i18n: Sync classref translations with Weblate

This commit is contained in:
Rémi Verschelde 2022-07-18 10:21:37 +02:00
parent 556e090bcc
commit 7379f2c76a
42 changed files with 5107 additions and 1841 deletions

View file

@ -18,7 +18,7 @@
Slows down the vehicle by applying a braking force. The vehicle is only slowed down if the wheels are in contact with a surface. The force you need to apply to adequately slow down your vehicle depends on the [member RigidBody.mass] of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 30 range for hard braking.
</member>
<member name="engine_force" type="float" setter="set_engine_force" getter="get_engine_force" default="0.0">
Accelerates the vehicle by applying an engine force. The vehicle is only speed up if the wheels that have [member VehicleWheel.use_as_traction] set to [code]true[/code] and are in contact with a surface. The [member RigidBody.mass] of the vehicle has an effect on the acceleration of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 range for acceleration.
Accelerates the vehicle by applying an engine force. The vehicle is only sped up if the wheels that have [member VehicleWheel.use_as_traction] set to [code]true[/code] and are in contact with a surface. The [member RigidBody.mass] of the vehicle has an effect on the acceleration of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 range for acceleration.
[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.
A negative value will result in the vehicle reversing.
</member>

View file

@ -48,7 +48,7 @@
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.
</member>
<member name="engine_force" type="float" setter="set_engine_force" getter="get_engine_force" default="0.0">
Accelerates the wheel by applying an engine force. The wheel is only speed up if it is in contact with a surface. The [member RigidBody.mass] of the 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.
Accelerates the wheel by applying an engine force. The wheel is only sped up if it is in contact with a surface. The [member RigidBody.mass] of the vehicle has an effect on the acceleration of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 range for acceleration.
[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.
A negative value will result in the wheel reversing.
</member>

View file

@ -10132,7 +10132,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
msgid "Bus on which this audio is playing."
msgid ""
"Bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@ -10297,7 +10303,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid "The bus on which this audio is playing."
msgid ""
"The bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@ -28607,13 +28619,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
"out after [code]timeout[/code] seconds have passed and the request is not "
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
"application from getting stuck if the request fails to get a response in a "
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
"the download from failing if it takes too much time."
"If set to a value greater than [code]0.0[/code] before the request starts, "
"the HTTP request will time out after [code]timeout[/code] seconds have "
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
"the request fails to get a response in a timely manner. For file downloads, "
"leave this to [code]0.0[/code] to prevent the download from failing if it "
"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@ -30029,9 +30042,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
"recommended to keep it enabled for games which don't require very reactive "
"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -30605,10 +30618,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
"pen motion events received from the OS will be merged to emit an accumulated "
"event only once per frame rendered at most. When set to [code]false[/code], "
"the events will be emitted as received, which means that they can be emitted "
"multiple times per frame rendered, allowing for precise input reporting at "
"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@ -30619,6 +30635,12 @@ msgstr ""
msgid "Mouse and input coordinates"
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@ -45558,6 +45580,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
#: doc/classes/PoolVector3Array.xml
msgid "Sorts the elements of the array in ascending order."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@ -54487,7 +54516,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54527,15 +54557,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until either it is killed with [method kill], the "
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
"number of loops, which may produce unexpected results. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -56010,10 +56041,29 @@ msgid ""
"as custom visualization and editing handles in Editor."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the global transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
"vector. The three Euler angles, which are the three independent parameters "
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
"[Vector3] data structure not because the rotation is a vector, but only "
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
"point numbers. Therefore, applying affine operations on the rotation "
"\"vector\" is not meaningful."
msgstr ""
#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Global position of this node. This is equivalent to [code]global_transform."
"origin[/code]."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
@ -66053,11 +66103,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
"to [code]true[/code] and are in contact with a surface. The [member "
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
"range for acceleration.\n"
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@ -66137,8 +66187,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"Accelerates the wheel by applying an engine force. The wheel is only speed "
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "

View file

@ -10078,7 +10078,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
msgid "Bus on which this audio is playing."
msgid ""
"Bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@ -10243,7 +10249,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid "The bus on which this audio is playing."
msgid ""
"The bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@ -28526,13 +28538,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
"out after [code]timeout[/code] seconds have passed and the request is not "
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
"application from getting stuck if the request fails to get a response in a "
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
"the download from failing if it takes too much time."
"If set to a value greater than [code]0.0[/code] before the request starts, "
"the HTTP request will time out after [code]timeout[/code] seconds have "
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
"the request fails to get a response in a timely manner. For file downloads, "
"leave this to [code]0.0[/code] to prevent the download from failing if it "
"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@ -29946,9 +29959,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
"recommended to keep it enabled for games which don't require very reactive "
"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -30522,10 +30535,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
"pen motion events received from the OS will be merged to emit an accumulated "
"event only once per frame rendered at most. When set to [code]false[/code], "
"the events will be emitted as received, which means that they can be emitted "
"multiple times per frame rendered, allowing for precise input reporting at "
"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@ -30536,6 +30552,12 @@ msgstr ""
msgid "Mouse and input coordinates"
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@ -45405,6 +45427,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
#: doc/classes/PoolVector3Array.xml
msgid "Sorts the elements of the array in ascending order."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@ -54329,7 +54358,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54369,15 +54399,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until either it is killed with [method kill], the "
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
"number of loops, which may produce unexpected results. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -55852,10 +55883,29 @@ msgid ""
"as custom visualization and editing handles in Editor."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the global transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
"vector. The three Euler angles, which are the three independent parameters "
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
"[Vector3] data structure not because the rotation is a vector, but only "
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
"point numbers. Therefore, applying affine operations on the rotation "
"\"vector\" is not meaningful."
msgstr ""
#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Global position of this node. This is equivalent to [code]global_transform."
"origin[/code]."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
@ -65874,11 +65924,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
"to [code]true[/code] and are in contact with a surface. The [member "
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
"range for acceleration.\n"
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@ -65958,8 +66008,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"Accelerates the wheel by applying an engine force. The wheel is only speed "
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "

View file

@ -9958,7 +9958,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
msgid "Bus on which this audio is playing."
msgid ""
"Bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@ -10123,7 +10129,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid "The bus on which this audio is playing."
msgid ""
"The bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@ -28403,13 +28415,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
"out after [code]timeout[/code] seconds have passed and the request is not "
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
"application from getting stuck if the request fails to get a response in a "
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
"the download from failing if it takes too much time."
"If set to a value greater than [code]0.0[/code] before the request starts, "
"the HTTP request will time out after [code]timeout[/code] seconds have "
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
"the request fails to get a response in a timely manner. For file downloads, "
"leave this to [code]0.0[/code] to prevent the download from failing if it "
"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@ -29823,9 +29836,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
"recommended to keep it enabled for games which don't require very reactive "
"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -30399,10 +30412,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
"pen motion events received from the OS will be merged to emit an accumulated "
"event only once per frame rendered at most. When set to [code]false[/code], "
"the events will be emitted as received, which means that they can be emitted "
"multiple times per frame rendered, allowing for precise input reporting at "
"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@ -30413,6 +30429,12 @@ msgstr ""
msgid "Mouse and input coordinates"
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@ -45282,6 +45304,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
#: doc/classes/PoolVector3Array.xml
msgid "Sorts the elements of the array in ascending order."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@ -54206,7 +54235,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54246,15 +54276,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until either it is killed with [method kill], the "
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
"number of loops, which may produce unexpected results. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -55729,10 +55760,29 @@ msgid ""
"as custom visualization and editing handles in Editor."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the global transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
"vector. The three Euler angles, which are the three independent parameters "
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
"[Vector3] data structure not because the rotation is a vector, but only "
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
"point numbers. Therefore, applying affine operations on the rotation "
"\"vector\" is not meaningful."
msgstr ""
#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Global position of this node. This is equivalent to [code]global_transform."
"origin[/code]."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
@ -65751,7 +65801,7 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set "
"to [code]true[/code] and are in contact with a surface. The [member "
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
@ -65835,7 +65885,7 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"Accelerates the wheel by applying an engine force. The wheel is only speed "
"Accelerates the wheel by applying an engine force. The wheel is only sped "
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"

View file

@ -10475,7 +10475,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
msgid "Bus on which this audio is playing."
msgid ""
"Bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@ -10640,7 +10646,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid "The bus on which this audio is playing."
msgid ""
"The bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@ -28996,13 +29008,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
"out after [code]timeout[/code] seconds have passed and the request is not "
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
"application from getting stuck if the request fails to get a response in a "
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
"the download from failing if it takes too much time."
"If set to a value greater than [code]0.0[/code] before the request starts, "
"the HTTP request will time out after [code]timeout[/code] seconds have "
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
"the request fails to get a response in a timely manner. For file downloads, "
"leave this to [code]0.0[/code] to prevent the download from failing if it "
"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@ -30419,9 +30432,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
"recommended to keep it enabled for games which don't require very reactive "
"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -30995,10 +31008,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
"pen motion events received from the OS will be merged to emit an accumulated "
"event only once per frame rendered at most. When set to [code]false[/code], "
"the events will be emitted as received, which means that they can be emitted "
"multiple times per frame rendered, allowing for precise input reporting at "
"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@ -31009,6 +31025,15 @@ msgstr ""
msgid "Mouse and input coordinates"
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
msgstr ""
"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] "
"přiblížně rovny."
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@ -45974,6 +45999,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
#: doc/classes/PoolVector3Array.xml
msgid "Sorts the elements of the array in ascending order."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@ -54913,7 +54945,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54953,15 +54986,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until either it is killed with [method kill], the "
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
"number of loops, which may produce unexpected results. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -56437,10 +56471,29 @@ msgid ""
"as custom visualization and editing handles in Editor."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the global transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
"vector. The three Euler angles, which are the three independent parameters "
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
"[Vector3] data structure not because the rotation is a vector, but only "
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
"point numbers. Therefore, applying affine operations on the rotation "
"\"vector\" is not meaningful."
msgstr ""
#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Global position of this node. This is equivalent to [code]global_transform."
"origin[/code]."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
@ -66526,11 +66579,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
"to [code]true[/code] and are in contact with a surface. The [member "
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
"range for acceleration.\n"
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@ -66610,8 +66663,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"Accelerates the wheel by applying an engine force. The wheel is only speed "
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "

View file

@ -12026,7 +12026,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
msgid "Bus on which this audio is playing."
msgid ""
"Bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@ -12192,7 +12198,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid "The bus on which this audio is playing."
msgid ""
"The bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@ -30778,13 +30790,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
"out after [code]timeout[/code] seconds have passed and the request is not "
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
"application from getting stuck if the request fails to get a response in a "
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
"the download from failing if it takes too much time."
"If set to a value greater than [code]0.0[/code] before the request starts, "
"the HTTP request will time out after [code]timeout[/code] seconds have "
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
"the request fails to get a response in a timely manner. For file downloads, "
"leave this to [code]0.0[/code] to prevent the download from failing if it "
"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@ -32210,9 +32223,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
"recommended to keep it enabled for games which don't require very reactive "
"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -32786,10 +32799,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
"pen motion events received from the OS will be merged to emit an accumulated "
"event only once per frame rendered at most. When set to [code]false[/code], "
"the events will be emitted as received, which means that they can be emitted "
"multiple times per frame rendered, allowing for precise input reporting at "
"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@ -32800,6 +32816,14 @@ msgstr ""
msgid "Mouse and input coordinates"
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
msgstr ""
"Liefert [code]true[/code] wenn die Länge der Zeichenkette [code]0[/code] ist."
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@ -47902,6 +47926,14 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
#: doc/classes/PoolVector3Array.xml
#, fuzzy
msgid "Sorts the elements of the array in ascending order."
msgstr "Entfernt das Element der Arrays dessen Position übergeben wurde."
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@ -56953,7 +56985,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -56993,15 +57026,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until either it is killed with [method kill], the "
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
"number of loops, which may produce unexpected results. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -58488,10 +58522,29 @@ msgid ""
"as custom visualization and editing handles in Editor."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the global transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
"vector. The three Euler angles, which are the three independent parameters "
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
"[Vector3] data structure not because the rotation is a vector, but only "
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
"point numbers. Therefore, applying affine operations on the rotation "
"\"vector\" is not meaningful."
msgstr ""
#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Global position of this node. This is equivalent to [code]global_transform."
"origin[/code]."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
@ -68828,11 +68881,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
"to [code]true[/code] and are in contact with a surface. The [member "
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
"range for acceleration.\n"
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@ -68912,8 +68965,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"Accelerates the wheel by applying an engine force. The wheel is only speed "
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "

View file

@ -9976,7 +9976,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
msgid "Bus on which this audio is playing."
msgid ""
"Bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@ -10141,7 +10147,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid "The bus on which this audio is playing."
msgid ""
"The bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@ -28452,13 +28464,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
"out after [code]timeout[/code] seconds have passed and the request is not "
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
"application from getting stuck if the request fails to get a response in a "
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
"the download from failing if it takes too much time."
"If set to a value greater than [code]0.0[/code] before the request starts, "
"the HTTP request will time out after [code]timeout[/code] seconds have "
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
"the request fails to get a response in a timely manner. For file downloads, "
"leave this to [code]0.0[/code] to prevent the download from failing if it "
"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@ -29874,9 +29887,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
"recommended to keep it enabled for games which don't require very reactive "
"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -30450,10 +30463,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
"pen motion events received from the OS will be merged to emit an accumulated "
"event only once per frame rendered at most. When set to [code]false[/code], "
"the events will be emitted as received, which means that they can be emitted "
"multiple times per frame rendered, allowing for precise input reporting at "
"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@ -30464,6 +30480,12 @@ msgstr ""
msgid "Mouse and input coordinates"
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@ -45384,6 +45406,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
#: doc/classes/PoolVector3Array.xml
msgid "Sorts the elements of the array in ascending order."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@ -54313,7 +54342,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54353,15 +54383,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until either it is killed with [method kill], the "
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
"number of loops, which may produce unexpected results. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -55836,10 +55867,29 @@ msgid ""
"as custom visualization and editing handles in Editor."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the global transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
"vector. The three Euler angles, which are the three independent parameters "
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
"[Vector3] data structure not because the rotation is a vector, but only "
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
"point numbers. Therefore, applying affine operations on the rotation "
"\"vector\" is not meaningful."
msgstr ""
#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Global position of this node. This is equivalent to [code]global_transform."
"origin[/code]."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
@ -65879,11 +65929,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
"to [code]true[/code] and are in contact with a surface. The [member "
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
"range for acceleration.\n"
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@ -65963,8 +66013,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"Accelerates the wheel by applying an engine force. The wheel is only speed "
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "

View file

@ -13142,8 +13142,14 @@ msgstr ""
"escena."
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
msgid "Bus on which this audio is playing."
msgstr "El bus en el que se está reproduciendo este audio."
msgid ""
"Bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
msgid ""
@ -13329,9 +13335,14 @@ msgstr ""
"escena."
#: doc/classes/AudioStreamPlayer3D.xml
#, fuzzy
msgid "The bus on which this audio is playing."
msgstr "El bus en el que se está reproduciendo este audio."
msgid ""
"The bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid ""
@ -37678,13 +37689,14 @@ msgstr "Número máximo de redirecciones permitidas."
#: doc/classes/HTTPRequest.xml
msgid ""
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
"out after [code]timeout[/code] seconds have passed and the request is not "
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
"application from getting stuck if the request fails to get a response in a "
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
"the download from failing if it takes too much time."
"If set to a value greater than [code]0.0[/code] before the request starts, "
"the HTTP request will time out after [code]timeout[/code] seconds have "
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
"the request fails to get a response in a timely manner. For file downloads, "
"leave this to [code]0.0[/code] to prevent the download from failing if it "
"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@ -39554,9 +39566,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
"recommended to keep it enabled for games which don't require very reactive "
"input, as this will decrease CPU usage."
msgstr ""
"Habilita o deshabilita la acumulación de eventos de entrada similares "
"enviados por el sistema operativo. Cuando la acumulación de entrada está "
@ -40315,10 +40327,13 @@ msgstr "Tipo de evento de entrada para los eventos de movimiento del ratón."
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
"pen motion events received from the OS will be merged to emit an accumulated "
"event only once per frame rendered at most. When set to [code]false[/code], "
"the events will be emitted as received, which means that they can be emitted "
"multiple times per frame rendered, allowing for precise input reporting at "
"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@ -40341,6 +40356,15 @@ msgstr ""
msgid "Mouse and input coordinates"
msgstr "Medio desplazamiento en la coordenada X."
#: doc/classes/InputEventMouseMotion.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
msgstr ""
"Devuelve el número de disposiciones del teclado.\n"
"[b]Nota:[/b] Este método está implementado en Linux, macOS y Windows."
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@ -60077,6 +60101,14 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr "Cambia el byte en el índice dado."
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
#: doc/classes/PoolVector3Array.xml
#, fuzzy
msgid "Sorts the elements of the array in ascending order."
msgstr "Elimina un elemento del array por indice."
#: doc/classes/PoolByteArray.xml
#, fuzzy
msgid ""
@ -71442,7 +71474,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -71482,15 +71515,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until either it is killed with [method kill], the "
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
"number of loops, which may produce unexpected results. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -73304,11 +73338,41 @@ msgstr ""
"El [SpatialGizmo] para este nodo. Usado por ejemplo en [EditorSpatialGizmo] "
"como visualización personalizada y manejadores de edición en el Editor."
#: doc/classes/Spatial.xml
#, fuzzy
msgid ""
"Rotation part of the global transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
"vector. The three Euler angles, which are the three independent parameters "
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
"[Vector3] data structure not because the rotation is a vector, but only "
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
"point numbers. Therefore, applying affine operations on the rotation "
"\"vector\" is not meaningful."
msgstr ""
"Parte de la rotación de la transformación local en radianes, especificada en "
"términos de ángulos YXZ-Euler en el formato (ángulo X, ángulo Y, ángulo Z).\n"
"[b]Nota:[/b] En el sentido matemático, la rotación es una matriz y no un "
"vector. Los tres ángulos de Euler, que son los tres parámetros "
"independientes de la parametrización del ángulo de Euler de la matriz de "
"rotación, se almacenan en una estructura de datos [Vector3] no porque la "
"rotación sea un vector, sino sólo porque el [Vector3] existe como una "
"estructura de datos conveniente para almacenar 3 números reales. Por lo "
"tanto, la aplicación de operaciones afines en el \"vector\" de rotación no "
"es significativa."
#: doc/classes/Spatial.xml
#, fuzzy
msgid "World space (global) [Transform] of this node."
msgstr "World3D espacio (global) [Transform] de este nodo."
#: doc/classes/Spatial.xml
msgid ""
"Global position of this node. This is equivalent to [code]global_transform."
"origin[/code]."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
@ -86302,11 +86366,11 @@ msgstr ""
#, fuzzy
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
"to [code]true[/code] and are in contact with a surface. The [member "
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
"range for acceleration.\n"
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@ -86430,8 +86494,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
#, fuzzy
msgid ""
"Accelerates the wheel by applying an engine force. The wheel is only speed "
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "

View file

@ -10399,7 +10399,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
msgid "Bus on which this audio is playing."
msgid ""
"Bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@ -10564,7 +10570,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid "The bus on which this audio is playing."
msgid ""
"The bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@ -28847,13 +28859,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
"out after [code]timeout[/code] seconds have passed and the request is not "
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
"application from getting stuck if the request fails to get a response in a "
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
"the download from failing if it takes too much time."
"If set to a value greater than [code]0.0[/code] before the request starts, "
"the HTTP request will time out after [code]timeout[/code] seconds have "
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
"the request fails to get a response in a timely manner. For file downloads, "
"leave this to [code]0.0[/code] to prevent the download from failing if it "
"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@ -30267,9 +30280,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
"recommended to keep it enabled for games which don't require very reactive "
"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -30843,10 +30856,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
"pen motion events received from the OS will be merged to emit an accumulated "
"event only once per frame rendered at most. When set to [code]false[/code], "
"the events will be emitted as received, which means that they can be emitted "
"multiple times per frame rendered, allowing for precise input reporting at "
"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@ -30857,6 +30873,12 @@ msgstr ""
msgid "Mouse and input coordinates"
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@ -45744,6 +45766,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
#: doc/classes/PoolVector3Array.xml
msgid "Sorts the elements of the array in ascending order."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@ -54672,7 +54701,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54712,15 +54742,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until either it is killed with [method kill], the "
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
"number of loops, which may produce unexpected results. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -56195,10 +56226,29 @@ msgid ""
"as custom visualization and editing handles in Editor."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the global transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
"vector. The three Euler angles, which are the three independent parameters "
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
"[Vector3] data structure not because the rotation is a vector, but only "
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
"point numbers. Therefore, applying affine operations on the rotation "
"\"vector\" is not meaningful."
msgstr ""
#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Global position of this node. This is equivalent to [code]global_transform."
"origin[/code]."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
@ -66217,11 +66267,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
"to [code]true[/code] and are in contact with a surface. The [member "
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
"range for acceleration.\n"
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@ -66301,8 +66351,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"Accelerates the wheel by applying an engine force. The wheel is only speed "
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "

View file

@ -10049,7 +10049,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
msgid "Bus on which this audio is playing."
msgid ""
"Bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@ -10214,7 +10220,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid "The bus on which this audio is playing."
msgid ""
"The bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@ -28535,13 +28547,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
"out after [code]timeout[/code] seconds have passed and the request is not "
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
"application from getting stuck if the request fails to get a response in a "
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
"the download from failing if it takes too much time."
"If set to a value greater than [code]0.0[/code] before the request starts, "
"the HTTP request will time out after [code]timeout[/code] seconds have "
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
"the request fails to get a response in a timely manner. For file downloads, "
"leave this to [code]0.0[/code] to prevent the download from failing if it "
"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@ -29957,9 +29970,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
"recommended to keep it enabled for games which don't require very reactive "
"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -30533,10 +30546,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
"pen motion events received from the OS will be merged to emit an accumulated "
"event only once per frame rendered at most. When set to [code]false[/code], "
"the events will be emitted as received, which means that they can be emitted "
"multiple times per frame rendered, allowing for precise input reporting at "
"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@ -30547,6 +30563,12 @@ msgstr ""
msgid "Mouse and input coordinates"
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@ -45469,6 +45491,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
#: doc/classes/PoolVector3Array.xml
msgid "Sorts the elements of the array in ascending order."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@ -54398,7 +54427,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54438,15 +54468,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until either it is killed with [method kill], the "
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
"number of loops, which may produce unexpected results. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -55922,10 +55953,29 @@ msgid ""
"as custom visualization and editing handles in Editor."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the global transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
"vector. The three Euler angles, which are the three independent parameters "
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
"[Vector3] data structure not because the rotation is a vector, but only "
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
"point numbers. Therefore, applying affine operations on the rotation "
"\"vector\" is not meaningful."
msgstr ""
#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Global position of this node. This is equivalent to [code]global_transform."
"origin[/code]."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
@ -65972,11 +66022,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
"to [code]true[/code] and are in contact with a surface. The [member "
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
"range for acceleration.\n"
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@ -66056,8 +66106,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"Accelerates the wheel by applying an engine force. The wheel is only speed "
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "

View file

@ -9974,7 +9974,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
msgid "Bus on which this audio is playing."
msgid ""
"Bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@ -10139,7 +10145,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid "The bus on which this audio is playing."
msgid ""
"The bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@ -28422,13 +28434,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
"out after [code]timeout[/code] seconds have passed and the request is not "
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
"application from getting stuck if the request fails to get a response in a "
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
"the download from failing if it takes too much time."
"If set to a value greater than [code]0.0[/code] before the request starts, "
"the HTTP request will time out after [code]timeout[/code] seconds have "
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
"the request fails to get a response in a timely manner. For file downloads, "
"leave this to [code]0.0[/code] to prevent the download from failing if it "
"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@ -29842,9 +29855,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
"recommended to keep it enabled for games which don't require very reactive "
"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -30418,10 +30431,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
"pen motion events received from the OS will be merged to emit an accumulated "
"event only once per frame rendered at most. When set to [code]false[/code], "
"the events will be emitted as received, which means that they can be emitted "
"multiple times per frame rendered, allowing for precise input reporting at "
"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@ -30432,6 +30448,12 @@ msgstr ""
msgid "Mouse and input coordinates"
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@ -45301,6 +45323,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
#: doc/classes/PoolVector3Array.xml
msgid "Sorts the elements of the array in ascending order."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@ -54225,7 +54254,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54265,15 +54295,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until either it is killed with [method kill], the "
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
"number of loops, which may produce unexpected results. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -55748,10 +55779,29 @@ msgid ""
"as custom visualization and editing handles in Editor."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the global transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
"vector. The three Euler angles, which are the three independent parameters "
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
"[Vector3] data structure not because the rotation is a vector, but only "
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
"point numbers. Therefore, applying affine operations on the rotation "
"\"vector\" is not meaningful."
msgstr ""
#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Global position of this node. This is equivalent to [code]global_transform."
"origin[/code]."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
@ -65770,11 +65820,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
"to [code]true[/code] and are in contact with a surface. The [member "
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
"range for acceleration.\n"
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@ -65854,8 +65904,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"Accelerates the wheel by applying an engine force. The wheel is only speed "
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "

File diff suppressed because it is too large Load diff

View file

@ -9966,7 +9966,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
msgid "Bus on which this audio is playing."
msgid ""
"Bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@ -10131,7 +10137,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid "The bus on which this audio is playing."
msgid ""
"The bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@ -28411,13 +28423,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
"out after [code]timeout[/code] seconds have passed and the request is not "
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
"application from getting stuck if the request fails to get a response in a "
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
"the download from failing if it takes too much time."
"If set to a value greater than [code]0.0[/code] before the request starts, "
"the HTTP request will time out after [code]timeout[/code] seconds have "
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
"the request fails to get a response in a timely manner. For file downloads, "
"leave this to [code]0.0[/code] to prevent the download from failing if it "
"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@ -29831,9 +29844,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
"recommended to keep it enabled for games which don't require very reactive "
"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -30407,10 +30420,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
"pen motion events received from the OS will be merged to emit an accumulated "
"event only once per frame rendered at most. When set to [code]false[/code], "
"the events will be emitted as received, which means that they can be emitted "
"multiple times per frame rendered, allowing for precise input reporting at "
"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@ -30421,6 +30437,12 @@ msgstr ""
msgid "Mouse and input coordinates"
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@ -45290,6 +45312,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
#: doc/classes/PoolVector3Array.xml
msgid "Sorts the elements of the array in ascending order."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@ -54214,7 +54243,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54254,15 +54284,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until either it is killed with [method kill], the "
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
"number of loops, which may produce unexpected results. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -55737,10 +55768,29 @@ msgid ""
"as custom visualization and editing handles in Editor."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the global transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
"vector. The three Euler angles, which are the three independent parameters "
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
"[Vector3] data structure not because the rotation is a vector, but only "
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
"point numbers. Therefore, applying affine operations on the rotation "
"\"vector\" is not meaningful."
msgstr ""
#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Global position of this node. This is equivalent to [code]global_transform."
"origin[/code]."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
@ -65759,11 +65809,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
"to [code]true[/code] and are in contact with a surface. The [member "
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
"range for acceleration.\n"
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@ -65843,8 +65893,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"Accelerates the wheel by applying an engine force. The wheel is only speed "
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "

View file

@ -9965,7 +9965,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
msgid "Bus on which this audio is playing."
msgid ""
"Bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@ -10130,7 +10136,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid "The bus on which this audio is playing."
msgid ""
"The bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@ -28410,13 +28422,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
"out after [code]timeout[/code] seconds have passed and the request is not "
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
"application from getting stuck if the request fails to get a response in a "
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
"the download from failing if it takes too much time."
"If set to a value greater than [code]0.0[/code] before the request starts, "
"the HTTP request will time out after [code]timeout[/code] seconds have "
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
"the request fails to get a response in a timely manner. For file downloads, "
"leave this to [code]0.0[/code] to prevent the download from failing if it "
"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@ -29830,9 +29843,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
"recommended to keep it enabled for games which don't require very reactive "
"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -30406,10 +30419,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
"pen motion events received from the OS will be merged to emit an accumulated "
"event only once per frame rendered at most. When set to [code]false[/code], "
"the events will be emitted as received, which means that they can be emitted "
"multiple times per frame rendered, allowing for precise input reporting at "
"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@ -30420,6 +30436,12 @@ msgstr ""
msgid "Mouse and input coordinates"
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@ -45289,6 +45311,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
#: doc/classes/PoolVector3Array.xml
msgid "Sorts the elements of the array in ascending order."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@ -54213,7 +54242,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54253,15 +54283,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until either it is killed with [method kill], the "
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
"number of loops, which may produce unexpected results. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -55736,10 +55767,29 @@ msgid ""
"as custom visualization and editing handles in Editor."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the global transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
"vector. The three Euler angles, which are the three independent parameters "
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
"[Vector3] data structure not because the rotation is a vector, but only "
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
"point numbers. Therefore, applying affine operations on the rotation "
"\"vector\" is not meaningful."
msgstr ""
#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Global position of this node. This is equivalent to [code]global_transform."
"origin[/code]."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
@ -65758,11 +65808,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
"to [code]true[/code] and are in contact with a surface. The [member "
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
"range for acceleration.\n"
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@ -65842,8 +65892,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"Accelerates the wheel by applying an engine force. The wheel is only speed "
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "

View file

@ -9984,7 +9984,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
msgid "Bus on which this audio is playing."
msgid ""
"Bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@ -10149,7 +10155,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid "The bus on which this audio is playing."
msgid ""
"The bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@ -28429,13 +28441,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
"out after [code]timeout[/code] seconds have passed and the request is not "
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
"application from getting stuck if the request fails to get a response in a "
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
"the download from failing if it takes too much time."
"If set to a value greater than [code]0.0[/code] before the request starts, "
"the HTTP request will time out after [code]timeout[/code] seconds have "
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
"the request fails to get a response in a timely manner. For file downloads, "
"leave this to [code]0.0[/code] to prevent the download from failing if it "
"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@ -29849,9 +29862,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
"recommended to keep it enabled for games which don't require very reactive "
"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -30425,10 +30438,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
"pen motion events received from the OS will be merged to emit an accumulated "
"event only once per frame rendered at most. When set to [code]false[/code], "
"the events will be emitted as received, which means that they can be emitted "
"multiple times per frame rendered, allowing for precise input reporting at "
"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@ -30439,6 +30455,12 @@ msgstr ""
msgid "Mouse and input coordinates"
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@ -45308,6 +45330,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
#: doc/classes/PoolVector3Array.xml
msgid "Sorts the elements of the array in ascending order."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@ -54232,7 +54261,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54272,15 +54302,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until either it is killed with [method kill], the "
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
"number of loops, which may produce unexpected results. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -55755,10 +55786,29 @@ msgid ""
"as custom visualization and editing handles in Editor."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the global transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
"vector. The three Euler angles, which are the three independent parameters "
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
"[Vector3] data structure not because the rotation is a vector, but only "
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
"point numbers. Therefore, applying affine operations on the rotation "
"\"vector\" is not meaningful."
msgstr ""
#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Global position of this node. This is equivalent to [code]global_transform."
"origin[/code]."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
@ -65777,11 +65827,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
"to [code]true[/code] and are in contact with a surface. The [member "
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
"range for acceleration.\n"
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@ -65861,8 +65911,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"Accelerates the wheel by applying an engine force. The wheel is only speed "
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "

View file

@ -15,12 +15,13 @@
# ProgrammerIndonesia 44 <elo.jhy@gmail.com>, 2022.
# Reza Almanda <rezaalmanda27@gmail.com>, 2022.
# Tsaqib Fadhlurrahman Soka <sokatsaqib@gmail.com>, 2022.
# yusuf afandi <afandi.yusuf.04@gmail.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2022-05-28 14:11+0000\n"
"Last-Translator: Reza Almanda <rezaalmanda27@gmail.com>\n"
"PO-Revision-Date: 2022-07-09 21:12+0000\n"
"Last-Translator: yusuf afandi <afandi.yusuf.04@gmail.com>\n"
"Language-Team: Indonesian <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/id/>\n"
"Language: id\n"
@ -28,7 +29,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=1; plural=0;\n"
"X-Generator: Weblate 4.13-dev\n"
"X-Generator: Weblate 4.13.1-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@ -122,7 +123,7 @@ msgstr "Metode ini menerima sejumlah argumen setelah yang dijelaskan di sini."
#: doc/tools/make_rst.py
msgid "This method is used to construct a type."
msgstr ""
msgstr "Metode ini digunakan untuk mengkonstruksi sebuah tipe."
#: doc/tools/make_rst.py
msgid ""
@ -10377,7 +10378,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
msgid "Bus on which this audio is playing."
msgid ""
"Bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@ -10542,7 +10549,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid "The bus on which this audio is playing."
msgid ""
"The bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@ -28835,13 +28848,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
"out after [code]timeout[/code] seconds have passed and the request is not "
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
"application from getting stuck if the request fails to get a response in a "
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
"the download from failing if it takes too much time."
"If set to a value greater than [code]0.0[/code] before the request starts, "
"the HTTP request will time out after [code]timeout[/code] seconds have "
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
"the request fails to get a response in a timely manner. For file downloads, "
"leave this to [code]0.0[/code] to prevent the download from failing if it "
"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@ -30255,9 +30269,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
"recommended to keep it enabled for games which don't require very reactive "
"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -30831,10 +30845,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
"pen motion events received from the OS will be merged to emit an accumulated "
"event only once per frame rendered at most. When set to [code]false[/code], "
"the events will be emitted as received, which means that they can be emitted "
"multiple times per frame rendered, allowing for precise input reporting at "
"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@ -30845,6 +30862,12 @@ msgstr ""
msgid "Mouse and input coordinates"
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@ -45755,6 +45778,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
#: doc/classes/PoolVector3Array.xml
msgid "Sorts the elements of the array in ascending order."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@ -54682,7 +54712,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54722,15 +54753,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until either it is killed with [method kill], the "
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
"number of loops, which may produce unexpected results. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -56205,10 +56237,29 @@ msgid ""
"as custom visualization and editing handles in Editor."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the global transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
"vector. The three Euler angles, which are the three independent parameters "
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
"[Vector3] data structure not because the rotation is a vector, but only "
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
"point numbers. Therefore, applying affine operations on the rotation "
"\"vector\" is not meaningful."
msgstr ""
#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Global position of this node. This is equivalent to [code]global_transform."
"origin[/code]."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
@ -66234,11 +66285,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
"to [code]true[/code] and are in contact with a surface. The [member "
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
"range for acceleration.\n"
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@ -66318,8 +66369,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"Accelerates the wheel by applying an engine force. The wheel is only speed "
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "

View file

@ -9965,7 +9965,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
msgid "Bus on which this audio is playing."
msgid ""
"Bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@ -10130,7 +10136,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid "The bus on which this audio is playing."
msgid ""
"The bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@ -28410,13 +28422,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
"out after [code]timeout[/code] seconds have passed and the request is not "
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
"application from getting stuck if the request fails to get a response in a "
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
"the download from failing if it takes too much time."
"If set to a value greater than [code]0.0[/code] before the request starts, "
"the HTTP request will time out after [code]timeout[/code] seconds have "
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
"the request fails to get a response in a timely manner. For file downloads, "
"leave this to [code]0.0[/code] to prevent the download from failing if it "
"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@ -29830,9 +29843,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
"recommended to keep it enabled for games which don't require very reactive "
"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -30406,10 +30419,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
"pen motion events received from the OS will be merged to emit an accumulated "
"event only once per frame rendered at most. When set to [code]false[/code], "
"the events will be emitted as received, which means that they can be emitted "
"multiple times per frame rendered, allowing for precise input reporting at "
"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@ -30420,6 +30436,12 @@ msgstr ""
msgid "Mouse and input coordinates"
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@ -45289,6 +45311,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
#: doc/classes/PoolVector3Array.xml
msgid "Sorts the elements of the array in ascending order."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@ -54213,7 +54242,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54253,15 +54283,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until either it is killed with [method kill], the "
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
"number of loops, which may produce unexpected results. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -55736,10 +55767,29 @@ msgid ""
"as custom visualization and editing handles in Editor."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the global transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
"vector. The three Euler angles, which are the three independent parameters "
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
"[Vector3] data structure not because the rotation is a vector, but only "
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
"point numbers. Therefore, applying affine operations on the rotation "
"\"vector\" is not meaningful."
msgstr ""
#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Global position of this node. This is equivalent to [code]global_transform."
"origin[/code]."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
@ -65758,11 +65808,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
"to [code]true[/code] and are in contact with a surface. The [member "
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
"range for acceleration.\n"
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@ -65842,8 +65892,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"Accelerates the wheel by applying an engine force. The wheel is only speed "
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "

View file

@ -10991,7 +10991,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
msgid "Bus on which this audio is playing."
msgid ""
"Bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@ -11156,7 +11162,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid "The bus on which this audio is playing."
msgid ""
"The bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@ -29595,13 +29607,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
"out after [code]timeout[/code] seconds have passed and the request is not "
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
"application from getting stuck if the request fails to get a response in a "
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
"the download from failing if it takes too much time."
"If set to a value greater than [code]0.0[/code] before the request starts, "
"the HTTP request will time out after [code]timeout[/code] seconds have "
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
"the request fails to get a response in a timely manner. For file downloads, "
"leave this to [code]0.0[/code] to prevent the download from failing if it "
"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@ -31020,9 +31033,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
"recommended to keep it enabled for games which don't require very reactive "
"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -31597,10 +31610,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
"pen motion events received from the OS will be merged to emit an accumulated "
"event only once per frame rendered at most. When set to [code]false[/code], "
"the events will be emitted as received, which means that they can be emitted "
"multiple times per frame rendered, allowing for precise input reporting at "
"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@ -31611,6 +31627,13 @@ msgstr ""
msgid "Mouse and input coordinates"
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@ -46611,6 +46634,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
#: doc/classes/PoolVector3Array.xml
msgid "Sorts the elements of the array in ascending order."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@ -55551,7 +55581,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -55591,15 +55622,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until either it is killed with [method kill], the "
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
"number of loops, which may produce unexpected results. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -57076,10 +57108,29 @@ msgid ""
"as custom visualization and editing handles in Editor."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the global transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
"vector. The three Euler angles, which are the three independent parameters "
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
"[Vector3] data structure not because the rotation is a vector, but only "
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
"point numbers. Therefore, applying affine operations on the rotation "
"\"vector\" is not meaningful."
msgstr ""
#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Global position of this node. This is equivalent to [code]global_transform."
"origin[/code]."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
@ -67192,11 +67243,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
"to [code]true[/code] and are in contact with a surface. The [member "
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
"range for acceleration.\n"
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@ -67276,8 +67327,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"Accelerates the wheel by applying an engine force. The wheel is only speed "
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "

View file

@ -12677,8 +12677,14 @@ msgstr ""
"ます。"
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
msgid "Bus on which this audio is playing."
msgstr "このオーディオが再生されているバス。"
msgid ""
"Bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
msgid ""
@ -12860,9 +12866,14 @@ msgstr ""
"ます。"
#: doc/classes/AudioStreamPlayer3D.xml
#, fuzzy
msgid "The bus on which this audio is playing."
msgstr "このオーディオが再生されているバス。"
msgid ""
"The bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid ""
@ -31648,13 +31659,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
"out after [code]timeout[/code] seconds have passed and the request is not "
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
"application from getting stuck if the request fails to get a response in a "
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
"the download from failing if it takes too much time."
"If set to a value greater than [code]0.0[/code] before the request starts, "
"the HTTP request will time out after [code]timeout[/code] seconds have "
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
"the request fails to get a response in a timely manner. For file downloads, "
"leave this to [code]0.0[/code] to prevent the download from failing if it "
"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@ -33082,9 +33094,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
"recommended to keep it enabled for games which don't require very reactive "
"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -33658,10 +33670,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
"pen motion events received from the OS will be merged to emit an accumulated "
"event only once per frame rendered at most. When set to [code]false[/code], "
"the events will be emitted as received, which means that they can be emitted "
"multiple times per frame rendered, allowing for precise input reporting at "
"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@ -33672,6 +33687,14 @@ msgstr ""
msgid "Mouse and input coordinates"
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
msgstr ""
"文字列の長さが [code]0[/code] に等しければ [code]true[/code] を返します。"
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@ -48785,6 +48808,14 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
#: doc/classes/PoolVector3Array.xml
#, fuzzy
msgid "Sorts the elements of the array in ascending order."
msgstr "インデックスにより配列から要素を削除します。"
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@ -57800,7 +57831,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -57840,15 +57872,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until either it is killed with [method kill], the "
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
"number of loops, which may produce unexpected results. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -59333,10 +59366,29 @@ msgid ""
"as custom visualization and editing handles in Editor."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the global transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
"vector. The three Euler angles, which are the three independent parameters "
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
"[Vector3] data structure not because the rotation is a vector, but only "
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
"point numbers. Therefore, applying affine operations on the rotation "
"\"vector\" is not meaningful."
msgstr ""
#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Global position of this node. This is equivalent to [code]global_transform."
"origin[/code]."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
@ -69788,11 +69840,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
"to [code]true[/code] and are in contact with a surface. The [member "
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
"range for acceleration.\n"
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@ -69872,8 +69924,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"Accelerates the wheel by applying an engine force. The wheel is only speed "
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "

View file

@ -10141,7 +10141,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
msgid "Bus on which this audio is playing."
msgid ""
"Bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@ -10306,7 +10312,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid "The bus on which this audio is playing."
msgid ""
"The bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@ -28713,13 +28725,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
"out after [code]timeout[/code] seconds have passed and the request is not "
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
"application from getting stuck if the request fails to get a response in a "
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
"the download from failing if it takes too much time."
"If set to a value greater than [code]0.0[/code] before the request starts, "
"the HTTP request will time out after [code]timeout[/code] seconds have "
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
"the request fails to get a response in a timely manner. For file downloads, "
"leave this to [code]0.0[/code] to prevent the download from failing if it "
"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@ -30141,9 +30154,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
"recommended to keep it enabled for games which don't require very reactive "
"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -30717,10 +30730,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
"pen motion events received from the OS will be merged to emit an accumulated "
"event only once per frame rendered at most. When set to [code]false[/code], "
"the events will be emitted as received, which means that they can be emitted "
"multiple times per frame rendered, allowing for precise input reporting at "
"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@ -30731,6 +30747,12 @@ msgstr ""
msgid "Mouse and input coordinates"
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@ -45796,6 +45818,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
#: doc/classes/PoolVector3Array.xml
msgid "Sorts the elements of the array in ascending order."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@ -54725,7 +54754,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54765,15 +54795,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until either it is killed with [method kill], the "
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
"number of loops, which may produce unexpected results. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -56248,10 +56279,29 @@ msgid ""
"as custom visualization and editing handles in Editor."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the global transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
"vector. The three Euler angles, which are the three independent parameters "
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
"[Vector3] data structure not because the rotation is a vector, but only "
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
"point numbers. Therefore, applying affine operations on the rotation "
"\"vector\" is not meaningful."
msgstr ""
#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Global position of this node. This is equivalent to [code]global_transform."
"origin[/code]."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
@ -66291,11 +66341,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
"to [code]true[/code] and are in contact with a surface. The [member "
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
"range for acceleration.\n"
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@ -66375,8 +66425,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"Accelerates the wheel by applying an engine force. The wheel is only speed "
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "

View file

@ -9975,7 +9975,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
msgid "Bus on which this audio is playing."
msgid ""
"Bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@ -10140,7 +10146,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid "The bus on which this audio is playing."
msgid ""
"The bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@ -28420,13 +28432,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
"out after [code]timeout[/code] seconds have passed and the request is not "
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
"application from getting stuck if the request fails to get a response in a "
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
"the download from failing if it takes too much time."
"If set to a value greater than [code]0.0[/code] before the request starts, "
"the HTTP request will time out after [code]timeout[/code] seconds have "
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
"the request fails to get a response in a timely manner. For file downloads, "
"leave this to [code]0.0[/code] to prevent the download from failing if it "
"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@ -29840,9 +29853,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
"recommended to keep it enabled for games which don't require very reactive "
"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -30416,10 +30429,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
"pen motion events received from the OS will be merged to emit an accumulated "
"event only once per frame rendered at most. When set to [code]false[/code], "
"the events will be emitted as received, which means that they can be emitted "
"multiple times per frame rendered, allowing for precise input reporting at "
"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@ -30430,6 +30446,12 @@ msgstr ""
msgid "Mouse and input coordinates"
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@ -45299,6 +45321,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
#: doc/classes/PoolVector3Array.xml
msgid "Sorts the elements of the array in ascending order."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@ -54223,7 +54252,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54263,15 +54293,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until either it is killed with [method kill], the "
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
"number of loops, which may produce unexpected results. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -55746,10 +55777,29 @@ msgid ""
"as custom visualization and editing handles in Editor."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the global transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
"vector. The three Euler angles, which are the three independent parameters "
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
"[Vector3] data structure not because the rotation is a vector, but only "
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
"point numbers. Therefore, applying affine operations on the rotation "
"\"vector\" is not meaningful."
msgstr ""
#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Global position of this node. This is equivalent to [code]global_transform."
"origin[/code]."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
@ -65768,11 +65818,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
"to [code]true[/code] and are in contact with a surface. The [member "
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
"range for acceleration.\n"
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@ -65852,8 +65902,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"Accelerates the wheel by applying an engine force. The wheel is only speed "
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "

View file

@ -9980,7 +9980,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
msgid "Bus on which this audio is playing."
msgid ""
"Bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@ -10145,7 +10151,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid "The bus on which this audio is playing."
msgid ""
"The bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@ -28428,13 +28440,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
"out after [code]timeout[/code] seconds have passed and the request is not "
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
"application from getting stuck if the request fails to get a response in a "
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
"the download from failing if it takes too much time."
"If set to a value greater than [code]0.0[/code] before the request starts, "
"the HTTP request will time out after [code]timeout[/code] seconds have "
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
"the request fails to get a response in a timely manner. For file downloads, "
"leave this to [code]0.0[/code] to prevent the download from failing if it "
"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@ -29848,9 +29861,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
"recommended to keep it enabled for games which don't require very reactive "
"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -30424,10 +30437,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
"pen motion events received from the OS will be merged to emit an accumulated "
"event only once per frame rendered at most. When set to [code]false[/code], "
"the events will be emitted as received, which means that they can be emitted "
"multiple times per frame rendered, allowing for precise input reporting at "
"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@ -30438,6 +30454,12 @@ msgstr ""
msgid "Mouse and input coordinates"
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@ -45307,6 +45329,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
#: doc/classes/PoolVector3Array.xml
msgid "Sorts the elements of the array in ascending order."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@ -54231,7 +54260,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54271,15 +54301,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until either it is killed with [method kill], the "
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
"number of loops, which may produce unexpected results. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -55754,10 +55785,29 @@ msgid ""
"as custom visualization and editing handles in Editor."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the global transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
"vector. The three Euler angles, which are the three independent parameters "
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
"[Vector3] data structure not because the rotation is a vector, but only "
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
"point numbers. Therefore, applying affine operations on the rotation "
"\"vector\" is not meaningful."
msgstr ""
#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Global position of this node. This is equivalent to [code]global_transform."
"origin[/code]."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
@ -65776,11 +65826,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
"to [code]true[/code] and are in contact with a surface. The [member "
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
"range for acceleration.\n"
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@ -65860,8 +65910,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"Accelerates the wheel by applying an engine force. The wheel is only speed "
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "

View file

@ -9963,7 +9963,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
msgid "Bus on which this audio is playing."
msgid ""
"Bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@ -10128,7 +10134,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid "The bus on which this audio is playing."
msgid ""
"The bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@ -28408,13 +28420,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
"out after [code]timeout[/code] seconds have passed and the request is not "
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
"application from getting stuck if the request fails to get a response in a "
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
"the download from failing if it takes too much time."
"If set to a value greater than [code]0.0[/code] before the request starts, "
"the HTTP request will time out after [code]timeout[/code] seconds have "
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
"the request fails to get a response in a timely manner. For file downloads, "
"leave this to [code]0.0[/code] to prevent the download from failing if it "
"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@ -29828,9 +29841,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
"recommended to keep it enabled for games which don't require very reactive "
"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -30404,10 +30417,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
"pen motion events received from the OS will be merged to emit an accumulated "
"event only once per frame rendered at most. When set to [code]false[/code], "
"the events will be emitted as received, which means that they can be emitted "
"multiple times per frame rendered, allowing for precise input reporting at "
"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@ -30418,6 +30434,12 @@ msgstr ""
msgid "Mouse and input coordinates"
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@ -45287,6 +45309,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
#: doc/classes/PoolVector3Array.xml
msgid "Sorts the elements of the array in ascending order."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@ -54211,7 +54240,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54251,15 +54281,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until either it is killed with [method kill], the "
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
"number of loops, which may produce unexpected results. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -55734,10 +55765,29 @@ msgid ""
"as custom visualization and editing handles in Editor."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the global transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
"vector. The three Euler angles, which are the three independent parameters "
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
"[Vector3] data structure not because the rotation is a vector, but only "
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
"point numbers. Therefore, applying affine operations on the rotation "
"\"vector\" is not meaningful."
msgstr ""
#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Global position of this node. This is equivalent to [code]global_transform."
"origin[/code]."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
@ -65756,11 +65806,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
"to [code]true[/code] and are in contact with a surface. The [member "
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
"range for acceleration.\n"
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@ -65840,8 +65890,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"Accelerates the wheel by applying an engine force. The wheel is only speed "
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "

View file

@ -9975,7 +9975,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
msgid "Bus on which this audio is playing."
msgid ""
"Bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@ -10140,7 +10146,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid "The bus on which this audio is playing."
msgid ""
"The bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@ -28420,13 +28432,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
"out after [code]timeout[/code] seconds have passed and the request is not "
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
"application from getting stuck if the request fails to get a response in a "
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
"the download from failing if it takes too much time."
"If set to a value greater than [code]0.0[/code] before the request starts, "
"the HTTP request will time out after [code]timeout[/code] seconds have "
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
"the request fails to get a response in a timely manner. For file downloads, "
"leave this to [code]0.0[/code] to prevent the download from failing if it "
"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@ -29840,9 +29853,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
"recommended to keep it enabled for games which don't require very reactive "
"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -30416,10 +30429,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
"pen motion events received from the OS will be merged to emit an accumulated "
"event only once per frame rendered at most. When set to [code]false[/code], "
"the events will be emitted as received, which means that they can be emitted "
"multiple times per frame rendered, allowing for precise input reporting at "
"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@ -30430,6 +30446,12 @@ msgstr ""
msgid "Mouse and input coordinates"
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@ -45299,6 +45321,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
#: doc/classes/PoolVector3Array.xml
msgid "Sorts the elements of the array in ascending order."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@ -54223,7 +54252,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54263,15 +54293,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until either it is killed with [method kill], the "
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
"number of loops, which may produce unexpected results. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -55746,10 +55777,29 @@ msgid ""
"as custom visualization and editing handles in Editor."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the global transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
"vector. The three Euler angles, which are the three independent parameters "
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
"[Vector3] data structure not because the rotation is a vector, but only "
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
"point numbers. Therefore, applying affine operations on the rotation "
"\"vector\" is not meaningful."
msgstr ""
#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Global position of this node. This is equivalent to [code]global_transform."
"origin[/code]."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
@ -65768,11 +65818,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
"to [code]true[/code] and are in contact with a surface. The [member "
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
"range for acceleration.\n"
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@ -65852,8 +65902,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"Accelerates the wheel by applying an engine force. The wheel is only speed "
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "

View file

@ -9963,7 +9963,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
msgid "Bus on which this audio is playing."
msgid ""
"Bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@ -10128,7 +10134,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid "The bus on which this audio is playing."
msgid ""
"The bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@ -28408,13 +28420,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
"out after [code]timeout[/code] seconds have passed and the request is not "
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
"application from getting stuck if the request fails to get a response in a "
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
"the download from failing if it takes too much time."
"If set to a value greater than [code]0.0[/code] before the request starts, "
"the HTTP request will time out after [code]timeout[/code] seconds have "
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
"the request fails to get a response in a timely manner. For file downloads, "
"leave this to [code]0.0[/code] to prevent the download from failing if it "
"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@ -29828,9 +29841,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
"recommended to keep it enabled for games which don't require very reactive "
"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -30404,10 +30417,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
"pen motion events received from the OS will be merged to emit an accumulated "
"event only once per frame rendered at most. When set to [code]false[/code], "
"the events will be emitted as received, which means that they can be emitted "
"multiple times per frame rendered, allowing for precise input reporting at "
"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@ -30418,6 +30434,12 @@ msgstr ""
msgid "Mouse and input coordinates"
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@ -45287,6 +45309,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
#: doc/classes/PoolVector3Array.xml
msgid "Sorts the elements of the array in ascending order."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@ -54211,7 +54240,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54251,15 +54281,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until either it is killed with [method kill], the "
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
"number of loops, which may produce unexpected results. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -55734,10 +55765,29 @@ msgid ""
"as custom visualization and editing handles in Editor."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the global transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
"vector. The three Euler angles, which are the three independent parameters "
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
"[Vector3] data structure not because the rotation is a vector, but only "
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
"point numbers. Therefore, applying affine operations on the rotation "
"\"vector\" is not meaningful."
msgstr ""
#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Global position of this node. This is equivalent to [code]global_transform."
"origin[/code]."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
@ -65756,11 +65806,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
"to [code]true[/code] and are in contact with a surface. The [member "
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
"range for acceleration.\n"
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@ -65840,8 +65890,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"Accelerates the wheel by applying an engine force. The wheel is only speed "
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "

View file

@ -10032,7 +10032,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
msgid "Bus on which this audio is playing."
msgid ""
"Bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@ -10197,7 +10203,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid "The bus on which this audio is playing."
msgid ""
"The bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@ -28480,13 +28492,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
"out after [code]timeout[/code] seconds have passed and the request is not "
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
"application from getting stuck if the request fails to get a response in a "
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
"the download from failing if it takes too much time."
"If set to a value greater than [code]0.0[/code] before the request starts, "
"the HTTP request will time out after [code]timeout[/code] seconds have "
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
"the request fails to get a response in a timely manner. For file downloads, "
"leave this to [code]0.0[/code] to prevent the download from failing if it "
"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@ -29900,9 +29913,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
"recommended to keep it enabled for games which don't require very reactive "
"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -30476,10 +30489,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
"pen motion events received from the OS will be merged to emit an accumulated "
"event only once per frame rendered at most. When set to [code]false[/code], "
"the events will be emitted as received, which means that they can be emitted "
"multiple times per frame rendered, allowing for precise input reporting at "
"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@ -30490,6 +30506,12 @@ msgstr ""
msgid "Mouse and input coordinates"
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@ -45359,6 +45381,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
#: doc/classes/PoolVector3Array.xml
msgid "Sorts the elements of the array in ascending order."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@ -54284,7 +54313,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54324,15 +54354,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until either it is killed with [method kill], the "
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
"number of loops, which may produce unexpected results. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -55807,10 +55838,29 @@ msgid ""
"as custom visualization and editing handles in Editor."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the global transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
"vector. The three Euler angles, which are the three independent parameters "
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
"[Vector3] data structure not because the rotation is a vector, but only "
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
"point numbers. Therefore, applying affine operations on the rotation "
"\"vector\" is not meaningful."
msgstr ""
#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Global position of this node. This is equivalent to [code]global_transform."
"origin[/code]."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
@ -65829,11 +65879,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
"to [code]true[/code] and are in contact with a surface. The [member "
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
"range for acceleration.\n"
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@ -65913,8 +65963,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"Accelerates the wheel by applying an engine force. The wheel is only speed "
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "

View file

@ -10471,7 +10471,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
msgid "Bus on which this audio is playing."
msgid ""
"Bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@ -10636,7 +10642,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid "The bus on which this audio is playing."
msgid ""
"The bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@ -28986,13 +28998,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
"out after [code]timeout[/code] seconds have passed and the request is not "
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
"application from getting stuck if the request fails to get a response in a "
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
"the download from failing if it takes too much time."
"If set to a value greater than [code]0.0[/code] before the request starts, "
"the HTTP request will time out after [code]timeout[/code] seconds have "
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
"the request fails to get a response in a timely manner. For file downloads, "
"leave this to [code]0.0[/code] to prevent the download from failing if it "
"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@ -30409,9 +30422,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
"recommended to keep it enabled for games which don't require very reactive "
"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -30985,10 +30998,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
"pen motion events received from the OS will be merged to emit an accumulated "
"event only once per frame rendered at most. When set to [code]false[/code], "
"the events will be emitted as received, which means that they can be emitted "
"multiple times per frame rendered, allowing for precise input reporting at "
"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@ -30999,6 +31015,12 @@ msgstr ""
msgid "Mouse and input coordinates"
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@ -46003,6 +46025,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
#: doc/classes/PoolVector3Array.xml
msgid "Sorts the elements of the array in ascending order."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@ -54943,7 +54972,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54983,15 +55013,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until either it is killed with [method kill], the "
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
"number of loops, which may produce unexpected results. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -56467,10 +56498,29 @@ msgid ""
"as custom visualization and editing handles in Editor."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the global transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
"vector. The three Euler angles, which are the three independent parameters "
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
"[Vector3] data structure not because the rotation is a vector, but only "
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
"point numbers. Therefore, applying affine operations on the rotation "
"\"vector\" is not meaningful."
msgstr ""
#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Global position of this node. This is equivalent to [code]global_transform."
"origin[/code]."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
@ -66529,11 +66579,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
"to [code]true[/code] and are in contact with a surface. The [member "
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
"range for acceleration.\n"
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@ -66613,8 +66663,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"Accelerates the wheel by applying an engine force. The wheel is only speed "
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "

View file

@ -10787,7 +10787,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
msgid "Bus on which this audio is playing."
msgid ""
"Bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@ -10952,7 +10958,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid "The bus on which this audio is playing."
msgid ""
"The bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@ -29301,13 +29313,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
"out after [code]timeout[/code] seconds have passed and the request is not "
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
"application from getting stuck if the request fails to get a response in a "
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
"the download from failing if it takes too much time."
"If set to a value greater than [code]0.0[/code] before the request starts, "
"the HTTP request will time out after [code]timeout[/code] seconds have "
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
"the request fails to get a response in a timely manner. For file downloads, "
"leave this to [code]0.0[/code] to prevent the download from failing if it "
"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@ -30721,9 +30734,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
"recommended to keep it enabled for games which don't require very reactive "
"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -31297,10 +31310,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
"pen motion events received from the OS will be merged to emit an accumulated "
"event only once per frame rendered at most. When set to [code]false[/code], "
"the events will be emitted as received, which means that they can be emitted "
"multiple times per frame rendered, allowing for precise input reporting at "
"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@ -31311,6 +31327,12 @@ msgstr ""
msgid "Mouse and input coordinates"
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@ -46238,6 +46260,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
#: doc/classes/PoolVector3Array.xml
msgid "Sorts the elements of the array in ascending order."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@ -55231,7 +55260,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -55271,15 +55301,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until either it is killed with [method kill], the "
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
"number of loops, which may produce unexpected results. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -56756,10 +56787,29 @@ msgid ""
"as custom visualization and editing handles in Editor."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the global transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
"vector. The three Euler angles, which are the three independent parameters "
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
"[Vector3] data structure not because the rotation is a vector, but only "
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
"point numbers. Therefore, applying affine operations on the rotation "
"\"vector\" is not meaningful."
msgstr ""
#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Global position of this node. This is equivalent to [code]global_transform."
"origin[/code]."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
@ -66821,11 +66871,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
"to [code]true[/code] and are in contact with a surface. The [member "
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
"range for acceleration.\n"
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@ -66905,8 +66955,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"Accelerates the wheel by applying an engine force. The wheel is only speed "
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "

View file

@ -11025,7 +11025,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
msgid "Bus on which this audio is playing."
msgid ""
"Bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@ -11190,7 +11196,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid "The bus on which this audio is playing."
msgid ""
"The bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@ -29629,13 +29641,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
"out after [code]timeout[/code] seconds have passed and the request is not "
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
"application from getting stuck if the request fails to get a response in a "
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
"the download from failing if it takes too much time."
"If set to a value greater than [code]0.0[/code] before the request starts, "
"the HTTP request will time out after [code]timeout[/code] seconds have "
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
"the request fails to get a response in a timely manner. For file downloads, "
"leave this to [code]0.0[/code] to prevent the download from failing if it "
"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@ -31054,9 +31067,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
"recommended to keep it enabled for games which don't require very reactive "
"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -31630,10 +31643,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
"pen motion events received from the OS will be merged to emit an accumulated "
"event only once per frame rendered at most. When set to [code]false[/code], "
"the events will be emitted as received, which means that they can be emitted "
"multiple times per frame rendered, allowing for precise input reporting at "
"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@ -31644,6 +31660,12 @@ msgstr ""
msgid "Mouse and input coordinates"
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@ -46651,6 +46673,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
#: doc/classes/PoolVector3Array.xml
msgid "Sorts the elements of the array in ascending order."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@ -55595,7 +55624,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -55635,15 +55665,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until either it is killed with [method kill], the "
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
"number of loops, which may produce unexpected results. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -57122,10 +57153,29 @@ msgid ""
"as custom visualization and editing handles in Editor."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the global transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
"vector. The three Euler angles, which are the three independent parameters "
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
"[Vector3] data structure not because the rotation is a vector, but only "
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
"point numbers. Therefore, applying affine operations on the rotation "
"\"vector\" is not meaningful."
msgstr ""
#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Global position of this node. This is equivalent to [code]global_transform."
"origin[/code]."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
@ -67221,11 +67271,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
"to [code]true[/code] and are in contact with a surface. The [member "
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
"range for acceleration.\n"
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@ -67305,8 +67355,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"Accelerates the wheel by applying an engine force. The wheel is only speed "
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "

View file

@ -9995,7 +9995,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
msgid "Bus on which this audio is playing."
msgid ""
"Bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@ -10160,7 +10166,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid "The bus on which this audio is playing."
msgid ""
"The bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@ -28443,13 +28455,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
"out after [code]timeout[/code] seconds have passed and the request is not "
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
"application from getting stuck if the request fails to get a response in a "
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
"the download from failing if it takes too much time."
"If set to a value greater than [code]0.0[/code] before the request starts, "
"the HTTP request will time out after [code]timeout[/code] seconds have "
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
"the request fails to get a response in a timely manner. For file downloads, "
"leave this to [code]0.0[/code] to prevent the download from failing if it "
"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@ -29863,9 +29876,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
"recommended to keep it enabled for games which don't require very reactive "
"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -30439,10 +30452,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
"pen motion events received from the OS will be merged to emit an accumulated "
"event only once per frame rendered at most. When set to [code]false[/code], "
"the events will be emitted as received, which means that they can be emitted "
"multiple times per frame rendered, allowing for precise input reporting at "
"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@ -30453,6 +30469,12 @@ msgstr ""
msgid "Mouse and input coordinates"
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@ -45323,6 +45345,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
#: doc/classes/PoolVector3Array.xml
msgid "Sorts the elements of the array in ascending order."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@ -54247,7 +54276,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54287,15 +54317,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until either it is killed with [method kill], the "
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
"number of loops, which may produce unexpected results. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -55770,10 +55801,29 @@ msgid ""
"as custom visualization and editing handles in Editor."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the global transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
"vector. The three Euler angles, which are the three independent parameters "
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
"[Vector3] data structure not because the rotation is a vector, but only "
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
"point numbers. Therefore, applying affine operations on the rotation "
"\"vector\" is not meaningful."
msgstr ""
#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Global position of this node. This is equivalent to [code]global_transform."
"origin[/code]."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
@ -65792,11 +65842,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
"to [code]true[/code] and are in contact with a surface. The [member "
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
"range for acceleration.\n"
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@ -65876,8 +65926,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"Accelerates the wheel by applying an engine force. The wheel is only speed "
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "

View file

@ -11644,7 +11644,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
msgid "Bus on which this audio is playing."
msgid ""
"Bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@ -11809,7 +11815,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid "The bus on which this audio is playing."
msgid ""
"The bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@ -30308,13 +30320,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
"out after [code]timeout[/code] seconds have passed and the request is not "
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
"application from getting stuck if the request fails to get a response in a "
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
"the download from failing if it takes too much time."
"If set to a value greater than [code]0.0[/code] before the request starts, "
"the HTTP request will time out after [code]timeout[/code] seconds have "
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
"the request fails to get a response in a timely manner. For file downloads, "
"leave this to [code]0.0[/code] to prevent the download from failing if it "
"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@ -31732,9 +31745,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
"recommended to keep it enabled for games which don't require very reactive "
"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -32308,10 +32321,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
"pen motion events received from the OS will be merged to emit an accumulated "
"event only once per frame rendered at most. When set to [code]false[/code], "
"the events will be emitted as received, which means that they can be emitted "
"multiple times per frame rendered, allowing for precise input reporting at "
"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@ -32322,6 +32338,15 @@ msgstr ""
msgid "Mouse and input coordinates"
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
msgstr ""
"Возвращает [code]true[/code] если [code]a[/code] и [code]b[/code] "
"приблизительно равны друг другу."
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@ -47447,6 +47472,14 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
#: doc/classes/PoolVector3Array.xml
#, fuzzy
msgid "Sorts the elements of the array in ascending order."
msgstr "Удаляет элемент из массива по индексу."
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@ -56470,7 +56503,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -56510,15 +56544,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until either it is killed with [method kill], the "
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
"number of loops, which may produce unexpected results. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -58000,10 +58035,29 @@ msgid ""
"as custom visualization and editing handles in Editor."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the global transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
"vector. The three Euler angles, which are the three independent parameters "
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
"[Vector3] data structure not because the rotation is a vector, but only "
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
"point numbers. Therefore, applying affine operations on the rotation "
"\"vector\" is not meaningful."
msgstr ""
#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Global position of this node. This is equivalent to [code]global_transform."
"origin[/code]."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
@ -68262,11 +68316,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
"to [code]true[/code] and are in contact with a surface. The [member "
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
"range for acceleration.\n"
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@ -68346,8 +68400,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"Accelerates the wheel by applying an engine force. The wheel is only speed "
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "

View file

@ -9966,7 +9966,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
msgid "Bus on which this audio is playing."
msgid ""
"Bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@ -10131,7 +10137,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid "The bus on which this audio is playing."
msgid ""
"The bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@ -28414,13 +28426,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
"out after [code]timeout[/code] seconds have passed and the request is not "
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
"application from getting stuck if the request fails to get a response in a "
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
"the download from failing if it takes too much time."
"If set to a value greater than [code]0.0[/code] before the request starts, "
"the HTTP request will time out after [code]timeout[/code] seconds have "
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
"the request fails to get a response in a timely manner. For file downloads, "
"leave this to [code]0.0[/code] to prevent the download from failing if it "
"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@ -29834,9 +29847,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
"recommended to keep it enabled for games which don't require very reactive "
"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -30410,10 +30423,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
"pen motion events received from the OS will be merged to emit an accumulated "
"event only once per frame rendered at most. When set to [code]false[/code], "
"the events will be emitted as received, which means that they can be emitted "
"multiple times per frame rendered, allowing for precise input reporting at "
"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@ -30424,6 +30440,12 @@ msgstr ""
msgid "Mouse and input coordinates"
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@ -45293,6 +45315,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
#: doc/classes/PoolVector3Array.xml
msgid "Sorts the elements of the array in ascending order."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@ -54217,7 +54246,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54257,15 +54287,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until either it is killed with [method kill], the "
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
"number of loops, which may produce unexpected results. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -55740,10 +55771,29 @@ msgid ""
"as custom visualization and editing handles in Editor."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the global transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
"vector. The three Euler angles, which are the three independent parameters "
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
"[Vector3] data structure not because the rotation is a vector, but only "
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
"point numbers. Therefore, applying affine operations on the rotation "
"\"vector\" is not meaningful."
msgstr ""
#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Global position of this node. This is equivalent to [code]global_transform."
"origin[/code]."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
@ -65762,11 +65812,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
"to [code]true[/code] and are in contact with a surface. The [member "
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
"range for acceleration.\n"
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@ -65846,8 +65896,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"Accelerates the wheel by applying an engine force. The wheel is only speed "
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "

View file

@ -9977,7 +9977,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
msgid "Bus on which this audio is playing."
msgid ""
"Bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@ -10142,7 +10148,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid "The bus on which this audio is playing."
msgid ""
"The bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@ -28425,13 +28437,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
"out after [code]timeout[/code] seconds have passed and the request is not "
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
"application from getting stuck if the request fails to get a response in a "
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
"the download from failing if it takes too much time."
"If set to a value greater than [code]0.0[/code] before the request starts, "
"the HTTP request will time out after [code]timeout[/code] seconds have "
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
"the request fails to get a response in a timely manner. For file downloads, "
"leave this to [code]0.0[/code] to prevent the download from failing if it "
"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@ -29845,9 +29858,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
"recommended to keep it enabled for games which don't require very reactive "
"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -30421,10 +30434,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
"pen motion events received from the OS will be merged to emit an accumulated "
"event only once per frame rendered at most. When set to [code]false[/code], "
"the events will be emitted as received, which means that they can be emitted "
"multiple times per frame rendered, allowing for precise input reporting at "
"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@ -30435,6 +30451,12 @@ msgstr ""
msgid "Mouse and input coordinates"
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@ -45304,6 +45326,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
#: doc/classes/PoolVector3Array.xml
msgid "Sorts the elements of the array in ascending order."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@ -54228,7 +54257,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54268,15 +54298,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until either it is killed with [method kill], the "
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
"number of loops, which may produce unexpected results. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -55751,10 +55782,29 @@ msgid ""
"as custom visualization and editing handles in Editor."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the global transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
"vector. The three Euler angles, which are the three independent parameters "
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
"[Vector3] data structure not because the rotation is a vector, but only "
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
"point numbers. Therefore, applying affine operations on the rotation "
"\"vector\" is not meaningful."
msgstr ""
#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Global position of this node. This is equivalent to [code]global_transform."
"origin[/code]."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
@ -65773,11 +65823,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
"to [code]true[/code] and are in contact with a surface. The [member "
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
"range for acceleration.\n"
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@ -65857,8 +65907,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"Accelerates the wheel by applying an engine force. The wheel is only speed "
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "

View file

@ -9966,7 +9966,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
msgid "Bus on which this audio is playing."
msgid ""
"Bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@ -10131,7 +10137,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid "The bus on which this audio is playing."
msgid ""
"The bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@ -28411,13 +28423,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
"out after [code]timeout[/code] seconds have passed and the request is not "
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
"application from getting stuck if the request fails to get a response in a "
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
"the download from failing if it takes too much time."
"If set to a value greater than [code]0.0[/code] before the request starts, "
"the HTTP request will time out after [code]timeout[/code] seconds have "
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
"the request fails to get a response in a timely manner. For file downloads, "
"leave this to [code]0.0[/code] to prevent the download from failing if it "
"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@ -29831,9 +29844,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
"recommended to keep it enabled for games which don't require very reactive "
"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -30407,10 +30420,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
"pen motion events received from the OS will be merged to emit an accumulated "
"event only once per frame rendered at most. When set to [code]false[/code], "
"the events will be emitted as received, which means that they can be emitted "
"multiple times per frame rendered, allowing for precise input reporting at "
"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@ -30421,6 +30437,12 @@ msgstr ""
msgid "Mouse and input coordinates"
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@ -45290,6 +45312,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
#: doc/classes/PoolVector3Array.xml
msgid "Sorts the elements of the array in ascending order."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@ -54214,7 +54243,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54254,15 +54284,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until either it is killed with [method kill], the "
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
"number of loops, which may produce unexpected results. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -55737,10 +55768,29 @@ msgid ""
"as custom visualization and editing handles in Editor."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the global transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
"vector. The three Euler angles, which are the three independent parameters "
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
"[Vector3] data structure not because the rotation is a vector, but only "
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
"point numbers. Therefore, applying affine operations on the rotation "
"\"vector\" is not meaningful."
msgstr ""
#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Global position of this node. This is equivalent to [code]global_transform."
"origin[/code]."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
@ -65759,11 +65809,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
"to [code]true[/code] and are in contact with a surface. The [member "
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
"range for acceleration.\n"
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@ -65843,8 +65893,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"Accelerates the wheel by applying an engine force. The wheel is only speed "
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "

View file

@ -10072,7 +10072,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
msgid "Bus on which this audio is playing."
msgid ""
"Bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@ -10237,7 +10243,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid "The bus on which this audio is playing."
msgid ""
"The bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@ -28530,13 +28542,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
"out after [code]timeout[/code] seconds have passed and the request is not "
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
"application from getting stuck if the request fails to get a response in a "
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
"the download from failing if it takes too much time."
"If set to a value greater than [code]0.0[/code] before the request starts, "
"the HTTP request will time out after [code]timeout[/code] seconds have "
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
"the request fails to get a response in a timely manner. For file downloads, "
"leave this to [code]0.0[/code] to prevent the download from failing if it "
"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@ -29972,9 +29985,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
"recommended to keep it enabled for games which don't require very reactive "
"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -30564,10 +30577,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
"pen motion events received from the OS will be merged to emit an accumulated "
"event only once per frame rendered at most. When set to [code]false[/code], "
"the events will be emitted as received, which means that they can be emitted "
"multiple times per frame rendered, allowing for precise input reporting at "
"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@ -30578,6 +30594,12 @@ msgstr ""
msgid "Mouse and input coordinates"
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@ -45541,6 +45563,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
#: doc/classes/PoolVector3Array.xml
msgid "Sorts the elements of the array in ascending order."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@ -54475,7 +54504,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54515,15 +54545,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until either it is killed with [method kill], the "
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
"number of loops, which may produce unexpected results. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -55998,10 +56029,29 @@ msgid ""
"as custom visualization and editing handles in Editor."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the global transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
"vector. The three Euler angles, which are the three independent parameters "
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
"[Vector3] data structure not because the rotation is a vector, but only "
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
"point numbers. Therefore, applying affine operations on the rotation "
"\"vector\" is not meaningful."
msgstr ""
#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Global position of this node. This is equivalent to [code]global_transform."
"origin[/code]."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
@ -66040,11 +66090,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
"to [code]true[/code] and are in contact with a surface. The [member "
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
"range for acceleration.\n"
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@ -66124,8 +66174,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"Accelerates the wheel by applying an engine force. The wheel is only speed "
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "

View file

@ -10046,7 +10046,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
msgid "Bus on which this audio is playing."
msgid ""
"Bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@ -10211,7 +10217,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid "The bus on which this audio is playing."
msgid ""
"The bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@ -28500,13 +28512,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
"out after [code]timeout[/code] seconds have passed and the request is not "
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
"application from getting stuck if the request fails to get a response in a "
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
"the download from failing if it takes too much time."
"If set to a value greater than [code]0.0[/code] before the request starts, "
"the HTTP request will time out after [code]timeout[/code] seconds have "
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
"the request fails to get a response in a timely manner. For file downloads, "
"leave this to [code]0.0[/code] to prevent the download from failing if it "
"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@ -29920,9 +29933,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
"recommended to keep it enabled for games which don't require very reactive "
"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -30496,10 +30509,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
"pen motion events received from the OS will be merged to emit an accumulated "
"event only once per frame rendered at most. When set to [code]false[/code], "
"the events will be emitted as received, which means that they can be emitted "
"multiple times per frame rendered, allowing for precise input reporting at "
"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@ -30510,6 +30526,12 @@ msgstr ""
msgid "Mouse and input coordinates"
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@ -45406,6 +45428,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
#: doc/classes/PoolVector3Array.xml
msgid "Sorts the elements of the array in ascending order."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@ -54330,7 +54359,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54370,15 +54400,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until either it is killed with [method kill], the "
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
"number of loops, which may produce unexpected results. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -55853,10 +55884,29 @@ msgid ""
"as custom visualization and editing handles in Editor."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the global transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
"vector. The three Euler angles, which are the three independent parameters "
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
"[Vector3] data structure not because the rotation is a vector, but only "
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
"point numbers. Therefore, applying affine operations on the rotation "
"\"vector\" is not meaningful."
msgstr ""
#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Global position of this node. This is equivalent to [code]global_transform."
"origin[/code]."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
@ -65884,11 +65934,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
"to [code]true[/code] and are in contact with a surface. The [member "
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
"range for acceleration.\n"
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@ -65968,8 +66018,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"Accelerates the wheel by applying an engine force. The wheel is only speed "
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "

View file

@ -10753,7 +10753,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
msgid "Bus on which this audio is playing."
msgid ""
"Bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@ -10918,7 +10924,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid "The bus on which this audio is playing."
msgid ""
"The bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@ -29252,13 +29264,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
"out after [code]timeout[/code] seconds have passed and the request is not "
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
"application from getting stuck if the request fails to get a response in a "
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
"the download from failing if it takes too much time."
"If set to a value greater than [code]0.0[/code] before the request starts, "
"the HTTP request will time out after [code]timeout[/code] seconds have "
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
"the request fails to get a response in a timely manner. For file downloads, "
"leave this to [code]0.0[/code] to prevent the download from failing if it "
"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@ -30674,9 +30687,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
"recommended to keep it enabled for games which don't require very reactive "
"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -31250,10 +31263,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
"pen motion events received from the OS will be merged to emit an accumulated "
"event only once per frame rendered at most. When set to [code]false[/code], "
"the events will be emitted as received, which means that they can be emitted "
"multiple times per frame rendered, allowing for precise input reporting at "
"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@ -31264,6 +31280,12 @@ msgstr ""
msgid "Mouse and input coordinates"
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@ -46231,6 +46253,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
#: doc/classes/PoolVector3Array.xml
msgid "Sorts the elements of the array in ascending order."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@ -55167,7 +55196,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -55207,15 +55237,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until either it is killed with [method kill], the "
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
"number of loops, which may produce unexpected results. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -56690,10 +56721,29 @@ msgid ""
"as custom visualization and editing handles in Editor."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the global transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
"vector. The three Euler angles, which are the three independent parameters "
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
"[Vector3] data structure not because the rotation is a vector, but only "
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
"point numbers. Therefore, applying affine operations on the rotation "
"\"vector\" is not meaningful."
msgstr ""
#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Global position of this node. This is equivalent to [code]global_transform."
"origin[/code]."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
@ -66739,11 +66789,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
"to [code]true[/code] and are in contact with a surface. The [member "
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
"range for acceleration.\n"
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@ -66823,8 +66873,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"Accelerates the wheel by applying an engine force. The wheel is only speed "
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "

View file

@ -10125,7 +10125,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
msgid "Bus on which this audio is playing."
msgid ""
"Bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@ -10290,7 +10296,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid "The bus on which this audio is playing."
msgid ""
"The bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@ -28608,13 +28620,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
"out after [code]timeout[/code] seconds have passed and the request is not "
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
"application from getting stuck if the request fails to get a response in a "
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
"the download from failing if it takes too much time."
"If set to a value greater than [code]0.0[/code] before the request starts, "
"the HTTP request will time out after [code]timeout[/code] seconds have "
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
"the request fails to get a response in a timely manner. For file downloads, "
"leave this to [code]0.0[/code] to prevent the download from failing if it "
"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@ -30030,9 +30043,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
"recommended to keep it enabled for games which don't require very reactive "
"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -30606,10 +30619,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
"pen motion events received from the OS will be merged to emit an accumulated "
"event only once per frame rendered at most. When set to [code]false[/code], "
"the events will be emitted as received, which means that they can be emitted "
"multiple times per frame rendered, allowing for precise input reporting at "
"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@ -30620,6 +30636,12 @@ msgstr ""
msgid "Mouse and input coordinates"
msgstr "Мишка і координати введення"
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@ -45563,6 +45585,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
#: doc/classes/PoolVector3Array.xml
msgid "Sorts the elements of the array in ascending order."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@ -54492,7 +54521,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54532,15 +54562,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until either it is killed with [method kill], the "
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
"number of loops, which may produce unexpected results. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -56016,10 +56047,29 @@ msgid ""
"as custom visualization and editing handles in Editor."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the global transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
"vector. The three Euler angles, which are the three independent parameters "
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
"[Vector3] data structure not because the rotation is a vector, but only "
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
"point numbers. Therefore, applying affine operations on the rotation "
"\"vector\" is not meaningful."
msgstr ""
#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Global position of this node. This is equivalent to [code]global_transform."
"origin[/code]."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
@ -66064,11 +66114,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
"to [code]true[/code] and are in contact with a surface. The [member "
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
"range for acceleration.\n"
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@ -66148,8 +66198,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"Accelerates the wheel by applying an engine force. The wheel is only speed "
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "

View file

@ -10420,7 +10420,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
msgid "Bus on which this audio is playing."
msgid ""
"Bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@ -10585,7 +10591,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid "The bus on which this audio is playing."
msgid ""
"The bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@ -28905,13 +28917,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
"out after [code]timeout[/code] seconds have passed and the request is not "
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
"application from getting stuck if the request fails to get a response in a "
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
"the download from failing if it takes too much time."
"If set to a value greater than [code]0.0[/code] before the request starts, "
"the HTTP request will time out after [code]timeout[/code] seconds have "
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
"the request fails to get a response in a timely manner. For file downloads, "
"leave this to [code]0.0[/code] to prevent the download from failing if it "
"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@ -30328,9 +30341,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
"recommended to keep it enabled for games which don't require very reactive "
"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -30904,10 +30917,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
"pen motion events received from the OS will be merged to emit an accumulated "
"event only once per frame rendered at most. When set to [code]false[/code], "
"the events will be emitted as received, which means that they can be emitted "
"multiple times per frame rendered, allowing for precise input reporting at "
"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@ -30918,6 +30934,12 @@ msgstr ""
msgid "Mouse and input coordinates"
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@ -45875,6 +45897,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
#: doc/classes/PoolVector3Array.xml
msgid "Sorts the elements of the array in ascending order."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@ -54813,7 +54842,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54853,15 +54883,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until either it is killed with [method kill], the "
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
"number of loops, which may produce unexpected results. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -56338,10 +56369,29 @@ msgid ""
"as custom visualization and editing handles in Editor."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the global transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
"vector. The three Euler angles, which are the three independent parameters "
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
"[Vector3] data structure not because the rotation is a vector, but only "
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
"point numbers. Therefore, applying affine operations on the rotation "
"\"vector\" is not meaningful."
msgstr ""
#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Global position of this node. This is equivalent to [code]global_transform."
"origin[/code]."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
@ -66389,11 +66439,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
"to [code]true[/code] and are in contact with a surface. The [member "
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
"range for acceleration.\n"
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@ -66473,8 +66523,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"Accelerates the wheel by applying an engine force. The wheel is only speed "
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "

File diff suppressed because it is too large Load diff

View file

@ -10080,7 +10080,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
msgid "Bus on which this audio is playing."
msgid ""
"Bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@ -10245,7 +10251,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid "The bus on which this audio is playing."
msgid ""
"The bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@ -28566,13 +28578,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
"out after [code]timeout[/code] seconds have passed and the request is not "
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
"application from getting stuck if the request fails to get a response in a "
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
"the download from failing if it takes too much time."
"If set to a value greater than [code]0.0[/code] before the request starts, "
"the HTTP request will time out after [code]timeout[/code] seconds have "
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
"the request fails to get a response in a timely manner. For file downloads, "
"leave this to [code]0.0[/code] to prevent the download from failing if it "
"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@ -29988,9 +30001,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
"recommended to keep it enabled for games which don't require very reactive "
"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -30564,10 +30577,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
"pen motion events received from the OS will be merged to emit an accumulated "
"event only once per frame rendered at most. When set to [code]false[/code], "
"the events will be emitted as received, which means that they can be emitted "
"multiple times per frame rendered, allowing for precise input reporting at "
"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@ -30578,6 +30594,12 @@ msgstr ""
msgid "Mouse and input coordinates"
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@ -45518,6 +45540,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
#: doc/classes/PoolVector3Array.xml
msgid "Sorts the elements of the array in ascending order."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@ -54447,7 +54476,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54487,15 +54517,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"Calling this method without arguments will make the [SceneTreeTween] run "
"infinitely, until either it is killed with [method kill], the "
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
"number of loops, which may produce unexpected results. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -55971,10 +56002,29 @@ msgid ""
"as custom visualization and editing handles in Editor."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the global transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
"vector. The three Euler angles, which are the three independent parameters "
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
"[Vector3] data structure not because the rotation is a vector, but only "
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
"point numbers. Therefore, applying affine operations on the rotation "
"\"vector\" is not meaningful."
msgstr ""
#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Global position of this node. This is equivalent to [code]global_transform."
"origin[/code]."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
@ -66021,11 +66071,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
"to [code]true[/code] and are in contact with a surface. The [member "
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
"range for acceleration.\n"
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
"[code]true[/code] and are in contact with a surface. The [member RigidBody."
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@ -66105,8 +66155,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"Accelerates the wheel by applying an engine force. The wheel is only speed "
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "