virtualx-engine/editor/translations/ja.po
Rémi Verschelde 3c3795279f i18n: Sync translations with Weblate
(cherry picked from commit 471a5abbf3)
2020-04-17 13:41:23 +02:00

14401 lines
428 KiB
Text
Raw Blame History

This file contains invisible Unicode characters

This file contains invisible Unicode characters that are indistinguishable to humans but may be processed differently by a computer. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

# Japanese translation of the Godot Engine editor
# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
# akirakido <achts.y@gmail.com>, 2016-2017, 2018, 2019.
# D_first <dntk.daisei@gmail.com>, 2017, 2018.
# Daisuke Saito <d.saito@coriginate.com>, 2017, 2018.
# h416 <shinichiro.hirama@gmail.com>, 2017.
# hopping tappy (たっぴさん) <hopping.tappy@gmail.com>, 2016-2017, 2018.
# Jun Shiozawa <haresecret@gmail.com>, 2017, 2018.
# Lexi Grafen <shfeedly@gmail.com>, 2017.
# NoahDigital <taku_58@hotmail.com>, 2017.
# Shinsuke Masuda <shinsuke.masuda@gmail.com>, 2018.
# Tetsuji Ochiai <ochiaixp@gmail.com>, 2017.
# Tohru Ike (rokujyouhitoma) <rokujyouhitomajp@gmail.com>, 2017-2018.
# yu tang <0011solo@gmail.com>, 2018.
# zukkun <zukkun@gmail.com>, 2018.
# sugusan <sugusan.development@gmail.com>, 2018, 2019.
# Nathan Lovato <nathan.lovato.art@gmail.com>, 2018.
# nyanode <akaruooyagi@yahoo.co.jp>, 2018.
# nitenook <admin@alterbaum.net>, 2018, 2019.
# Rob Matych <robertsmatych@gmail.com>, 2018.
# Hidetsugu Takahashi <manzyun@gmail.com>, 2019.
# Wataru Onuki <watonu@magadou.com>, 2019.
# John Smith <weblater_jp@susa.eek.jp>, 2019.
# Takuya Watanabe <watanabe@zblog.sakura.ne.jp>, 2019.
# Sodium11 <Sodium11.for.gitserver@gmail.com>, 2019.
# leela <53352@protonmail.com>, 2019.
# Tarou Yamada <mizuningyou@yahoo.co.jp>, 2019.
# kazuma kondo <kazmax7@gmail.com>, 2019.
# Akihiro Ogoshi <technical@palsystem-game.com>, 2019, 2020.
# Wataru Onuki <bettawat@yahoo.co.jp>, 2020.
# sporeball <sporeballdev@gmail.com>, 2020.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine editor\n"
"POT-Creation-Date: \n"
"PO-Revision-Date: 2020-04-15 14:29+0000\n"
"Last-Translator: Wataru Onuki <bettawat@yahoo.co.jp>\n"
"Language-Team: Japanese <https://hosted.weblate.org/projects/godot-engine/"
"godot/ja/>\n"
"Language: ja\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=1; plural=0;\n"
"X-Generator: Weblate 4.0-dev\n"
#: core/math/expression.cpp modules/gdscript/gdscript_functions.cpp
#: modules/visual_script/visual_script_builtin_funcs.cpp
msgid "Invalid type argument to convert(), use TYPE_* constants."
msgstr "convert() の引数の型が無効です。TYPE_* 定数を使ってください。"
#: core/math/expression.cpp modules/gdscript/gdscript_functions.cpp
msgid "Expected a string of length 1 (a character)."
msgstr "長さ1の文字列(文字)が必要です。"
#: core/math/expression.cpp modules/gdscript/gdscript_functions.cpp
#: modules/mono/glue/gd_glue.cpp
#: modules/visual_script/visual_script_builtin_funcs.cpp
msgid "Not enough bytes for decoding bytes, or invalid format."
msgstr "デコードするにはバイトが足りないか、または無効な形式です。"
#: core/math/expression.cpp
msgid "Invalid input %i (not passed) in expression"
msgstr "式中の無効な入力 %i (渡されていません)"
#: core/math/expression.cpp
msgid "self can't be used because instance is null (not passed)"
msgstr "インスタンスがnull(渡されない)であるため、selfは使用できません"
#: core/math/expression.cpp
msgid "Invalid operands to operator %s, %s and %s."
msgstr "演算子 %s に対する無効なオペランドです、%s 及び %s。"
#: core/math/expression.cpp
msgid "Invalid index of type %s for base type %s"
msgstr "タイプ %s のインデックスが無効、これは基底型 %s 用です"
#: core/math/expression.cpp
msgid "Invalid named index '%s' for base type %s"
msgstr "インデックス '%s' (基底型 %s) は無効な名前です"
#: core/math/expression.cpp
msgid "Invalid arguments to construct '%s'"
msgstr "'%s' を構築するための引数が無効です"
#: core/math/expression.cpp
msgid "On call to '%s':"
msgstr "'%s' の呼び出し時:"
#: core/ustring.cpp
msgid "B"
msgstr "B"
#: core/ustring.cpp
msgid "KiB"
msgstr "KiB"
#: core/ustring.cpp
msgid "MiB"
msgstr "MiB"
#: core/ustring.cpp
msgid "GiB"
msgstr "GiB"
#: core/ustring.cpp
msgid "TiB"
msgstr "TiB"
#: core/ustring.cpp
msgid "PiB"
msgstr "PiB"
#: core/ustring.cpp
msgid "EiB"
msgstr "EiB"
#: editor/animation_bezier_editor.cpp
msgid "Free"
msgstr "解放"
#: editor/animation_bezier_editor.cpp
msgid "Balanced"
msgstr "バランス"
#: editor/animation_bezier_editor.cpp
msgid "Mirror"
msgstr "ミラー"
#: editor/animation_bezier_editor.cpp editor/editor_profiler.cpp
msgid "Time:"
msgstr "時間:"
#: editor/animation_bezier_editor.cpp
msgid "Value:"
msgstr "値:"
#: editor/animation_bezier_editor.cpp
msgid "Insert Key Here"
msgstr "ここにキーを挿入"
#: editor/animation_bezier_editor.cpp
msgid "Duplicate Selected Key(s)"
msgstr "選択中のキーを複製"
#: editor/animation_bezier_editor.cpp
msgid "Delete Selected Key(s)"
msgstr "選択中のキーを削除"
#: editor/animation_bezier_editor.cpp
msgid "Add Bezier Point"
msgstr "ベジェポイントを追加"
#: editor/animation_bezier_editor.cpp
msgid "Move Bezier Points"
msgstr "ベジェポイントを移動"
#: editor/animation_bezier_editor.cpp editor/animation_track_editor.cpp
msgid "Anim Duplicate Keys"
msgstr "アニメーションのキーを複製"
#: editor/animation_bezier_editor.cpp editor/animation_track_editor.cpp
msgid "Anim Delete Keys"
msgstr "アニメーションのキーを削除"
#: editor/animation_track_editor.cpp
msgid "Anim Change Keyframe Time"
msgstr "アニメーションキーフレームの時間を変更"
#: editor/animation_track_editor.cpp
msgid "Anim Change Transition"
msgstr "アニメーションのトランジションを変更"
#: editor/animation_track_editor.cpp
msgid "Anim Change Transform"
msgstr "アニメーションのトランスフォームを変更"
#: editor/animation_track_editor.cpp
msgid "Anim Change Keyframe Value"
msgstr "アニメーションキーフレームの値を変更"
#: editor/animation_track_editor.cpp
msgid "Anim Change Call"
msgstr "アニメーション呼出しの変更"
#: editor/animation_track_editor.cpp
msgid "Anim Multi Change Keyframe Time"
msgstr "アニメーションキーフレームの時間を複数変更"
#: editor/animation_track_editor.cpp
msgid "Anim Multi Change Transition"
msgstr "アニメーションのトランジションを複数変更"
#: editor/animation_track_editor.cpp
msgid "Anim Multi Change Transform"
msgstr "アニメーションのトランスフォームを複数変更"
#: editor/animation_track_editor.cpp
msgid "Anim Multi Change Keyframe Value"
msgstr "アニメーションキーフレームの値を複数変更"
#: editor/animation_track_editor.cpp
msgid "Anim Multi Change Call"
msgstr "アニメーション呼出しを複数変更"
#: editor/animation_track_editor.cpp
msgid "Change Animation Length"
msgstr "アニメーションの長さを変更"
#: editor/animation_track_editor.cpp
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Change Animation Loop"
msgstr "アニメーションのループを変更"
#: editor/animation_track_editor.cpp
msgid "Property Track"
msgstr "プロパティトラック"
#: editor/animation_track_editor.cpp
msgid "3D Transform Track"
msgstr "3Dトランスフォームトラック"
#: editor/animation_track_editor.cpp
msgid "Call Method Track"
msgstr "メソッド呼出しトラック"
#: editor/animation_track_editor.cpp
msgid "Bezier Curve Track"
msgstr "ベジェ曲線トラック"
#: editor/animation_track_editor.cpp
msgid "Audio Playback Track"
msgstr "オーディオ再生トラック"
#: editor/animation_track_editor.cpp
msgid "Animation Playback Track"
msgstr "アニメーション再生トラック"
#: editor/animation_track_editor.cpp
msgid "Animation length (frames)"
msgstr "アニメーションの長さ (フレーム)"
#: editor/animation_track_editor.cpp
msgid "Animation length (seconds)"
msgstr "アニメーションの長さ(秒)"
#: editor/animation_track_editor.cpp
msgid "Add Track"
msgstr "トラックを追加"
#: editor/animation_track_editor.cpp
msgid "Animation Looping"
msgstr "アニメーションループ"
#: editor/animation_track_editor.cpp
#: modules/visual_script/visual_script_editor.cpp
msgid "Functions:"
msgstr "関数:"
#: editor/animation_track_editor.cpp
msgid "Audio Clips:"
msgstr "オーディオクリップ:"
#: editor/animation_track_editor.cpp
msgid "Anim Clips:"
msgstr "アニメーションクリップ:"
#: editor/animation_track_editor.cpp
msgid "Change Track Path"
msgstr "トラックパスを変更"
#: editor/animation_track_editor.cpp
msgid "Toggle this track on/off."
msgstr "このトラックの オン/オフ を切り替え。"
#: editor/animation_track_editor.cpp
msgid "Update Mode (How this property is set)"
msgstr "Update モード(このプロパティの設定方法)"
#: editor/animation_track_editor.cpp
msgid "Interpolation Mode"
msgstr "補間モード"
#: editor/animation_track_editor.cpp
msgid "Loop Wrap Mode (Interpolate end with beginning on loop)"
msgstr "ループラップモード(ループの先頭で補間を終了する)"
#: editor/animation_track_editor.cpp
msgid "Remove this track."
msgstr "このトラックを除去する。"
#: editor/animation_track_editor.cpp
msgid "Time (s): "
msgstr "時間 (秒): "
#: editor/animation_track_editor.cpp
msgid "Toggle Track Enabled"
msgstr "トラックを有効にする"
#: editor/animation_track_editor.cpp
msgid "Continuous"
msgstr "継続的"
#: editor/animation_track_editor.cpp
msgid "Discrete"
msgstr "離散"
#: editor/animation_track_editor.cpp
msgid "Trigger"
msgstr "トリガー"
#: editor/animation_track_editor.cpp
msgid "Capture"
msgstr "キャプチャ"
#: editor/animation_track_editor.cpp
msgid "Nearest"
msgstr "近傍"
#: editor/animation_track_editor.cpp editor/plugins/curve_editor_plugin.cpp
#: editor/property_editor.cpp
msgid "Linear"
msgstr "リニア"
#: editor/animation_track_editor.cpp
msgid "Cubic"
msgstr "キュービック"
#: editor/animation_track_editor.cpp
msgid "Clamp Loop Interp"
msgstr "ループインタプリタを抑え込み(clamp)"
#: editor/animation_track_editor.cpp
msgid "Wrap Loop Interp"
msgstr "ループインタプリタをラップ(wrap)"
#: editor/animation_track_editor.cpp
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Insert Key"
msgstr "キーを挿入"
#: editor/animation_track_editor.cpp
msgid "Duplicate Key(s)"
msgstr "キーを複製"
#: editor/animation_track_editor.cpp
msgid "Delete Key(s)"
msgstr "キーを削除"
#: editor/animation_track_editor.cpp
msgid "Change Animation Update Mode"
msgstr "アニメーション更新モードを変更"
#: editor/animation_track_editor.cpp
msgid "Change Animation Interpolation Mode"
msgstr "アニメーション補間モードの変更"
#: editor/animation_track_editor.cpp
msgid "Change Animation Loop Mode"
msgstr "アニメーションのループモードを変更"
#: editor/animation_track_editor.cpp
msgid "Remove Anim Track"
msgstr "アニメーショントラックを除去"
#: editor/animation_track_editor.cpp
msgid "Create NEW track for %s and insert key?"
msgstr "%s の新規トラックを作成し、キーを挿入しますか?"
#: editor/animation_track_editor.cpp
msgid "Create %d NEW tracks and insert keys?"
msgstr "%d 新規トラックを作成し、キーを挿入しますか?"
#: editor/animation_track_editor.cpp editor/create_dialog.cpp
#: editor/editor_audio_buses.cpp editor/editor_feature_profile.cpp
#: editor/editor_plugin_settings.cpp editor/plugin_config_dialog.cpp
#: editor/plugins/abstract_polygon_2d_editor.cpp
#: editor/plugins/mesh_instance_editor_plugin.cpp
#: editor/plugins/particles_editor_plugin.cpp
#: editor/plugins/visual_shader_editor_plugin.cpp
#: editor/script_create_dialog.cpp
#: modules/visual_script/visual_script_editor.cpp
msgid "Create"
msgstr "作成"
#: editor/animation_track_editor.cpp
msgid "Anim Insert"
msgstr "アニメーション挿入"
#: editor/animation_track_editor.cpp
msgid "AnimationPlayer can't animate itself, only other players."
msgstr ""
"アニメーションプレイヤーは他のプレイヤーだけをアニメーション化することはでき"
"ません。"
#: editor/animation_track_editor.cpp
msgid "Anim Create & Insert"
msgstr "アニメーションの作成と挿入"
#: editor/animation_track_editor.cpp
msgid "Anim Insert Track & Key"
msgstr "アニメーショントラック とキーを挿入"
#: editor/animation_track_editor.cpp
msgid "Anim Insert Key"
msgstr "アニメーションキーを挿入"
#: editor/animation_track_editor.cpp
msgid "Change Animation Step"
msgstr "アニメーションのステップを変更"
#: editor/animation_track_editor.cpp
msgid "Rearrange Tracks"
msgstr "トラックの並べ替え"
#: editor/animation_track_editor.cpp
msgid "Transform tracks only apply to Spatial-based nodes."
msgstr "トランスフォームトラックは空間ベースのノードにのみ適用されます。"
#: editor/animation_track_editor.cpp
msgid ""
"Audio tracks can only point to nodes of type:\n"
"-AudioStreamPlayer\n"
"-AudioStreamPlayer2D\n"
"-AudioStreamPlayer3D"
msgstr ""
"オーディオトラックは次のタイプのノードのみ指定できます:\n"
"-AudioStreamPlayer\n"
"-AudioStreamPlayer2D\n"
"-AudioStreamPlayer3D"
#: editor/animation_track_editor.cpp
msgid "Animation tracks can only point to AnimationPlayer nodes."
msgstr ""
"アニメーショントラックはアニメーションプレイヤーノードのみ指定できます。"
#: editor/animation_track_editor.cpp
msgid "An animation player can't animate itself, only other players."
msgstr ""
"アニメーションプレーヤーは他のプレーヤーだけにアニメーションを適用することは"
"できません。"
#: editor/animation_track_editor.cpp
msgid "Not possible to add a new track without a root"
msgstr "root が無ければ新規トラックは追加できません"
#: editor/animation_track_editor.cpp
msgid "Invalid track for Bezier (no suitable sub-properties)"
msgstr "無効なベジェトラック (適切な副プロパティ無し)"
#: editor/animation_track_editor.cpp
msgid "Add Bezier Track"
msgstr "ベジェトラックを追加"
#: editor/animation_track_editor.cpp
msgid "Track path is invalid, so can't add a key."
msgstr "トラックのパスが無効なため、キーを追加できません。"
#: editor/animation_track_editor.cpp
msgid "Track is not of type Spatial, can't insert key"
msgstr "トラックが spatial 型ではないため、キーを挿入できません"
#: editor/animation_track_editor.cpp
msgid "Add Transform Track Key"
msgstr "トランスフォーム トラック キーを追加"
#: editor/animation_track_editor.cpp
msgid "Add Track Key"
msgstr "トラックキーを追加"
#: editor/animation_track_editor.cpp
msgid "Track path is invalid, so can't add a method key."
msgstr "トラックのパスが無効なため、メソッドキーを追加できません。"
#: editor/animation_track_editor.cpp
msgid "Add Method Track Key"
msgstr "メソッドトラックキーの追加"
#: editor/animation_track_editor.cpp
msgid "Method not found in object: "
msgstr "オブジェクトにメソッドが見つかりません: "
#: editor/animation_track_editor.cpp
msgid "Anim Move Keys"
msgstr "アニメーションキーの移動"
#: editor/animation_track_editor.cpp
msgid "Clipboard is empty"
msgstr "クリップボードが空です"
#: editor/animation_track_editor.cpp
msgid "Paste Tracks"
msgstr "トラックを貼り付け"
#: editor/animation_track_editor.cpp
msgid "Anim Scale Keys"
msgstr "アニメーションキーの拡縮"
#: editor/animation_track_editor.cpp
msgid ""
"This option does not work for Bezier editing, as it's only a single track."
msgstr "このオプションは単一トラックでのベジェ編集では機能しません。"
#: editor/animation_track_editor.cpp
msgid ""
"This animation belongs to an imported scene, so changes to imported tracks "
"will not be saved.\n"
"\n"
"To enable the ability to add custom tracks, navigate to the scene's import "
"settings and set\n"
"\"Animation > Storage\" to \"Files\", enable \"Animation > Keep Custom Tracks"
"\", then re-import.\n"
"Alternatively, use an import preset that imports animations to separate "
"files."
msgstr ""
"このアニメーションはインポートされたシーンに属しているため、インポートされた"
"トラックへの変更は保存されません。\n"
"\n"
"カスタムトラックを追加する機能を有効にするには、シーンのインポート設定に移動"
"して設定します。\n"
"[アニメーション]> [保存]を[ファイル]に変更し、[アニメーション]> [カスタムト"
"ラックを保持]を有効にしてから、再度インポートします。\n"
"または、アニメーションを別々のファイルに読み込むインポートプリセットを使用し"
"ます。"
#: editor/animation_track_editor.cpp
msgid "Warning: Editing imported animation"
msgstr "警告:インポートしたアニメーションを編集しています"
#: editor/animation_track_editor.cpp
msgid "Select an AnimationPlayer node to create and edit animations."
msgstr ""
"アニメーションを作って編集するために AnimationPlayer ノードへのパスを選択して"
"下さい。"
#: editor/animation_track_editor.cpp
msgid "Only show tracks from nodes selected in tree."
msgstr "ツリーで選択したノードのトラックのみを表示します。"
#: editor/animation_track_editor.cpp
msgid "Group tracks by node or display them as plain list."
msgstr ""
"ノードごとにトラックをグループ化するか、プレーンなリストとして表示します。"
#: editor/animation_track_editor.cpp
msgid "Snap:"
msgstr "スナップ:"
#: editor/animation_track_editor.cpp
msgid "Animation step value."
msgstr "アニメーションステップの値。"
#: editor/animation_track_editor.cpp
msgid "Seconds"
msgstr "秒"
#: editor/animation_track_editor.cpp
msgid "FPS"
msgstr "フレームレート(FPS)"
#: editor/animation_track_editor.cpp editor/editor_properties.cpp
#: editor/plugins/polygon_2d_editor_plugin.cpp
#: editor/plugins/script_text_editor.cpp
#: editor/plugins/shader_editor_plugin.cpp editor/plugins/text_editor.cpp
#: editor/plugins/tile_set_editor_plugin.cpp editor/project_manager.cpp
#: editor/project_settings_editor.cpp editor/property_editor.cpp
#: modules/visual_script/visual_script_editor.cpp
msgid "Edit"
msgstr "編集"
#: editor/animation_track_editor.cpp
msgid "Animation properties."
msgstr "アニメーションプロパティ。"
#: editor/animation_track_editor.cpp
msgid "Copy Tracks"
msgstr "トラックをコピー"
#: editor/animation_track_editor.cpp
msgid "Scale Selection"
msgstr "スケールの選択"
#: editor/animation_track_editor.cpp
msgid "Scale From Cursor"
msgstr "カーソル基準でスケール"
#: editor/animation_track_editor.cpp modules/gridmap/grid_map_editor_plugin.cpp
msgid "Duplicate Selection"
msgstr "選択範囲を複製"
#: editor/animation_track_editor.cpp
msgid "Duplicate Transposed"
msgstr "複製を転置"
#: editor/animation_track_editor.cpp
msgid "Delete Selection"
msgstr "選択範囲を削除"
#: editor/animation_track_editor.cpp
msgid "Go to Next Step"
msgstr "次のステップへ"
#: editor/animation_track_editor.cpp
msgid "Go to Previous Step"
msgstr "前のステップへ"
#: editor/animation_track_editor.cpp
msgid "Optimize Animation"
msgstr "アニメーションの最適化"
#: editor/animation_track_editor.cpp
msgid "Clean-Up Animation"
msgstr "アニメーションをクリーンアップ"
#: editor/animation_track_editor.cpp
msgid "Pick the node that will be animated:"
msgstr "アニメーション化されるノードを選ぶ:"
#: editor/animation_track_editor.cpp
msgid "Use Bezier Curves"
msgstr "ベジェ曲線を使用"
#: editor/animation_track_editor.cpp
msgid "Anim. Optimizer"
msgstr "アニメーションのオプティマイザー"
#: editor/animation_track_editor.cpp
msgid "Max. Linear Error:"
msgstr "最大。線形エラー:"
#: editor/animation_track_editor.cpp
msgid "Max. Angular Error:"
msgstr "最大。角度エラー:"
#: editor/animation_track_editor.cpp
msgid "Max Optimizable Angle:"
msgstr "最大最適化角度:"
#: editor/animation_track_editor.cpp
msgid "Optimize"
msgstr "最適化"
#: editor/animation_track_editor.cpp
msgid "Remove invalid keys"
msgstr "無効なキーを除去"
#: editor/animation_track_editor.cpp
msgid "Remove unresolved and empty tracks"
msgstr "未解決・空のトラックを除去"
#: editor/animation_track_editor.cpp
msgid "Clean-up all animations"
msgstr "すべてのアニメーションをクリーンアップ"
#: editor/animation_track_editor.cpp
msgid "Clean-Up Animation(s) (NO UNDO!)"
msgstr "アニメーションをクリーンアップ (元に戻せません!)"
#: editor/animation_track_editor.cpp
msgid "Clean-Up"
msgstr "クリーンアップ"
#: editor/animation_track_editor.cpp
msgid "Scale Ratio:"
msgstr "スケール比:"
#: editor/animation_track_editor.cpp
msgid "Select Tracks to Copy"
msgstr "コピーするトラックを選択"
#: editor/animation_track_editor.cpp editor/editor_log.cpp
#: editor/editor_properties.cpp
#: editor/plugins/animation_player_editor_plugin.cpp
#: editor/plugins/script_text_editor.cpp
#: editor/plugins/sprite_frames_editor_plugin.cpp editor/property_editor.cpp
#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp
msgid "Copy"
msgstr "コピー"
#: editor/animation_track_editor.cpp
msgid "Select All/None"
msgstr "すべてを選択/解除"
#: editor/animation_track_editor_plugins.cpp
msgid "Add Audio Track Clip"
msgstr "オーディオトラッククリップの追加"
#: editor/animation_track_editor_plugins.cpp
msgid "Change Audio Track Clip Start Offset"
msgstr "オーディオトラッククリップの開始オフセットを変更"
#: editor/animation_track_editor_plugins.cpp
msgid "Change Audio Track Clip End Offset"
msgstr "オーディオトラッククリップの終了オフセットを変更"
#: editor/array_property_edit.cpp
msgid "Resize Array"
msgstr "配列のサイズを変更"
#: editor/array_property_edit.cpp
msgid "Change Array Value Type"
msgstr "配列値の型を変更"
#: editor/array_property_edit.cpp
msgid "Change Array Value"
msgstr "配列の値を変更"
#: editor/code_editor.cpp
msgid "Go to Line"
msgstr "行に移動"
#: editor/code_editor.cpp
msgid "Line Number:"
msgstr "行番号:"
#: editor/code_editor.cpp
msgid "%d replaced."
