.xml:1207 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 "" #: doc/classes/PhysicsServer2D.xml:1047 msgid "" "Returns the state of a space, a [PhysicsDirectSpaceState2D]. This object can " "be used to make collision/intersection queries." msgstr "" #: doc/classes/PhysicsServer2D.xml:1058 doc/classes/PhysicsServer3D.xml:1227 msgid "Returns the value of a space parameter." msgstr "" #: doc/classes/PhysicsServer2D.xml:1067 doc/classes/PhysicsServer3D.xml:1236 msgid "Returns whether the space is active." msgstr "" #: doc/classes/PhysicsServer2D.xml:1078 doc/classes/PhysicsServer3D.xml:1247 msgid "" "Marks a space as active. It will not have an effect, unless it is assigned " "to an area or body." msgstr "" #: doc/classes/PhysicsServer2D.xml:1091 msgid "" "Sets the value for a space parameter. See [enum SpaceParameter] for a list " "of available parameters." msgstr "" #: doc/classes/PhysicsServer2D.xml:1097 doc/classes/PhysicsServer3D.xml:1602 msgid "" "Constant to set/get the maximum distance a pair of bodies has to move before " "their collision status has to be recalculated." msgstr "" #: doc/classes/PhysicsServer2D.xml:1100 doc/classes/PhysicsServer3D.xml:1605 msgid "" "Constant to set/get the maximum distance a shape can be from another before " "they are considered separated." msgstr "" #: doc/classes/PhysicsServer2D.xml:1103 doc/classes/PhysicsServer3D.xml:1608 msgid "" "Constant to set/get the maximum distance a shape can penetrate another shape " "before it is considered a collision." msgstr "" #: doc/classes/PhysicsServer2D.xml:1106 doc/classes/PhysicsServer3D.xml:1611 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 "" #: doc/classes/PhysicsServer2D.xml:1109 doc/classes/PhysicsServer3D.xml:1614 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 "" #: doc/classes/PhysicsServer2D.xml:1112 doc/classes/PhysicsServer3D.xml:1617 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 "" #: doc/classes/PhysicsServer2D.xml:1115 doc/classes/PhysicsServer3D.xml:1622 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 "" #: doc/classes/PhysicsServer2D.xml:1120 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 "" #: doc/classes/PhysicsServer2D.xml:1125 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 "" #: doc/classes/PhysicsServer2D.xml:1128 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 "" #: doc/classes/PhysicsServer2D.xml:1131 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 "" #: doc/classes/PhysicsServer2D.xml:1134 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 "" #: doc/classes/PhysicsServer2D.xml:1137 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 "" #: doc/classes/PhysicsServer2D.xml:1140 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 "" #: doc/classes/PhysicsServer2D.xml:1143 doc/classes/PhysicsServer3D.xml:1497 msgid "" "This constant is used internally by the engine. Any attempt to create this " "kind of shape results in an error." msgstr "" #: doc/classes/PhysicsServer2D.xml:1146 doc/classes/PhysicsServer3D.xml:1500 msgid "Constant to set/get gravity strength in an area." msgstr "" #: doc/classes/PhysicsServer2D.xml:1149 doc/classes/PhysicsServer3D.xml:1503 msgid "Constant to set/get gravity vector/center in an area." msgstr "" #: doc/classes/PhysicsServer2D.xml:1152 doc/classes/PhysicsServer3D.xml:1506 msgid "" "Constant to set/get whether the gravity vector of an area is a direction, or " "a center point." msgstr "" #: doc/classes/PhysicsServer2D.xml:1155 doc/classes/PhysicsServer3D.xml:1509 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 "" #: doc/classes/PhysicsServer2D.xml:1158 doc/classes/PhysicsServer3D.xml:1512 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 "" #: doc/classes/PhysicsServer2D.xml:1161 doc/classes/PhysicsServer3D.xml:1515 msgid "Constant to set/get the linear dampening factor of an area." msgstr "" #: doc/classes/PhysicsServer2D.xml:1164 doc/classes/PhysicsServer3D.xml:1518 msgid "Constant to set/get the angular dampening factor of an area." msgstr "" #: doc/classes/PhysicsServer2D.xml:1167 doc/classes/PhysicsServer3D.xml:1521 msgid "Constant to set/get the priority (order of processing) of an area." msgstr "" #: doc/classes/PhysicsServer2D.xml:1170 doc/classes/PhysicsServer3D.xml:1524 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 "" #: doc/classes/PhysicsServer2D.xml:1173 doc/classes/PhysicsServer3D.xml:1527 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 "" #: doc/classes/PhysicsServer2D.xml:1176 doc/classes/PhysicsServer3D.xml:1530 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 "" #: doc/classes/PhysicsServer2D.xml:1179 doc/classes/PhysicsServer3D.xml:1533 msgid "" "This area replaces any gravity/damp, even the default one, and stops taking " "into account the rest of the areas." msgstr "" #: doc/classes/PhysicsServer2D.xml:1182 doc/classes/PhysicsServer3D.xml:1536 msgid "" "This area replaces any gravity/damp calculated so far, but keeps calculating " "the rest of the areas, down to the default one." msgstr "" #: doc/classes/PhysicsServer2D.xml:1185 doc/classes/PhysicsServer3D.xml:1539 msgid "Constant for static bodies." msgstr "" #: doc/classes/PhysicsServer2D.xml:1188 doc/classes/PhysicsServer3D.xml:1542 msgid "Constant for kinematic bodies." msgstr "" #: doc/classes/PhysicsServer2D.xml:1191 doc/classes/PhysicsServer3D.xml:1545 msgid "Constant for rigid bodies." msgstr "" #: doc/classes/PhysicsServer2D.xml:1194 doc/classes/PhysicsServer3D.xml:1548 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 "" #: doc/classes/PhysicsServer2D.xml:1197 doc/classes/PhysicsServer3D.xml:1551 msgid "Constant to set/get a body's bounce factor." msgstr "" #: doc/classes/PhysicsServer2D.xml:1200 doc/classes/PhysicsServer3D.xml:1554 msgid "Constant to set/get a body's friction." msgstr "" #: doc/classes/PhysicsServer2D.xml:1203 doc/classes/PhysicsServer3D.xml:1557 msgid "Constant to set/get a body's mass." msgstr "" #: doc/classes/PhysicsServer2D.xml:1206 msgid "Constant to set/get a body's inertia." msgstr "" #: doc/classes/PhysicsServer2D.xml:1209 doc/classes/PhysicsServer3D.xml:1560 msgid "Constant to set/get a body's gravity multiplier." msgstr "" #: doc/classes/PhysicsServer2D.xml:1212 doc/classes/PhysicsServer3D.xml:1563 msgid "Constant to set/get a body's linear dampening factor." msgstr "" #: doc/classes/PhysicsServer2D.xml:1215 doc/classes/PhysicsServer3D.xml:1566 msgid "Constant to set/get a body's angular dampening factor." msgstr "" #: doc/classes/PhysicsServer2D.xml:1218 doc/classes/PhysicsServer3D.xml:1569 msgid "Represents the size of the [enum BodyParameter] enum." msgstr "" #: doc/classes/PhysicsServer2D.xml:1221 doc/classes/PhysicsServer3D.xml:1572 msgid "Constant to set/get the current transform matrix of the body." msgstr "" #: doc/classes/PhysicsServer2D.xml:1224 doc/classes/PhysicsServer3D.xml:1575 msgid "Constant to set/get the current linear velocity of the body." msgstr "" #: doc/classes/PhysicsServer2D.xml:1227 doc/classes/PhysicsServer3D.xml:1578 msgid "Constant to set/get the current angular velocity of the body." msgstr "" #: doc/classes/PhysicsServer2D.xml:1230 doc/classes/PhysicsServer3D.xml:1581 msgid "Constant to sleep/wake up a body, or to get whether it is sleeping." msgstr "" #: doc/classes/PhysicsServer2D.xml:1233 doc/classes/PhysicsServer3D.xml:1584 msgid "Constant to set/get whether the body can sleep." msgstr "" #: doc/classes/PhysicsServer2D.xml:1236 msgid "Constant to create pin joints." msgstr "" #: doc/classes/PhysicsServer2D.xml:1239 msgid "Constant to create groove joints." msgstr "" #: doc/classes/PhysicsServer2D.xml:1242 msgid "Constant to create damped spring joints." msgstr "" #: doc/classes/PhysicsServer2D.xml:1251 msgid "" "Sets the resting length of the spring joint. The joint will always try to go " "to back this length when pulled apart." msgstr "" #: doc/classes/PhysicsServer2D.xml:1254 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 "" #: doc/classes/PhysicsServer2D.xml:1257 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 "" #: doc/classes/PhysicsServer2D.xml:1260 msgid "" "Disables continuous collision detection. This is the fastest way to detect " "body collisions, but can miss small, fast-moving objects." msgstr "" #: doc/classes/PhysicsServer2D.xml:1263 msgid "" "Enables continuous collision detection by raycasting. It is faster than " "shapecasting, but less precise." msgstr "" #: doc/classes/PhysicsServer2D.xml:1266 msgid "" "Enables continuous collision detection by shapecasting. It is the slowest " "CCD method, and the most precise." msgstr "" #: doc/classes/PhysicsServer2D.xml:1269 doc/classes/PhysicsServer3D.xml:1587 msgid "" "The value of the first parameter and area callback function receives, when " "an object enters one of its shapes." msgstr "" #: doc/classes/PhysicsServer2D.xml:1272 doc/classes/PhysicsServer3D.xml:1590 msgid "" "The value of the first parameter and area callback function receives, when " "an object exits one of its shapes." msgstr "" #: doc/classes/PhysicsServer2D.xml:1275 doc/classes/PhysicsServer3D.xml:1593 msgid "Constant to get the number of objects that are not sleeping." msgstr "" #: doc/classes/PhysicsServer2D.xml:1278 doc/classes/PhysicsServer3D.xml:1596 msgid "Constant to get the number of possible collisions." msgstr "" #: doc/classes/PhysicsServer2D.xml:1281 doc/classes/PhysicsServer3D.xml:1599 msgid "" "Constant to get the number of space regions where a collision could occur." msgstr "" #: doc/classes/PhysicsServer3D.xml:4 msgid "Server interface for low-level physics access." msgstr "" #: doc/classes/PhysicsServer3D.xml:7 msgid "" "PhysicsServer3D 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 "" #: doc/classes/PhysicsServer3D.xml:51 msgid "Creates an [Area3D]." msgstr "" #: doc/classes/PhysicsServer3D.xml:71 msgid "" "Returns an area parameter value. A list of available parameters is on the " "[enum AreaParameter] constants." msgstr "" #: doc/classes/PhysicsServer3D.xml:138 msgid "If [code]true[/code], area collides with rays." msgstr "" #: doc/classes/PhysicsServer3D.xml:224 msgid "" "Sets the value for an area parameter. A list of available parameters is on " "the [enum AreaParameter] constants." msgstr "" #: doc/classes/PhysicsServer3D.xml:235 msgid "Sets object pickable with rays." msgstr "" #: doc/classes/PhysicsServer3D.xml:295 msgid "" "Sets the space override mode for the area. The modes are described in the " "[enum AreaSpaceOverrideMode] constants." msgstr "" #: doc/classes/PhysicsServer3D.xml:387 msgid "" "Gives the body a push at a [code]position[/code] in the direction of the " "[code]impulse[/code]." msgstr "" #: doc/classes/PhysicsServer3D.xml:398 msgid "Gives the body a push to rotate it." msgstr "" #: doc/classes/PhysicsServer3D.xml:429 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 "" #: doc/classes/PhysicsServer3D.xml:447 msgid "" "Returns the physics layer or layers a body can collide with.\n" "-" msgstr "" #: doc/classes/PhysicsServer3D.xml:457 msgid "Returns the [PhysicsDirectBodyState3D] of the body." msgstr "" #: doc/classes/PhysicsServer3D.xml:503 msgid "" "Returns the value of a body parameter. A list of available parameters is on " "the [enum BodyParameter] constants." msgstr "" #: doc/classes/PhysicsServer3D.xml:573 msgid "" "If [code]true[/code], the continuous collision detection mode is enabled." msgstr "" #: doc/classes/PhysicsServer3D.xml:591 msgid "If [code]true[/code], the body can be detected by rays." msgstr "" #: doc/classes/PhysicsServer3D.xml:602 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 "" #: doc/classes/PhysicsServer3D.xml:670 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 "" #: doc/classes/PhysicsServer3D.xml:718 msgid "Sets the body mode, from one of the [enum BodyMode] constants." msgstr "" #: doc/classes/PhysicsServer3D.xml:742 msgid "" "Sets a body parameter. A list of available parameters is on the [enum " "BodyParameter] constants." msgstr "" #: doc/classes/PhysicsServer3D.xml:753 msgid "Sets the body pickable with rays if [code]enabled[/code] is set." msgstr "" #: doc/classes/PhysicsServer3D.xml:815 msgid "Sets a body state (see [enum BodyState] constants)." msgstr "" #: doc/classes/PhysicsServer3D.xml:826 msgid "" "Gets a cone_twist_joint parameter (see [enum ConeTwistJointParam] constants)." msgstr "" #: doc/classes/PhysicsServer3D.xml:839 msgid "" "Sets a cone_twist_joint parameter (see [enum ConeTwistJointParam] constants)." msgstr "" #: doc/classes/PhysicsServer3D.xml:848 msgid "" "Destroys any of the objects created by PhysicsServer3D. If the [RID] passed " "is not one of the objects that can be created by PhysicsServer3D, an error " "will be sent to the console." msgstr "" #: doc/classes/PhysicsServer3D.xml:861 msgid "" "Gets a generic_6_DOF_joint flag (see [enum G6DOFJointAxisFlag] constants)." msgstr "" #: doc/classes/PhysicsServer3D.xml:874 msgid "" "Gets a generic_6_DOF_joint parameter (see [enum G6DOFJointAxisParam] " "constants)." msgstr "" #: doc/classes/PhysicsServer3D.xml:889 msgid "" "Sets a generic_6_DOF_joint flag (see [enum G6DOFJointAxisFlag] constants)." msgstr "" #: doc/classes/PhysicsServer3D.xml:904 msgid "" "Sets a generic_6_DOF_joint parameter (see [enum G6DOFJointAxisParam] " "constants)." msgstr "" #: doc/classes/PhysicsServer3D.xml:913 msgid "Returns an Info defined by the [enum ProcessInfo] input given." msgstr "" #: doc/classes/PhysicsServer3D.xml:924 msgid "Gets a hinge_joint flag (see [enum HingeJointFlag] constants)." msgstr "" #: doc/classes/PhysicsServer3D.xml:935 msgid "Gets a hinge_joint parameter (see [enum HingeJointParam])." msgstr "" #: doc/classes/PhysicsServer3D.xml:948 msgid "Sets a hinge_joint flag (see [enum HingeJointFlag] constants)." msgstr "" #: doc/classes/PhysicsServer3D.xml:961 msgid "Sets a hinge_joint parameter (see [enum HingeJointParam] constants)." msgstr "" #: doc/classes/PhysicsServer3D.xml:976 msgid "Creates a [ConeTwistJoint3D]." msgstr "" #: doc/classes/PhysicsServer3D.xml:991 msgid "Creates a [Generic6DOFJoint3D]." msgstr "" #: doc/classes/PhysicsServer3D.xml:1006 msgid "Creates a [HingeJoint3D]." msgstr "" #: doc/classes/PhysicsServer3D.xml:1021 msgid "Creates a [PinJoint3D]." msgstr "" #: doc/classes/PhysicsServer3D.xml:1036 msgid "Creates a [SliderJoint3D]." msgstr "" #: doc/classes/PhysicsServer3D.xml:1045 msgid "Gets the priority value of the Joint3D." msgstr "" #: doc/classes/PhysicsServer3D.xml:1054 msgid "Returns the type of the Joint3D." msgstr "" #: doc/classes/PhysicsServer3D.xml:1065 msgid "Sets the priority value of the Joint3D." msgstr "" #: doc/classes/PhysicsServer3D.xml:1074 msgid "" "Returns position of the joint in the local space of body a of the joint." msgstr "" #: doc/classes/PhysicsServer3D.xml:1083 msgid "" "Returns position of the joint in the local space of body b of the joint." msgstr "" #: doc/classes/PhysicsServer3D.xml:1094 msgid "Gets a pin_joint parameter (see [enum PinJointParam] constants)." msgstr "" #: doc/classes/PhysicsServer3D.xml:1105 msgid "Sets position of the joint in the local space of body a of the joint." msgstr "" #: doc/classes/PhysicsServer3D.xml:1116 msgid "Sets position of the joint in the local space of body b of the joint." msgstr "" #: doc/classes/PhysicsServer3D.xml:1129 msgid "Sets a pin_joint parameter (see [enum PinJointParam] constants)." msgstr "" #: doc/classes/PhysicsServer3D.xml:1138 msgid "Activates or deactivates the 3D physics engine." msgstr "" #: doc/classes/PhysicsServer3D.xml:1147 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 "" #: doc/classes/PhysicsServer3D.xml:1165 msgid "Returns the type of shape (see [enum ShapeType] constants)." msgstr "" #: doc/classes/PhysicsServer3D.xml:1187 doc/classes/PhysicsServer3D.xml:1200 msgid "Gets a slider_joint parameter (see [enum SliderJointParam] constants)." msgstr "" #: doc/classes/PhysicsServer3D.xml:1216 msgid "" "Returns the state of a space, a [PhysicsDirectSpaceState3D]. This object can " "be used to make collision/intersection queries." msgstr "" #: doc/classes/PhysicsServer3D.xml:1260 msgid "" "Sets the value for a space parameter. A list of available parameters is on " "the [enum SpaceParameter] constants." msgstr "" #: doc/classes/PhysicsServer3D.xml:1266 msgid "The [Joint3D] is a [PinJoint3D]." msgstr "" #: doc/classes/PhysicsServer3D.xml:1269 msgid "The [Joint3D] is a [HingeJoint3D]." msgstr "" #: doc/classes/PhysicsServer3D.xml:1272 msgid "The [Joint3D] is a [SliderJoint3D]." msgstr "" #: doc/classes/PhysicsServer3D.xml:1275 msgid "The [Joint3D] is a [ConeTwistJoint3D]." msgstr "" #: doc/classes/PhysicsServer3D.xml:1278 msgid "The [Joint3D] is a [Generic6DOFJoint3D]." msgstr "" #: doc/classes/PhysicsServer3D.xml:1281 msgid "" "The strength with which the pinned objects try to stay in positional " "relation to each other.\n" "The higher, the stronger." msgstr "" #: doc/classes/PhysicsServer3D.xml:1285 msgid "" "The strength with which the pinned objects try to stay in velocity relation " "to each other.\n" "The higher, the stronger." msgstr "" #: doc/classes/PhysicsServer3D.xml:1289 msgid "" "If above 0, this value is the maximum value for an impulse that this Joint3D " "puts on its ends." msgstr "" #: doc/classes/PhysicsServer3D.xml:1295 msgid "The maximum rotation across the Hinge." msgstr "" #: doc/classes/PhysicsServer3D.xml:1298 msgid "The minimum rotation across the Hinge." msgstr "" #: doc/classes/PhysicsServer3D.xml:1315 msgid "If [code]true[/code], the Hinge has a maximum and a minimum rotation." msgstr "" #: doc/classes/PhysicsServer3D.xml:1318 msgid "If [code]true[/code], a motor turns the Hinge." msgstr "" #: doc/classes/PhysicsServer3D.xml:1321 doc/classes/SliderJoint3D.xml:81 #: doc/classes/SliderJoint3D.xml:104 msgid "" "The maximum difference between the pivot points on their X axis before " "damping happens." msgstr "" #: doc/classes/PhysicsServer3D.xml:1324 doc/classes/SliderJoint3D.xml:72 #: doc/classes/SliderJoint3D.xml:107 msgid "" "The minimum difference between the pivot points on their X axis before " "damping happens." msgstr "" #: doc/classes/PhysicsServer3D.xml:1327 doc/classes/SliderJoint3D.xml:78 #: doc/classes/SliderJoint3D.xml:110 msgid "" "A factor applied to the movement across the slider axis once the limits get " "surpassed. The lower, the slower the movement." msgstr "" #: doc/classes/PhysicsServer3D.xml:1330 doc/classes/SliderJoint3D.xml:113 msgid "" "The amount of restitution once the limits are surpassed. The lower, the more " "velocityenergy gets lost." msgstr "" #: doc/classes/PhysicsServer3D.xml:1333 doc/classes/SliderJoint3D.xml:116 msgid "The amount of damping once the slider limits are surpassed." msgstr "" #: doc/classes/PhysicsServer3D.xml:1336 doc/classes/SliderJoint3D.xml:90 #: doc/classes/SliderJoint3D.xml:119 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 "" #: doc/classes/PhysicsServer3D.xml:1339 doc/classes/SliderJoint3D.xml:87 #: doc/classes/SliderJoint3D.xml:122 msgid "The amount of restitution inside the slider limits." msgstr "" #: doc/classes/PhysicsServer3D.xml:1342 doc/classes/SliderJoint3D.xml:84 #: doc/classes/SliderJoint3D.xml:125 msgid "The amount of damping inside the slider limits." msgstr "" #: doc/classes/PhysicsServer3D.xml:1345 doc/classes/SliderJoint3D.xml:99 #: doc/classes/SliderJoint3D.xml:128 msgid "A factor applied to the movement across axes orthogonal to the slider." msgstr "" #: doc/classes/PhysicsServer3D.xml:1348 doc/classes/SliderJoint3D.xml:96 #: doc/classes/SliderJoint3D.xml:131 msgid "" "The amount of restitution when movement is across axes orthogonal to the " "slider." msgstr "" #: doc/classes/PhysicsServer3D.xml:1351 doc/classes/SliderJoint3D.xml:93 #: doc/classes/SliderJoint3D.xml:134 msgid "" "The amount of damping when movement is across axes orthogonal to the slider." msgstr "" #: doc/classes/PhysicsServer3D.xml:1354 doc/classes/SliderJoint3D.xml:48 #: doc/classes/SliderJoint3D.xml:137 msgid "The upper limit of rotation in the slider." msgstr "" #: doc/classes/PhysicsServer3D.xml:1357 doc/classes/SliderJoint3D.xml:37 #: doc/classes/SliderJoint3D.xml:140 msgid "The lower limit of rotation in the slider." msgstr "" #: doc/classes/PhysicsServer3D.xml:1360 doc/classes/SliderJoint3D.xml:143 msgid "A factor applied to the all rotation once the limit is surpassed." msgstr "" #: doc/classes/PhysicsServer3D.xml:1363 doc/classes/SliderJoint3D.xml:146 msgid "The amount of restitution of the rotation when the limit is surpassed." msgstr "" #: doc/classes/PhysicsServer3D.xml:1366 doc/classes/SliderJoint3D.xml:149 msgid "The amount of damping of the rotation when the limit is surpassed." msgstr "" #: doc/classes/PhysicsServer3D.xml:1369 msgid "A factor that gets applied to the all rotation in the limits." msgstr "" #: doc/classes/PhysicsServer3D.xml:1372 doc/classes/SliderJoint3D.xml:54 #: doc/classes/SliderJoint3D.xml:155 msgid "The amount of restitution of the rotation in the limits." msgstr "" #: doc/classes/PhysicsServer3D.xml:1375 doc/classes/SliderJoint3D.xml:51 #: doc/classes/SliderJoint3D.xml:158 msgid "The amount of damping of the rotation in the limits." msgstr "" #: doc/classes/PhysicsServer3D.xml:1378 msgid "" "A factor that gets applied to the all rotation across axes orthogonal to the " "slider." msgstr "" #: doc/classes/PhysicsServer3D.xml:1381 doc/classes/SliderJoint3D.xml:63 #: doc/classes/SliderJoint3D.xml:164 msgid "" "The amount of restitution of the rotation across axes orthogonal to the " "slider." msgstr "" #: doc/classes/PhysicsServer3D.xml:1384 doc/classes/SliderJoint3D.xml:60 #: doc/classes/SliderJoint3D.xml:167 msgid "" "The amount of damping of the rotation across axes orthogonal to the slider." msgstr "" #: doc/classes/PhysicsServer3D.xml:1387 msgid "Represents the size of the [enum SliderJointParam] enum." msgstr "" #: doc/classes/PhysicsServer3D.xml:1404 msgid "" "The ease with which the Joint3D twists, if it's too low, it takes more force " "to twist the joint." msgstr "" #: doc/classes/PhysicsServer3D.xml:1416 msgid "" "A factor that gets applied to the movement across the axes. The lower, the " "slower the movement." msgstr "" #: doc/classes/PhysicsServer3D.xml:1419 msgid "" "The amount of restitution on the axes movement. The lower, the more velocity-" "energy gets lost." msgstr "" #: doc/classes/PhysicsServer3D.xml:1425 msgid "The velocity that the joint's linear motor will attempt to reach." msgstr "" #: doc/classes/PhysicsServer3D.xml:1428 msgid "" "The maximum force that the linear motor can apply while trying to reach the " "target velocity." msgstr "" #: doc/classes/PhysicsServer3D.xml:1437 msgid "A factor that gets multiplied onto all rotations across the axes." msgstr "" #: doc/classes/PhysicsServer3D.xml:1449 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 "" #: doc/classes/PhysicsServer3D.xml:1458 msgid "" "If [code]set[/code] there is linear motion possible within the given limits." msgstr "" #: doc/classes/PhysicsServer3D.xml:1461 msgid "If [code]set[/code] there is rotational motion possible." msgstr "" #: doc/classes/PhysicsServer3D.xml:1464 msgid "If [code]set[/code] there is a rotational motor across these axes." msgstr "" #: doc/classes/PhysicsServer3D.xml:1467 msgid "" "If [code]set[/code] there is a linear motor on this axis that targets a " "specific velocity." msgstr "" #: doc/classes/PhysicsServer3D.xml:1470 msgid "The [Shape3D] is a [WorldMarginShape3D]." msgstr "" #: doc/classes/PhysicsServer3D.xml:1473 msgid "The [Shape3D] is a [RayShape3D]." msgstr "" #: doc/classes/PhysicsServer3D.xml:1476 msgid "The [Shape3D] is a [SphereShape3D]." msgstr "" #: doc/classes/PhysicsServer3D.xml:1479 msgid "The [Shape3D] is a [BoxShape3D]." msgstr "" #: doc/classes/PhysicsServer3D.xml:1482 msgid "The [Shape3D] is a [CapsuleShape3D]." msgstr "" #: doc/classes/PhysicsServer3D.xml:1485 msgid "The [Shape3D] is a [CylinderShape3D]." msgstr "" #: doc/classes/PhysicsServer3D.xml:1488 msgid "The [Shape3D] is a [ConvexPolygonShape3D]." msgstr "" #: doc/classes/PhysicsServer3D.xml:1491 msgid "The [Shape3D] is a [ConcavePolygonShape3D]." msgstr "" #: doc/classes/PhysicsServer3D.xml:1494 msgid "The [Shape3D] is a [HeightMapShape3D]." msgstr "" #: doc/classes/PhysicsShapeQueryParameters2D.xml:4 msgid "Parameters to be sent to a 2D shape physics query." msgstr "" #: doc/classes/PhysicsShapeQueryParameters2D.xml:7 msgid "" "This class contains the shape and other parameters for 2D intersection/" "collision queries. See also [PhysicsShapeQueryResult2D]." msgstr "" #: doc/classes/PhysicsShapeQueryParameters2D.xml:18 msgid "" "Sets the [Shape2D] that will be used for collision/intersection queries." msgstr "" #: doc/classes/PhysicsShapeQueryParameters2D.xml:24 msgid "If [code]true[/code], the query will take [Area2D]s into account." msgstr "" #: doc/classes/PhysicsShapeQueryParameters2D.xml:27 msgid "" "If [code]true[/code], the query will take [PhysicsBody2D]s into account." msgstr "" #: doc/classes/PhysicsShapeQueryParameters2D.xml:30 #: doc/classes/PhysicsShapeQueryParameters3D.xml:30 msgid "The physics layer(s) the query will take into account (as a bitmask)." msgstr "" #: doc/classes/PhysicsShapeQueryParameters2D.xml:33 #: doc/classes/PhysicsShapeQueryParameters3D.xml:33 msgid "" "The list of objects or object [RID]s that will be excluded from collisions." msgstr "" #: doc/classes/PhysicsShapeQueryParameters2D.xml:36 #: doc/classes/PhysicsShapeQueryParameters3D.xml:36 doc/classes/Shape3D.xml:16 msgid "The collision margin for the shape." msgstr "" #: doc/classes/PhysicsShapeQueryParameters2D.xml:39 msgid "The motion of the shape being queried for." msgstr "" #: doc/classes/PhysicsShapeQueryParameters2D.xml:42 #: doc/classes/PhysicsShapeQueryParameters3D.xml:39 msgid "The queried shape's [RID]. See also [method set_shape]." msgstr "" #: doc/classes/PhysicsShapeQueryParameters2D.xml:45 #: doc/classes/PhysicsShapeQueryParameters3D.xml:42 msgid "The queried shape's transform matrix." msgstr "" #: doc/classes/PhysicsShapeQueryParameters3D.xml:4 msgid "Parameters to be sent to a 3D shape physics query." msgstr "" #: doc/classes/PhysicsShapeQueryParameters3D.xml:7 msgid "" "This class contains the shape and other parameters for 3D intersection/" "collision queries. See also [PhysicsShapeQueryResult3D]." msgstr "" #: doc/classes/PhysicsShapeQueryParameters3D.xml:18 msgid "" "Sets the [Shape3D] that will be used for collision/intersection queries." msgstr "" #: doc/classes/PhysicsShapeQueryParameters3D.xml:24 msgid "If [code]true[/code], the query will take [Area3D]s into account." msgstr "" #: doc/classes/PhysicsShapeQueryParameters3D.xml:27 msgid "" "If [code]true[/code], the query will take [PhysicsBody3D]s into account." msgstr "" #: doc/classes/PhysicsShapeQueryResult2D.xml:4 msgid "Result of a 2D shape query in [PhysicsServer2D]." msgstr "" #: doc/classes/PhysicsShapeQueryResult2D.xml:7 msgid "" "The result of a 2D shape query in [PhysicsServer2D]. See also " "[PhysicsShapeQueryParameters2D]." msgstr "" #: doc/classes/PhysicsShapeQueryResult2D.xml:16 #: doc/classes/PhysicsShapeQueryResult3D.xml:16 msgid "Returns the number of objects that intersected with the shape." msgstr "" #: doc/classes/PhysicsShapeQueryResult2D.xml:25 #: doc/classes/PhysicsShapeQueryResult3D.xml:25 msgid "" "Returns the [Object] that intersected with the shape at index [code]idx[/" "code]." msgstr "" #: doc/classes/PhysicsShapeQueryResult2D.xml:34 #: doc/classes/PhysicsShapeQueryResult3D.xml:34 msgid "" "Returns the instance ID of the [Object] that intersected with the shape at " "index [code]idx[/code]." msgstr "" #: doc/classes/PhysicsShapeQueryResult2D.xml:43 msgid "" "Returns the child index of the object's [Shape2D] that intersected with the " "shape at index [code]idx[/code]." msgstr "" #: doc/classes/PhysicsShapeQueryResult2D.xml:52 #: doc/classes/PhysicsShapeQueryResult3D.xml:52 msgid "" "Returns the [RID] of the object that intersected with the shape at index " "[code]idx[/code]." msgstr "" #: doc/classes/PhysicsShapeQueryResult3D.xml:4 msgid "Result of a 3D shape query in [PhysicsServer3D]." msgstr "" #: doc/classes/PhysicsShapeQueryResult3D.xml:7 msgid "" "The result of a 3D shape query in [PhysicsServer3D]. See also " "[PhysicsShapeQueryParameters3D]." msgstr "" #: doc/classes/PhysicsShapeQueryResult3D.xml:43 msgid "" "Returns the child index of the object's [Shape3D] that intersected with the " "shape at index [code]idx[/code]." msgstr "" #: doc/classes/PinJoint2D.xml:4 msgid "Pin joint for 2D shapes." msgstr "" #: doc/classes/PinJoint2D.xml:7 msgid "" "Pin joint for 2D rigid bodies. It pins two bodies (rigid or static) together." msgstr "" #: doc/classes/PinJoint2D.xml:15 msgid "" "The higher this value, the more the bond to the pinned partner can flex." msgstr "" #: doc/classes/PinJoint3D.xml:4 msgid "Pin joint for 3D shapes." msgstr "" #: doc/classes/PinJoint3D.xml:7 msgid "" "Pin joint for 3D rigid bodies. It pins 2 bodies (rigid or static) together." msgstr "" #: doc/classes/PinJoint3D.xml:35 doc/classes/PinJoint3D.xml:46 msgid "" "The force with which the pinned objects stay in positional relation to each " "other. The higher, the stronger." msgstr "" #: doc/classes/PinJoint3D.xml:38 doc/classes/PinJoint3D.xml:49 msgid "" "The force with which the pinned objects stay in velocity relation to each " "other. The higher, the stronger." msgstr "" #: doc/classes/PinJoint3D.xml:41 doc/classes/PinJoint3D.xml:52 msgid "" "If above 0, this value is the maximum value for an impulse that this Joint3D " "produces." msgstr "" #: doc/classes/Plane.xml:4 msgid "Plane in hessian form." msgstr "" #: doc/classes/Plane.xml:7 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 "" #: doc/classes/Plane.xml:25 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 "" #: doc/classes/Plane.xml:38 msgid "Creates a plane from the three points, given in clockwise order." msgstr "" #: doc/classes/Plane.xml:49 msgid "Creates a plane from the normal and the plane's distance to the origin." msgstr "" #: doc/classes/Plane.xml:56 msgid "Returns the center of the plane." msgstr "" #: doc/classes/Plane.xml:65 msgid "" "Returns the shortest distance from the plane to the position [code]point[/" "code]." msgstr "" #: doc/classes/Plane.xml:72 msgid "Returns a point on the plane." msgstr "" #: doc/classes/Plane.xml:83 msgid "" "Returns [code]true[/code] if [code]point[/code] is inside the plane (by a " "very minimum [code]epsilon[/code] threshold)." msgstr "" #: doc/classes/Plane.xml:94 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 "" #: doc/classes/Plane.xml:105 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 "" #: doc/classes/Plane.xml:116 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 "" #: doc/classes/Plane.xml:125 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 "" #: doc/classes/Plane.xml:134 msgid "" "Returns [code]true[/code] if [code]point[/code] is located above the plane." msgstr "" #: doc/classes/Plane.xml:141 msgid "Returns a copy of the plane, normalized." msgstr "" #: doc/classes/Plane.xml:150 msgid "" "Returns the orthogonal projection of point [code]p[/code] into a point in " "the plane." msgstr "" #: doc/classes/Plane.xml:156 msgid "" "Distance from the origin to the plane, in the direction of [member normal]." msgstr "" #: doc/classes/Plane.xml:159 msgid "" "The normal of the plane. \"Over\" or \"Above\" the plane is considered the " "side of the plane towards where the normal is pointing." msgstr "" #: doc/classes/Plane.xml:162 msgid "The [member normal]'s X component." msgstr "" #: doc/classes/Plane.xml:165 msgid "The [member normal]'s Y component." msgstr "" #: doc/classes/Plane.xml:168 msgid "The [member normal]'s Z component." msgstr "" #: doc/classes/Plane.xml:173 msgid "A plane that extends in the Y and Z axes." msgstr "" #: doc/classes/Plane.xml:176 msgid "A plane that extends in the X and Z axes." msgstr "" #: doc/classes/Plane.xml:179 msgid "A plane that extends in the X and Y axes." msgstr "" #: doc/classes/PlaneMesh.xml:4 msgid "Class representing a planar [PrimitiveMesh]." msgstr "" #: doc/classes/PlaneMesh.xml:7 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." msgstr "" #: doc/classes/PlaneMesh.xml:15 msgid "Size of the generated plane." msgstr "" #: doc/classes/PlaneMesh.xml:18 msgid "Number of subdivision along the Z axis." msgstr "" #: doc/classes/PlaneMesh.xml:21 msgid "Number of subdivision along the X axis." msgstr "" #: doc/classes/PointMesh.xml:4 msgid "Mesh with a single Point primitive." msgstr "" #: doc/classes/PointMesh.xml:7 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 " "[BaseMaterial3D] by setting [member BaseMaterial3D.use_point_size] and the " "variable [member BaseMaterial3D.point_size].\n" "When using PointMeshes, properties that normally alter vertices will be " "ignored, including billboard mode, grow, and cull face." msgstr "" #: doc/classes/Polygon2D.xml:4 msgid "A 2D polygon." msgstr "" #: doc/classes/Polygon2D.xml:7 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." msgstr "" #: doc/classes/Polygon2D.xml:20 msgid "" "Adds a bone with the specified [code]path[/code] and [code]weights[/code]." msgstr "" #: doc/classes/Polygon2D.xml:27 msgid "Removes all bones from this [Polygon2D]." msgstr "" #: doc/classes/Polygon2D.xml:36 msgid "Removes the specified bone from this [Polygon2D]." msgstr "" #: doc/classes/Polygon2D.xml:43 msgid "Returns the number of bones in this [Polygon2D]." msgstr "" #: doc/classes/Polygon2D.xml:52 msgid "Returns the path to the node associated with the specified bone." msgstr "" #: doc/classes/Polygon2D.xml:61 msgid "Returns the height values of the specified bone." msgstr "" #: doc/classes/Polygon2D.xml:72 msgid "Sets the path to the node associated with the specified bone." msgstr "" #: doc/classes/Polygon2D.xml:83 msgid "Sets the weight values for the specified bone." msgstr "" #: doc/classes/Polygon2D.xml:89 msgid "If [code]true[/code], polygon edges will be anti-aliased." msgstr "" #: doc/classes/Polygon2D.xml:94 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 "" #: doc/classes/Polygon2D.xml:99 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 "" #: doc/classes/Polygon2D.xml:102 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 "" #: doc/classes/Polygon2D.xml:105 msgid "" "The normal map gives depth to the Polygon2D.\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 "" #: doc/classes/Polygon2D.xml:109 msgid "The offset applied to each vertex." msgstr "" #: doc/classes/Polygon2D.xml:112 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 [PackedVector2Array] rather than a " "reference." msgstr "" #: doc/classes/Polygon2D.xml:126 msgid "" "The polygon's fill texture. Use [code]uv[/code] to set texture coordinates." msgstr "" #: doc/classes/Polygon2D.xml:129 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 "" #: doc/classes/Polygon2D.xml:132 msgid "The texture's rotation in radians." msgstr "" #: doc/classes/Polygon2D.xml:135 msgid "The texture's rotation in degrees." msgstr "" #: doc/classes/Polygon2D.xml:138 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 "" #: doc/classes/Polygon2D.xml:141 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 "" #: doc/classes/Polygon2D.xml:144 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 "" #: doc/classes/Popup.xml:4 msgid "Base container control for popups and dialogs." msgstr "" #: doc/classes/Popup.xml:7 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." msgstr "" #: doc/classes/Popup.xml:23 msgid "Emitted when a popup is hidden." msgstr "" #: doc/classes/PopupMenu.xml:4 msgid "PopupMenu displays a list of options." msgstr "" #: doc/classes/PopupMenu.xml:7 msgid "" "[PopupMenu] is a [Control] that displays a list of options. They are popular " "in toolbars or context menus." msgstr "" #: doc/classes/PopupMenu.xml:22 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 "" #: doc/classes/PopupMenu.xml:37 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 "" #: doc/classes/PopupMenu.xml:54 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 "" #: doc/classes/PopupMenu.xml:71 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 "" #: doc/classes/PopupMenu.xml:88 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 "" #: doc/classes/PopupMenu.xml:104 msgid "Same as [method add_icon_check_item], but uses a radio check button." msgstr "" #: doc/classes/PopupMenu.xml:119 msgid "" "Same as [method add_icon_check_shortcut], but uses a radio check button." msgstr "" #: doc/classes/PopupMenu.xml:134 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 "" #: doc/classes/PopupMenu.xml:148 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 "" #: doc/classes/PopupMenu.xml:166 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 "" #: doc/classes/PopupMenu.xml:181 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 "" #: doc/classes/PopupMenu.xml:196 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 "" #: doc/classes/PopupMenu.xml:207 msgid "Adds a separator between items. Separators also occupy an index." msgstr "" #: doc/classes/PopupMenu.xml:220 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 "" #: doc/classes/PopupMenu.xml:234 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 "" #: doc/classes/PopupMenu.xml:242 msgid "Removes all items from the [PopupMenu]." msgstr "" #: doc/classes/PopupMenu.xml:257 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 "" #: doc/classes/PopupMenu.xml:264 msgid "Returns the number of items in the [PopupMenu]." msgstr "" #: doc/classes/PopupMenu.xml:282 msgid "" "Returns the id of the item at index [code]idx[/code]. [code]id[/code] can be " "manually assigned, while index can not." msgstr "" #: doc/classes/PopupMenu.xml:291 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 "" #: doc/classes/PopupMenu.xml:300 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 "" #: doc/classes/PopupMenu.xml:309 msgid "" "Returns the [ShortCut] associated with the specified [code]idx[/code] item." msgstr "" #: doc/classes/PopupMenu.xml:318 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 "" #: doc/classes/PopupMenu.xml:336 msgid "" "Returns the tooltip associated with the specified index index [code]idx[/" "code]." msgstr "" #: doc/classes/PopupMenu.xml:345 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 "" #: doc/classes/PopupMenu.xml:355 msgid "" "Returns [code]true[/code] if the item at index [code]idx[/code] is checked." msgstr "" #: doc/classes/PopupMenu.xml:364 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 "" #: doc/classes/PopupMenu.xml:374 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 "" #: doc/classes/PopupMenu.xml:384 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 "" #: doc/classes/PopupMenu.xml:393 msgid "Returns [code]true[/code] if the specified item's shortcut is disabled." msgstr "" #: doc/classes/PopupMenu.xml:402 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 "" #: doc/classes/PopupMenu.xml:414 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 "" #: doc/classes/PopupMenu.xml:425 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 "" #: doc/classes/PopupMenu.xml:437 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 "" #: doc/classes/PopupMenu.xml:448 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 "" #: doc/classes/PopupMenu.xml:459 msgid "Sets the checkstate status of the item at index [code]idx[/code]." msgstr "" #: doc/classes/PopupMenu.xml:470 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 "" #: doc/classes/PopupMenu.xml:481 msgid "Replaces the [Texture2D] icon of the specified [code]idx[/code]." msgstr "" #: doc/classes/PopupMenu.xml:492 msgid "Sets the [code]id[/code] of the item at index [code]idx[/code]." msgstr "" #: doc/classes/PopupMenu.xml:503 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 "" #: doc/classes/PopupMenu.xml:514 msgid "" "Sets the state of an multistate item. See [method add_multistate_item] for " "details." msgstr "" #: doc/classes/PopupMenu.xml:527 msgid "Sets a [ShortCut] for the specified item [code]idx[/code]." msgstr "" #: doc/classes/PopupMenu.xml:538 msgid "Disables the [ShortCut] of the specified index [code]idx[/code]." msgstr "" #: doc/classes/PopupMenu.xml:549 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 "" #: doc/classes/PopupMenu.xml:571 msgid "" "Sets the [String] tooltip of the item at the specified index [code]idx[/" "code]." msgstr "" #: doc/classes/PopupMenu.xml:580 msgid "" "Toggles the check state of the item of the specified index [code]idx[/code]." msgstr "" #: doc/classes/PopupMenu.xml:589 msgid "" "Cycle to the next state of an multistate item. See [method " "add_multistate_item] for details." msgstr "" #: doc/classes/PopupMenu.xml:595 msgid "If [code]true[/code], allows to navigate [PopupMenu] with letter keys." msgstr "" #: doc/classes/PopupMenu.xml:598 msgid "" "If [code]true[/code], hides the [PopupMenu] when a checkbox or radio button " "is selected." msgstr "" #: doc/classes/PopupMenu.xml:601 msgid "If [code]true[/code], hides the [PopupMenu] when an item is selected." msgstr "" #: doc/classes/PopupMenu.xml:604 msgid "" "If [code]true[/code], hides the [PopupMenu] when a state item is selected." msgstr "" #: doc/classes/PopupMenu.xml:607 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 "" #: doc/classes/PopupMenu.xml:615 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 "" #: doc/classes/PopupMenu.xml:622 msgid "" "Emitted when an item of some [code]id[/code] is pressed or its accelerator " "is activated." msgstr "" #: doc/classes/PopupMenu.xml:629 msgid "" "Emitted when an item of some [code]index[/code] is pressed or its " "accelerator is activated." msgstr "" #: doc/classes/PopupMenu.xml:637 msgid "[Texture2D] icon for the checked checkbox items." msgstr "" #: doc/classes/PopupMenu.xml:640 msgid "[Font] used for the menu items." msgstr "" #: doc/classes/PopupMenu.xml:643 msgid "The default text [Color] for menu items' names." msgstr "" #: doc/classes/PopupMenu.xml:646 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 "" #: doc/classes/PopupMenu.xml:649 msgid "[Color] used for disabled menu items' text." msgstr "" #: doc/classes/PopupMenu.xml:652 msgid "[Color] used for the hovered text." msgstr "" #: doc/classes/PopupMenu.xml:655 msgid "[StyleBox] displayed when the [PopupMenu] item is hovered." msgstr "" #: doc/classes/PopupMenu.xml:658 msgid "" "The horizontal space between the item's name and the shortcut text/submenu " "arrow." msgstr "" #: doc/classes/PopupMenu.xml:661 msgid "" "[StyleBox] for the left side of labeled separator. See [method " "add_separator]." msgstr "" #: doc/classes/PopupMenu.xml:664 msgid "" "[StyleBox] for the right side of labeled separator. See [method " "add_separator]." msgstr "" #: doc/classes/PopupMenu.xml:667 msgid "Default [StyleBox] of the [PopupMenu] items." msgstr "" #: doc/classes/PopupMenu.xml:670 msgid "[StyleBox] used when the [PopupMenu] item is disabled." msgstr "" #: doc/classes/PopupMenu.xml:673 msgid "[Texture2D] icon for the checked radio button items." msgstr "" #: doc/classes/PopupMenu.xml:676 msgid "[Texture2D] icon for the unchecked radio button items." msgstr "" #: doc/classes/PopupMenu.xml:679 msgid "[StyleBox] used for the separators. See [method add_separator]." msgstr "" #: doc/classes/PopupMenu.xml:682 msgid "[Texture2D] icon for the submenu arrow." msgstr "" #: doc/classes/PopupMenu.xml:685 msgid "[Texture2D] icon for the unchecked checkbox items." msgstr "" #: doc/classes/PopupMenu.xml:688 msgid "The vertical space between each menu item." msgstr "" #: doc/classes/PopupPanel.xml:4 msgid "Class for displaying popups with a panel background." msgstr "" #: doc/classes/PopupPanel.xml:7 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 [Window]." msgstr "" #: doc/classes/PopupPanel.xml:17 msgid "The background panel style of this [PopupPanel]." msgstr "" #: doc/classes/Position2D.xml:4 msgid "Generic 2D position hint for editing." msgstr "" #: doc/classes/Position2D.xml:7 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 "" #: doc/classes/Position3D.xml:4 msgid "Generic 3D position hint for editing." msgstr "" #: doc/classes/Position3D.xml:7 msgid "" "Generic 3D position hint for editing. It's just like a plain [Node3D], but " "it displays as a cross in the 3D editor at all times." msgstr "" #: doc/classes/PrimitiveMesh.xml:4 msgid "" "Base class for all primitive meshes. Handles applying a [Material] to a " "primitive mesh." msgstr "" #: doc/classes/PrimitiveMesh.xml:7 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 "" #: doc/classes/PrimitiveMesh.xml:16 msgid "" "Returns mesh arrays used to constitute surface of [Mesh]. Mesh arrays can be " "used with [ArrayMesh] to create new surfaces." msgstr "" #: doc/classes/PrimitiveMesh.xml:22 msgid "" "Overrides the [AABB] with one defined by user for use with frustum culling. " "Especially useful to avoid unnexpected culling when using a shader to " "offset vertices." msgstr "" #: doc/classes/PrimitiveMesh.xml:25 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 BaseMaterial3D.CULL_BACK] in " "[member BaseMaterial3D.cull_mode]." msgstr "" #: doc/classes/PrimitiveMesh.xml:29 msgid "The current [Material] of the primitive mesh." msgstr "" #: doc/classes/PrismMesh.xml:4 doc/classes/PrismMesh.xml:7 msgid "Class representing a prism-shaped [PrimitiveMesh]." msgstr "" #: doc/classes/PrismMesh.xml:15 msgid "" "Displacement of the upper edge along the X axis. 0.0 positions edge straight " "above the bottom-left edge." msgstr "" #: doc/classes/PrismMesh.xml:18 msgid "Size of the prism." msgstr "" #: doc/classes/PrismMesh.xml:21 msgid "Number of added edge loops along the Z axis." msgstr "" #: doc/classes/PrismMesh.xml:24 msgid "Number of added edge loops along the Y axis." msgstr "" #: doc/classes/PrismMesh.xml:27 msgid "Number of added edge loops along the X axis." msgstr "" #: doc/classes/ProceduralSkyMaterial.xml:4 msgid "" "A [Material] used with [Sky] to generate a background based on user input " "parameters." msgstr "" #: doc/classes/ProceduralSkyMaterial.xml:7 msgid "" "ProceduralSkyMaterial 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 [ProceduralSkyMaterial] uses a lightweight shader to draw the sky and is " "thus suited for real time updates. When you do not need a quick sky that is " "not realistic, this is a good option.\n" "The [ProceduralSkyMaterial] supports up to 4 suns. Each sun takes its color, " "energy, and direction from the corresponding [DirectionalLight3D] in the " "scene." msgstr "" #: doc/classes/ProceduralSkyMaterial.xml:17 msgid "" "Color of the ground at the bottom. Blends with [member ground_horizon_color]." msgstr "" #: doc/classes/ProceduralSkyMaterial.xml:20 msgid "" "How quickly the [member ground_horizon_color] fades into the [member " "ground_bottom_color]." msgstr "" #: doc/classes/ProceduralSkyMaterial.xml:23 msgid "Amount of energy contribution from the ground." msgstr "" #: doc/classes/ProceduralSkyMaterial.xml:26 msgid "" "Color of the ground at the horizon. Blends with [member ground_bottom_color]." msgstr "" #: doc/classes/ProceduralSkyMaterial.xml:29 msgid "" "How quickly the [member sky_horizon_color] fades into the [member " "sky_top_color]." msgstr "" #: doc/classes/ProceduralSkyMaterial.xml:32 msgid "Amount of energy contribution from the sky." msgstr "" #: doc/classes/ProceduralSkyMaterial.xml:35 msgid "Color of the sky at the horizon. Blends with [member sky_top_color]." msgstr "" #: doc/classes/ProceduralSkyMaterial.xml:38 msgid "Color of the sky at the top. Blends with [member sky_horizon_color]." msgstr "" #: doc/classes/ProceduralSkyMaterial.xml:41 msgid "Distance from center of sun where it fades out completely." msgstr "" #: doc/classes/ProceduralSkyMaterial.xml:44 msgid "" "How quickly the sun fades away between the edge of the sun disk and [member " "sun_angle_max]." msgstr "" #: doc/classes/ProgressBar.xml:4 msgid "General-purpose progress bar." msgstr "" #: doc/classes/ProgressBar.xml:7 msgid "General-purpose progress bar. Shows fill percentage from right to left." msgstr "" #: doc/classes/ProgressBar.xml:15 msgid "If [code]true[/code], the fill percentage is displayed on the bar." msgstr "" #: doc/classes/ProgressBar.xml:24 msgid "The style of the background." msgstr "" #: doc/classes/ProgressBar.xml:27 msgid "The style of the progress (i.e. the part that fills the bar)." msgstr "" #: doc/classes/ProgressBar.xml:30 msgid "" "Font used to draw the fill percentage if [member percent_visible] is " "[code]true[/code]." msgstr "" #: doc/classes/ProgressBar.xml:33 msgid "The color of the text." msgstr "" #: doc/classes/ProgressBar.xml:36 msgid "The color of the text's shadow." msgstr "" #: doc/classes/ProjectSettings.xml:4 msgid "Contains global variables accessible from everywhere." msgstr "" #: doc/classes/ProjectSettings.xml:7 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]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." msgstr "" #: doc/classes/ProjectSettings.xml:20 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 "" #: doc/classes/ProjectSettings.xml:45 msgid "Clears the whole configuration (not recommended, may break things)." msgstr "" #: doc/classes/ProjectSettings.xml:54 msgid "" "Returns the order of a configuration value (influences when saved to the " "config file)." msgstr "" #: doc/classes/ProjectSettings.xml:63 msgid "" "Returns the value of a setting.\n" "[b]Example:[/b]\n" "[codeblock]\n" "print(ProjectSettings.get_setting(\"application/config/name\"))\n" "[/codeblock]" msgstr "" #: doc/classes/ProjectSettings.xml:76 msgid "" "Converts a localized path ([code]res://[/code]) to a full native OS path." msgstr "" #: doc/classes/ProjectSettings.xml:85 msgid "Returns [code]true[/code] if a configuration value is present." msgstr "" #: doc/classes/ProjectSettings.xml:96 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]." msgstr "" #: doc/classes/ProjectSettings.xml:106 msgid "Convert a path to a localized path ([code]res://[/code] path)." msgstr "" #: doc/classes/ProjectSettings.xml:115 msgid "" "Returns [code]true[/code] if the specified property exists and its initial " "value differs from the current value." msgstr "" #: doc/classes/ProjectSettings.xml:124 msgid "" "Returns the specified property's initial value. Returns [code]null[/code] if " "the property does not exist." msgstr "" #: doc/classes/ProjectSettings.xml:131 msgid "Saves the configuration to the [code]project.godot[/code] file." msgstr "" #: doc/classes/ProjectSettings.xml:140 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)." msgstr "" #: doc/classes/ProjectSettings.xml:151 msgid "" "Sets the specified property's initial value. This is the value the property " "reverts to." msgstr "" #: doc/classes/ProjectSettings.xml:162 msgid "" "Sets the order of a configuration value (influences when saved to the config " "file)." msgstr "" #: doc/classes/ProjectSettings.xml:173 msgid "" "Sets the value of a setting.\n" "[b]Example:[/b]\n" "[codeblock]\n" "ProjectSettings.set_setting(\"application/config/name\", \"Example\")\n" "[/codeblock]" msgstr "" #: doc/classes/ProjectSettings.xml:183 msgid "Background color for the boot splash." msgstr "" #: doc/classes/ProjectSettings.xml:186 msgid "" "If [code]true[/code], scale the boot splash image to the full window length " "when engine starts. If [code]false[/code], the engine will leave it at the " "default pixel size." msgstr "" #: doc/classes/ProjectSettings.xml:189 msgid "Path to an image used as the boot splash." msgstr "" #: doc/classes/ProjectSettings.xml:192 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 "" #: doc/classes/ProjectSettings.xml:195 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 "" #: doc/classes/ProjectSettings.xml:199 msgid "" "The project's description, displayed as a tooltip in the Project Manager " "when hovering the project." msgstr "" #: doc/classes/ProjectSettings.xml:202 msgid "" "Icon used for the project, set when project loads. Exporters will also use " "this icon when possible." msgstr "" #: doc/classes/ProjectSettings.xml:205 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 DisplayServer." "set_native_icon]." msgstr "" #: doc/classes/ProjectSettings.xml:208 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." msgstr "" #: doc/classes/ProjectSettings.xml:211 msgid "" "Specifies a file to override project settings. For example: [code]user://" "custom_settings.cfg[/code].\n" "[b]Note:[/b] Regardless of this setting's value, [code]res://override.cfg[/" "code] will still be read to override the project settings (see this class' " "description at the top)." msgstr "" #: doc/classes/ProjectSettings.xml:215 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 "" #: doc/classes/ProjectSettings.xml:218 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 DisplayServer." "set_native_icon]." msgstr "" #: doc/classes/ProjectSettings.xml:221 msgid "" "If [code]true[/code], disables printing to standard error in an exported " "build." msgstr "" #: doc/classes/ProjectSettings.xml:224 msgid "" "If [code]true[/code], disables printing to standard output in an exported " "build." msgstr "" #: doc/classes/ProjectSettings.xml:227 msgid "" "Forces a delay between frames in the main loop (in milliseconds). This may " "be useful if you plan to disable vertical synchronization." msgstr "" #: doc/classes/ProjectSettings.xml:230 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 "" #: doc/classes/ProjectSettings.xml:233 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 "" #: doc/classes/ProjectSettings.xml:236 msgid "Path to the main scene file that will be loaded when the project runs." msgstr "" #: doc/classes/ProjectSettings.xml:239 doc/classes/ProjectSettings.xml:242 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 "" #: doc/classes/ProjectSettings.xml:245 msgid "" "Default [AudioBusLayout] resource file to use in the project, unless " "overridden by the scene." msgstr "" #: doc/classes/ProjectSettings.xml:248 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 "" #: doc/classes/ProjectSettings.xml:251 msgid "" "If [code]true[/code], microphone input will be allowed. This requires " "appropriate permissions to be set when exporting to Android or iOS." msgstr "" #: doc/classes/ProjectSettings.xml:254 msgid "" "Mixing rate used for audio. In general, it's better to not touch this and " "leave it to the host operating system." msgstr "" #: doc/classes/ProjectSettings.xml:257 msgid "" "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." msgstr "" #: doc/classes/ProjectSettings.xml:260 msgid "" "Setting to hardcode audio delay when playing video. Best to leave this " "untouched unless you know what you are doing." msgstr "" #: doc/classes/ProjectSettings.xml:263 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 "" #: doc/classes/ProjectSettings.xml:266 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 "" #: doc/classes/ProjectSettings.xml:269 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 "" #: doc/classes/ProjectSettings.xml:272 msgid "" "Enables [url=https://github.com/facebook/zstd/releases/tag/v1.3.2]long-" "distance matching[/url] in Zstandard." msgstr "" #: doc/classes/ProjectSettings.xml:275 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 "" #: doc/classes/ProjectSettings.xml:278 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 "" #: doc/classes/ProjectSettings.xml:281 msgid "" "If [code]true[/code], enables warnings when a constant is used as a function." msgstr "" #: doc/classes/ProjectSettings.xml:284 msgid "" "If [code]true[/code], enables warnings when deprecated keywords are used." msgstr "" #: doc/classes/ProjectSettings.xml:287 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 "" #: doc/classes/ProjectSettings.xml:290 msgid "" "If [code]true[/code], scripts in the [code]res://addons[/code] folder will " "not generate warnings." msgstr "" #: doc/classes/ProjectSettings.xml:293 msgid "" "If [code]true[/code], enables warnings when a function is declared with the " "same name as a constant." msgstr "" #: doc/classes/ProjectSettings.xml:296 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:299 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 "" #: doc/classes/ProjectSettings.xml:302 msgid "" "If [code]true[/code], enables warnings when using a function as if it was a " "property." msgstr "" #: doc/classes/ProjectSettings.xml:305 msgid "" "If [code]true[/code], enables warnings when a ternary operator may emit " "values with incompatible types." msgstr "" #: doc/classes/ProjectSettings.xml:308 msgid "" "If [code]true[/code], enables warnings when dividing an integer by another " "integer (the decimal part will be discarded)." msgstr "" #: doc/classes/ProjectSettings.xml:311 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 "" #: doc/classes/ProjectSettings.xml:314 msgid "" "If [code]true[/code], enables warnings when using a property as if it was a " "function." msgstr "" #: doc/classes/ProjectSettings.xml:317 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 "" #: doc/classes/ProjectSettings.xml:320 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 "" #: doc/classes/ProjectSettings.xml:323 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 "" #: doc/classes/ProjectSettings.xml:326 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 "" #: doc/classes/ProjectSettings.xml:329 msgid "" "If [code]true[/code], all warnings will be reported as if they were errors." msgstr "" #: doc/classes/ProjectSettings.xml:332 msgid "" "If [code]true[/code], enables warnings when using a variable that wasn't " "previously assigned." msgstr "" #: doc/classes/ProjectSettings.xml:335 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 "" #: doc/classes/ProjectSettings.xml:338 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 "" #: doc/classes/ProjectSettings.xml:341 msgid "" "If [code]true[/code], enables warnings when using an expression whose type " "may not be compatible with the function parameter expected." msgstr "" #: doc/classes/ProjectSettings.xml:344 msgid "If [code]true[/code], enables warnings when performing an unsafe cast." msgstr "" #: doc/classes/ProjectSettings.xml:347 msgid "" "If [code]true[/code], enables warnings when calling a method whose presence " "is not guaranteed at compile-time in the class." msgstr "" #: doc/classes/ProjectSettings.xml:350 msgid "" "If [code]true[/code], enables warnings when accessing a property whose " "presence is not guaranteed at compile-time in the class." msgstr "" #: doc/classes/ProjectSettings.xml:353 msgid "" "If [code]true[/code], enables warnings when a function parameter is unused." msgstr "" #: doc/classes/ProjectSettings.xml:356 msgid "" "If [code]true[/code], enables warnings when a member variable is unused." msgstr "" #: doc/classes/ProjectSettings.xml:359 msgid "If [code]true[/code], enables warnings when a signal is unused." msgstr "" #: doc/classes/ProjectSettings.xml:362 msgid "If [code]true[/code], enables warnings when a local variable is unused." msgstr "" #: doc/classes/ProjectSettings.xml:365 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:368 msgid "" "If [code]true[/code], enables warnings when assigning the result of a " "function that returns [code]void[/code] to a variable." msgstr "" #: doc/classes/ProjectSettings.xml:371 msgid "Message to be displayed before the backtrace when the engine crashes." msgstr "" #: doc/classes/ProjectSettings.xml:374 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.\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." msgstr "" #: doc/classes/ProjectSettings.xml:379 msgid "Maximum call stack allowed for debugging GDScript." msgstr "" #: doc/classes/ProjectSettings.xml:382 msgid "Maximum amount of functions per frame allowed when profiling." msgstr "" #: doc/classes/ProjectSettings.xml:385 msgid "Print frames per second to standard output every second." msgstr "" #: doc/classes/ProjectSettings.xml:388 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 "" #: doc/classes/ProjectSettings.xml:391 msgid "Maximum call stack in visual scripting, to avoid infinite recursion." msgstr "" #: doc/classes/ProjectSettings.xml:394 msgid "" "Color of the contact points between collision shapes, visible when \"Visible " "Collision Shapes\" is enabled in the Debug menu." msgstr "" #: doc/classes/ProjectSettings.xml:397 msgid "" "Maximum number of contact points between collision shapes to display when " "\"Visible Collision Shapes\" is enabled in the Debug menu." msgstr "" #: doc/classes/ProjectSettings.xml:400 msgid "" "Color of the collision shapes, visible when \"Visible Collision Shapes\" is " "enabled in the Debug menu." msgstr "" #: doc/classes/ProjectSettings.xml:403 msgid "" "Color of the disabled navigation geometry, visible when \"Visible Navigation" "\" is enabled in the Debug menu." msgstr "" #: doc/classes/ProjectSettings.xml:406 msgid "" "Color of the navigation geometry, visible when \"Visible Navigation\" is " "enabled in the Debug menu." msgstr "" #: doc/classes/ProjectSettings.xml:409 msgid "Custom image for the mouse cursor (limited to 256×256)." msgstr "" #: doc/classes/ProjectSettings.xml:412 msgid "Hotspot for the custom mouse cursor image." msgstr "" #: doc/classes/ProjectSettings.xml:415 msgid "Position offset for tooltips, relative to the mouse cursor's hotspot." msgstr "" #: doc/classes/ProjectSettings.xml:418 msgid "" "If [code]true[/code], allows HiDPI display on Windows and macOS. This " "setting has no effect on desktop Linux, as DPI-awareness fallbacks are not " "supported there." msgstr "" #: doc/classes/ProjectSettings.xml:421 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 "" #: doc/classes/ProjectSettings.xml:424 msgid "Default orientation on mobile devices." msgstr "" #: doc/classes/ProjectSettings.xml:427 msgid "" "If [code]true[/code], the home indicator is hidden automatically. This only " "affects iOS devices without a physical home button." msgstr "" #: doc/classes/ProjectSettings.xml:430 msgid "Force the window to be always on top." msgstr "" #: doc/classes/ProjectSettings.xml:433 msgid "Force the window to be borderless." msgstr "" #: doc/classes/ProjectSettings.xml:436 msgid "Sets the window to full screen when it starts." msgstr "" #: doc/classes/ProjectSettings.xml:439 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 "" #: doc/classes/ProjectSettings.xml:442 msgid "Allows the window to be resizable by default." msgstr "" #: doc/classes/ProjectSettings.xml:445 msgid "" "If greater than zero, overrides the window height when running the game. " "Useful for testing stretch modes." msgstr "" #: doc/classes/ProjectSettings.xml:448 msgid "" "If greater than zero, overrides the window width when running the game. " "Useful for testing stretch modes." msgstr "" #: doc/classes/ProjectSettings.xml:451 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 "" #: doc/classes/ProjectSettings.xml:454 msgid "" "Specifies the tablet driver to use. If left empty, the default driver will " "be used." msgstr "" #: doc/classes/ProjectSettings.xml:457 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 "" #: doc/classes/ProjectSettings.xml:460 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 "" #: doc/classes/ProjectSettings.xml:464 msgid "" "Search path for project-specific script templates. Script templates will be " "search both in the editor-specific path and in this project-specific path." msgstr "" #: doc/classes/ProjectSettings.xml:467 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 "" #: doc/classes/ProjectSettings.xml:470 msgid "" "Default value for [member ScrollContainer.scroll_deadzone], which will be " "used for all [ScrollContainer]s unless overridden." msgstr "" #: doc/classes/ProjectSettings.xml:473 msgid "" "If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and " "UWP to follow interface conventions." msgstr "" #: doc/classes/ProjectSettings.xml:478 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 "" #: doc/classes/ProjectSettings.xml:481 msgid "" "Path to a custom [Font] resource to use as default for all GUI elements of " "the project." msgstr "" #: doc/classes/ProjectSettings.xml:484 msgid "If [code]true[/code], makes sure the theme used works with HiDPI." msgstr "" #: doc/classes/ProjectSettings.xml:487 msgid "" "Timer setting for incremental search in [Tree], [ItemList], etc. controls " "(in milliseconds)." msgstr "" #: doc/classes/ProjectSettings.xml:490 msgid "Timer for detecting idle in [TextEdit] (in seconds)." msgstr "" #: doc/classes/ProjectSettings.xml:493 msgid "Default delay for tooltips (in seconds)." msgstr "" #: doc/classes/ProjectSettings.xml:496 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 "" #: doc/classes/ProjectSettings.xml:500 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 "" #: doc/classes/ProjectSettings.xml:504 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 "" #: doc/classes/ProjectSettings.xml:508 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 "" #: doc/classes/ProjectSettings.xml:512 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 "" #: doc/classes/ProjectSettings.xml:516 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 "" #: doc/classes/ProjectSettings.xml:520 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 "" #: doc/classes/ProjectSettings.xml:524 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 "" #: doc/classes/ProjectSettings.xml:528 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 "" #: doc/classes/ProjectSettings.xml:532 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 "" #: doc/classes/ProjectSettings.xml:536 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 "" #: doc/classes/ProjectSettings.xml:540 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 "" #: doc/classes/ProjectSettings.xml:544 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 "" #: doc/classes/ProjectSettings.xml:548 msgid "" "If [code]true[/code], sends mouse input events when tapping or swiping on " "the touchscreen." msgstr "" #: doc/classes/ProjectSettings.xml:551 msgid "" "If [code]true[/code], sends touch input events when clicking or dragging the " "mouse." msgstr "" #: doc/classes/ProjectSettings.xml:554 msgid "Optional name for the 2D physics layer 1." msgstr "" #: doc/classes/ProjectSettings.xml:557 msgid "Optional name for the 2D physics layer 10." msgstr "" #: doc/classes/ProjectSettings.xml:560 msgid "Optional name for the 2D physics layer 11." msgstr "" #: doc/classes/ProjectSettings.xml:563 msgid "Optional name for the 2D physics layer 12." msgstr "" #: doc/classes/ProjectSettings.xml:566 msgid "Optional name for the 2D physics layer 13." msgstr "" #: doc/classes/ProjectSettings.xml:569 msgid "Optional name for the 2D physics layer 14." msgstr "" #: doc/classes/ProjectSettings.xml:572 msgid "Optional name for the 2D physics layer 15." msgstr "" #: doc/classes/ProjectSettings.xml:575 msgid "Optional name for the 2D physics layer 16." msgstr "" #: doc/classes/ProjectSettings.xml:578 msgid "Optional name for the 2D physics layer 17." msgstr "" #: doc/classes/ProjectSettings.xml:581 msgid "Optional name for the 2D physics layer 18." msgstr "" #: doc/classes/ProjectSettings.xml:584 msgid "Optional name for the 2D physics layer 19." msgstr "" #: doc/classes/ProjectSettings.xml:587 msgid "Optional name for the 2D physics layer 2." msgstr "" #: doc/classes/ProjectSettings.xml:590 msgid "Optional name for the 2D physics layer 20." msgstr "" #: doc/classes/ProjectSettings.xml:593 msgid "Optional name for the 2D physics layer 3." msgstr "" #: doc/classes/ProjectSettings.xml:596 msgid "Optional name for the 2D physics layer 4." msgstr "" #: doc/classes/ProjectSettings.xml:599 msgid "Optional name for the 2D physics layer 5." msgstr "" #: doc/classes/ProjectSettings.xml:602 msgid "Optional name for the 2D physics layer 6." msgstr "" #: doc/classes/ProjectSettings.xml:605 msgid "Optional name for the 2D physics layer 7." msgstr "" #: doc/classes/ProjectSettings.xml:608 msgid "Optional name for the 2D physics layer 8." msgstr "" #: doc/classes/ProjectSettings.xml:611 msgid "Optional name for the 2D physics layer 9." msgstr "" #: doc/classes/ProjectSettings.xml:614 msgid "Optional name for the 2D render layer 1." msgstr "" #: doc/classes/ProjectSettings.xml:617 msgid "Optional name for the 2D render layer 10." msgstr "" #: doc/classes/ProjectSettings.xml:620 msgid "Optional name for the 2D render layer 11." msgstr "" #: doc/classes/ProjectSettings.xml:623 msgid "Optional name for the 2D render layer 12." msgstr "" #: doc/classes/ProjectSettings.xml:626 msgid "Optional name for the 2D render layer 13." msgstr "" #: doc/classes/ProjectSettings.xml:629 msgid "Optional name for the 2D render layer 14." msgstr "" #: doc/classes/ProjectSettings.xml:632 msgid "Optional name for the 2D render layer 15." msgstr "" #: doc/classes/ProjectSettings.xml:635 msgid "Optional name for the 2D render layer 16." msgstr "" #: doc/classes/ProjectSettings.xml:638 msgid "Optional name for the 2D render layer 17." msgstr "" #: doc/classes/ProjectSettings.xml:641 msgid "Optional name for the 2D render layer 18." msgstr "" #: doc/classes/ProjectSettings.xml:644 msgid "Optional name for the 2D render layer 19." msgstr "" #: doc/classes/ProjectSettings.xml:647 msgid "Optional name for the 2D render layer 2." msgstr "" #: doc/classes/ProjectSettings.xml:650 msgid "Optional name for the 2D render layer 20." msgstr "" #: doc/classes/ProjectSettings.xml:653 msgid "Optional name for the 2D render layer 3." msgstr "" #: doc/classes/ProjectSettings.xml:656 msgid "Optional name for the 2D render layer 4." msgstr "" #: doc/classes/ProjectSettings.xml:659 msgid "Optional name for the 2D render layer 5." msgstr "" #: doc/classes/ProjectSettings.xml:662 msgid "Optional name for the 2D render layer 6." msgstr "" #: doc/classes/ProjectSettings.xml:665 msgid "Optional name for the 2D render layer 7." msgstr "" #: doc/classes/ProjectSettings.xml:668 msgid "Optional name for the 2D render layer 8." msgstr "" #: doc/classes/ProjectSettings.xml:671 msgid "Optional name for the 2D render layer 9." msgstr "" #: doc/classes/ProjectSettings.xml:674 msgid "Optional name for the 3D physics layer 1." msgstr "" #: doc/classes/ProjectSettings.xml:677 msgid "Optional name for the 3D physics layer 10." msgstr "" #: doc/classes/ProjectSettings.xml:680 msgid "Optional name for the 3D physics layer 11." msgstr "" #: doc/classes/ProjectSettings.xml:683 msgid "Optional name for the 3D physics layer 12." msgstr "" #: doc/classes/ProjectSettings.xml:686 msgid "Optional name for the 3D physics layer 13." msgstr "" #: doc/classes/ProjectSettings.xml:689 msgid "Optional name for the 3D physics layer 14." msgstr "" #: doc/classes/ProjectSettings.xml:692 msgid "Optional name for the 3D physics layer 15." msgstr "" #: doc/classes/ProjectSettings.xml:695 msgid "Optional name for the 3D physics layer 16." msgstr "" #: doc/classes/ProjectSettings.xml:698 msgid "Optional name for the 3D physics layer 17." msgstr "" #: doc/classes/ProjectSettings.xml:701 msgid "Optional name for the 3D physics layer 18." msgstr "" #: doc/classes/ProjectSettings.xml:704 msgid "Optional name for the 3D physics layer 19." msgstr "" #: doc/classes/ProjectSettings.xml:707 msgid "Optional name for the 3D physics layer 2." msgstr "" #: doc/classes/ProjectSettings.xml:710 msgid "Optional name for the 3D physics layer 20." msgstr "" #: doc/classes/ProjectSettings.xml:713 msgid "Optional name for the 3D physics layer 3." msgstr "" #: doc/classes/ProjectSettings.xml:716 msgid "Optional name for the 3D physics layer 4." msgstr "" #: doc/classes/ProjectSettings.xml:719 msgid "Optional name for the 3D physics layer 5." msgstr "" #: doc/classes/ProjectSettings.xml:722 msgid "Optional name for the 3D physics layer 6." msgstr "" #: doc/classes/ProjectSettings.xml:725 msgid "Optional name for the 3D physics layer 7." msgstr "" #: doc/classes/ProjectSettings.xml:728 msgid "Optional name for the 3D physics layer 8." msgstr "" #: doc/classes/ProjectSettings.xml:731 msgid "Optional name for the 3D physics layer 9." msgstr "" #: doc/classes/ProjectSettings.xml:734 msgid "Optional name for the 3D render layer 1." msgstr "" #: doc/classes/ProjectSettings.xml:737 msgid "Optional name for the 3D render layer 10." msgstr "" #: doc/classes/ProjectSettings.xml:740 msgid "Optional name for the 3D render layer 11." msgstr "" #: doc/classes/ProjectSettings.xml:743 msgid "Optional name for the 3D render layer 12." msgstr "" #: doc/classes/ProjectSettings.xml:746 msgid "Optional name for the 3D render layer 13." msgstr "" #: doc/classes/ProjectSettings.xml:749 msgid "Optional name for the 3D render layer 14" msgstr "" #: doc/classes/ProjectSettings.xml:752 msgid "Optional name for the 3D render layer 15." msgstr "" #: doc/classes/ProjectSettings.xml:755 msgid "Optional name for the 3D render layer 16." msgstr "" #: doc/classes/ProjectSettings.xml:758 msgid "Optional name for the 3D render layer 17." msgstr "" #: doc/classes/ProjectSettings.xml:761 msgid "Optional name for the 3D render layer 18." msgstr "" #: doc/classes/ProjectSettings.xml:764 msgid "Optional name for the 3D render layer 19." msgstr "" #: doc/classes/ProjectSettings.xml:767 msgid "Optional name for the 3D render layer 2." msgstr "" #: doc/classes/ProjectSettings.xml:770 msgid "Optional name for the 3D render layer 20." msgstr "" #: doc/classes/ProjectSettings.xml:773 msgid "Optional name for the 3D render layer 3." msgstr "" #: doc/classes/ProjectSettings.xml:776 msgid "Optional name for the 3D render layer 4." msgstr "" #: doc/classes/ProjectSettings.xml:779 msgid "Optional name for the 3D render layer 5." msgstr "" #: doc/classes/ProjectSettings.xml:782 msgid "Optional name for the 3D render layer 6." msgstr "" #: doc/classes/ProjectSettings.xml:785 msgid "Optional name for the 3D render layer 7." msgstr "" #: doc/classes/ProjectSettings.xml:788 msgid "Optional name for the 3D render layer 8." msgstr "" #: doc/classes/ProjectSettings.xml:791 msgid "Optional name for the 3D render layer 9." msgstr "" #: doc/classes/ProjectSettings.xml:794 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 "" #: doc/classes/ProjectSettings.xml:797 msgid "" "If non-empty, this locale will be used when running the project from the " "editor." msgstr "" #: doc/classes/ProjectSettings.xml:800 msgid "If [code]true[/code], logs all output to files." msgstr "" #: doc/classes/ProjectSettings.xml:803 msgid "" "Path to logs within the project. Using an [code]user://[/code] path is " "recommended." msgstr "" #: doc/classes/ProjectSettings.xml:806 msgid "Specifies the maximum amount of log files allowed (used for rotation)." msgstr "" #: doc/classes/ProjectSettings.xml:809 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 "" #: doc/classes/ProjectSettings.xml:812 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 "" #: doc/classes/ProjectSettings.xml:829 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 "" #: doc/classes/ProjectSettings.xml:832 msgid "" "Maximum number of errors allowed to be sent from the debugger. Over this " "value, content is dropped. This helps not to stall the debugger connection." msgstr "" #: doc/classes/ProjectSettings.xml:835 msgid "" "Maximum amount of messages in the debugger queue. Over this value, content " "is dropped. This helps to limit the debugger memory usage." msgstr "" #: doc/classes/ProjectSettings.xml:838 msgid "" "Maximum number of warnings allowed to be sent from the debugger. Over this " "value, content is dropped. This helps not to stall the debugger connection." msgstr "" #: doc/classes/ProjectSettings.xml:841 msgid "" "Default size of packet peer stream for deserializing Godot data. Over this " "size, data is dropped." msgstr "" #: doc/classes/ProjectSettings.xml:844 msgid "Timeout (in seconds) for connection attempts using TCP." msgstr "" #: doc/classes/ProjectSettings.xml:847 msgid "Maximum size (in kiB) for the [WebRTCDataChannel] input buffer." msgstr "" #: doc/classes/ProjectSettings.xml:850 msgid "" "Amount of read ahead used by remote filesystem. Higher values decrease the " "effects of latency at the cost of higher bandwidth usage." msgstr "" #: doc/classes/ProjectSettings.xml:853 msgid "Page size used by remote filesystem (in bytes)." msgstr "" #: doc/classes/ProjectSettings.xml:856 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 "" #: doc/classes/ProjectSettings.xml:860 msgid "" "When creating node names automatically, set the type of casing in this " "project. This is mostly an editor setting." msgstr "" #: doc/classes/ProjectSettings.xml:863 msgid "" "What to use to separate node name from number. This is mostly an editor " "setting." msgstr "" #: doc/classes/ProjectSettings.xml:866 msgid "Size of the hash table used for the broad-phase 2D hash grid algorithm." msgstr "" #: doc/classes/ProjectSettings.xml:869 msgid "Cell size used for the broad-phase 2D hash grid algorithm." msgstr "" #: doc/classes/ProjectSettings.xml:872 msgid "The default angular damp in 2D." msgstr "" #: doc/classes/ProjectSettings.xml:875 msgid "" "The default gravity strength in 2D.\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" "PhysicsServer2D.area_set_param(get_viewport().find_world_2d().get_space(), " "PhysicsServer2D.AREA_PARAM_GRAVITY, 98)\n" "[/codeblock]" msgstr "" #: doc/classes/ProjectSettings.xml:883 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" "PhysicsServer2D.area_set_param(get_viewport().find_world_2d().get_space(), " "PhysicsServer2D.AREA_PARAM_GRAVITY_VECTOR, Vector2(0, 1))\n" "[/codeblock]" msgstr "" #: doc/classes/ProjectSettings.xml:891 msgid "The default linear damp in 2D." msgstr "" #: doc/classes/ProjectSettings.xml:894 msgid "" "Threshold defining the surface size that constitutes a large object with " "regard to cells in the broad-phase 2D hash grid algorithm." msgstr "" #: doc/classes/ProjectSettings.xml:897 msgid "" "Sets which physics engine to use for 2D physics.\n" "\"DEFAULT\" and \"GodotPhysics2D\" are the same, as there is currently no " "alternative 2D physics server implemented." msgstr "" #: doc/classes/ProjectSettings.xml:901 msgid "" "Threshold angular velocity under which a 2D physics body will be considered " "inactive. See [constant PhysicsServer2D." "SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD]." msgstr "" #: doc/classes/ProjectSettings.xml:904 msgid "" "Threshold linear velocity under which a 2D physics body will be considered " "inactive. See [constant PhysicsServer2D." "SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD]." msgstr "" #: doc/classes/ProjectSettings.xml:907 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 "" #: doc/classes/ProjectSettings.xml:911 msgid "" "Time (in seconds) of inactivity before which a 2D physics body will put to " "sleep. See [constant PhysicsServer2D.SPACE_PARAM_BODY_TIME_TO_SLEEP]." msgstr "" #: doc/classes/ProjectSettings.xml:914 msgid "" "Sets whether the 3D physics world will be created with support for " "[SoftBody3D] physics. Only applies to the Bullet physics engine." msgstr "" #: doc/classes/ProjectSettings.xml:917 msgid "The default angular damp in 3D." msgstr "" #: doc/classes/ProjectSettings.xml:920 msgid "" "The default gravity strength in 3D.\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" "PhysicsServer3D.area_set_param(get_viewport().find_world().get_space(), " "PhysicsServer3D.AREA_PARAM_GRAVITY, 9.8)\n" "[/codeblock]" msgstr "" #: doc/classes/ProjectSettings.xml:928 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" "PhysicsServer3D.area_set_param(get_viewport().find_world().get_space(), " "PhysicsServer3D.AREA_PARAM_GRAVITY_VECTOR, Vector3(0, -1, 0))\n" "[/codeblock]" msgstr "" #: doc/classes/ProjectSettings.xml:936 msgid "The default linear damp in 3D." msgstr "" #: doc/classes/ProjectSettings.xml:939 msgid "" "Sets which physics engine to use for 3D physics.\n" "\"DEFAULT\" is currently the [url=https://bulletphysics.org]Bullet[/url] " "physics engine. The \"GodotPhysics3D\" engine is still supported as an " "alternative." msgstr "" #: doc/classes/ProjectSettings.xml:943 msgid "Enables [member Viewport.physics_object_picking] on the root viewport." msgstr "" #: doc/classes/ProjectSettings.xml:946 msgid "" "The number of fixed iterations per second. This controls how often physics " "simulation and [method Node._physics_process] methods are run.\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." msgstr "" #: doc/classes/ProjectSettings.xml:950 msgid "" "Fix to improve physics jitter, specially on monitors where refresh rate is " "different than the physics FPS.\n" "[b]Note:[/b] This property is only read when the project starts. To change " "the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead." msgstr "" #: doc/classes/ProjectSettings.xml:954 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 RenderingServer.set_default_clear_color]." msgstr "" #: doc/classes/ProjectSettings.xml:957 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 "" #: doc/classes/ProjectSettings.xml:986 msgid "" "Max amount of elements renderable in a frame. If more than this are visible " "per frame, they will be dropped. Keep in mind elements refer to mesh " "surfaces and not meshes themselves." msgstr "" #: doc/classes/ProjectSettings.xml:991 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 only impacts the GLES2 " "rendering backend, and only desktop platforms. It is not necessary when " "using the Vulkan backend." msgstr "" #: doc/classes/ProjectSettings.xml:995 msgid "" "If [code]true[/code], forces snapping of polygons to pixels in 2D rendering. " "May help in some pixel art styles." msgstr "" #: doc/classes/ProjectSettings.xml:998 msgid "" "Sets the quality of the depth of field effect. Higher quality takes more " "samples, which is slower but looks smoother." msgstr "" #: doc/classes/ProjectSettings.xml:1001 msgid "" "Sets the depth of field shape. Can be Box, Hexagon, or Circle. Box is the " "fastest. Circle is the most realistic, but also the most expensive to " "compute." msgstr "" #: doc/classes/ProjectSettings.xml:1004 msgid "" "If [code]true[/code], jitters DOF samples to make effect slightly blurrier " "and hide lines created from low sample rates. This can result in a slightly " "grainy appearance when used with a low number of samples." msgstr "" #: doc/classes/ProjectSettings.xml:1007 msgid "" "Disables depth pre-pass for some GPU vendors (usually mobile), as their " "architecture already does this." msgstr "" #: doc/classes/ProjectSettings.xml:1010 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 "" #: doc/classes/ProjectSettings.xml:1013 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." msgstr "" #: doc/classes/ProjectSettings.xml:1016 msgid "" "Lower-end override for [member rendering/quality/directional_shadow/size] on " "mobile devices, due to performance concerns or driver support." msgstr "" #: doc/classes/ProjectSettings.xml:1019 msgid "" "Quality setting for shadows cast by [DirectionalLight3D]s. Higher quality " "settings use more samples when reading from shadow maps and are thus slower. " "Low quality settings may result in shadows looking grainy." msgstr "" #: doc/classes/ProjectSettings.xml:1022 msgid "" "Lower-end override for [member rendering/quality/directional_shadow/" "soft_shadow_quality] on mobile devices, due to performance concerns or " "driver support." msgstr "" #: doc/classes/ProjectSettings.xml:1025 msgid "" "The video driver to use (\"GLES2\" or \"Vulkan\").\n" "[b]Note:[/b] The backend in use can be overridden at runtime via the [code]--" "rendering-driver[/code] command line argument.\n" "[b]FIXME:[/b] No longer valid after DisplayServer split:\n" "In such cases, this property is not updated, so use [code]OS." "get_current_video_driver[/code] to query it at run-time." msgstr "" #: doc/classes/ProjectSettings.xml:1031 msgid "" "If [code]true[/code], take additional samples when rendering objects " "affected by a [GIProbe] to reduce artifacts from only sampling in one " "direction." msgstr "" #: doc/classes/ProjectSettings.xml:1034 msgid "" "Sets the number of cone samples taken when rendering objects affected by " "[GIProbe]s." msgstr "" #: doc/classes/ProjectSettings.xml:1037 msgid "" "Sets how the glow effect is upscaled before being copied onto the screen. " "Linear is faster, but looks blocky. Bicubic is slower but looks smooth." msgstr "" #: doc/classes/ProjectSettings.xml:1040 msgid "" "Lower-end override for [member rendering/quality/glow/upscale_mode] on " "mobile devices, due to performance concerns or driver support." msgstr "" #: doc/classes/ProjectSettings.xml:1043 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 will not " "be available in the [Environment]." msgstr "" #: doc/classes/ProjectSettings.xml:1046 msgid "" "Lower-end override for [member rendering/quality/intended_usage/" "framebuffer_allocation] on mobile devices, due to performance concerns or " "driver support." msgstr "" #: doc/classes/ProjectSettings.xml:1049 msgid "" "Number of cubemaps to store in the reflection atlas. The number of " "[ReflectionProbe]s in a scene will be limited by this amount. A higher " "number requires more VRAM." msgstr "" #: doc/classes/ProjectSettings.xml:1052 msgid "" "Size of cubemap faces for [ReflectionProbe]s. A higher number requires more " "VRAM and may make reflection probe updating slower." msgstr "" #: doc/classes/ProjectSettings.xml:1055 msgid "" "Lower-end override for [member rendering/quality/reflection_atlas/" "reflection_size] on mobile devices, due to performance concerns or driver " "support." msgstr "" #: doc/classes/ProjectSettings.xml:1058 msgid "" "Use a higher quality variant of the fast filtering algorithm. Significantly " "slower than using default quality, but results in smoother reflections. " "Should only be used when the scene is especially detailed." msgstr "" #: doc/classes/ProjectSettings.xml:1061 msgid "" "Sets the number of samples to take when using importance sampling for [Sky]s " "and [ReflectionProbe]s. A higher value will result in smoother, higher " "quality reflections, but increases time to calculate radiance maps. In " "general, fewer samples are needed for simpler, low dynamic range " "environments while more samples are needed for HDR environments and " "environments with a high level of detail." msgstr "" #: doc/classes/ProjectSettings.xml:1064 msgid "" "Lower-end override for [member rendering/quality/reflections/ggx_samples] on " "mobile devices, due to performance concerns or driver support." msgstr "" #: doc/classes/ProjectSettings.xml:1067 msgid "" "Limits the number of layers to use in radiance maps when using importance " "sampling. A lower number will be slightly faster and take up less VRAM." msgstr "" #: doc/classes/ProjectSettings.xml:1070 msgid "" "If [code]true[/code], uses texture arrays instead of mipmaps for reflection " "probes and panorama backgrounds (sky). This reduces jitter noise and " "upscaling artifacts on reflections, but is significantly slower to compute " "and uses [member rendering/quality/reflections/roughness_layers] times more " "memory." msgstr "" #: doc/classes/ProjectSettings.xml:1073 msgid "" "Lower-end override for [member rendering/quality/reflections/" "texture_array_reflections] on mobile devices, due to performance concerns or " "driver support." msgstr "" #: doc/classes/ProjectSettings.xml:1076 msgid "" "Sets the number of MSAA samples to use (as a power of two). 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 "" #: doc/classes/ProjectSettings.xml:1080 msgid "" "Sets the screen-space antialiasing mode for the default screen [Viewport]. " "Screen-space antialiasing works by selectively blurring edges in a post-" "process shader. It differs from MSAA which takes multiple coverage samples " "while rendering objects. Screen-space AA methods are typically faster than " "MSAA and will smooth out specular aliasing, but tend to make scenes appear " "blurry.\n" "Another way to combat specular aliasing is to enable [member rendering/" "quality/screen_filters/screen_space_roughness_limiter]." msgstr "" #: doc/classes/ProjectSettings.xml:1084 msgid "" "Enables the screen-space roughness limiter which increases material " "roughness in areas with a high normal frequency (i.e. when normals change a " "lot from pixel to pixel). This helps to reduce the amount of specular " "aliasing in a scene. Specular aliasing looks like random bright pixels that " "occur in reflections." msgstr "" #: doc/classes/ProjectSettings.xml:1087 msgid "" "Curves the amount of the roughness limited effect. A higher value limits the " "effect to very sharply curved surfaces, while a lower threshold extends the " "effect to smoother surfaces." msgstr "" #: doc/classes/ProjectSettings.xml:1090 msgid "" "Sets the quality for rough screen-space reflections. Turning off will make " "all screen space reflections sharp, while higher values make rough " "reflections look better." msgstr "" #: doc/classes/ProjectSettings.xml:1093 msgid "" "If [code]true[/code], uses faster but lower-quality Blinn model to generate " "blurred reflections instead of the GGX model." msgstr "" #: doc/classes/ProjectSettings.xml:1096 msgid "" "Lower-end override for [member rendering/quality/shading/" "force_blinn_over_ggx] on mobile devices, due to performance concerns or " "driver support." msgstr "" #: doc/classes/ProjectSettings.xml:1099 msgid "" "If [code]true[/code], uses faster but lower-quality Lambert material " "lighting model instead of Burley." msgstr "" #: doc/classes/ProjectSettings.xml:1102 msgid "" "Lower-end override for [member rendering/quality/shading/" "force_lambert_over_burley] on mobile devices, due to performance concerns or " "driver support." msgstr "" #: doc/classes/ProjectSettings.xml:1105 msgid "" "If [code]true[/code], forces vertex shading for all rendering. This can " "increase performance a lot, but also reduces quality immensely. Can be used " "to optimize performance on low-end mobile devices." msgstr "" #: doc/classes/ProjectSettings.xml:1108 msgid "" "Lower-end override for [member rendering/quality/shading/" "force_vertex_shading] on mobile devices, due to performance concerns or " "driver support." msgstr "" #: doc/classes/ProjectSettings.xml:1111 doc/classes/ProjectSettings.xml:1114 #: doc/classes/ProjectSettings.xml:1117 doc/classes/ProjectSettings.xml:1120 msgid "" "Subdivision quadrant size for shadow mapping. See shadow mapping " "documentation." msgstr "" #: doc/classes/ProjectSettings.xml:1123 msgid "" "Size for shadow atlas (used for OmniLights and SpotLights). See " "documentation." msgstr "" #: doc/classes/ProjectSettings.xml:1126 msgid "" "Lower-end override for [member rendering/quality/shadow_atlas/size] on " "mobile devices, due to performance concerns or driver support." msgstr "" #: doc/classes/ProjectSettings.xml:1129 msgid "" "Quality setting for shadows cast by [OmniLight3D]s and [SpotLight3D]s. " "Higher quality settings use more samples when reading from shadow maps and " "are thus slower. Low quality settings may result in shadows looking grainy." msgstr "" #: doc/classes/ProjectSettings.xml:1132 msgid "" "Lower-end override for [member rendering/quality/shadows/" "soft_shadow_quality] on mobile devices, due to performance concerns or " "driver support." msgstr "" #: doc/classes/ProjectSettings.xml:1135 msgid "" "If [code]true[/code], screen-space ambient occlusion will be rendered at " "half size and then upscaled before being added to the scene. This is " "significantly faster but may miss small details." msgstr "" #: doc/classes/ProjectSettings.xml:1138 msgid "" "Sets the quality of the screen-space ambient occlusion effect. Higher values " "take more samples and so will result in better quality, at the cost of " "performance." msgstr "" #: doc/classes/ProjectSettings.xml:1141 msgid "" "Scales the depth over which the subsurface scattering effect is applied. A " "high value may allow light to scatter into a part of the mesh or another " "mesh that is close in screen space but far in depth." msgstr "" #: doc/classes/ProjectSettings.xml:1144 msgid "" "Sets the quality of the subsurface scattering effect. Higher values are " "slower but look nicer." msgstr "" #: doc/classes/ProjectSettings.xml:1147 msgid "" "Scales the distance over which samples are taken for subsurface scattering " "effect. Changing this does not impact performance, but higher values will " "result in significant artifacts as the samples will become obviously spread " "out. A lower value results in a smaller spread of scattered light." msgstr "" #: doc/classes/ProjectSettings.xml:1150 msgid "" "Sets the maximum number of samples to take when using anisotropic filtering " "on textures (as a power of two). A higher sample count will result in " "sharper textures at oblique angles, but is more expensive to compute. A " "value of [code]0[/code] forcibly disables anisotropic filtering, even on " "materials where it is enabled." msgstr "" #: doc/classes/ProjectSettings.xml:1153 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 "" #: doc/classes/ProjectSettings.xml:1156 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 "" #: doc/classes/ProjectSettings.xml:1159 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 Vulkan renderer." msgstr "" #: doc/classes/ProjectSettings.xml:1162 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." msgstr "" #: doc/classes/ProjectSettings.xml:1165 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 Vulkan renderer." msgstr "" #: doc/classes/ProjectSettings.xml:1168 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." msgstr "" #: doc/classes/ProjectSettings.xml:1171 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." msgstr "" #: doc/classes/ProjectSettings.xml:1182 msgid "Cell size used for the 2D hash grid that [VisibilityNotifier2D] uses." msgstr "" #: doc/classes/ProximityGroup3D.xml:4 doc/classes/ProximityGroup3D.xml:7 msgid "General-purpose proximity detection node." msgstr "" #: doc/classes/QuadMesh.xml:4 msgid "Class representing a square mesh." msgstr "" #: doc/classes/QuadMesh.xml:7 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 "" #: doc/classes/QuadMesh.xml:15 msgid "Size on the X and Y axes." msgstr "" #: doc/classes/Quat.xml:4 msgid "Quaternion." msgstr "" #: doc/classes/Quat.xml:7 msgid "" "A unit quaternion used for representing 3D rotations.\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. But 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.\n" "Quaternions need to be (re)normalized." msgstr "" #: doc/classes/Quat.xml:12 msgid "" "https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms." "html#interpolating-with-quaternions" msgstr "" #: doc/classes/Quat.xml:21 msgid "Returns the rotation matrix corresponding to the given quaternion." msgstr "" #: doc/classes/Quat.xml:30 msgid "" "Returns a quaternion that will perform a rotation specified by Euler angles " "(in the YXZ convention: first Z, then X, and Y last), given in the vector " "format as (X angle, Y angle, Z angle)." msgstr "" #: doc/classes/Quat.xml:41 msgid "" "Returns a quaternion that will rotate around the given axis by the specified " "angle. The axis must be a normalized vector." msgstr "" #: doc/classes/Quat.xml:56 msgid "Returns a quaternion defined by these values." msgstr "" #: doc/classes/Quat.xml:71 msgid "" "Performs a cubic spherical-linear interpolation with another quaternion." msgstr "" #: doc/classes/Quat.xml:80 msgid "Returns the dot product of two quaternions." msgstr "" #: doc/classes/Quat.xml:87 msgid "" "Returns Euler angles (in the YXZ convention: 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 "" #: doc/classes/Quat.xml:94 msgid "Returns the inverse of the quaternion." msgstr "" #: doc/classes/Quat.xml:103 msgid "" "Returns [code]true[/code] if this quaterion and [code]quat[/code] are " "approximately equal, by running [method @GDScript.is_equal_approx] on each " "component." msgstr "" #: doc/classes/Quat.xml:110 msgid "Returns whether the quaternion is normalized or not." msgstr "" #: doc/classes/Quat.xml:117 msgid "Returns the length of the quaternion." msgstr "" #: doc/classes/Quat.xml:124 msgid "Returns the length of the quaternion, squared." msgstr "" #: doc/classes/Quat.xml:131 msgid "Returns a copy of the quaternion, normalized to unit length." msgstr "" #: doc/classes/Quat.xml:142 msgid "" "Sets the quaternion to a rotation which rotates around axis by the specified " "angle, in radians. The axis must be a normalized vector." msgstr "" #: doc/classes/Quat.xml:151 msgid "" "Sets the quaternion to a rotation specified by Euler angles (in the YXZ " "convention: first Z, then X, and Y last), given in the vector format as (X " "angle, Y angle, Z angle)." msgstr "" #: doc/classes/Quat.xml:162 msgid "Performs a spherical-linear interpolation with another quaternion." msgstr "" #: doc/classes/Quat.xml:173 msgid "" "Performs a spherical-linear interpolation with another quaterion without " "checking if the rotation path is not bigger than 90°." msgstr "" #: doc/classes/Quat.xml:182 msgid "Transforms the vector [code]v[/code] by this quaternion." msgstr "" #: doc/classes/Quat.xml:188 msgid "W component of the quaternion." msgstr "" #: doc/classes/Quat.xml:191 msgid "X component of the quaternion." msgstr "" #: doc/classes/Quat.xml:194 msgid "Y component of the quaternion." msgstr "" #: doc/classes/Quat.xml:197 msgid "Z component of the quaternion." msgstr "" #: doc/classes/Quat.xml:202 msgid "" "The identity rotation. Equivalent to an identity matrix. If a vector is " "transformed by an identity quaternion, it will not change." msgstr "" #: doc/classes/RandomNumberGenerator.xml:4 msgid "A class for generating pseudo-random numbers." msgstr "" #: doc/classes/RandomNumberGenerator.xml:7 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]" msgstr "" #: doc/classes/RandomNumberGenerator.xml:24 msgid "" "Generates a pseudo-random float between [code]0.0[/code] and [code]1.0[/" "code] (inclusive)." msgstr "" #: doc/classes/RandomNumberGenerator.xml:35 msgid "" "Generates a pseudo-random float between [code]from[/code] and [code]to[/" "code] (inclusive)." msgstr "" #: doc/classes/RandomNumberGenerator.xml:46 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 "" #: doc/classes/RandomNumberGenerator.xml:53 msgid "" "Generates a pseudo-random 32-bit unsigned integer between [code]0[/code] and " "[code]4294967295[/code] (inclusive)." msgstr "" #: doc/classes/RandomNumberGenerator.xml:64 msgid "" "Generates a pseudo-random 32-bit signed integer between [code]from[/code] " "and [code]to[/code] (inclusive)." msgstr "" #: doc/classes/RandomNumberGenerator.xml:71 msgid "Setups a time-based seed to generator." msgstr "" #: doc/classes/RandomNumberGenerator.xml:77 msgid "" "The seed used by the random number generator. 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." msgstr "" #: doc/classes/Range.xml:4 msgid "Abstract base class for range-based controls." msgstr "" #: doc/classes/Range.xml:7 msgid "" "Range is a base class for [Control] nodes that change a floating-point " "[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/" "i] and [i]page[/i], for example a [ScrollBar]." msgstr "" #: doc/classes/Range.xml:18 msgid "" "Binds two ranges together along with any ranges previously grouped with " "either of them. When any of range's member variables change, it will share " "the new value with all other ranges in its group." msgstr "" #: doc/classes/Range.xml:25 msgid "Stops range from sharing its member variables with any other." msgstr "" #: doc/classes/Range.xml:31 msgid "" "If [code]true[/code], [member value] may be greater than [member max_value]." msgstr "" #: doc/classes/Range.xml:34 msgid "" "If [code]true[/code], [member value] may be less than [member min_value]." msgstr "" #: doc/classes/Range.xml:37 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 "" #: doc/classes/Range.xml:40 msgid "" "Maximum value. Range is clamped if [code]value[/code] is greater than " "[code]max_value[/code]." msgstr "" #: doc/classes/Range.xml:43 msgid "" "Minimum value. Range is clamped if [code]value[/code] is less than " "[code]min_value[/code]." msgstr "" #: doc/classes/Range.xml:46 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 "" #: doc/classes/Range.xml:49 msgid "The value mapped between 0 and 1." msgstr "" #: doc/classes/Range.xml:52 msgid "" "If [code]true[/code], [code]value[/code] will always be rounded to the " "nearest integer." msgstr "" #: doc/classes/Range.xml:55 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 "" #: doc/classes/Range.xml:58 msgid "Range's current value." msgstr "" #: doc/classes/Range.xml:64 msgid "" "Emitted when [member min_value], [member max_value], [member page], or " "[member step] change." msgstr "" #: doc/classes/Range.xml:71 msgid "Emitted when [member value] changes." msgstr "" #: doc/classes/RayCast2D.xml:4 doc/classes/RayCast3D.xml:4 msgid "Query the closest object intersecting a ray." msgstr "" #: doc/classes/RayCast2D.xml:7 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 "" #: doc/classes/RayCast2D.xml:23 doc/classes/RayCast3D.xml:23 msgid "" "Adds a collision exception so the ray does not report collisions with the " "specified node." msgstr "" #: doc/classes/RayCast2D.xml:32 doc/classes/RayCast3D.xml:32 msgid "" "Adds a collision exception so the ray does not report collisions with the " "specified [RID]." msgstr "" #: doc/classes/RayCast2D.xml:39 doc/classes/RayCast3D.xml:39 msgid "Removes all collision exceptions for this ray." msgstr "" #: doc/classes/RayCast2D.xml:46 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 == true[/code] is not required for this to work." msgstr "" #: doc/classes/RayCast2D.xml:54 doc/classes/RayCast3D.xml:55 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 "" #: doc/classes/RayCast2D.xml:61 doc/classes/RayCast3D.xml:62 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 "" #: doc/classes/RayCast2D.xml:77 doc/classes/RayCast3D.xml:79 msgid "" "Returns the normal of the intersecting object's shape at the collision point." msgstr "" #: doc/classes/RayCast2D.xml:84 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 "" #: doc/classes/RayCast2D.xml:92 doc/classes/RayCast3D.xml:94 msgid "" "Returns whether any object is intersecting with the ray's vector " "(considering the vector length)." msgstr "" #: doc/classes/RayCast2D.xml:101 doc/classes/RayCast3D.xml:103 msgid "" "Removes a collision exception so the ray does report collisions with the " "specified node." msgstr "" #: doc/classes/RayCast2D.xml:110 doc/classes/RayCast3D.xml:112 msgid "" "Removes a collision exception so the ray does report collisions with the " "specified [RID]." msgstr "" #: doc/classes/RayCast2D.xml:121 msgid "" "Sets or clears individual bits on the collision mask. This makes selecting " "the areas scanned easier." msgstr "" #: doc/classes/RayCast2D.xml:127 doc/classes/RayCast3D.xml:130 msgid "" "The ray's destination point, relative to the RayCast's [code]position[/code]." msgstr "" #: doc/classes/RayCast2D.xml:130 msgid "If [code]true[/code], collision with [Area2D]s will be reported." msgstr "" #: doc/classes/RayCast2D.xml:133 msgid "If [code]true[/code], collision with [PhysicsBody2D]s will be reported." msgstr "" #: doc/classes/RayCast2D.xml:136 doc/classes/RayCast3D.xml:139 msgid "" "The ray's collision mask. Only objects in at least one collision layer " "enabled in the mask will be detected." msgstr "" #: doc/classes/RayCast2D.xml:139 doc/classes/RayCast3D.xml:142 msgid "If [code]true[/code], collisions will be reported." msgstr "" #: doc/classes/RayCast2D.xml:142 msgid "" "If [code]true[/code], the parent node will be excluded from collision " "detection." msgstr "" #: doc/classes/RayCast3D.xml:7 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" "RayCast3D 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" "RayCast3D can be configured to report collisions with [Area3D]s ([member " "collide_with_areas]) and/or [PhysicsBody3D]s ([member " "collide_with_bodies]).\n" "Only enabled raycasts will be able to query the space and report " "collisions.\n" "RayCast3D 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 "" #: doc/classes/RayCast3D.xml:46 msgid "" "Updates the collision information for the ray.\n" "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 == true[/code] is not required for this to work." msgstr "" #: doc/classes/RayCast3D.xml:71 msgid "" "Returns [code]true[/code] if the bit index passed is turned on.\n" "[b]Note:[/b] Bit indices range from 0-19." msgstr "" #: doc/classes/RayCast3D.xml:86 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 "" #: doc/classes/RayCast3D.xml:123 msgid "" "Sets the bit index passed to the [code]value[/code] passed.\n" "[b]Note:[/b] Bit indexes range from 0-19." msgstr "" #: doc/classes/RayCast3D.xml:133 msgid "If [code]true[/code], collision with [Area3D]s will be reported." msgstr "" #: doc/classes/RayCast3D.xml:136 msgid "If [code]true[/code], collision with [PhysicsBody3D]s will be reported." msgstr "" #: doc/classes/RayCast3D.xml:145 msgid "" "If [code]true[/code], collisions will be ignored for this RayCast3D's " "immediate parent." msgstr "" #: doc/classes/RayShape2D.xml:4 msgid "Ray shape for 2D collisions." msgstr "" #: doc/classes/RayShape2D.xml:7 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 "" #: doc/classes/RayShape2D.xml:15 doc/classes/RayShape3D.xml:15 msgid "The ray's length." msgstr "" #: doc/classes/RayShape2D.xml:18 doc/classes/RayShape3D.xml:18 msgid "If [code]true[/code], allow the shape to return the correct normal." msgstr "" #: doc/classes/RayShape3D.xml:4 msgid "Ray shape for 3D collisions." msgstr "" #: doc/classes/RayShape3D.xml:7 msgid "" "Ray shape for 3D collisions, which can be set into a [PhysicsBody3D] or " "[Area3D]. 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 "" #: doc/classes/Rect2.xml:4 msgid "2D axis-aligned bounding box using floating point coordinates." msgstr "" #: doc/classes/Rect2.xml:7 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." msgstr "" #: doc/classes/Rect2.xml:22 msgid "Constructs a [Rect2] by position and size." msgstr "" #: doc/classes/Rect2.xml:37 msgid "Constructs a [Rect2] by x, y, width, and height." msgstr "" #: doc/classes/Rect2.xml:46 msgid "Constructs a [Rect2] from a [Rect2i]." msgstr "" #: doc/classes/Rect2.xml:53 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 "" #: doc/classes/Rect2.xml:62 msgid "Returns the intersection of this [Rect2] and b." msgstr "" #: doc/classes/Rect2.xml:71 msgid "" "Returns [code]true[/code] if this [Rect2] completely encloses another one." msgstr "" #: doc/classes/Rect2.xml:80 msgid "Returns this [Rect2] expanded to include a given point." msgstr "" #: doc/classes/Rect2.xml:87 msgid "Returns the area of the [Rect2]." msgstr "" #: doc/classes/Rect2.xml:96 msgid "" "Returns a copy of the [Rect2] grown a given amount of units towards all the " "sides." msgstr "" #: doc/classes/Rect2.xml:111 msgid "" "Returns a copy of the [Rect2] grown a given amount of units towards each " "direction individually." msgstr "" #: doc/classes/Rect2.xml:122 msgid "" "Returns a copy of the [Rect2] grown a given amount of units towards the " "[enum Margin] direction." msgstr "" #: doc/classes/Rect2.xml:129 msgid "Returns [code]true[/code] if the [Rect2] is flat or empty." msgstr "" #: doc/classes/Rect2.xml:138 msgid "Returns [code]true[/code] if the [Rect2] contains a point." msgstr "" #: doc/classes/Rect2.xml:149 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 "" #: doc/classes/Rect2.xml:159 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 "" #: doc/classes/Rect2.xml:168 msgid "Returns a larger [Rect2] that contains this [Rect2] and [code]b[/code]." msgstr "" #: doc/classes/Rect2.xml:174 doc/classes/Rect2i.xml:163 msgid "Ending corner." msgstr "" #: doc/classes/Rect2.xml:177 doc/classes/Rect2i.xml:166 msgid "Position (starting corner)." msgstr "" #: doc/classes/Rect2i.xml:4 msgid "2D axis-aligned bounding box using integer coordinates." msgstr "" #: doc/classes/Rect2i.xml:7 msgid "" "[Rect2i] consists of a position, a size, and several utility functions. It " "is typically used for fast overlap tests.\n" "It uses integer coordinates." msgstr "" #: doc/classes/Rect2i.xml:22 msgid "Constructs a [Rect2i] by position and size." msgstr "" #: doc/classes/Rect2i.xml:37 msgid "Constructs a [Rect2i] by x, y, width, and height." msgstr "" #: doc/classes/Rect2i.xml:46 msgid "" "Constructs a new [Rect2i] from [Rect2]. The floating point coordinates will " "be truncated." msgstr "" #: doc/classes/Rect2i.xml:53 msgid "" "Returns a [Rect2i] 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 "" #: doc/classes/Rect2i.xml:62 #, fuzzy msgid "Returns the intersection of this [Rect2i] and b." msgstr "Devuelve el nodo final de la transicion dada." #: doc/classes/Rect2i.xml:71 #, fuzzy msgid "" "Returns [code]true[/code] if this [Rect2i] completely encloses another one." msgstr "" "Devuelve [code]true[/code] si este [AABB] contiene completamente a otro." #: doc/classes/Rect2i.xml:80 #, fuzzy msgid "Returns this [Rect2i] expanded to include a given point." msgstr "Devuelve este [AABB] ampliado para incluir un punto dado." #: doc/classes/Rect2i.xml:87 #, fuzzy msgid "Returns the area of the [Rect2i]." msgstr "Devuelve el volumen del [AABB]." #: doc/classes/Rect2i.xml:96 #, fuzzy msgid "" "Returns a copy of the [Rect2i] 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/Rect2i.xml:111 #, fuzzy msgid "" "Returns a copy of the [Rect2i] grown a given amount of units towards each " "direction individually." msgstr "" "Devuelve una copia de la [AABB] crecida una cantidad dada de unidades hacia " "todos los lados." #: doc/classes/Rect2i.xml:122 #, fuzzy msgid "" "Returns a copy of the [Rect2i] grown a given amount of units towards the " "[enum Margin] direction." msgstr "" "Devuelve una copia de la [AABB] crecida una cantidad dada de unidades hacia " "todos los lados." #: doc/classes/Rect2i.xml:129 #, fuzzy msgid "Returns [code]true[/code] if the [Rect2i] is flat or empty." msgstr "Devuelve [code]true[/code] si el [AABB] es plano o vacío." #: doc/classes/Rect2i.xml:138 #, fuzzy msgid "Returns [code]true[/code] if the [Rect2i] contains a point." msgstr "Devuelve [code]true[/code] si el [AABB] contiene un punto." #: doc/classes/Rect2i.xml:147 msgid "" "Returns [code]true[/code] if the [Rect2i] 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 "" #: doc/classes/Rect2i.xml:157 #, fuzzy msgid "" "Returns a larger [Rect2i] that contains this [Rect2i] and [code]b[/code]." msgstr "" "Devuelve un [AABB] más grande que contiene tanto este [AABB] como el " "[code]with[/code]." #: doc/classes/RectangleShape2D.xml:4 msgid "Rectangle shape for 2D collisions." msgstr "" #: doc/classes/RectangleShape2D.xml:7 msgid "" "Rectangle shape for 2D collisions. This shape is useful for modeling box-" "like 2D objects." msgstr "" #: doc/classes/RectangleShape2D.xml:15 msgid "" "The rectangle's half extents. The width and height of this shape is twice " "the half extents." msgstr "" #: doc/classes/Reference.xml:4 msgid "Base class for reference-counted objects." msgstr "" #: doc/classes/Reference.xml:7 msgid "" "Base class for any object that keeps a reference count. [Resource] and many " "other helper objects inherit this class.\n" "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." msgstr "" #: doc/classes/Reference.xml:18 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 "" #: doc/classes/Reference.xml:26 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 "" #: doc/classes/Reference.xml:34 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 "" #: doc/classes/ReferenceRect.xml:4 msgid "Reference frame for GUI." msgstr "" #: doc/classes/ReferenceRect.xml:7 msgid "" "A rectangle box that displays only a [member border_color] border color " "around its rectangle. [ReferenceRect] has no fill [Color]." msgstr "" #: doc/classes/ReferenceRect.xml:15 msgid "Sets the border [Color] of the [ReferenceRect]." msgstr "" #: doc/classes/ReferenceRect.xml:18 msgid "" "If set to [code]true[/code], the [ReferenceRect] will only be visible while " "in editor. Otherwise, [ReferenceRect] will be visible in game." msgstr "" #: doc/classes/ReflectionProbe.xml:4 msgid "Captures its surroundings to create reflections." msgstr "" #: doc/classes/ReflectionProbe.xml:7 msgid "" "Captures its surroundings as a cubemap, 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 the cost " "of performance. It can be combined with [GIProbe]s and Screen Space " "Reflections to achieve high quality reflections. [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." msgstr "" #: doc/classes/ReflectionProbe.xml:11 msgid "" "https://docs.godotengine.org/en/latest/tutorials/3d/reflection_probes.html" msgstr "" #: doc/classes/ReflectionProbe.xml:17 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." msgstr "" #: doc/classes/ReflectionProbe.xml:20 msgid "" "Sets the cull mask which determines what objects are drawn by this probe. " "Every [VisualInstance3D] with a layer included in this cull mask will be " "rendered by the probe. It is best to only include large objects which are " "likely to take up a lot of space in the reflection in order to save on " "rendering cost." msgstr "" #: doc/classes/ReflectionProbe.xml:23 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 "" #: doc/classes/ReflectionProbe.xml:26 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." msgstr "" #: doc/classes/ReflectionProbe.xml:29 msgid "" "Defines the reflection intensity. Intensity modulates the strength of the " "reflection." msgstr "" #: doc/classes/ReflectionProbe.xml:32 msgid "" "Sets the ambient light color to be used when this probe is set to [member " "interior_enable]." msgstr "" #: doc/classes/ReflectionProbe.xml:35 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:38 msgid "" "Sets the energy multiplier for this reflection probe's ambient light " "contribution when set to [member interior_enable]." msgstr "" #: doc/classes/ReflectionProbe.xml:41 msgid "" "If [code]true[/code], reflections will ignore sky contribution. Ambient " "lighting is then controlled by the [code]interior_ambient_*[/code] " "properties." msgstr "" #: doc/classes/ReflectionProbe.xml:44 msgid "" "Sets the max distance away from the probe an object can be before it is " "culled." msgstr "" #: doc/classes/ReflectionProbe.xml:47 msgid "" "Sets the origin offset to be used when this reflection probe is in box " "project mode." msgstr "" #: doc/classes/ReflectionProbe.xml:50 msgid "" "Sets how frequently the probe is updated. Can be [constant UPDATE_ONCE] or " "[constant UPDATE_ALWAYS]." msgstr "" #: doc/classes/ReflectionProbe.xml:55 msgid "" "Update the probe once on the next frame. The corresponding radiance map will " "be generated over the following six frames. This is slower to update than " "[constant UPDATE_ALWAYS] but can result in higher quality reflections." msgstr "" #: doc/classes/ReflectionProbe.xml:58 msgid "" "Update the probe every frame. This is needed when you want to capture " "dynamic objects. However, it results in an increased render time. Use " "[constant UPDATE_ONCE] whenever possible." msgstr "" #: modules/regex/doc_classes/RegEx.xml:4 msgid "Class for searching text for patterns using regular expressions." msgstr "" #: modules/regex/doc_classes/RegEx.xml:7 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 functions 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 functions 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]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 "" #: modules/regex/doc_classes/RegEx.xml:47 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 "" #: modules/regex/doc_classes/RegEx.xml:56 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 "" #: modules/regex/doc_classes/RegEx.xml:63 msgid "Returns the number of capturing groups in compiled pattern." msgstr "" #: modules/regex/doc_classes/RegEx.xml:70 msgid "" "Returns an array of names of named capturing groups in the compiled pattern. " "They are ordered by appearance." msgstr "" #: modules/regex/doc_classes/RegEx.xml:77 msgid "Returns the original search pattern that was compiled." msgstr "" #: modules/regex/doc_classes/RegEx.xml:84 msgid "Returns whether this object has a valid search pattern assigned." msgstr "" #: modules/regex/doc_classes/RegEx.xml:97 msgid "" "Searches the text for the compiled pattern. Returns a [RegExMatch] container " "of the first matching result if found, otherwise [code]null[/code]. The " "region to search within can be specified without modifying where the start " "and end anchor would be." msgstr "" #: modules/regex/doc_classes/RegEx.xml:110 msgid "" "Searches the text for the compiled pattern. Returns an array of [RegExMatch] " "containers for each non-overlapping result. If no results were found, an " "empty array is returned instead. The region to search within can be " "specified without modifying where the start and end anchor would be." msgstr "" #: modules/regex/doc_classes/RegEx.xml:127 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). The region to search within can be specified without modifying " "where the start and end anchor would be." msgstr "" #: modules/regex/doc_classes/RegExMatch.xml:4 msgid "Contains the results of a [RegEx] search." msgstr "" #: modules/regex/doc_classes/RegExMatch.xml:7 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 "" #: modules/regex/doc_classes/RegExMatch.xml:18 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 "" #: modules/regex/doc_classes/RegExMatch.xml:26 msgid "Returns the number of capturing groups." msgstr "" #: modules/regex/doc_classes/RegExMatch.xml:35 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 "" #: modules/regex/doc_classes/RegExMatch.xml:45 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 "" #: modules/regex/doc_classes/RegExMatch.xml:52 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 "" #: modules/regex/doc_classes/RegExMatch.xml:55 msgid "An [Array] of the match and its capturing groups." msgstr "" #: modules/regex/doc_classes/RegExMatch.xml:58 msgid "" "The source string used with the search pattern to find this matching result." msgstr "" #: doc/classes/RemoteTransform2D.xml:4 msgid "" "RemoteTransform2D pushes its own [Transform2D] to another [CanvasItem] " "derived Node in the scene." msgstr "" #: doc/classes/RemoteTransform2D.xml:7 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 "" #: doc/classes/RemoteTransform2D.xml:17 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 "" #: doc/classes/RemoteTransform2D.xml:23 msgid "" "The [NodePath] to the remote node, relative to the RemoteTransform2D's " "position in the scene." msgstr "" #: doc/classes/RemoteTransform2D.xml:26 doc/classes/RemoteTransform3D.xml:26 msgid "If [code]true[/code], the remote node's position is updated." msgstr "" #: doc/classes/RemoteTransform2D.xml:29 doc/classes/RemoteTransform3D.xml:29 msgid "If [code]true[/code], the remote node's rotation is updated." msgstr "" #: doc/classes/RemoteTransform2D.xml:32 doc/classes/RemoteTransform3D.xml:32 msgid "If [code]true[/code], the remote node's scale is updated." msgstr "" #: doc/classes/RemoteTransform2D.xml:35 doc/classes/RemoteTransform3D.xml:35 msgid "" "If [code]true[/code], global coordinates are used. If [code]false[/code], " "local coordinates are used." msgstr "" #: doc/classes/RemoteTransform3D.xml:4 msgid "" "RemoteTransform3D pushes its own [Transform] to another [Node3D] derived " "Node in the scene." msgstr "" #: doc/classes/RemoteTransform3D.xml:7 msgid "" "RemoteTransform3D pushes its own [Transform] to another [Node3D] 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 "" #: doc/classes/RemoteTransform3D.xml:17 msgid "" "[RemoteTransform3D] 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 "" #: doc/classes/RemoteTransform3D.xml:23 msgid "" "The [NodePath] to the remote node, relative to the RemoteTransform3D's " "position in the scene." msgstr "" #: doc/classes/RenderingServer.xml:4 msgid "Server for anything visible." msgstr "" #: doc/classes/RenderingServer.xml:7 msgid "" "Server for anything visible. The rendering server is the API backend for " "everything visible. The whole scene system mounts on it to display.\n" "The rendering server is completely opaque, the internals are entirely " "implementation specific and cannot be accessed.\n" "The rendering 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 rendering server " "from a running game, the scenario can be accessed from the scene tree from " "any [Node3D] node with [method Node3D.get_world_3d]. 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 "" #: doc/classes/RenderingServer.xml:18 msgid "" "https://docs.godotengine.org/en/latest/tutorials/optimization/using_servers." "html" msgstr "" #: doc/classes/RenderingServer.xml:33 msgid "Sets images to be rendered in the window margin." msgstr "" #: doc/classes/RenderingServer.xml:48 msgid "" "Sets margin size, where black bars (or images, if [method " "black_bars_set_images] was used) are rendered." msgstr "" #: doc/classes/RenderingServer.xml:55 msgid "" "Creates a camera and adds it to the RenderingServer. It can be accessed with " "the RID that is returned. This RID will be used in all [code]camera_*[/code] " "RenderingServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "RenderingServer's [method free_rid] static method." msgstr "" #: doc/classes/RenderingServer.xml:67 msgid "" "Sets the cull mask associated with this camera. The cull mask describes " "which 3D layers are rendered by this camera. Equivalent to [member Camera3D." "cull_mask]." msgstr "" #: doc/classes/RenderingServer.xml:78 msgid "" "Sets the environment used by this camera. Equivalent to [member Camera3D." "environment]." msgstr "" #: doc/classes/RenderingServer.xml:95 msgid "" "Sets camera to use frustum projection. This mode allows adjusting the " "[code]offset[/code] argument to create \"tilted frustum\" effects." msgstr "" #: doc/classes/RenderingServer.xml:110 msgid "" "Sets camera to use orthogonal projection, also known as orthographic " "projection. Objects remain the same size on the screen no matter how far " "away they are." msgstr "" #: doc/classes/RenderingServer.xml:125 msgid "" "Sets camera to use perspective projection. Objects on the screen becomes " "smaller when they are far away." msgstr "" #: doc/classes/RenderingServer.xml:136 msgid "Sets [Transform] of camera." msgstr "" #: doc/classes/RenderingServer.xml:147 msgid "" "If [code]true[/code], preserves the horizontal aspect ratio which is " "equivalent to [constant Camera3D.KEEP_WIDTH]. If [code]false[/code], " "preserves the vertical aspect ratio which is equivalent to [constant " "Camera3D.KEEP_HEIGHT]." msgstr "" #: doc/classes/RenderingServer.xml:154 msgid "" "Creates a canvas and returns the assigned [RID]. It can be accessed with the " "RID that is returned. This RID will be used in all [code]canvas_*[/code] " "RenderingServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "RenderingServer's [method free_rid] static method." msgstr "" #: doc/classes/RenderingServer.xml:164 msgid "Clears the [CanvasItem] and removes all commands in it." msgstr "" #: doc/classes/RenderingServer.xml:177 msgid "Sets the [CanvasItem] to copy a rect to the backbuffer." msgstr "" #: doc/classes/RenderingServer.xml:188 msgid "Sets the index for the [CanvasItem]." msgstr "" #: doc/classes/RenderingServer.xml:199 msgid "Sets a new material to the [CanvasItem]." msgstr "" #: doc/classes/RenderingServer.xml:210 msgid "Sets if the [CanvasItem] uses its parent's material." msgstr "" #: doc/classes/RenderingServer.xml:221 msgid "" "If this is enabled, the Z index of the parent will be added to the " "children's Z index." msgstr "" #: doc/classes/RenderingServer.xml:232 msgid "" "Sets the [CanvasItem]'s Z index, i.e. its draw order (lower indexes are " "drawn first)." msgstr "" #: doc/classes/RenderingServer.xml:243 msgid "" "Attaches the canvas light to the canvas. Removes it from its previous canvas." msgstr "" #: doc/classes/RenderingServer.xml:250 msgid "" "Creates a canvas light and adds it to the RenderingServer. It can be " "accessed with the RID that is returned. This RID will be used in all " "[code]canvas_light_*[/code] RenderingServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "RenderingServer's [method free_rid] static method." msgstr "" #: doc/classes/RenderingServer.xml:262 msgid "" "Attaches a light occluder to the canvas. Removes it from its previous canvas." msgstr "" #: doc/classes/RenderingServer.xml:269 msgid "" "Creates a light occluder and adds it to the RenderingServer. It can be " "accessed with the RID that is returned. This RID will be used in all " "[code]canvas_light_ocluder_*[/code] RenderingServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "RenderingServer's [method free_rid] static method." msgstr "" #: doc/classes/RenderingServer.xml:281 msgid "Enables or disables light occluder." msgstr "" #: doc/classes/RenderingServer.xml:292 doc/classes/RenderingServer.xml:369 msgid "" "The light mask. See [LightOccluder2D] for more information on light masks." msgstr "" #: doc/classes/RenderingServer.xml:303 msgid "Sets a light occluder's polygon." msgstr "" #: doc/classes/RenderingServer.xml:314 msgid "Sets a light occluder's [Transform2D]." msgstr "" #: doc/classes/RenderingServer.xml:325 msgid "Sets the color for a light." msgstr "" #: doc/classes/RenderingServer.xml:336 msgid "Enables or disables a canvas light." msgstr "" #: doc/classes/RenderingServer.xml:347 msgid "Sets a canvas light's energy." msgstr "" #: doc/classes/RenderingServer.xml:358 msgid "Sets a canvas light's height." msgstr "" #: doc/classes/RenderingServer.xml:380 msgid "" "The binary mask used to determine which layers this canvas light's shadows " "affects. See [LightOccluder2D] for more information on light masks." msgstr "" #: doc/classes/RenderingServer.xml:393 msgid "The layer range that gets rendered with this light." msgstr "" #: doc/classes/RenderingServer.xml:404 msgid "The mode of the light, see [enum CanvasLightMode] constants." msgstr "" #: doc/classes/RenderingServer.xml:415 msgid "" "Sets the texture's scale factor of the light. Equivalent to [member Light2D." "texture_scale]." msgstr "" #: doc/classes/RenderingServer.xml:426 msgid "" "Sets the width of the shadow buffer, size gets scaled to the next power of " "two for this." msgstr "" #: doc/classes/RenderingServer.xml:437 msgid "Sets the color of the canvas light's shadow." msgstr "" #: doc/classes/RenderingServer.xml:448 msgid "Enables or disables the canvas light's shadow." msgstr "" #: doc/classes/RenderingServer.xml:459 msgid "" "Sets the canvas light's shadow's filter, see [enum CanvasLightShadowFilter] " "constants." msgstr "" #: doc/classes/RenderingServer.xml:470 msgid "Smoothens the shadow. The lower, the smoother." msgstr "" #: doc/classes/RenderingServer.xml:481 msgid "" "Sets texture to be used by light. Equivalent to [member Light2D.texture]." msgstr "" #: doc/classes/RenderingServer.xml:492 msgid "" "Sets the offset of the light's texture. Equivalent to [member Light2D." "offset]." msgstr "" #: doc/classes/RenderingServer.xml:503 msgid "Sets the canvas light's [Transform2D]." msgstr "" #: doc/classes/RenderingServer.xml:516 msgid "" "Sets the Z range of objects that will be affected by this light. Equivalent " "to [member Light2D.range_z_min] and [member Light2D.range_z_max]." msgstr "" #: doc/classes/RenderingServer.xml:523 msgid "" "Creates a new light occluder polygon and adds it to the RenderingServer. It " "can be accessed with the RID that is returned. This RID will be used in all " "[code]canvas_occluder_polygon_*[/code] RenderingServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "RenderingServer's [method free_rid] static method." msgstr "" #: doc/classes/RenderingServer.xml:535 msgid "" "Sets an occluder polygons cull mode. See [enum " "CanvasOccluderPolygonCullMode] constants." msgstr "" #: doc/classes/RenderingServer.xml:548 msgid "Sets the shape of the occluder polygon." msgstr "" #: doc/classes/RenderingServer.xml:559 msgid "Sets the shape of the occluder polygon as lines." msgstr "" #: doc/classes/RenderingServer.xml:572 msgid "" "A copy of the canvas item will be drawn with a local offset of the mirroring " "[Vector2]." msgstr "" #: doc/classes/RenderingServer.xml:583 msgid "Modulates all colors in the given canvas." msgstr "" #: doc/classes/RenderingServer.xml:590 msgid "" "Creates a directional light and adds it to the RenderingServer. It can be " "accessed with the RID that is returned. This RID can be used in most " "[code]light_*[/code] RenderingServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "RenderingServer's [method free_rid] static method.\n" "To place in a scene, attach this directional light to an instance using " "[method instance_set_base] using the returned RID." msgstr "" #: doc/classes/RenderingServer.xml:599 msgid "" "Creates an environment and adds it to the RenderingServer. It can be " "accessed with the RID that is returned. This RID will be used in all " "[code]environment_*[/code] RenderingServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "RenderingServer's [method free_rid] static method." msgstr "" #: doc/classes/RenderingServer.xml:619 msgid "" "Sets the values to be used with the \"Adjustment\" post-process effect. See " "[Environment] for more details." msgstr "" #: doc/classes/RenderingServer.xml:650 msgid "" "Sets the [i]BGMode[/i] of the environment. Equivalent to [member Environment." "background_mode]." msgstr "" #: doc/classes/RenderingServer.xml:661 msgid "" "Color displayed for clear areas of the scene (if using Custom color or Color" "+Sky background modes)." msgstr "" #: doc/classes/RenderingServer.xml:672 msgid "Sets the intensity of the background color." msgstr "" #: doc/classes/RenderingServer.xml:683 msgid "Sets the maximum layer to use if using Canvas background mode." msgstr "" #: doc/classes/RenderingServer.xml:700 msgid "" "Sets the variables to be used with the scene fog. See [Environment] for more " "details." msgstr "" #: doc/classes/RenderingServer.xml:721 msgid "" "Sets the variables to be used with the fog depth effect. See [Environment] " "for more details." msgstr "" #: doc/classes/RenderingServer.xml:738 msgid "" "Sets the variables to be used with the fog height effect. See [Environment] " "for more details." msgstr "" #: doc/classes/RenderingServer.xml:777 msgid "" "Sets the [Sky] to be used as the environment's background when using " "[i]BGMode[/i] sky. Equivalent to [member Environment.sky]." msgstr "" #: doc/classes/RenderingServer.xml:788 msgid "" "Sets a custom field of view for the background [Sky]. Equivalent to [member " "Environment.sky_custom_fov]." msgstr "" #: doc/classes/RenderingServer.xml:799 msgid "" "Sets the rotation of the background [Sky] expressed as a [Basis]. Equivalent " "to [member Environment.sky_rotation], where the rotation vector is used to " "construct the [Basis]." msgstr "" #: doc/classes/RenderingServer.xml:842 msgid "" "Sets the variables to be used with the \"screen space reflections\" post-" "process effect. See [Environment] for more details." msgstr "" #: doc/classes/RenderingServer.xml:867 msgid "" "Sets the variables to be used with the \"tonemap\" post-process effect. See " "[Environment] for more details." msgstr "" #: doc/classes/RenderingServer.xml:874 msgid "Removes buffers and clears testcubes." msgstr "" #: doc/classes/RenderingServer.xml:885 msgid "" "Forces a frame to be drawn when the function is called. Drawing a frame " "updates all [Viewport]s that are set to update. Use with extreme caution." msgstr "" #: doc/classes/RenderingServer.xml:892 msgid "Synchronizes threads." msgstr "" #: doc/classes/RenderingServer.xml:901 msgid "Tries to free an object in the RenderingServer." msgstr "" #: doc/classes/RenderingServer.xml:910 msgid "Returns a certain information, see [enum RenderInfo] for options." msgstr "" #: doc/classes/RenderingServer.xml:917 msgid "Returns the id of the test cube. Creates one if none exists." msgstr "" #: doc/classes/RenderingServer.xml:924 msgid "Returns the id of the test texture. Creates one if none exists." msgstr "" #: doc/classes/RenderingServer.xml:931 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 "" #: doc/classes/RenderingServer.xml:939 msgid "" "Returns the vendor of the video adapter (e.g. \"NVIDIA Corporation\").\n" "[b]Note:[/b] When running a headless or server binary, this function returns " "an empty string." msgstr "" #: doc/classes/RenderingServer.xml:947 msgid "Returns the id of a white texture. Creates one if none exists." msgstr "" #: doc/classes/RenderingServer.xml:1006 msgid "" "Returns [code]true[/code] if changes have been made to the RenderingServer's " "data. [method force_draw] is usually called if this happens." msgstr "" #: doc/classes/RenderingServer.xml:1015 msgid "Not yet implemented. Always returns [code]false[/code]." msgstr "" #: doc/classes/RenderingServer.xml:1024 msgid "" "Returns [code]true[/code] if the OS supports a certain feature. Features " "might be [code]s3tc[/code], [code]etc[/code], [code]etc2[/code] and " "[code]pvrtc[/code]." msgstr "" #: doc/classes/RenderingServer.xml:1037 msgid "" "Sets up [ImmediateGeometry3D] internals to prepare for drawing. Equivalent " "to [method ImmediateGeometry3D.begin]." msgstr "" #: doc/classes/RenderingServer.xml:1046 msgid "" "Clears everything that was set up between [method immediate_begin] and " "[method immediate_end]. Equivalent to [method ImmediateGeometry3D.clear]." msgstr "" #: doc/classes/RenderingServer.xml:1057 msgid "" "Sets the color to be used with next vertex. Equivalent to [method " "ImmediateGeometry3D.set_color]." msgstr "" #: doc/classes/RenderingServer.xml:1064 msgid "" "Creates an immediate geometry and adds it to the RenderingServer. It can be " "accessed with the RID that is returned. This RID will be used in all " "[code]immediate_*[/code] RenderingServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "RenderingServer's [method free_rid] static method.\n" "To place in a scene, attach this immediate geometry to an instance using " "[method instance_set_base] using the returned RID." msgstr "" #: doc/classes/RenderingServer.xml:1075 msgid "" "Ends drawing the [ImmediateGeometry3D] and displays it. Equivalent to " "[method ImmediateGeometry3D.end]." msgstr "" #: doc/classes/RenderingServer.xml:1084 msgid "Returns the material assigned to the [ImmediateGeometry3D]." msgstr "" #: doc/classes/RenderingServer.xml:1095 msgid "" "Sets the normal to be used with next vertex. Equivalent to [method " "ImmediateGeometry3D.set_normal]." msgstr "" #: doc/classes/RenderingServer.xml:1106 msgid "Sets the material to be used to draw the [ImmediateGeometry3D]." msgstr "" #: doc/classes/RenderingServer.xml:1117 msgid "" "Sets the tangent to be used with next vertex. Equivalent to [method " "ImmediateGeometry3D.set_tangent]." msgstr "" #: doc/classes/RenderingServer.xml:1128 msgid "" "Sets the UV to be used with next vertex. Equivalent to [method " "ImmediateGeometry3D.set_uv]." msgstr "" #: doc/classes/RenderingServer.xml:1139 msgid "" "Sets the UV2 to be used with next vertex. Equivalent to [method " "ImmediateGeometry3D.set_uv2]." msgstr "" #: doc/classes/RenderingServer.xml:1150 msgid "" "Adds the next vertex using the information provided in advance. Equivalent " "to [method ImmediateGeometry3D.add_vertex]." msgstr "" #: doc/classes/RenderingServer.xml:1161 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 ImmediateGeometry3D.add_vertex]." msgstr "" #: doc/classes/RenderingServer.xml:1168 msgid "" "Initializes the rendering server. This function is called internally by " "platform-dependent code during engine initialization. If called from a " "running game, it will not do anything." msgstr "" #: doc/classes/RenderingServer.xml:1179 msgid "" "Attaches a unique Object ID to instance. Object ID must be attached to " "instance for proper culling with [method instances_cull_aabb], [method " "instances_cull_convex], and [method instances_cull_ray]." msgstr "" #: doc/classes/RenderingServer.xml:1190 msgid "" "Attaches a skeleton to an instance. Removes the previous skeleton from the " "instance." msgstr "" #: doc/classes/RenderingServer.xml:1197 msgid "" "Creates a visual instance and adds it to the RenderingServer. It can be " "accessed with the RID that is returned. This RID will be used in all " "[code]instance_*[/code] RenderingServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "RenderingServer's [method free_rid] static method.\n" "An instance is a way of placing a 3D object in the scenario. Objects like " "particles, meshes, and reflection probes need to be associated with an " "instance to be visible in the scenario using [method instance_set_base]." msgstr "" #: doc/classes/RenderingServer.xml:1210 msgid "" "Creates a visual instance, adds it to the RenderingServer, and sets both " "base and scenario. It can be accessed with the RID that is returned. This " "RID will be used in all [code]instance_*[/code] RenderingServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "RenderingServer's [method free_rid] static method." msgstr "" #: doc/classes/RenderingServer.xml:1222 doc/classes/RenderingServer.xml:1250 #: doc/classes/RenderingServer.xml:1527 msgid "Not implemented in Godot 3.x." msgstr "" #: doc/classes/RenderingServer.xml:1233 msgid "" "Sets the shadow casting setting to one of [enum ShadowCastingSetting]. " "Equivalent to [member GeometryInstance3D.cast_shadow]." msgstr "" #: doc/classes/RenderingServer.xml:1263 msgid "" "Sets the flag for a given [enum InstanceFlags]. See [enum InstanceFlags] for " "more details." msgstr "" #: doc/classes/RenderingServer.xml:1274 msgid "" "Sets a material that will override the material for all surfaces on the mesh " "associated with this instance. Equivalent to [member GeometryInstance3D." "material_override]." msgstr "" #: doc/classes/RenderingServer.xml:1285 msgid "" "Sets the base of the instance. A base can be any of the 3D objects that are " "created in the RenderingServer that can be displayed. For example, any of " "the light types, mesh, multimesh, immediate geometry, particle system, " "reflection probe, lightmap, and the GI probe are all types that can be set " "as the base of an instance in order to be displayed in the scenario." msgstr "" #: doc/classes/RenderingServer.xml:1298 msgid "Sets the weight for a given blend shape associated with this instance." msgstr "" #: doc/classes/RenderingServer.xml:1309 msgid "" "Sets a custom AABB to use when culling objects from the view frustum. " "Equivalent to [method GeometryInstance3D.set_custom_aabb]." msgstr "" #: doc/classes/RenderingServer.xml:1320 msgid "Function not implemented in Godot 3.x." msgstr "" #: doc/classes/RenderingServer.xml:1331 msgid "" "Sets a margin to increase the size of the AABB when culling objects from the " "view frustum. This allows you avoid culling objects that fall outside the " "view frustum. Equivalent to [member GeometryInstance3D.extra_cull_margin]." msgstr "" #: doc/classes/RenderingServer.xml:1342 msgid "" "Sets the render layers that this instance will be drawn to. Equivalent to " "[member VisualInstance3D.layers]." msgstr "" #: doc/classes/RenderingServer.xml:1353 msgid "" "Sets the scenario that the instance is in. The scenario is the 3D world that " "the objects will be displayed in." msgstr "" #: doc/classes/RenderingServer.xml:1366 msgid "" "Sets the material of a specific surface. Equivalent to [method " "MeshInstance3D.set_surface_material]." msgstr "" #: doc/classes/RenderingServer.xml:1377 msgid "" "Sets the world space transform of the instance. Equivalent to [member Node3D." "transform]." msgstr "" #: doc/classes/RenderingServer.xml:1388 msgid "" "Sets whether an instance is drawn or not. Equivalent to [member Node3D." "visible]." msgstr "" #: doc/classes/RenderingServer.xml:1399 msgid "" "Returns an array of object IDs intersecting with the provided AABB. Only " "visual 3D nodes are considered, such as [MeshInstance3D] or " "[DirectionalLight3D]. Use [method @GDScript.instance_from_id] to obtain the " "actual nodes. A scenario RID must be provided, which is available in the " "[World3D] you want to query. This forces an update for all resources queued " "to update.\n" "[b]Warning:[/b] This function is primarily intended for editor usage. For in-" "game use cases, prefer physics collision." msgstr "" #: doc/classes/RenderingServer.xml:1411 msgid "" "Returns an array of object IDs intersecting with the provided convex shape. " "Only visual 3D nodes are considered, such as [MeshInstance3D] or " "[DirectionalLight3D]. Use [method @GDScript.instance_from_id] to obtain the " "actual nodes. A scenario RID must be provided, which is available in the " "[World3D] you want to query. This forces an update for all resources queued " "to update.\n" "[b]Warning:[/b] This function is primarily intended for editor usage. For in-" "game use cases, prefer physics collision." msgstr "" #: doc/classes/RenderingServer.xml:1425 msgid "" "Returns an array of object IDs intersecting with the provided 3D ray. Only " "visual 3D nodes are considered, such as [MeshInstance3D] or " "[DirectionalLight3D]. Use [method @GDScript.instance_from_id] to obtain the " "actual nodes. A scenario RID must be provided, which is available in the " "[World3D] you want to query. This forces an update for all resources queued " "to update.\n" "[b]Warning:[/b] This function is primarily intended for editor usage. For in-" "game use cases, prefer physics collision." msgstr "" #: doc/classes/RenderingServer.xml:1437 msgid "" "If [code]true[/code], this directional light will blend between shadow map " "splits resulting in a smoother transition between them. Equivalent to " "[member DirectionalLight3D.directional_shadow_blend_splits]." msgstr "" #: doc/classes/RenderingServer.xml:1448 msgid "" "Sets the shadow depth range mode for this directional light. Equivalent to " "[member DirectionalLight3D.directional_shadow_depth_range]. See [enum " "LightDirectionalShadowDepthRangeMode] for options." msgstr "" #: doc/classes/RenderingServer.xml:1459 msgid "" "Sets the shadow mode for this directional light. Equivalent to [member " "DirectionalLight3D.directional_shadow_mode]. See [enum " "LightDirectionalShadowMode] for options." msgstr "" #: doc/classes/RenderingServer.xml:1470 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 " "OmniLight3D.omni_shadow_mode]." msgstr "" #: doc/classes/RenderingServer.xml:1481 msgid "" "Sets the color of the light. Equivalent to [member Light3D.light_color]." msgstr "" #: doc/classes/RenderingServer.xml:1492 msgid "" "Sets the cull mask for this Light3D. Lights only affect objects in the " "selected layers. Equivalent to [member Light3D.light_cull_mask]." msgstr "" #: doc/classes/RenderingServer.xml:1503 msgid "" "If [code]true[/code], light will subtract light instead of adding light. " "Equivalent to [member Light3D.light_negative]." msgstr "" #: doc/classes/RenderingServer.xml:1516 msgid "" "Sets the specified light parameter. See [enum LightParam] for options. " "Equivalent to [method Light3D.set_param]." msgstr "" #: doc/classes/RenderingServer.xml:1538 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 Light3D.shadow_reverse_cull_face]." msgstr "" #: doc/classes/RenderingServer.xml:1549 msgid "" "If [code]true[/code], light will cast shadows. Equivalent to [member Light3D." "shadow_enabled]." msgstr "" #: doc/classes/RenderingServer.xml:1560 msgid "" "Sets the color of the shadow cast by the light. Equivalent to [member " "Light3D.shadow_color]." msgstr "" #: doc/classes/RenderingServer.xml:1571 msgid "Sets whether GI probes capture light information from this light." msgstr "" #: doc/classes/RenderingServer.xml:1584 msgid "" "Returns a mesh of a sphere with the given amount of horizontal and vertical " "subdivisions." msgstr "" #: doc/classes/RenderingServer.xml:1591 msgid "" "Creates an empty material and adds it to the RenderingServer. It can be " "accessed with the RID that is returned. This RID will be used in all " "[code]material_*[/code] RenderingServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "RenderingServer's [method free_rid] static method." msgstr "" #: doc/classes/RenderingServer.xml:1603 msgid "Returns the value of a certain material's parameter." msgstr "" #: doc/classes/RenderingServer.xml:1614 msgid "Sets an object's next material." msgstr "" #: doc/classes/RenderingServer.xml:1627 msgid "Sets a material's parameter." msgstr "" #: doc/classes/RenderingServer.xml:1638 msgid "Sets a material's render priority." msgstr "" #: doc/classes/RenderingServer.xml:1649 msgid "Sets a shader material's shader." msgstr "" #: doc/classes/RenderingServer.xml:1678 msgid "Removes all surfaces from a mesh." msgstr "" #: doc/classes/RenderingServer.xml:1685 msgid "" "Creates a new mesh and adds it to the RenderingServer. It can be accessed " "with the RID that is returned. This RID will be used in all [code]mesh_*[/" "code] RenderingServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "RenderingServer's [method free_rid] static method.\n" "To place in a scene, attach this mesh to an instance using [method " "instance_set_base] using the returned RID." msgstr "" #: doc/classes/RenderingServer.xml:1696 msgid "Returns a mesh's blend shape count." msgstr "" #: doc/classes/RenderingServer.xml:1705 msgid "Returns a mesh's blend shape mode." msgstr "" #: doc/classes/RenderingServer.xml:1714 msgid "Returns a mesh's custom aabb." msgstr "" #: doc/classes/RenderingServer.xml:1723 msgid "Returns a mesh's number of surfaces." msgstr "" #: doc/classes/RenderingServer.xml:1734 msgid "Sets a mesh's blend shape mode." msgstr "" #: doc/classes/RenderingServer.xml:1745 msgid "Sets a mesh's custom aabb." msgstr "" #: doc/classes/RenderingServer.xml:1756 msgid "Returns a mesh's surface's buffer arrays." msgstr "" #: doc/classes/RenderingServer.xml:1767 msgid "Returns a mesh's surface's arrays for blend shapes." msgstr "" #: doc/classes/RenderingServer.xml:1782 doc/classes/RenderingServer.xml:1795 msgid "Function is unused in Godot 3.x." msgstr "" #: doc/classes/RenderingServer.xml:1806 msgid "Returns a mesh's surface's material." msgstr "" #: doc/classes/RenderingServer.xml:1819 msgid "Sets a mesh's surface's material." msgstr "" #: doc/classes/RenderingServer.xml:1834 msgid "" "Updates a specific region of a vertex buffer for the specified surface. " "Warning: this function alters the vertex buffer directly with no safety " "mechanisms, you can easily corrupt your mesh." msgstr "" #: doc/classes/RenderingServer.xml:1857 msgid "" "Creates a new multimesh on the RenderingServer and returns an [RID] handle. " "This RID will be used in all [code]multimesh_*[/code] RenderingServer " "functions.\n" "Once finished with your RID, you will want to free the RID using the " "RenderingServer's [method free_rid] static method.\n" "To place in a scene, attach this multimesh to an instance using [method " "instance_set_base] using the returned RID." msgstr "" #: doc/classes/RenderingServer.xml:1868 msgid "" "Calculates and returns the axis-aligned bounding box that encloses all " "instances within the multimesh." msgstr "" #: doc/classes/RenderingServer.xml:1885 msgid "Returns the number of instances allocated for this multimesh." msgstr "" #: doc/classes/RenderingServer.xml:1894 msgid "" "Returns the RID of the mesh that will be used in drawing this multimesh." msgstr "" #: doc/classes/RenderingServer.xml:1903 msgid "Returns the number of visible instances for this multimesh." msgstr "" #: doc/classes/RenderingServer.xml:1914 msgid "Returns the color by which the specified instance will be modulated." msgstr "" #: doc/classes/RenderingServer.xml:1925 msgid "Returns the custom data associated with the specified instance." msgstr "" #: doc/classes/RenderingServer.xml:1936 msgid "Returns the [Transform] of the specified instance." msgstr "" #: doc/classes/RenderingServer.xml:1947 msgid "" "Returns the [Transform2D] of the specified instance. For use when the " "multimesh is set to use 2D transforms." msgstr "" #: doc/classes/RenderingServer.xml:1960 msgid "" "Sets the color by which this instance will be modulated. Equivalent to " "[method MultiMesh.set_instance_color]." msgstr "" #: doc/classes/RenderingServer.xml:1973 msgid "" "Sets the custom data for this instance. Custom data is passed as a [Color], " "but is interpreted as a [code]vec4[/code] in the shader. Equivalent to " "[method MultiMesh.set_instance_custom_data]." msgstr "" #: doc/classes/RenderingServer.xml:1986 msgid "" "Sets the [Transform] for this instance. Equivalent to [method MultiMesh." "set_instance_transform]." msgstr "" #: doc/classes/RenderingServer.xml:1999 msgid "" "Sets the [Transform2D] for this instance. For use when multimesh is used in " "2D. Equivalent to [method MultiMesh.set_instance_transform_2d]." msgstr "" #: doc/classes/RenderingServer.xml:2020 msgid "" "Sets the mesh to be drawn by the multimesh. Equivalent to [member MultiMesh." "mesh]." msgstr "" #: doc/classes/RenderingServer.xml:2031 msgid "" "Sets the number of instances visible at a given time. If -1, all instances " "that have been allocated are drawn. Equivalent to [member MultiMesh." "visible_instance_count]." msgstr "" #: doc/classes/RenderingServer.xml:2038 msgid "" "Creates a new omni light and adds it to the RenderingServer. It can be " "accessed with the RID that is returned. This RID can be used in most " "[code]light_*[/code] RenderingServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "RenderingServer's [method free_rid] static method.\n" "To place in a scene, attach this omni light to an instance using [method " "instance_set_base] using the returned RID." msgstr "" #: doc/classes/RenderingServer.xml:2047 msgid "" "Creates a particle system and adds it to the RenderingServer. It can be " "accessed with the RID that is returned. This RID will be used in all " "[code]particles_*[/code] RenderingServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "RenderingServer's [method free_rid] static method.\n" "To place in a scene, attach these particles to an instance using [method " "instance_set_base] using the returned RID." msgstr "" #: doc/classes/RenderingServer.xml:2058 msgid "" "Calculates and returns the axis-aligned bounding box that contains all the " "particles. Equivalent to [method GPUParticles3D.capture_aabb]." msgstr "" #: doc/classes/RenderingServer.xml:2067 msgid "Returns [code]true[/code] if particles are currently set to emitting." msgstr "" #: doc/classes/RenderingServer.xml:2076 msgid "" "Returns [code]true[/code] if particles are not emitting and particles are " "set to inactive." msgstr "" #: doc/classes/RenderingServer.xml:2085 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 "" #: doc/classes/RenderingServer.xml:2094 msgid "" "Reset the particles on the next update. Equivalent to [method GPUParticles3D." "restart]." msgstr "" #: doc/classes/RenderingServer.xml:2105 msgid "" "Sets the number of particles to be drawn and allocates the memory for them. " "Equivalent to [member GPUParticles3D.amount]." msgstr "" #: doc/classes/RenderingServer.xml:2116 msgid "" "Sets a custom axis-aligned bounding box for the particle system. Equivalent " "to [member GPUParticles3D.visibility_aabb]." msgstr "" #: doc/classes/RenderingServer.xml:2127 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 GPUParticles3D.draw_order]." msgstr "" #: doc/classes/RenderingServer.xml:2140 msgid "" "Sets the mesh to be used for the specified draw pass. Equivalent to [member " "GPUParticles3D.draw_pass_1], [member GPUParticles3D.draw_pass_2], [member " "GPUParticles3D.draw_pass_3], and [member GPUParticles3D.draw_pass_4]." msgstr "" #: doc/classes/RenderingServer.xml:2151 msgid "" "Sets the number of draw passes to use. Equivalent to [member GPUParticles3D." "draw_passes]." msgstr "" #: doc/classes/RenderingServer.xml:2162 msgid "" "Sets the [Transform] that will be used by the particles when they first emit." msgstr "" #: doc/classes/RenderingServer.xml:2173 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 GPUParticles3D.emitting]." msgstr "" #: doc/classes/RenderingServer.xml:2184 msgid "" "Sets the explosiveness ratio. Equivalent to [member GPUParticles3D." "explosiveness]." msgstr "" #: doc/classes/RenderingServer.xml:2195 msgid "" "Sets the frame rate that the particle system rendering will be fixed to. " "Equivalent to [member GPUParticles3D.fixed_fps]." msgstr "" #: doc/classes/RenderingServer.xml:2206 msgid "" "If [code]true[/code], uses fractional delta which smooths the movement of " "the particles. Equivalent to [member GPUParticles3D.fract_delta]." msgstr "" #: doc/classes/RenderingServer.xml:2217 msgid "" "Sets the lifetime of each particle in the system. Equivalent to [member " "GPUParticles3D.lifetime]." msgstr "" #: doc/classes/RenderingServer.xml:2228 msgid "" "If [code]true[/code], particles will emit once and then stop. Equivalent to " "[member GPUParticles3D.one_shot]." msgstr "" #: doc/classes/RenderingServer.xml:2239 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 GPUParticles3D.preprocess]." msgstr "" #: doc/classes/RenderingServer.xml:2250 msgid "" "Sets the material for processing the particles. Note: this is not the " "material used to draw the materials. Equivalent to [member GPUParticles3D." "process_material]." msgstr "" #: doc/classes/RenderingServer.xml:2261 msgid "" "Sets the emission randomness ratio. This randomizes the emission of " "particles within their phase. Equivalent to [member GPUParticles3D." "randomness]." msgstr "" #: doc/classes/RenderingServer.xml:2272 msgid "" "Sets the speed scale of the particle system. Equivalent to [member " "GPUParticles3D.speed_scale]." msgstr "" #: doc/classes/RenderingServer.xml:2283 msgid "" "If [code]true[/code], particles use local coordinates. If [code]false[/code] " "they use global coordinates. Equivalent to [member GPUParticles3D." "local_coords]." msgstr "" #: doc/classes/RenderingServer.xml:2290 msgid "" "Creates a reflection probe and adds it to the RenderingServer. It can be " "accessed with the RID that is returned. This RID will be used in all " "[code]reflection_probe_*[/code] RenderingServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "RenderingServer's [method free_rid] static method.\n" "To place in a scene, attach this reflection probe to an instance using " "[method instance_set_base] using the returned RID." msgstr "" #: doc/classes/RenderingServer.xml:2303 msgid "" "If [code]true[/code], reflections will ignore sky contribution. Equivalent " "to [member ReflectionProbe.interior_enable]." msgstr "" #: doc/classes/RenderingServer.xml:2314 msgid "" "Sets the render cull mask for this reflection probe. Only instances with a " "matching cull mask will be rendered by this probe. Equivalent to [member " "ReflectionProbe.cull_mask]." msgstr "" #: doc/classes/RenderingServer.xml:2325 msgid "" "If [code]true[/code], uses box projection. This can make reflections look " "more correct in certain situations. Equivalent to [member ReflectionProbe." "box_projection]." msgstr "" #: doc/classes/RenderingServer.xml:2336 msgid "" "If [code]true[/code], computes shadows in the reflection probe. This makes " "the reflection much slower to compute. Equivalent to [member ReflectionProbe." "enable_shadows]." msgstr "" #: doc/classes/RenderingServer.xml:2347 msgid "" "Sets the size of the area that the reflection probe will capture. Equivalent " "to [member ReflectionProbe.extents]." msgstr "" #: doc/classes/RenderingServer.xml:2358 msgid "" "Sets the intensity of the reflection probe. Intensity modulates the strength " "of the reflection. Equivalent to [member ReflectionProbe.intensity]." msgstr "" #: doc/classes/RenderingServer.xml:2369 msgid "" "Sets the ambient light color for this reflection probe when set to interior " "mode. Equivalent to [member ReflectionProbe.interior_ambient_color]." msgstr "" #: doc/classes/RenderingServer.xml:2380 msgid "" "Sets the energy multiplier for this reflection probes ambient light " "contribution when set to interior mode. Equivalent to [member " "ReflectionProbe.interior_ambient_energy]." msgstr "" #: doc/classes/RenderingServer.xml:2391 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/RenderingServer.xml:2402 msgid "" "Sets the max distance away from the probe an object can be before it is " "culled. Equivalent to [member ReflectionProbe.max_distance]." msgstr "" #: doc/classes/RenderingServer.xml:2413 msgid "" "Sets the origin offset to be used when this reflection probe is in box " "project mode. Equivalent to [member ReflectionProbe.origin_offset]." msgstr "" #: doc/classes/RenderingServer.xml:2424 msgid "" "Sets how often the reflection probe updates. Can either be once or every " "frame. See [enum ReflectionProbeUpdateMode] for options." msgstr "" #: doc/classes/RenderingServer.xml:2437 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 "" #: doc/classes/RenderingServer.xml:2445 msgid "" "Creates a scenario and adds it to the RenderingServer. It can be accessed " "with the RID that is returned. This RID will be used in all " "[code]scenario_*[/code] RenderingServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "RenderingServer's [method free_rid] static method.\n" "The scenario is the 3D world that all the visual instances exist in." msgstr "" #: doc/classes/RenderingServer.xml:2458 msgid "" "Sets the [enum ScenarioDebugMode] for this scenario. See [enum " "ScenarioDebugMode] for options." msgstr "" #: doc/classes/RenderingServer.xml:2469 msgid "Sets the environment that will be used with this scenario." msgstr "" #: doc/classes/RenderingServer.xml:2480 msgid "" "Sets the fallback environment to be used by this scenario. The fallback " "environment is used if no environment is set. Internally, this is used by " "the editor to provide a default environment." msgstr "" #: doc/classes/RenderingServer.xml:2495 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 "" #: doc/classes/RenderingServer.xml:2504 msgid "" "If [code]true[/code], the engine will generate wireframes for use with the " "wireframe debug mode." msgstr "" #: doc/classes/RenderingServer.xml:2513 msgid "" "Sets the default clear color which is used when a specific clear color has " "not been selected." msgstr "" #: doc/classes/RenderingServer.xml:2520 msgid "" "Creates an empty shader and adds it to the RenderingServer. It can be " "accessed with the RID that is returned. This RID will be used in all " "[code]shader_*[/code] RenderingServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "RenderingServer's [method free_rid] static method." msgstr "" #: doc/classes/RenderingServer.xml:2530 msgid "Returns a shader's code." msgstr "" #: doc/classes/RenderingServer.xml:2541 msgid "Returns a default texture from a shader searched by name." msgstr "" #: doc/classes/RenderingServer.xml:2560 msgid "Returns the parameters of a shader." msgstr "" #: doc/classes/RenderingServer.xml:2571 msgid "Sets a shader's code." msgstr "" #: doc/classes/RenderingServer.xml:2584 msgid "Sets a shader's default texture. Overwrites the texture given by name." msgstr "" #: doc/classes/RenderingServer.xml:2597 msgid "Allocates the GPU buffers for this skeleton." msgstr "" #: doc/classes/RenderingServer.xml:2608 msgid "Returns the [Transform] set for a specific bone of this skeleton." msgstr "" #: doc/classes/RenderingServer.xml:2619 msgid "Returns the [Transform2D] set for a specific bone of this skeleton." msgstr "" #: doc/classes/RenderingServer.xml:2632 msgid "Sets the [Transform] for a specific bone of this skeleton." msgstr "" #: doc/classes/RenderingServer.xml:2645 msgid "Sets the [Transform2D] for a specific bone of this skeleton." msgstr "" #: doc/classes/RenderingServer.xml:2652 msgid "" "Creates a skeleton and adds it to the RenderingServer. It can be accessed " "with the RID that is returned. This RID will be used in all " "[code]skeleton_*[/code] RenderingServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "RenderingServer's [method free_rid] static method." msgstr "" #: doc/classes/RenderingServer.xml:2662 msgid "Returns the number of bones allocated for this skeleton." msgstr "" #: doc/classes/RenderingServer.xml:2669 msgid "" "Creates an empty sky and adds it to the RenderingServer. It can be accessed " "with the RID that is returned. This RID will be used in all [code]sky_*[/" "code] RenderingServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "RenderingServer's [method free_rid] static method." msgstr "" #: doc/classes/RenderingServer.xml:2681 msgid "" "Sets the material that the sky uses to render the background and reflection " "maps." msgstr "" #: doc/classes/RenderingServer.xml:2688 msgid "" "Creates a spot light and adds it to the RenderingServer. It can be accessed " "with the RID that is returned. This RID can be used in most [code]light_*[/" "code] RenderingServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "RenderingServer's [method free_rid] static method.\n" "To place in a scene, attach this spot light to an instance using [method " "instance_set_base] using the returned RID." msgstr "" #: doc/classes/RenderingServer.xml:2717 msgid "Sets a viewport's camera." msgstr "" #: doc/classes/RenderingServer.xml:2728 msgid "Sets a viewport's canvas." msgstr "" #: doc/classes/RenderingServer.xml:2741 msgid "" "Copies the viewport to a region of the screen specified by [code]rect[/" "code]. If [method viewport_set_render_direct_to_screen] is [code]true[/" "code], then the 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 a further optimization see, [method " "viewport_set_render_direct_to_screen]." msgstr "" #: doc/classes/RenderingServer.xml:2755 msgid "" "Creates an empty viewport and adds it to the RenderingServer. It can be " "accessed with the RID that is returned. This RID will be used in all " "[code]viewport_*[/code] RenderingServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "RenderingServer's [method free_rid] static method." msgstr "" #: doc/classes/RenderingServer.xml:2767 msgid "" "Returns a viewport's render information. For options, see the [enum " "ViewportRenderInfo] constants." msgstr "" #: doc/classes/RenderingServer.xml:2776 msgid "Returns the viewport's last rendered frame." msgstr "" #: doc/classes/RenderingServer.xml:2787 msgid "Detaches a viewport from a canvas and vice versa." msgstr "" #: doc/classes/RenderingServer.xml:2798 msgid "If [code]true[/code], sets the viewport active, else sets it inactive." msgstr "" #: doc/classes/RenderingServer.xml:2813 msgid "" "Sets the stacking order for a viewport's canvas.\n" "[code]layer[/code] is the actual canvas layer, while [code]sublayer[/code] " "specifies the stacking order of the canvas among those in the same layer." msgstr "" #: doc/classes/RenderingServer.xml:2827 msgid "Sets the transformation of a viewport's canvas." msgstr "" #: doc/classes/RenderingServer.xml:2838 msgid "" "Sets the clear mode of a viewport. See [enum ViewportClearMode] for options." msgstr "" #: doc/classes/RenderingServer.xml:2849 msgid "" "Sets the debug draw mode of a viewport. See [enum ViewportDebugDraw] for " "options." msgstr "" #: doc/classes/RenderingServer.xml:2860 msgid "" "If [code]true[/code], rendering of a viewport's environment is disabled." msgstr "" #: doc/classes/RenderingServer.xml:2871 msgid "Sets the viewport's global transformation matrix." msgstr "" #: doc/classes/RenderingServer.xml:2882 msgid "If [code]true[/code], the viewport's canvas is not rendered." msgstr "" #: doc/classes/RenderingServer.xml:2893 msgid "Currently unimplemented in Godot 3.x." msgstr "" #: doc/classes/RenderingServer.xml:2904 msgid "Sets the anti-aliasing mode. See [enum ViewportMSAA] for options." msgstr "" #: doc/classes/RenderingServer.xml:2915 msgid "Sets the viewport's parent to another viewport." msgstr "" #: doc/classes/RenderingServer.xml:2926 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 "" #: doc/classes/RenderingServer.xml:2937 msgid "" "Sets a viewport's scenario.\n" "The scenario contains information about the [enum ScenarioDebugMode], " "environment information, reflection atlas etc." msgstr "" #: doc/classes/RenderingServer.xml:2951 msgid "Sets the shadow atlas quadrant's subdivision." msgstr "" #: doc/classes/RenderingServer.xml:2962 msgid "" "Sets the size of the shadow atlas's images (used for omni and spot lights). " "The value will be rounded up to the nearest power of 2." msgstr "" #: doc/classes/RenderingServer.xml:2975 msgid "Sets the viewport's width and height." msgstr "" #: doc/classes/RenderingServer.xml:2986 msgid "" "If [code]true[/code], the viewport renders its background as transparent." msgstr "" #: doc/classes/RenderingServer.xml:2997 msgid "" "Sets when the viewport should be updated. See [enum ViewportUpdateMode] " "constants for options." msgstr "" #: doc/classes/RenderingServer.xml:3008 msgid "" "If [code]true[/code], the viewport uses augmented or virtual reality " "technologies. See [XRInterface]." msgstr "" #: doc/classes/RenderingServer.xml:3014 msgid "" "If [code]false[/code], disables rendering completely, but the engine logic " "is still being processed. You can call [method force_draw] to draw a frame " "even with rendering disabled." msgstr "" #: doc/classes/RenderingServer.xml:3020 msgid "" "Emitted at the end of the frame, after the RenderingServer has finished " "updating all the Viewports." msgstr "" #: doc/classes/RenderingServer.xml:3025 msgid "" "Emitted at the beginning of the frame, before the RenderingServer updates " "all the Viewports." msgstr "" #: doc/classes/RenderingServer.xml:3031 msgid "Marks an error that shows that the index array is empty." msgstr "" #: doc/classes/RenderingServer.xml:3034 msgid "Number of weights/bones per vertex." msgstr "" #: doc/classes/RenderingServer.xml:3037 msgid "The minimum Z-layer for canvas items." msgstr "" #: doc/classes/RenderingServer.xml:3040 msgid "The maximum Z-layer for canvas items." msgstr "" #: doc/classes/RenderingServer.xml:3043 msgid "" "Max number of glow levels that can be used with glow post-process effect." msgstr "" #: doc/classes/RenderingServer.xml:3046 msgid "Unused enum in Godot 3.x." msgstr "" #: doc/classes/RenderingServer.xml:3067 msgid "Shader is a 3D shader." msgstr "" #: doc/classes/RenderingServer.xml:3070 msgid "Shader is a 2D shader." msgstr "" #: doc/classes/RenderingServer.xml:3073 msgid "Shader is a particle shader." msgstr "" #: doc/classes/RenderingServer.xml:3076 msgid "Shader is a sky shader." msgstr "" #: doc/classes/RenderingServer.xml:3079 msgid "Represents the size of the [enum ShaderMode] enum." msgstr "" #: doc/classes/RenderingServer.xml:3082 msgid "The minimum renderpriority of all materials." msgstr "" #: doc/classes/RenderingServer.xml:3085 msgid "The maximum renderpriority of all materials." msgstr "" #: doc/classes/RenderingServer.xml:3088 msgid "Array is a vertex array." msgstr "" #: doc/classes/RenderingServer.xml:3091 msgid "Array is a normal array." msgstr "" #: doc/classes/RenderingServer.xml:3094 msgid "Array is a tangent array." msgstr "" #: doc/classes/RenderingServer.xml:3097 msgid "Array is a color array." msgstr "" #: doc/classes/RenderingServer.xml:3100 msgid "Array is an UV coordinates array." msgstr "" #: doc/classes/RenderingServer.xml:3103 msgid "Array is an UV coordinates array for the second UV coordinates." msgstr "" #: doc/classes/RenderingServer.xml:3106 msgid "Array contains bone information." msgstr "" #: doc/classes/RenderingServer.xml:3109 msgid "Array is weight information." msgstr "" #: doc/classes/RenderingServer.xml:3112 msgid "Array is index array." msgstr "" #: doc/classes/RenderingServer.xml:3118 msgid "Flag used to mark a vertex array." msgstr "" #: doc/classes/RenderingServer.xml:3121 msgid "Flag used to mark a normal array." msgstr "" #: doc/classes/RenderingServer.xml:3124 msgid "Flag used to mark a tangent array." msgstr "" #: doc/classes/RenderingServer.xml:3127 msgid "Flag used to mark a color array." msgstr "" #: doc/classes/RenderingServer.xml:3130 msgid "Flag used to mark an UV coordinates array." msgstr "" #: doc/classes/RenderingServer.xml:3133 msgid "" "Flag used to mark an UV coordinates array for the second UV coordinates." msgstr "" #: doc/classes/RenderingServer.xml:3136 msgid "Flag used to mark a bone information array." msgstr "" #: doc/classes/RenderingServer.xml:3139 msgid "Flag used to mark a weights array." msgstr "" #: doc/classes/RenderingServer.xml:3142 msgid "Flag used to mark an index array." msgstr "" #: doc/classes/RenderingServer.xml:3171 msgid "Primitive to draw consists of points." msgstr "" #: doc/classes/RenderingServer.xml:3174 msgid "Primitive to draw consists of lines." msgstr "" #: doc/classes/RenderingServer.xml:3177 msgid "Primitive to draw consists of a line strip from start to end." msgstr "" #: doc/classes/RenderingServer.xml:3180 msgid "Primitive to draw consists of triangles." msgstr "" #: doc/classes/RenderingServer.xml:3183 msgid "" "Primitive to draw consists of a triangle strip (the last 3 vertices are " "always combined to make a triangle)." msgstr "" #: doc/classes/RenderingServer.xml:3186 msgid "Represents the size of the [enum PrimitiveType] enum." msgstr "" #: doc/classes/RenderingServer.xml:3195 msgid "Use [Transform2D] to store MultiMesh transform." msgstr "" #: doc/classes/RenderingServer.xml:3198 msgid "Use [Transform] to store MultiMesh transform." msgstr "" #: doc/classes/RenderingServer.xml:3201 msgid "Is a directional (sun) light." msgstr "" #: doc/classes/RenderingServer.xml:3204 msgid "Is an omni light." msgstr "" #: doc/classes/RenderingServer.xml:3207 msgid "Is a spot light." msgstr "" #: doc/classes/RenderingServer.xml:3210 msgid "The light's energy." msgstr "" #: doc/classes/RenderingServer.xml:3215 msgid "The light's influence on specularity." msgstr "" #: doc/classes/RenderingServer.xml:3218 msgid "The light's range." msgstr "" #: doc/classes/RenderingServer.xml:3221 msgid "" "The size of the light when using spot light or omni light. The angular size " "of the light when using directional light." msgstr "" #: doc/classes/RenderingServer.xml:3224 msgid "The light's attenuation." msgstr "" #: doc/classes/RenderingServer.xml:3227 msgid "The spotlight's angle." msgstr "" #: doc/classes/RenderingServer.xml:3230 msgid "The spotlight's attenuation." msgstr "" #: doc/classes/RenderingServer.xml:3233 msgid "Max distance that shadows will be rendered." msgstr "" #: doc/classes/RenderingServer.xml:3236 msgid "Proportion of shadow atlas occupied by the first split." msgstr "" #: doc/classes/RenderingServer.xml:3239 msgid "Proportion of shadow atlas occupied by the second split." msgstr "" #: doc/classes/RenderingServer.xml:3242 msgid "" "Proportion of shadow atlas occupied by the third split. The fourth split " "occupies the rest." msgstr "" #: doc/classes/RenderingServer.xml:3245 msgid "" "Proportion of shadow max distance where the shadow will start to fade out." msgstr "" #: doc/classes/RenderingServer.xml:3248 msgid "" "Normal bias used to offset shadow lookup by object normal. Can be used to " "fix self-shadowing artifacts." msgstr "" #: doc/classes/RenderingServer.xml:3251 msgid "Bias the shadow lookup to fix self-shadowing artifacts." msgstr "" #: doc/classes/RenderingServer.xml:3257 msgid "" "Blurs the edges of the shadow. Can be used to hide pixel artifacts in low " "resolution shadow maps. A high value can make shadows appear grainy and can " "cause other unwanted artifacts. Try to keep as near default as possible." msgstr "" #: doc/classes/RenderingServer.xml:3262 msgid "Represents the size of the [enum LightParam] enum." msgstr "" #: doc/classes/RenderingServer.xml:3265 msgid "Use a dual paraboloid shadow map for omni lights." msgstr "" #: doc/classes/RenderingServer.xml:3268 msgid "" "Use a cubemap shadow map for omni lights. Slower but better quality than " "dual paraboloid." msgstr "" #: doc/classes/RenderingServer.xml:3271 msgid "Use orthogonal shadow projection for directional light." msgstr "" #: doc/classes/RenderingServer.xml:3274 msgid "Use 2 splits for shadow projection when using directional light." msgstr "" #: doc/classes/RenderingServer.xml:3277 msgid "Use 4 splits for shadow projection when using directional light." msgstr "" #: doc/classes/RenderingServer.xml:3280 msgid "" "Keeps shadows stable as camera moves but has lower effective resolution." msgstr "" #: doc/classes/RenderingServer.xml:3283 msgid "" "Optimize use of shadow maps, increasing the effective resolution. But may " "result in shadows moving or flickering slightly." msgstr "" #: doc/classes/RenderingServer.xml:3286 msgid "Reflection probe will update reflections once and then stop." msgstr "" #: doc/classes/RenderingServer.xml:3289 msgid "" "Reflection probe will update each frame. This mode is necessary to capture " "moving objects." msgstr "" #: doc/classes/RenderingServer.xml:3302 msgid "Draw particles in the order that they appear in the particles array." msgstr "" #: doc/classes/RenderingServer.xml:3305 msgid "Sort particles based on their lifetime." msgstr "" #: doc/classes/RenderingServer.xml:3308 msgid "Sort particles based on their distance to the camera." msgstr "" #: doc/classes/RenderingServer.xml:3311 msgid "Do not update the viewport." msgstr "" #: doc/classes/RenderingServer.xml:3314 msgid "Update the viewport once then set to disabled." msgstr "" #: doc/classes/RenderingServer.xml:3317 msgid "Update the viewport whenever it is visible." msgstr "" #: doc/classes/RenderingServer.xml:3322 msgid "Always update the viewport." msgstr "" #: doc/classes/RenderingServer.xml:3325 msgid "The viewport is always cleared before drawing." msgstr "" #: doc/classes/RenderingServer.xml:3328 msgid "The viewport is never cleared before drawing." msgstr "" #: doc/classes/RenderingServer.xml:3331 msgid "" "The viewport is cleared once, then the clear mode is set to [constant " "VIEWPORT_CLEAR_NEVER]." msgstr "" #: doc/classes/RenderingServer.xml:3334 msgid "Multisample antialiasing is disabled." msgstr "" #: doc/classes/RenderingServer.xml:3337 msgid "Multisample antialiasing uses 2 samples per pixel." msgstr "" #: doc/classes/RenderingServer.xml:3340 msgid "Multisample antialiasing uses 4 samples per pixel." msgstr "" #: doc/classes/RenderingServer.xml:3343 msgid "Multisample antialiasing uses 8 samples per pixel." msgstr "" #: doc/classes/RenderingServer.xml:3346 msgid "Multisample antialiasing uses 16 samples per pixel." msgstr "" #: doc/classes/RenderingServer.xml:3357 msgid "Number of objects drawn in a single frame." msgstr "" #: doc/classes/RenderingServer.xml:3360 msgid "Number of vertices drawn in a single frame." msgstr "" #: doc/classes/RenderingServer.xml:3363 msgid "Number of material changes during this frame." msgstr "" #: doc/classes/RenderingServer.xml:3366 msgid "Number of shader changes during this frame." msgstr "" #: doc/classes/RenderingServer.xml:3369 msgid "Number of surface changes during this frame." msgstr "" #: doc/classes/RenderingServer.xml:3372 msgid "Number of draw calls during this frame." msgstr "" #: doc/classes/RenderingServer.xml:3375 msgid "Represents the size of the [enum ViewportRenderInfo] enum." msgstr "" #: doc/classes/RenderingServer.xml:3378 msgid "Debug draw is disabled. Default setting." msgstr "" #: doc/classes/RenderingServer.xml:3381 doc/classes/Viewport.xml:348 msgid "Objects are displayed without light information." msgstr "" #: doc/classes/RenderingServer.xml:3384 msgid "Objects are displayed with only light information." msgstr "" #: doc/classes/RenderingServer.xml:3387 doc/classes/Viewport.xml:353 msgid "" "Objects are displayed semi-transparent with additive blending so you can see " "where they are drawing over top of one another. A higher overdraw means you " "are wasting performance on drawing pixels that are being hidden behind " "others." msgstr "" #: doc/classes/RenderingServer.xml:3390 msgid "Debug draw draws objects in wireframe." msgstr "" #: doc/classes/RenderingServer.xml:3393 msgid "" "Normal buffer is drawn instead of regular scene so you can see the per-pixel " "normals that will be used by post-processing effects." msgstr "" #: doc/classes/RenderingServer.xml:3396 doc/classes/Viewport.xml:361 msgid "Objects are displayed with only the albedo value from [GIProbe]s." msgstr "" #: doc/classes/RenderingServer.xml:3399 doc/classes/Viewport.xml:364 msgid "Objects are displayed with only the lighting value from [GIProbe]s." msgstr "" #: doc/classes/RenderingServer.xml:3402 doc/classes/Viewport.xml:367 msgid "Objects are displayed with only the emission color from [GIProbe]s." msgstr "" #: doc/classes/RenderingServer.xml:3405 doc/classes/Viewport.xml:370 msgid "" "Draws the shadow atlas that stores shadows from [OmniLight3D]s and " "[SpotLight3D]s in the upper left quadrant of the [Viewport]." msgstr "" #: doc/classes/RenderingServer.xml:3408 doc/classes/Viewport.xml:373 msgid "" "Draws the shadow atlas that stores shadows from [DirectionalLight3D]s in the " "upper left quadrant of the [Viewport]." msgstr "" #: doc/classes/RenderingServer.xml:3413 msgid "" "Draws the screen space ambient occlusion texture instead of the scene so " "that you can clearly see how it is affecting objects. In order for this " "display mode to work, you must have [member Environment.ssao_enabled] set in " "your [WorldEnvironment]." msgstr "" #: doc/classes/RenderingServer.xml:3416 doc/classes/Viewport.xml:381 msgid "" "Draws the roughness limiter post process over the Viewport so you can see " "where it has an effect. It must be enabled in [member ProjectSettings." "rendering/quality/screen_filters/screen_space_roughness_limiter] to work." msgstr "" #: doc/classes/RenderingServer.xml:3419 msgid "" "Colors each PSSM split for the [DirectionalLight3D]s in the scene a " "different color so you can see where the splits are. In order they will be " "colored red, green, blue, yellow." msgstr "" #: doc/classes/RenderingServer.xml:3424 msgid "" "Uses high quality importance sampling to process the radiance map. In " "general, this results in much higher quality than [constant Sky." "PROCESS_MODE_REALTIME] but takes much longer to generate. This should not be " "used if you plan on changing the sky at runtime. If you are finding that the " "reflection is not blurry enough and is showing sparkles or fireflies, try " "increasing [member ProjectSettings.rendering/quality/reflections/" "ggx_samples]." msgstr "" #: doc/classes/RenderingServer.xml:3427 msgid "" "Uses the fast filtering algorithm to process the radiance map. In general " "this results in lower quality, but substantially faster run times.\n" "[b]Note:[/b] The fast filtering algorithm is limited to 256x256 cubemaps, so " "[member Sky.radiance_size] must be set to [constant Sky.RADIANCE_SIZE_256]." msgstr "" #: doc/classes/RenderingServer.xml:3431 msgid "Use the clear color as background." msgstr "" #: doc/classes/RenderingServer.xml:3434 msgid "Use a specified color as the background." msgstr "" #: doc/classes/RenderingServer.xml:3437 msgid "Use a sky resource for the background." msgstr "" #: doc/classes/RenderingServer.xml:3440 msgid "" "Use a specified canvas layer as the background. This can be useful for " "instantiating a 2D scene in a 3D world." msgstr "" #: doc/classes/RenderingServer.xml:3443 msgid "" "Do not clear the background, use whatever was rendered last frame as the " "background." msgstr "" #: doc/classes/RenderingServer.xml:3449 msgid "Represents the size of the [enum EnvironmentBG] enum." msgstr "" #: doc/classes/RenderingServer.xml:3488 msgid "Output color as they came in." msgstr "" #: doc/classes/RenderingServer.xml:3491 msgid "Use the Reinhard tonemapper." msgstr "" #: doc/classes/RenderingServer.xml:3494 msgid "Use the filmic tonemapper." msgstr "" #: doc/classes/RenderingServer.xml:3497 msgid "Use the ACES tonemapper." msgstr "" #: doc/classes/RenderingServer.xml:3508 msgid "Disables the blur set for SSAO. Will make SSAO look noisier." msgstr "" #: doc/classes/RenderingServer.xml:3511 msgid "Perform a 1x1 blur on the SSAO output." msgstr "" #: doc/classes/RenderingServer.xml:3514 msgid "Performs a 2x2 blur on the SSAO output." msgstr "" #: doc/classes/RenderingServer.xml:3517 msgid "Performs a 3x3 blur on the SSAO output. Use this for smoothest SSAO." msgstr "" #: doc/classes/RenderingServer.xml:3520 msgid "Lowest quality of screen space ambient occlusion." msgstr "" #: doc/classes/RenderingServer.xml:3523 msgid "Medium quality screen space ambient occlusion." msgstr "" #: doc/classes/RenderingServer.xml:3526 msgid "High quality screen space ambient occlusion." msgstr "" #: doc/classes/RenderingServer.xml:3529 msgid "Highest quality screen space ambient occlusion." msgstr "" #: doc/classes/RenderingServer.xml:3540 msgid "" "Lowest quality DOF blur. This is the fastest setting, but you may be able to " "see filtering artifacts." msgstr "" #: doc/classes/RenderingServer.xml:3543 msgid "Low quality DOF blur." msgstr "" #: doc/classes/RenderingServer.xml:3546 msgid "Medium quality DOF blur." msgstr "" #: doc/classes/RenderingServer.xml:3549 msgid "" "Highest quality DOF blur. Results in the smoothest looking blur by taking " "the most samples, but is also significantly slower." msgstr "" #: doc/classes/RenderingServer.xml:3552 msgid "" "Calculate the DOF blur using a box filter. The fastest option, but results " "in obvious lines in blur pattern." msgstr "" #: doc/classes/RenderingServer.xml:3555 msgid "Calculates DOF blur using a hexagon shaped filter." msgstr "" #: doc/classes/RenderingServer.xml:3558 msgid "" "Calculates DOF blur using a circle shaped filter. Best quality and most " "realistic, but slowest. Use only for areas where a lot of performance can be " "dedicated to post-processing (e.g. cutscenes)." msgstr "" #: doc/classes/RenderingServer.xml:3573 msgid "Do not use a debug mode." msgstr "" #: doc/classes/RenderingServer.xml:3576 msgid "Draw all objects as wireframe models." msgstr "" #: doc/classes/RenderingServer.xml:3579 msgid "" "Draw all objects in a way that displays how much overdraw is occurring. " "Overdraw occurs when a section of pixels is drawn and shaded and then " "another object covers it up. To optimize a scene, you should reduce overdraw." msgstr "" #: doc/classes/RenderingServer.xml:3582 msgid "" "Draw all objects without shading. Equivalent to setting all objects shaders " "to [code]unshaded[/code]." msgstr "" #: doc/classes/RenderingServer.xml:3585 msgid "The instance does not have a type." msgstr "" #: doc/classes/RenderingServer.xml:3588 msgid "The instance is a mesh." msgstr "" #: doc/classes/RenderingServer.xml:3591 msgid "The instance is a multimesh." msgstr "" #: doc/classes/RenderingServer.xml:3594 msgid "The instance is an immediate geometry." msgstr "" #: doc/classes/RenderingServer.xml:3597 msgid "The instance is a particle emitter." msgstr "" #: doc/classes/RenderingServer.xml:3600 msgid "The instance is a light." msgstr "" #: doc/classes/RenderingServer.xml:3603 msgid "The instance is a reflection probe." msgstr "" #: doc/classes/RenderingServer.xml:3606 msgid "The instance is a decal." msgstr "" #: doc/classes/RenderingServer.xml:3609 msgid "The instance is a GI probe." msgstr "" #: doc/classes/RenderingServer.xml:3612 msgid "The instance is a lightmap." msgstr "" #: doc/classes/RenderingServer.xml:3615 msgid "Represents the size of the [enum InstanceType] enum." msgstr "" #: doc/classes/RenderingServer.xml:3618 msgid "" "A combination of the flags of geometry instances (mesh, multimesh, immediate " "and particles)." msgstr "" #: doc/classes/RenderingServer.xml:3621 msgid "Allows the instance to be used in baked lighting." msgstr "" #: doc/classes/RenderingServer.xml:3624 msgid "Allows the instance to be used with dynamic global illumination." msgstr "" #: doc/classes/RenderingServer.xml:3627 msgid "When set, manually requests to draw geometry on next frame." msgstr "" #: doc/classes/RenderingServer.xml:3630 msgid "Represents the size of the [enum InstanceFlags] enum." msgstr "" #: doc/classes/RenderingServer.xml:3633 msgid "Disable shadows from this instance." msgstr "" #: doc/classes/RenderingServer.xml:3636 msgid "Cast shadows from this instance." msgstr "" #: doc/classes/RenderingServer.xml:3639 msgid "" "Disable backface culling when rendering the shadow of the object. This is " "slightly slower but may result in more correct shadows." msgstr "" #: doc/classes/RenderingServer.xml:3642 msgid "" "Only render the shadows from the object. The object itself will not be drawn." msgstr "" #: doc/classes/RenderingServer.xml:3645 msgid "The nine patch gets stretched where needed." msgstr "" #: doc/classes/RenderingServer.xml:3648 msgid "The nine patch gets filled with tiles where needed." msgstr "" #: doc/classes/RenderingServer.xml:3651 msgid "" "The nine patch gets filled with tiles where needed and stretches them a bit " "if needed." msgstr "" #: doc/classes/RenderingServer.xml:3654 msgid "Uses the default filter mode for this [Viewport]." msgstr "" #: doc/classes/RenderingServer.xml:3666 doc/classes/Viewport.xml:399 msgid "" "The texture filter blends between the nearest 4 pixels and between the " "nearest 2 mipmaps." msgstr "" #: doc/classes/RenderingServer.xml:3675 msgid "Max value for [enum CanvasItemTextureFilter] enum." msgstr "" #: doc/classes/RenderingServer.xml:3678 msgid "Uses the default repeat mode for this [Viewport]." msgstr "" #: doc/classes/RenderingServer.xml:3681 doc/classes/Viewport.xml:405 msgid "" "Disables textures repeating. Instead, when reading UVs outside the 0-1 " "range, the value will be clamped to the edge of the texture, resulting in a " "stretched out look at the borders of the texture." msgstr "" #: doc/classes/RenderingServer.xml:3687 doc/classes/Viewport.xml:411 msgid "" "Flip the texture when repeating so that the edge lines up instead of " "abruptly changing." msgstr "" #: doc/classes/RenderingServer.xml:3690 msgid "Max value for [enum CanvasItemTextureRepeat] enum." msgstr "" #: doc/classes/RenderingServer.xml:3693 msgid "Adds light color additive to the canvas." msgstr "" #: doc/classes/RenderingServer.xml:3696 msgid "Adds light color subtractive to the canvas." msgstr "" #: doc/classes/RenderingServer.xml:3699 msgid "The light adds color depending on transparency." msgstr "" #: doc/classes/RenderingServer.xml:3702 msgid "The light adds color depending on mask." msgstr "" #: doc/classes/RenderingServer.xml:3705 msgid "Do not apply a filter to canvas light shadows." msgstr "" #: doc/classes/RenderingServer.xml:3708 msgid "Use PCF5 filtering to filter canvas light shadows." msgstr "" #: doc/classes/RenderingServer.xml:3711 msgid "Use PCF13 filtering to filter canvas light shadows." msgstr "" #: doc/classes/RenderingServer.xml:3714 msgid "Max value of the [enum CanvasLightShadowFilter] enum." msgstr "" #: doc/classes/RenderingServer.xml:3717 msgid "Culling of the canvas occluder is disabled." msgstr "" #: doc/classes/RenderingServer.xml:3720 msgid "Culling of the canvas occluder is clockwise." msgstr "" #: doc/classes/RenderingServer.xml:3723 msgid "Culling of the canvas occluder is counterclockwise." msgstr "" #: doc/classes/RenderingServer.xml:3784 msgid "The amount of objects in the frame." msgstr "" #: doc/classes/RenderingServer.xml:3787 msgid "The amount of vertices in the frame." msgstr "" #: doc/classes/RenderingServer.xml:3790 msgid "The amount of modified materials in the frame." msgstr "" #: doc/classes/RenderingServer.xml:3793 msgid "The amount of shader rebinds in the frame." msgstr "" #: doc/classes/RenderingServer.xml:3796 msgid "The amount of surface changes in the frame." msgstr "" #: doc/classes/RenderingServer.xml:3799 msgid "The amount of draw calls in frame." msgstr "" #: doc/classes/RenderingServer.xml:3814 msgid "Hardware supports shaders. This enum is currently unused in Godot 3.x." msgstr "" #: doc/classes/RenderingServer.xml:3817 msgid "" "Hardware supports multithreading. This enum is currently unused in Godot 3.x." msgstr "" #: doc/classes/Resource.xml:4 msgid "Base class for all resources." msgstr "" #: doc/classes/Resource.xml:7 msgid "" "Resource is the base class for all Godot-specific resource types, serving " "primarily as data containers. They 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." msgstr "" #: doc/classes/Resource.xml:10 msgid "" "https://docs.godotengine.org/en/latest/getting_started/step_by_step/" "resources.html" msgstr "" #: doc/classes/Resource.xml:17 msgid "" "Virtual function which can be overridden to customize the behavior value of " "[method setup_local_to_scene]." msgstr "" #: doc/classes/Resource.xml:26 msgid "" "Duplicates the resource, returning a new resource. 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." msgstr "" #: doc/classes/Resource.xml:33 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 "" #: doc/classes/Resource.xml:40 msgid "" "Returns the RID of the resource (or an empty RID). Many resources (such as " "[Texture2D], [Mesh], etc) are high-level abstractions of resources stored in " "a server, so this function will return the original RID." msgstr "" #: doc/classes/Resource.xml:47 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 "" #: doc/classes/Resource.xml:57 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 "" #: doc/classes/Resource.xml:63 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 "" #: doc/classes/Resource.xml:66 msgid "The name of the resource. This is an optional identifier." msgstr "" #: doc/classes/Resource.xml:69 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 "" #: doc/classes/Resource.xml:75 msgid "Emitted whenever the resource changes." msgstr "" #: doc/classes/ResourceFormatLoader.xml:4 msgid "Loads a specific resource type from a file." msgstr "" #: doc/classes/ResourceFormatLoader.xml:7 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 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] ([StreamTexture2D]) first, so they can be loaded with " "better efficiency on the graphics card." msgstr "" #: doc/classes/ResourceFormatLoader.xml:22 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 "" #: doc/classes/ResourceFormatLoader.xml:30 msgid "Gets the list of extensions for files this loader is able to read." msgstr "" #: doc/classes/ResourceFormatLoader.xml:39 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 "" #: doc/classes/ResourceFormatLoader.xml:49 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 "" #: doc/classes/ResourceFormatLoader.xml:61 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 "" #: doc/classes/ResourceFormatLoader.xml:72 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 "" #: doc/classes/ResourceFormatSaver.xml:4 msgid "Saves a specific resource type to a file." msgstr "" #: doc/classes/ResourceFormatSaver.xml:7 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 "" #: doc/classes/ResourceFormatSaver.xml:19 msgid "" "Returns the list of extensions available for saving the resource object, " "provided it is recognized (see [method recognize])." msgstr "" #: doc/classes/ResourceFormatSaver.xml:28 msgid "Returns whether the given resource object can be saved by this saver." msgstr "" #: doc/classes/ResourceFormatSaver.xml:41 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 "" #: doc/classes/ResourceLoader.xml:4 msgid "Singleton used to load resource files." msgstr "" #: doc/classes/ResourceLoader.xml:7 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.\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 "" #: doc/classes/ResourceLoader.xml:22 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 "" #: doc/classes/ResourceLoader.xml:32 msgid "" "Returns the dependencies for the resource at the given [code]path[/code]." msgstr "" #: doc/classes/ResourceLoader.xml:41 msgid "Returns the list of recognized extensions for a resource type." msgstr "" #: doc/classes/ResourceLoader.xml:50 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] method 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 "" #: doc/classes/ResourceLoader.xml:64 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].\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." msgstr "" #: doc/classes/ResourceLoader.xml:77 msgid "" "Returns the resource loaded by [method load_threaded_request].\n" "If this is called before the loading thread is done (i.e. [method " "load_threaded_get_status] is not [constant THREAD_LOAD_LOADED]), the calling " "thread will be blocked until the resource has finished loading." msgstr "" #: doc/classes/ResourceLoader.xml:89 msgid "" "Returns the status of a threaded loading operation started with [method " "load_threaded_request] for the resource at [code]path[/code]. See [enum " "ThreadLoadStatus] for possible return values.\n" "An array variable can optionally be passed via [code]progress[/code], and " "will return a one-element array containing the percentage of completion of " "the threaded loading." msgstr "" #: doc/classes/ResourceLoader.xml:103 msgid "" "Loads the resource using threads. If [code]use_sub_threads[/code] is " "[code]true[/code], multiple threads will be used to load the resource, which " "makes loading faster, but may affect the main thread (and thus cause game " "slowdowns)." msgstr "" #: doc/classes/ResourceLoader.xml:112 msgid "" "Changes the behavior on missing sub-resources. The default behavior is to " "abort loading." msgstr "" #: doc/classes/ResourceLoader.xml:118 msgid "" "The resource is invalid, or has not been loaded with [method " "load_threaded_request]." msgstr "" #: doc/classes/ResourceLoader.xml:121 msgid "The resource is still being loaded." msgstr "" #: doc/classes/ResourceLoader.xml:124 msgid "Some error occurred during loading and it failed." msgstr "" #: doc/classes/ResourceLoader.xml:127 msgid "" "The resource was loaded successfully and can be accessed via [method " "load_threaded_get]." msgstr "" #: doc/classes/ResourcePreloader.xml:4 msgid "Resource Preloader Node." msgstr "" #: doc/classes/ResourcePreloader.xml:7 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 "" #: doc/classes/ResourcePreloader.xml:21 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 "" #: doc/classes/ResourcePreloader.xml:30 msgid "Returns the resource associated to [code]name[/code]." msgstr "" #: doc/classes/ResourcePreloader.xml:37 msgid "Returns the list of resources inside the preloader." msgstr "" #: doc/classes/ResourcePreloader.xml:46 msgid "" "Returns [code]true[/code] if the preloader contains a resource associated to " "[code]name[/code]." msgstr "" #: doc/classes/ResourcePreloader.xml:55 msgid "" "Removes the resource associated to [code]name[/code] from the preloader." msgstr "" #: doc/classes/ResourcePreloader.xml:66 msgid "" "Renames a resource inside the preloader from [code]name[/code] to " "[code]newname[/code]." msgstr "" #: doc/classes/ResourceSaver.xml:4 msgid "Singleton for saving Godot-specific resource types." msgstr "" #: doc/classes/ResourceSaver.xml:7 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 "" #: doc/classes/ResourceSaver.xml:19 msgid "" "Returns the list of extensions available for saving a resource of a given " "type." msgstr "" #: doc/classes/ResourceSaver.xml:32 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 "" #: doc/classes/ResourceSaver.xml:40 msgid "Save the resource with a path relative to the scene which uses it." msgstr "" #: doc/classes/ResourceSaver.xml:43 msgid "Bundles external resources." msgstr "" #: doc/classes/ResourceSaver.xml:46 msgid "" "Changes the [member Resource.resource_path] of the saved resource to match " "its new location." msgstr "" #: doc/classes/ResourceSaver.xml:49 msgid "" "Do not save editor-specific metadata (identified by their [code]__editor[/" "code] prefix)." msgstr "" #: doc/classes/ResourceSaver.xml:52 msgid "Save as big endian (see [member File.endian_swap])." msgstr "" #: doc/classes/ResourceSaver.xml:55 msgid "" "Compress the resource on save using [constant File.COMPRESSION_ZSTD]. Only " "available for binary resource types." msgstr "" #: doc/classes/ResourceSaver.xml:58 msgid "" "Take over the paths of the saved subresources (see [method Resource." "take_over_path])." msgstr "" #: doc/classes/RichTextEffect.xml:4 msgid "A custom effect for use with [RichTextLabel]." msgstr "" #: doc/classes/RichTextEffect.xml:7 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 "" #: doc/classes/RichTextEffect.xml:26 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 "" #: doc/classes/RichTextLabel.xml:4 msgid "Label that displays rich text." msgstr "" #: doc/classes/RichTextLabel.xml:7 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." msgstr "" #: doc/classes/RichTextLabel.xml:26 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 " "and a [code]color[/code] to tint 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 "" #: doc/classes/RichTextLabel.xml:36 msgid "Adds raw non-BBCode-parsed text to the tag stack." msgstr "" #: doc/classes/RichTextLabel.xml:45 msgid "" "Parses [code]bbcode[/code] and adds tags to the tag stack as needed. Returns " "the result of the parsing, [constant OK] if successful." msgstr "" #: doc/classes/RichTextLabel.xml:52 msgid "Clears the tag stack and sets [member bbcode_text] to an empty string." msgstr "" #: doc/classes/RichTextLabel.xml:59 msgid "Returns the height of the content." msgstr "" #: doc/classes/RichTextLabel.xml:66 msgid "" "Returns the total number of newlines in the tag stack's text tags. Considers " "wrapped text as one line." msgstr "" #: doc/classes/RichTextLabel.xml:73 msgid "" "Returns the total number of characters from text tags. Does not include " "BBCodes." msgstr "" #: doc/classes/RichTextLabel.xml:80 msgid "Returns the vertical scrollbar." msgstr "" #: doc/classes/RichTextLabel.xml:87 msgid "Returns the number of visible lines." msgstr "" #: doc/classes/RichTextLabel.xml:96 msgid "" "Installs a custom effect. [code]effect[/code] should be a valid " "[RichTextEffect]." msgstr "" #: doc/classes/RichTextLabel.xml:103 msgid "Adds a newline tag to the tag stack." msgstr "" #: doc/classes/RichTextLabel.xml:112 msgid "" "The assignment version of [method append_bbcode]. Clears the tag stack and " "inserts the new content. Returns [constant OK] if parses [code]bbcode[/code] " "successfully." msgstr "" #: doc/classes/RichTextLabel.xml:121 msgid "Parses BBCode parameter [code]expressions[/code] into a dictionary." msgstr "" #: doc/classes/RichTextLabel.xml:128 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 "" #: doc/classes/RichTextLabel.xml:137 msgid "" "Adds an [code][align][/code] tag based on the given [code]align[/code] " "value. See [enum Align] for possible values." msgstr "" #: doc/classes/RichTextLabel.xml:144 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 "" #: doc/classes/RichTextLabel.xml:151 msgid "" "Adds a [code][font][/code] tag with a bold italics font to the tag stack." msgstr "" #: doc/classes/RichTextLabel.xml:158 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 "" #: doc/classes/RichTextLabel.xml:167 msgid "Adds a [code][color][/code] tag to the tag stack." msgstr "" #: doc/classes/RichTextLabel.xml:176 msgid "" "Adds a [code][font][/code] tag to the tag stack. Overrides default fonts for " "its duration." msgstr "" #: doc/classes/RichTextLabel.xml:185 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 "" #: doc/classes/RichTextLabel.xml:192 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 "" #: doc/classes/RichTextLabel.xml:201 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 "" #: doc/classes/RichTextLabel.xml:210 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 "" #: doc/classes/RichTextLabel.xml:217 msgid "Adds a [code][font][/code] tag with a monospace font to the tag stack." msgstr "" #: doc/classes/RichTextLabel.xml:224 msgid "Adds a [code][font][/code] tag with a normal font to the tag stack." msgstr "" #: doc/classes/RichTextLabel.xml:231 msgid "Adds a [code][s][/code] tag to the tag stack." msgstr "" #: doc/classes/RichTextLabel.xml:240 msgid "Adds a [code][table=columns][/code] tag to the tag stack." msgstr "" #: doc/classes/RichTextLabel.xml:247 msgid "Adds a [code][u][/code] tag to the tag stack." msgstr "" #: doc/classes/RichTextLabel.xml:256 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 "" #: doc/classes/RichTextLabel.xml:266 msgid "Scrolls the window's top line to match [code]line[/code]." msgstr "" #: doc/classes/RichTextLabel.xml:279 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 "" #: doc/classes/RichTextLabel.xml:287 msgid "If [code]true[/code], the label uses BBCode formatting." msgstr "" #: doc/classes/RichTextLabel.xml:290 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 [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. Use [method " "append_bbcode] for adding text instead." msgstr "" #: doc/classes/RichTextLabel.xml:294 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 "" #: doc/classes/RichTextLabel.xml:298 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 "" #: doc/classes/RichTextLabel.xml:302 msgid "" "If [code]true[/code], the label underlines meta tags such as [code][url]" "{text}[/url][/code]." msgstr "" #: doc/classes/RichTextLabel.xml:305 msgid "If [code]true[/code], the label uses the custom font color." msgstr "" #: doc/classes/RichTextLabel.xml:308 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 "" #: doc/classes/RichTextLabel.xml:313 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 "" #: doc/classes/RichTextLabel.xml:316 msgid "" "If [code]true[/code], the window scrolls down to display new content " "automatically." msgstr "" #: doc/classes/RichTextLabel.xml:319 msgid "If [code]true[/code], the label allows text selection." msgstr "" #: doc/classes/RichTextLabel.xml:322 msgid "" "The number of spaces associated with a single tab length. Does not affect " "[code]\\t[/code] in text tags, only indent tags." msgstr "" #: doc/classes/RichTextLabel.xml:325 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 "" #: doc/classes/RichTextLabel.xml:329 msgid "" "The restricted number of characters to display in the label. If [code]-1[/" "code], all characters will be displayed." msgstr "" #: doc/classes/RichTextLabel.xml:337 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 "" #: doc/classes/RichTextLabel.xml:344 msgid "Triggers when the mouse exits a meta tag." msgstr "" #: doc/classes/RichTextLabel.xml:351 msgid "Triggers when the mouse enters a meta tag." msgstr "" #: doc/classes/RichTextLabel.xml:357 msgid "Makes text left aligned." msgstr "" #: doc/classes/RichTextLabel.xml:360 msgid "Makes text centered." msgstr "" #: doc/classes/RichTextLabel.xml:363 msgid "Makes text right aligned." msgstr "" #: doc/classes/RichTextLabel.xml:366 msgid "Makes text fill width." msgstr "" #: doc/classes/RichTextLabel.xml:369 msgid "Each list item has a number marker." msgstr "" #: doc/classes/RichTextLabel.xml:372 msgid "Each list item has a letter marker." msgstr "" #: doc/classes/RichTextLabel.xml:375 msgid "Each list item has a filled circle marker." msgstr "" #: doc/classes/RichTextLabel.xml:418 msgid "The font used for bold text." msgstr "" #: doc/classes/RichTextLabel.xml:421 msgid "The font used for bold italics text." msgstr "" #: doc/classes/RichTextLabel.xml:424 msgid "The default text color." msgstr "" #: doc/classes/RichTextLabel.xml:427 msgid "The background The background used when the [RichTextLabel] is focused." msgstr "" #: doc/classes/RichTextLabel.xml:430 msgid "" "The color of selected text, used when [member selection_enabled] is " "[code]true[/code]." msgstr "" #: doc/classes/RichTextLabel.xml:433 msgid "The color of the font's shadow." msgstr "" #: doc/classes/RichTextLabel.xml:436 msgid "The font used for italics text." msgstr "" #: doc/classes/RichTextLabel.xml:439 msgid "The vertical space between lines." msgstr "" #: doc/classes/RichTextLabel.xml:442 msgid "The font used for monospace text." msgstr "" #: doc/classes/RichTextLabel.xml:445 msgid "The normal background for the [RichTextLabel]." msgstr "" #: doc/classes/RichTextLabel.xml:448 msgid "The default text font." msgstr "" #: doc/classes/RichTextLabel.xml:451 msgid "The color of the selection box." msgstr "" #: doc/classes/RichTextLabel.xml:454 msgid "" "Boolean value. If 1 ([code]true[/code]), the shadow will be displayed around " "the whole text as an outline." msgstr "" #: doc/classes/RichTextLabel.xml:457 msgid "The horizontal offset of the font's shadow." msgstr "" #: doc/classes/RichTextLabel.xml:460 msgid "The vertical offset of the font's shadow." msgstr "" #: doc/classes/RichTextLabel.xml:463 msgid "The horizontal separation of elements in a table." msgstr "" #: doc/classes/RichTextLabel.xml:466 msgid "The vertical separation of elements in a table." msgstr "" #: doc/classes/RID.xml:4 msgid "Handle for a [Resource]'s unique ID." msgstr "" #: doc/classes/RID.xml:7 msgid "" "The RID type is used to access the unique integer ID of a resource. They are " "opaque, which means they do not grant access to the associated resource by " "themselves. They are used by and with the low-level Server classes such as " "[RenderingServer]." msgstr "" #: doc/classes/RID.xml:18 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 "" #: doc/classes/RID.xml:25 msgid "Returns the ID of the referenced resource." msgstr "" #: doc/classes/RigidBody2D.xml:4 msgid "A body that is controlled by the 2D physics engine." msgstr "" #: doc/classes/RigidBody2D.xml:7 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]." msgstr "" #: doc/classes/RigidBody2D.xml:22 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 "" #: doc/classes/RigidBody2D.xml:71 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 "" #: doc/classes/RigidBody2D.xml:87 msgid "" "Returns a list of the bodies colliding with this one. Use [member " "contacts_reported] to set the maximum number reported. You must also set " "[member contact_monitor] to [code]true[/code].\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 "" #: doc/classes/RigidBody2D.xml:97 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 "" #: doc/classes/RigidBody2D.xml:112 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 " "[PhysicsTestMotionResult2D], which contains additional information about the " "collision (should there be one)." msgstr "" #: doc/classes/RigidBody2D.xml:118 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]." msgstr "" #: doc/classes/RigidBody2D.xml:124 msgid "The body's total applied force." msgstr "" #: doc/classes/RigidBody2D.xml:127 msgid "The body's total applied torque." msgstr "" #: doc/classes/RigidBody2D.xml:130 doc/classes/RigidBody3D.xml:150 msgid "" "If [code]true[/code], the body can enter sleep mode when there is no " "movement. See [member sleeping]." msgstr "" #: doc/classes/RigidBody2D.xml:133 msgid "" "If [code]true[/code], the body will emit signals when it collides with " "another RigidBody2D. See also [member contacts_reported]." msgstr "" #: doc/classes/RigidBody2D.xml:136 msgid "The maximum number of contacts to report." msgstr "" #: doc/classes/RigidBody2D.xml:139 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 "" #: doc/classes/RigidBody2D.xml:143 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 "" #: doc/classes/RigidBody2D.xml:146 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 "" #: doc/classes/RigidBody2D.xml:149 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 "" #: doc/classes/RigidBody2D.xml:152 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]." msgstr "" #: doc/classes/RigidBody2D.xml:161 msgid "The body's mode. See [enum Mode] for possible values." msgstr "" #: doc/classes/RigidBody2D.xml:164 doc/classes/RigidBody3D.xml:181 #: doc/classes/StaticBody2D.xml:22 doc/classes/StaticBody3D.xml:22 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 "" #: doc/classes/RigidBody2D.xml:168 doc/classes/RigidBody3D.xml:185 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 "" #: doc/classes/RigidBody2D.xml:171 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 "" #: doc/classes/RigidBody2D.xml:179 msgid "" "Emitted when a body enters into contact with this one. [member " "contact_monitor] must be [code]true[/code] and [member contacts_reported] " "greater than [code]0[/code]." msgstr "" #: doc/classes/RigidBody2D.xml:186 msgid "" "Emitted when a body exits contact with this one. [member contact_monitor] " "must be [code]true[/code] and [member contacts_reported] greater than " "[code]0[/code]." msgstr "" #: doc/classes/RigidBody2D.xml:199 msgid "" "Emitted when a body enters into contact with this one. Reports colliding " "shape information. See [CollisionObject2D] for shape index information. " "[member contact_monitor] must be [code]true[/code] and [member " "contacts_reported] greater than [code]0[/code]." msgstr "" #: doc/classes/RigidBody2D.xml:212 msgid "" "Emitted when a body shape exits contact with this one. Reports colliding " "shape information. See [CollisionObject2D] for shape index information. " "[member contact_monitor] must be [code]true[/code] and [member " "contacts_reported] greater than [code]0[/code]." msgstr "" #: doc/classes/RigidBody2D.xml:217 doc/classes/RigidBody3D.xml:236 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 "" #: doc/classes/RigidBody2D.xml:224 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 "" #: doc/classes/RigidBody2D.xml:227 msgid "Static mode. The body behaves like a [StaticBody2D] and does not move." msgstr "" #: doc/classes/RigidBody2D.xml:230 msgid "" "Character mode. Similar to [constant MODE_RIGID], but the body can not " "rotate." msgstr "" #: doc/classes/RigidBody2D.xml:233 msgid "" "Kinematic mode. The body behaves like a [KinematicBody2D], and must be moved " "by code." msgstr "" #: doc/classes/RigidBody2D.xml:236 msgid "" "Continuous collision detection disabled. This is the fastest way to detect " "body collisions, but can miss small, fast-moving objects." msgstr "" #: doc/classes/RigidBody2D.xml:239 msgid "" "Continuous collision detection enabled using raycasting. This is faster than " "shapecasting but less precise." msgstr "" #: doc/classes/RigidBody2D.xml:242 msgid "" "Continuous collision detection enabled using shapecasting. This is the " "slowest CCD method and the most precise." msgstr "" #: doc/classes/RigidBody3D.xml:4 msgid "" "Physics Body whose position is determined through physics simulation in 3D " "space." msgstr "" #: doc/classes/RigidBody3D.xml:7 msgid "" "This is the node that implements full 3D physics. This means that you do not " "control a RigidBody3D 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 RigidBody3D has 4 behavior [member mode]s: Rigid, Static, Character, and " "Kinematic.