msgstr "%d を置換しました。"
#: editor/code_editor.cpp editor/editor_help.cpp
msgid "%d match."
msgstr "%d件の一致が見つかりました。"
#: editor/code_editor.cpp editor/editor_help.cpp
msgid "%d matches."
msgstr "%d件の一致が見つかりました。"
#: editor/code_editor.cpp editor/find_in_files.cpp
msgid "Match Case"
msgstr "大文字小文字を区別する"
#: editor/code_editor.cpp editor/find_in_files.cpp
msgid "Whole Words"
msgstr "単語全体"
#: editor/code_editor.cpp editor/rename_dialog.cpp
msgid "Replace"
msgstr "置換"
#: editor/code_editor.cpp
msgid "Replace All"
msgstr "すべて置換"
#: editor/code_editor.cpp
msgid "Selection Only"
msgstr "選択範囲のみ"
#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp
#: editor/plugins/text_editor.cpp
msgid "Standard"
msgstr "標準"
#: editor/code_editor.cpp editor/plugins/script_editor_plugin.cpp
msgid "Toggle Scripts Panel"
msgstr "スクリプトパネルを切り替え"
#: editor/code_editor.cpp editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/texture_region_editor_plugin.cpp
#: editor/plugins/tile_set_editor_plugin.cpp scene/gui/graph_edit.cpp
msgid "Zoom In"
msgstr "ズームイン"
#: editor/code_editor.cpp editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/texture_region_editor_plugin.cpp
#: editor/plugins/tile_set_editor_plugin.cpp scene/gui/graph_edit.cpp
msgid "Zoom Out"
msgstr "ズームアウト"
#: editor/code_editor.cpp
msgid "Reset Zoom"
msgstr "ズームをリセット"
#: editor/code_editor.cpp
msgid "Warnings"
msgstr "警告"
#: editor/code_editor.cpp
msgid "Line and column numbers."
msgstr "行番号と列番号。"
#: editor/connections_dialog.cpp
msgid "Method in target node must be specified."
msgstr "対象ノードのメソッドを指定してください。"
#: editor/connections_dialog.cpp
msgid ""
"Target method not found. Specify a valid method or attach a script to the "
"target node."
msgstr ""
"対象のメソッドが見つかりません。有効なメソッドを指定するか、ターゲットノード"
"にスクリプトをアタッチしてください。"
#: editor/connections_dialog.cpp
msgid "Connect to Node:"
msgstr "ノードへの接続:"
#: editor/connections_dialog.cpp
msgid "Connect to Script:"
msgstr "スクリプトに接続:"
#: editor/connections_dialog.cpp
msgid "From Signal:"
msgstr "シグナルから:"
#: editor/connections_dialog.cpp
msgid "Scene does not contain any script."
msgstr "シーンにはスクリプトが含まれていません。"
#: editor/connections_dialog.cpp editor/editor_autoload_settings.cpp
#: editor/groups_editor.cpp editor/plugins/item_list_editor_plugin.cpp
#: editor/plugins/theme_editor_plugin.cpp editor/project_settings_editor.cpp
msgid "Add"
msgstr "追加"
#: editor/connections_dialog.cpp editor/dependency_editor.cpp
#: editor/editor_feature_profile.cpp editor/groups_editor.cpp
#: editor/plugins/animation_player_editor_plugin.cpp
#: editor/plugins/animation_tree_player_editor_plugin.cpp
#: editor/plugins/resource_preloader_editor_plugin.cpp
#: editor/plugins/theme_editor_plugin.cpp
#: editor/plugins/visual_shader_editor_plugin.cpp editor/project_manager.cpp
#: editor/project_settings_editor.cpp
msgid "Remove"
msgstr "除去"
#: editor/connections_dialog.cpp
msgid "Add Extra Call Argument:"
msgstr "呼出し引数を追加:"
#: editor/connections_dialog.cpp
msgid "Extra Call Arguments:"
msgstr "追加の呼出し引数:"
#: editor/connections_dialog.cpp
msgid "Receiver Method:"
msgstr "メソッドの選択:"
#: editor/connections_dialog.cpp
msgid "Advanced"
msgstr "高度な設定"
#: editor/connections_dialog.cpp
msgid "Deferred"
msgstr "遅延"
#: editor/connections_dialog.cpp
msgid ""
"Defers the signal, storing it in a queue and only firing it at idle time."
msgstr "シグナルを保留し、キューに格納して、アイドル時にのみ起動します。"
#: editor/connections_dialog.cpp
msgid "Oneshot"
msgstr "単発"
#: editor/connections_dialog.cpp
msgid "Disconnects the signal after its first emission."
msgstr "最初の放出後に信号を切断します。"
#: editor/connections_dialog.cpp
msgid "Cannot connect signal"
msgstr "シグナルに接続できません"
#: editor/connections_dialog.cpp editor/dependency_editor.cpp
#: editor/export_template_manager.cpp editor/groups_editor.cpp
#: editor/plugins/animation_player_editor_plugin.cpp
#: editor/plugins/asset_library_editor_plugin.cpp
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/resource_preloader_editor_plugin.cpp
#: editor/plugins/script_editor_plugin.cpp
#: editor/plugins/sprite_frames_editor_plugin.cpp
#: editor/plugins/version_control_editor_plugin.cpp editor/project_export.cpp
#: editor/project_settings_editor.cpp editor/property_editor.cpp
#: editor/run_settings_dialog.cpp editor/settings_config_dialog.cpp
#: modules/visual_script/visual_script_editor.cpp
msgid "Close"
msgstr "閉じる"
#: editor/connections_dialog.cpp
msgid "Connect"
msgstr "接続"
#: editor/connections_dialog.cpp
msgid "Signal:"
msgstr "シグナル:"
#: editor/connections_dialog.cpp
msgid "Connect '%s' to '%s'"
msgstr "'%s' を '%s' に接続"
#: editor/connections_dialog.cpp
msgid "Disconnect '%s' from '%s'"
msgstr "'%s' を '%s' から切断"
#: editor/connections_dialog.cpp
msgid "Disconnect all from signal: '%s'"
msgstr "シグナル '%s' から全てを切断"
#: editor/connections_dialog.cpp
msgid "Connect..."
msgstr "接続..."
#: editor/connections_dialog.cpp
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Disconnect"
msgstr "切断"
#: editor/connections_dialog.cpp
msgid "Connect a Signal to a Method"
msgstr "メソッドにシグナルを接続"
#: editor/connections_dialog.cpp
msgid "Edit Connection:"
msgstr "接続を編集:"
#: editor/connections_dialog.cpp
msgid "Are you sure you want to remove all connections from the \"%s\" signal?"
msgstr "シグナル %s から全ての接続を除去してもよろしいですか?"
#: editor/connections_dialog.cpp editor/editor_help.cpp editor/node_dock.cpp
msgid "Signals"
msgstr "シグナル"
#: editor/connections_dialog.cpp
msgid "Are you sure you want to remove all connections from this signal?"
msgstr "このシグナルから全ての接続を除去してもよろしいですか?"
#: editor/connections_dialog.cpp
msgid "Disconnect All"
msgstr "すべて切断"
#: editor/connections_dialog.cpp
msgid "Edit..."
msgstr "編集..."
#: editor/connections_dialog.cpp
msgid "Go To Method"
msgstr "メソッドへ行く"
#: editor/create_dialog.cpp
msgid "Change %s Type"
msgstr "%s 型を変更"
#: editor/create_dialog.cpp editor/project_settings_editor.cpp
msgid "Change"
msgstr "変更"
#: editor/create_dialog.cpp
msgid "Create New %s"
msgstr "%s を新規作成"
#: editor/create_dialog.cpp editor/editor_file_dialog.cpp
#: editor/filesystem_dock.cpp
msgid "Favorites:"
msgstr "お気に入り:"
#: editor/create_dialog.cpp editor/editor_file_dialog.cpp
msgid "Recent:"
msgstr "最近:"
#: editor/create_dialog.cpp editor/plugins/script_editor_plugin.cpp
#: editor/property_selector.cpp editor/quick_open.cpp
#: modules/visual_script/visual_script_property_selector.cpp
msgid "Search:"
msgstr "検索:"
#: editor/create_dialog.cpp editor/plugins/script_editor_plugin.cpp
#: editor/property_selector.cpp editor/quick_open.cpp
#: modules/visual_script/visual_script_property_selector.cpp
msgid "Matches:"
msgstr "一致:"
#: editor/create_dialog.cpp editor/editor_plugin_settings.cpp
#: editor/plugin_config_dialog.cpp
#: editor/plugins/asset_library_editor_plugin.cpp
#: editor/plugins/visual_shader_editor_plugin.cpp editor/property_selector.cpp
#: modules/visual_script/visual_script_property_selector.cpp
msgid "Description:"
msgstr "説明:"
#: editor/dependency_editor.cpp
msgid "Search Replacement For:"
msgstr "検索して置換:"
#: editor/dependency_editor.cpp
msgid "Dependencies For:"
msgstr "次の依存関係:"
#: editor/dependency_editor.cpp
msgid ""
"Scene '%s' is currently being edited.\n"
"Changes will only take effect when reloaded."
msgstr ""
"シーン '%s' は現在編集中です。\n"
"変更は再読込み後に反映されます。"
#: editor/dependency_editor.cpp
msgid ""
"Resource '%s' is in use.\n"
"Changes will only take effect when reloaded."
msgstr ""
"リソース '%s' は使用中です。\n"
"変更は再読込み後に反映されます。"
#: editor/dependency_editor.cpp
#: modules/gdnative/gdnative_library_editor_plugin.cpp
msgid "Dependencies"
msgstr "依存関係"
#: editor/dependency_editor.cpp
msgid "Resource"
msgstr "リソース"
#: editor/dependency_editor.cpp editor/editor_autoload_settings.cpp
#: editor/project_manager.cpp editor/project_settings_editor.cpp
msgid "Path"
msgstr "パス"
#: editor/dependency_editor.cpp
msgid "Dependencies:"
msgstr "依存関係:"
#: editor/dependency_editor.cpp
msgid "Fix Broken"
msgstr "修復"
#: editor/dependency_editor.cpp
msgid "Dependency Editor"
msgstr "依存関係エディタ"
#: editor/dependency_editor.cpp
msgid "Search Replacement Resource:"
msgstr "置換するリソースを検索:"
#: editor/dependency_editor.cpp editor/editor_file_dialog.cpp
#: editor/editor_help_search.cpp editor/editor_node.cpp
#: editor/filesystem_dock.cpp editor/plugins/script_editor_plugin.cpp
#: editor/property_selector.cpp editor/quick_open.cpp
#: editor/script_create_dialog.cpp
#: modules/visual_script/visual_script_property_selector.cpp
#: scene/gui/file_dialog.cpp
msgid "Open"
msgstr "開く"
#: editor/dependency_editor.cpp
msgid "Owners Of:"
msgstr "次のオーナー:"
#: editor/dependency_editor.cpp
msgid "Remove selected files from the project? (Can't be restored)"
msgstr "選択したファイルをプロジェクトから削除しますか?(元に戻せません)"
#: editor/dependency_editor.cpp
msgid ""
"The files being removed are required by other resources in order for them to "
"work.\n"
"Remove them anyway? (no undo)"
msgstr ""
"除去しようとしているファイルは他のリソースの動作に必要です。\n"
"無視して除去しますか?(元に戻せません)"
#: editor/dependency_editor.cpp
msgid "Cannot remove:"
msgstr "除去不可:"
#: editor/dependency_editor.cpp
msgid "Error loading:"
msgstr "読込みエラー:"
#: editor/dependency_editor.cpp
msgid "Load failed due to missing dependencies:"
msgstr "依存関係が見つからないため、シーンを読込めません:"
#: editor/dependency_editor.cpp editor/editor_node.cpp
msgid "Open Anyway"
msgstr "とにかく開く"
#: editor/dependency_editor.cpp
msgid "Which action should be taken?"
msgstr "どのアクションを実行しますか?"