\n" "[b]Note:[/b] Don't change a RigidBody3D'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]." msgstr "" #: doc/classes/RigidBody3D.xml:22 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 "" #: doc/classes/RigidBody3D.xml:31 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 "" #: doc/classes/RigidBody3D.xml:43 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 "" #: doc/classes/RigidBody3D.xml:53 msgid "" "Adds a constant rotational force (i.e. a motor) without affecting position." msgstr "" #: doc/classes/RigidBody3D.xml:62 msgid "" "Applies a directional impulse without affecting rotation.\n" "This is equivalent to [code]apply_impulse(Vector3(0,0,0), impulse)[/code]." msgstr "" #: doc/classes/RigidBody3D.xml:74 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 "" #: doc/classes/RigidBody3D.xml:83 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 "" #: doc/classes/RigidBody3D.xml:92 msgid "" "Returns [code]true[/code] if the specified linear or rotational axis is " "locked." msgstr "" #: doc/classes/RigidBody3D.xml:99 msgid "" "Returns a list of the bodies colliding with this one. By default, number of " "max contacts reported is at 0, see the [member contacts_reported] property " "to increase it.\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 "" #: doc/classes/RigidBody3D.xml:111 msgid "Locks the specified linear or rotational axis." msgstr "" #: doc/classes/RigidBody3D.xml:126 msgid "Damps RigidBody3D's rotational forces." msgstr "" #: doc/classes/RigidBody3D.xml:129 msgid "RigidBody3D's rotational velocity." msgstr "" #: doc/classes/RigidBody3D.xml:153 msgid "" "If [code]true[/code], the RigidBody3D will emit signals when it collides " "with another RigidBody3D." msgstr "" #: doc/classes/RigidBody3D.xml:156 msgid "" "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 "" #: doc/classes/RigidBody3D.xml:159 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 "" #: doc/classes/RigidBody3D.xml:163 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 "" #: doc/classes/RigidBody3D.xml:166 msgid "" "This is multiplied by the global 3D gravity setting found in [b]Project > " "Project Settings > Physics > 3d[/b] to produce RigidBody3D'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 "" #: doc/classes/RigidBody3D.xml:169 msgid "" "The body's linear damp. Cannot be less than -1.0. If this value is different " "from -1.0, any linear damp derived from the world or areas will be " "overridden." msgstr "" #: doc/classes/RigidBody3D.xml:172 msgid "" "The body's linear velocity. 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 "" #: doc/classes/RigidBody3D.xml:178 msgid "The body mode. See [enum Mode] for possible values." msgstr "" #: doc/classes/RigidBody3D.xml:196 msgid "" "Emitted when a body enters into contact with this one. Contact monitor and " "contacts reported must be enabled for this to work." msgstr "" #: doc/classes/RigidBody3D.xml:203 msgid "" "Emitted when a body shape exits contact with this one. Contact monitor and " "contacts reported must be enabled for this to work." msgstr "" #: doc/classes/RigidBody3D.xml:216 msgid "" "Emitted when a body enters into contact with this one. Contact monitor and " "contacts reported must be enabled for this to work.\n" "This signal not only receives the body that collided with this one, but also " "its [RID] ([code]body_id[/code]), the shape index from the colliding body " "([code]body_shape[/code]), and the shape index from this body " "([code]local_shape[/code]) the other body collided with." msgstr "" #: doc/classes/RigidBody3D.xml:230 msgid "" "Emitted when a body shape exits contact with this one. Contact monitor and " "contacts reported must be enabled for this to work.\n" "This signal not only receives the body that stopped colliding with this one, " "but also its [RID] ([code]body_id[/code]), the shape index from the " "colliding body ([code]body_shape[/code]), and the shape index from this body " "([code]local_shape[/code]) the other body stopped colliding with." msgstr "" #: doc/classes/RigidBody3D.xml:243 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 "" #: doc/classes/RigidBody3D.xml:246 msgid "" "Static mode. The body behaves like a [StaticBody3D], and can only move by " "user code." msgstr "" #: doc/classes/RigidBody3D.xml:249 msgid "" "Character body mode. This behaves like a rigid body, but can not rotate." msgstr "" #: doc/classes/RigidBody3D.xml:252 msgid "" "Kinematic body mode. The body behaves like a [KinematicBody3D], and can only " "move by user code." msgstr "" #: doc/classes/SceneState.xml:4 msgid "A script interface to a scene file's data." msgstr "" #: doc/classes/SceneState.xml:7 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 "" #: doc/classes/SceneState.xml:19 msgid "" "Returns the list of bound parameters for the signal at [code]idx[/code]." msgstr "" #: doc/classes/SceneState.xml:26 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 "" #: doc/classes/SceneState.xml:36 msgid "" "Returns the connection flags for the signal at [code]idx[/code]. See [enum " "Object.ConnectFlags] constants." msgstr "" #: doc/classes/SceneState.xml:45 msgid "Returns the method connected to the signal at [code]idx[/code]." msgstr "" #: doc/classes/SceneState.xml:54 msgid "Returns the name of the signal at [code]idx[/code]." msgstr "" #: doc/classes/SceneState.xml:63 msgid "" "Returns the path to the node that owns the signal at [code]idx[/code], " "relative to the root node." msgstr "" #: doc/classes/SceneState.xml:72 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 "" #: doc/classes/SceneState.xml:79 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 "" #: doc/classes/SceneState.xml:89 msgid "" "Returns the list of group names associated with the node at [code]idx[/code]." msgstr "" #: doc/classes/SceneState.xml:98 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 "" #: doc/classes/SceneState.xml:107 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 "" #: doc/classes/SceneState.xml:116 msgid "" "Returns the path to the represented scene file if the node at [code]idx[/" "code] is an [InstancePlaceholder]." msgstr "" #: doc/classes/SceneState.xml:125 msgid "Returns the name of the node at [code]idx[/code]." msgstr "" #: doc/classes/SceneState.xml:134 msgid "" "Returns the path to the owner of the node at [code]idx[/code], relative to " "the root node." msgstr "" #: doc/classes/SceneState.xml:145 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 "" #: doc/classes/SceneState.xml:155 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 "" #: doc/classes/SceneState.xml:167 msgid "" "Returns the name of the property at [code]prop_idx[/code] for the node at " "[code]idx[/code]." msgstr "" #: doc/classes/SceneState.xml:178 msgid "" "Returns the value of the property at [code]prop_idx[/code] for the node at " "[code]idx[/code]." msgstr "" #: doc/classes/SceneState.xml:187 msgid "Returns the type of the node at [code]idx[/code]." msgstr "" #: doc/classes/SceneState.xml:196 msgid "" "Returns [code]true[/code] if the node at [code]idx[/code] is an " "[InstancePlaceholder]." msgstr "" #: doc/classes/SceneState.xml:202 msgid "" "If passed to [method PackedScene.instance], blocks edits to the scene state." msgstr "" #: doc/classes/SceneState.xml:205 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 "" #: doc/classes/SceneState.xml:209 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 "" #: doc/classes/SceneTree.xml:4 msgid "Manages the game loop via a hierarchy of nodes." msgstr "" #: doc/classes/SceneTree.xml:7 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. a \"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 "" #: doc/classes/SceneTree.xml:12 msgid "" "https://docs.godotengine.org/en/latest/getting_started/step_by_step/" "scene_tree.html" msgstr "" #: doc/classes/SceneTree.xml:13 msgid "" "https://docs.godotengine.org/en/latest/tutorials/viewports/" "multiple_resolutions.html" msgstr "" #: doc/classes/SceneTree.xml:24 msgid "Calls [code]method[/code] on each member of the given group." msgstr "" #: doc/classes/SceneTree.xml:37 msgid "" "Calls [code]method[/code] on each member of the given group, respecting the " "given [enum GroupCallFlags]." msgstr "" #: doc/classes/SceneTree.xml:46 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." msgstr "" #: doc/classes/SceneTree.xml:56 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." msgstr "" #: doc/classes/SceneTree.xml:68 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]" msgstr "" #: doc/classes/SceneTree.xml:82 msgid "" "Returns the current frame number, i.e. the total frame count since the " "application started." msgstr "" #: doc/classes/SceneTree.xml:89 msgid "" "Returns the peer IDs of all connected peers of this [SceneTree]'s [member " "network_peer]." msgstr "" #: doc/classes/SceneTree.xml:96 msgid "Returns the unique peer ID of this [SceneTree]'s [member network_peer]." msgstr "" #: doc/classes/SceneTree.xml:103 msgid "Returns the number of nodes in this [SceneTree]." msgstr "" #: doc/classes/SceneTree.xml:112 msgid "Returns a list of all nodes assigned to the given group." msgstr "" #: doc/classes/SceneTree.xml:119 msgid "Returns the sender's peer ID for the most recently received RPC call." msgstr "" #: doc/classes/SceneTree.xml:128 msgid "Returns [code]true[/code] if the given group exists." msgstr "" #: doc/classes/SceneTree.xml:142 msgid "" "Returns [code]true[/code] if this [SceneTree]'s [member network_peer] is in " "server mode (listening for connections)." msgstr "" #: doc/classes/SceneTree.xml:153 msgid "Sends the given notification to all members of the [code]group[/code]." msgstr "" #: doc/classes/SceneTree.xml:166 msgid "" "Sends the given notification to all members of the [code]group[/code], " "respecting the given [enum GroupCallFlags]." msgstr "" #: doc/classes/SceneTree.xml:175 msgid "" "Queues the given object for deletion, delaying the call to [method Object." "free] to after the current frame." msgstr "" #: doc/classes/SceneTree.xml:184 msgid "" "Quits the application. 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." msgstr "" #: doc/classes/SceneTree.xml:191 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 "" #: doc/classes/SceneTree.xml:201 msgid "" "If [code]true[/code], the application automatically accepts quitting. " "Enabled by default.\n" "For mobile platforms, see [method set_quit_on_go_back]." msgstr "" #: doc/classes/SceneTree.xml:215 msgid "" "Sets the given [code]property[/code] to [code]value[/code] on all members of " "the given group." msgstr "" #: doc/classes/SceneTree.xml:230 msgid "" "Sets the given [code]property[/code] to [code]value[/code] on all members of " "the given group, respecting the given [enum GroupCallFlags]." msgstr "" #: doc/classes/SceneTree.xml:239 msgid "" "If [code]true[/code], the application quits automatically on going back (e." "g. on Android). Enabled by default.\n" "To handle 'Go Back' button when this option is disabled, use [constant " "DisplayServer.WINDOW_EVENT_GO_BACK_REQUEST]." msgstr "" #: doc/classes/SceneTree.xml:246 msgid "The current scene." msgstr "" #: doc/classes/SceneTree.xml:249 msgid "" "If [code]true[/code], collision shapes will be visible when running the game " "from the editor for debugging purposes." msgstr "" #: doc/classes/SceneTree.xml:252 msgid "" "If [code]true[/code], navigation polygons will be visible when running the " "game from the editor for debugging purposes." msgstr "" #: doc/classes/SceneTree.xml:255 msgid "The root of the edited scene." msgstr "" #: doc/classes/SceneTree.xml:258 msgid "The default [MultiplayerAPI] instance for this [SceneTree]." msgstr "" #: doc/classes/SceneTree.xml:261 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 "" #: doc/classes/SceneTree.xml:265 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 "" #: doc/classes/SceneTree.xml:268 msgid "" "If [code]true[/code], the [SceneTree] is paused. Doing so will have the " "following behavior:\n" "- 2D and 3D physics will be stopped.\n" "- [method Node._process], [method Node._physics_process] and [method Node." "_input] will not be called anymore in nodes." msgstr "" #: doc/classes/SceneTree.xml:273 msgid "" "If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new " "incoming connections." msgstr "" #: doc/classes/SceneTree.xml:276 msgid "The [SceneTree]'s root [Window]." msgstr "" #: doc/classes/SceneTree.xml:282 msgid "" "Emitted whenever this [SceneTree]'s [member network_peer] successfully " "connected to a server. Only emitted on clients." msgstr "" #: doc/classes/SceneTree.xml:287 msgid "" "Emitted whenever this [SceneTree]'s [member network_peer] fails to establish " "a connection to a server. Only emitted on clients." msgstr "" #: doc/classes/SceneTree.xml:296 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 "" #: doc/classes/SceneTree.xml:301 msgid "" "Emitted immediately before [method Node._process] is called on every node in " "the [SceneTree]." msgstr "" #: doc/classes/SceneTree.xml:308 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 "" #: doc/classes/SceneTree.xml:315 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 "" #: doc/classes/SceneTree.xml:322 msgid "Emitted whenever a node is added to the [SceneTree]." msgstr "" #: doc/classes/SceneTree.xml:329 msgid "" "Emitted when a node's configuration changed. Only emitted in [code]tool[/" "code] mode." msgstr "" #: doc/classes/SceneTree.xml:336 msgid "Emitted whenever a node is removed from the [SceneTree]." msgstr "" #: doc/classes/SceneTree.xml:343 msgid "Emitted whenever a node is renamed." msgstr "" #: doc/classes/SceneTree.xml:348 msgid "" "Emitted immediately before [method Node._physics_process] is called on every " "node in the [SceneTree]." msgstr "" #: doc/classes/SceneTree.xml:353 msgid "" "Emitted whenever this [SceneTree]'s [member network_peer] disconnected from " "server. Only emitted on clients." msgstr "" #: doc/classes/SceneTree.xml:358 msgid "" "Emitted whenever the [SceneTree] hierarchy changed (children being moved or " "renamed, etc.)." msgstr "" #: doc/classes/SceneTree.xml:364 msgid "Call a group with no flags (default)." msgstr "" #: doc/classes/SceneTree.xml:367 msgid "Call a group in reverse scene order." msgstr "" #: doc/classes/SceneTree.xml:370 msgid "Call a group immediately (calls are normally made on idle)." msgstr "" #: doc/classes/SceneTree.xml:373 msgid "Call a group only once even if the call is executed many times." msgstr "" #: doc/classes/SceneTreeTimer.xml:4 msgid "One-shot timer." msgstr "" #: doc/classes/SceneTreeTimer.xml:7 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]" msgstr "" #: doc/classes/SceneTreeTimer.xml:22 msgid "The time remaining." msgstr "" #: doc/classes/SceneTreeTimer.xml:28 doc/classes/Timer.xml:62 msgid "Emitted when the timer reaches 0." msgstr "" #: doc/classes/Script.xml:4 msgid "A class stored as a resource." msgstr "" #: doc/classes/Script.xml:7 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 "" #: doc/classes/Script.xml:11 msgid "" "https://docs.godotengine.org/en/latest/getting_started/step_by_step/" "scripting.html" msgstr "" #: doc/classes/Script.xml:18 msgid "Returns [code]true[/code] if the script can be instanced." msgstr "" #: doc/classes/Script.xml:25 msgid "Returns the script directly inherited by this script." msgstr "" #: doc/classes/Script.xml:32 msgid "Returns the script's base type." msgstr "" #: doc/classes/Script.xml:41 msgid "Returns the default value of the specified property." msgstr "" #: doc/classes/Script.xml:48 msgid "Returns a dictionary containing constant names and their values." msgstr "" #: doc/classes/Script.xml:55 msgid "Returns the list of methods in this [Script]." msgstr "" #: doc/classes/Script.xml:62 msgid "Returns the list of properties in this [Script]." msgstr "" #: doc/classes/Script.xml:69 msgid "Returns the list of user signals defined in this [Script]." msgstr "" #: doc/classes/Script.xml:78 msgid "" "Returns [code]true[/code] if the script, or a base class, defines a signal " "with the given name." msgstr "" #: doc/classes/Script.xml:85 msgid "Returns [code]true[/code] if the script contains non-empty source code." msgstr "" #: doc/classes/Script.xml:94 msgid "" "Returns [code]true[/code] if [code]base_object[/code] is an instance of this " "script." msgstr "" #: doc/classes/Script.xml:101 msgid "" "Returns [code]true[/code] if the script is a tool script. A tool script can " "run in the editor." msgstr "" #: doc/classes/Script.xml:110 msgid "Reloads the script's class implementation. Returns an error code." msgstr "" #: doc/classes/Script.xml:116 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 "" #: doc/classes/ScriptCreateDialog.xml:4 msgid "The Editor's popup dialog for creating new [Script] files." msgstr "" #: doc/classes/ScriptCreateDialog.xml:7 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 Window.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 "" #: doc/classes/ScriptCreateDialog.xml:30 msgid "Prefills required fields to configure the ScriptCreateDialog for use." msgstr "" #: doc/classes/ScriptCreateDialog.xml:43 msgid "Emitted when the user clicks the OK button." msgstr "" #: doc/classes/ScriptEditor.xml:4 msgid "Godot editor's script editor." msgstr "" #: doc/classes/ScriptEditor.xml:7 msgid "" "[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "the singleton using [method EditorInterface.get_script_editor]." msgstr "" #: doc/classes/ScriptEditor.xml:40 msgid "Returns a [Script] that is currently active in editor." msgstr "" #: doc/classes/ScriptEditor.xml:57 msgid "" "Returns an array with all [Script] objects which are currently open in " "editor." msgstr "" #: doc/classes/ScriptEditor.xml:66 msgid "Goes to the specified line in the current script." msgstr "" #: doc/classes/ScriptEditor.xml:85 msgid "" "Emitted when user changed active script. Argument is a freshly activated " "[Script]." msgstr "" #: doc/classes/ScriptEditor.xml:92 msgid "" "Emitted when editor is about to close the active script. Argument is a " "[Script] that is going to be closed." msgstr "" #: doc/classes/ScrollBar.xml:4 msgid "Base class for scroll bars." msgstr "" #: doc/classes/ScrollBar.xml:7 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 "" #: doc/classes/ScrollBar.xml:15 msgid "" "Overrides the step used when clicking increment and decrement buttons or " "when using arrow keys when the [ScrollBar] is focused." msgstr "" #: doc/classes/ScrollBar.xml:23 msgid "Emitted when the scrollbar is being scrolled." msgstr "" #: doc/classes/ScrollContainer.xml:4 msgid "A helper node for displaying scrollable elements such as lists." msgstr "" #: doc/classes/ScrollContainer.xml:7 msgid "" "A ScrollContainer node meant to contain a [Control] child.\n" "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.\n" "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 "" #: doc/classes/ScrollContainer.xml:18 msgid "" "Returns the horizontal scrollbar [HScrollBar] of this [ScrollContainer]." msgstr "" #: doc/classes/ScrollContainer.xml:25 msgid "Returns the vertical scrollbar [VScrollBar] of this [ScrollContainer]." msgstr "" #: doc/classes/ScrollContainer.xml:31 msgid "" "If [code]true[/code], the ScrollContainer will automatically scroll to " "focused children (including indirect children) to make sure they are fully " "visible." msgstr "" #: doc/classes/ScrollContainer.xml:37 doc/classes/TextEdit.xml:453 msgid "The current horizontal scroll value." msgstr "" #: doc/classes/ScrollContainer.xml:40 msgid "If [code]true[/code], enables horizontal scrolling." msgstr "" #: doc/classes/ScrollContainer.xml:43 doc/classes/TextEdit.xml:456 msgid "The current vertical scroll value." msgstr "" #: doc/classes/ScrollContainer.xml:46 msgid "If [code]true[/code], enables vertical scrolling." msgstr "" #: doc/classes/ScrollContainer.xml:52 msgid "Emitted when scrolling stops." msgstr "" #: doc/classes/ScrollContainer.xml:57 msgid "Emitted when scrolling is started." msgstr "" #: doc/classes/ScrollContainer.xml:65 msgid "The background [StyleBox] of the [ScrollContainer]." msgstr "" #: doc/classes/SegmentShape2D.xml:4 msgid "Segment shape for 2D collisions." msgstr "" #: doc/classes/SegmentShape2D.xml:7 msgid "" "Segment shape for 2D collisions. Consists of two points, [code]a[/code] and " "[code]b[/code]." msgstr "" #: doc/classes/SegmentShape2D.xml:15 msgid "The segment's first point position." msgstr "" #: doc/classes/SegmentShape2D.xml:18 msgid "The segment's second point position." msgstr "" #: doc/classes/Semaphore.xml:4 msgid "A synchronization semaphore." msgstr "" #: doc/classes/Semaphore.xml:7 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 "" #: doc/classes/Semaphore.xml:17 msgid "Lowers the [Semaphore], allowing one more thread in." msgstr "" #: doc/classes/Semaphore.xml:24 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:31 msgid "Waits for the [Semaphore], if its value is zero, blocks until non-zero." msgstr "" #: doc/classes/Separator.xml:4 msgid "Base class for separators." msgstr "" #: doc/classes/Separator.xml:7 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 "" #: doc/classes/Shader.xml:4 msgid "A custom shader program." msgstr "" #: doc/classes/Shader.xml:7 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 "" #: doc/classes/Shader.xml:10 doc/classes/ShaderMaterial.xml:10 msgid "https://docs.godotengine.org/en/latest/tutorials/shading/index.html" msgstr "" #: doc/classes/Shader.xml:11 msgid "" "https://docs.godotengine.org/en/latest/tutorials/shading/your_first_shader/" "what_are_shaders.html" msgstr "" #: doc/classes/Shader.xml:20 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 "" #: doc/classes/Shader.xml:28 msgid "" "Returns the shader mode for the shader, either [constant MODE_CANVAS_ITEM], " "[constant MODE_SPATIAL] or [constant MODE_PARTICLES]." msgstr "" #: doc/classes/Shader.xml:37 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 "" #: doc/classes/Shader.xml:49 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 "" #: doc/classes/Shader.xml:56 msgid "" "Returns the shader's code as the user has written it, not the full generated " "code used internally." msgstr "" #: doc/classes/Shader.xml:61 msgid "Mode used to draw all 3D objects." msgstr "" #: doc/classes/Shader.xml:64 msgid "Mode used to draw all 2D objects." msgstr "" #: doc/classes/Shader.xml:67 msgid "" "Mode used to calculate particle information on a per-particle basis. Not " "used for drawing." msgstr "" #: doc/classes/Shader.xml:70 msgid "" "Mode used for drawing skies. Only works with shaders attached to [Sky] " "objects." msgstr "" #: doc/classes/ShaderMaterial.xml:4 msgid "A material that uses a custom [Shader] program." msgstr "" #: doc/classes/ShaderMaterial.xml:7 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." msgstr "" #: doc/classes/ShaderMaterial.xml:19 msgid "" "Returns the current value set for this material of a uniform in the shader." msgstr "" #: doc/classes/ShaderMaterial.xml:28 msgid "" "Returns [code]true[/code] if the property identified by [code]name[/code] " "can be reverted to a default value." msgstr "" #: doc/classes/ShaderMaterial.xml:37 msgid "" "Returns the default value of the material property with given [code]name[/" "code]." msgstr "" #: doc/classes/ShaderMaterial.xml:48 msgid "" "Changes the value set for this material of a uniform in the shader. [b]Note:" "[/b] [code]param[/code] must match the name of the uniform in the code " "exactly." msgstr "" #: doc/classes/ShaderMaterial.xml:54 msgid "The [Shader] program used to render this material." msgstr "" #: doc/classes/Shape2D.xml:4 msgid "Base class for all 2D shapes." msgstr "" #: doc/classes/Shape2D.xml:7 msgid "Base class for all 2D shapes. All 2D shape types inherit from this." msgstr "" #: doc/classes/Shape2D.xml:23 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 "" #: doc/classes/Shape2D.xml:37 msgid "" "Returns a list of the points where this shape touches another. If there are " "no collisions the list is empty.\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:55 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 "" #: doc/classes/Shape2D.xml:73 msgid "" "Returns a list of the points where this shape would touch another, if a " "given movement was applied. If there are no collisions the list is empty.\n" "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 "" #: doc/classes/Shape2D.xml:85 msgid "" "Draws a solid shape onto a [CanvasItem] with the [RenderingServer] API " "filled with the specified [code]color[/code]. The exact drawing method is " "specific for each shape and cannot be configured." msgstr "" #: doc/classes/Shape2D.xml:91 msgid "The shape's custom solver bias." msgstr "" #: doc/classes/Shape3D.xml:4 msgid "Base class for all 3D shape resources." msgstr "" #: doc/classes/Shape3D.xml:7 msgid "" "Base class for all 3D shape resources. Nodes that inherit from this can be " "used as shapes for a [PhysicsBody3D] or [Area3D] objects." msgstr "" #: doc/classes/ShortCut.xml:4 msgid "A shortcut for binding input." msgstr "" #: doc/classes/ShortCut.xml:7 msgid "" "A shortcut for binding input.\n" "Shortcuts are commonly used for interacting with a [Control] element from a " "[InputEvent]." msgstr "" #: doc/classes/ShortCut.xml:17 msgid "Returns the shortcut's [InputEvent] as a [String]." msgstr "" #: doc/classes/ShortCut.xml:26 msgid "" "Returns [code]true[/code] if the shortcut's [InputEvent] equals [code]event[/" "code]." msgstr "" #: doc/classes/ShortCut.xml:33 msgid "If [code]true[/code], this shortcut is valid." msgstr "" #: doc/classes/ShortCut.xml:39 msgid "" "The shortcut's [InputEvent].\n" "Generally the [InputEvent] is a keyboard key, though it can be any " "[InputEvent]." msgstr "" #: doc/classes/Signal.xml:4 msgid "Class representing a signal defined in an object." msgstr "" #: doc/classes/Signal.xml:19 msgid "" "Creates a new signal named [code]signal_name[/code] in the given object." msgstr "" #: doc/classes/Signal.xml:32 msgid "" "Connects this signal to the specified [Callable], optionally providing binds " "and connection flags." msgstr "" #: doc/classes/Signal.xml:41 msgid "Disconnects this signal from the specified [Callable]." msgstr "" #: doc/classes/Signal.xml:48 msgid "Emits this signal to all connected objects." msgstr "" #: doc/classes/Signal.xml:55 msgid "Returns the list of [Callable]s connected to this signal." msgstr "" #: doc/classes/Signal.xml:62 msgid "Returns the name of this signal." msgstr "" #: doc/classes/Signal.xml:69 msgid "Returns the object emitting this signal." msgstr "" #: doc/classes/Signal.xml:76 msgid "" "Returns the ID of the object emitting this signal (see [method Object." "get_instance_id])." msgstr "" #: doc/classes/Signal.xml:85 msgid "" "Returns [code]true[/code] if the specified [Callable] is connected to this " "signal." msgstr "" #: doc/classes/Skeleton2D.xml:4 msgid "Skeleton for 2D characters and animated objects." msgstr "" #: doc/classes/Skeleton2D.xml:7 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 "" #: doc/classes/Skeleton2D.xml:10 msgid "" "https://docs.godotengine.org/en/latest/tutorials/animation/2d_skeletons.html" msgstr "" #: doc/classes/Skeleton2D.xml:19 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 "" #: doc/classes/Skeleton2D.xml:26 msgid "" "Returns the number of [Bone2D] nodes in the node hierarchy parented by " "Skeleton2D." msgstr "" #: doc/classes/Skeleton2D.xml:33 msgid "Returns the [RID] of a Skeleton2D instance." msgstr "" #: doc/classes/Skeleton3D.xml:4 msgid "Skeleton for characters and animated objects." msgstr "" #: doc/classes/Skeleton3D.xml:7 msgid "" "Skeleton3D 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 "" #: doc/classes/Skeleton3D.xml:20 msgid "" "Adds a bone, with name [code]name[/code]. [method get_bone_count] will " "become the bone index." msgstr "" #: doc/classes/Skeleton3D.xml:31 doc/classes/Skeleton3D.xml:141 #: doc/classes/Skeleton3D.xml:289 msgid "[i]Deprecated soon.[/i]" msgstr "" #: doc/classes/Skeleton3D.xml:40 msgid "" "Takes the given bone pose/transform and converts it to a world transform, " "relative to the [Skeleton3D] node.\n" "This is useful for using the bone transform in calculations with transforms " "from [Node3D]-based nodes." msgstr "" #: doc/classes/Skeleton3D.xml:48 msgid "Clear all the bones in this skeleton." msgstr "" #: doc/classes/Skeleton3D.xml:55 msgid "Removes the global pose override on all bones in the skeleton." msgstr "" #: doc/classes/Skeleton3D.xml:64 msgid "Returns the bone index that matches [code]name[/code] as its name." msgstr "" #: doc/classes/Skeleton3D.xml:71 msgid "Returns the amount of bones in the skeleton." msgstr "" #: doc/classes/Skeleton3D.xml:80 msgid "" "Returns the custom pose of the specified bone. Custom pose is applied on top " "of the rest pose." msgstr "" #: doc/classes/Skeleton3D.xml:89 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 "" #: doc/classes/Skeleton3D.xml:98 msgid "Returns the name of the bone at index [code]index[/code]." msgstr "" #: doc/classes/Skeleton3D.xml:107 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 "" #: doc/classes/Skeleton3D.xml:117 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 "" #: doc/classes/Skeleton3D.xml:132 msgid "Returns the rest transform for a bone [code]bone_idx[/code]." msgstr "" #: doc/classes/Skeleton3D.xml:150 #, fuzzy msgid "" "Returns whether the bone rest for the bone at [code]bone_idx[/code] is " "disabled." msgstr "Devuelve el número de efectos en el bus en [code]bus_idx[/code]." #: doc/classes/Skeleton3D.xml:157 msgid "Returns all bones in the skeleton to their rest poses." msgstr "" #: doc/classes/Skeleton3D.xml:166 msgid "" "Adds a collision exception to the physical bone.\n" "Works just like the [RigidBody3D] node." msgstr "" #: doc/classes/Skeleton3D.xml:176 msgid "" "Removes a collision exception to the physical bone.\n" "Works just like the [RigidBody3D] node." msgstr "" #: doc/classes/Skeleton3D.xml:186 msgid "" "Tells the [PhysicalBone3D] nodes in the Skeleton to start simulating and " "reacting to the physics world.\n" "Optionally, a list of bone names can be passed-in, allowing only the passed-" "in bones to be simulated." msgstr "" #: doc/classes/Skeleton3D.xml:194 msgid "Tells the [PhysicalBone3D] nodes in the Skeleton to stop simulating." msgstr "" #: doc/classes/Skeleton3D.xml:203 msgid "Binds the given Skin to the Skeleton." msgstr "" #: doc/classes/Skeleton3D.xml:214 msgid "" "Sets the custom pose transform, [code]custom_pose[/code], for the bone at " "[code]bone_idx[/code]. This pose is an addition to the bone rest pose.\n" "[b]Note[/b]: The pose transform needs to be in bone space. Use [method " "world_transform_to_bone_transform] to convert a world transform, like one " "you can get from a [Node3D], to bone space." msgstr "" #: doc/classes/Skeleton3D.xml:226 #, fuzzy msgid "" "Disables the rest pose for the bone at [code]bone_idx[/code] if [code]true[/" "code], enables the bone rest if [code]false[/code]." msgstr "" "Conecta la salida del bus en [code]bus_idx[/code] al bus llamado [code]send[/" "code]." #: doc/classes/Skeleton3D.xml:241 msgid "" "Sets the global pose transform, [code]pose[/code], for the bone at " "[code]bone_idx[/code].\n" "[code]amount[/code] is the interpolation strengh that will be used when " "applying the pose, and [code]persistent[/code] determines if the applied " "pose will remain.\n" "[b]Note[/b]: The pose transform needs to be in bone space. Use [method " "world_transform_to_bone_transform] to convert a world transform, like one " "you can get from a [Node3D], to bone space." msgstr "" #: doc/classes/Skeleton3D.xml:254 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 "" #: doc/classes/Skeleton3D.xml:266 msgid "" "Returns the pose transform for bone [code]bone_idx[/code].\n" "[b]Note[/b]: The pose transform needs to be in bone space. Use [method " "world_transform_to_bone_transform] to convert a world transform, like one " "you can get from a [Node3D], to bone space." msgstr "" #: doc/classes/Skeleton3D.xml:278 msgid "Sets the rest transform for bone [code]bone_idx[/code]." msgstr "" #: doc/classes/Skeleton3D.xml:298 msgid "" "Unparents the bone at [code]bone_idx[/code] and sets its rest position to " "that of it's parent prior to being reset." msgstr "" #: doc/classes/Skeleton3D.xml:307 msgid "" "Takes the given world transform, relative to the [Skeleton3D], and converts " "it to a bone pose/transform.\n" "This is useful for using setting bone poses using transforms from [Node3D]-" "based nodes." msgstr "" #: doc/classes/Sky.xml:4 msgid "Background that uses a [Material] to draw a sky." msgstr "" #: doc/classes/Sky.xml:7 msgid "" "The [Sky] class uses a [Material] to draw the background and update the " "reflection/radiance cubemaps." msgstr "" #: doc/classes/Sky.xml:15 msgid "" "Sets the method for generating the radiance map from the sky. The radiance " "map is a cubemap with increasingly blurry versions of the sky corresponding " "to different levels of roughness. Radiance maps can be expensive to " "calculate. See [enum ProcessMode] for options." msgstr "" #: doc/classes/Sky.xml:18 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] Some hardware will have trouble with higher radiance sizes, " "especially [constant RADIANCE_SIZE_512] and above. Only use such high values " "on high-end hardware." msgstr "" #: doc/classes/Sky.xml:23 msgid "" "[Material] used to draw the background. Can be [PanoramaSkyMaterial], " "[ProceduralSkyMaterial], [PhysicalSkyMaterial], or even a [ShaderMaterial] " "if you want to use your own custom shader." msgstr "" #: doc/classes/Sky.xml:28 msgid "Radiance texture size is 32×32 pixels." msgstr "" #: doc/classes/Sky.xml:31 msgid "Radiance texture size is 64×64 pixels." msgstr "" #: doc/classes/Sky.xml:34 msgid "Radiance texture size is 128×128 pixels." msgstr "" #: doc/classes/Sky.xml:37 msgid "Radiance texture size is 256×256 pixels." msgstr "" #: doc/classes/Sky.xml:40 msgid "Radiance texture size is 512×512 pixels." msgstr "" #: doc/classes/Sky.xml:43 msgid "Radiance texture size is 1024×1024 pixels." msgstr "" #: doc/classes/Sky.xml:46 msgid "Radiance texture size is 2048×2048 pixels." msgstr "" #: doc/classes/Sky.xml:49 msgid "Represents the size of the [enum RadianceSize] enum." msgstr "" #: doc/classes/Sky.xml:52 msgid "" "Uses high quality importance sampling to process the radiance map. In " "general, this results in much higher quality than [constant " "PROCESS_MODE_REALTIME] but takes much longer to generate. This should not be " "used if you plan on changing the sky at runtime. If you are finding that the " "reflection is not blurry enough and is showing sparkles or fireflies, try " "increasing [member ProjectSettings.rendering/quality/reflections/" "ggx_samples]." msgstr "" #: doc/classes/Sky.xml:55 msgid "" "Uses the fast filtering algorithm to process the radiance map. In general " "this results in lower quality, but substantially faster run times.\n" "[b]Note:[/b] The fast filtering algorithm is limited to 256x256 cubemaps, so " "[member radiance_size] must be set to [constant RADIANCE_SIZE_256]." msgstr "" #: doc/classes/Slider.xml:4 doc/classes/Slider.xml:7 msgid "Base class for GUI sliders." msgstr "" #: doc/classes/Slider.xml:15 msgid "" "If [code]true[/code], the slider can be interacted with. If [code]false[/" "code], the value can be changed only by code." msgstr "" #: doc/classes/Slider.xml:19 msgid "If [code]true[/code], the value can be changed using the mouse wheel." msgstr "" #: doc/classes/Slider.xml:23 msgid "" "Number of ticks displayed on the slider, including border ticks. Ticks are " "uniformly-distributed value markers." msgstr "" #: doc/classes/Slider.xml:26 msgid "" "If [code]true[/code], the slider will display ticks for minimum and maximum " "values." msgstr "" #: doc/classes/SliderJoint3D.xml:4 msgid "Piston kind of slider between two bodies in 3D." msgstr "" #: doc/classes/SliderJoint3D.xml:7 msgid "Slides across the X axis of the pivot object." msgstr "" #: doc/classes/SliderJoint3D.xml:33 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 "" #: doc/classes/SliderJoint3D.xml:40 msgid "" "The amount of restitution of the rotation when the limit is surpassed.\n" "Does not affect damping." msgstr "" #: doc/classes/SliderJoint3D.xml:44 msgid "" "A factor applied to the all rotation once the limit is surpassed.\n" "Makes all rotation slower when between 0 and 1." msgstr "" #: doc/classes/SliderJoint3D.xml:57 doc/classes/SliderJoint3D.xml:152 msgid "A factor applied to the all rotation in the limits." msgstr "" #: doc/classes/SliderJoint3D.xml:66 doc/classes/SliderJoint3D.xml:161 msgid "" "A factor applied to the all rotation across axes orthogonal to the slider." msgstr "" #: doc/classes/SliderJoint3D.xml:69 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 "" #: doc/classes/SliderJoint3D.xml:75 msgid "" "The amount of restitution once the limits are surpassed. The lower, the more " "velocity-energy gets lost." msgstr "" #: doc/classes/SoftBody3D.xml:4 msgid "A soft mesh physics body." msgstr "" #: doc/classes/SoftBody3D.xml:7 msgid "" "A deformable physics body. Used to create elastic or deformable objects such " "as cloth, rubber, or other flexible materials." msgstr "" #: doc/classes/SoftBody3D.xml:10 msgid "https://docs.godotengine.org/en/latest/tutorials/physics/soft_body.html" msgstr "" #: doc/classes/SoftBody3D.xml:83 msgid "" "The physics layers this SoftBody3D 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." msgstr "" #: doc/classes/SoftBody3D.xml:88 msgid "The physics layers this SoftBody3D scans for collisions." msgstr "" #: doc/classes/SoftBody3D.xml:97 msgid "" "[NodePath] to a [CollisionObject3D] this SoftBody3D should avoid clipping." msgstr "" #: doc/classes/SoftBody3D.xml:104 msgid "If [code]true[/code], the [SoftBody3D] will respond to [RayCast3D]s." msgstr "" #: doc/classes/SoftBody3D.xml:107 msgid "" "Increasing this value will improve the resulting simulation, but can affect " "performance. Use with care." msgstr "" #: doc/classes/SoftBody3D.xml:110 msgid "The SoftBody3D's mass." msgstr "" #: doc/classes/SphereMesh.xml:4 doc/classes/SphereMesh.xml:7 msgid "Class representing a spherical [PrimitiveMesh]." msgstr "" #: doc/classes/SphereMesh.xml:15 msgid "Full height of the sphere." msgstr "" #: doc/classes/SphereMesh.xml:18 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 "" #: doc/classes/SphereMesh.xml:22 msgid "Number of radial segments on the sphere." msgstr "" #: doc/classes/SphereMesh.xml:25 msgid "Radius of sphere." msgstr "" #: doc/classes/SphereMesh.xml:28 msgid "Number of segments along the height of the sphere." msgstr "" #: doc/classes/SphereShape3D.xml:4 msgid "Sphere shape for 3D collisions." msgstr "" #: doc/classes/SphereShape3D.xml:7 msgid "" "Sphere shape for 3D collisions, which can be set into a [PhysicsBody3D] or " "[Area3D]. This shape is useful for modeling sphere-like 3D objects." msgstr "" #: doc/classes/SphereShape3D.xml:15 msgid "The sphere's radius. The shape's diameter is double the radius." msgstr "" #: doc/classes/SpinBox.xml:4 msgid "Numerical input text field." msgstr "" #: doc/classes/SpinBox.xml:7 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]." msgstr "" #: doc/classes/SpinBox.xml:26 msgid "Applies the current value of this [SpinBox]." msgstr "" #: doc/classes/SpinBox.xml:33 msgid "" "Returns the [LineEdit] instance from this [SpinBox]. You can use it to " "access properties and methods of [LineEdit]." msgstr "" #: doc/classes/SpinBox.xml:39 msgid "Sets the text alignment of the [SpinBox]." msgstr "" #: doc/classes/SpinBox.xml:42 msgid "" "If [code]true[/code], the [SpinBox] will be editable. Otherwise, it will be " "read only." msgstr "" #: doc/classes/SpinBox.xml:45 msgid "" "Adds the specified [code]prefix[/code] string before the numerical value of " "the [SpinBox]." msgstr "" #: doc/classes/SpinBox.xml:48 msgid "" "Adds the specified [code]suffix[/code] string after the numerical value of " "the [SpinBox]." msgstr "" #: doc/classes/SpinBox.xml:55 msgid "Sets a custom [Texture2D] for up and down arrows of the [SpinBox]." msgstr "" #: doc/classes/SplitContainer.xml:4 msgid "Container for splitting and adjusting." msgstr "" #: doc/classes/SplitContainer.xml:7 msgid "" "Container for splitting two [Control]s vertically or horizontally, with a " "grabber that allows adjusting the split offset or ratio." msgstr "" #: doc/classes/SplitContainer.xml:16 msgid "" "Clamps the [member split_offset] value to not go outside the currently " "possible minimal and maximum values." msgstr "" #: doc/classes/SplitContainer.xml:22 msgid "" "If [code]true[/code], the area of the first [Control] will be collapsed and " "the dragger will be disabled." msgstr "" #: doc/classes/SplitContainer.xml:25 msgid "" "Determines the dragger's visibility. See [enum DraggerVisibility] for " "details." msgstr "" #: doc/classes/SplitContainer.xml:28 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 "" #: doc/classes/SplitContainer.xml:36 msgid "Emitted when the dragger is dragged by user." msgstr "" #: doc/classes/SplitContainer.xml:42 msgid "The split dragger is visible when the cursor hovers it." msgstr "" #: doc/classes/SplitContainer.xml:45 msgid "The split dragger is never visible." msgstr "" #: doc/classes/SplitContainer.xml:48 msgid "The split dragger is never visible and its space collapsed." msgstr "" #: doc/classes/SpotLight3D.xml:4 msgid "A spotlight, such as a reflector spotlight or a lantern." msgstr "" #: doc/classes/SpotLight3D.xml:7 msgid "" "A Spotlight is a type of [Light3D] 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 [Light3D]." msgstr "" #: doc/classes/SpotLight3D.xml:18 msgid "The spotlight's angle in degrees." msgstr "" #: doc/classes/SpotLight3D.xml:21 msgid "The spotlight's angular attenuation curve." msgstr "" #: doc/classes/SpotLight3D.xml:24 msgid "The spotlight's light energy attenuation curve." msgstr "" #: doc/classes/SpotLight3D.xml:27 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." msgstr "" #: doc/classes/SpringArm3D.xml:4 msgid "A helper node, mostly used in 3rd person cameras." msgstr "" #: doc/classes/SpringArm3D.xml:7 msgid "" "The SpringArm3D 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 SpringArm3D 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 SpringArm3D as a camera controller for your player, you might " "need to exclude the player's collider from the SpringArm3D's collision check." msgstr "" #: doc/classes/SpringArm3D.xml:21 msgid "" "Adds the [PhysicsBody3D] object with the given [RID] to the list of " "[PhysicsBody3D] objects excluded from the collision check." msgstr "" #: doc/classes/SpringArm3D.xml:28 msgid "" "Clears the list of [PhysicsBody3D] objects excluded from the collision check." msgstr "" #: doc/classes/SpringArm3D.xml:35 msgid "" "Returns the proportion between the current arm length (after checking for " "collisions) and the [member spring_length]. Ranges from 0 to 1." msgstr "" #: doc/classes/SpringArm3D.xml:44 msgid "" "Removes the given [RID] from the list of [PhysicsBody3D] objects excluded " "from the collision check." msgstr "" #: doc/classes/SpringArm3D.xml:50 msgid "The layers against which the collision check shall be done." msgstr "" #: doc/classes/SpringArm3D.xml:53 msgid "" "When the collision check is made, a candidate length for the SpringArm3D is " "given.\n" "The margin is then subtracted to this length and the translation is applied " "to the child objects of the SpringArm3D.\n" "This margin is useful for when the SpringArm3D has a [Camera3D] as a child " "node: without the margin, the [Camera3D] would be placed on the exact point " "of collision, while with the margin the [Camera3D] would be placed close to " "the point of collision." msgstr "" #: doc/classes/SpringArm3D.xml:58 msgid "" "The [Shape3D] to use for the SpringArm3D.\n" "When the shape is set, the SpringArm3D will cast the [Shape3D] on its z axis " "instead of performing a ray cast." msgstr "" #: doc/classes/SpringArm3D.xml:62 msgid "" "The maximum extent of the SpringArm3D. This is used as a length for both the " "ray and the shape cast used internally to calculate the desired position of " "the SpringArm3D's child nodes.\n" "To know more about how to perform a shape cast or a ray cast, please consult " "the [PhysicsDirectSpaceState3D] documentation." msgstr "" #: doc/classes/Sprite2D.xml:4 msgid "General-purpose sprite node." msgstr "" #: doc/classes/Sprite2D.xml:7 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 "" #: doc/classes/Sprite2D.xml:16 msgid "" "Returns a [Rect2] representing the Sprite2D's boundary in local coordinates. " "Can be used to detect if the Sprite2D 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 "" #: doc/classes/Sprite2D.xml:31 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 "" #: doc/classes/Sprite2D.xml:38 msgid "If [code]true[/code], texture is centered." msgstr "" #: doc/classes/Sprite2D.xml:47 doc/classes/Sprite3D.xml:16 msgid "" "Current frame to display from sprite sheet. [member vframes] or [member " "hframes] must be greater than 1." msgstr "" #: doc/classes/Sprite2D.xml:50 doc/classes/Sprite3D.xml:19 msgid "" "Coordinates of the frame to display from sprite sheet. This is as an alias " "for the [member frame] property. [member vframes] or [member hframes] must " "be greater than 1." msgstr "" #: doc/classes/Sprite2D.xml:53 doc/classes/Sprite3D.xml:22 msgid "The number of columns in the sprite sheet." msgstr "" #: doc/classes/Sprite2D.xml:56 msgid "" "The normal map gives depth to the Sprite2D.\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 "" #: doc/classes/Sprite2D.xml:63 msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See " "[member region_rect]." msgstr "" #: doc/classes/Sprite2D.xml:66 msgid "If [code]true[/code], the outermost pixels get blurred out." msgstr "" #: doc/classes/Sprite2D.xml:69 doc/classes/Sprite3D.xml:28 msgid "" "The region of the atlas texture to display. [member region_enabled] must be " "[code]true[/code]." msgstr "" #: doc/classes/Sprite2D.xml:72 msgid "Strength of the specular light effect of this [Sprite2D]." msgstr "" #: doc/classes/Sprite2D.xml:78 msgid "The specular map is used for more control on the shininess effect." msgstr "" #: doc/classes/Sprite2D.xml:81 doc/classes/Sprite3D.xml:31 msgid "[Texture2D] object to draw." msgstr "" #: doc/classes/Sprite2D.xml:84 doc/classes/Sprite3D.xml:34 msgid "The number of rows in the sprite sheet." msgstr "" #: doc/classes/Sprite2D.xml:90 doc/classes/Sprite3D.xml:40 msgid "Emitted when the [member frame] changes." msgstr "" #: doc/classes/Sprite2D.xml:95 msgid "Emitted when the [member texture] changes." msgstr "" #: doc/classes/Sprite3D.xml:4 msgid "2D sprite node in a 3D world." msgstr "" #: doc/classes/Sprite3D.xml:7 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.\n" "[b]Note:[/b] There are [url=https://github.com/godotengine/godot/" "issues/20855]known performance issues[/url] when using [Sprite3D]. Consider " "using a [MeshInstance3D] with a [QuadMesh] as the mesh instead. You can " "still have billboarding by enabling billboard properties in the QuadMesh's " "[StandardMaterial3D]." msgstr "" #: doc/classes/Sprite3D.xml:25 msgid "" "If [code]true[/code], texture will be cut from a larger atlas texture. See " "[member region_rect]." msgstr "" #: doc/classes/SpriteBase3D.xml:4 msgid "2D sprite node in 3D environment." msgstr "" #: doc/classes/SpriteBase3D.xml:7 msgid "A node that displays 2D texture information in a 3D environment." msgstr "" #: doc/classes/SpriteBase3D.xml:31 msgid "Returns the rectangle representing this sprite." msgstr "" #: doc/classes/SpriteBase3D.xml:42 msgid "If [code]true[/code], the specified flag will be enabled." msgstr "" #: doc/classes/SpriteBase3D.xml:50 msgid "The direction in which the front of the texture faces." msgstr "" #: doc/classes/SpriteBase3D.xml:58 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 "" #: doc/classes/SpriteBase3D.xml:67 msgid "" "A color value that gets multiplied on, could be used for mood-coloring or to " "simulate the color of light." msgstr "" #: doc/classes/SpriteBase3D.xml:73 msgid "" "The objects visibility on a scale from [code]0[/code] fully invisible to " "[code]1[/code] fully visible." msgstr "" #: doc/classes/SpriteBase3D.xml:76 msgid "The size of one pixel's width on the sprite to scale it in 3D." msgstr "" #: doc/classes/SpriteBase3D.xml:79 msgid "" "If [code]true[/code], the [Light3D] in the [Environment] has effects on the " "sprite." msgstr "" #: doc/classes/SpriteBase3D.xml:82 msgid "" "If [code]true[/code], the texture's transparency and the opacity are used to " "make those parts of the sprite invisible." msgstr "" #: doc/classes/SpriteBase3D.xml:87 msgid "" "If set, the texture's transparency and the opacity are used to make those " "parts of the sprite invisible." msgstr "" #: doc/classes/SpriteBase3D.xml:90 msgid "If set, lights in the environment affect the sprite." msgstr "" #: doc/classes/SpriteBase3D.xml:93 msgid "" "If set, texture can be seen from the back as well, if not, it is invisible " "when looking at it from behind." msgstr "" #: doc/classes/SpriteBase3D.xml:96 msgid "Represents the size of the [enum DrawFlags] enum." msgstr "" #: doc/classes/SpriteFrames.xml:4 msgid "Sprite frame library for AnimatedSprite2D." msgstr "" #: doc/classes/SpriteFrames.xml:7 msgid "" "Sprite frame library for [AnimatedSprite2D]. Contains frames and animation " "data for playback." msgstr "" #: doc/classes/SpriteFrames.xml:18 msgid "Adds a new animation to the library." msgstr "" #: doc/classes/SpriteFrames.xml:31 msgid "Adds a frame to the given animation." msgstr "" #: doc/classes/SpriteFrames.xml:40 msgid "Removes all frames from the given animation." msgstr "" #: doc/classes/SpriteFrames.xml:47 msgid "Removes all animations. A \"default\" animation will be created." msgstr "" #: doc/classes/SpriteFrames.xml:56 msgid "If [code]true[/code], the given animation will loop." msgstr "" #: doc/classes/SpriteFrames.xml:63 msgid "" "Returns an array containing the names associated to each animation. Values " "are placed in alphabetical order." msgstr "" #: doc/classes/SpriteFrames.xml:72 doc/classes/SpriteFrames.xml:154 msgid "The animation's speed in frames per second." msgstr "" #: doc/classes/SpriteFrames.xml:83 msgid "Returns the animation's selected frame." msgstr "" #: doc/classes/SpriteFrames.xml:92 msgid "Returns the number of frames in the animation." msgstr "" #: doc/classes/SpriteFrames.xml:101 msgid "If [code]true[/code], the named animation exists." msgstr "" #: doc/classes/SpriteFrames.xml:110 msgid "Removes the given animation." msgstr "" #: doc/classes/SpriteFrames.xml:121 msgid "Removes the animation's selected frame." msgstr "" #: doc/classes/SpriteFrames.xml:132 msgid "Changes the animation's name to [code]newname[/code]." msgstr "" #: doc/classes/SpriteFrames.xml:143 msgid "If [code]true[/code], the animation will loop." msgstr "" #: doc/classes/SpriteFrames.xml:167 msgid "Sets the texture of the given frame." msgstr "" #: doc/classes/SpriteFrames.xml:173 msgid "Compatibility property, always equals to an empty array." msgstr "" #: doc/classes/StaticBody2D.xml:4 msgid "Static body for 2D physics." msgstr "" #: doc/classes/StaticBody2D.xml:7 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 "" #: doc/classes/StaticBody2D.xml:16 msgid "" "The body's constant angular velocity. This does not rotate the body, but " "affects colliding bodies, as if it were rotating." msgstr "" #: doc/classes/StaticBody2D.xml:19 msgid "" "The body's constant linear velocity. This does not move the body, but " "affects colliding bodies, as if it were moving." msgstr "" #: doc/classes/StaticBody3D.xml:4 msgid "Static body for 3D physics." msgstr "" #: doc/classes/StaticBody3D.xml:7 msgid "" "Static body for 3D physics. A static body is a simple body that is not " "intended to move. In contrast to [RigidBody3D], 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 "" #: doc/classes/StaticBody3D.xml:16 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 "" #: doc/classes/StaticBody3D.xml:19 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 "" #: doc/classes/StreamPeer.xml:4 msgid "Abstraction and base class for stream-based protocols." msgstr "" #: doc/classes/StreamPeer.xml:7 msgid "" "StreamPeer is an abstraction and base class for stream-based protocols (such " "as TCP or UNIX sockets). It provides an API for sending and receiving data " "through streams as raw data or strings." msgstr "" #: doc/classes/StreamPeer.xml:16 msgid "Gets a signed 16-bit value from the stream." msgstr "" #: doc/classes/StreamPeer.xml:23 msgid "Gets a signed 32-bit value from the stream." msgstr "" #: doc/classes/StreamPeer.xml:30 msgid "Gets a signed 64-bit value from the stream." msgstr "" #: doc/classes/StreamPeer.xml:37 msgid "Gets a signed byte from the stream." msgstr "" #: doc/classes/StreamPeer.xml:44 msgid "Returns the amount of bytes this [StreamPeer] has available." msgstr "" #: doc/classes/StreamPeer.xml:53 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 "" #: doc/classes/StreamPeer.xml:60 msgid "Gets a double-precision float from the stream." msgstr "" #: doc/classes/StreamPeer.xml:67 msgid "Gets a single-precision float from the stream." msgstr "" #: doc/classes/StreamPeer.xml:76 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 "" #: doc/classes/StreamPeer.xml:85 msgid "" "Gets a 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 "" #: doc/classes/StreamPeer.xml:92 msgid "Gets an unsigned 16-bit value from the stream." msgstr "" #: doc/classes/StreamPeer.xml:99 msgid "Gets an unsigned 32-bit value from the stream." msgstr "" #: doc/classes/StreamPeer.xml:106 msgid "Gets an unsigned 64-bit value from the stream." msgstr "" #: doc/classes/StreamPeer.xml:113 msgid "Gets an unsigned byte from the stream." msgstr "" #: doc/classes/StreamPeer.xml:122 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 "" #: doc/classes/StreamPeer.xml:131 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 "" #: doc/classes/StreamPeer.xml:141 msgid "Puts a signed 16-bit value into the stream." msgstr "" #: doc/classes/StreamPeer.xml:150 msgid "Puts a signed 32-bit value into the stream." msgstr "" #: doc/classes/StreamPeer.xml:159 msgid "Puts a signed 64-bit value into the stream." msgstr "" #: doc/classes/StreamPeer.xml:168 msgid "Puts a signed byte into the stream." msgstr "" #: doc/classes/StreamPeer.xml:177 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 "" #: doc/classes/StreamPeer.xml:186 msgid "Puts a double-precision float into the stream." msgstr "" #: doc/classes/StreamPeer.xml:195 msgid "Puts a single-precision float into the stream." msgstr "" #: doc/classes/StreamPeer.xml:204 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 "" #: doc/classes/StreamPeer.xml:213 msgid "" "Puts a zero-terminated ASCII string into the stream prepended by a 32-bit " "unsigned integer representing its size.\n" "Note: 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 "" #: doc/classes/StreamPeer.xml:226 msgid "Puts an unsigned 16-bit value into the stream." msgstr "" #: doc/classes/StreamPeer.xml:235 msgid "Puts an unsigned 32-bit value into the stream." msgstr "" #: doc/classes/StreamPeer.xml:244 msgid "Puts an unsigned 64-bit value into the stream." msgstr "" #: doc/classes/StreamPeer.xml:253 msgid "Puts an unsigned byte into the stream." msgstr "" #: doc/classes/StreamPeer.xml:262 msgid "" "Puts a zero-terminated UTF-8 string into the stream prepended by a 32 bits " "unsigned integer representing its size.\n" "Note: 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 "" #: doc/classes/StreamPeer.xml:277 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 "" #: doc/classes/StreamPeer.xml:283 msgid "" "If [code]true[/code], this [StreamPeer] will using big-endian format for " "encoding and decoding." msgstr "" #: doc/classes/StreamPeerSSL.xml:4 msgid "SSL stream peer." msgstr "" #: doc/classes/StreamPeerSSL.xml:7 msgid "" "SSL stream peer. This object can be used to connect to an SSL server or " "accept a single SSL client connection." msgstr "" #: doc/classes/StreamPeerSSL.xml:25 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 "" #: doc/classes/StreamPeerSSL.xml:40 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 "" #: doc/classes/StreamPeerSSL.xml:48 doc/classes/StreamPeerTCP.xml:27 msgid "Disconnects from host." msgstr "" #: doc/classes/StreamPeerSSL.xml:62 msgid "" "Poll the connection to check for incoming bytes. Call this right before " "[method StreamPeer.get_available_bytes] for it to work properly." msgstr "" #: doc/classes/StreamPeerSSL.xml:72 msgid "A status representing a [StreamPeerSSL] that is disconnected." msgstr "" #: doc/classes/StreamPeerSSL.xml:75 msgid "A status representing a [StreamPeerSSL] during handshaking." msgstr "" #: doc/classes/StreamPeerSSL.xml:78 msgid "A status representing a [StreamPeerSSL] that is connected to a host." msgstr "" #: doc/classes/StreamPeerSSL.xml:81 msgid "A status representing a [StreamPeerSSL] in error state." msgstr "" #: doc/classes/StreamPeerSSL.xml:84 msgid "" "An error status that shows a mismatch in the SSL certificate domain " "presented by the host and the domain requested for validation." msgstr "" #: doc/classes/StreamPeerTCP.xml:4 msgid "TCP stream peer." msgstr "" #: doc/classes/StreamPeerTCP.xml:7 msgid "" "TCP stream peer. This object can be used to connect to TCP servers, or also " "is returned by a TCP server." msgstr "" #: doc/classes/StreamPeerTCP.xml:20 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 "" #: doc/classes/StreamPeerTCP.xml:34 msgid "Returns the IP of this peer." msgstr "" #: doc/classes/StreamPeerTCP.xml:41 msgid "Returns the port of this peer." msgstr "" #: doc/classes/StreamPeerTCP.xml:48 msgid "Returns the status of the connection, see [enum Status]." msgstr "" #: doc/classes/StreamPeerTCP.xml:55 msgid "" "Returns [code]true[/code] if this peer is currently connected to a host, " "[code]false[/code] otherwise." msgstr "" #: doc/classes/StreamPeerTCP.xml:64 msgid "" "Disables Nagle's algorithm to improve latency for small packets.\n" "[b]Note:[/b] For applications that send large packets or need to transfer a " "lot of data, this can decrease the total available bandwidth." msgstr "" #: doc/classes/StreamPeerTCP.xml:71 msgid "" "The initial status of the [StreamPeerTCP]. This is also the status after " "disconnecting." msgstr "" #: doc/classes/StreamPeerTCP.xml:74 msgid "A status representing a [StreamPeerTCP] that is connecting to a host." msgstr "" #: doc/classes/StreamPeerTCP.xml:77 msgid "A status representing a [StreamPeerTCP] that is connected to a host." msgstr "" #: doc/classes/StreamPeerTCP.xml:80 msgid "A status representing a [StreamPeerTCP] in error state." msgstr "" #: doc/classes/StreamTexture2D.xml:4 msgid "A [code].stex[/code] texture." msgstr "" #: doc/classes/StreamTexture2D.xml:7 msgid "A texture that is loaded from a [code].stex[/code] file." msgstr "" #: doc/classes/StreamTexture2D.xml:18 msgid "Loads the texture from the given path." msgstr "" #: doc/classes/StreamTexture2D.xml:24 msgid "The StreamTexture's file path to a [code].stex[/code] file." msgstr "" #: doc/classes/String.xml:4 msgid "Built-in string class." msgstr "" #: doc/classes/String.xml:7 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 "" #: doc/classes/String.xml:10 msgid "" "https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/" "gdscript_format_string.html" msgstr "" #: doc/classes/String.xml:19 msgid "Constructs a new String from the given [bool]." msgstr "" #: doc/classes/String.xml:28 msgid "Constructs a new String from the given [int]." msgstr "" #: doc/classes/String.xml:37 msgid "Constructs a new String from the given [float]." msgstr "" #: doc/classes/String.xml:46 msgid "Constructs a new String from the given [Vector2]." msgstr "" #: doc/classes/String.xml:55 msgid "Constructs a new String from the given [Vector2i]." msgstr "" #: doc/classes/String.xml:64 msgid "Constructs a new String from the given [Rect2]." msgstr "" #: doc/classes/String.xml:73 msgid "Constructs a new String from the given [Rect2i]." msgstr "" #: doc/classes/String.xml:82 msgid "Constructs a new String from the given [Vector3]." msgstr "" #: doc/classes/String.xml:91 msgid "Constructs a new String from the given [Vector3i]." msgstr "" #: doc/classes/String.xml:100 msgid "Constructs a new String from the given [Transform2D]." msgstr "" #: doc/classes/String.xml:109 msgid "Constructs a new String from the given [Plane]." msgstr "" #: doc/classes/String.xml:118 msgid "Constructs a new String from the given [Quat]." msgstr "" #: doc/classes/String.xml:127 msgid "Constructs a new String from the given [AABB]." msgstr "" #: doc/classes/String.xml:136 msgid "Constructs a new String from the given [Basis]." msgstr "" #: doc/classes/String.xml:145 msgid "Constructs a new String from the given [Transform]." msgstr "" #: doc/classes/String.xml:154 msgid "Constructs a new String from the given [Color]." msgstr "" #: doc/classes/String.xml:163 msgid "Constructs a new String from the given [StringName]." msgstr "" #: doc/classes/String.xml:172 msgid "Constructs a new String from the given [NodePath]." msgstr "" #: doc/classes/String.xml:181 msgid "Constructs a new String from the given [RID]." msgstr "" #: doc/classes/String.xml:190 msgid "Constructs a new String from the given [Callable]." msgstr "" #: doc/classes/String.xml:199 msgid "Constructs a new String from the given [Signal]." msgstr "" #: doc/classes/String.xml:208 msgid "Constructs a new String from the given [Dictionary]." msgstr "" #: doc/classes/String.xml:217 msgid "Constructs a new String from the given [Array]." msgstr "" #: doc/classes/String.xml:226 msgid "Constructs a new String from the given [PackedByteArray]." msgstr "" #: doc/classes/String.xml:235 msgid "Constructs a new String from the given [PackedInt32Array]." msgstr "" #: doc/classes/String.xml:244 msgid "Constructs a new String from the given [PackedInt64Array]." msgstr "" #: doc/classes/String.xml:253 msgid "Constructs a new String from the given [PackedFloat32Array]." msgstr "" #: doc/classes/String.xml:262 msgid "Constructs a new String from the given [PackedFloat64Array]." msgstr "" #: doc/classes/String.xml:271 msgid "Constructs a new String from the given [PackedStringArray]." msgstr "" #: doc/classes/String.xml:280 msgid "Constructs a new String from the given [PackedVector2Array]." msgstr "" #: doc/classes/String.xml:289 msgid "Constructs a new String from the given [PackedVector3Array]." msgstr "" #: doc/classes/String.xml:298 msgid "Constructs a new String from the given [PackedColorArray]." msgstr "" #: doc/classes/String.xml:307 msgid "Returns [code]true[/code] if the string begins with the given string." msgstr "" #: doc/classes/String.xml:314 msgid "Returns the bigrams (pairs of consecutive letters) of this string." msgstr "" #: doc/classes/String.xml:321 msgid "" "Returns a copy of the string with special characters escaped using the C " "language standard." msgstr "" #: doc/classes/String.xml:328 msgid "" "Returns a copy of the string with escaped characters replaced by their " "meanings according to the C language standard." msgstr "" #: doc/classes/String.xml:335 msgid "" "Changes the case of some letters. Replaces underscores with spaces, converts " "all letters to lowercase, then capitalizes first and every letter following " "the space character. For [code]capitalize camelCase mixed_with_underscores[/" "code], it will return [code]Capitalize Camelcase Mixed With Underscores[/" "code]." msgstr "" #: doc/classes/String.xml:344 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." msgstr "" #: doc/classes/String.xml:357 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 "" #: doc/classes/String.xml:370 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 "" #: doc/classes/String.xml:377 msgid "" "Returns a copy of the string with indentation (leading tabs and spaces) " "removed." msgstr "" #: doc/classes/String.xml:384 #, fuzzy msgid "" "Returns [code]true[/code] if the length of the string equals [code]0[/code]." msgstr "" "Devuelve [code]true[/code] si la pista en el índice [code]idx[/code] está " "habilitada." #: doc/classes/String.xml:393 msgid "Returns [code]true[/code] if the string ends with the given string." msgstr "" #: doc/classes/String.xml:404 msgid "" "Erases [code]chars[/code] characters from the string starting from " "[code]position[/code]." msgstr "" #: doc/classes/String.xml:415 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 "" #: doc/classes/String.xml:430 msgid "" "Finds the last occurrence of a substring. Returns the starting position of " "the substring or [code]-1[/code] if not found." msgstr "" #: doc/classes/String.xml:441 #, 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:452 msgid "" "Formats the string by replacing all occurrences of [code]placeholder[/code] " "with [code]values[/code]." msgstr "" #: doc/classes/String.xml:459 msgid "If the string is a valid file path, returns the base directory name." msgstr "" #: doc/classes/String.xml:466 msgid "" "If the string is a valid file path, returns the full file path without the " "extension." msgstr "" #: doc/classes/String.xml:473 msgid "If the string is a valid file path, returns the extension." msgstr "" #: doc/classes/String.xml:480 msgid "If the string is a valid file path, returns the filename." msgstr "" #: doc/classes/String.xml:487 msgid "Hashes the string and returns a 32-bit integer." msgstr "" #: doc/classes/String.xml:494 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 "" #: doc/classes/String.xml:504 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 "" #: doc/classes/String.xml:514 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 "" #: doc/classes/String.xml:526 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 "" #: doc/classes/String.xml:542 msgid "" "Returns a copy of the string with the substring [code]what[/code] inserted " "at the given position." msgstr "" #: doc/classes/String.xml:549 msgid "" "If the string is a path to a file or directory, returns [code]true[/code] if " "the path is absolute." msgstr "" #: doc/classes/String.xml:556 msgid "" "If the string is a path to a file or directory, returns [code]true[/code] if " "the path is relative." msgstr "" #: doc/classes/String.xml:565 msgid "" "Returns [code]true[/code] if this string is a subsequence of the given " "string." msgstr "" #: doc/classes/String.xml:574 msgid "" "Returns [code]true[/code] if this string is a subsequence of the given " "string, without considering case." msgstr "" #: doc/classes/String.xml:581 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 "" #: doc/classes/String.xml:589 msgid "Returns [code]true[/code] if this string contains a valid float." msgstr "" #: doc/classes/String.xml:598 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 "" #: doc/classes/String.xml:605 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 "" #: doc/classes/String.xml:612 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." msgstr "" #: doc/classes/String.xml:619 msgid "Returns [code]true[/code] if this string contains a valid integer." msgstr "" #: doc/classes/String.xml:626 msgid "Returns [code]true[/code] if this string contains a valid IP address." msgstr "" #: doc/classes/String.xml:635 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:646 msgid "" "Returns a copy of the string with special characters escaped using the JSON " "standard." msgstr "" #: doc/classes/String.xml:655 msgid "Returns a number of characters from the left of the string." msgstr "" #: doc/classes/String.xml:662 msgid "Returns the string's amount of characters." msgstr "" #: doc/classes/String.xml:671 msgid "Returns a copy of the string with characters removed from the left." msgstr "" #: doc/classes/String.xml:680 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])." msgstr "" #: doc/classes/String.xml:689 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])." msgstr "" #: doc/classes/String.xml:696 msgid "Returns the MD5 hash of the string as an array of bytes." msgstr "" #: doc/classes/String.xml:703 msgid "Returns the MD5 hash of the string as a string." msgstr "" #: doc/classes/String.xml:712 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." msgstr "" #: doc/classes/String.xml:721 msgid "Returns the character code at position [code]at[/code]." msgstr "" #: doc/classes/String.xml:730 msgid "" "Formats a number to have an exact number of [code]digits[/code] after the " "decimal point." msgstr "" #: doc/classes/String.xml:739 msgid "" "Formats a number to have an exact number of [code]digits[/code] before the " "decimal point." msgstr "" #: doc/classes/String.xml:746 msgid "Decode a percent-encoded string. See [method percent_encode]." msgstr "" #: doc/classes/String.xml:753 msgid "" "Percent-encodes a string. Encodes parameters in a URL when sending a HTTP " "GET request (and bodies of form-urlencoded POST requests)." msgstr "" #: doc/classes/String.xml:762 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 "" #: doc/classes/String.xml:771 msgid "" "Returns original string repeated a number of times. The number of " "repetitions is given by the argument." msgstr "" #: doc/classes/String.xml:782 msgid "" "Replaces occurrences of a case-sensitive substring with the given one inside " "the string." msgstr "" #: doc/classes/String.xml:793 msgid "" "Replaces occurrences of a case-insensitive substring with the given one " "inside the string." msgstr "" #: doc/classes/String.xml:804 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:815 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:824 msgid "Returns the right side of the string from a given position." msgstr "" #: doc/classes/String.xml:837 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]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 \"Four\"\n" "print(some_array[1]) # Prints \"Three,Two,One\"\n" "[/codeblock]" msgstr "" #: doc/classes/String.xml:856 msgid "Returns a copy of the string with characters removed from the right." msgstr "" #: doc/classes/String.xml:863 msgid "Returns the SHA-1 hash of the string as an array of bytes." msgstr "" #: doc/classes/String.xml:870 msgid "Returns the SHA-1 hash of the string as a string." msgstr "" #: doc/classes/String.xml:877 msgid "Returns the SHA-256 hash of the string as an array of bytes." msgstr "" #: doc/classes/String.xml:884 msgid "Returns the SHA-256 hash of the string as a string." msgstr "" #: doc/classes/String.xml:893 msgid "" "Returns the similarity index of the text compared to this string. 1 means " "totally similar and 0 means totally dissimilar." msgstr "" #: doc/classes/String.xml:906 msgid "" "Splits the string by a [code]delimiter[/code] string and returns an array of " "the substrings.\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 0 means that " "all items are split.\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]" msgstr "" #: doc/classes/String.xml:926 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]." msgstr "" #: doc/classes/String.xml:938 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 "" #: doc/classes/String.xml:945 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 "" #: doc/classes/String.xml:956 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 "" #: doc/classes/String.xml:963 msgid "" "Converts the String (which is a character array) to [PackedByteArray] (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 "" #: doc/classes/String.xml:970 msgid "" "Converts a string containing a decimal number into a [code]float[/code]." msgstr "" #: doc/classes/String.xml:977 msgid "" "Converts a string containing an integer number into an [code]int[/code]." msgstr "" #: doc/classes/String.xml:984 msgid "Returns the string converted to lowercase." msgstr "" #: doc/classes/String.xml:991 msgid "Returns the string converted to uppercase." msgstr "" #: doc/classes/String.xml:998 msgid "" "Converts the String (which is an array of characters) to [PackedByteArray] " "(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 "" #: doc/classes/String.xml:1007 msgid "" "Removes a given string from the start if it starts with it or leaves the " "string unchanged." msgstr "" #: doc/classes/String.xml:1016 msgid "" "Removes a given string from the end if it ends with it or leaves the string " "unchanged." msgstr "" #: doc/classes/String.xml:1023 msgid "" "Returns a copy of the string with special characters escaped using the XML " "standard." msgstr "" #: doc/classes/String.xml:1030 msgid "" "Returns a copy of the string with escaped characters replaced by their " "meanings according to the XML standard." msgstr "" #: doc/classes/StringName.xml:4 msgid "An optimized string type for unique names." msgstr "" #: doc/classes/StringName.xml:7 msgid "" "[StringName]s are immutable strings designed for general-purpose " "represention of unique names. [StringName] ensures that only one instance of " "a given name exists (so two [StringName]s with the same value are the same " "object). Comparing them is much faster than with regular [String]s, because " "only the pointers are compared, not the whole strings." msgstr "" #: doc/classes/StringName.xml:18 msgid "Creates a new [StringName] from the given [String]." msgstr "" #: doc/classes/StyleBox.xml:4 msgid "Base class for drawing stylized boxes for the UI." msgstr "" #: doc/classes/StyleBox.xml:7 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." msgstr "" #: doc/classes/StyleBox.xml:20 msgid "" "Draws this stylebox using a [CanvasItem] with given [RID].\n" "You can get a [RID] value using [method Object.get_instance_id] on a " "[CanvasItem]-derived node." msgstr "" #: doc/classes/StyleBox.xml:28 msgid "Returns the size of this [StyleBox] without the margins." msgstr "" #: doc/classes/StyleBox.xml:35 msgid "" "Returns the [CanvasItem] that handles its [constant CanvasItem." "NOTIFICATION_DRAW] or [method CanvasItem._draw] callback at this moment." msgstr "" #: doc/classes/StyleBox.xml:44 msgid "Returns the default value of the specified [enum Margin]." msgstr "" #: doc/classes/StyleBox.xml:53 msgid "" "Returns the content margin offset for the specified [enum Margin].\n" "Positive values reduce size inwards, unlike [Control]'s margin values." msgstr "" #: doc/classes/StyleBox.xml:61 msgid "Returns the minimum size that this stylebox can be shrunk to." msgstr "" #: doc/classes/StyleBox.xml:68 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 "" #: doc/classes/StyleBox.xml:79 msgid "" "Sets the default value of the specified [enum Margin] to given [code]offset[/" "code] in pixels." msgstr "" #: doc/classes/StyleBox.xml:90 msgid "Test a position in a rectangle, return whether it passes the mask test." msgstr "" #: doc/classes/StyleBox.xml:96 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 "" #: doc/classes/StyleBox.xml:102 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 "" #: doc/classes/StyleBox.xml:106 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 "" #: doc/classes/StyleBox.xml:110 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 "" #: doc/classes/StyleBoxEmpty.xml:4 msgid "Empty stylebox (does not display anything)." msgstr "" #: doc/classes/StyleBoxEmpty.xml:7 msgid "Empty stylebox (really does not display anything)." msgstr "" #: doc/classes/StyleBoxFlat.xml:4 msgid "" "Customizable [StyleBox] with a given set of parameters (no texture required)." msgstr "" #: doc/classes/StyleBoxFlat.xml:7 msgid "" "This [StyleBox] can be used to achieve all kinds of looks without the need " "of a texture. Those 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 would " "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 "" #: doc/classes/StyleBoxFlat.xml:33 msgid "" "Returns the given [code]margin[/code]'s border width. See [enum Margin] for " "possible values." msgstr "" #: doc/classes/StyleBoxFlat.xml:40 msgid "Returns the smallest border width out of all four borders." msgstr "" #: doc/classes/StyleBoxFlat.xml:49 msgid "" "Returns the given [code]corner[/code]'s radius. See [enum Corner] for " "possible values." msgstr "" #: doc/classes/StyleBoxFlat.xml:58 doc/classes/StyleBoxTexture.xml:18 msgid "" "Returns the size of the given [code]margin[/code]'s expand margin. See [enum " "Margin] for possible values." msgstr "" #: doc/classes/StyleBoxFlat.xml:69 msgid "" "Sets the border width to [code]width[/code] pixels for the given " "[code]margin[/code]. See [enum Margin] for possible values." msgstr "" #: doc/classes/StyleBoxFlat.xml:78 msgid "Sets the border width to [code]width[/code] pixels for all margins." msgstr "" #: doc/classes/StyleBoxFlat.xml:89 msgid "" "Sets the corner radius to [code]radius[/code] pixels for the given " "[code]corner[/code]. See [enum Corner] for possible values." msgstr "" #: doc/classes/StyleBoxFlat.xml:98 msgid "Sets the corner radius to [code]radius[/code] pixels for all corners." msgstr "" #: doc/classes/StyleBoxFlat.xml:113 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 "" #: doc/classes/StyleBoxFlat.xml:124 doc/classes/StyleBoxTexture.xml:62 msgid "" "Sets the expand margin to [code]size[/code] pixels for the given " "[code]margin[/code]. See [enum Margin] for possible values." msgstr "" #: doc/classes/StyleBoxFlat.xml:133 doc/classes/StyleBoxTexture.xml:36 msgid "Sets the expand margin to [code]size[/code] pixels for all margins." msgstr "" #: doc/classes/StyleBoxFlat.xml:148 doc/classes/StyleBoxTexture.xml:51 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 "" #: doc/classes/StyleBoxFlat.xml:154 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." msgstr "" #: doc/classes/StyleBoxFlat.xml:157 msgid "" "This changes the size of the faded ring. Higher values can be used to " "achieve a \"blurry\" effect." msgstr "" #: doc/classes/StyleBoxFlat.xml:160 msgid "The background color of the stylebox." msgstr "" #: doc/classes/StyleBoxFlat.xml:163 msgid "If [code]true[/code], the border will fade into the background color." msgstr "" #: doc/classes/StyleBoxFlat.xml:166 msgid "Sets the color of the border." msgstr "" #: doc/classes/StyleBoxFlat.xml:169 msgid "Border width for the bottom border." msgstr "" #: doc/classes/StyleBoxFlat.xml:172 msgid "Border width for the left border." msgstr "" #: doc/classes/StyleBoxFlat.xml:175 msgid "Border width for the right border." msgstr "" #: doc/classes/StyleBoxFlat.xml:178 msgid "Border width for the top border." msgstr "" #: doc/classes/StyleBoxFlat.xml:181 msgid "" "This sets the amount 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 smaller than 10, [code]4[/code] or [code]5[/code] should be " "enough. For corner radii smaller 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 "" #: doc/classes/StyleBoxFlat.xml:186 msgid "" "The bottom-left corner's radius. If [code]0[/code], the corner is not " "rounded." msgstr "" #: doc/classes/StyleBoxFlat.xml:189 msgid "" "The bottom-right corner's radius. If [code]0[/code], the corner is not " "rounded." msgstr "" #: doc/classes/StyleBoxFlat.xml:192 msgid "" "The top-left corner's radius. If [code]0[/code], the corner is not rounded." msgstr "" #: doc/classes/StyleBoxFlat.xml:195 msgid "" "The top-right corner's radius. If [code]0[/code], the corner is not rounded." msgstr "" #: doc/classes/StyleBoxFlat.xml:198 msgid "Toggles drawing of the inner part of the stylebox." msgstr "" #: doc/classes/StyleBoxFlat.xml:201 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." msgstr "" #: doc/classes/StyleBoxFlat.xml:204 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." msgstr "" #: doc/classes/StyleBoxFlat.xml:207 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." msgstr "" #: doc/classes/StyleBoxFlat.xml:210 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." msgstr "" #: doc/classes/StyleBoxFlat.xml:213 msgid "" "The color of the shadow. This has no effect if [member shadow_size] is lower " "than 1." msgstr "" #: doc/classes/StyleBoxFlat.xml:216 msgid "" "The shadow offset in pixels. Adjusts the position of the shadow relatively " "to the stylebox." msgstr "" #: doc/classes/StyleBoxFlat.xml:219 msgid "The shadow size in pixels." msgstr "" #: doc/classes/StyleBoxLine.xml:4 msgid "[StyleBox] that displays a single line." msgstr "" #: doc/classes/StyleBoxLine.xml:7 msgid "" "[StyleBox] that displays a single line of a given color and thickness. It " "can be used to draw things like separators." msgstr "" #: doc/classes/StyleBoxLine.xml:15 msgid "The line's color." msgstr "" #: doc/classes/StyleBoxLine.xml:18 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 "" #: doc/classes/StyleBoxLine.xml:21 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 "" #: doc/classes/StyleBoxLine.xml:24 msgid "The line's thickness in pixels." msgstr "" #: doc/classes/StyleBoxLine.xml:27 msgid "" "If [code]true[/code], the line will be vertical. If [code]false[/code], the " "line will be horizontal." msgstr "" #: doc/classes/StyleBoxTexture.xml:4 msgid "Texture-based nine-patch [StyleBox]." msgstr "" #: doc/classes/StyleBoxTexture.xml:7 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 "" #: doc/classes/StyleBoxTexture.xml:27 msgid "" "Returns the size of the given [code]margin[/code]. See [enum Margin] for " "possible values." msgstr "" #: doc/classes/StyleBoxTexture.xml:73 msgid "" "Sets the margin to [code]size[/code] pixels for the given [code]margin[/" "code]. See [enum Margin] for possible values." msgstr "" #: doc/classes/StyleBoxTexture.xml:79 msgid "" "Controls how the stylebox's texture will be stretched or tiled horizontally. " "See [enum AxisStretchMode] for possible values." msgstr "" #: doc/classes/StyleBoxTexture.xml:82 msgid "" "Controls how the stylebox's texture will be stretched or tiled vertically. " "See [enum AxisStretchMode] for possible values." msgstr "" #: doc/classes/StyleBoxTexture.xml:85 msgid "" "If [code]true[/code], the nine-patch texture's center tile will be drawn." msgstr "" #: doc/classes/StyleBoxTexture.xml:88 msgid "" "Expands the bottom margin of this style box when drawing, causing it to be " "drawn larger than requested." msgstr "" #: doc/classes/StyleBoxTexture.xml:91 msgid "" "Expands the left margin of this style box when drawing, causing it to be " "drawn larger than requested." msgstr "" #: doc/classes/StyleBoxTexture.xml:94 msgid "" "Expands the right margin of this style box when drawing, causing it to be " "drawn larger than requested." msgstr "" #: doc/classes/StyleBoxTexture.xml:97 msgid "" "Expands the top margin of this style box when drawing, causing it to be " "drawn larger than requested." msgstr "" #: doc/classes/StyleBoxTexture.xml:100 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 "" #: doc/classes/StyleBoxTexture.xml:105 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 "" #: doc/classes/StyleBoxTexture.xml:110 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 "" #: doc/classes/StyleBoxTexture.xml:115 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 "" #: doc/classes/StyleBoxTexture.xml:120 msgid "Modulates the color of the texture when this style box is drawn." msgstr "" #: doc/classes/StyleBoxTexture.xml:123 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 "" #: doc/classes/StyleBoxTexture.xml:127 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 "" #: doc/classes/StyleBoxTexture.xml:131 msgid "The texture to use when drawing this style box." msgstr "" #: doc/classes/StyleBoxTexture.xml:137 msgid "Emitted when the stylebox's texture is changed." msgstr "" #: doc/classes/StyleBoxTexture.xml:143 msgid "" "Stretch the stylebox's texture. This results in visible distortion unless " "the texture size matches the stylebox's size perfectly." msgstr "" #: doc/classes/StyleBoxTexture.xml:146 msgid "" "Repeats the stylebox's texture to match the stylebox's size according to the " "nine-patch system." msgstr "" #: doc/classes/StyleBoxTexture.xml:149 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 "" #: doc/classes/SubViewport.xml:13 msgid "The clear mode when the sub-viewport is used as a render target." msgstr "" #: doc/classes/SubViewport.xml:16 msgid "The update mode when the sub-viewport is used as a render target." msgstr "" #: doc/classes/SubViewport.xml:19 msgid "The width and height of the sub-viewport." msgstr "" #: doc/classes/SubViewport.xml:22 msgid "" "The 2D size override of the sub-viewport. If either the width or height is " "[code]0[/code], the override is disabled." msgstr "" #: doc/classes/SubViewport.xml:25 msgid "If [code]true[/code], the 2D size override affects stretch as well." msgstr "" #: doc/classes/SubViewport.xml:28 msgid "If [code]true[/code], the sub-viewport will be used in AR/VR process." msgstr "" #: doc/classes/SubViewport.xml:33 msgid "Always clear the render target before drawing." msgstr "" #: doc/classes/SubViewport.xml:36 msgid "Never clear the render target." msgstr "" #: doc/classes/SubViewport.xml:39 msgid "" "Clear the render target next frame, then switch to [constant " "CLEAR_MODE_NEVER]." msgstr "" #: doc/classes/SubViewport.xml:42 msgid "Do not update the render target." msgstr "" #: doc/classes/SubViewport.xml:45 msgid "" "Update the render target once, then switch to [constant UPDATE_DISABLED]." msgstr "" #: doc/classes/SubViewport.xml:48 msgid "" "Update the render target only when it is visible. This is the default value." msgstr "" #: doc/classes/SubViewport.xml:51 msgid "Update the render target only when the its parent is visible." msgstr "" #: doc/classes/SubViewport.xml:54 msgid "Always update the render target." msgstr "" #: doc/classes/SubViewportContainer.xml:4 msgid "Control for holding [SubViewport]s." msgstr "" #: doc/classes/SubViewportContainer.xml:7 msgid "" "A [Container] node that holds a [SubViewport], automatically setting its " "size.\n" "[b]Note:[/b] Changing a SubViewportContainer'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 "" #: doc/classes/SubViewportContainer.xml:16 msgid "" "If [code]true[/code], the sub-viewport will be scaled to the control's size." msgstr "" #: doc/classes/SubViewportContainer.xml:19 msgid "" "Divides the sub-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 sub-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 "" #: doc/classes/SurfaceTool.xml:4 msgid "Helper tool to create geometry." msgstr "" #: doc/classes/SurfaceTool.xml:7 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], [ImmediateGeometry3D] 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 "" #: doc/classes/SurfaceTool.xml:30 msgid "" "Adds an array of bones for the next vertex to use. [code]bones[/code] must " "contain 4 integers." msgstr "" #: doc/classes/SurfaceTool.xml:39 msgid "Specifies a [Color] for the next vertex to use." msgstr "" #: doc/classes/SurfaceTool.xml:48 msgid "" "Adds an index to index array if you are using indexed vertices. Does not " "need to be called before adding vertices." msgstr "" #: doc/classes/SurfaceTool.xml:57 msgid "Specifies a normal for the next vertex to use." msgstr "" #: doc/classes/SurfaceTool.xml:66 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 "" #: doc/classes/SurfaceTool.xml:75 msgid "Specifies a tangent for the next vertex to use." msgstr "" #: doc/classes/SurfaceTool.xml:94 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 "" #: doc/classes/SurfaceTool.xml:104 msgid "Specifies a set of UV coordinates to use for the next vertex." msgstr "" #: doc/classes/SurfaceTool.xml:113 msgid "" "Specifies an optional second set of UV coordinates to use for the next " "vertex." msgstr "" #: doc/classes/SurfaceTool.xml:122 msgid "" "Specifies the position of current vertex. Should be called after specifying " "other vertex properties (e.g. Color, UV)." msgstr "" #: doc/classes/SurfaceTool.xml:131 msgid "" "Specifies weight values for next vertex to use. [code]weights[/code] must " "contain 4 values." msgstr "" #: doc/classes/SurfaceTool.xml:144 msgid "" "Append vertices from a given [Mesh] surface onto the current vertex array " "with specified [Transform]." msgstr "" #: doc/classes/SurfaceTool.xml:153 msgid "" "Called before adding any vertices. Takes the primitive type as an argument " "(e.g. [constant Mesh.PRIMITIVE_TRIANGLES])." msgstr "" #: doc/classes/SurfaceTool.xml:160 msgid "Clear all information passed into the surface tool so far." msgstr "" #: doc/classes/SurfaceTool.xml:171 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]. See " "[code]ARRAY_COMPRESS_*[/code] constants in [enum Mesh.ArrayFormat] for other " "flags." msgstr "" #: doc/classes/SurfaceTool.xml:179 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 "" #: doc/classes/SurfaceTool.xml:190 msgid "Creates a vertex array from an existing [Mesh]." msgstr "" #: doc/classes/SurfaceTool.xml:203 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 "" #: doc/classes/SurfaceTool.xml:210 msgid "Removes the index array by expanding the vertex array." msgstr "" #: doc/classes/SurfaceTool.xml:219 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.\n" "Requires the primitive type to be set to [constant Mesh.PRIMITIVE_TRIANGLES]." msgstr "" #: doc/classes/SurfaceTool.xml:227 msgid "" "Generates a tangent vector for each vertex. Requires that each vertex have " "UVs and normals set already." msgstr "" #: doc/classes/SurfaceTool.xml:234 msgid "" "Shrinks the vertex array by creating an index array (avoids reusing " "vertices)." msgstr "" #: doc/classes/SurfaceTool.xml:243 msgid "Sets [Material] to be used by the [Mesh] you are constructing." msgstr "" #: doc/classes/TabContainer.xml:4 msgid "Tabbed container." msgstr "" #: doc/classes/TabContainer.xml:7 msgid "" "Sets the active tab's [code]visible[/code] property to the value [code]true[/" "code]. Sets all other children's to [code]false[/code].\n" "Ignores non-[Control] children.\n" "Individual tabs are always visible unless you use [method set_tab_disabled] " "and [method set_tab_title] to hide it.\n" "To hide only a tab's content, nest the content inside a child [Control], so " "it receives the [TabContainer]'s visibility setting instead." msgstr "" #: doc/classes/TabContainer.xml:19 msgid "Returns the child [Control] node located at the active tab index." msgstr "" #: doc/classes/TabContainer.xml:26 msgid "" "Returns the [Popup] node instance if one has been set already with [method " "set_popup]." msgstr "" #: doc/classes/TabContainer.xml:33 msgid "Returns the previously active tab index." msgstr "" #: doc/classes/TabContainer.xml:42 msgid "Returns the [Control] node from the tab at index [code]tab_idx[/code]." msgstr "" #: doc/classes/TabContainer.xml:49 doc/classes/Tabs.xml:50 msgid "Returns the number of tabs." msgstr "" #: doc/classes/TabContainer.xml:58 doc/classes/Tabs.xml:59 msgid "" "Returns [code]true[/code] if the tab at index [code]tab_idx[/code] is " "disabled." msgstr "" #: doc/classes/TabContainer.xml:67 doc/classes/Tabs.xml:68 msgid "" "Returns the [Texture2D] for the tab at index [code]tab_idx[/code] or " "[code]null[/code] if the tab has no [Texture2D]." msgstr "" #: doc/classes/TabContainer.xml:76 doc/classes/Tabs.xml:93 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 "" #: doc/classes/TabContainer.xml:83 msgid "Returns the [TabContainer] rearrange group id." msgstr "" #: doc/classes/TabContainer.xml:92 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 "" #: doc/classes/TabContainer.xml:103 msgid "" "If [code]disabled[/code] is [code]false[/code], hides the tab at index " "[code]tab_idx[/code].\n" "[b]Note:[/b] Its title text will remain, unless also removed with [method " "set_tab_title]." msgstr "" #: doc/classes/TabContainer.xml:115 msgid "Sets an icon for the tab at index [code]tab_idx[/code]." msgstr "" #: doc/classes/TabContainer.xml:126 msgid "" "Sets a title for 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 "" #: doc/classes/TabContainer.xml:135 msgid "" "Defines rearrange group id, choose for each [TabContainer] the same value to " "enable tab drag between [TabContainer]. Enable drag with " "[code]set_drag_to_rearrange_enabled(true)[/code]." msgstr "" #: doc/classes/TabContainer.xml:141 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 "" #: doc/classes/TabContainer.xml:144 doc/classes/Tabs.xml:181 msgid "If [code]true[/code], tabs can be rearranged with mouse drag." msgstr "" #: doc/classes/TabContainer.xml:147 msgid "" "The alignment of all tabs in the tab container. See the [enum TabAlign] " "constants for details." msgstr "" #: doc/classes/TabContainer.xml:150 msgid "" "If [code]true[/code], tabs are visible. If [code]false[/code], tabs' content " "and titles are hidden." msgstr "" #: doc/classes/TabContainer.xml:153 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 "" #: doc/classes/TabContainer.xml:159 msgid "" "Emitted when the [TabContainer]'s [Popup] button is clicked. See [method " "set_popup] for details." msgstr "" #: doc/classes/TabContainer.xml:166 doc/classes/Tabs.xml:212 msgid "Emitted when switching to another tab." msgstr "" #: doc/classes/TabContainer.xml:173 msgid "Emitted when a tab is selected, even if it is the current tab." msgstr "" #: doc/classes/TabContainer.xml:179 doc/classes/Tabs.xml:239 msgid "Align the tabs to the left." msgstr "" #: doc/classes/TabContainer.xml:182 doc/classes/Tabs.xml:242 msgid "Align the tabs to the center." msgstr "" #: doc/classes/TabContainer.xml:185 doc/classes/Tabs.xml:245 msgid "Align the tabs to the right." msgstr "" #: doc/classes/TabContainer.xml:190 doc/classes/Tabs.xml:274 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 "" #: doc/classes/TabContainer.xml:193 doc/classes/Tabs.xml:277 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 "" #: doc/classes/TabContainer.xml:196 doc/classes/Tabs.xml:280 msgid "The font used to draw tab names." msgstr "" #: doc/classes/TabContainer.xml:199 doc/classes/Tabs.xml:283 msgid "Font color of inactive tabs." msgstr "" #: doc/classes/TabContainer.xml:202 doc/classes/Tabs.xml:286 msgid "Font color of disabled tabs." msgstr "" #: doc/classes/TabContainer.xml:205 doc/classes/Tabs.xml:289 msgid "Font color of the currently selected tab." msgstr "" #: doc/classes/TabContainer.xml:208 msgid "Space between tab's name and its icon." msgstr "" #: doc/classes/TabContainer.xml:211 doc/classes/Tabs.xml:295 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 "" #: doc/classes/TabContainer.xml:214 doc/classes/Tabs.xml:298 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 "" #: doc/classes/TabContainer.xml:217 msgid "The icon for the menu button (see [method set_popup])." msgstr "" #: doc/classes/TabContainer.xml:220 msgid "" "The icon for the menu button (see [method set_popup]) when it's being " "hovered with the cursor." msgstr "" #: doc/classes/TabContainer.xml:223 msgid "The style for the background fill." msgstr "" #: doc/classes/TabContainer.xml:226 msgid "The space at the left and right edges of the tab bar." msgstr "" #: doc/classes/TabContainer.xml:229 msgid "The style of inactive tabs." msgstr "" #: doc/classes/TabContainer.xml:232 msgid "The style of disabled tabs." msgstr "" #: doc/classes/TabContainer.xml:235 doc/classes/Tabs.xml:309 msgid "The style of the currently selected tab." msgstr "" #: doc/classes/Tabs.xml:4 msgid "Tabs control." msgstr "" #: doc/classes/Tabs.xml:7 msgid "" "Simple tabs control, similar to [TabContainer] but is only in charge of " "drawing tabs, not interact with children." msgstr "" #: doc/classes/Tabs.xml:20 msgid "Adds a new tab." msgstr "" #: doc/classes/Tabs.xml:29 msgid "Moves the scroll view to make the tab visible." msgstr "" #: doc/classes/Tabs.xml:36 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 "" #: doc/classes/Tabs.xml:43 msgid "Returns [code]true[/code] if select with right mouse button is enabled." msgstr "" #: doc/classes/Tabs.xml:75 msgid "Returns the number of hidden tabs offsetted to the left." msgstr "" #: doc/classes/Tabs.xml:84 msgid "Returns tab [Rect2] with local position and size." msgstr "" #: doc/classes/Tabs.xml:100 msgid "Returns the [Tabs]' rearrange group ID." msgstr "" #: doc/classes/Tabs.xml:111 msgid "Moves a tab from [code]from[/code] to [code]to[/code]." msgstr "" #: doc/classes/Tabs.xml:120 msgid "Removes the tab at index [code]tab_idx[/code]." msgstr "" #: doc/classes/Tabs.xml:129 msgid "" "If [code]true[/code], enables selecting a tab with the right mouse button." msgstr "" #: doc/classes/Tabs.xml:140 msgid "" "If [code]disabled[/code] is [code]false[/code], hides the tab at index " "[code]tab_idx[/code].\n" "[b]Note:[/b] Its title text will remain unless it is also removed with " "[method set_tab_title]." msgstr "" #: doc/classes/Tabs.xml:152 msgid "Sets an [code]icon[/code] for the tab at index [code]tab_idx[/code]." msgstr "" #: doc/classes/Tabs.xml:163 msgid "Sets a [code]title[/code] for the tab at index [code]tab_idx[/code]." msgstr "" #: doc/classes/Tabs.xml:172 msgid "" "Defines the rearrange group ID. Choose for each [Tabs] the same value to " "dragging tabs between [Tabs]. Enable drag with " "[code]set_drag_to_rearrange_enabled(true)[/code]." msgstr "" #: doc/classes/Tabs.xml:178 msgid "Select tab at index [code]tab_idx[/code]." msgstr "" #: doc/classes/Tabs.xml:184 msgid "" "if [code]true[/code], the mouse's scroll wheel cab be used to navigate the " "scroll view." msgstr "" #: doc/classes/Tabs.xml:187 msgid "The alignment of all tabs. See [enum TabAlign] for details." msgstr "" #: doc/classes/Tabs.xml:190 msgid "" "Sets when the close button will appear on the tabs. See [enum " "CloseButtonDisplayPolicy] for details." msgstr "" #: doc/classes/Tabs.xml:198 msgid "" "Emitted when the active tab is rearranged via mouse drag. See [member " "drag_to_rearrange_enabled]." msgstr "" #: doc/classes/Tabs.xml:205 msgid "Emitted when a tab is right-clicked." msgstr "" #: doc/classes/Tabs.xml:219 msgid "Emitted when a tab is clicked, even if it is the current tab." msgstr "" #: doc/classes/Tabs.xml:226 msgid "Emitted when a tab is closed." msgstr "" #: doc/classes/Tabs.xml:233 msgid "Emitted when a tab is hovered by the mouse." msgstr "" #: doc/classes/Tabs.xml:248 msgid "Represents the size of the [enum TabAlign] enum." msgstr "" #: doc/classes/Tabs.xml:251 msgid "Never show the close buttons." msgstr "" #: doc/classes/Tabs.xml:254 msgid "Only show the close button on the currently active tab." msgstr "" #: doc/classes/Tabs.xml:257 msgid "Show the close button on all tabs." msgstr "" #: doc/classes/Tabs.xml:260 msgid "Represents the size of the [enum CloseButtonDisplayPolicy] enum." msgstr "" #: doc/classes/Tabs.xml:265 msgid "Background of the close button when it's being hovered with the cursor." msgstr "" #: doc/classes/Tabs.xml:268 msgid "Background of the close button when it's being pressed." msgstr "" #: doc/classes/Tabs.xml:271 msgid "The icon for the close button (see [member tab_close_display_policy])." msgstr "" #: doc/classes/Tabs.xml:292 msgid "The horizontal separation between the tabs." msgstr "" #: doc/classes/Tabs.xml:303 msgid "The style of an inactive tab." msgstr "" #: doc/classes/Tabs.xml:306 msgid "The style of a disabled tab" msgstr "" #: doc/classes/TCP_Server.xml:4 msgid "A TCP server." msgstr "" #: doc/classes/TCP_Server.xml:7 msgid "" "A TCP server. Listens to connections on a port and returns a [StreamPeerTCP] " "when it gets an incoming connection." msgstr "" #: doc/classes/TCP_Server.xml:16 msgid "Returns [code]true[/code] if a connection is available for taking." msgstr "" #: doc/classes/TCP_Server.xml:23 msgid "" "Returns [code]true[/code] if the server is currently listening for " "connections." msgstr "" #: doc/classes/TCP_Server.xml:34 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 "" #: doc/classes/TCP_Server.xml:44 msgid "Stops listening." msgstr "" #: doc/classes/TCP_Server.xml:51 msgid "" "If a connection is available, returns a StreamPeerTCP with the connection." msgstr "" #: doc/classes/TextEdit.xml:4 msgid "Multiline text editing control." msgstr "" #: doc/classes/TextEdit.xml:7 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." msgstr "" #: doc/classes/TextEdit.xml:24 msgid "Adds color region (given the delimiters) and its colors." msgstr "" #: doc/classes/TextEdit.xml:35 msgid "Adds a [code]keyword[/code] and its [Color]." msgstr "" #: doc/classes/TextEdit.xml:44 msgid "" "Returns if the given line is foldable, that is, it has indented lines right " "below it." msgstr "" #: doc/classes/TextEdit.xml:57 msgid "" "Clears all custom syntax coloring information previously added with [method " "add_color_region] or [method add_keyword_color]." msgstr "" #: doc/classes/TextEdit.xml:64 msgid "Clears the undo history." msgstr "" #: doc/classes/TextEdit.xml:71 msgid "Copy's the current text selection." msgstr "" #: doc/classes/TextEdit.xml:78 msgid "Returns the column the editing cursor is at." msgstr "" #: doc/classes/TextEdit.xml:85 msgid "Returns the line the editing cursor is at." msgstr "" #: doc/classes/TextEdit.xml:96 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 "" #: doc/classes/TextEdit.xml:112 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 "" #: doc/classes/TextEdit.xml:121 msgid "Cut's the current selection." msgstr "" #: doc/classes/TextEdit.xml:128 msgid "Deselects the current selection." msgstr "" #: doc/classes/TextEdit.xml:135 msgid "Folds all lines that are possible to be folded (see [method can_fold])." msgstr "" #: doc/classes/TextEdit.xml:144 msgid "Folds the given line, if possible (see [method can_fold])." msgstr "" #: doc/classes/TextEdit.xml:151 msgid "Returns an array containing the line number of each breakpoint." msgstr "" #: doc/classes/TextEdit.xml:160 msgid "Returns the [Color] of the specified [code]keyword[/code]." msgstr "" #: doc/classes/TextEdit.xml:169 msgid "Returns the text of a specific line." msgstr "" #: doc/classes/TextEdit.xml:176 msgid "Returns the amount of total lines in the text." msgstr "" #: doc/classes/TextEdit.xml:183 msgid "" "Returns the [PopupMenu] of this [TextEdit]. By default, this menu is " "displayed when right-clicking on the [TextEdit]." msgstr "" #: doc/classes/TextEdit.xml:190 msgid "Returns the selection begin column." msgstr "" #: doc/classes/TextEdit.xml:197 msgid "Returns the selection begin line." msgstr "" #: doc/classes/TextEdit.xml:204 msgid "Returns the text inside the selection." msgstr "" #: doc/classes/TextEdit.xml:211 msgid "Returns the selection end column." msgstr "" #: doc/classes/TextEdit.xml:218 msgid "Returns the selection end line." msgstr "" #: doc/classes/TextEdit.xml:225 msgid "Returns a [String] text with the word under the mouse cursor location." msgstr "" #: doc/classes/TextEdit.xml:234 msgid "" "Returns whether the specified [code]keyword[/code] has a color set to it or " "not." msgstr "" #: doc/classes/TextEdit.xml:243 msgid "Insert the specified text at the cursor position." msgstr "" #: doc/classes/TextEdit.xml:252 msgid "Returns whether the line at the specified index is folded or not." msgstr "" #: doc/classes/TextEdit.xml:261 msgid "Returns whether the line at the specified index is hidden or not." msgstr "" #: doc/classes/TextEdit.xml:268 msgid "Returns [code]true[/code] if the selection is active." msgstr "" #: doc/classes/TextEdit.xml:277 msgid "" "Triggers a right-click menu action by the specified index. See [enum " "MenuItems] for a list of available indexes." msgstr "" #: doc/classes/TextEdit.xml:284 msgid "Paste the current selection." msgstr "" #: doc/classes/TextEdit.xml:291 msgid "Perform redo operation." msgstr "" #: doc/classes/TextEdit.xml:298 msgid "" "Removes all the breakpoints. This will not fire the [signal " "breakpoint_toggled] signal." msgstr "" #: doc/classes/TextEdit.xml:313 msgid "" "Perform a search inside the text. Search flags can be specified in the [enum " "SearchFlags] enum.\n" "Returns an empty [code]Dictionary[/code] if no result was found. Otherwise, " "returns a [code]Dictionary[/code] containing [code]line[/code] and " "[code]column[/code] entries, e.g:\n" "[codeblock]\n" "var result = search(key, flags, line, column)\n" "if !result.empty():\n" " # Result found.\n" " var line_number = result.line\n" " var column_number = result.column\n" "[/codeblock]" msgstr "" #: doc/classes/TextEdit.xml:336 msgid "Perform selection, from line/column to line/column." msgstr "" #: doc/classes/TextEdit.xml:343 msgid "Select all the text." msgstr "" #: doc/classes/TextEdit.xml:354 #, fuzzy msgid "Sets the text for a specific line." msgstr "Establece la hora de una clave existente." #: doc/classes/TextEdit.xml:365 msgid "If [code]true[/code], hides the line of the specified index." msgstr "" #: doc/classes/TextEdit.xml:374 msgid "Toggle the folding of the code block at the given line." msgstr "" #: doc/classes/TextEdit.xml:381 msgid "Perform undo operation." msgstr "" #: doc/classes/TextEdit.xml:390 msgid "Unfolds the given line, if folded." msgstr "" #: doc/classes/TextEdit.xml:397 msgid "" "Unhide all lines that were previously set to hidden by [method " "set_line_as_hidden]." msgstr "" #: doc/classes/TextEdit.xml:403 msgid "If [code]true[/code], the breakpoint gutter is visible." msgstr "" #: doc/classes/TextEdit.xml:412 msgid "" "If [code]true[/code], the caret displays as a rectangle.\n" "If [code]false[/code], the caret displays as a bar." msgstr "" #: doc/classes/TextEdit.xml:416 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 "" #: doc/classes/TextEdit.xml:420 msgid "If [code]true[/code], a right-click displays the context menu." msgstr "" #: doc/classes/TextEdit.xml:423 msgid "" "If [code]true[/code], the \"space\" character will have a visible " "representation." msgstr "" #: doc/classes/TextEdit.xml:426 msgid "" "If [code]true[/code], the \"tab\" character will have a visible " "representation." msgstr "" #: doc/classes/TextEdit.xml:430 msgid "" "If [code]true[/code], the fold gutter is visible. This enables folding " "groups of indented lines." msgstr "" #: doc/classes/TextEdit.xml:433 msgid "" "If [code]true[/code], all lines that have been set to hidden by [method " "set_line_as_hidden], will not be visible." msgstr "" #: doc/classes/TextEdit.xml:436 msgid "" "If [code]true[/code], all occurrences of the selected text will be " "highlighted." msgstr "" #: doc/classes/TextEdit.xml:439 msgid "If [code]true[/code], the line containing the cursor is highlighted." msgstr "" #: doc/classes/TextEdit.xml:447 msgid "" "If [code]true[/code], custom [code]font_color_selected[/code] will be used " "for selected text." msgstr "" #: doc/classes/TextEdit.xml:450 msgid "" "If [code]true[/code], read-only mode is enabled. Existing text cannot be " "modified and new text cannot be added." msgstr "" #: doc/classes/TextEdit.xml:463 msgid "" "If [code]true[/code], line numbers are displayed to the left of the text." msgstr "" #: doc/classes/TextEdit.xml:466 msgid "" "If [code]true[/code], sets the [code]step[/code] of the scrollbars to " "[code]0.25[/code] which results in smoother scrolling." msgstr "" #: doc/classes/TextEdit.xml:469 msgid "" "If [code]true[/code], any custom color properties that have been set for " "this [TextEdit] will be visible." msgstr "" #: doc/classes/TextEdit.xml:472 msgid "String value of the [TextEdit]." msgstr "" #: doc/classes/TextEdit.xml:475 msgid "Vertical scroll sensitivity." msgstr "" #: doc/classes/TextEdit.xml:478 msgid "" "If [code]true[/code], enables text wrapping when it goes beyond the edge of " "what is visible." msgstr "" #: doc/classes/TextEdit.xml:486 msgid "Emitted when a breakpoint is placed via the breakpoint gutter." msgstr "" #: doc/classes/TextEdit.xml:491 msgid "Emitted when the cursor changes." msgstr "" #: doc/classes/TextEdit.xml:500 msgid "Emitted when the info icon is clicked." msgstr "" #: doc/classes/TextEdit.xml:531 msgid "Match case when searching." msgstr "" #: doc/classes/TextEdit.xml:534 msgid "Match whole words when searching." msgstr "" #: doc/classes/TextEdit.xml:537 msgid "Search from end to beginning." msgstr "" #: doc/classes/TextEdit.xml:546 msgid "" "Pastes the clipboard text over the selected text (or at the cursor's " "position)." msgstr "" #: doc/classes/TextEdit.xml:549 msgid "Erases the whole [TextEdit] text." msgstr "" #: doc/classes/TextEdit.xml:552 msgid "Selects the whole [TextEdit] text." msgstr "" #: doc/classes/TextEdit.xml:558 msgid "Redoes the previous action." msgstr "" #: doc/classes/TextEdit.xml:566 msgid "" "Sets the background [Color] of this [TextEdit]. [member syntax_highlighting] " "has to be enabled." msgstr "" #: doc/classes/TextEdit.xml:569 msgid "" "Sets the [Color] of the bookmark marker. [member syntax_highlighting] has to " "be enabled." msgstr "" #: doc/classes/TextEdit.xml:574 doc/classes/TextEdit.xml:601 msgid "" "Sets the [Color] of the breakpoints. [member breakpoint_gutter] has to be " "enabled." msgstr "" #: doc/classes/TextEdit.xml:612 msgid "Sets the default [Font]." msgstr "" #: doc/classes/TextEdit.xml:615 msgid "Sets the font [Color]." msgstr "" #: doc/classes/TextEdit.xml:620 msgid "" "Sets the [Color] of the selected text. [member override_selected_font_color] " "has to be enabled." msgstr "" #: doc/classes/TextEdit.xml:625 msgid "" "Sets the [Color] of the line numbers. [member show_line_numbers] has to be " "enabled." msgstr "" #: doc/classes/TextEdit.xml:628 msgid "Sets the spacing between the lines." msgstr "" #: doc/classes/TextEdit.xml:631 msgid "Sets the [Color] of marked text." msgstr "" #: doc/classes/TextEdit.xml:636 msgid "Sets the [StyleBox] of this [TextEdit]." msgstr "" #: doc/classes/TextEdit.xml:641 msgid "" "Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled." msgstr "" #: doc/classes/TextEdit.xml:646 msgid "Sets the highlight [Color] of text selections." msgstr "" #: doc/classes/TextEdit.xml:653 msgid "Sets a custom [Texture2D] for tab text characters." msgstr "" #: doc/classes/TextEdit.xml:656 msgid "" "Sets the highlight [Color] of multiple occurrences. [member " "highlight_all_occurrences] has to be enabled." msgstr "" #: doc/classes/Texture2D.xml:4 msgid "Texture for 2D and 3D." msgstr "" #: doc/classes/Texture2D.xml:7 msgid "" "A texture works by registering an image in the video hardware, which then " "can be used in 3D models or 2D [Sprite2D] or GUI [Control].\n" "Textures are often created by loading them from a file. See [method " "@GDScript.load].\n" "[Texture2D] is a base for other resources. It cannot be used directly." msgstr "" #: doc/classes/Texture2D.xml:36 msgid "" "Draws the texture using a [CanvasItem] with the [RenderingServer] API at the " "specified [code]position[/code]." msgstr "" #: doc/classes/Texture2D.xml:63 msgid "Draws the texture using a [CanvasItem] with the [RenderingServer] API." msgstr "" #: doc/classes/Texture2D.xml:92 msgid "" "Draws a part of the texture using a [CanvasItem] with the [RenderingServer] " "API." msgstr "" #: doc/classes/Texture2D.xml:99 msgid "" "Returns an [Image] with the data from this [Texture2D]. [Image]s can be " "accessed and manipulated directly." msgstr "" #: doc/classes/Texture2D.xml:106 msgid "Returns the texture height." msgstr "" #: doc/classes/Texture2D.xml:113 msgid "Returns the texture size." msgstr "" #: doc/classes/Texture2D.xml:120 msgid "Returns the texture width." msgstr "" #: doc/classes/Texture2D.xml:127 msgid "Returns [code]true[/code] if this [Texture2D] has an alpha channel." msgstr "" #: doc/classes/TextureButton.xml:4 msgid "" "Texture-based button. Supports Pressed, Hover, Disabled and Focused states." msgstr "" #: doc/classes/TextureButton.xml:7 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." msgstr "" #: doc/classes/TextureButton.xml:16 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 "" #: doc/classes/TextureButton.xml:19 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 "" #: doc/classes/TextureButton.xml:22 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 "" #: doc/classes/TextureButton.xml:25 msgid "" "Texture to display when the node is disabled. See [member BaseButton." "disabled]." msgstr "" #: doc/classes/TextureButton.xml:28 msgid "Texture to display when the node has mouse or keyboard focus." msgstr "" #: doc/classes/TextureButton.xml:31 msgid "Texture to display when the mouse hovers the node." msgstr "" #: doc/classes/TextureButton.xml:34 msgid "" "Texture to display by default, when the node is [b]not[/b] in the disabled, " "focused, hover or pressed state." msgstr "" #: doc/classes/TextureButton.xml:37 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 "" #: doc/classes/TextureButton.xml:42 doc/classes/TextureRect.xml:36 msgid "Scale to fit the node's bounding rectangle." msgstr "" #: doc/classes/TextureButton.xml:45 doc/classes/TextureRect.xml:39 msgid "Tile inside the node's bounding rectangle." msgstr "" #: doc/classes/TextureButton.xml:48 doc/classes/TextureRect.xml:42 msgid "" "The texture keeps its original size and stays in the bounding rectangle's " "top-left corner." msgstr "" #: doc/classes/TextureButton.xml:51 doc/classes/TextureRect.xml:45 msgid "" "The texture keeps its original size and stays centered in the node's " "bounding rectangle." msgstr "" #: doc/classes/TextureButton.xml:54 doc/classes/TextureRect.xml:48 msgid "" "Scale the texture to fit the node's bounding rectangle, but maintain the " "texture's aspect ratio." msgstr "" #: doc/classes/TextureButton.xml:57 msgid "" "Scale the texture to fit the node's bounding rectangle, center it, and " "maintain its aspect ratio." msgstr "" #: doc/classes/TextureButton.xml:60 doc/classes/TextureRect.xml:54 msgid "" "Scale the texture so that the shorter side fits the bounding rectangle. The " "other side clips to the node's limits." msgstr "" #: doc/classes/TextureLayered.xml:4 msgid "Base class for 3D texture types." msgstr "" #: doc/classes/TextureLayered.xml:7 msgid "" "Base class for [Texture2DArray], [Cubemap] and [CubemapArray]. Cannot be " "used directly, but contains all the functions necessary for accessing the " "derived resource types. Data is set on a per-layer basis. For " "[Texture2DArray]s, the layer specifies the array layer." msgstr "" #: doc/classes/TextureLayered.xml:16 msgid "" "Returns the current format being used by this texture. See [enum Image." "Format] for details." msgstr "" #: doc/classes/TextureLayered.xml:23 msgid "" "Returns the height of the texture. Height is typically represented by the Y-" "axis." msgstr "" #: doc/classes/TextureLayered.xml:32 msgid "" "Returns an [Image] resource with the data from specified [code]layer[/code]." msgstr "" #: doc/classes/TextureLayered.xml:51 msgid "" "Returns the width of the texture. Width is typically represented by the X-" "axis." msgstr "" #: doc/classes/TextureProgress.xml:4 msgid "" "Texture-based progress bar. Useful for loading screens and life or stamina " "bars." msgstr "" #: doc/classes/TextureProgress.xml:7 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 "" #: doc/classes/TextureProgress.xml:33 msgid "The fill direction. See [enum FillMode] for possible values." msgstr "" #: doc/classes/TextureProgress.xml:37 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 "" #: doc/classes/TextureProgress.xml:40 msgid "" "Offsets [member texture_progress] if [member fill_mode] is [constant " "FILL_CLOCKWISE] or [constant FILL_COUNTER_CLOCKWISE]." msgstr "" #: doc/classes/TextureProgress.xml:43 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 "" #: doc/classes/TextureProgress.xml:47 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 "" #: doc/classes/TextureProgress.xml:50 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 "" #: doc/classes/TextureProgress.xml:53 msgid "The width of the 9-patch's left column." msgstr "" #: doc/classes/TextureProgress.xml:56 msgid "The width of the 9-patch's right column." msgstr "" #: doc/classes/TextureProgress.xml:59 msgid "The height of the 9-patch's top row." msgstr "" #: doc/classes/TextureProgress.xml:62 msgid "" "[Texture2D] that draws over the progress bar. Use it to add highlights or an " "upper-frame that hides part of [member texture_progress]." msgstr "" #: doc/classes/TextureProgress.xml:65 msgid "" "[Texture2D] 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 "" #: doc/classes/TextureProgress.xml:69 msgid "[Texture2D] that draws under the progress bar. The bar's background." msgstr "" #: doc/classes/TextureProgress.xml:72 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 "" #: doc/classes/TextureProgress.xml:75 msgid "" "Multiplies the color of the bar's [code]texture_progress[/code] texture." msgstr "" #: doc/classes/TextureProgress.xml:78 msgid "Multiplies the color of the bar's [code]texture_under[/code] texture." msgstr "" #: doc/classes/TextureProgress.xml:83 msgid "The [member texture_progress] fills from left to right." msgstr "" #: doc/classes/TextureProgress.xml:86 msgid "The [member texture_progress] fills from right to left." msgstr "" #: doc/classes/TextureProgress.xml:89 msgid "The [member texture_progress] fills from top to bottom." msgstr "" #: doc/classes/TextureProgress.xml:92 msgid "The [member texture_progress] fills from bottom to top." msgstr "" #: doc/classes/TextureProgress.xml:95 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 "" #: doc/classes/TextureProgress.xml:98 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 "" #: doc/classes/TextureProgress.xml:101 msgid "" "The [member texture_progress] fills from the center, expanding both towards " "the left and the right." msgstr "" #: doc/classes/TextureProgress.xml:104 msgid "" "The [member texture_progress] fills from the center, expanding both towards " "the top and the bottom." msgstr "" #: doc/classes/TextureProgress.xml:107 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 "" #: doc/classes/TextureRect.xml:4 msgid "Control for drawing textures." msgstr "" #: doc/classes/TextureRect.xml:7 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." msgstr "" #: doc/classes/TextureRect.xml:15 msgid "If [code]true[/code], the texture scales to fit its bounding rectangle." msgstr "" #: doc/classes/TextureRect.xml:25 msgid "" "Controls the texture's behavior when resizing the node's bounding rectangle. " "See [enum StretchMode]." msgstr "" #: doc/classes/TextureRect.xml:28 msgid "The node's [Texture2D] resource." msgstr "" #: doc/classes/TextureRect.xml:33 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 "" #: doc/classes/TextureRect.xml:51 msgid "" "Scale the texture to fit the node's bounding rectangle, center it and " "maintain its aspect ratio." msgstr "" #: doc/classes/Theme.xml:4 msgid "Theme for controls." msgstr "" #: doc/classes/Theme.xml:7 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 "" #: doc/classes/Theme.xml:11 msgid "https://docs.godotengine.org/en/latest/tutorials/gui/gui_skinning.html" msgstr "" #: doc/classes/Theme.xml:18 msgid "Clears all values on the theme." msgstr "" #: doc/classes/Theme.xml:29 msgid "" "Clears the [Color] at [code]name[/code] if the theme has [code]type[/code]." msgstr "" #: doc/classes/Theme.xml:40 msgid "" "Clears the constant at [code]name[/code] if the theme has [code]type[/code]." msgstr "" #: doc/classes/Theme.xml:51 msgid "" "Clears the [Font] at [code]name[/code] if the theme has [code]type[/code]." msgstr "" #: doc/classes/Theme.xml:62 msgid "" "Clears the icon at [code]name[/code] if the theme has [code]type[/code]." msgstr "" #: doc/classes/Theme.xml:73 msgid "" "Clears [StyleBox] at [code]name[/code] if the theme has [code]type[/code]." msgstr "" #: doc/classes/Theme.xml:80 msgid "Sets the theme's values to a copy of the default theme values." msgstr "" #: doc/classes/Theme.xml:89 msgid "Sets the theme's values to a copy of a given theme." msgstr "" #: doc/classes/Theme.xml:100 msgid "" "Returns the [Color] at [code]name[/code] if the theme has [code]type[/code]." msgstr "" #: doc/classes/Theme.xml:109 msgid "" "Returns all the [Color]s as a [PackedStringArray] filled with each [Color]'s " "name, for use in [method get_color], if the theme has [code]type[/code]." msgstr "" #: doc/classes/Theme.xml:120 msgid "" "Returns the constant at [code]name[/code] if the theme has [code]type[/code]." msgstr "" #: doc/classes/Theme.xml:129 msgid "" "Returns all the constants as a [PackedStringArray] filled with each " "constant's name, for use in [method get_constant], if the theme has " "[code]type[/code]." msgstr "" #: doc/classes/Theme.xml:140 msgid "" "Returns the [Font] at [code]name[/code] if the theme has [code]type[/code]." msgstr "" #: doc/classes/Theme.xml:149 msgid "" "Returns all the [Font]s as a [PackedStringArray] filled with each [Font]'s " "name, for use in [method get_font], if the theme has [code]type[/code]." msgstr "" #: doc/classes/Theme.xml:160 msgid "" "Returns the icon [Texture2D] at [code]name[/code] if the theme has " "[code]type[/code]." msgstr "" #: doc/classes/Theme.xml:169 msgid "" "Returns all the icons as a [PackedStringArray] filled with each " "[Texture2D]'s name, for use in [method get_icon], if the theme has " "[code]type[/code]." msgstr "" #: doc/classes/Theme.xml:180 msgid "" "Returns the icon [StyleBox] at [code]name[/code] if the theme has " "[code]type[/code]." msgstr "" #: doc/classes/Theme.xml:189 msgid "" "Returns all the [StyleBox]s as a [PackedStringArray] filled with each " "[StyleBox]'s name, for use in [method get_stylebox], if the theme has " "[code]type[/code]." msgstr "" #: doc/classes/Theme.xml:196 msgid "" "Returns all the [StyleBox] types as a [PackedStringArray] filled with each " "[StyleBox]'s type, for use in [method get_stylebox] and/or [method " "get_stylebox_list], if the theme has [code]type[/code]." msgstr "" #: doc/classes/Theme.xml:205 msgid "" "Returns all the types in [code]type[/code] as a [PackedStringArray] for use " "in any of the [code]get_*[/code] functions, if the theme has [code]type[/" "code]." msgstr "" #: doc/classes/Theme.xml:216 msgid "" "Returns [code]true[/code] if [Color] with [code]name[/code] is in " "[code]type[/code].\n" "Returns [code]false[/code] if the theme does not have [code]type[/code]." msgstr "" #: doc/classes/Theme.xml:228 msgid "" "Returns [code]true[/code] if constant with [code]name[/code] is in " "[code]type[/code].\n" "Returns [code]false[/code] if the theme does not have [code]type[/code]." msgstr "" #: doc/classes/Theme.xml:240 msgid "" "Returns [code]true[/code] if [Font] with [code]name[/code] is in [code]type[/" "code].\n" "Returns [code]false[/code] if the theme does not have [code]type[/code]." msgstr "" #: doc/classes/Theme.xml:252 msgid "" "Returns [code]true[/code] if icon [Texture2D] with [code]name[/code] is in " "[code]type[/code].\n" "Returns [code]false[/code] if the theme does not have [code]type[/code]." msgstr "" #: doc/classes/Theme.xml:264 msgid "" "Returns [code]true[/code] if [StyleBox] with [code]name[/code] is in " "[code]type[/code].\n" "Returns [code]false[/code] if the theme does not have [code]type[/code]." msgstr "" #: doc/classes/Theme.xml:278 msgid "" "Sets the theme's [Color] to [code]color[/code] at [code]name[/code] in " "[code]type[/code].\n" "Does nothing if the theme does not have [code]type[/code]." msgstr "" #: doc/classes/Theme.xml:292 msgid "" "Sets the theme's constant to [code]constant[/code] at [code]name[/code] in " "[code]type[/code].\n" "Does nothing if the theme does not have [code]type[/code]." msgstr "" #: doc/classes/Theme.xml:306 msgid "" "Sets the theme's [Font] to [code]font[/code] at [code]name[/code] in " "[code]type[/code].\n" "Does nothing if the theme does not have [code]type[/code]." msgstr "" #: doc/classes/Theme.xml:320 msgid "" "Sets the theme's icon [Texture2D] to [code]texture[/code] at [code]name[/" "code] in [code]type[/code].\n" "Does nothing if the theme does not have [code]type[/code]." msgstr "" #: doc/classes/Theme.xml:334 msgid "" "Sets theme's [StyleBox] to [code]stylebox[/code] at [code]name[/code] in " "[code]type[/code].\n" "Does nothing if the theme does not have [code]type[/code]." msgstr "" #: doc/classes/Theme.xml:341 msgid "The theme's default font." msgstr "" #: doc/classes/Thread.xml:4 msgid "A unit of execution in a process." msgstr "" #: doc/classes/Thread.xml:7 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." msgstr "" #: doc/classes/Thread.xml:17 msgid "" "Returns the current [Thread]'s ID, uniquely identifying it among all threads." msgstr "" #: doc/classes/Thread.xml:24 msgid "" "Returns [code]true[/code] if this [Thread] is currently active. An active " "[Thread] cannot start work on a new method but can be joined with [method " "wait_to_finish]." msgstr "" #: doc/classes/Thread.xml:39 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 "" #: doc/classes/Thread.xml:47 msgid "" "Joins the [Thread] and waits for it to finish. Returns what the method " "called returned." msgstr "" #: doc/classes/Thread.xml:53 msgid "A thread running with lower priority than normally." msgstr "" #: doc/classes/Thread.xml:56 msgid "A thread with a standard priority." msgstr "" #: doc/classes/Thread.xml:59 msgid "A thread running with higher priority than normally." msgstr "" #: doc/classes/TileMap.xml:4 msgid "Node for 2D tile-based maps." msgstr "" #: doc/classes/TileMap.xml:7 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." msgstr "" #: doc/classes/TileMap.xml:10 msgid "https://docs.godotengine.org/en/latest/tutorials/2d/using_tilemaps.html" msgstr "" #: doc/classes/TileMap.xml:17 msgid "Clears all cells." msgstr "" #: doc/classes/TileMap.xml:24 msgid "Clears cells that do not exist in the tileset." msgstr "" #: doc/classes/TileMap.xml:35 msgid "" "Returns the tile index of the given cell. If no tile exists in the cell, " "returns [constant INVALID_CELL]." msgstr "" #: doc/classes/TileMap.xml:46 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 "" #: doc/classes/TileMap.xml:55 msgid "" "Returns the tile index of the cell given by a Vector2. If no tile exists in " "the cell, returns [constant INVALID_CELL]." msgstr "" #: doc/classes/TileMap.xml:64 msgid "Returns [code]true[/code] if the given collision layer bit is set." msgstr "" #: doc/classes/TileMap.xml:73 msgid "Returns [code]true[/code] if the given collision mask bit is set." msgstr "" #: doc/classes/TileMap.xml:80 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 "" #: doc/classes/TileMap.xml:89 #, fuzzy msgid "Returns an array of all cells with the given tile [code]index[/code]." msgstr "Devuelve el nombre del bus con el índice [code]bus_idx[/code]." #: doc/classes/TileMap.xml:96 msgid "Returns a rectangle enclosing the used (non-empty) tiles of the map." msgstr "" #: doc/classes/TileMap.xml:107 msgid "" "Returns [code]true[/code] if the given cell is transposed, i.e. the X and Y " "axes are swapped." msgstr "" #: doc/classes/TileMap.xml:118 msgid "Returns [code]true[/code] if the given cell is flipped in the X axis." msgstr "" #: doc/classes/TileMap.xml:129 msgid "Returns [code]true[/code] if the given cell is flipped in the Y axis." msgstr "" #: doc/classes/TileMap.xml:140 msgid "" "Returns the global position corresponding to the given tilemap (grid-based) " "coordinates.\n" "Optionally, the tilemap's half offset can be ignored." msgstr "" #: doc/classes/TileMap.xml:162 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].\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, flip_y, transpose, autotile_coord)\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 "" #: doc/classes/TileMap.xml:190 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 or transposed.\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 "" #: doc/classes/TileMap.xml:205 msgid "Sets the given collision layer bit." msgstr "" #: doc/classes/TileMap.xml:216 msgid "Sets the given collision mask bit." msgstr "" #: doc/classes/TileMap.xml:225 msgid "" "Applies autotiling rules to the cell (and its adjacent cells) referenced by " "its grid-based X and Y coordinates." msgstr "" #: doc/classes/TileMap.xml:236 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 "" #: doc/classes/TileMap.xml:244 msgid "" "Updates the tile map's quadrants, allowing things such as navigation and " "collision shapes to be immediately used if modified." msgstr "" #: doc/classes/TileMap.xml:253 msgid "" "Returns the tilemap (grid-based) coordinates corresponding to the given " "local position." msgstr "" #: doc/classes/TileMap.xml:259 msgid "If [code]true[/code], the cell's UVs will be clipped." msgstr "" #: doc/classes/TileMap.xml:262 msgid "The custom [Transform2D] to be applied to the TileMap's cells." msgstr "" #: doc/classes/TileMap.xml:265 msgid "" "Amount to offset alternating tiles. See [enum HalfOffset] for possible " "values." msgstr "" #: doc/classes/TileMap.xml:268 msgid "" "The TileMap's quadrant size. Optimizes drawing by batching, using chunks of " "this size." msgstr "" #: doc/classes/TileMap.xml:271 msgid "The TileMap's cell size." msgstr "" #: doc/classes/TileMap.xml:274 msgid "Position for tile origin. See [enum TileOrigin] for possible values." msgstr "" #: doc/classes/TileMap.xml:277 msgid "" "If [code]true[/code], the TileMap's children will be drawn in order of their " "Y coordinate." msgstr "" #: doc/classes/TileMap.xml:280 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 "" #: doc/classes/TileMap.xml:284 msgid "" "Bounce value for static body collisions (see [code]collision_use_kinematic[/" "code])." msgstr "" #: doc/classes/TileMap.xml:287 msgid "" "Friction value for static body collisions (see " "[code]collision_use_kinematic[/code])." msgstr "" #: doc/classes/TileMap.xml:290 msgid "The collision layer(s) for all colliders in the TileMap." msgstr "" #: doc/classes/TileMap.xml:293 msgid "The collision mask(s) for all colliders in the TileMap." msgstr "" #: doc/classes/TileMap.xml:296 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 "" #: doc/classes/TileMap.xml:299 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 "" #: doc/classes/TileMap.xml:302 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 "" #: doc/classes/TileMap.xml:307 msgid "The TileMap orientation mode. See [enum Mode] for possible values." msgstr "" #: doc/classes/TileMap.xml:310 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 "" #: doc/classes/TileMap.xml:313 msgid "The assigned [TileSet]." msgstr "" #: doc/classes/TileMap.xml:319 msgid "Emitted when a tilemap setting has changed." msgstr "" #: doc/classes/TileMap.xml:325 msgid "Returned when a cell doesn't exist." msgstr "" #: doc/classes/TileMap.xml:328 msgid "Orthogonal orientation mode." msgstr "" #: doc/classes/TileMap.xml:331 msgid "Isometric orientation mode." msgstr "" #: doc/classes/TileMap.xml:334 msgid "Custom orientation mode." msgstr "" #: doc/classes/TileMap.xml:337 msgid "Half offset on the X coordinate." msgstr "" #: doc/classes/TileMap.xml:340 msgid "Half offset on the Y coordinate." msgstr "" #: doc/classes/TileMap.xml:343 msgid "Half offset disabled." msgstr "" #: doc/classes/TileMap.xml:346 msgid "Half offset on the X coordinate (negative)." msgstr "" #: doc/classes/TileMap.xml:349 msgid "Half offset on the Y coordinate (negative)." msgstr "" #: doc/classes/TileMap.xml:352 msgid "Tile origin at its top-left corner." msgstr "" #: doc/classes/TileMap.xml:355 msgid "Tile origin at its center." msgstr "" #: doc/classes/TileMap.xml:358 msgid "Tile origin at its bottom-left corner." msgstr "" #: doc/classes/TileSet.xml:4 msgid "Tile library for tilemaps." msgstr "" #: doc/classes/TileSet.xml:7 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 "" #: doc/classes/TileSet.xml:47 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 "" #: doc/classes/TileSet.xml:57 msgid "Clears all bitmask information of the autotile." msgstr "" #: doc/classes/TileSet.xml:68 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 "" #: doc/classes/TileSet.xml:78 msgid "Returns the [enum BitmaskMode] of the autotile." msgstr "" #: doc/classes/TileSet.xml:87 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 "" #: doc/classes/TileSet.xml:99 msgid "" "Returns the light occluder of the subtile from an atlas/autotile given its " "coordinates." msgstr "" #: doc/classes/TileSet.xml:110 msgid "" "Returns the navigation polygon of the subtile from an atlas/autotile given " "its coordinates." msgstr "" #: doc/classes/TileSet.xml:119 msgid "Returns the size of the subtiles in an atlas/autotile." msgstr "" #: doc/classes/TileSet.xml:128 msgid "Returns the spacing between subtiles of the atlas/autotile." msgstr "" #: doc/classes/TileSet.xml:139 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 "" #: doc/classes/TileSet.xml:151 msgid "" "Returns the drawing index of the subtile from an atlas/autotile given its " "coordinates." msgstr "" #: doc/classes/TileSet.xml:164 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 "" #: doc/classes/TileSet.xml:176 msgid "Sets the [enum BitmaskMode] of the autotile." msgstr "" #: doc/classes/TileSet.xml:187 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 "" #: doc/classes/TileSet.xml:201 msgid "" "Sets the light occluder of the subtile from an atlas/autotile given its " "coordinates." msgstr "" #: doc/classes/TileSet.xml:214 msgid "" "Sets the navigation polygon of the subtile from an atlas/autotile given its " "coordinates." msgstr "" #: doc/classes/TileSet.xml:225 msgid "Sets the size of the subtiles in an atlas/autotile." msgstr "" #: doc/classes/TileSet.xml:236 msgid "Sets the spacing between subtiles of the atlas/autotile." msgstr "" #: doc/classes/TileSet.xml:249 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 "" #: doc/classes/TileSet.xml:263 msgid "" "Sets the drawing index of the subtile from an atlas/autotile given its " "coordinates." msgstr "" #: doc/classes/TileSet.xml:270 msgid "Clears all tiles." msgstr "" #: doc/classes/TileSet.xml:279 msgid "Creates a new tile with the given ID." msgstr "" #: doc/classes/TileSet.xml:288 msgid "Returns the first tile matching the given name." msgstr "" #: doc/classes/TileSet.xml:295 msgid "" "Returns the ID following the last currently used ID, useful when creating a " "new tile." msgstr "" #: doc/classes/TileSet.xml:302 msgid "Returns an array of all currently used tile IDs." msgstr "" #: doc/classes/TileSet.xml:311 msgid "Removes the given tile ID." msgstr "" #: doc/classes/TileSet.xml:328 msgid "Adds a shape to the tile." msgstr "" #: doc/classes/TileSet.xml:337 msgid "Returns the tile's light occluder." msgstr "" #: doc/classes/TileSet.xml:346 msgid "Returns the tile's material." msgstr "" #: doc/classes/TileSet.xml:355 msgid "Returns the tile's modulation color." msgstr "" #: doc/classes/TileSet.xml:364 msgid "Returns the tile's name." msgstr "" #: doc/classes/TileSet.xml:373 msgid "Returns the navigation polygon of the tile." msgstr "" #: doc/classes/TileSet.xml:382 msgid "Returns the offset of the tile's navigation polygon." msgstr "" #: doc/classes/TileSet.xml:391 msgid "Returns the tile's normal map texture." msgstr "" #: doc/classes/TileSet.xml:400 msgid "Returns the offset of the tile's light occluder." msgstr "" #: doc/classes/TileSet.xml:409 msgid "Returns the tile sub-region in the texture." msgstr "" #: doc/classes/TileSet.xml:420 msgid "Returns a tile's given shape." msgstr "" #: doc/classes/TileSet.xml:429 msgid "Returns the number of shapes assigned to a tile." msgstr "" #: doc/classes/TileSet.xml:440 msgid "Returns the offset of a tile's shape." msgstr "" #: doc/classes/TileSet.xml:451 msgid "Returns the one-way collision value of a tile's shape." msgstr "" #: doc/classes/TileSet.xml:472 msgid "Returns the [Transform2D] of a tile's shape." msgstr "" #: doc/classes/TileSet.xml:481 msgid "Returns an array of the tile's shapes." msgstr "" #: doc/classes/TileSet.xml:490 msgid "Returns the tile's texture." msgstr "" #: doc/classes/TileSet.xml:499 msgid "Returns the texture offset of the tile." msgstr "" #: doc/classes/TileSet.xml:508 msgid "Returns the tile's [enum TileMode]." msgstr "" #: doc/classes/TileSet.xml:517 msgid "Returns the tile's Z index (drawing layer)." msgstr "" #: doc/classes/TileSet.xml:528 msgid "Sets a light occluder for the tile." msgstr "" #: doc/classes/TileSet.xml:539 msgid "Sets the tile's material." msgstr "" #: doc/classes/TileSet.xml:550 msgid "Sets the tile's modulation color." msgstr "" #: doc/classes/TileSet.xml:561 msgid "Sets the tile's name." msgstr "" #: doc/classes/TileSet.xml:572 msgid "Sets the tile's navigation polygon." msgstr "" #: doc/classes/TileSet.xml:583 msgid "Sets an offset for the tile's navigation polygon." msgstr "" #: doc/classes/TileSet.xml:594 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 "" #: doc/classes/TileSet.xml:606 msgid "Sets an offset for the tile's light occluder." msgstr "" #: doc/classes/TileSet.xml:617 msgid "" "Sets the tile's sub-region in the texture. This is common in texture atlases." msgstr "" #: doc/classes/TileSet.xml:630 msgid "Sets a shape for the tile, enabling collision." msgstr "" #: doc/classes/TileSet.xml:643 msgid "Sets the offset of a tile's shape." msgstr "" #: doc/classes/TileSet.xml:656 msgid "Enables one-way collision on a tile's shape." msgstr "" #: doc/classes/TileSet.xml:681 msgid "Sets a [Transform2D] on a tile's shape." msgstr "" #: doc/classes/TileSet.xml:692 msgid "Sets an array of shapes for the tile, enabling collision." msgstr "" #: doc/classes/TileSet.xml:703 msgid "Sets the tile's texture." msgstr "" #: doc/classes/TileSet.xml:714 msgid "Sets the tile's texture offset." msgstr "" #: doc/classes/TileSet.xml:725 msgid "Sets the tile's [enum TileMode]." msgstr "" #: doc/classes/TileSet.xml:736 msgid "Sets the tile's drawing index." msgstr "" #: doc/classes/Timer.xml:4 msgid "A countdown timer." msgstr "" #: doc/classes/Timer.xml:7 msgid "" "Counts down a specified interval and emits a signal on reaching 0. Can be " "set to repeat or \"one-shot\" mode." msgstr "" #: doc/classes/Timer.xml:16 msgid "Returns [code]true[/code] if the timer is stopped." msgstr "" #: doc/classes/Timer.xml:25 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 "" #: doc/classes/Timer.xml:33 msgid "Stops the timer." msgstr "" #: doc/classes/Timer.xml:39 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 "" #: doc/classes/Timer.xml:43 msgid "" "If [code]true[/code], the timer will stop when reaching 0. If [code]false[/" "code], it will restart." msgstr "" #: doc/classes/Timer.xml:46 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 "" #: doc/classes/Timer.xml:49 msgid "Processing mode. See [enum TimerProcessMode]." msgstr "" #: doc/classes/Timer.xml:52 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 "" #: doc/classes/Timer.xml:56 msgid "Wait time in seconds." msgstr "" #: doc/classes/Timer.xml:68 msgid "" "Update the timer during the physics step at each frame (fixed framerate " "processing)." msgstr "" #: doc/classes/Timer.xml:71 msgid "Update the timer during the idle time at each frame." msgstr "" #: doc/classes/TouchScreenButton.xml:4 msgid "Button for touch screen devices." msgstr "" #: doc/classes/TouchScreenButton.xml:7 msgid "" "Button for touch screen devices. You can set it to be visible on all " "screens, or only on touch devices." msgstr "" #: doc/classes/TouchScreenButton.xml:16 msgid "Returns [code]true[/code] if this button is currently pressed." msgstr "" #: doc/classes/TouchScreenButton.xml:22 msgid "The button's action. Actions can be handled with [InputEventAction]." msgstr "" #: doc/classes/TouchScreenButton.xml:25 msgid "The button's bitmask." msgstr "" #: doc/classes/TouchScreenButton.xml:28 msgid "The button's texture for the normal state." msgstr "" #: doc/classes/TouchScreenButton.xml:31 msgid "If [code]true[/code], pass-by presses are enabled." msgstr "" #: doc/classes/TouchScreenButton.xml:34 msgid "The button's texture for the pressed state." msgstr "" #: doc/classes/TouchScreenButton.xml:37 msgid "The button's shape." msgstr "" #: doc/classes/TouchScreenButton.xml:40 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 "" #: doc/classes/TouchScreenButton.xml:43 msgid "If [code]true[/code], the button's shape is visible." msgstr "" #: doc/classes/TouchScreenButton.xml:46 msgid "" "The button's visibility mode. See [enum VisibilityMode] for possible values." msgstr "" #: doc/classes/TouchScreenButton.xml:52 msgid "Emitted when the button is pressed (down)." msgstr "" #: doc/classes/TouchScreenButton.xml:57 msgid "Emitted when the button is released (up)." msgstr "" #: doc/classes/TouchScreenButton.xml:63 msgid "Always visible." msgstr "" #: doc/classes/TouchScreenButton.xml:66 msgid "Visible on touch screens only." msgstr "" #: doc/classes/Transform.xml:4 msgid "3D transformation (3×4 matrix)." msgstr "" #: doc/classes/Transform.xml:7 msgid "" "Represents one or many transformations in 3D space such as translation, " "rotation, or scaling. It consists of a [member basis] and an [member " "origin]. It is similar to a 3×4 matrix." msgstr "" #: doc/classes/Transform.xml:26 msgid "" "Constructs the Transform from four [Vector3]. Each axis corresponds to local " "basis vectors (some of which may be scaled)." msgstr "" #: doc/classes/Transform.xml:37 msgid "Constructs the Transform from a [Basis] and [Vector3]." msgstr "" #: doc/classes/Transform.xml:46 msgid "Constructs the Transform from a [Transform2D]." msgstr "" #: doc/classes/Transform.xml:55 msgid "" "Constructs the Transform from a [Quat]. The origin will be Vector3(0, 0, 0)." msgstr "" #: doc/classes/Transform.xml:64 msgid "" "Constructs the Transform from a [Basis]. The origin will be Vector3(0, 0, 0)." msgstr "" #: doc/classes/Transform.xml:71 msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation is composed of rotation, scaling and translation." msgstr "" #: doc/classes/Transform.xml:82 msgid "Interpolates the transform to other Transform by weight amount (0-1)." msgstr "" #: doc/classes/Transform.xml:89 doc/classes/Transform2D.xml:106 msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation is composed of rotation and translation (no scaling, use " "affine_inverse for transforms with scaling)." msgstr "" #: doc/classes/Transform.xml:98 doc/classes/Transform2D.xml:115 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 "" #: doc/classes/Transform.xml:109 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 "" #: doc/classes/Transform.xml:118 doc/classes/Transform2D.xml:122 msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " "axis vectors." msgstr "" #: doc/classes/Transform.xml:129 msgid "" "Rotates the transform around the given axis by the given angle (in radians), " "using matrix multiplication. The axis must be a normalized vector." msgstr "" #: doc/classes/Transform.xml:138 msgid "" "Scales basis and origin of the transform by the given scale factor, using " "matrix multiplication." msgstr "" #: doc/classes/Transform.xml:147 doc/classes/Transform2D.xml:149 msgid "" "Translates the transform by the given offset, relative to the transform's " "basis vectors.\n" "Unlike [method rotated] and [method scaled], this does not use matrix " "multiplication." msgstr "" #: doc/classes/Transform.xml:157 msgid "" "Transforms the given [Vector3], [Plane], [AABB], or [PackedVector3Array] by " "this transform." msgstr "" #: doc/classes/Transform.xml:166 msgid "" "Inverse-transforms the given [Vector3], [Plane], [AABB], or " "[PackedVector3Array] by this transform." msgstr "" #: doc/classes/Transform.xml:172 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 "" #: doc/classes/Transform.xml:175 msgid "The translation offset of the transform." msgstr "" #: doc/classes/Transform.xml:180 msgid "" "[Transform] with no translation, rotation or scaling applied. When applied " "to other data structures, [constant IDENTITY] performs no transformation." msgstr "" #: doc/classes/Transform.xml:183 msgid "[Transform] with mirroring applied perpendicular to the YZ plane." msgstr "" #: doc/classes/Transform.xml:186 msgid "[Transform] with mirroring applied perpendicular to the XZ plane." msgstr "" #: doc/classes/Transform.xml:189 msgid "[Transform] with mirroring applied perpendicular to the XY plane." msgstr "" #: doc/classes/Transform2D.xml:4 msgid "2D transformation (3×2 matrix)." msgstr "" #: doc/classes/Transform2D.xml:7 msgid "" "Represents one or many transformations in 2D space such as translation, " "rotation, or scaling. It consists of two [member x] and [member y] " "[Vector2]s and an [member origin]. It is similar to a 3×2 matrix." msgstr "" #: doc/classes/Transform2D.xml:18 msgid "Constructs the transform from a 3D [Transform]." msgstr "" #: doc/classes/Transform2D.xml:31 msgid "" "Constructs the transform from 3 [Vector2]s representing x, y, and origin." msgstr "" #: doc/classes/Transform2D.xml:42 msgid "Constructs the transform from a given angle (in radians) and position." msgstr "" #: doc/classes/Transform2D.xml:58 msgid "Transforms the given vector by this transform's basis (no translation)." msgstr "" #: doc/classes/Transform2D.xml:67 msgid "" "Inverse-transforms the given vector by this transform's basis (no " "translation)." msgstr "" #: doc/classes/Transform2D.xml:74 msgid "Returns the transform's origin (translation)." msgstr "" #: doc/classes/Transform2D.xml:81 msgid "Returns the transform's rotation (in radians)." msgstr "" #: doc/classes/Transform2D.xml:88 msgid "Returns the scale." msgstr "" #: doc/classes/Transform2D.xml:99 msgid "" "Returns a transform interpolated between this transform and another by a " "given weight (0-1)." msgstr "" #: doc/classes/Transform2D.xml:131 msgid "" "Rotates the transform by the given angle (in radians), using matrix " "multiplication." msgstr "" #: doc/classes/Transform2D.xml:140 msgid "" "Scales the transform by the given scale factor, using matrix multiplication." msgstr "" #: doc/classes/Transform2D.xml:159 msgid "" "Transforms the given [Vector2], [Rect2], or [PackedVector2Array] by this " "transform." msgstr "" #: doc/classes/Transform2D.xml:168 msgid "" "Inverse-transforms the given [Vector2], [Rect2], or [PackedVector2Array] by " "this transform." msgstr "" #: doc/classes/Transform2D.xml:174 msgid "The transform's translation offset." msgstr "" #: doc/classes/Transform2D.xml:177 msgid "" "The X axis of 2×2 basis matrix containing 2 [Vector2]s as its columns: X " "axis and Y axis. These vectors can be interpreted as the basis vectors of " "local coordinate system traveling with the object." msgstr "" #: doc/classes/Transform2D.xml:180 msgid "" "The Y axis of 2×2 basis matrix containing 2 [Vector2]s as its columns: X " "axis and Y axis. These vectors can be interpreted as the basis vectors of " "local coordinate system traveling with the object." msgstr "" #: doc/classes/Transform2D.xml:185 msgid "" "[Transform2D] with no translation, rotation or scaling applied. When applied " "to other data structures, [constant IDENTITY] performs no transformation." msgstr "" #: doc/classes/Transform2D.xml:188 msgid "[Transform2D] with mirroring applied parallel to the X axis." msgstr "" #: doc/classes/Transform2D.xml:191 msgid "[Transform2D] with mirroring applied parallel to the Y axis." msgstr "" #: doc/classes/Translation.xml:4 msgid "Language Translation." msgstr "" #: doc/classes/Translation.xml:7 msgid "" "Translations are resources that can be loaded and unloaded on demand. They " "map a string to another string." msgstr "" #: doc/classes/Translation.xml:10 doc/classes/TranslationServer.xml:10 msgid "" "https://docs.godotengine.org/en/latest/tutorials/i18n/" "internationalizing_games.html" msgstr "" #: doc/classes/Translation.xml:11 doc/classes/TranslationServer.xml:11 msgid "https://docs.godotengine.org/en/latest/tutorials/i18n/locales.html" msgstr "" #: doc/classes/Translation.xml:22 msgid "Adds a message if nonexistent, followed by its translation." msgstr "" #: doc/classes/Translation.xml:31 msgid "Erases a message." msgstr "" #: doc/classes/Translation.xml:40 msgid "Returns a message's translation." msgstr "" #: doc/classes/Translation.xml:47 msgid "Returns the number of existing messages." msgstr "" #: doc/classes/Translation.xml:54 msgid "Returns all the messages (keys)." msgstr "" #: doc/classes/Translation.xml:60 msgid "The locale of the translation." msgstr "" #: doc/classes/TranslationServer.xml:4 msgid "Server that manages all translations." msgstr "" #: doc/classes/TranslationServer.xml:7 msgid "" "Server that manages all translations. Translations can be set to it and " "removed from it." msgstr "" #: doc/classes/TranslationServer.xml:20 msgid "Adds a [Translation] resource." msgstr "" #: doc/classes/TranslationServer.xml:27 msgid "Clears the server from all translations." msgstr "" #: doc/classes/TranslationServer.xml:34 msgid "Returns an Array of all loaded locales of the game." msgstr "" #: doc/classes/TranslationServer.xml:41 msgid "Returns the current locale of the game." msgstr "" #: doc/classes/TranslationServer.xml:50 msgid "" "Returns a locale's language and its variant (e.g. [code]\"en_US\"[/code] " "would return [code]\"English (United States)\"[/code])." msgstr "" #: doc/classes/TranslationServer.xml:59 msgid "Removes the given translation from the server." msgstr "" #: doc/classes/TranslationServer.xml:68 msgid "Sets the locale of the game." msgstr "" #: doc/classes/TranslationServer.xml:77 msgid "Returns the current locale's translation for the given message (key)." msgstr "" #: doc/classes/Tree.xml:4 msgid "Control to show a tree of items." msgstr "" #: doc/classes/Tree.xml:7 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]." msgstr "" #: doc/classes/Tree.xml:28 msgid "Returns [code]true[/code] if the column titles are being shown." msgstr "" #: doc/classes/Tree.xml:35 msgid "Clears the tree. This removes all items." msgstr "" #: doc/classes/Tree.xml:46 msgid "" "Creates an item in the tree and adds it as a child of [code]parent[/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 "" #: doc/classes/Tree.xml:55 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 "" #: doc/classes/Tree.xml:66 msgid "" "Returns the column index at [code]position[/code], or -1 if no item is there." msgstr "" #: doc/classes/Tree.xml:75 msgid "Returns the column's title." msgstr "" #: doc/classes/Tree.xml:84 msgid "Returns the column's width in pixels." msgstr "" #: doc/classes/Tree.xml:91 msgid "" "Returns the rectangle for custom popups. Helper to create custom cell " "controls that display a popup. See [method TreeItem.set_cell_mode]." msgstr "" #: doc/classes/Tree.xml:100 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 "" #: doc/classes/Tree.xml:109 msgid "" "Returns the currently edited item. This is only available for custom cell " "mode." msgstr "" #: doc/classes/Tree.xml:116 msgid "" "Returns the column for the currently edited item. This is only available for " "custom cell mode." msgstr "" #: doc/classes/Tree.xml:127 msgid "" "Returns the rectangle area for the specified item. If [code]column[/code] is " "specified, only get the position and size of that column, otherwise get the " "rectangle containing all columns." msgstr "" #: doc/classes/Tree.xml:136 msgid "" "Returns the tree item at the specified position (relative to the tree origin " "position)." msgstr "" #: doc/classes/Tree.xml:145 msgid "" "Returns the next selected item 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 "" #: doc/classes/Tree.xml:153 msgid "Returns the last pressed button's index." msgstr "" #: doc/classes/Tree.xml:160 msgid "" "Returns the tree's root item, or [code]null[/code] if the tree is empty." msgstr "" #: doc/classes/Tree.xml:167 msgid "Returns the current scrolling position." msgstr "" #: doc/classes/Tree.xml:174 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 "" #: doc/classes/Tree.xml:183 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 "" #: doc/classes/Tree.xml:196 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 "" #: doc/classes/Tree.xml:207 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 "" #: doc/classes/Tree.xml:218 msgid "Sets the title of a column." msgstr "" #: doc/classes/Tree.xml:227 msgid "If [code]true[/code], column titles are visible." msgstr "" #: doc/classes/Tree.xml:233 msgid "" "If [code]true[/code], the currently selected cell may be selected again." msgstr "" #: doc/classes/Tree.xml:236 msgid "If [code]true[/code], a right mouse button click can select items." msgstr "" #: doc/classes/Tree.xml:239 msgid "The number of columns." msgstr "" #: doc/classes/Tree.xml:242 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 "" #: doc/classes/Tree.xml:247 msgid "If [code]true[/code], the folding arrow is hidden." msgstr "" #: doc/classes/Tree.xml:250 msgid "If [code]true[/code], the tree's root is hidden." msgstr "" #: doc/classes/Tree.xml:254 msgid "" "Allows single or multiple selection. See the [enum SelectMode] constants." msgstr "" #: doc/classes/Tree.xml:266 msgid "" "Emitted when a button on the tree was pressed (see [method TreeItem." "add_button])." msgstr "" #: doc/classes/Tree.xml:271 msgid "Emitted when a cell is selected." msgstr "" #: doc/classes/Tree.xml:278 msgid "Emitted when a column's title is pressed." msgstr "" #: doc/classes/Tree.xml:285 msgid "" "Emitted when a cell with the [constant TreeItem.CELL_MODE_CUSTOM] is clicked " "to be edited." msgstr "" #: doc/classes/Tree.xml:292 msgid "" "Emitted when the right mouse button is pressed in the empty space of the " "tree." msgstr "" #: doc/classes/Tree.xml:299 msgid "" "Emitted when the right mouse button is pressed if right mouse button " "selection is active and the tree is empty." msgstr "" #: doc/classes/Tree.xml:304 msgid "Emitted when an item's label is double-clicked." msgstr "" #: doc/classes/Tree.xml:311 msgid "Emitted when an item is collapsed by a click on the folding arrow." msgstr "" #: doc/classes/Tree.xml:316 msgid "" "Emitted when a custom button is pressed (i.e. in a [constant TreeItem." "CELL_MODE_CUSTOM] mode cell)." msgstr "" #: doc/classes/Tree.xml:321 msgid "Emitted when an item's icon is double-clicked." msgstr "" #: doc/classes/Tree.xml:326 msgid "Emitted when an item is edited." msgstr "" #: doc/classes/Tree.xml:331 msgid "Emitted when an item is edited using the right mouse button." msgstr "" #: doc/classes/Tree.xml:338 msgid "Emitted when an item is selected with the right mouse button." msgstr "" #: doc/classes/Tree.xml:343 msgid "Emitted when an item is selected." msgstr "" #: doc/classes/Tree.xml:354 msgid "" "Emitted instead of [code]item_selected[/code] if [code]select_mode[/code] is " "[constant SELECT_MULTI]." msgstr "" #: doc/classes/Tree.xml:359 msgid "Emitted when a left mouse button click does not select any item." msgstr "" #: doc/classes/Tree.xml:365 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 "" #: doc/classes/Tree.xml:369 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 "" #: doc/classes/Tree.xml:373 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 "" #: doc/classes/Tree.xml:377 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 "" #: doc/classes/Tree.xml:381 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 "" #: doc/classes/Tree.xml:385 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 "" #: doc/classes/Tree.xml:391 msgid "The arrow icon used when a foldable item is not collapsed." msgstr "" #: doc/classes/Tree.xml:394 msgid "The arrow icon used when a foldable item is collapsed." msgstr "" #: doc/classes/Tree.xml:397 msgid "" "Default [StyleBox] for the [Tree], i.e. used when the control is not being " "focused." msgstr "" #: doc/classes/Tree.xml:400 msgid "[StyleBox] used when the [Tree] is being focused." msgstr "" #: doc/classes/Tree.xml:403 msgid "The horizontal space between each button in a cell." msgstr "" #: doc/classes/Tree.xml:406 msgid "[StyleBox] used when a button in the tree is pressed." msgstr "" #: doc/classes/Tree.xml:409 msgid "" "The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode " "cell is checked." msgstr "" #: doc/classes/Tree.xml:412 msgid "[StyleBox] used for the cursor, when the [Tree] is being focused." msgstr "" #: doc/classes/Tree.xml:415 msgid "[StyleBox] used for the cursor, when the [Tree] is not being focused." msgstr "" #: doc/classes/Tree.xml:418 msgid "" "Default [StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell." msgstr "" #: doc/classes/Tree.xml:421 msgid "" "Text [Color] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's " "hovered." msgstr "" #: doc/classes/Tree.xml:424 msgid "" "[StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's " "hovered." msgstr "" #: doc/classes/Tree.xml:427 msgid "" "[StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's " "pressed." msgstr "" #: doc/classes/Tree.xml:430 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 "" #: doc/classes/Tree.xml:433 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 "" #: doc/classes/Tree.xml:436 msgid "" "[Color] used to draw possible drop locations. See [enum DropModeFlags] " "constants for further description of drop locations." msgstr "" #: doc/classes/Tree.xml:448 msgid "[Color] of the guideline." msgstr "" #: doc/classes/Tree.xml:451 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 "" #: doc/classes/Tree.xml:454 msgid "" "The horizontal margin at the start of an item. This is used when folding is " "enabled for the item." msgstr "" #: doc/classes/Tree.xml:457 msgid "[Color] of the relationship lines." msgstr "" #: doc/classes/Tree.xml:460 msgid "" "The maximum distance between the mouse cursor and the control's border to " "trigger border scrolling when dragging." msgstr "" #: doc/classes/Tree.xml:463 msgid "The speed of border scrolling." msgstr "" #: doc/classes/Tree.xml:466 msgid "" "The arrow icon to display for the [constant TreeItem.CELL_MODE_RANGE] mode " "cell." msgstr "" #: doc/classes/Tree.xml:469 msgid "" "[StyleBox] for the selected items, used when the [Tree] is not being focused." msgstr "" #: doc/classes/Tree.xml:472 msgid "" "[StyleBox] for the selected items, used when the [Tree] is being focused." msgstr "" #: doc/classes/Tree.xml:475 msgid "Default text [Color] of the title button." msgstr "" #: doc/classes/Tree.xml:478 msgid "[Font] of the title button's text." msgstr "" #: doc/classes/Tree.xml:481 msgid "[StyleBox] used when the title button is being hovered." msgstr "" #: doc/classes/Tree.xml:484 msgid "Default [StyleBox] for the title button." msgstr "" #: doc/classes/Tree.xml:487 msgid "[StyleBox] used when the title button is being pressed." msgstr "" #: doc/classes/Tree.xml:490 msgid "" "The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode " "cell is unchecked." msgstr "" #: doc/classes/Tree.xml:493 msgid "" "The updown arrow icon to display for the [constant TreeItem.CELL_MODE_RANGE] " "mode cell." msgstr "" #: doc/classes/Tree.xml:496 msgid "" "The vertical padding inside each item, i.e. the distance between the item's " "content and top/bottom border." msgstr "" #: doc/classes/TreeItem.xml:4 msgid "Control for a single item inside a [Tree]." msgstr "" #: doc/classes/TreeItem.xml:7 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 "" #: doc/classes/TreeItem.xml:27 msgid "" "Adds a button with [Texture2D] [code]button[/code] at column [code]column[/" "code]. The [code]button_idx[/code] index is used to identify the button when " "calling other methods. If not specified, the next available index is used, " "which may be retrieved by calling [method get_button_count] immediately " "after this method. Optionally, the button can be [code]disabled[/code] and " "have a [code]tooltip[/code]." msgstr "" #: doc/classes/TreeItem.xml:36 msgid "" "Calls the [code]method[/code] on the actual TreeItem and its children " "recursively. Pass parameters as a comma separated list." msgstr "" #: doc/classes/TreeItem.xml:45 msgid "Resets the background color for the given column to default." msgstr "" #: doc/classes/TreeItem.xml:54 msgid "Resets the color for the given column to default." msgstr "" #: doc/classes/TreeItem.xml:63 msgid "Deselects the given column." msgstr "" #: doc/classes/TreeItem.xml:74 msgid "" "Removes the button at index [code]button_idx[/code] in column [code]column[/" "code]." msgstr "" #: doc/classes/TreeItem.xml:85 msgid "" "Returns the [Texture2D] of the button at index [code]button_idx[/code] in " "column [code]column[/code]." msgstr "" #: doc/classes/TreeItem.xml:94 msgid "" "Returns the number of buttons in column [code]column[/code]. May be used to " "get the most recently added button's index, if no index was specified." msgstr "" #: doc/classes/TreeItem.xml:105 msgid "" "Returns the tooltip string for the button at index [code]button_idx[/code] " "in column [code]column[/code]." msgstr "" #: doc/classes/TreeItem.xml:114 msgid "Returns the column's cell mode." msgstr "" #: doc/classes/TreeItem.xml:121 msgid "Returns the TreeItem's child items." msgstr "" #: doc/classes/TreeItem.xml:130 msgid "Returns the custom background color of column [code]column[/code]." msgstr "" #: doc/classes/TreeItem.xml:139 msgid "Returns the custom color of column [code]column[/code]." msgstr "" #: doc/classes/TreeItem.xml:148 msgid "Returns [code]true[/code] if [code]expand_right[/code] is set." msgstr "" #: doc/classes/TreeItem.xml:157 msgid "Returns the given column's icon [Texture2D]. Error if no icon is set." msgstr "" #: doc/classes/TreeItem.xml:166 msgid "Returns the column's icon's maximum width." msgstr "" #: doc/classes/TreeItem.xml:175 msgid "Returns the [Color] modulating the column's icon." msgstr "" #: doc/classes/TreeItem.xml:184 msgid "Returns the icon [Texture2D] region as [Rect2]." msgstr "" #: doc/classes/TreeItem.xml:199 msgid "Returns the next TreeItem in the tree." msgstr "" #: doc/classes/TreeItem.xml:208 msgid "" "Returns the next visible TreeItem in the tree.\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 "" #: doc/classes/TreeItem.xml:216 msgid "Returns the parent TreeItem." msgstr "" #: doc/classes/TreeItem.xml:223 msgid "Returns the previous TreeItem in the tree." msgstr "" #: doc/classes/TreeItem.xml:232 msgid "" "Returns the previous visible TreeItem in the tree.\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 "" #: doc/classes/TreeItem.xml:266 msgid "Returns the given column's text." msgstr "" #: doc/classes/TreeItem.xml:275 msgid "Returns the given column's text alignment." msgstr "" #: doc/classes/TreeItem.xml:284 msgid "Returns the given column's tooltip." msgstr "" #: doc/classes/TreeItem.xml:295 msgid "" "Returns [code]true[/code] if the button at index [code]button_idx[/code] for " "the given column is disabled." msgstr "" #: doc/classes/TreeItem.xml:304 msgid "Returns [code]true[/code] if the given column is checked." msgstr "" #: doc/classes/TreeItem.xml:321 msgid "Returns [code]true[/code] if column [code]column[/code] is editable." msgstr "" #: doc/classes/TreeItem.xml:330 msgid "Returns [code]true[/code] if column [code]column[/code] is selectable." msgstr "" #: doc/classes/TreeItem.xml:339 msgid "Returns [code]true[/code] if column [code]column[/code] is selected." msgstr "" #: doc/classes/TreeItem.xml:346 msgid "Moves this TreeItem to the bottom in the [Tree] hierarchy." msgstr "" #: doc/classes/TreeItem.xml:353 msgid "Moves this TreeItem to the top in the [Tree] hierarchy." msgstr "" #: doc/classes/TreeItem.xml:362 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 "" #: doc/classes/TreeItem.xml:371 msgid "Selects the column [code]column[/code]." msgstr "" #: doc/classes/TreeItem.xml:384 msgid "" "Sets the given column's button [Texture2D] at index [code]button_idx[/code] " "to [code]button[/code]." msgstr "" #: doc/classes/TreeItem.xml:397 msgid "" "If [code]true[/code], disables the button at index [code]button_idx[/code] " "in column [code]column[/code]." msgstr "" #: doc/classes/TreeItem.xml:408 msgid "" "Sets the given column's cell mode to [code]mode[/code]. See [enum " "TreeCellMode] constants." msgstr "" #: doc/classes/TreeItem.xml:419 msgid "If [code]true[/code], the column [code]column[/code] is checked." msgstr "" #: doc/classes/TreeItem.xml:442 msgid "" "Sets the given column's custom background color and whether to just use it " "as an outline." msgstr "" #: doc/classes/TreeItem.xml:453 msgid "Sets the given column's custom color." msgstr "" #: doc/classes/TreeItem.xml:466 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 "" #: doc/classes/TreeItem.xml:478 msgid "If [code]true[/code], column [code]column[/code] is editable." msgstr "" #: doc/classes/TreeItem.xml:489 msgid "" "If [code]true[/code], column [code]column[/code] is expanded to the right." msgstr "" #: doc/classes/TreeItem.xml:500 msgid "Sets the given column's icon [Texture2D]." msgstr "" #: doc/classes/TreeItem.xml:511 msgid "Sets the given column's icon's maximum width." msgstr "" #: doc/classes/TreeItem.xml:522 msgid "Modulates the given column's icon with [code]modulate[/code]." msgstr "" #: doc/classes/TreeItem.xml:533 msgid "Sets the given column's icon's texture region." msgstr "" #: doc/classes/TreeItem.xml:580 msgid "If [code]true[/code], the given column is selectable." msgstr "" #: doc/classes/TreeItem.xml:611 msgid "" "Sets the given column's text alignment. See [enum TextAlign] for possible " "values." msgstr "" #: doc/classes/TreeItem.xml:622 msgid "Sets the given column's tooltip text." msgstr "" #: doc/classes/TreeItem.xml:628 msgid "If [code]true[/code], the TreeItem is collapsed." msgstr "" #: doc/classes/TreeItem.xml:631 msgid "The custom minimum height." msgstr "" #: doc/classes/TreeItem.xml:634 msgid "If [code]true[/code], folding is disabled for this TreeItem." msgstr "" #: doc/classes/TreeItem.xml:639 msgid "Cell contains a string." msgstr "" #: doc/classes/TreeItem.xml:642 msgid "Cell can be checked." msgstr "" #: doc/classes/TreeItem.xml:645 msgid "Cell contains a range." msgstr "" #: doc/classes/TreeItem.xml:648 msgid "Cell contains an icon." msgstr "" #: doc/classes/TreeItem.xml:653 msgid "Align text to the left. See [code]set_text_align()[/code]." msgstr "" #: doc/classes/TreeItem.xml:656 msgid "Center text. See [code]set_text_align()[/code]." msgstr "" #: doc/classes/TreeItem.xml:659 msgid "Align text to the right. See [code]set_text_align()[/code]." msgstr "" #: doc/classes/TriangleMesh.xml:4 msgid "Internal mesh type." msgstr "" #: doc/classes/TriangleMesh.xml:7 msgid "Mesh type used internally for collision calculations." msgstr "" #: doc/classes/Tween.xml:4 msgid "Smoothly animates a node's properties over time." msgstr "" #: doc/classes/Tween.xml:7 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] (eg. [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]" msgstr "" #: doc/classes/Tween.xml:46 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 "" #: doc/classes/Tween.xml:72 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 "" #: doc/classes/Tween.xml:80 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 "" #: doc/classes/Tween.xml:103 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 "" #: doc/classes/Tween.xml:126 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 "" #: doc/classes/Tween.xml:149 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 "" #: doc/classes/Tween.xml:173 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 "" #: doc/classes/Tween.xml:181 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 "" #: doc/classes/Tween.xml:193 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 "" #: doc/classes/Tween.xml:200 msgid "Stops animation and removes all tweens." msgstr "" #: doc/classes/Tween.xml:211 msgid "" "Resets a tween to its initial value (the one given, not the one before the " "tween), given its object and property/method pair. By default, all tweens " "are removed, unless [code]key[/code] is specified." msgstr "" #: doc/classes/Tween.xml:218 msgid "" "Resets all tweens to their initial values (the ones given, not those before " "the tween)." msgstr "" #: doc/classes/Tween.xml:229 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 "" #: doc/classes/Tween.xml:236 msgid "Continues animating all stopped tweens." msgstr "" #: doc/classes/Tween.xml:245 msgid "Sets the interpolation to the given [code]time[/code] in seconds." msgstr "" #: doc/classes/Tween.xml:254 msgid "" "Activates/deactivates the tween. See also [method stop_all] and [method " "resume_all]." msgstr "" #: doc/classes/Tween.xml:261 msgid "Starts the tween. You can define animations both before and after this." msgstr "" #: doc/classes/Tween.xml:272 msgid "" "Stops a tween, given its object and property/method pair. By default, all " "tweens are stopped, unless [code]key[/code] is specified." msgstr "" #: doc/classes/Tween.xml:279 msgid "Stops animating all tweens." msgstr "" #: doc/classes/Tween.xml:304 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 "" #: doc/classes/Tween.xml:330 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 "" #: doc/classes/Tween.xml:338 msgid "Returns the current time of the tween." msgstr "" #: doc/classes/Tween.xml:344 msgid "The tween's animation process thread. See [enum TweenProcessMode]." msgstr "" #: doc/classes/Tween.xml:347 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 "" #: doc/classes/Tween.xml:350 msgid "If [code]true[/code], the tween loops." msgstr "" #: doc/classes/Tween.xml:356 msgid "Emitted when all processes in a tween end." msgstr "" #: doc/classes/Tween.xml:365 msgid "Emitted when a tween ends." msgstr "" #: doc/classes/Tween.xml:374 msgid "Emitted when a tween starts." msgstr "" #: doc/classes/Tween.xml:387 msgid "Emitted at each step of the animation." msgstr "" #: doc/classes/Tween.xml:393 msgid "The tween updates with the [code]_physics_process[/code] callback." msgstr "" #: doc/classes/Tween.xml:396 msgid "The tween updates with the [code]_process[/code] callback." msgstr "" #: doc/classes/Tween.xml:399 msgid "The animation is interpolated linearly." msgstr "" #: doc/classes/Tween.xml:402 msgid "The animation is interpolated using a sine function." msgstr "" #: doc/classes/Tween.xml:405 msgid "" "The animation is interpolated with a quintic (to the power of 5) function." msgstr "" #: doc/classes/Tween.xml:408 msgid "" "The animation is interpolated with a quartic (to the power of 4) function." msgstr "" #: doc/classes/Tween.xml:411 msgid "" "The animation is interpolated with a quadratic (to the power of 2) function." msgstr "" #: doc/classes/Tween.xml:414 msgid "" "The animation is interpolated with an exponential (to the power of x) " "function." msgstr "" #: doc/classes/Tween.xml:417 msgid "" "The animation is interpolated with elasticity, wiggling around the edges." msgstr "" #: doc/classes/Tween.xml:420 msgid "" "The animation is interpolated with a cubic (to the power of 3) function." msgstr "" #: doc/classes/Tween.xml:423 msgid "The animation is interpolated with a function using square roots." msgstr "" #: doc/classes/Tween.xml:426 msgid "The animation is interpolated by bouncing at the end." msgstr "" #: doc/classes/Tween.xml:429 msgid "The animation is interpolated backing out at ends." msgstr "" #: doc/classes/Tween.xml:432 msgid "The interpolation starts slowly and speeds up towards the end." msgstr "" #: doc/classes/Tween.xml:435 msgid "The interpolation starts quickly and slows down towards the end." msgstr "" #: doc/classes/Tween.xml:438 msgid "" "A combination of [constant EASE_IN] and [constant EASE_OUT]. The " "interpolation is slowest at both ends." msgstr "" #: doc/classes/Tween.xml:441 msgid "" "A combination of [constant EASE_IN] and [constant EASE_OUT]. The " "interpolation is fastest at both ends." msgstr "" #: doc/classes/UDPServer.xml:4 msgid "Helper class to implement a UDP server." msgstr "" #: doc/classes/UDPServer.xml:7 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" "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" " 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 "" #: doc/classes/UDPServer.xml:60 msgid "" "Returns [code]true[/code] if a packet with a new address/port combination is " "received on the socket." msgstr "" #: doc/classes/UDPServer.xml:67 msgid "" "Returns [code]true[/code] if the socket is open and listening on a port." msgstr "" #: doc/classes/UDPServer.xml:78 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 "" #: doc/classes/UDPServer.xml:85 msgid "" "Stops the server, closing the UDP socket if open. Will not disconnect any " "connected [PacketPeerUDP]." msgstr "" #: doc/classes/UDPServer.xml:92 msgid "" "Returns a [PacketPeerUDP] connected to the address/port combination of the " "first packet in queue. Will return [code]null[/code] if no packet is in " "queue. See also [method PacketPeerUDP.connect_to_host]." msgstr "" #: doc/classes/UndoRedo.xml:4 msgid "Helper to manage undo/redo operations in the editor or custom tools." msgstr "" #: doc/classes/UndoRedo.xml:7 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 "" #: doc/classes/UndoRedo.xml:42 msgid "Register a method that will be called when the action is committed." msgstr "" #: doc/classes/UndoRedo.xml:55 msgid "Register a property value change for \"do\"." msgstr "" #: doc/classes/UndoRedo.xml:64 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 "" #: doc/classes/UndoRedo.xml:75 msgid "Register a method that will be called when the action is undone." msgstr "" #: doc/classes/UndoRedo.xml:88 msgid "Register a property value change for \"undo\"." msgstr "" #: doc/classes/UndoRedo.xml:97 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 "" #: doc/classes/UndoRedo.xml:106 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 "" #: doc/classes/UndoRedo.xml:114 msgid "" "Commit the action. All \"do\" methods/properties are called/set when this " "function is called." msgstr "" #: doc/classes/UndoRedo.xml:125 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 "" #: doc/classes/UndoRedo.xml:133 msgid "Gets the name of the current action." msgstr "" #: doc/classes/UndoRedo.xml:140 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 "" #: doc/classes/UndoRedo.xml:148 msgid "Returns [code]true[/code] if a \"redo\" action is available." msgstr "" #: doc/classes/UndoRedo.xml:155 msgid "Returns [code]true[/code] if an \"undo\" action is available." msgstr "" #: doc/classes/UndoRedo.xml:162 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 "" #: doc/classes/UndoRedo.xml:169 msgid "Redo the last action." msgstr "" #: doc/classes/UndoRedo.xml:176 msgid "Undo the last action." msgstr "" #: doc/classes/UndoRedo.xml:183 msgid "Called when [method undo] or [method redo] was called." msgstr "" #: doc/classes/UndoRedo.xml:189 msgid "Makes \"do\"/\"undo\" operations stay in separate actions." msgstr "" #: doc/classes/UndoRedo.xml:192 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 "" #: doc/classes/UndoRedo.xml:195 msgid "Makes subsequent actions with the same name be merged into one." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:4 msgid "UPNP network functions." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:7 msgid "" "Provides UPNP functionality to discover [UPNPDevice]s on the local network " "and execute commands on them, like managing port mappings (port forwarding) " "and querying the local and remote network IP address. Note that methods on " "this class are synchronous and block the calling thread.\n" "To forward a specific port:\n" "[codeblock]\n" "const PORT = 7777\n" "var upnp = UPNP.new()\n" "upnp.discover(2000, 2, \"InternetGatewayDevice\")\n" "upnp.add_port_mapping(port)\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]" msgstr "" #: modules/upnp/doc_classes/UPNP.xml:29 msgid "Adds the given [UPNPDevice] to the list of discovered devices." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:46 msgid "" "Adds a mapping to forward the external [code]port[/code] (between 1 and " "65535) on the default gateway (see [method get_gateway]) to the " "[code]internal_port[/code] on the local machine for the given protocol " "[code]proto[/code] (either [code]TCP[/code] or [code]UDP[/code], with UDP " "being the default). If a port mapping for the given port and protocol " "combination already exists on that gateway device, this method tries to " "overwrite it. If that is not desired, you can retrieve the gateway manually " "with [method get_gateway] and call [method add_port_mapping] on it, if any.\n" "If [code]internal_port[/code] is [code]0[/code] (the default), the same port " "number is used for both the external and the internal port (the [code]port[/" "code] value).\n" "The description ([code]desc[/code]) is shown in some router UIs and can be " "used to point out which application added the mapping. The mapping's lease " "duration can be limited by specifying a [code]duration[/code] (in seconds). " "However, some routers are incompatible with one or both of these, so use " "with caution and add fallback logic in case of errors to retry without them " "if in doubt.\n" "See [enum UPNPResult] for possible return values." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:56 msgid "Clears the list of discovered devices." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:67 msgid "" "Deletes the port mapping for the given port and protocol combination on the " "default gateway (see [method get_gateway]) if one exists. [code]port[/code] " "must be a valid port between 1 and 65535, [code]proto[/code] can be either " "[code]TCP[/code] or [code]UDP[/code]. See [enum UPNPResult] for possible " "return values." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:80 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 "" #: modules/upnp/doc_classes/UPNP.xml:91 msgid "Returns the [UPNPDevice] at the given [code]index[/code]." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:98 msgid "Returns the number of discovered [UPNPDevice]s." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:105 msgid "" "Returns the default gateway. That is the first discovered [UPNPDevice] that " "is also a valid IGD (InternetGatewayDevice)." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:112 msgid "" "Returns the external [IP] address of the default gateway (see [method " "get_gateway]) as string. Returns an empty string on error." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:121 msgid "" "Removes the device at [code]index[/code] from the list of discovered devices." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:132 msgid "" "Sets the device at [code]index[/code] from the list of discovered devices to " "[code]device[/code]." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:138 msgid "If [code]true[/code], IPv6 is used for [UPNPDevice] discovery." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:141 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 "" #: modules/upnp/doc_classes/UPNP.xml:144 msgid "" "Multicast interface to use for discovery. Uses the default multicast " "interface if empty." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:149 msgid "UPNP command or discovery was successful." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:152 msgid "" "Not authorized to use the command on the [UPNPDevice]. May be returned when " "the user disabled UPNP on their router." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:155 msgid "" "No port mapping was found for the given port, protocol combination on the " "given [UPNPDevice]." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:158 msgid "Inconsistent parameters." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:161 msgid "" "No such entry in array. May be returned if a given port, protocol " "combination is not found on an [UPNPDevice]." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:164 msgid "The action failed." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:167 msgid "" "The [UPNPDevice] does not allow wildcard values for the source IP address." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:170 msgid "The [UPNPDevice] does not allow wildcard values for the external port." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:173 msgid "The [UPNPDevice] does not allow wildcard values for the internal port." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:176 msgid "The remote host value must be a wildcard." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:179 msgid "The external port value must be a wildcard." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:182 msgid "" "No port maps are available. May also be returned if port mapping " "functionality is not available." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:185 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 "" #: modules/upnp/doc_classes/UPNP.xml:188 msgid "Conflict with an existing port mapping." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:191 msgid "External and internal port values must be the same." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:194 msgid "" "Only permanent leases are supported. Do not use the [code]duration[/code] " "parameter when adding port mappings." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:197 msgid "Invalid gateway." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:200 msgid "Invalid port." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:203 msgid "Invalid protocol." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:206 msgid "Invalid duration." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:209 msgid "Invalid arguments." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:212 msgid "Invalid response." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:215 msgid "Invalid parameter." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:218 #: modules/upnp/doc_classes/UPNPDevice.xml:80 msgid "HTTP error." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:221 msgid "Socket error." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:224 msgid "Error allocating memory." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:227 msgid "" "No gateway available. You may need to call [method discover] first, or " "discovery didn't detect any valid IGDs (InternetGatewayDevices)." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:230 msgid "" "No devices available. You may need to call [method discover] first, or " "discovery didn't detect any valid [UPNPDevice]s." msgstr "" #: modules/upnp/doc_classes/UPNP.xml:233 #: modules/upnp/doc_classes/UPNPDevice.xml:104 msgid "Unknown error." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml:4 msgid "UPNP device." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml:7 msgid "" "UPNP device. See [UPNP] for UPNP discovery and utility functions. Provides " "low-level access to UPNP control commands. Allows to manage port mappings " "(port forwarding) and to query network information of the device (like local " "and external IP address and status). Note that methods on this class are " "synchronous and block the calling thread." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml:26 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 "" #: modules/upnp/doc_classes/UPNPDevice.xml:37 msgid "" "Deletes the port mapping identified by the given port and protocol " "combination on this device. See [method UPNP.delete_port_mapping]." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml:44 msgid "" "Returns [code]true[/code] if this is a valid IGD (InternetGatewayDevice) " "which potentially supports port forwarding." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml:51 msgid "" "Returns the external IP address of this [UPNPDevice] or an empty string." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml:57 msgid "URL to the device description." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml:60 msgid "IDG control URL." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml:63 msgid "" "Address of the local machine in the network connecting it to this " "[UPNPDevice]." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml:66 msgid "IGD service type." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml:69 msgid "IGD status. See [enum IGDStatus]." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml:72 msgid "Service type." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml:77 msgid "OK." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml:83 msgid "Empty HTTP response." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml:86 msgid "Returned response contained no URLs." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml:89 msgid "Not a valid IGD." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml:92 msgid "Disconnected." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml:95 msgid "Unknown device." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml:98 msgid "Invalid control." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml:101 msgid "Memory allocation error." msgstr "" #: doc/classes/Variant.xml:4 msgid "The most important data type in Godot." msgstr "" #: doc/classes/Variant.xml:7 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 "" #: doc/classes/Variant.xml:53 msgid "" "https://docs.godotengine.org/en/latest/development/cpp/variant_class.html" msgstr "" #: doc/classes/VBoxContainer.xml:4 msgid "Vertical box container." msgstr "" #: doc/classes/VBoxContainer.xml:7 msgid "Vertical box container. See [BoxContainer]." msgstr "" #: doc/classes/VBoxContainer.xml:17 msgid "The vertical space between the [VBoxContainer]'s elements." msgstr "" #: doc/classes/Vector2.xml:4 msgid "Vector used for 2D math using floating point coordinates." msgstr "" #: doc/classes/Vector2.xml:7 msgid "" "2-element structure that can be used to represent positions in 2D space or " "any other pair of numeric values.\n" "It uses floating-point coordinates. See [Vector2i] for its integer " "counterpart.\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 "" #: doc/classes/Vector2.xml:21 msgid "Constructs a new [Vector2] from [Vector2i]." msgstr "" #: doc/classes/Vector2.xml:32 msgid "" "Constructs a new [Vector2] from the given [code]x[/code] and [code]y[/code]." msgstr "" #: doc/classes/Vector2.xml:39 doc/classes/Vector2i.xml:39 #: doc/classes/Vector3.xml:41 msgid "" "Returns a new vector with all components in absolute values (i.e. positive)." msgstr "" #: doc/classes/Vector2.xml:46 msgid "" "Returns the vector's angle in radians with respect to the X axis, or [code]" "(1, 0)[/code] vector.\n" "Equivalent to the result of [method @GDScript.atan2] when called with the " "vector's [member x] and [member y] as parameters: [code]atan2(x, y)[/code]." msgstr "" #: doc/classes/Vector2.xml:56 msgid "Returns the angle in radians between the two vectors." msgstr "" #: doc/classes/Vector2.xml:65 msgid "" "Returns the angle in radians between the line connecting the two points and " "the X coordinate." msgstr "" #: doc/classes/Vector2.xml:72 doc/classes/Vector2i.xml:46 msgid "Returns the ratio of [member x] to [member y]." msgstr "" #: doc/classes/Vector2.xml:81 doc/classes/Vector3.xml:59 msgid "" "Returns the vector \"bounced off\" from a plane defined by the given normal." msgstr "" #: doc/classes/Vector2.xml:88 msgid "Returns the vector with all components rounded up." msgstr "" #: doc/classes/Vector2.xml:97 msgid "Returns the vector with a maximum length." msgstr "" #: doc/classes/Vector2.xml:106 msgid "" "Returns the 2-dimensional analog of the cross product with the given vector." msgstr "" #: doc/classes/Vector2.xml:121 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]t[/code]. [code]t[/code] is in the range of " "[code]0.0 - 1.0[/code], representing the amount of interpolation." msgstr "" #: doc/classes/Vector2.xml:130 doc/classes/Vector3.xml:99 msgid "" "Returns the normalized vector pointing from this vector to [code]b[/code]." msgstr "" #: doc/classes/Vector2.xml:139 msgid "" "Returns the squared distance to vector [code]b[/code]. Prefer this function " "over [method distance_to] if you need to sort vectors or need the squared " "distance for some formula." msgstr "" #: doc/classes/Vector2.xml:148 msgid "Returns the distance to vector [code]b[/code]." msgstr "" #: doc/classes/Vector2.xml:157 msgid "Returns the dot product with vector [code]b[/code]." msgstr "" #: doc/classes/Vector2.xml:164 msgid "Returns the vector with all components rounded down." msgstr "" #: doc/classes/Vector2.xml:173 doc/classes/Vector3.xml:149 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 "" #: doc/classes/Vector2.xml:180 doc/classes/Vector3.xml:156 msgid "Returns [code]true[/code] if the vector is normalized." msgstr "" #: doc/classes/Vector2.xml:187 doc/classes/Vector3.xml:163 msgid "Returns the vector's length." msgstr "" #: doc/classes/Vector2.xml:194 msgid "" "Returns the vector's length squared. Prefer this method over [method length] " "if you need to sort vectors or need the squared length for some formula." msgstr "" #: doc/classes/Vector2.xml:205 msgid "" "Returns the result of the linear interpolation between this vector and " "[code]b[/code] by amount [code]t[/code]. [code]t[/code] is in the range of " "[code]0.0 - 1.0[/code], representing the amount of interpolation." msgstr "" #: doc/classes/Vector2.xml:216 doc/classes/Vector3.xml:206 msgid "" "Moves the vector toward [code]to[/code] by the fixed [code]delta[/code] " "amount." msgstr "" #: doc/classes/Vector2.xml:223 doc/classes/Vector3.xml:213 msgid "" "Returns the vector scaled to unit length. Equivalent to [code]v / v.length()" "[/code]." msgstr "" #: doc/classes/Vector2.xml:232 doc/classes/Vector3.xml:231 msgid "" "Returns a vector composed of the [code]fposmod[/code] of this vector's " "components and [code]mod[/code]." msgstr "" #: doc/classes/Vector2.xml:241 doc/classes/Vector3.xml:240 msgid "" "Returns a vector composed of the [code]fposmod[/code] of this vector's " "components and [code]modv[/code]'s components." msgstr "" #: doc/classes/Vector2.xml:250 doc/classes/Vector3.xml:249 msgid "Returns the vector projected onto the vector [code]b[/code]." msgstr "" #: doc/classes/Vector2.xml:259 doc/classes/Vector3.xml:258 msgid "Returns the vector reflected from a plane defined by the given normal." msgstr "" #: doc/classes/Vector2.xml:268 msgid "" "Returns the vector rotated by [code]phi[/code] radians. See also [method " "@GDScript.deg2rad]." msgstr "" #: doc/classes/Vector2.xml:275 doc/classes/Vector3.xml:276 msgid "" "Returns the vector with all components rounded to the nearest integer, with " "halfway cases rounded away from zero." msgstr "" #: doc/classes/Vector2.xml:282 doc/classes/Vector2i.xml:53 #: doc/classes/Vector3.xml:283 doc/classes/Vector3i.xml:55 msgid "" "Returns the vector with each component set to one or negative one, depending " "on the signs of the components." msgstr "" #: doc/classes/Vector2.xml:293 doc/classes/Vector3.xml:294 msgid "" "Returns the result of spherical linear interpolation between this vector and " "[code]b[/code], by amount [code]t[/code]. [code]t[/code] is in the range of " "[code]0.0 - 1.0[/code], representing the amount of interpolation.\n" "[b]Note:[/b] Both vectors must be normalized." msgstr "" #: doc/classes/Vector2.xml:303 doc/classes/Vector3.xml:304 msgid "" "Returns the component of the vector along a plane defined by the given " "normal." msgstr "" #: doc/classes/Vector2.xml:312 doc/classes/Vector3.xml:313 msgid "Returns the vector snapped to a grid with the given size." msgstr "" #: doc/classes/Vector2.xml:319 msgid "Returns a perpendicular vector." msgstr "" #: doc/classes/Vector2.xml:325 doc/classes/Vector2i.xml:59 #: doc/classes/Vector3.xml:326 doc/classes/Vector3i.xml:61 msgid "" "The vector's X component. Also accessible by using the index position [code]" "[0][/code]." msgstr "" #: doc/classes/Vector2.xml:328 doc/classes/Vector2i.xml:62 #: doc/classes/Vector3.xml:329 doc/classes/Vector3i.xml:64 msgid "" "The vector's Y component. Also accessible by using the index position [code]" "[1][/code]." msgstr "" #: doc/classes/Vector2.xml:333 doc/classes/Vector2i.xml:67 #: doc/classes/Vector3i.xml:72 msgid "Enumerated value for the X axis." msgstr "" #: doc/classes/Vector2.xml:336 doc/classes/Vector2i.xml:70 #: doc/classes/Vector3i.xml:75 msgid "Enumerated value for the Y axis." msgstr "" #: doc/classes/Vector2.xml:339 doc/classes/Vector2i.xml:73 #: doc/classes/Vector3.xml:346 doc/classes/Vector3i.xml:81 msgid "Zero vector." msgstr "" #: doc/classes/Vector2.xml:342 doc/classes/Vector2i.xml:76 #: doc/classes/Vector3.xml:349 doc/classes/Vector3i.xml:84 msgid "One vector." msgstr "" #: doc/classes/Vector2.xml:345 doc/classes/Vector3.xml:352 msgid "Infinity vector." msgstr "" #: doc/classes/Vector2.xml:348 doc/classes/Vector2i.xml:79 #: doc/classes/Vector3.xml:355 doc/classes/Vector3i.xml:87 msgid "Left unit vector." msgstr "" #: doc/classes/Vector2.xml:351 doc/classes/Vector2i.xml:82 #: doc/classes/Vector3.xml:358 doc/classes/Vector3i.xml:90 msgid "Right unit vector." msgstr "" #: doc/classes/Vector2.xml:354 doc/classes/Vector2i.xml:85 #: doc/classes/Vector3.xml:361 doc/classes/Vector3i.xml:93 msgid "Up unit vector." msgstr "" #: doc/classes/Vector2.xml:357 doc/classes/Vector2i.xml:88 #: doc/classes/Vector3.xml:364 doc/classes/Vector3i.xml:96 msgid "Down unit vector." msgstr "" #: doc/classes/Vector2i.xml:4 msgid "Vector used for 2D math using integer coordinates." msgstr "" #: doc/classes/Vector2i.xml:7 msgid "" "2-element structure that can be used to represent positions in 2D space or " "any other pair of numeric values.\n" "It uses integer coordinates and is therefore preferable to [Vector2] when " "exact precision is required.\n" "[b]Note:[/b] In a boolean context, a Vector2i will evaluate to [code]false[/" "code] if it's equal to [code]Vector2i(0, 0)[/code]. Otherwise, a Vector2i " "will always evaluate to [code]true[/code]." msgstr "" #: doc/classes/Vector2i.xml:23 msgid "" "Constructs a new [Vector2i] from the given [code]x[/code] and [code]y[/code]." msgstr "" #: doc/classes/Vector2i.xml:32 msgid "" "Constructs a new [Vector2i] from [Vector2]. The floating point coordinates " "will be truncated." msgstr "" #: doc/classes/Vector3.xml:4 msgid "Vector used for 3D math using floating point coordinates." msgstr "" #: doc/classes/Vector3.xml:7 msgid "" "3-element structure that can be used to represent positions in 3D space or " "any other pair of numeric values.\n" "It uses floating-point coordinates. See [Vector3i] for its integer " "counterpart.\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 "" #: doc/classes/Vector3.xml:21 msgid "Constructs a new [Vector3] from [Vector3i]." msgstr "" #: doc/classes/Vector3.xml:34 msgid "Returns a [Vector3] with the given components." msgstr "" #: doc/classes/Vector3.xml:50 msgid "Returns the minimum angle to the given vector." msgstr "" #: doc/classes/Vector3.xml:66 msgid "Returns a new vector with all components rounded up." msgstr "" #: doc/classes/Vector3.xml:75 msgid "Returns the cross product with [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml:90 msgid "" "Performs a cubic interpolation between vectors [code]pre_a[/code], [code]a[/" "code], [code]b[/code], [code]post_b[/code] ([code]a[/code] is current), by " "the given amount [code]t[/code]. [code]t[/code] is in the range of [code]0.0 " "- 1.0[/code], representing the amount of interpolation." msgstr "" #: doc/classes/Vector3.xml:108 msgid "" "Returns the squared distance to [code]b[/code]. Prefer this function over " "[method distance_to] if you need to sort vectors or need the squared " "distance for some formula." msgstr "" #: doc/classes/Vector3.xml:117 msgid "Returns the distance to [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml:126 msgid "Returns the dot product with [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml:133 msgid "Returns a new vector with all components rounded down." msgstr "" #: doc/classes/Vector3.xml:140 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 "" #: doc/classes/Vector3.xml:170 msgid "" "Returns the vector's length squared. Prefer this function over [method " "length] if you need to sort vectors or need the squared length for some " "formula." msgstr "" #: doc/classes/Vector3.xml:181 msgid "" "Returns the result of the linear interpolation between this vector and " "[code]b[/code] by amount [code]t[/code]. [code]t[/code] is in the range of " "[code]0.0 - 1.0[/code], representing the amount of interpolation.." msgstr "" #: doc/classes/Vector3.xml:188 doc/classes/Vector3i.xml:41 msgid "" "Returns the axis of the vector's largest value. See [code]AXIS_*[/code] " "constants." msgstr "" #: doc/classes/Vector3.xml:195 doc/classes/Vector3i.xml:48 msgid "" "Returns the axis of the vector's smallest value. See [code]AXIS_*[/code] " "constants." msgstr "" #: doc/classes/Vector3.xml:222 msgid "Returns the outer product with [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml:269 msgid "" "Rotates the vector around a given axis by [code]phi[/code] radians. The axis " "must be a normalized vector." msgstr "" #: doc/classes/Vector3.xml:320 msgid "Returns a diagonal matrix with the vector as main diagonal." msgstr "" #: doc/classes/Vector3.xml:332 doc/classes/Vector3i.xml:67 msgid "" "The vector's Z component. Also accessible by using the index position [code]" "[2][/code]." msgstr "" #: doc/classes/Vector3.xml:337 msgid "" "Enumerated value for the X axis. Returned by [method max_axis] and [method " "min_axis]." msgstr "" #: doc/classes/Vector3.xml:340 msgid "" "Enumerated value for the Y axis. Returned by [method max_axis] and [method " "min_axis]." msgstr "" #: doc/classes/Vector3.xml:343 msgid "" "Enumerated value for the Z axis. Returned by [method max_axis] and [method " "min_axis]." msgstr "" #: doc/classes/Vector3.xml:367 doc/classes/Vector3i.xml:99 msgid "Forward unit vector." msgstr "" #: doc/classes/Vector3.xml:370 doc/classes/Vector3i.xml:102 msgid "Back unit vector." msgstr "" #: doc/classes/Vector3i.xml:4 msgid "Vector used for 3D math using integer coordinates." msgstr "" #: doc/classes/Vector3i.xml:7 msgid "" "3-element structure that can be used to represent positions in 3D space or " "any other pair of numeric values.\n" "It uses integer coordinates and is therefore preferable to [Vector3] when " "exact precision is required.\n" "[b]Note:[/b] In a boolean context, a Vector3i will evaluate to [code]false[/" "code] if it's equal to [code]Vector3i(0, 0, 0)[/code]. Otherwise, a Vector3i " "will always evaluate to [code]true[/code]." msgstr "" #: doc/classes/Vector3i.xml:25 msgid "Returns a [Vector3i] with the given components." msgstr "" #: doc/classes/Vector3i.xml:34 msgid "" "Constructs a new [Vector3i] from [Vector3]. The floating point coordinates " "will be truncated." msgstr "" #: doc/classes/Vector3i.xml:78 msgid "Enumerated value for the Z axis." msgstr "" #: doc/classes/VehicleBody3D.xml:4 msgid "Physics body that simulates the behavior of a car." msgstr "" #: doc/classes/VehicleBody3D.xml:7 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 [CollisionShape3D] for the main body of your vehicle and " "add [VehicleWheel3D] nodes for the wheels. You should also add a " "[MeshInstance3D] 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 VehicleBody3D will determine the " "center of gravity of your vehicle so it is better to keep this low and move " "the [CollisionShape3D] and [MeshInstance3D] upwards." msgstr "" #: doc/classes/VehicleBody3D.xml:16 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 " "RigidBody3D.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 "" #: doc/classes/VehicleBody3D.xml:19 msgid "" "Accelerates the vehicle by applying an engine force. The vehicle is only " "speed up if the wheels that have [member VehicleWheel3D.use_as_traction] set " "to [code]true[/code] and are in contact with a surface. The [member " "RigidBody3D.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 "" #: doc/classes/VehicleBody3D.xml:25 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 " "VehicleWheel3D.use_as_steering] set to [code]true[/code] will automatically " "be rotated." msgstr "" #: doc/classes/VehicleWheel3D.xml:4 msgid "Physics object that simulates the behavior of a wheel." msgstr "" #: doc/classes/VehicleWheel3D.xml:7 msgid "" "This node needs to be used as a child node of [VehicleBody3D] 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." msgstr "" #: doc/classes/VehicleWheel3D.xml:16 msgid "Returns the rotational speed of the wheel in revolutions per minute." msgstr "" #: doc/classes/VehicleWheel3D.xml:23 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 "" #: doc/classes/VehicleWheel3D.xml:30 msgid "Returns [code]true[/code] if this wheel is in contact with a surface." msgstr "" #: doc/classes/VehicleWheel3D.xml:36 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 RigidBody3D.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 "" #: doc/classes/VehicleWheel3D.xml:39 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 "" #: doc/classes/VehicleWheel3D.xml:42 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 "" #: doc/classes/VehicleWheel3D.xml:45 msgid "" "Accelerates the wheel by applying an engine force. The wheel is only speed " "up if it is in contact with a surface. The [member RigidBody3D.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 "" #: doc/classes/VehicleWheel3D.xml:50 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 "" #: doc/classes/VehicleWheel3D.xml:53 msgid "" "The maximum force the spring can resist. This value should be higher than a " "quarter of the [member RigidBody3D.mass] of the [VehicleBody3D] 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 "" #: doc/classes/VehicleWheel3D.xml:56 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 "" #: doc/classes/VehicleWheel3D.xml:59 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 "" #: doc/classes/VehicleWheel3D.xml:62 msgid "" "If [code]true[/code], this wheel will be turned when the car steers. This " "value is used in conjunction with [member VehicleBody3D.steering] and " "ignored if you are using the per-wheel [member steering] value instead." msgstr "" #: doc/classes/VehicleWheel3D.xml:65 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 " "VehicleBody3D.engine_force] and ignored if you are using the per-wheel " "[member engine_force] value instead." msgstr "" #: doc/classes/VehicleWheel3D.xml:68 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 "" #: doc/classes/VehicleWheel3D.xml:72 msgid "The radius of the wheel in meters." msgstr "" #: doc/classes/VehicleWheel3D.xml:75 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 "" #: doc/classes/VehicleWheel3D.xml:78 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 "" #: doc/classes/VideoPlayer.xml:4 msgid "Control for playing video streams." msgstr "" #: doc/classes/VideoPlayer.xml:7 msgid "" "Control node for playing video streams using [VideoStream] resources.\n" "Supported video formats are [url=https://www.webmproject.org/]WebM[/url] " "([VideoStreamWebm]), [url=https://www.theora.org/]Ogg Theora[/url] " "([VideoStreamTheora]), and any format exposed via a GDNative plugin using " "[VideoStreamGDNative]." msgstr "" #: doc/classes/VideoPlayer.xml:17 msgid "" "Returns the video stream's name, or [code]\"\"[/code] if no video " "stream is assigned." msgstr "" #: doc/classes/VideoPlayer.xml:24 msgid "Returns the current frame as a [Texture2D]." msgstr "" #: doc/classes/VideoPlayer.xml:31 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 "" #: doc/classes/VideoPlayer.xml:39 msgid "" "Starts the video playback from the beginning. If the video is paused, this " "will not unpause the video." msgstr "" #: doc/classes/VideoPlayer.xml:46 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 "" #: doc/classes/VideoPlayer.xml:53 msgid "The embedded audio track to play." msgstr "" #: doc/classes/VideoPlayer.xml:56 msgid "If [code]true[/code], playback starts when the scene loads." msgstr "" #: doc/classes/VideoPlayer.xml:59 msgid "Amount of time in milliseconds to store in buffer while playing." msgstr "" #: doc/classes/VideoPlayer.xml:62 msgid "Audio bus to use for sound playback." msgstr "" #: doc/classes/VideoPlayer.xml:65 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 "" #: doc/classes/VideoPlayer.xml:68 msgid "If [code]true[/code], the video is paused." msgstr "" #: doc/classes/VideoPlayer.xml:71 msgid "The assigned video stream. See description for supported formats." msgstr "" #: doc/classes/VideoPlayer.xml:74 msgid "The current position of the stream, in seconds." msgstr "" #: doc/classes/VideoPlayer.xml:77 msgid "Audio volume as a linear value." msgstr "" #: doc/classes/VideoPlayer.xml:80 msgid "Audio volume in dB." msgstr "" #: doc/classes/VideoPlayer.xml:86 msgid "Emitted when playback is finished." msgstr "" #: doc/classes/VideoStream.xml:4 msgid "Base resource for video streams." msgstr "" #: doc/classes/VideoStream.xml:7 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 "" #: modules/gdnative/doc_classes/VideoStreamGDNative.xml:4 msgid "[VideoStream] resource for for video formats implemented via GDNative." msgstr "" #: modules/gdnative/doc_classes/VideoStreamGDNative.xml:7 msgid "" "[VideoStream] resource for 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 "" #: modules/gdnative/doc_classes/VideoStreamGDNative.xml:17 msgid "Returns the video file handled by this [VideoStreamGDNative]." msgstr "" #: modules/gdnative/doc_classes/VideoStreamGDNative.xml:26 msgid "" "Sets the video file that this [VideoStreamGDNative] resource handles. The " "supported extensions depend on the GDNative plugins used to expose video " "formats." msgstr "" #: modules/theora/doc_classes/VideoStreamTheora.xml:4 msgid "[VideoStream] resource for Ogg Theora videos." msgstr "" #: modules/theora/doc_classes/VideoStreamTheora.xml:7 msgid "" "[VideoStream] resource handling the [url=https://www.theora.org/]Ogg Theora[/" "url] video format with [code].ogv[/code] extension." msgstr "" #: modules/theora/doc_classes/VideoStreamTheora.xml:16 msgid "Returns the Ogg Theora video file handled by this [VideoStreamTheora]." msgstr "" #: modules/theora/doc_classes/VideoStreamTheora.xml:25 msgid "" "Sets the Ogg Theora video file that this [VideoStreamTheora] resource " "handles. The [code]file[/code] name should have the [code].o[/code] " "extension." msgstr "" #: modules/webm/doc_classes/VideoStreamWebm.xml:4 msgid "[VideoStream] resource for WebM videos." msgstr "" #: modules/webm/doc_classes/VideoStreamWebm.xml:7 msgid "" "[VideoStream] resource handling the [url=https://www.webmproject.org/]WebM[/" "url] video format with [code].webm[/code] extension." msgstr "" #: modules/webm/doc_classes/VideoStreamWebm.xml:16 msgid "Returns the WebM video file handled by this [VideoStreamWebm]." msgstr "" #: modules/webm/doc_classes/VideoStreamWebm.xml:25 msgid "" "Sets the WebM video file that this [VideoStreamWebm] resource handles. The " "[code]file[/code] name should have the [code].webm[/code] extension." msgstr "" #: doc/classes/Viewport.xml:4 msgid "Creates a sub-view into the screen." msgstr "" #: doc/classes/Viewport.xml:7 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 " "Camera3D 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 [SubViewportContainer], 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." msgstr "" #: doc/classes/Viewport.xml:16 msgid "https://docs.godotengine.org/en/latest/tutorials/viewports/index.html" msgstr "" #: doc/classes/Viewport.xml:23 msgid "Returns the 2D world of the viewport." msgstr "" #: doc/classes/Viewport.xml:30 msgid "" "Returns the 3D world of the viewport, or if none the world of the parent " "viewport." msgstr "" #: doc/classes/Viewport.xml:37 msgid "Returns the active 3D camera." msgstr "" #: doc/classes/Viewport.xml:44 msgid "Returns the total transform of the viewport." msgstr "" #: doc/classes/Viewport.xml:51 msgid "Returns the mouse position relative to the viewport." msgstr "" #: doc/classes/Viewport.xml:60 msgid "Returns information about the viewport from the rendering pipeline." msgstr "" #: doc/classes/Viewport.xml:69 msgid "Returns the [enum ShadowAtlasQuadrantSubdiv] of the specified quadrant." msgstr "" #: doc/classes/Viewport.xml:76 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 Texture2D.