#: editor/dependency_editor.cpp
msgid "Fix Dependencies"
msgstr "依存関係の修復"
#: editor/dependency_editor.cpp
msgid "Errors loading!"
msgstr "読み込みエラー!"
#: editor/dependency_editor.cpp
msgid "Permanently delete %d item(s)? (No undo!)"
msgstr "%d 個のアイテムを完全に削除しますか?(元に戻せません!)"
#: editor/dependency_editor.cpp
msgid "Show Dependencies"
msgstr "依存関係を表示"
#: editor/dependency_editor.cpp
msgid "Orphan Resource Explorer"
msgstr "孤立リソース エクスプローラー"
#: editor/dependency_editor.cpp editor/editor_audio_buses.cpp
#: editor/editor_file_dialog.cpp editor/editor_node.cpp
#: editor/filesystem_dock.cpp editor/plugins/item_list_editor_plugin.cpp
#: editor/plugins/sprite_frames_editor_plugin.cpp editor/project_export.cpp
#: editor/project_settings_editor.cpp editor/scene_tree_dock.cpp
msgid "Delete"
msgstr "削除"
#: editor/dependency_editor.cpp
msgid "Owns"
msgstr "所有"
#: editor/dependency_editor.cpp
msgid "Resources Without Explicit Ownership:"
msgstr "所有権が明示されていないリソース:"
#: editor/dictionary_property_edit.cpp
msgid "Change Dictionary Key"
msgstr "Dictionary キーの変更"
#: editor/dictionary_property_edit.cpp
msgid "Change Dictionary Value"
msgstr "Dictionary 値の変更"
#: editor/editor_about.cpp
msgid "Thanks from the Godot community!"
msgstr "Godot コミュニティより感謝を!"
#: editor/editor_about.cpp
msgid "Godot Engine contributors"
msgstr "Godot エンジンに貢献した人々"
#: editor/editor_about.cpp
msgid "Project Founders"
msgstr "プロジェクト創始者"
#: editor/editor_about.cpp
msgid "Lead Developer"
msgstr "開発リーダー"
#: editor/editor_about.cpp
msgid "Project Manager "
msgstr "プロジェクトマネージャー "
#: editor/editor_about.cpp
msgid "Developers"
msgstr "開発者"
#: editor/editor_about.cpp
msgid "Authors"
msgstr "作者"
#: editor/editor_about.cpp
msgid "Platinum Sponsors"
msgstr "プラチナスポンサー"
#: editor/editor_about.cpp
msgid "Gold Sponsors"
msgstr "ゴールドスポンサー"
#: editor/editor_about.cpp
msgid "Mini Sponsors"
msgstr "ミニスポンサー"
#: editor/editor_about.cpp
msgid "Gold Donors"
msgstr "ゴールドドナー"
#: editor/editor_about.cpp
msgid "Silver Donors"
msgstr "シルバードナー"
#: editor/editor_about.cpp
msgid "Bronze Donors"
msgstr "ブロンズドナー"
#: editor/editor_about.cpp
msgid "Donors"
msgstr "ドナー"
#: editor/editor_about.cpp
msgid "License"
msgstr "ライセンス"
#: editor/editor_about.cpp
msgid "Third-party Licenses"
msgstr "サードパーティーライセンス"
#: editor/editor_about.cpp
msgid ""
"Godot Engine relies on a number of third-party free and open source "
"libraries, all compatible with the terms of its MIT license. The following "
"is an exhaustive list of all such third-party components with their "
"respective copyright statements and license terms."
msgstr ""
"Godot Engineは、MITライセンスの条項と互換性のある、多数のサードパーティのフ"
"リーおよびオープンソースライブラリを利用しています。 以下は、そのようなすべて"
"のサードパーティコンポーネントのそれぞれの著作権表示とライセンス条項を網羅し"
"たリストです。"
#: editor/editor_about.cpp
msgid "All Components"
msgstr "すべてのコンポーネント"
#: editor/editor_about.cpp
msgid "Components"
msgstr "コンポーネント"
#: editor/editor_about.cpp
msgid "Licenses"
msgstr "ライセンス"
#: editor/editor_asset_installer.cpp editor/project_manager.cpp
msgid "Error opening package file, not in ZIP format."
msgstr "パッケージファイルを開けませんでした、zip 形式ではありません。"
#: editor/editor_asset_installer.cpp
msgid "%s (Already Exists)"
msgstr "%s (すでに存在します)"
#: editor/editor_asset_installer.cpp
msgid "Uncompressing Assets"
msgstr "アセットを展開"
#: editor/editor_asset_installer.cpp editor/project_manager.cpp
msgid "The following files failed extraction from package:"
msgstr "次のファイルをパッケージから抽出できませんでした:"
#: editor/editor_asset_installer.cpp
msgid "And %s more files."
msgstr "および %s 個のファイル。"
#: editor/editor_asset_installer.cpp editor/project_manager.cpp
msgid "Package installed successfully!"
msgstr "パッケージのインストールに成功しました!"
#: editor/editor_asset_installer.cpp
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Success!"
msgstr "成功!"