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 "" #: doc/classes/Viewport.xml:88 msgid "Returns the viewport's RID from the [RenderingServer]." msgstr "" #: doc/classes/Viewport.xml:95 msgid "Returns the visible rectangle in global screen coordinates." msgstr "" #: doc/classes/Viewport.xml:102 msgid "" "Returns the drag data from the GUI, that was previously returned by [method " "Control.get_drag_data]." msgstr "" #: doc/classes/Viewport.xml:109 msgid "" "Returns [code]true[/code] if the viewport is currently performing a drag " "operation." msgstr "" #: doc/classes/Viewport.xml:146 msgid "Stops the input from propagating further down the [SceneTree]." msgstr "" #: doc/classes/Viewport.xml:157 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 "" #: doc/classes/Viewport.xml:174 msgid "Forces update of the 2D and 3D worlds." msgstr "" #: doc/classes/Viewport.xml:183 msgid "Warps the mouse to a position relative to the viewport." msgstr "" #: doc/classes/Viewport.xml:189 msgid "If [code]true[/code], the viewport will process 2D audio streams." msgstr "" #: doc/classes/Viewport.xml:192 msgid "If [code]true[/code], the viewport will process 3D audio streams." msgstr "" #: doc/classes/Viewport.xml:195 msgid "" "Sets the default filter mode used by [CanvasItem]s in this Viewport. See " "[enum DefaultCanvasItemTextureFilter] for options." msgstr "" #: doc/classes/Viewport.xml:198 msgid "" "Sets the default repeat mode used by [CanvasItem]s in this Viewport. See " "[enum DefaultCanvasItemTextureRepeat] for options." msgstr "" #: doc/classes/Viewport.xml:201 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 "" #: doc/classes/Viewport.xml:204 msgid "The overlay mode for test rendered geometry in debug purposes." msgstr "" #: doc/classes/Viewport.xml:207 msgid "" "The global canvas transform of the viewport. The canvas transform is " "relative to this." msgstr "" #: doc/classes/Viewport.xml:210 msgid "If [code]true[/code], the viewport will not receive input event." msgstr "" #: doc/classes/Viewport.xml:215 msgid "" "If [code]true[/code], the GUI controls on the viewport will lay pixel " "perfectly." msgstr "" #: doc/classes/Viewport.xml:220 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 "" #: doc/classes/Viewport.xml:223 msgid "" "If [code]true[/code], the viewport will use the [World3D] defined in [member " "world_3d]." msgstr "" #: doc/classes/Viewport.xml:226 msgid "" "If [code]true[/code], the objects rendered by viewport become subjects of " "mouse picking process." msgstr "" #: doc/classes/Viewport.xml:229 msgid "" "Sets the screen-space antialiasing method used. Screen-space antialiasing " "works by selectively blurring edges in a post-process shader. It differs " "from MSAA which takes multiple coverage samples while rendering objects. " "Screen-space AA methods are typically faster than MSAA and will smooth out " "specular aliasing, but tend to make scenes appear blurry." msgstr "" #: doc/classes/Viewport.xml:232 msgid "The subdivision amount of the first quadrant on the shadow atlas." msgstr "" #: doc/classes/Viewport.xml:235 msgid "The subdivision amount of the second quadrant on the shadow atlas." msgstr "" #: doc/classes/Viewport.xml:238 msgid "The subdivision amount of the third quadrant on the shadow atlas." msgstr "" #: doc/classes/Viewport.xml:241 msgid "The subdivision amount of the fourth quadrant on the shadow atlas." msgstr "" #: doc/classes/Viewport.xml:244 msgid "" "The shadow atlas' resolution (used for omni and spot lights). The value will " "be rounded up to the nearest power of 2.\n" "[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-" "created viewports default to a value of 0, this value must be set above 0 " "manually." msgstr "" #: doc/classes/Viewport.xml:248 msgid "" "If [code]true[/code], the viewport should render its background as " "transparent." msgstr "" #: doc/classes/Viewport.xml:251 msgid "The custom [World2D] which can be used as 2D environment source." msgstr "" #: doc/classes/Viewport.xml:254 msgid "The custom [World3D] which can be used as 3D environment source." msgstr "" #: doc/classes/Viewport.xml:262 msgid "Emitted when a Control node grabs keyboard focus." msgstr "" #: doc/classes/Viewport.xml:267 msgid "" "Emitted when the size of the viewport is changed, whether by resizing of " "window, or some other means." msgstr "" #: doc/classes/Viewport.xml:273 msgid "This quadrant will not be used." msgstr "" #: doc/classes/Viewport.xml:276 msgid "This quadrant will only be used by one shadow map." msgstr "" #: doc/classes/Viewport.xml:279 msgid "This quadrant will be split in 4 and used by up to 4 shadow maps." msgstr "" #: doc/classes/Viewport.xml:282 msgid "This quadrant will be split 16 ways and used by up to 16 shadow maps." msgstr "" #: doc/classes/Viewport.xml:285 msgid "This quadrant will be split 64 ways and used by up to 64 shadow maps." msgstr "" #: doc/classes/Viewport.xml:288 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 "" #: doc/classes/Viewport.xml:291 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 "" #: doc/classes/Viewport.xml:294 msgid "Represents the size of the [enum ShadowAtlasQuadrantSubdiv] enum." msgstr "" #: doc/classes/Viewport.xml:297 msgid "" "Multisample antialiasing mode disabled. This is the default value, and also " "the fastest setting." msgstr "" #: doc/classes/Viewport.xml:300 msgid "Use 2x Multisample Antialiasing." msgstr "" #: doc/classes/Viewport.xml:303 msgid "Use 4x Multisample Antialiasing." msgstr "" #: doc/classes/Viewport.xml:306 msgid "" "Use 8x Multisample Antialiasing. Likely unsupported on low-end and older " "hardware." msgstr "" #: doc/classes/Viewport.xml:309 msgid "" "Use 16x Multisample Antialiasing. Likely unsupported on medium and low-end " "hardware." msgstr "" #: doc/classes/Viewport.xml:312 msgid "Represents the size of the [enum MSAA] enum." msgstr "" #: doc/classes/Viewport.xml:315 msgid "Do not perform any antialiasing in the full screen post-process." msgstr "" #: doc/classes/Viewport.xml:318 msgid "" "Use fast approximate antialiasing. FXAA is a popular screen-space " "antialising 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." msgstr "" #: doc/classes/Viewport.xml:321 msgid "Represents the size of the [enum ScreenSpaceAA] enum." msgstr "" #: doc/classes/Viewport.xml:324 msgid "Amount of objects in frame." msgstr "" #: doc/classes/Viewport.xml:327 msgid "Amount of vertices in frame." msgstr "" #: doc/classes/Viewport.xml:330 msgid "Amount of material changes in frame." msgstr "" #: doc/classes/Viewport.xml:333 msgid "Amount of shader changes in frame." msgstr "" #: doc/classes/Viewport.xml:336 msgid "Amount of surface changes in frame." msgstr "" #: doc/classes/Viewport.xml:339 msgid "Amount of draw calls in frame." msgstr "" #: doc/classes/Viewport.xml:342 msgid "Represents the size of the [enum RenderInfo] enum." msgstr "" #: doc/classes/Viewport.xml:345 msgid "Objects are displayed normally." msgstr "" #: doc/classes/Viewport.xml:356 msgid "Objects are displayed in wireframe style." msgstr "" #: doc/classes/Viewport.xml:378 msgid "" "Draws the screen-space ambient occlusion texture instead of the scene so " "that you can clearly see how it is affecting objects. In order for this " "display mode to work, you must have [member Environment.ssao_enabled] set in " "your [WorldEnvironment]." msgstr "" #: doc/classes/Viewport.xml:384 msgid "" "Colors each PSSM split for the [DirectionalLight3D]s in the scene a " "different color so you can see where the splits are. In order, they will be " "colored red, green, blue, and yellow." msgstr "" #: doc/classes/Viewport.xml:387 msgid "" "Draws the decal atlas used by [Decal]s and light projector textures in the " "upper left quadrant of the [Viewport]." msgstr "" #: doc/classes/Viewport.xml:402 msgid "Max value for [enum DefaultCanvasItemTextureFilter] enum." msgstr "" #: doc/classes/Viewport.xml:414 msgid "Max value for [enum DefaultCanvasItemTextureRepeat] enum." msgstr "" #: doc/classes/ViewportTexture.xml:4 msgid "Texture which displays the content of a [Viewport]." msgstr "" #: doc/classes/ViewportTexture.xml:7 msgid "" "Displays the content of a [Viewport] node as a dynamic [Texture2D]. 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 "" #: doc/classes/ViewportTexture.xml:17 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 "" #: doc/classes/VisibilityEnabler2D.xml:4 doc/classes/VisibilityEnabler3D.xml:4 msgid "Enables certain nodes only when approximately visible." msgstr "" #: doc/classes/VisibilityEnabler2D.xml:7 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" "[b]Note:[/b] For performance reasons, VisibilityEnabler2D uses an " "approximate heuristic with precision determined by [member ProjectSettings." "world/2d/cell_size]. If you need exact 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 "" #: doc/classes/VisibilityEnabler2D.xml:20 #: doc/classes/VisibilityEnabler3D.xml:20 msgid "" "Returns whether the enabler identified by given [enum Enabler] constant is " "active." msgstr "" #: doc/classes/VisibilityEnabler2D.xml:31 #: doc/classes/VisibilityEnabler3D.xml:31 msgid "" "Sets active state of the enabler identified by given [enum Enabler] constant." msgstr "" #: doc/classes/VisibilityEnabler2D.xml:37 msgid "If [code]true[/code], [RigidBody2D] nodes will be paused." msgstr "" #: doc/classes/VisibilityEnabler2D.xml:40 msgid "If [code]true[/code], [AnimatedSprite2D] nodes will be paused." msgstr "" #: doc/classes/VisibilityEnabler2D.xml:43 #: doc/classes/VisibilityEnabler3D.xml:40 msgid "If [code]true[/code], [AnimationPlayer] nodes will be paused." msgstr "" #: doc/classes/VisibilityEnabler2D.xml:46 msgid "If [code]true[/code], [GPUParticles2D] nodes will be paused." msgstr "" #: doc/classes/VisibilityEnabler2D.xml:49 msgid "" "If [code]true[/code], the parent's [method Node._physics_process] will be " "stopped." msgstr "" #: doc/classes/VisibilityEnabler2D.xml:52 msgid "" "If [code]true[/code], the parent's [method Node._process] will be stopped." msgstr "" #: doc/classes/VisibilityEnabler2D.xml:57 #: doc/classes/VisibilityEnabler3D.xml:45 msgid "This enabler will pause [AnimationPlayer] nodes." msgstr "" #: doc/classes/VisibilityEnabler2D.xml:60 msgid "This enabler will freeze [RigidBody2D] nodes." msgstr "" #: doc/classes/VisibilityEnabler2D.xml:63 msgid "This enabler will stop [GPUParticles2D] nodes." msgstr "" #: doc/classes/VisibilityEnabler2D.xml:66 msgid "This enabler will stop the parent's _process function." msgstr "" #: doc/classes/VisibilityEnabler2D.xml:69 msgid "This enabler will stop the parent's _physics_process function." msgstr "" #: doc/classes/VisibilityEnabler2D.xml:72 msgid "This enabler will stop [AnimatedSprite2D] nodes animations." msgstr "" #: doc/classes/VisibilityEnabler2D.xml:75 #: doc/classes/VisibilityEnabler3D.xml:51 msgid "Represents the size of the [enum Enabler] enum." msgstr "" #: doc/classes/VisibilityEnabler3D.xml:7 msgid "" "The VisibilityEnabler3D will disable [RigidBody3D] and [AnimationPlayer] " "nodes when they are not visible. It will only affect other nodes within the " "same scene as the VisibilityEnabler3D itself.\n" "[b]Note:[/b] VisibilityEnabler3D uses an approximate heuristic for " "performance reasons. It doesn't take walls and other occlusion into account. " "If you need exact visibility checking, use another method such as adding an " "[Area3D] node as a child of a [Camera3D] node.\n" "[b]Note:[/b] VisibilityEnabler3D will not affect nodes added after scene " "initialization." msgstr "" #: doc/classes/VisibilityEnabler3D.xml:37 msgid "If [code]true[/code], [RigidBody3D] nodes will be paused." msgstr "" #: doc/classes/VisibilityEnabler3D.xml:48 msgid "This enabler will freeze [RigidBody3D] nodes." msgstr "" #: doc/classes/VisibilityNotifier2D.xml:4 #: doc/classes/VisibilityNotifier3D.xml:4 msgid "Detects approximately when the node is visible on screen." msgstr "" #: doc/classes/VisibilityNotifier2D.xml:7 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" "[b]Note:[/b] For performance reasons, VisibilityNotifier2D uses an " "approximate heuristic with precision determined by [member ProjectSettings." "world/2d/cell_size]. If you need exact visibility checking, use another " "method such as adding an [Area2D] node as a child of a [Camera2D] node." msgstr "" #: doc/classes/VisibilityNotifier2D.xml:17 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 "" #: doc/classes/VisibilityNotifier2D.xml:24 msgid "The VisibilityNotifier2D's bounding rectangle." msgstr "" #: doc/classes/VisibilityNotifier2D.xml:30 msgid "Emitted when the VisibilityNotifier2D enters the screen." msgstr "" #: doc/classes/VisibilityNotifier2D.xml:35 msgid "Emitted when the VisibilityNotifier2D exits the screen." msgstr "" #: doc/classes/VisibilityNotifier2D.xml:42 msgid "Emitted when the VisibilityNotifier2D enters a [Viewport]'s view." msgstr "" #: doc/classes/VisibilityNotifier2D.xml:49 msgid "Emitted when the VisibilityNotifier2D exits a [Viewport]'s view." msgstr "" #: doc/classes/VisibilityNotifier3D.xml:7 msgid "" "The VisibilityNotifier3D detects when it is visible on the screen. It also " "notifies when its bounding rectangle enters or exits the screen or a " "[Camera3D]'s view.\n" "[b]Note:[/b] VisibilityNotifier3D uses an approximate heuristic for " "performance reasons. It doesn't take walls and other occlusion into account. " "If you need exact visibility checking, use another method such as adding an " "[Area3D] node as a child of a [Camera3D] node." msgstr "" #: doc/classes/VisibilityNotifier3D.xml:17 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 "" #: doc/classes/VisibilityNotifier3D.xml:24 msgid "The VisibilityNotifier3D's bounding box." msgstr "" #: doc/classes/VisibilityNotifier3D.xml:32 msgid "Emitted when the VisibilityNotifier3D enters a [Camera3D]'s view." msgstr "" #: doc/classes/VisibilityNotifier3D.xml:39 msgid "Emitted when the VisibilityNotifier3D exits a [Camera3D]'s view." msgstr "" #: doc/classes/VisibilityNotifier3D.xml:44 msgid "Emitted when the VisibilityNotifier3D enters the screen." msgstr "" #: doc/classes/VisibilityNotifier3D.xml:49 msgid "Emitted when the VisibilityNotifier3D exits the screen." msgstr "" #: doc/classes/VisualInstance3D.xml:4 msgid "Parent of all visual 3D nodes." msgstr "" #: doc/classes/VisualInstance3D.xml:7 msgid "" "The [VisualInstance3D] is used to connect a resource to a visual " "representation. All visual 3D nodes inherit from the [VisualInstance3D]. In " "general, you should not access the [VisualInstance3D] properties directly as " "they are accessed and managed by the nodes that inherit from " "[VisualInstance3D]. [VisualInstance3D] is the node representation of the " "[RenderingServer] instance." msgstr "" #: doc/classes/VisualInstance3D.xml:16 msgid "" "Returns the [AABB] (also known as the bounding box) for this " "[VisualInstance3D]." msgstr "" #: doc/classes/VisualInstance3D.xml:23 msgid "" "Returns the RID of the resource associated with this [VisualInstance3D]. For " "example, if the Node is a [MeshInstance3D], this will return the RID of the " "associated [Mesh]." msgstr "" #: doc/classes/VisualInstance3D.xml:30 msgid "" "Returns the RID of this instance. This RID is the same as the RID returned " "by [method RenderingServer.instance_create]. This RID is needed if you want " "to call [RenderingServer] functions directly on this [VisualInstance3D]." msgstr "" #: doc/classes/VisualInstance3D.xml:39 msgid "" "Returns [code]true[/code] when the specified layer is enabled in [member " "layers] and [code]false[/code] otherwise." msgstr "" #: doc/classes/VisualInstance3D.xml:46 msgid "" "Returns the transformed [AABB] (also known as the bounding box) for this " "[VisualInstance3D].\n" "Transformed in this case means the [AABB] plus the position, rotation, and " "scale of the [Node3D]'s [Transform]." msgstr "" #: doc/classes/VisualInstance3D.xml:56 msgid "" "Sets the resource that is instantiated by this [VisualInstance3D], which " "changes how the engine handles the [VisualInstance3D] under the hood. " "Equivalent to [method RenderingServer.instance_set_base]." msgstr "" #: doc/classes/VisualInstance3D.xml:67 msgid "Enables a particular layer in [member layers]." msgstr "" #: doc/classes/VisualInstance3D.xml:73 msgid "" "The render layer(s) this [VisualInstance3D] is drawn on.\n" "This object will only be visible for [Camera3D]s whose cull mask includes " "the render object this [VisualInstance3D] is set to." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:4 msgid "A script implemented in the Visual Script programming environment." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:7 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 "" #: modules/visual_script/doc_classes/VisualScript.xml:12 msgid "" "https://docs.godotengine.org/en/latest/getting_started/scripting/" "visual_script/index.html" msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:21 msgid "Add a custom signal with the specified name to the VisualScript." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:30 msgid "Add a function with the specified name to the VisualScript." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:45 msgid "Add a node to a function of the VisualScript." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:58 msgid "" "Add a variable to the VisualScript, optionally giving it a default value or " "marking it as exported." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:73 msgid "" "Add an argument to a custom signal added with [method add_custom_signal]." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:82 msgid "Get the count of a custom signal's arguments." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:93 msgid "Get the name of a custom signal's argument." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:104 msgid "Get the type of a custom signal's argument." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:115 msgid "Remove a specific custom signal's argument." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:128 msgid "Rename a custom signal's argument." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:141 msgid "Change the type of a custom signal's argument." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:154 msgid "Swap two of the arguments of a custom signal." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:171 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 "" #: modules/visual_script/doc_classes/VisualScript.xml:188 msgid "" "Disconnect two data ports previously connected with [method data_connect]." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:197 msgid "Returns the id of a function's entry point node." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:206 msgid "Returns the position of the center of the screen for a given function." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:217 msgid "Returns a node given its id and its function." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:228 msgid "Returns a node's position in pixels." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:237 msgid "Returns the default (initial) value of a variable." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:246 msgid "Returns whether a variable is exported." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:255 msgid "" "Returns the information for a given variable as a dictionary. The " "information includes its name, type, hint and usage." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:264 msgid "Returns whether a signal exists with the specified name." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:281 msgid "Returns whether the specified data ports are connected." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:290 msgid "Returns whether a function exists with the specified name." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:301 msgid "Returns whether a node exists with the given id." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:316 msgid "Returns whether the specified sequence ports are connected." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:325 msgid "Returns whether a variable exists with the specified name." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:334 msgid "Remove a custom signal with the given name." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:343 msgid "Remove a specific function and its nodes from the script." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:354 msgid "Remove a specific node." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:363 msgid "Remove a variable with the given name." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:374 msgid "Change the name of a custom signal." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:385 msgid "Change the name of a function." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:396 msgid "Change the name of a variable." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:411 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 "" #: modules/visual_script/doc_classes/VisualScript.xml:427 msgid "" "Disconnect two sequence ports previously connected with [method " "sequence_connect]." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:438 msgid "Position the center of the screen for a function." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:447 msgid "Set the base type of the script." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:460 msgid "Position a node on the screen." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:471 msgid "Change the default (initial) value of a variable." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:482 msgid "Change whether a variable is exported." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:493 msgid "" "Set a variable's info, using the same format as [method get_variable_info]." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:504 msgid "Emitted when the ports of a node are changed." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBasicTypeConstant.xml:4 msgid "A Visual Script node representing a constant from the base types." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBasicTypeConstant.xml:7 msgid "" "A Visual Script node representing a constant from base types, such as " "[constant Vector3.AXIS_X]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBasicTypeConstant.xml:15 msgid "The type to get the constant from." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBasicTypeConstant.xml:18 msgid "The name of the constant to return." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:4 msgid "A Visual Script node used to call built-in functions." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:7 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 "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:16 msgid "The function to be executed." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:21 msgid "Return the sine of the input." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:24 msgid "Return the cosine of the input." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:27 msgid "Return the tangent of the input." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:30 msgid "Return the hyperbolic sine of the input." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:33 msgid "Return the hyperbolic cosine of the input." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:36 msgid "Return the hyperbolic tangent of the input." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:39 msgid "Return the arc sine of the input." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:42 msgid "Return the arc cosine of the input." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:45 msgid "Return the arc tangent of the input." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:48 msgid "" "Return the arc tangent of the input, using the signs of both parameters to " "determine the exact angle." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:51 msgid "Return the square root of the input." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:54 msgid "" "Return the remainder of one input divided by the other, using floating-point " "numbers." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:57 msgid "" "Return the positive remainder of one input divided by the other, using " "floating-point numbers." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:60 msgid "Return the input rounded down." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:63 msgid "Return the input rounded up." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:66 msgid "Return the input rounded to the nearest integer." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:69 msgid "Return the absolute value of the input." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:72 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 "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:75 msgid "Return the input raised to a given power." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:78 msgid "" "Return the natural logarithm of the input. Note that this is not the typical " "base-10 logarithm function calculators use." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:81 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 "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:84 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 "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:87 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 "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:93 msgid "" "Return the number of digit places after the decimal that the first non-zero " "digit occurs." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:96 msgid "Return the input snapped to a given step." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:99 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 "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:106 msgid "Moves the number toward a value, based on the third input." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:109 msgid "" "Return the result of [code]value[/code] decreased by [code]step[/code] * " "[code]amount[/code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:112 msgid "" "Randomize the seed (or the internal state) of the random number generator. " "Current implementation reseeds using a number based on time." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:115 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 "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:118 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 "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:121 msgid "Return a random floating-point value between the two inputs." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:124 msgid "Set the seed for the random number generator." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:127 msgid "Return a random value from the given seed, along with the new seed." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:130 msgid "Convert the input from degrees to radians." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:133 msgid "Convert the input from radians to degrees." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:136 msgid "Convert the input from linear volume to decibel volume." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:139 msgid "Convert the input from decibel volume to linear volume." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:152 msgid "Return the greater of the two numbers, also known as their maximum." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:155 msgid "Return the lesser of the two numbers, also known as their minimum." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:158 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 "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:161 msgid "Return the nearest power of 2 to the input." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:164 msgid "Create a [WeakRef] from the input." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:167 msgid "Create a [FuncRef] from the input." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:170 msgid "Convert between types." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:173 msgid "" "Return the type of the input as an integer. Check [enum Variant.Type] for " "the integers that might be returned." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:176 msgid "Checks if a type is registered in the [ClassDB]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:179 msgid "Return a character with the given ascii value." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:182 msgid "Convert the input to a string." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:185 msgid "Print the given string to the output window." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:188 msgid "Print the given string to the standard error output." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:191 msgid "" "Print the given string to the standard output, without adding a newline." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:194 msgid "Serialize a [Variant] to a string." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:197 msgid "" "Deserialize a [Variant] from a string serialized using [constant VAR_TO_STR]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:200 msgid "Serialize a [Variant] to a [PackedByteArray]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:203 msgid "" "Deserialize a [Variant] from a [PackedByteArray] serialized using [constant " "VAR_TO_BYTES]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:206 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 "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:210 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 "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:223 msgid "Represents the size of the [enum BuiltinFunc] enum." msgstr "" #: modules/visual_script/doc_classes/VisualScriptClassConstant.xml:4 msgid "Gets a constant from a given class." msgstr "" #: modules/visual_script/doc_classes/VisualScriptClassConstant.xml:7 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 "" #: modules/visual_script/doc_classes/VisualScriptClassConstant.xml:19 msgid "The constant's parent class." msgstr "" #: modules/visual_script/doc_classes/VisualScriptClassConstant.xml:22 msgid "" "The constant to return. See the given class for its available constants." msgstr "" #: modules/visual_script/doc_classes/VisualScriptComment.xml:4 msgid "A Visual Script node used to annotate the script." msgstr "" #: modules/visual_script/doc_classes/VisualScriptComment.xml:7 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 "" #: modules/visual_script/doc_classes/VisualScriptComment.xml:16 msgid "The text inside the comment node." msgstr "" #: modules/visual_script/doc_classes/VisualScriptComment.xml:19 msgid "The comment node's size (in pixels)." msgstr "" #: modules/visual_script/doc_classes/VisualScriptComment.xml:22 msgid "The comment node's title." msgstr "" #: modules/visual_script/doc_classes/VisualScriptComposeArray.xml:4 msgid "A Visual Script Node used to create array from a list of items." msgstr "" #: modules/visual_script/doc_classes/VisualScriptComposeArray.xml:7 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 "" #: modules/visual_script/doc_classes/VisualScriptCondition.xml:4 msgid "A Visual Script node which branches the flow." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCondition.xml:7 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 "" #: modules/visual_script/doc_classes/VisualScriptConstant.xml:4 msgid "Gets a contant's value." msgstr "" #: modules/visual_script/doc_classes/VisualScriptConstant.xml:7 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 "" #: modules/visual_script/doc_classes/VisualScriptConstant.xml:19 msgid "The constant's type." msgstr "" #: modules/visual_script/doc_classes/VisualScriptConstant.xml:22 msgid "The constant's value." msgstr "" #: modules/visual_script/doc_classes/VisualScriptConstructor.xml:4 msgid "A Visual Script node which calls a base type constructor." msgstr "" #: modules/visual_script/doc_classes/VisualScriptConstructor.xml:7 msgid "" "A Visual Script node which calls a base type constructor. It can be used for " "type conversion as well." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:4 msgid "A scripted Visual Script node." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:7 msgid "A custom Visual Script node which can be scripted in powerful ways." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:16 msgid "Return the node's title." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:23 msgid "Return the node's category." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:30 msgid "Return the count of input value ports." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:39 msgid "Return the specified input port's name." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:48 msgid "" "Return the specified input port's type. See the [enum Variant.Type] values." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:55 msgid "Return the amount of output [b]sequence[/b] ports." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:64 msgid "Return the specified [b]sequence[/b] output's name." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:71 msgid "Return the amount of output value ports." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:80 msgid "Return the specified output's name." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:89 msgid "Return the specified output's type. See the [enum Variant.Type] values." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:96 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 "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:103 msgid "" "Return the size of the custom node's working memory. See [method _step] for " "more details." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:110 msgid "Return whether the custom node has an input [b]sequence[/b] port." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:125 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.\n" "When returning, you can mask the returned value with one of the " "[code]STEP_*[/code] constants." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:136 msgid "The start mode used the first time when [method _step] is called." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:139 msgid "" "The start mode used when [method _step] is called after coming back from a " "[constant STEP_PUSH_STACK_BIT]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:142 msgid "" "The start mode used when [method _step] is called after resuming from " "[constant STEP_YIELD_BIT]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:145 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 "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:149 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 "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:154 msgid "" "Hint used by [method _step] to tell that control should stop and exit the " "function." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:157 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 "" #: modules/visual_script/doc_classes/VisualScriptDeconstruct.xml:4 #: modules/visual_script/doc_classes/VisualScriptDeconstruct.xml:7 msgid "" "A Visual Script node which deconstructs a base type instance into its parts." msgstr "" #: modules/visual_script/doc_classes/VisualScriptDeconstruct.xml:15 msgid "The type to deconstruct." msgstr "" #: modules/visual_script/doc_classes/VisualScriptEditor.xml:20 msgid "" "Add a custom Visual Script node to the editor. It'll be placed under " "\"Custom Nodes\" with the [code]category[/code] as the parameter." msgstr "" #: modules/visual_script/doc_classes/VisualScriptEditor.xml:31 msgid "" "Remove a custom Visual Script node from the editor. Custom nodes already " "placed on scripts won't be removed." msgstr "" #: modules/visual_script/doc_classes/VisualScriptEditor.xml:38 msgid "Emitted when a custom Visual Script node is added or removed." msgstr "" #: modules/visual_script/doc_classes/VisualScriptEmitSignal.xml:4 msgid "Emits a specified signal." msgstr "" #: modules/visual_script/doc_classes/VisualScriptEmitSignal.xml:7 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 "" #: modules/visual_script/doc_classes/VisualScriptEmitSignal.xml:19 msgid "The signal to emit." msgstr "" #: modules/visual_script/doc_classes/VisualScriptEngineSingleton.xml:4 #: modules/visual_script/doc_classes/VisualScriptEngineSingleton.xml:7 msgid "A Visual Script node returning a singleton from [@GlobalScope]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptEngineSingleton.xml:15 msgid "The singleton's name." msgstr "" #: modules/visual_script/doc_classes/VisualScriptIterator.xml:4 msgid "Steps through items in a given input." msgstr "" #: modules/visual_script/doc_classes/VisualScriptIterator.xml:7 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 "" #: modules/visual_script/doc_classes/VisualScriptLists.xml:4 msgid "A Visual Script virtual class for in-graph editable nodes." msgstr "" #: modules/visual_script/doc_classes/VisualScriptLists.xml:7 msgid "" "A Visual Script virtual class that defines the shape and the default " "behaviour of the nodes that have to be in-graph editable nodes." msgstr "" #: modules/visual_script/doc_classes/VisualScriptLocalVar.xml:4 msgid "Gets a local variable's value." msgstr "" #: modules/visual_script/doc_classes/VisualScriptLocalVar.xml:7 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 "" #: modules/visual_script/doc_classes/VisualScriptLocalVar.xml:19 #: modules/visual_script/doc_classes/VisualScriptLocalVarSet.xml:21 msgid "The local variable's type." msgstr "" #: modules/visual_script/doc_classes/VisualScriptLocalVar.xml:22 #: modules/visual_script/doc_classes/VisualScriptLocalVarSet.xml:24 msgid "The local variable's name." msgstr "" #: modules/visual_script/doc_classes/VisualScriptLocalVarSet.xml:4 msgid "Changes a local variable's value." msgstr "" #: modules/visual_script/doc_classes/VisualScriptLocalVarSet.xml:7 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 "" #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml:4 msgid "Commonly used mathematical constants." msgstr "" #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml:7 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 "" #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml:19 msgid "The math constant." msgstr "" #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml:24 msgid "Unity: [code]1[/code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml:27 msgid "Pi: [code]3.141593[/code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml:30 msgid "Pi divided by two: [code]1.570796[/code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml:33 msgid "Tau: [code]6.283185[/code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml:36 msgid "" "Mathematical constant [code]e[/code], the natural log base: [code]2.718282[/" "code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml:39 msgid "Square root of two: [code]1.414214[/code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml:42 msgid "Infinity: [code]inf[/code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml:45 msgid "Not a number: [code]nan[/code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml:48 msgid "Represents the size of the [enum MathConstant] enum." msgstr "" #: modules/visual_script/doc_classes/VisualScriptNode.xml:4 msgid "A node which is part of a [VisualScript]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptNode.xml:7 msgid "" "A node which is part of a [VisualScript]. Not to be confused with [Node], " "which is a part of a [SceneTree]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptNode.xml:18 msgid "" "Returns the default value of a given port. The default value is used when " "nothing is connected to the port." msgstr "" #: modules/visual_script/doc_classes/VisualScriptNode.xml:25 msgid "Returns the [VisualScript] instance the node is bound to." msgstr "" #: modules/visual_script/doc_classes/VisualScriptNode.xml:32 msgid "" "Notify that the node's ports have changed. Usually used in conjunction with " "[VisualScriptCustomNode] ." msgstr "" #: modules/visual_script/doc_classes/VisualScriptNode.xml:43 msgid "Change the default value of a given port." msgstr "" #: modules/visual_script/doc_classes/VisualScriptNode.xml:50 msgid "Emitted when the available input/output ports are changed." msgstr "" #: modules/visual_script/doc_classes/VisualScriptOperator.xml:6 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 "" #: modules/visual_script/doc_classes/VisualScriptPreload.xml:4 msgid "Creates a new [Resource] or loads one from the filesystem." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPreload.xml:7 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 "" #: modules/visual_script/doc_classes/VisualScriptPreload.xml:19 msgid "The [Resource] to load." msgstr "" #: modules/visual_script/doc_classes/VisualScriptReturn.xml:4 msgid "Exits a function and returns an optional value." msgstr "" #: modules/visual_script/doc_classes/VisualScriptReturn.xml:7 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 "" #: modules/visual_script/doc_classes/VisualScriptReturn.xml:20 msgid "If [code]true[/code], the [code]return[/code] input port is available." msgstr "" #: modules/visual_script/doc_classes/VisualScriptReturn.xml:23 msgid "The return value's data type." msgstr "" #: modules/visual_script/doc_classes/VisualScriptSceneNode.xml:4 msgid "Node reference." msgstr "" #: modules/visual_script/doc_classes/VisualScriptSceneNode.xml:7 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 "" #: modules/visual_script/doc_classes/VisualScriptSceneNode.xml:19 msgid "The node's path in the scene tree." msgstr "" #: modules/visual_script/doc_classes/VisualScriptSelect.xml:4 msgid "Chooses between two input values." msgstr "" #: modules/visual_script/doc_classes/VisualScriptSelect.xml:7 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 "" #: modules/visual_script/doc_classes/VisualScriptSelect.xml:21 msgid "The input variables' type." msgstr "" #: modules/visual_script/doc_classes/VisualScriptSelf.xml:4 msgid "Outputs a reference to the current instance." msgstr "" #: modules/visual_script/doc_classes/VisualScriptSelf.xml:7 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 "" #: modules/visual_script/doc_classes/VisualScriptSequence.xml:4 msgid "Executes a series of Sequence ports." msgstr "" #: modules/visual_script/doc_classes/VisualScriptSequence.xml:7 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 "" #: modules/visual_script/doc_classes/VisualScriptSequence.xml:21 msgid "The number of steps in the sequence." msgstr "" #: modules/visual_script/doc_classes/VisualScriptSwitch.xml:4 msgid "Branches program flow based on a given input's value." msgstr "" #: modules/visual_script/doc_classes/VisualScriptSwitch.xml:7 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 "" #: modules/visual_script/doc_classes/VisualScriptVariableGet.xml:4 msgid "Gets a variable's value." msgstr "" #: modules/visual_script/doc_classes/VisualScriptVariableGet.xml:7 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 "" #: modules/visual_script/doc_classes/VisualScriptVariableGet.xml:19 #: modules/visual_script/doc_classes/VisualScriptVariableSet.xml:20 msgid "The variable's name." msgstr "" #: modules/visual_script/doc_classes/VisualScriptVariableSet.xml:4 msgid "Changes a variable's value." msgstr "" #: modules/visual_script/doc_classes/VisualScriptVariableSet.xml:7 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 "" #: modules/visual_script/doc_classes/VisualScriptWhile.xml:4 msgid "Conditional loop." msgstr "" #: modules/visual_script/doc_classes/VisualScriptWhile.xml:7 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 "" #: doc/classes/VisualShader.xml:4 msgid "A custom shader program with a visual editor." msgstr "" #: doc/classes/VisualShader.xml:7 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 "" #: doc/classes/VisualShader.xml:25 msgid "Adds the specified node to the shader." msgstr "" #: doc/classes/VisualShader.xml:42 msgid "" "Returns [code]true[/code] if the specified nodes and ports can be connected " "together." msgstr "" #: doc/classes/VisualShader.xml:59 doc/classes/VisualShader.xml:93 msgid "Connects the specified nodes and ports." msgstr "" #: doc/classes/VisualShader.xml:76 msgid "" "Connects the specified nodes and ports, even if they can't be connected. " "Such connection is invalid and will not function properly." msgstr "" #: doc/classes/VisualShader.xml:104 msgid "" "Returns the shader node instance with specified [code]type[/code] and " "[code]id[/code]." msgstr "" #: doc/classes/VisualShader.xml:113 msgid "Returns the list of connected nodes with the specified type." msgstr "" #: doc/classes/VisualShader.xml:122 msgid "Returns the list of all nodes in the shader with the specified type." msgstr "" #: doc/classes/VisualShader.xml:133 msgid "Returns the position of the specified node within the shader graph." msgstr "" #: doc/classes/VisualShader.xml:158 msgid "" "Returns [code]true[/code] if the specified node and port connection exist." msgstr "" #: doc/classes/VisualShader.xml:169 msgid "Removes the specified node from the shader." msgstr "" #: doc/classes/VisualShader.xml:178 msgid "Sets the mode of this shader." msgstr "" #: doc/classes/VisualShader.xml:191 msgid "Sets the position of the specified node." msgstr "" #: doc/classes/VisualShader.xml:198 msgid "The offset vector of the whole graph." msgstr "" #: doc/classes/VisualShader.xml:205 msgid "A vertex shader, operating on vertices." msgstr "" #: doc/classes/VisualShader.xml:208 msgid "A fragment shader, operating on fragments (pixels)." msgstr "" #: doc/classes/VisualShader.xml:211 msgid "A shader for light calculations." msgstr "" #: doc/classes/VisualShader.xml:214 msgid "Represents the size of the [enum Type] enum." msgstr "" #: doc/classes/VisualShaderNode.xml:4 msgid "Base class for nodes in a visual shader graph." msgstr "" #: doc/classes/VisualShaderNode.xml:9 msgid "" "https://docs.godotengine.org/en/latest/tutorials/shading/visual_shaders.html" msgstr "" #: doc/classes/VisualShaderNode.xml:16 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 "" #: doc/classes/VisualShaderNode.xml:25 msgid "Returns the default value of the input [code]port[/code]." msgstr "" #: doc/classes/VisualShaderNode.xml:34 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 "" #: doc/classes/VisualShaderNode.xml:45 msgid "Sets the default value for the selected input [code]port[/code]." msgstr "" #: doc/classes/VisualShaderNode.xml:51 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 "" #: doc/classes/VisualShaderNode.xml:57 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 "" #: doc/classes/VisualShaderNode.xml:63 msgid "" "Floating-point scalar. Translated to [code]float[/code] type in shader code." msgstr "" #: doc/classes/VisualShaderNode.xml:66 msgid "Integer scalar. Translated to [code]int[/code] type in shader code." msgstr "" #: doc/classes/VisualShaderNode.xml:69 msgid "" "3D vector of floating-point values. Translated to [code]vec3[/code] type in " "shader code." msgstr "" #: doc/classes/VisualShaderNode.xml:72 msgid "Boolean type. Translated to [code]bool[/code] type in shader code." msgstr "" #: doc/classes/VisualShaderNode.xml:75 msgid "Transform type. Translated to [code]mat4[/code] type in shader code." msgstr "" #: doc/classes/VisualShaderNode.xml:78 msgid "" "Sampler type. Translated to reference of sampler uniform in shader code. Can " "only be used for input ports in non-uniform nodes." msgstr "" #: doc/classes/VisualShaderNode.xml:81 msgid "Represents the size of the [enum PortType] enum." msgstr "" #: doc/classes/VisualShaderNodeBooleanConstant.xml:4 msgid "A boolean constant to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeBooleanConstant.xml:7 msgid "" "Has only one output port and no inputs.\n" "Translated to [code]bool[/code] in the shader language." msgstr "" #: doc/classes/VisualShaderNodeBooleanConstant.xml:16 msgid "A boolean constant which represents a state of this node." msgstr "" #: doc/classes/VisualShaderNodeBooleanUniform.xml:4 msgid "A boolean uniform to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeBooleanUniform.xml:7 msgid "Translated to [code]uniform bool[/code] in the shader language." msgstr "" #: doc/classes/VisualShaderNodeColorConstant.xml:4 msgid "A [Color] constant to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeColorConstant.xml:7 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 "" #: doc/classes/VisualShaderNodeColorConstant.xml:16 msgid "A [Color] constant which represents a state of this node." msgstr "" #: doc/classes/VisualShaderNodeColorFunc.xml:4 msgid "A [Color] function to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeColorFunc.xml:7 msgid "" "Accept a [Color] to the input port and transform it according to [member " "function]." msgstr "" #: doc/classes/VisualShaderNodeColorFunc.xml:15 msgid "" "A function to be applied to the input color. See [enum Function] for options." msgstr "" #: doc/classes/VisualShaderNodeColorFunc.xml:20 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 "" #: doc/classes/VisualShaderNodeColorFunc.xml:30 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 "" #: doc/classes/VisualShaderNodeColorOp.xml:4 msgid "A [Color] operator to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeColorOp.xml:7 msgid "Applies [member operator] to two color inputs." msgstr "" #: doc/classes/VisualShaderNodeColorOp.xml:15 #: doc/classes/VisualShaderNodeFloatOp.xml:15 #: doc/classes/VisualShaderNodeIntOp.xml:15 msgid "" "An operator to be applied to the inputs. See [enum Operator] for options." msgstr "" #: doc/classes/VisualShaderNodeColorOp.xml:20 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 "" #: doc/classes/VisualShaderNodeColorOp.xml:26 msgid "" "Produce a difference effect with the following formula:\n" "[codeblock]\n" "result = abs(a - b);\n" "[/codeblock]" msgstr "" #: doc/classes/VisualShaderNodeColorOp.xml:32 msgid "" "Produce a darken effect with the following formula:\n" "[codeblock]\n" "result = min(a, b);\n" "[/codeblock]" msgstr "" #: doc/classes/VisualShaderNodeColorOp.xml:38 msgid "" "Produce a lighten effect with the following formula:\n" "[codeblock]\n" "result = max(a, b);\n" "[/codeblock]" msgstr "" #: doc/classes/VisualShaderNodeColorOp.xml:44 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 "" #: doc/classes/VisualShaderNodeColorOp.xml:58 msgid "" "Produce a dodge effect with the following formula:\n" "[codeblock]\n" "result = a / (vec3(1.0) - b);\n" "[/codeblock]" msgstr "" #: doc/classes/VisualShaderNodeColorOp.xml:64 msgid "" "Produce a burn effect with the following formula:\n" "[codeblock]\n" "result = vec3(1.0) - (vec3(1.0) - a) / b;\n" "[/codeblock]" msgstr "" #: doc/classes/VisualShaderNodeColorOp.xml:70 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 "" #: doc/classes/VisualShaderNodeColorOp.xml:84 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 "" #: doc/classes/VisualShaderNodeColorUniform.xml:4 msgid "A [Color] uniform to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeColorUniform.xml:7 msgid "Translated to [code]uniform vec4[/code] in the shader language." msgstr "" #: doc/classes/VisualShaderNodeCompare.xml:4 msgid "A comparison function for common types within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeCompare.xml:7 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 "" #: doc/classes/VisualShaderNodeCompare.xml:15 msgid "" "Extra condition which is applied if [member type] is set to [constant " "CTYPE_VECTOR]." msgstr "" #: doc/classes/VisualShaderNodeCompare.xml:18 msgid "A comparison function. See [enum Function] for options." msgstr "" #: doc/classes/VisualShaderNodeCompare.xml:21 msgid "" "The type to be used in the comparison. See [enum ComparisonType] for options." msgstr "" #: doc/classes/VisualShaderNodeCompare.xml:26 msgid "A floating-point scalar." msgstr "" #: doc/classes/VisualShaderNodeCompare.xml:29 msgid "An integer scalar." msgstr "" #: doc/classes/VisualShaderNodeCompare.xml:32 msgid "A 3D vector type." msgstr "" #: doc/classes/VisualShaderNodeCompare.xml:35 msgid "A boolean type." msgstr "" #: doc/classes/VisualShaderNodeCompare.xml:38 msgid "A transform ([code]mat4[/code]) type." msgstr "" #: doc/classes/VisualShaderNodeCompare.xml:41 msgid "Comparison for equality ([code]a == b[/code])." msgstr "" #: doc/classes/VisualShaderNodeCompare.xml:44 msgid "Comparison for inequality ([code]a != b[/code])." msgstr "" #: doc/classes/VisualShaderNodeCompare.xml:47 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 "" #: doc/classes/VisualShaderNodeCompare.xml:50 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 "" #: doc/classes/VisualShaderNodeCompare.xml:53 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 "" #: doc/classes/VisualShaderNodeCompare.xml:56 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 "" #: doc/classes/VisualShaderNodeCompare.xml:59 msgid "" "The result will be true if all of component in vector satisfy the comparison " "condition." msgstr "" #: doc/classes/VisualShaderNodeCompare.xml:62 msgid "" "The result will be true if any of component in vector satisfy the comparison " "condition." msgstr "" #: doc/classes/VisualShaderNodeCubemap.xml:4 msgid "A [Cubemap] sampling node to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeCubemap.xml:7 msgid "" "Translated to [code]texture(cubemap, vec3)[/code] in the shader language. " "Returns a color vector and alpha channel as scalar." msgstr "" #: doc/classes/VisualShaderNodeCubemap.xml:15 msgid "" "The [Cubemap] texture to sample when using [constant SOURCE_TEXTURE] as " "[member source]." msgstr "" #: doc/classes/VisualShaderNodeCubemap.xml:18 msgid "" "Defines which source should be used for the sampling. See [enum Source] for " "options." msgstr "" #: doc/classes/VisualShaderNodeCubemap.xml:21 #: doc/classes/VisualShaderNodeTextureUniform.xml:18 msgid "" "Defines the type of data provided by the source texture. See [enum " "TextureType] for options." msgstr "" #: doc/classes/VisualShaderNodeCubemap.xml:26 msgid "" "Use the [Cubemap] set via [member cube_map]. If this is set to [member " "source], the [code]samplerCube[/code] port is ignored." msgstr "" #: doc/classes/VisualShaderNodeCubemap.xml:29 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 "" #: doc/classes/VisualShaderNodeCubemap.xml:32 #: doc/classes/VisualShaderNodeTexture.xml:44 #: doc/classes/VisualShaderNodeTextureUniform.xml:23 msgid "No hints are added to the uniform declaration." msgstr "" #: doc/classes/VisualShaderNodeCubemap.xml:35 #: doc/classes/VisualShaderNodeTexture.xml:47 #: doc/classes/VisualShaderNodeTextureUniform.xml:26 msgid "" "Adds [code]hint_albedo[/code] as hint to the uniform declaration for proper " "sRGB to linear conversion." msgstr "" #: doc/classes/VisualShaderNodeCubemap.xml:38 #: doc/classes/VisualShaderNodeTexture.xml:50 #: doc/classes/VisualShaderNodeTextureUniform.xml:29 msgid "" "Adds [code]hint_normal[/code] as hint to the uniform declaration, which " "internally converts the texture for proper usage as normal map." msgstr "" #: doc/classes/VisualShaderNodeCubemapUniform.xml:4 msgid "A [Cubemap] uniform node to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeCubemapUniform.xml:7 msgid "" "Translated to [code]uniform samplerCube[/code] in the shader language. The " "output value can be used as port for [VisualShaderNodeCubemap]." msgstr "" #: doc/classes/VisualShaderNodeCustom.xml:4 msgid "" "Virtual class to define custom [VisualShaderNode]s for use in the Visual " "Shader Editor." msgstr "" #: doc/classes/VisualShaderNodeCustom.xml:7 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 "" #: doc/classes/VisualShaderNodeCustom.xml:16 msgid "" "https://docs.godotengine.org/en/latest/tutorials/plugins/editor/" "visual_shader_plugins.html" msgstr "" #: doc/classes/VisualShaderNodeCustom.xml:23 msgid "" "Override this method to define the path to the associated custom node in the " "Visual Shader Editor's members dialog. The path may looks like " "[code]\"MyGame/MyFunctions/Noise\"[/code].\n" "Defining this method is [b]optional[/b]. If not overridden, the node will be " "filed under the \"Addons\" category." msgstr "" #: doc/classes/VisualShaderNodeCustom.xml:39 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 "" #: doc/classes/VisualShaderNodeCustom.xml:50 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 "" #: doc/classes/VisualShaderNodeCustom.xml:60 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 "" #: doc/classes/VisualShaderNodeCustom.xml:70 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 "" #: doc/classes/VisualShaderNodeCustom.xml:80 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 "" #: doc/classes/VisualShaderNodeCustom.xml:90 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 "" #: doc/classes/VisualShaderNodeCustom.xml:98 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 "" #: doc/classes/VisualShaderNodeCustom.xml:106 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 "" #: doc/classes/VisualShaderNodeCustom.xml:116 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 "" #: doc/classes/VisualShaderNodeCustom.xml:126 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 "" #: doc/classes/VisualShaderNodeCustom.xml:134 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 "" #: doc/classes/VisualShaderNodeCustom.xml:142 msgid "" "Override this method to enable high-end mark in the Visual Shader Editor's " "members dialog.\n" "Defining this method is [b]optional[/b]. If not overridden, it's false." msgstr "" #: doc/classes/VisualShaderNodeDeterminant.xml:4 msgid "" "Calculates the determinant of a [Transform] within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeDeterminant.xml:7 msgid "Translates to [code]deteminant(x)[/code] in the shader language." msgstr "" #: doc/classes/VisualShaderNodeDotProduct.xml:4 msgid "Calculates a dot product of two vectors within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeDotProduct.xml:7 msgid "Translates to [code]dot(a, b)[/code] in the shader language." msgstr "" #: doc/classes/VisualShaderNodeExpression.xml:4 msgid "" "A custom visual shader graph expression written in Godot Shading Language." msgstr "" #: doc/classes/VisualShaderNodeExpression.xml:7 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 to declare functions, varyings, uniforms, or " "global constants. See [VisualShaderNodeGlobalExpression] for such global " "definitions." msgstr "" #: doc/classes/VisualShaderNodeExpression.xml:16 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 "" #: doc/classes/VisualShaderNodeFaceForward.xml:4 msgid "" "Returns the vector that points in the same direction as a reference vector " "within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeFaceForward.xml:7 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 "" #: doc/classes/VisualShaderNodeFloatConstant.xml:4 msgid "" "A scalar floating-point constant to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeFloatConstant.xml:7 msgid "Translated to [code]float[/code] in the shader language." msgstr "" #: doc/classes/VisualShaderNodeFloatConstant.xml:15 msgid "A floating-point constant which represents a state of this node." msgstr "" #: doc/classes/VisualShaderNodeFloatFunc.xml:4 msgid "" "A scalar floating-point function to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeFloatFunc.xml:7 msgid "" "Accept a floating-point scalar ([code]x[/code]) to the input port and " "transform it according to [member function]." msgstr "" #: doc/classes/VisualShaderNodeFloatFunc.xml:15 #: doc/classes/VisualShaderNodeIntFunc.xml:15 msgid "" "A function to be applied to the scalar. See [enum Function] for options." msgstr "" #: doc/classes/VisualShaderNodeFloatFunc.xml:20 msgid "" "Returns the sine of the parameter. Translates to [code]sin(x)[/code] in the " "Godot Shader Language." msgstr "" #: doc/classes/VisualShaderNodeFloatFunc.xml:23 msgid "" "Returns the cosine of the parameter. Translates to [code]cos(x)[/code] in " "the Godot Shader Language." msgstr "" #: doc/classes/VisualShaderNodeFloatFunc.xml:26 msgid "" "Returns the tangent of the parameter. Translates to [code]tan(x)[/code] in " "the Godot Shader Language." msgstr "" #: doc/classes/VisualShaderNodeFloatFunc.xml:29 msgid "" "Returns the arc-sine of the parameter. Translates to [code]asin(x)[/code] in " "the Godot Shader Language." msgstr "" #: doc/classes/VisualShaderNodeFloatFunc.xml:32 msgid "" "Returns the arc-cosine of the parameter. Translates to [code]acos(x)[/code] " "in the Godot Shader Language." msgstr "" #: doc/classes/VisualShaderNodeFloatFunc.xml:35 msgid "" "Returns the arc-tangent of the parameter. Translates to [code]atan(x)[/code] " "in the Godot Shader Language." msgstr "" #: doc/classes/VisualShaderNodeFloatFunc.xml:38 msgid "" "Returns the hyperbolic sine of the parameter. Translates to [code]sinh(x)[/" "code] in the Godot Shader Language." msgstr "" #: doc/classes/VisualShaderNodeFloatFunc.xml:41 msgid "" "Returns the hyperbolic cosine of the parameter. Translates to [code]cosh(x)[/" "code] in the Godot Shader Language." msgstr "" #: doc/classes/VisualShaderNodeFloatFunc.xml:44 msgid "" "Returns the hyperbolic tangent of the parameter. Translates to [code]tanh(x)" "[/code] in the Godot Shader Language." msgstr "" #: doc/classes/VisualShaderNodeFloatFunc.xml:47 msgid "" "Returns the natural logarithm of the parameter. Translates to [code]log(x)[/" "code] in the Godot Shader Language." msgstr "" #: doc/classes/VisualShaderNodeFloatFunc.xml:50 msgid "" "Returns the natural exponentiation of the parameter. Translates to " "[code]exp(x)[/code] in the Godot Shader Language." msgstr "" #: doc/classes/VisualShaderNodeFloatFunc.xml:53 msgid "" "Returns the square root of the parameter. Translates to [code]sqrt(x)[/code] " "in the Godot Shader Language." msgstr "" #: doc/classes/VisualShaderNodeFloatFunc.xml:56 #: doc/classes/VisualShaderNodeIntFunc.xml:20 msgid "" "Returns the absolute value of the parameter. Translates to [code]abs(x)[/" "code] in the Godot Shader Language." msgstr "" #: doc/classes/VisualShaderNodeFloatFunc.xml:59 #: doc/classes/VisualShaderNodeIntFunc.xml:29 msgid "" "Extracts the sign of the parameter. Translates to [code]sign(x)[/code] in " "the Godot Shader Language." msgstr "" #: doc/classes/VisualShaderNodeFloatFunc.xml:62 msgid "" "Finds the nearest integer less than or equal to the parameter. Translates to " "[code]floor(x)[/code] in the Godot Shader Language." msgstr "" #: doc/classes/VisualShaderNodeFloatFunc.xml:65 msgid "" "Finds the nearest integer to the parameter. Translates to [code]round(x)[/" "code] in the Godot Shader Language." msgstr "" #: doc/classes/VisualShaderNodeFloatFunc.xml:68 msgid "" "Finds the nearest integer that is greater than or equal to the parameter. " "Translates to [code]ceil(x)[/code] in the Godot Shader Language." msgstr "" #: doc/classes/VisualShaderNodeFloatFunc.xml:71 msgid "" "Computes the fractional part of the argument. Translates to [code]fract(x)[/" "code] in the Godot Shader Language." msgstr "" #: doc/classes/VisualShaderNodeFloatFunc.xml:74 msgid "" "Clamps the value between [code]0.0[/code] and [code]1.0[/code] using " "[code]min(max(x, 0.0), 1.0)[/code]." msgstr "" #: doc/classes/VisualShaderNodeFloatFunc.xml:77 #: doc/classes/VisualShaderNodeIntFunc.xml:26 msgid "Negates the [code]x[/code] using [code]-(x)[/code]." msgstr "" #: doc/classes/VisualShaderNodeFloatFunc.xml:80 msgid "" "Returns the arc-hyperbolic-cosine of the parameter. Translates to " "[code]acosh(x)[/code] in the Godot Shader Language." msgstr "" #: doc/classes/VisualShaderNodeFloatFunc.xml:83 msgid "" "Returns the arc-hyperbolic-sine of the parameter. Translates to " "[code]asinh(x)[/code] in the Godot Shader Language." msgstr "" #: doc/classes/VisualShaderNodeFloatFunc.xml:86 msgid "" "Returns the arc-hyperbolic-tangent of the parameter. Translates to " "[code]atanh(x)[/code] in the Godot Shader Language." msgstr "" #: doc/classes/VisualShaderNodeFloatFunc.xml:89 msgid "" "Convert a quantity in radians to degrees. Translates to [code]degrees(x)[/" "code] in the Godot Shader Language." msgstr "" #: doc/classes/VisualShaderNodeFloatFunc.xml:92 msgid "" "Returns 2 raised by the power of the parameter. Translates to [code]exp2(x)[/" "code] in the Godot Shader Language." msgstr "" #: doc/classes/VisualShaderNodeFloatFunc.xml:95 msgid "" "Returns the inverse of the square root of the parameter. Translates to " "[code]inversesqrt(x)[/code] in the Godot Shader Language." msgstr "" #: doc/classes/VisualShaderNodeFloatFunc.xml:98 msgid "" "Returns the base 2 logarithm of the parameter. Translates to [code]log2(x)[/" "code] in the Godot Shader Language." msgstr "" #: doc/classes/VisualShaderNodeFloatFunc.xml:101 msgid "" "Convert a quantity in degrees to radians. Translates to [code]radians(x)[/" "code] in the Godot Shader Language." msgstr "" #: doc/classes/VisualShaderNodeFloatFunc.xml:104 msgid "" "Finds reciprocal value of dividing 1 by [code]x[/code] (i.e. [code]1 / x[/" "code])." msgstr "" #: doc/classes/VisualShaderNodeFloatFunc.xml:107 msgid "" "Finds the nearest even integer to the parameter. Translates to " "[code]roundEven(x)[/code] in the Godot Shader Language." msgstr "" #: doc/classes/VisualShaderNodeFloatFunc.xml:110 msgid "" "Returns a value equal to the nearest integer to [code]x[/code] whose " "absolute value is not larger than the absolute value of [code]x[/code]. " "Translates to [code]trunc(x)[/code] in the Godot Shader Language." msgstr "" #: doc/classes/VisualShaderNodeFloatFunc.xml:113 msgid "Subtracts scalar [code]x[/code] from 1 (i.e. [code]1 - x[/code])." msgstr "" #: doc/classes/VisualShaderNodeFloatOp.xml:4 msgid "" "A floating-point scalar operator to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeFloatOp.xml:7 msgid "" "Applies [member operator] to two floating-point inputs: [code]a[/code] and " "[code]b[/code]." msgstr "" #: doc/classes/VisualShaderNodeFloatOp.xml:20 #: doc/classes/VisualShaderNodeIntOp.xml:20 msgid "Sums two numbers using [code]a + b[/code]." msgstr "" #: doc/classes/VisualShaderNodeFloatOp.xml:23 #: doc/classes/VisualShaderNodeIntOp.xml:23 msgid "Subtracts two numbers using [code]a - b[/code]." msgstr "" #: doc/classes/VisualShaderNodeFloatOp.xml:26 #: doc/classes/VisualShaderNodeIntOp.xml:26 msgid "Multiplies two numbers using [code]a * b[/code]." msgstr "" #: doc/classes/VisualShaderNodeFloatOp.xml:29 #: doc/classes/VisualShaderNodeIntOp.xml:29 msgid "Divides two numbers using [code]a / b[/code]." msgstr "" #: doc/classes/VisualShaderNodeFloatOp.xml:32 msgid "" "Calculates the remainder of two numbers. Translates to [code]mod(a, b)[/" "code] in the Godot Shader Language." msgstr "" #: doc/classes/VisualShaderNodeFloatOp.xml:35 msgid "" "Raises the [code]a[/code] to the power of [code]b[/code]. Translates to " "[code]pow(a, b)[/code] in the Godot Shader Language." msgstr "" #: doc/classes/VisualShaderNodeFloatOp.xml:38 #: doc/classes/VisualShaderNodeIntOp.xml:35 msgid "" "Returns the greater of two numbers. Translates to [code]max(a, b)[/code] in " "the Godot Shader Language." msgstr "" #: doc/classes/VisualShaderNodeFloatOp.xml:41 msgid "" "Returns the lesser of two numbers. Translates to [code]min(a, b)[/code] in " "the Godot Shader Language." msgstr "" #: doc/classes/VisualShaderNodeFloatOp.xml:44 msgid "" "Returns the arc-tangent of the parameters. Translates to [code]atan(a, b)[/" "code] in the Godot Shader Language." msgstr "" #: doc/classes/VisualShaderNodeFloatOp.xml:47 msgid "" "Generates a step function by comparing [code]b[/code](x) to [code]a[/code]" "(edge). Returns 0.0 if [code]x[/code] is smaller than [code]edge[/code] and " "otherwise 1.0. Translates to [code]step(a, b)[/code] in the Godot Shader " "Language." msgstr "" #: doc/classes/VisualShaderNodeFloatUniform.xml:4 msgid "A scalar float uniform to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeFloatUniform.xml:7 msgid "Translated to [code]uniform float[/code] in the shader language." msgstr "" #: doc/classes/VisualShaderNodeFloatUniform.xml:15 #: doc/classes/VisualShaderNodeIntUniform.xml:15 msgid "" "A hint applied to the uniform, which controls the values it can take when " "set through the inspector." msgstr "" #: doc/classes/VisualShaderNodeFloatUniform.xml:18 #: doc/classes/VisualShaderNodeIntUniform.xml:18 msgid "" "Minimum value for range hints. Used if [member hint] is set to [constant " "HINT_RANGE] or [constant HINT_RANGE_STEP]." msgstr "" #: doc/classes/VisualShaderNodeFloatUniform.xml:21 #: doc/classes/VisualShaderNodeIntUniform.xml:21 msgid "" "Maximum value for range hints. Used if [member hint] is set to [constant " "HINT_RANGE] or [constant HINT_RANGE_STEP]." msgstr "" #: doc/classes/VisualShaderNodeFloatUniform.xml:24 #: doc/classes/VisualShaderNodeIntUniform.xml:24 msgid "" "Step (increment) value for the range hint with step. Used if [member hint] " "is set to [constant HINT_RANGE_STEP]." msgstr "" #: doc/classes/VisualShaderNodeFloatUniform.xml:29 #: doc/classes/VisualShaderNodeIntUniform.xml:29 msgid "No hint used." msgstr "" #: doc/classes/VisualShaderNodeFloatUniform.xml:32 #: doc/classes/VisualShaderNodeIntUniform.xml:32 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/VisualShaderNodeFloatUniform.xml:35 #: doc/classes/VisualShaderNodeIntUniform.xml:35 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/VisualShaderNodeFresnel.xml:4 msgid "A Fresnel effect to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeFresnel.xml:7 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:4 msgid "" "A custom global visual shader graph expression written in Godot Shading " "Language." msgstr "" #: doc/classes/VisualShaderNodeGlobalExpression.xml:7 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 "" #: doc/classes/VisualShaderNodeGroupBase.xml:4 msgid "" "Base class for a family of nodes with variable amount of input and output " "ports within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml:7 msgid "Currently, has no direct usage, use the derived classes instead." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml:22 msgid "" "Adds an input port with the specified [code]type[/code] (see [enum " "VisualShaderNode.PortType]) and [code]name[/code]." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml:35 msgid "" "Adds an output port with the specified [code]type[/code] (see [enum " "VisualShaderNode.PortType]) and [code]name[/code]." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml:42 msgid "Removes all previously specified input ports." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml:49 msgid "Removes all previously specified output ports." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml:56 msgid "" "Returns a free input port ID which can be used in [method add_input_port]." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml:63 msgid "" "Returns a free output port ID which can be used in [method add_output_port]." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml:70 msgid "" "Returns the number of input ports in use. Alternative for [method " "get_free_input_port_id]." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml:77 msgid "" "Returns a [String] description of the input ports as as colon-separated list " "using the format [code]id,type,name;[/code] (see [method add_input_port])." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml:84 msgid "" "Returns the number of output ports in use. Alternative for [method " "get_free_output_port_id]." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml:91 msgid "" "Returns a [String] description of the output ports as as colon-separated " "list using the format [code]id,type,name;[/code] (see [method " "add_output_port])." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml:100 msgid "Returns [code]true[/code] if the specified input port exists." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml:109 msgid "Returns [code]true[/code] if the specified output port exists." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml:118 msgid "" "Returns [code]true[/code] if the specified port name does not override an " "existed port name and is valid within the shader." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml:127 msgid "Removes the specified input port." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml:136 msgid "Removes the specified output port." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml:147 msgid "Renames the specified input port." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml:158 msgid "" "Sets the specified input port's type (see [enum VisualShaderNode.PortType])." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml:167 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 "" #: doc/classes/VisualShaderNodeGroupBase.xml:178 msgid "Renames the specified output port." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml:189 msgid "" "Sets the specified output port's type (see [enum VisualShaderNode.PortType])." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml:198 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 "" #: doc/classes/VisualShaderNodeGroupBase.xml:204 msgid "The size of the node in the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeIf.xml:4 msgid "" "Compares two floating-point numbers in order to return a required vector " "within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeIf.xml:7 msgid "" "First two ports are scalar floatin-point numbers to compare, third is " "tolerance comparison amount and last three ports represents a vectors " "returned if [code]a == b[/code], [code]a > b[/code] and [code]a < b[/code] " "respectively." msgstr "" #: doc/classes/VisualShaderNodeInput.xml:4 msgid "Represents the input shader parameter within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeInput.xml:7 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 "" #: doc/classes/VisualShaderNodeInput.xml:10 #, fuzzy msgid "" "https://docs.godotengine.org/en/stable/tutorials/shading/shading_reference/" "index.html" msgstr "https://docs.godotengine.org/es/latest/tutorials/animation/index.html" #: doc/classes/VisualShaderNodeInput.xml:17 msgid "" "Returns a translated name of the current constant in the Godot Shader " "Language. eg. [code]\"ALBEDO\"[/code] if the [member input_name] equal to " "[code]\"albedo\"[/code]." msgstr "" #: doc/classes/VisualShaderNodeInput.xml:23 msgid "" "One of the several input constants in lower-case style like: \"vertex" "\"([code]VERTEX[/code]) or \"point_size\"([code]POINT_SIZE[/code])." msgstr "" #: doc/classes/VisualShaderNodeInput.xml:29 msgid "Emitted when input is changed via [member input_name]." msgstr "" #: doc/classes/VisualShaderNodeIntConstant.xml:4 msgid "A scalar integer constant to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeIntConstant.xml:7 msgid "Translated to [code]int[/code] in the shader language." msgstr "" #: doc/classes/VisualShaderNodeIntConstant.xml:15 msgid "An integer constant which represents a state of this node." msgstr "" #: doc/classes/VisualShaderNodeIntFunc.xml:4 msgid "A scalar integer function to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeIntFunc.xml:7 msgid "" "Accept an integer scalar ([code]x[/code]) to the input port and transform it " "according to [member function]." msgstr "" #: doc/classes/VisualShaderNodeIntFunc.xml:23 msgid "" "Constrains a parameter between [code]min[/code] and [code]max[/code]. " "Translates to [code]clamp(x, min, max)[/code] in the Godot Shader Language." msgstr "" #: doc/classes/VisualShaderNodeIntOp.xml:4 msgid "An integer scalar operator to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeIntOp.xml:7 msgid "" "Applies [member operator] to two integer inputs: [code]a[/code] and [code]b[/" "code]." msgstr "" #: doc/classes/VisualShaderNodeIntOp.xml:32 msgid "Calculates the remainder of two numbers using [code]a % b[/code]." msgstr "" #: doc/classes/VisualShaderNodeIntOp.xml:38 msgid "" "Returns the lesser of two numbers. Translates to [code]max(a, b)[/code] in " "the Godot Shader Language." msgstr "" #: doc/classes/VisualShaderNodeIntUniform.xml:4 msgid "A scalar integer uniform to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeIntUniform.xml:7 msgid "Translated to [code]uniform int[/code] in the shader language." msgstr "" #: doc/classes/VisualShaderNodeIs.xml:4 msgid "" "A boolean comparison operator to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeIs.xml:7 msgid "" "Returns the boolean result of the comparison between [code]INF[/code] or " "[code]NaN[/code] and a scalar parameter." msgstr "" #: doc/classes/VisualShaderNodeIs.xml:15 msgid "The comparison function. See [enum Function] for options." msgstr "" #: doc/classes/VisualShaderNodeIs.xml:20 msgid "Comparison with [code]INF[/code] (Infinity)." msgstr "" #: doc/classes/VisualShaderNodeIs.xml:23 msgid "" "Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric " "results, e.g. division by zero)." msgstr "" #: doc/classes/VisualShaderNodeOuterProduct.xml:4 msgid "" "Calculates an outer product of two vectors within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeOuterProduct.xml:7 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 "" #: doc/classes/VisualShaderNodeOutput.xml:4 msgid "Represents the output shader parameters within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeOutput.xml:7 msgid "" "This visual shader node is present in all shader graphs in form of \"Output" "\" block with mutliple output value ports." msgstr "" #: doc/classes/VisualShaderNodeSample3D.xml:4 msgid "" "A base node for nodes which samples 3D textures in the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeSample3D.xml:7 msgid "A virtual class, use the descendants instead." msgstr "" #: doc/classes/VisualShaderNodeSample3D.xml:15 msgid "An input source type." msgstr "" #: doc/classes/VisualShaderNodeSample3D.xml:20 msgid "Creates internal uniform and provides a way to assign it within node." msgstr "" #: doc/classes/VisualShaderNodeSample3D.xml:23 msgid "Use the uniform texture from sampler port." msgstr "" #: doc/classes/VisualShaderNodeScalarClamp.xml:4 msgid "Clamps a scalar value within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeScalarClamp.xml:7 msgid "" "Constrains a value to lie between [code]min[/code] and [code]max[/code] " "values." msgstr "" #: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml:4 msgid "Calculates a scalar derivative within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml:7 #: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml:7 msgid "" "This node is only available in [code]Fragment[/code] and [code]Light[/code] " "visual shaders." msgstr "" #: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml:15 msgid "The derivative type. See [enum Function] for options." msgstr "" #: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml:20 #: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml:20 #, fuzzy msgid "Sum of absolute derivative in [code]x[/code] and [code]y[/code]." msgstr "" "Establece el nombre del bus en el índice [code]bus_idx[/code] a [code]name[/" "code]." #: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml:23 #: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml:23 msgid "Derivative in [code]x[/code] using local differencing." msgstr "" #: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml:26 #: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml:26 msgid "Derivative in [code]y[/code] using local differencing." msgstr "" #: doc/classes/VisualShaderNodeScalarInterp.xml:4 msgid "" "Linearly interpolates between two scalars within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeScalarInterp.xml:7 msgid "Translates to [code]mix(a, b, weight)[/code] in the shader language." msgstr "" #: doc/classes/VisualShaderNodeScalarSmoothStep.xml:4 msgid "Calculates a scalar SmoothStep function within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeScalarSmoothStep.xml:7 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 "" #: doc/classes/VisualShaderNodeScalarSwitch.xml:4 msgid "A boolean/scalar function for use within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeScalarSwitch.xml:7 #, fuzzy msgid "" "Returns an associated scalar if the provided boolean value is [code]true[/" "code] or [code]false[/code]." msgstr "" "Establece el nombre del bus en el índice [code]bus_idx[/code] a [code]name[/" "code]." #: doc/classes/VisualShaderNodeSwitch.xml:4 msgid "A boolean/vector function for use within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeSwitch.xml:7 #, fuzzy msgid "" "Returns an associated vector if the provided boolean value is [code]true[/" "code] or [code]false[/code]." msgstr "" "Establece el nombre del bus en el índice [code]bus_idx[/code] a [code]name[/" "code]." #: doc/classes/VisualShaderNodeTexture.xml:4 msgid "Performs a texture lookup within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTexture.xml:7 msgid "" "Performs a lookup operation on the provided texture, with support for " "multiple texture sources to choose from." msgstr "" #: doc/classes/VisualShaderNodeTexture.xml:15 msgid "Determines the source for the lookup. See [enum Source] for options." msgstr "" #: doc/classes/VisualShaderNodeTexture.xml:18 msgid "The source texture, if needed for the selected [member source]." msgstr "" #: doc/classes/VisualShaderNodeTexture.xml:21 msgid "" "Specifies the type of the texture if [member source] is set to [constant " "SOURCE_TEXTURE]. See [enum TextureType] for options." msgstr "" #: doc/classes/VisualShaderNodeTexture.xml:26 msgid "Use the texture given as an argument for this function." msgstr "" #: doc/classes/VisualShaderNodeTexture.xml:29 #, fuzzy msgid "Use the current viewport's texture as the source." msgstr "Establece el fotograma actualmente visible de la textura." #: doc/classes/VisualShaderNodeTexture.xml:32 msgid "" "Use the texture from this shader's texture built-in (e.g. a texture of a " "[Sprite2D])." msgstr "" #: doc/classes/VisualShaderNodeTexture.xml:35 msgid "Use the texture from this shader's normal map built-in." msgstr "" #: doc/classes/VisualShaderNodeTexture.xml:38 msgid "Use the depth texture available for this shader." msgstr "" #: doc/classes/VisualShaderNodeTexture.xml:41 #, fuzzy msgid "Use the texture provided in the input port for this function." msgstr "El numero de puertos de entrada disponibles para este nodo." #: doc/classes/VisualShaderNodeTexture2DArray.xml:4 msgid "A 2D texture uniform array to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTexture2DArray.xml:7 msgid "" "Translated to [code]uniform sampler2DArray[/code] in the shader language." msgstr "" #: doc/classes/VisualShaderNodeTexture2DArray.xml:15 msgid "" "A source texture array. Used if [member VisualShaderNodeSample3D.source] is " "set to [constant VisualShaderNodeSample3D.SOURCE_TEXTURE]." msgstr "" #: doc/classes/VisualShaderNodeTextureUniform.xml:4 msgid "Performs a uniform texture lookup within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTextureUniform.xml:7 msgid "" "Performs a lookup operation on the texture provided as a uniform for the " "shader." msgstr "" #: doc/classes/VisualShaderNodeTextureUniform.xml:15 msgid "Sets the default color if no texture is assigned to the uniform." msgstr "" #: doc/classes/VisualShaderNodeTextureUniform.xml:32 msgid "" "Adds [code]hint_aniso[/code] as hint to the uniform declaration to use for a " "flowmap." msgstr "" #: doc/classes/VisualShaderNodeTextureUniform.xml:35 msgid "Defaults to white color." msgstr "" #: doc/classes/VisualShaderNodeTextureUniform.xml:38 #, fuzzy msgid "Defaults to black color." msgstr "Método por defecto flags." #: doc/classes/VisualShaderNodeTextureUniformTriplanar.xml:4 msgid "" "Performs a uniform texture lookup with triplanar within the visual shader " "graph." msgstr "" #: doc/classes/VisualShaderNodeTextureUniformTriplanar.xml:7 msgid "" "Performs a lookup operation on the texture provided as a uniform for the " "shader, with support for triplanar mapping." msgstr "" #: doc/classes/VisualShaderNodeTransformCompose.xml:4 msgid "" "Composes a [Transform] from four [Vector3]s within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformCompose.xml:7 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 "" #: doc/classes/VisualShaderNodeTransformConstant.xml:4 msgid "A [Transform] constant for use within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformConstant.xml:7 msgid "A constant [Transform], which can be used as an input node." msgstr "" #: doc/classes/VisualShaderNodeTransformConstant.xml:15 msgid "A [Transform] constant which represents the state of this node." msgstr "" #: doc/classes/VisualShaderNodeTransformDecompose.xml:4 msgid "" "Decomposes a [Transform] into four [Vector3]s within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformDecompose.xml:7 msgid "" "Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] " "values, one from each row of the matrix." msgstr "" #: doc/classes/VisualShaderNodeTransformFunc.xml:4 msgid "Computes a [Transform] function within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformFunc.xml:7 msgid "Computes an inverse or transpose function on the provided [Transform]." msgstr "" #: doc/classes/VisualShaderNodeTransformFunc.xml:15 msgid "The function to be computed. See [enum Function] for options." msgstr "" #: doc/classes/VisualShaderNodeTransformFunc.xml:20 msgid "Perform the inverse operation on the [Transform] matrix." msgstr "" #: doc/classes/VisualShaderNodeTransformFunc.xml:23 msgid "Perform the transpose operation on the [Transform] matrix." msgstr "" #: doc/classes/VisualShaderNodeTransformMult.xml:4 msgid "Multiplies [Transform] by [Transform] within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformMult.xml:7 msgid "" "A multiplication operation on two transforms (4x4 matrices), with support " "for different multiplication operators." msgstr "" #: doc/classes/VisualShaderNodeTransformMult.xml:15 msgid "" "The multiplication type to be performed on the transforms. See [enum " "Operator] for options." msgstr "" #: doc/classes/VisualShaderNodeTransformMult.xml:20 #, fuzzy msgid "Multiplies transform [code]a[/code] by the transform [code]b[/code]." msgstr "Operador AND lógico ([code]and[/code] o [code]&&[/code])." #: doc/classes/VisualShaderNodeTransformMult.xml:23 #, fuzzy msgid "Multiplies transform [code]b[/code] by the transform [code]a[/code]." msgstr "Operador OR lógico ([code]or[/code] o [code]||[/code])." #: doc/classes/VisualShaderNodeTransformMult.xml:26 msgid "" "Performs a component-wise multiplication of transform [code]a[/code] by the " "transform [code]b[/code]." msgstr "" #: doc/classes/VisualShaderNodeTransformMult.xml:29 msgid "" "Performs a component-wise multiplication of transform [code]b[/code] by the " "transform [code]a[/code]." msgstr "" #: doc/classes/VisualShaderNodeTransformUniform.xml:4 msgid "A [Transform] uniform for use within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformUniform.xml:7 msgid "Translated to [code]uniform mat4[/code] in the shader language." msgstr "" #: doc/classes/VisualShaderNodeTransformVecMult.xml:4 msgid "" "Multiplies a [Transform] and a [Vector3] within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformVecMult.xml:7 msgid "" "A multiplication operation on a transform (4x4 matrix) and a vector, with " "support for different multiplication operators." msgstr "" #: doc/classes/VisualShaderNodeTransformVecMult.xml:15 msgid "" "The multiplication type to be performed. See [enum Operator] for options." msgstr "" #: doc/classes/VisualShaderNodeTransformVecMult.xml:20 #, fuzzy msgid "Multiplies transform [code]a[/code] by the vector [code]b[/code]." msgstr "Operador AND lógico ([code]and[/code] o [code]&&[/code])." #: doc/classes/VisualShaderNodeTransformVecMult.xml:23 #, fuzzy msgid "Multiplies vector [code]b[/code] by the transform [code]a[/code]." msgstr "Operador OR lógico ([code]or[/code] o [code]||[/code])." #: doc/classes/VisualShaderNodeTransformVecMult.xml:26 msgid "" "Multiplies transform [code]a[/code] by the vector [code]b[/code], skipping " "the last row and column of the transform." msgstr "" #: doc/classes/VisualShaderNodeTransformVecMult.xml:29 msgid "" "Multiplies vector [code]b[/code] by the transform [code]a[/code], skipping " "the last row and column of the transform." msgstr "" #: doc/classes/VisualShaderNodeUniform.xml:4 msgid "A base type for the uniforms within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeUniform.xml:7 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 "" #: doc/classes/VisualShaderNodeUniform.xml:17 msgid "" "Name of the uniform, by which it can be accessed through the " "[ShaderMaterial] properties." msgstr "" #: doc/classes/VisualShaderNodeVec3Constant.xml:4 msgid "A [Vector3] constant to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeVec3Constant.xml:7 msgid "A constant [Vector3], which can be used as an input node." msgstr "" #: doc/classes/VisualShaderNodeVec3Constant.xml:15 msgid "A [Vector3] constant which represents the state of this node." msgstr "" #: doc/classes/VisualShaderNodeVec3Uniform.xml:4 msgid "A [Vector3] uniform to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeVec3Uniform.xml:7 msgid "Translated to [code]uniform vec3[/code] in the shader language." msgstr "" #: doc/classes/VisualShaderNodeVectorClamp.xml:4 msgid "Clamps a vector value within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeVectorClamp.xml:7 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 "" #: doc/classes/VisualShaderNodeVectorCompose.xml:4 msgid "Composes a [Vector3] from three scalars within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeVectorCompose.xml:7 msgid "" "Creates a [code]vec3[/code] using three scalar values that can be provided " "from separate inputs." msgstr "" #: doc/classes/VisualShaderNodeVectorDecompose.xml:4 msgid "" "Decomposes a [Vector3] into three scalars within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeVectorDecompose.xml:7 msgid "" "Takes a [code]vec3[/code] and decomposes it into three scalar values that " "can be used as separate inputs." msgstr "" #: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml:4 msgid "Calculates a vector derivative within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml:15 msgid "A derivative type. See [enum Function] for options." msgstr "" #: doc/classes/VisualShaderNodeVectorDistance.xml:4 msgid "" "Returns the distance between two points. To be used within the visual shader " "graph." msgstr "" #: doc/classes/VisualShaderNodeVectorDistance.xml:7 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 "" #: doc/classes/VisualShaderNodeVectorFunc.xml:4 msgid "A vector function to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeVectorFunc.xml:7 msgid "A visual shader node able to perform different functions using vectors." msgstr "" #: doc/classes/VisualShaderNodeVectorFunc.xml:15 msgid "The function to be performed. See [enum Function] for options." msgstr "" #: doc/classes/VisualShaderNodeVectorFunc.xml:20 msgid "" "Normalizes the vector so that it has a length of [code]1[/code] but points " "in the same direction." msgstr "" #: doc/classes/VisualShaderNodeVectorFunc.xml:23 #, fuzzy msgid "Clamps the value between [code]0.0[/code] and [code]1.0[/code]." msgstr "" "Establece el nombre del bus en el índice [code]bus_idx[/code] a [code]name[/" "code]." #: doc/classes/VisualShaderNodeVectorFunc.xml:26 #, fuzzy msgid "Returns the opposite value of the parameter." msgstr "Devuelve el volumen del [AABB]." #: doc/classes/VisualShaderNodeVectorFunc.xml:29 #, fuzzy msgid "Returns [code]1/vector[/code]." msgstr "Devuelve [code]true[/code] si el array es vacio." #: doc/classes/VisualShaderNodeVectorFunc.xml:32 msgid "Converts RGB vector to HSV equivalent." msgstr "" #: doc/classes/VisualShaderNodeVectorFunc.xml:35 msgid "Converts HSV vector to RGB equivalent." msgstr "" #: doc/classes/VisualShaderNodeVectorFunc.xml:38 #, fuzzy msgid "Returns the absolute value of the parameter." msgstr "Devuelve el volumen del [AABB]." #: doc/classes/VisualShaderNodeVectorFunc.xml:41 #, fuzzy msgid "Returns the arc-cosine of the parameter." msgstr "Devuelve el número de bandas del ecualizador." #: doc/classes/VisualShaderNodeVectorFunc.xml:44 #, fuzzy msgid "Returns the inverse hyperbolic cosine of the parameter." msgstr "Devuelve el tipo de interpolación de una pista determinada." #: doc/classes/VisualShaderNodeVectorFunc.xml:47 #, fuzzy msgid "Returns the arc-sine of the parameter." msgstr "Devuelve la cantidad de pistas en la animación." #: doc/classes/VisualShaderNodeVectorFunc.xml:50 #, fuzzy msgid "Returns the inverse hyperbolic sine of the parameter." msgstr "Devuelve el número de bandas del ecualizador." #: doc/classes/VisualShaderNodeVectorFunc.xml:53 #, fuzzy msgid "Returns the arc-tangent of the parameter." msgstr "Devuelve la duración del flujo de audio en segundos." #: doc/classes/VisualShaderNodeVectorFunc.xml:56 #, fuzzy msgid "Returns the inverse hyperbolic tangent of the parameter." msgstr "Devuelve el número de bandas del ecualizador." #: doc/classes/VisualShaderNodeVectorFunc.xml:59 msgid "" "Finds the nearest integer that is greater than or equal to the parameter." msgstr "" #: doc/classes/VisualShaderNodeVectorFunc.xml:62 #, fuzzy msgid "Returns the cosine of the parameter." msgstr "Devuelve el volumen del [AABB]." #: doc/classes/VisualShaderNodeVectorFunc.xml:65 #, fuzzy msgid "Returns the hyperbolic cosine of the parameter." msgstr "Devuelve el número de bandas del ecualizador." #: doc/classes/VisualShaderNodeVectorFunc.xml:68 msgid "Converts a quantity in radians to degrees." msgstr "" #: doc/classes/VisualShaderNodeVectorFunc.xml:71 msgid "Base-e Exponential." msgstr "" #: doc/classes/VisualShaderNodeVectorFunc.xml:74 msgid "Base-2 Exponential." msgstr "" #: doc/classes/VisualShaderNodeVectorFunc.xml:77 msgid "Finds the nearest integer less than or equal to the parameter." msgstr "" #: doc/classes/VisualShaderNodeVectorFunc.xml:80 msgid "Computes the fractional part of the argument." msgstr "" #: doc/classes/VisualShaderNodeVectorFunc.xml:83 #, fuzzy msgid "Returns the inverse of the square root of the parameter." msgstr "Devuelve el numer de elementos en el array." #: doc/classes/VisualShaderNodeVectorFunc.xml:86 msgid "Natural logarithm." msgstr "" #: doc/classes/VisualShaderNodeVectorFunc.xml:89 msgid "Base-2 logarithm." msgstr "" #: doc/classes/VisualShaderNodeVectorFunc.xml:92 msgid "Converts a quantity in degrees to radians." msgstr "" #: doc/classes/VisualShaderNodeVectorFunc.xml:95 msgid "Finds the nearest integer to the parameter." msgstr "" #: doc/classes/VisualShaderNodeVectorFunc.xml:98 msgid "Finds the nearest even integer to the parameter." msgstr "" #: doc/classes/VisualShaderNodeVectorFunc.xml:101 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 "" #: doc/classes/VisualShaderNodeVectorFunc.xml:104 #, fuzzy msgid "Returns the sine of the parameter." msgstr "Devuelve el numer de elementos en el array." #: doc/classes/VisualShaderNodeVectorFunc.xml:107 #, fuzzy msgid "Returns the hyperbolic sine of the parameter." msgstr "Devuelve el número de bandas del ecualizador." #: doc/classes/VisualShaderNodeVectorFunc.xml:110 #, fuzzy msgid "Returns the square root of the parameter." msgstr "Devuelve el modo de actualización de una pista de valores." #: doc/classes/VisualShaderNodeVectorFunc.xml:113 #, fuzzy msgid "Returns the tangent of the parameter." msgstr "Devuelve la duración del flujo de audio en segundos." #: doc/classes/VisualShaderNodeVectorFunc.xml:116 #, fuzzy msgid "Returns the hyperbolic tangent of the parameter." msgstr "Devuelve el número de bandas del ecualizador." #: doc/classes/VisualShaderNodeVectorFunc.xml:119 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 "" #: doc/classes/VisualShaderNodeVectorFunc.xml:122 msgid "Returns [code]1.0 - vector[/code]." msgstr "" #: doc/classes/VisualShaderNodeVectorInterp.xml:4 msgid "" "Linearly interpolates between two vectors within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeVectorInterp.xml:7 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 "" #: doc/classes/VisualShaderNodeVectorLen.xml:4 #, fuzzy msgid "Returns the length of a [Vector3] within the visual shader graph." msgstr "Devuelve el numero de conexiones en el grafico." #: doc/classes/VisualShaderNodeVectorLen.xml:7 msgid "Translated to [code]length(p0)[/code] in the shader language." msgstr "" #: doc/classes/VisualShaderNodeVectorOp.xml:4 msgid "A vector operator to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeVectorOp.xml:7 msgid "" "A visual shader node for use of vector operators. Operates on vector " "[code]a[/code] and vector [code]b[/code]." msgstr "" #: doc/classes/VisualShaderNodeVectorOp.xml:15 msgid "The operator to be used. See [enum Operator] for options." msgstr "" #: doc/classes/VisualShaderNodeVectorOp.xml:20 msgid "Adds two vectors." msgstr "" #: doc/classes/VisualShaderNodeVectorOp.xml:23 msgid "Subtracts a vector from a vector." msgstr "" #: doc/classes/VisualShaderNodeVectorOp.xml:26 msgid "Multiplies two vectors." msgstr "" #: doc/classes/VisualShaderNodeVectorOp.xml:29 msgid "Divides vector by vector." msgstr "" #: doc/classes/VisualShaderNodeVectorOp.xml:32 #, fuzzy msgid "Returns the remainder of the two vectors." msgstr "Devuelve la duración del flujo de audio en segundos." #: doc/classes/VisualShaderNodeVectorOp.xml:35 msgid "" "Returns the value of the first parameter raised to the power of the second, " "for each component of the vectors." msgstr "" #: doc/classes/VisualShaderNodeVectorOp.xml:38 msgid "Returns the greater of two values, for each component of the vectors." msgstr "" #: doc/classes/VisualShaderNodeVectorOp.xml:41 msgid "Returns the lesser of two values, for each component of the vectors." msgstr "" #: doc/classes/VisualShaderNodeVectorOp.xml:44 msgid "Calculates the cross product of two vectors." msgstr "" #: doc/classes/VisualShaderNodeVectorOp.xml:47 #, fuzzy msgid "Returns the arc-tangent of the parameters." msgstr "Devuelve la duración del flujo de audio en segundos." #: doc/classes/VisualShaderNodeVectorOp.xml:50 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 "" #: doc/classes/VisualShaderNodeVectorOp.xml:53 #, fuzzy 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 "" "Devuelve [code]true[/code] si [code]a[/code] y [code]b[/code] son " "aproximadamente iguales entre sí." #: doc/classes/VisualShaderNodeVectorRefract.xml:4 msgid "" "Returns the [Vector3] that points in the direction of refraction. For use " "within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeVectorRefract.xml:7 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 indicies of the refraction." msgstr "" #: doc/classes/VisualShaderNodeVectorScalarMix.xml:4 msgid "" "Linearly interpolates between two vectors using a scalar. For use within the " "visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeVectorScalarMix.xml:7 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 "" #: doc/classes/VisualShaderNodeVectorScalarSmoothStep.xml:4 msgid "" "Calculates a vector SmoothStep function using scalar within the visual " "shader graph." msgstr "" #: doc/classes/VisualShaderNodeVectorScalarSmoothStep.xml:7 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 "" #: doc/classes/VisualShaderNodeVectorScalarStep.xml:4 msgid "Calculates a vector Step function within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeVectorScalarStep.xml:7 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 "" #: doc/classes/VisualShaderNodeVectorSmoothStep.xml:4 msgid "Calculates a vector SmoothStep function within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeVectorSmoothStep.xml:7 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 "" #: doc/classes/VScrollBar.xml:4 msgid "Vertical scroll bar." msgstr "" #: doc/classes/VScrollBar.xml:7 msgid "" "Vertical version of [ScrollBar], which goes from top (min) to bottom (max)." msgstr "" #: doc/classes/VScrollBar.xml:21 msgid "" "Icon used as a button to scroll the [ScrollBar] up. Supports custom step " "using the [member ScrollBar.custom_step] property." msgstr "" #: doc/classes/VScrollBar.xml:36 msgid "" "Icon used as a button to scroll the [ScrollBar] down. Supports custom step " "using the [member ScrollBar.custom_step] property." msgstr "" #: doc/classes/VSeparator.xml:4 msgid "Vertical version of [Separator]." msgstr "" #: doc/classes/VSeparator.xml:7 msgid "" "Vertical version of [Separator]. Even though it looks vertical, it is used " "to separate objects horizontally." msgstr "" #: doc/classes/VSeparator.xml:17 msgid "" "The width of the area covered by the separator. Effectively works like a " "minimum width." msgstr "" #: doc/classes/VSeparator.xml:20 msgid "" "The style for the separator line. Works best with [StyleBoxLine] (remember " "to enable [member StyleBoxLine.vertical])." msgstr "" #: doc/classes/VSlider.xml:4 msgid "Vertical slider." msgstr "" #: doc/classes/VSlider.xml:7 msgid "" "Vertical slider. See [Slider]. This one goes from bottom (min) to top (max)." msgstr "" #: doc/classes/VSlider.xml:24 msgid "The background of the area below the grabber." msgstr "" #: doc/classes/VSlider.xml:35 msgid "" "The background for the whole slider. Determines the width of the " "[code]grabber_area[/code]." msgstr "" #: doc/classes/VSplitContainer.xml:4 msgid "Vertical split container." msgstr "" #: doc/classes/VSplitContainer.xml:7 msgid "" "Vertical split container. See [SplitContainer]. This goes from top to bottom." msgstr "" #: doc/classes/WeakRef.xml:4 msgid "" "Holds an [Object], but does not contribute to the reference count if the " "object is a reference." msgstr "" #: doc/classes/WeakRef.xml:7 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 "" #: doc/classes/WeakRef.xml:16 msgid "Returns the [Object] this weakref is referring to." msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml:14 msgid "Closes this data channel, notifying the other peer." msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml:21 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 "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml:29 msgid "Returns the label assigned to this channel during creation." msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml:36 msgid "" "Returns the [code]maxPacketLifeTime[/code] value assigned to this channel " "during creation.\n" "Will be [code]65535[/code] if not specified." msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml:44 msgid "" "Returns the [code]maxRetransmits[/code] value assigned to this channel " "during creation.\n" "Will be [code]65535[/code] if not specified." msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml:52 msgid "" "Returns the sub-protocol assigned to this channel during creation. An empty " "string if not specified." msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml:59 msgid "Returns the current state of this channel, see [enum ChannelState]." msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml:66 msgid "" "Returns [code]true[/code] if this channel was created with out-of-band " "configuration." msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml:73 msgid "" "Returns [code]true[/code] if this channel was created with ordering enabled " "(default)." msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml:80 msgid "Reserved, but not used for now." msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml:87 msgid "" "Returns [code]true[/code] if the last received packet was transferred as " "text. See [member write_mode]." msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml:93 msgid "" "The transfer mode to use when sending outgoing packet. Either text or binary." msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml:98 msgid "" "Tells the channel to send data over this channel as text. An external peer " "(non-Godot) would receive this as a string." msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml:101 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 "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml:104 msgid "The channel was created, but it's still trying to connect." msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml:107 msgid "The channel is currently open, and data can flow over it." msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml:110 msgid "" "The channel is being closed, no new messages will be accepted, but those " "already in queue will be flushed." msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml:113 msgid "The channel was closed, or connection failed." msgstr "" #: modules/webrtc/doc_classes/WebRTCMultiplayer.xml:4 msgid "" "A simple interface to create a peer-to-peer mesh network composed of " "[WebRTCPeerConnection] that is compatible with the [MultiplayerAPI]." msgstr "" #: modules/webrtc/doc_classes/WebRTCMultiplayer.xml:7 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 "" #: modules/webrtc/doc_classes/WebRTCMultiplayer.xml:24 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 "" #: modules/webrtc/doc_classes/WebRTCMultiplayer.xml:32 msgid "Close all the add peer connections and channels, freeing all resources." msgstr "" #: modules/webrtc/doc_classes/WebRTCMultiplayer.xml:41 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 "" #: modules/webrtc/doc_classes/WebRTCMultiplayer.xml:48 msgid "" "Returns a dictionary which keys are the peer ids and values the peer " "representation as in [method get_peer]." msgstr "" #: modules/webrtc/doc_classes/WebRTCMultiplayer.xml:57 msgid "" "Returns [code]true[/code] if the given [code]peer_id[/code] is in the peers " "map (it might not be connected though)." msgstr "" #: modules/webrtc/doc_classes/WebRTCMultiplayer.xml:68 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 "" #: modules/webrtc/doc_classes/WebRTCMultiplayer.xml:79 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 "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:4 msgid "Interface to a WebRTC peer connection." msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:7 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 "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:27 msgid "" "Add an ice candidate generated by a remote peer (and received over the " "signaling server). See [signal ice_candidate_created]." msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:34 msgid "" "Close the peer connection and all data channels associated with it. Note, " "you cannot reuse this object for a new connection unless you call [method " "initialize]." msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:47 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 "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:70 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 "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:78 msgid "Returns the connection state. See [enum ConnectionState]." msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:89 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" " \"credentials\": \"a_password\", # Optional password for the " "TURN server.\n" " }\n" " ]\n" "}\n" "[/codeblock]" msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:111 msgid "" "Call this method frequently (e.g. in [method Node._process] or [method Node." "_physics_process]) to properly receive signals." msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:122 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 "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:134 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 "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:145 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 "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:157 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 "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:166 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 "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:172 msgid "" "The connection is new, data channels and an offer can be created in this " "state." msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:175 msgid "" "The peer is connecting, ICE is in progress, none of the transports has " "failed." msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:178 msgid "The peer is connected, all ICE transports are connected." msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:181 msgid "At least one ICE transport is disconnected." msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:184 msgid "One or more of the ICE transports failed." msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:187 msgid "" "The peer connection is closed (after calling [method close] for example)." msgstr "" #: modules/websocket/doc_classes/WebSocketClient.xml:4 msgid "A WebSocket client implementation." msgstr "" #: modules/websocket/doc_classes/WebSocketClient.xml:7 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 "" #: modules/websocket/doc_classes/WebSocketClient.xml:27 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] Specifying [code]custom_headers[/code] is not supported in " "HTML5 exports due to browsers restrictions." msgstr "" #: modules/websocket/doc_classes/WebSocketClient.xml:42 msgid "" "Disconnects this client from the connected host. See [method WebSocketPeer." "close] for more information." msgstr "" #: modules/websocket/doc_classes/WebSocketClient.xml:49 msgid "Return the IP address of the currently connected host." msgstr "" #: modules/websocket/doc_classes/WebSocketClient.xml:56 msgid "Return the IP port of the currently connected host." msgstr "" #: modules/websocket/doc_classes/WebSocketClient.xml:62 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 "" #: modules/websocket/doc_classes/WebSocketClient.xml:66 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 "" #: modules/websocket/doc_classes/WebSocketClient.xml:75 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 "" #: modules/websocket/doc_classes/WebSocketClient.xml:80 msgid "Emitted when the connection to the server fails." msgstr "" #: modules/websocket/doc_classes/WebSocketClient.xml:87 msgid "" "Emitted when a connection with the server is established, [code]protocol[/" "code] will contain the sub-protocol agreed with the server." msgstr "" #: modules/websocket/doc_classes/WebSocketClient.xml:92 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 "" #: modules/websocket/doc_classes/WebSocketClient.xml:102 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 "" #: modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml:4 msgid "Base class for WebSocket server and client." msgstr "" #: modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml:7 msgid "" "Base class for WebSocket server and client, allowing them to be used as " "network peer for the [MultiplayerAPI]." msgstr "" #: modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml:18 msgid "" "Returns the [WebSocketPeer] associated to the given [code]peer_id[/code]." msgstr "" #: modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml:33 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 "" #: modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml:49 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 "" #: modules/websocket/doc_classes/WebSocketPeer.xml:4 msgid "A class representing a specific WebSocket connection." msgstr "" #: modules/websocket/doc_classes/WebSocketPeer.xml:7 msgid "" "This class represent a specific WebSocket connection, you can 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 "" #: modules/websocket/doc_classes/WebSocketPeer.xml:21 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 "" #: modules/websocket/doc_classes/WebSocketPeer.xml:30 msgid "" "Returns the IP address of the connected peer.\n" "[b]Note:[/b] Not available in the HTML5 export." msgstr "" #: modules/websocket/doc_classes/WebSocketPeer.xml:38 msgid "" "Returns the remote port of the connected peer.\n" "[b]Note:[/b] Not available in the HTML5 export." msgstr "" #: modules/websocket/doc_classes/WebSocketPeer.xml:46 msgid "Gets the current selected write mode. See [enum WriteMode]." msgstr "" #: modules/websocket/doc_classes/WebSocketPeer.xml:53 msgid "Returns [code]true[/code] if this peer is currently connected." msgstr "" #: modules/websocket/doc_classes/WebSocketPeer.xml:62 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 "" #: modules/websocket/doc_classes/WebSocketPeer.xml:72 msgid "Sets the socket to use the given [enum WriteMode]." msgstr "" #: modules/websocket/doc_classes/WebSocketPeer.xml:79 msgid "" "Returns [code]true[/code] if the last received packet was sent as a text " "payload. See [enum WriteMode]." msgstr "" #: modules/websocket/doc_classes/WebSocketPeer.xml:85 msgid "" "Specifies that WebSockets messages should be transferred as text payload " "(only valid UTF-8 is allowed)." msgstr "" #: modules/websocket/doc_classes/WebSocketPeer.xml:88 msgid "" "Specifies that WebSockets messages should be transferred as binary payload " "(any byte combination is allowed)." msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml:4 msgid "A WebSocket server implementation." msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml:7 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 "" #: modules/websocket/doc_classes/WebSocketServer.xml:24 msgid "" "Disconnects the peer identified by [code]id[/code] from the server. See " "[method WebSocketPeer.close] for more information." msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml:51 msgid "Returns [code]true[/code] if a peer with the given ID is connected." msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml:58 msgid "" "Returns [code]true[/code] if the server is actively listening on a port." msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml:71 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 "" #: modules/websocket/doc_classes/WebSocketServer.xml:81 msgid "Stops the server and clear its state." msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml:87 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 "" #: modules/websocket/doc_classes/WebSocketServer.xml:90 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 "" #: modules/websocket/doc_classes/WebSocketServer.xml:93 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 "" #: modules/websocket/doc_classes/WebSocketServer.xml:96 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 "" #: modules/websocket/doc_classes/WebSocketServer.xml:108 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 "" #: modules/websocket/doc_classes/WebSocketServer.xml:117 msgid "" "Emitted when a new client connects. \"protocol\" will be the sub-protocol " "agreed with the client." msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml:126 msgid "" "Emitted when a client disconnects. [code]was_clean_close[/code] will be " "[code]true[/code] if the connection was shutdown cleanly." msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml:133 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 "" #: doc/classes/World2D.xml:4 msgid "Class that has everything pertaining to a 2D world." msgstr "" #: doc/classes/World2D.xml:7 msgid "" "Class that has everything pertaining to a 2D world. A physics space, a " "visual scenario and a sound space. 2D nodes register their resources into " "the current 2D world." msgstr "" #: doc/classes/World2D.xml:16 msgid "" "The [RID] of this world's canvas resource. Used by the [RenderingServer] for " "2D drawing." msgstr "" #: doc/classes/World2D.xml:19 msgid "" "Direct access to the world's physics 2D space state. Used for querying " "current and potential collisions. Must only be accessed from the main thread " "within [code]_physics_process(delta)[/code]." msgstr "" #: doc/classes/World2D.xml:22 msgid "" "The [RID] of this world's physics space resource. Used by the " "[PhysicsServer2D] for 2D physics, treating it as both a space and an area." msgstr "" #: doc/classes/World3D.xml:4 msgid "Class that has everything pertaining to a world." msgstr "" #: doc/classes/World3D.xml:7 msgid "" "Class that has everything pertaining to a world. A physics space, a visual " "scenario and a sound space. Node3D nodes register their resources into the " "current world." msgstr "" #: doc/classes/World3D.xml:18 msgid "" "Direct access to the world's physics 3D space state. Used for querying " "current and potential collisions. Must only be accessed from within " "[code]_physics_process(delta)[/code]." msgstr "" #: doc/classes/World3D.xml:21 msgid "The World3D's [Environment]." msgstr "" #: doc/classes/World3D.xml:24 msgid "" "The World3D's fallback_environment will be used if the World3D's " "[Environment] fails or is missing." msgstr "" #: doc/classes/World3D.xml:27 msgid "The World3D's visual scenario." msgstr "" #: doc/classes/World3D.xml:30 msgid "The World3D's physics space." msgstr "" #: doc/classes/WorldEnvironment.xml:4 msgid "" "Default environment properties for the entire scene (post-processing " "effects, lighting and background settings)." msgstr "" #: doc/classes/WorldEnvironment.xml:7 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 [Camera3D]. Additionally, only one " "[WorldEnvironment] may be instanced in a given scene at a time.\n" "The [WorldEnvironment] allows the user to specify default lighting " "parameters (e.g. ambient lighting), various post-processing effects (e.g. " "SSAO, DOF, Tonemapping), and how to draw the background (e.g. solid color, " "skybox). Usually, these are added in order to improve the realism/color " "balance of the scene." msgstr "" #: doc/classes/WorldEnvironment.xml:20 msgid "" "The [Environment] resource used by this [WorldEnvironment], defining the " "default properties." msgstr "" #: doc/classes/WorldMarginShape3D.xml:4 msgid "Infinite plane shape for 3D collisions." msgstr "" #: doc/classes/WorldMarginShape3D.xml:7 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 " "[WorldMarginShape3D] is used in a [PhysicsBody3D], it will cause colliding " "objects placed \"below\" it to teleport \"above\" the plane." msgstr "" #: doc/classes/WorldMarginShape3D.xml:15 msgid "The [Plane] used by the [WorldMarginShape3D] for collision." msgstr "" #: doc/classes/X509Certificate.xml:4 msgid "An X509 certificate (e.g. for SSL)." msgstr "" #: doc/classes/X509Certificate.xml:7 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].\n" "[b]Note:[/b] Not available in HTML5 exports." msgstr "" #: doc/classes/X509Certificate.xml:20 msgid "Loads a certificate from [code]path[/code] (\"*.crt\" file)." msgstr "" #: doc/classes/X509Certificate.xml:29 msgid "" "Saves a certificate to the given [code]path[/code] (should be a \"*.crt\" " "file)." msgstr "" #: doc/classes/XMLParser.xml:4 msgid "" "Low-level class for creating parsers for [url=https://en.wikipedia.org/wiki/" "XML]XML[/url] files." msgstr "" #: doc/classes/XMLParser.xml:7 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 "" #: doc/classes/XMLParser.xml:16 msgid "Gets the amount of attributes in the current element." msgstr "" #: doc/classes/XMLParser.xml:25 msgid "" "Gets the name of the attribute specified by the index in [code]idx[/code] " "argument." msgstr "" #: doc/classes/XMLParser.xml:34 msgid "" "Gets the value of the attribute specified by the index in [code]idx[/code] " "argument." msgstr "" #: doc/classes/XMLParser.xml:41 msgid "Gets the current line in the parsed file (currently not implemented)." msgstr "" #: doc/classes/XMLParser.xml:50 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 "" #: doc/classes/XMLParser.xml:59 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 "" #: doc/classes/XMLParser.xml:66 msgid "" "Gets the contents of a text node. This will raise an error in any other type " "of node." msgstr "" #: doc/classes/XMLParser.xml:73 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 "" #: doc/classes/XMLParser.xml:80 msgid "" "Gets the byte offset of the current node since the beginning of the file or " "buffer." msgstr "" #: doc/classes/XMLParser.xml:87 msgid "" "Gets the type of the current node. Compare with [enum NodeType] constants." msgstr "" #: doc/classes/XMLParser.xml:96 msgid "Check whether the current element has a certain attribute." msgstr "" #: doc/classes/XMLParser.xml:103 msgid "" "Check whether the current element is empty (this only works for completely " "empty tags, e.g. [code][/code])." msgstr "" #: doc/classes/XMLParser.xml:112 msgid "Opens an XML file for parsing. This returns an error code." msgstr "" #: doc/classes/XMLParser.xml:121 msgid "Opens an XML raw buffer for parsing. This returns an error code." msgstr "" #: doc/classes/XMLParser.xml:128 msgid "Reads the next node of the file. This returns an error code." msgstr "" #: doc/classes/XMLParser.xml:137 msgid "" "Moves the buffer cursor to a certain offset (since the beginning) and read " "the next node there. This returns an error code." msgstr "" #: doc/classes/XMLParser.xml:144 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 "" #: doc/classes/XMLParser.xml:150 msgid "There's no node (no file or buffer opened)." msgstr "" #: doc/classes/XMLParser.xml:153 msgid "Element (tag)." msgstr "" #: doc/classes/XMLParser.xml:156 msgid "End of element." msgstr "" #: doc/classes/XMLParser.xml:159 msgid "Text node." msgstr "" #: doc/classes/XMLParser.xml:162 msgid "Comment node." msgstr "" #: doc/classes/XMLParser.xml:165 msgid "CDATA content." msgstr "" #: doc/classes/XMLParser.xml:168 msgid "Unknown node." msgstr "" #: doc/classes/XRAnchor3D.xml:4 msgid "An anchor point in AR space." msgstr "" #: doc/classes/XRAnchor3D.xml:7 msgid "" "The [XRAnchor3D] 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 "" #: doc/classes/XRAnchor3D.xml:18 msgid "Returns the name given to this anchor." msgstr "" #: doc/classes/XRAnchor3D.xml:25 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 "" #: doc/classes/XRAnchor3D.xml:32 msgid "" "If provided by the [XRInterface], 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 "" #: doc/classes/XRAnchor3D.xml:39 msgid "" "Returns a plane aligned with our anchor; handy for intersection testing." msgstr "" #: doc/classes/XRAnchor3D.xml:46 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 "" #: doc/classes/XRAnchor3D.xml:52 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 "" #: doc/classes/XRAnchor3D.xml:60 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 "" #: doc/classes/XRCamera3D.xml:4 msgid "" "A camera node with a few overrules for AR/VR applied, such as location " "tracking." msgstr "" #: doc/classes/XRCamera3D.xml:7 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 XR " "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 XR " "Controller, the render thread has access to the most up-to-date tracking " "data of the HMD and the location of the XRCamera3D can lag a few " "milliseconds behind what is used for rendering as a result." msgstr "" #: doc/classes/XRCamera3D.xml:11 doc/classes/XRController3D.xml:12 #: doc/classes/XRInterface.xml:11 doc/classes/XROrigin3D.xml:13 #: doc/classes/XRPositionalTracker.xml:12 doc/classes/XRServer.xml:10 msgid "https://docs.godotengine.org/en/latest/tutorials/vr/index.html" msgstr "" #: doc/classes/XRController3D.xml:4 msgid "A spatial node representing a spatially-tracked controller." msgstr "" #: doc/classes/XRController3D.xml:7 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 " "XRController3D nodes to your scene.\n" "The position of the controller node is automatically updated by the " "[XRServer]. This makes this node ideal to add child nodes to visualize the " "controller." msgstr "" #: doc/classes/XRController3D.xml:19 msgid "" "If active, returns the name of the associated controller if provided by the " "AR/VR SDK used." msgstr "" #: doc/classes/XRController3D.xml:26 msgid "" "Returns the hand holding this controller, if known. See [enum " "XRPositionalTracker.TrackerHand]." msgstr "" #: doc/classes/XRController3D.xml:33 msgid "" "Returns [code]true[/code] if the bound controller is active. XR systems " "attempt to track active controllers." msgstr "" #: doc/classes/XRController3D.xml:42 msgid "" "Returns the value of the given axis for things like triggers, touchpads, " "etc. that are embedded into the controller." msgstr "" #: doc/classes/XRController3D.xml:49 msgid "" "Returns the ID of the joystick object bound to this. Every controller " "tracked by the [XRServer] 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 "" #: doc/classes/XRController3D.xml:56 msgid "" "If provided by the [XRInterface], this returns a mesh associated with the " "controller. This can be used to visualize the controller." msgstr "" #: doc/classes/XRController3D.xml:65 #, fuzzy msgid "" "Returns [code]true[/code] if the button at index [code]button[/code] is " "pressed. See [enum JoyButtonList]." msgstr "" "Devuelve [code]true[/code] si la pista en el índice [code]idx[/code] está " "habilitada." #: doc/classes/XRController3D.xml:71 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 [XRServer] 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 "" #: doc/classes/XRController3D.xml:77 msgid "" "The degree to which the controller vibrates. Ranges from [code]0.0[/code] to " "[code]1.0[/code] with precision [code].01[/code]. If changed, updates " "[member XRPositionalTracker.rumble] accordingly.\n" "This is a useful property to animate if you want the controller to vibrate " "for a limited duration." msgstr "" #: doc/classes/XRController3D.xml:86 msgid "Emitted when a button on this controller is pressed." msgstr "" #: doc/classes/XRController3D.xml:93 msgid "Emitted when a button on this controller is released." msgstr "" #: doc/classes/XRController3D.xml:100 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 "" #: doc/classes/XRInterface.xml:4 msgid "Base class for an AR/VR interface implementation." msgstr "" #: doc/classes/XRInterface.xml:7 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 XRScriptInterface 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 " "[XRServer]." msgstr "" #: doc/classes/XRInterface.xml:18 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 "" #: doc/classes/XRInterface.xml:25 msgid "" "Returns a combination of [enum Capabilities] flags providing information " "about the capabilities of this interface." msgstr "" #: doc/classes/XRInterface.xml:32 msgid "Returns the name of this interface (OpenVR, OpenHMD, ARKit, etc)." msgstr "" #: doc/classes/XRInterface.xml:39 msgid "" "Returns the resolution at which we should render our intermediate results " "before things like lens distortion are applied by the VR platform." msgstr "" #: doc/classes/XRInterface.xml:46 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 "" #: doc/classes/XRInterface.xml:53 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 "" #: doc/classes/XRInterface.xml:64 msgid "" "Returns [code]true[/code] if the current output of this interface is in " "stereo." msgstr "" #: doc/classes/XRInterface.xml:71 msgid "Turns the interface off." msgstr "" #: doc/classes/XRInterface.xml:77 msgid "On an AR interface, [code]true[/code] if anchor detection is enabled." msgstr "" #: doc/classes/XRInterface.xml:80 msgid "[code]true[/code] if this interface been initialized." msgstr "" #: doc/classes/XRInterface.xml:83 msgid "[code]true[/code] if this is the primary interface." msgstr "" #: doc/classes/XRInterface.xml:88 msgid "No XR capabilities." msgstr "" #: doc/classes/XRInterface.xml:91 msgid "" "This interface can work with normal rendering output (non-HMD based AR)." msgstr "" #: doc/classes/XRInterface.xml:94 msgid "This interface supports stereoscopic rendering." msgstr "" #: doc/classes/XRInterface.xml:97 msgid "This interface supports AR (video background and real world tracking)." msgstr "" #: doc/classes/XRInterface.xml:100 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 "" #: doc/classes/XRInterface.xml:103 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 "" #: doc/classes/XRInterface.xml:106 msgid "" "Left eye output, this is mostly used internally when rendering the image for " "the left eye and obtaining positioning and projection information." msgstr "" #: doc/classes/XRInterface.xml:109 msgid "" "Right eye output, this is mostly used internally when rendering the image " "for the right eye and obtaining positioning and projection information." msgstr "" #: doc/classes/XRInterface.xml:112 msgid "Tracking is behaving as expected." msgstr "" #: doc/classes/XRInterface.xml:115 msgid "" "Tracking is hindered by excessive motion (the player is moving faster than " "tracking can keep up)." msgstr "" #: doc/classes/XRInterface.xml:118 msgid "" "Tracking is hindered by insufficient features, it's too dark (for camera-" "based tracking), player is blocked, etc." msgstr "" #: doc/classes/XRInterface.xml:121 msgid "" "We don't know the status of the tracking or this interface does not provide " "feedback." msgstr "" #: doc/classes/XRInterface.xml:124 msgid "" "Tracking is not functional (camera not plugged in or obscured, lighthouses " "turned off, etc.)." msgstr "" #: modules/gdnative/doc_classes/XRInterfaceGDNative.xml:4 msgid "GDNative wrapper for an XR interface." msgstr "" #: modules/gdnative/doc_classes/XRInterfaceGDNative.xml:7 msgid "" "This is a wrapper class for GDNative implementations of the XR interface. To " "use a GDNative XR interface, simply instantiate this object and set your " "GDNative library containing the XR interface implementation." msgstr "" #: doc/classes/XROrigin3D.xml:4 msgid "The origin point in AR/VR." msgstr "" #: doc/classes/XROrigin3D.xml:7 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 XRCamera3D, XRController3D and XRAnchor3D 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 XROrigin3D 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 "" #: doc/classes/XROrigin3D.xml:19 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 [XRServer] itself." msgstr "" #: doc/classes/XRPositionalTracker.xml:4 msgid "A tracked object." msgstr "" #: doc/classes/XRPositionalTracker.xml:7 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 [XRServer].\n" "The [XRController3D] and [XRAnchor3D] 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 "" #: doc/classes/XRPositionalTracker.xml:19 msgid "" "Returns the hand holding this tracker, if known. See [enum TrackerHand] " "constants." msgstr "" #: doc/classes/XRPositionalTracker.xml:26 msgid "" "If this is a controller that is being tracked, the controller will also be " "represented by a joystick entry with this ID." msgstr "" #: doc/classes/XRPositionalTracker.xml:33 msgid "" "Returns the mesh related to a controller or anchor point if one is available." msgstr "" #: doc/classes/XRPositionalTracker.xml:40 msgid "Returns the controller or anchor point's name if available." msgstr "" #: doc/classes/XRPositionalTracker.xml:47 msgid "Returns the controller's orientation matrix." msgstr "" #: doc/classes/XRPositionalTracker.xml:54 msgid "Returns the world-space controller position." msgstr "" #: doc/classes/XRPositionalTracker.xml:61 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 " "[XRController3D] and [XRAnchor3D] nodes." msgstr "" #: doc/classes/XRPositionalTracker.xml:68 msgid "Returns [code]true[/code] if this device tracks orientation." msgstr "" #: doc/classes/XRPositionalTracker.xml:75 msgid "Returns [code]true[/code] if this device tracks position." msgstr "" #: doc/classes/XRPositionalTracker.xml:84 msgid "Returns the transform combining this device's orientation and position." msgstr "" #: doc/classes/XRPositionalTracker.xml:91 msgid "Returns the tracker's type." msgstr "" #: doc/classes/XRPositionalTracker.xml:97 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 "" #: doc/classes/XRPositionalTracker.xml:102 msgid "The hand this tracker is held in is unknown or not applicable." msgstr "" #: doc/classes/XRPositionalTracker.xml:105 msgid "This tracker is the left hand controller." msgstr "" #: doc/classes/XRPositionalTracker.xml:108 msgid "This tracker is the right hand controller." msgstr "" #: doc/classes/XRServer.xml:4 msgid "Server for AR and VR features." msgstr "" #: doc/classes/XRServer.xml:7 msgid "" "The AR/VR server is the heart of our Advanced and Virtual Reality solution " "and handles all the processing." msgstr "" #: doc/classes/XRServer.xml:21 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 "" #: doc/classes/XRServer.xml:35 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 "" #: doc/classes/XRServer.xml:42 msgid "Returns the primary interface's transformation." msgstr "" #: doc/classes/XRServer.xml:51 msgid "" "Returns the interface registered at a given index in our list of interfaces." msgstr "" #: doc/classes/XRServer.xml:58 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 "" #: doc/classes/XRServer.xml:65 msgid "" "Returns a list of available interfaces the ID and name of each interface." msgstr "" #: doc/classes/XRServer.xml:72 msgid "" "Returns the absolute timestamp (in μs) of the last [XRServer] commit of the " "AR/VR eyes to [RenderingServer]. The value comes from an internal call to " "[method OS.get_ticks_usec]." msgstr "" #: doc/classes/XRServer.xml:79 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 "" #: doc/classes/XRServer.xml:86 msgid "" "Returns the absolute timestamp (in μs) of the last [XRServer] process " "callback. The value comes from an internal call to [method OS." "get_ticks_usec]." msgstr "" #: doc/classes/XRServer.xml:93 msgid "" "Returns the reference frame transform. Mostly used internally and exposed " "for GDNative build interfaces." msgstr "" #: doc/classes/XRServer.xml:102 msgid "Returns the positional tracker at the given ID." msgstr "" #: doc/classes/XRServer.xml:109 msgid "Returns the number of trackers currently registered." msgstr "" #: doc/classes/XRServer.xml:115 msgid "The primary [XRInterface] currently bound to the [XRServer]." msgstr "" #: doc/classes/XRServer.xml:118 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 "" #: doc/classes/XRServer.xml:126 msgid "Emitted when a new interface has been added." msgstr "" #: doc/classes/XRServer.xml:133 msgid "Emitted when an interface is removed." msgstr "" #: doc/classes/XRServer.xml:144 msgid "" "Emitted when a new tracker has been added. If you don't use a fixed number " "of controllers or if you're using [XRAnchor3D]s for an AR solution, it is " "important to react to this signal to add the appropriate [XRController3D] or " "[XRAnchor3D] nodes related to this new tracker." msgstr "" #: doc/classes/XRServer.xml:155 msgid "" "Emitted when a tracker is removed. You should remove any [XRController3D] or " "[XRAnchor3D] 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 "" #: doc/classes/XRServer.xml:161 msgid "The tracker tracks the location of a controller." msgstr "" #: doc/classes/XRServer.xml:164 msgid "The tracker tracks the location of a base station." msgstr "" #: doc/classes/XRServer.xml:167 msgid "The tracker tracks the location and size of an AR anchor." msgstr "" #: doc/classes/XRServer.xml:170 msgid "Used internally to filter trackers of any known type." msgstr "" #: doc/classes/XRServer.xml:173 msgid "Used internally if we haven't set the tracker type yet." msgstr "" #: doc/classes/XRServer.xml:176 msgid "Used internally to select all trackers." msgstr "" #: doc/classes/XRServer.xml:179 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 "" #: doc/classes/XRServer.xml:182 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 "" #: doc/classes/XRServer.xml:185 msgid "" "Does not reset the orientation of the HMD, only the position of the player " "gets centered." msgstr "" #: doc/classes/YSort.xml:4 msgid "Sort all child nodes based on their Y positions." msgstr "" #: doc/classes/YSort.xml:7 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 "" #: doc/classes/YSort.xml:16 msgid "" "If [code]true[/code], child nodes are sorted, otherwise sorting is disabled." msgstr "" #~ msgid "Gamepad button 0." #~ msgstr "Botón 0 del mando de videojuegos." #~ msgid "Gamepad button 1." #~ msgstr "Botón 1 del mando de videojuegos." #~ msgid "Gamepad button 2." #~ msgstr "Botón 2 del mando de videojuegos." #~ msgid "Gamepad button 3." #~ msgstr "Boton 3 del mando de juegos." #~ msgid "Gamepad button 4." #~ msgstr "Boton 4 del mando de juegos." #~ msgid "Gamepad button 5." #~ msgstr "Boton 5 del mando de videojuegos." #~ msgid "Gamepad button 6." #~ msgstr "Botón 6 del mando de videojuegos." #~ msgid "Gamepad button 7." #~ msgstr "Botón 7 del mando de videojuegos." #~ msgid "Gamepad button 8." #~ msgstr "Botón 8 del mando de videojuegos." #~ msgid "Gamepad button 9." #~ msgstr "Botón 9 del mando de videojuegos." #~ msgid "Gamepad button 10." #~ msgstr "Botón 10 del mando de videojuegos." #~ msgid "Gamepad button 11." #~ msgstr "Botón 11 del mando de videojuegos." #~ msgid "Gamepad button 12." #~ msgstr "Botón 12 del mando de videojuegos." #~ msgid "Gamepad button 13." #~ msgstr "Botón 13 del mando de videojuegos." #~ msgid "Gamepad button 14." #~ msgstr "Botón 14 del mando de videojuegos." #~ msgid "Gamepad button 15." #~ msgstr "Boton 15 del mando de juegos." #~ msgid "Represents the maximum number of joystick buttons supported." #~ msgstr "Representa el máximo número de botones de joystick soportados." #~ msgid "DualShock circle button." #~ msgstr "Botón de círculo DualShock." #~ msgid "DualShock X button." #~ msgstr "Botón X DualShock." #~ msgid "DualShock square button." #~ msgstr "Botón cuadrado DualShock." #~ msgid "DualShock triangle button." #~ msgstr "Botón triángulo DualShock." #~ msgid "Nintendo controller B button." #~ msgstr "Botón B del mando de Nintendo." #~ msgid "Nintendo controller X button." #~ msgstr "Botón X del mando de Nintendo." #~ msgid "Nintendo controller Y button." #~ msgstr "Botón Y del mando de Nintendo." #~ msgid "Grip (side) buttons on a VR controller." #~ msgstr "Botones de agarre (laterales) en un controlador VR." #~ 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." #~ msgid "Trigger on a VR controller." #~ msgstr "Gatillo en un controlador VR." #~ 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)." #~ 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)." #~ msgid "Menu button on either Oculus Touch controller." #~ msgstr "Botón de menú en cualquiera de los mandos de Oculus Touch." #~ 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)." #~ msgid "Gamepad button Select." #~ msgstr "Botón Select en el mando de videojuegos." #~ msgid "Gamepad button Start." #~ msgstr "Botón Start en el mando de videojuegos." #~ msgid "Gamepad DPad up." #~ msgstr "DPad arriba en el mando de videojuegos." #~ msgid "Gamepad DPad down." #~ msgstr "Dpad abajo en el mando de videojuegos." #~ msgid "Gamepad DPad left." #~ msgstr "DPad izquierda en el mando de videojuegos." #~ msgid "Gamepad DPad right." #~ msgstr "Dpad derecha en el mando de videojuegos." #~ msgid "Gamepad left trigger." #~ msgstr "Gatillo izquierdo del mando de videojuegos." #~ msgid "Gamepad left stick click." #~ msgstr "Click en el palo izquierdo del mando de videojuegos." #~ msgid "Gamepad right trigger." #~ msgstr "Gatillo derecho del mando de videojuegos." #~ msgid "Gamepad right stick click." #~ msgstr "Click derecho del palo del mando de videojuegos." #~ msgid "Gamepad left stick horizontal axis." #~ msgstr "Palo izquierdo del eje horizontal del mando de videojuegos." #~ msgid "Gamepad right stick horizontal axis." #~ msgstr "Palo derecho del eje horizontal del mando de videojuegos." #~ msgid "Generic gamepad axis 4." #~ msgstr "Eje 4 del mando de videojuegos genérico." #~ msgid "Generic gamepad axis 5." #~ msgstr "Eje 5 del mando de videojuegos genérico." #~ msgid "Generic gamepad axis 8." #~ msgstr "Eje genérico del mando de videojuegos 8." #~ msgid "Generic gamepad axis 9." #~ msgstr "Eje 9 del mando de videojuegos genérico." #~ msgid "Represents the maximum number of joystick axes supported." #~ msgstr "Representa el número máximo de ejes de joystick soportados." #~ msgid "Gamepad left analog trigger." #~ msgstr "Disparador analógico izquierdo del mando de videojuegos." #~ msgid "Gamepad right analog trigger." #~ msgstr "Disparador analogico derecho del mando de juegos." #~ msgid "VR Controller analog trigger." #~ msgstr "Disparador analogico del Mando de Realidad Virtual." #~ msgid "VR Controller analog grip (side buttons)." #~ msgstr "Empuñadura analógica del controlador VR (botones laterales)." #~ 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)." #~ 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)." #~ msgid "Built-in visual script functions." #~ msgstr "Funciones de visual script incorporadas." #~ msgid "" #~ "A list of built-in visual script functions, see [VisualScriptBuiltinFunc] " #~ "and [VisualScript]." #~ msgstr "" #~ "Una lista de funciones construidas en visual script, ver " #~ "[VisualScriptBuiltinFunc] y [VisualScript]."