#: editor/editor_asset_installer.cpp
msgid "Package Contents:"
msgstr "パッケージの内容:"
#: editor/editor_asset_installer.cpp editor/editor_node.cpp
msgid "Install"
msgstr "インストール"
#: editor/editor_asset_installer.cpp
msgid "Package Installer"
msgstr "パッケージインストーラー"
#: editor/editor_audio_buses.cpp
msgid "Speakers"
msgstr "スピーカー"
#: editor/editor_audio_buses.cpp
msgid "Add Effect"
msgstr "エフェクトを追加"
#: editor/editor_audio_buses.cpp
msgid "Rename Audio Bus"
msgstr "オーディオバス名を変更"
#: editor/editor_audio_buses.cpp
msgid "Change Audio Bus Volume"
msgstr "オーディオバスのボリュームを変更"
#: editor/editor_audio_buses.cpp
msgid "Toggle Audio Bus Solo"
msgstr "オーディオバスのソロを切り替え"
#: editor/editor_audio_buses.cpp
msgid "Toggle Audio Bus Mute"
msgstr "オーディオバスのミュートを切り替え"
#: editor/editor_audio_buses.cpp
msgid "Toggle Audio Bus Bypass Effects"
msgstr "オーディオバスのバイパスエフェクトを切り替え"
#: editor/editor_audio_buses.cpp
msgid "Select Audio Bus Send"
msgstr "オーディオバスの出力先を選択"
#: editor/editor_audio_buses.cpp
msgid "Add Audio Bus Effect"
msgstr "オーディオバスエフェクトを追加"
#: editor/editor_audio_buses.cpp
msgid "Move Bus Effect"
msgstr "バスエフェクトを移動"
#: editor/editor_audio_buses.cpp
msgid "Delete Bus Effect"
msgstr "バスエフェクトを削除"
#: editor/editor_audio_buses.cpp
msgid "Drag & drop to rearrange."
msgstr "ドラッグ&ドロップで並び替えることができます。"
#: editor/editor_audio_buses.cpp
msgid "Solo"
msgstr "ソロ"
#: editor/editor_audio_buses.cpp
msgid "Mute"
msgstr "ミュート"
#: editor/editor_audio_buses.cpp
msgid "Bypass"
msgstr "バイパス"
#: editor/editor_audio_buses.cpp
msgid "Bus options"
msgstr "バス オプション"
#: editor/editor_audio_buses.cpp editor/filesystem_dock.cpp
#: editor/plugins/animation_player_editor_plugin.cpp editor/scene_tree_dock.cpp
msgid "Duplicate"
msgstr "複製"
#: editor/editor_audio_buses.cpp
msgid "Reset Volume"
msgstr "音量をリセット"
#: editor/editor_audio_buses.cpp
msgid "Delete Effect"
msgstr "エフェクトを削除"
#: editor/editor_audio_buses.cpp
msgid "Audio"
msgstr "オーディオ"
#: editor/editor_audio_buses.cpp
msgid "Add Audio Bus"
msgstr "オーディオバスを追加"
#: editor/editor_audio_buses.cpp
msgid "Master bus can't be deleted!"
msgstr "マスターバスは削除できません!"
#: editor/editor_audio_buses.cpp
msgid "Delete Audio Bus"
msgstr "オーディオバスの削除"
#: editor/editor_audio_buses.cpp
msgid "Duplicate Audio Bus"
msgstr "オーディオバスを複製"
#: editor/editor_audio_buses.cpp
msgid "Reset Bus Volume"
msgstr "バスボリュームをリセット"
#: editor/editor_audio_buses.cpp
msgid "Move Audio Bus"
msgstr "オーディオバスを移動"
#: editor/editor_audio_buses.cpp
msgid "Save Audio Bus Layout As..."
msgstr "オーディオバスのレイアウトを別名で保存..."
#: editor/editor_audio_buses.cpp
msgid "Location for New Layout..."
msgstr "新規レイアウトの場所..."
#: editor/editor_audio_buses.cpp
msgid "Open Audio Bus Layout"
msgstr "オーディオバスのレイアウトを開く"
#: editor/editor_audio_buses.cpp
msgid "There is no '%s' file."
msgstr "'%s' ファイルがありません。"
#: editor/editor_audio_buses.cpp editor/plugins/canvas_item_editor_plugin.cpp
msgid "Layout"
msgstr "レイアウト"
#: editor/editor_audio_buses.cpp
msgid "Invalid file, not an audio bus layout."
msgstr "無効なファイルです。オーディオバスのレイアウトではありません。"
#: editor/editor_audio_buses.cpp
msgid "Error saving file: %s"
msgstr "ファイルの保存エラー: %s"
#: editor/editor_audio_buses.cpp
msgid "Add Bus"
msgstr "バスを追加"
#: editor/editor_audio_buses.cpp
msgid "Add a new Audio Bus to this layout."
msgstr "新規オーディオバスをこのレイアウトに追加する。"
#: editor/editor_audio_buses.cpp editor/editor_properties.cpp
#: editor/plugins/animation_player_editor_plugin.cpp editor/property_editor.cpp
#: editor/script_create_dialog.cpp
msgid "Load"
msgstr "読込み"
#: editor/editor_audio_buses.cpp
msgid "Load an existing Bus Layout."
msgstr "既存のバスレイアウトを読込む。"
#: editor/editor_audio_buses.cpp
msgid "Save As"
msgstr "名前を付けて保存"
#: editor/editor_audio_buses.cpp
msgid "Save this Bus Layout to a file."
msgstr "このバスレイアウトをファイルに保存。"
#: editor/editor_audio_buses.cpp editor/import_dock.cpp
msgid "Load Default"
msgstr "デフォルトを読込む"
#: editor/editor_audio_buses.cpp
msgid "Load the default Bus Layout."
msgstr "デフォルトのバスレイアウトを読込みます。"
#: editor/editor_audio_buses.cpp
msgid "Create a new Bus Layout."
msgstr "新規バスレイアウトを作成。"
#: editor/editor_autoload_settings.cpp
msgid "Invalid name."
msgstr "無効な名前です。"
#: editor/editor_autoload_settings.cpp
msgid "Valid characters:"
msgstr "有効な文字:"
#: editor/editor_autoload_settings.cpp
msgid "Must not collide with an existing engine class name."
msgstr "既存のエンジンクラス名と重複してはなりません。"
#: editor/editor_autoload_settings.cpp
msgid "Must not collide with an existing built-in type name."
msgstr "既存の組込み型名と重複してはいけません。"
#: editor/editor_autoload_settings.cpp
msgid "Must not collide with an existing global constant name."
msgstr "既存のグローバル定数名と重複してはいけません。"
#: editor/editor_autoload_settings.cpp
msgid "Keyword cannot be used as an autoload name."
msgstr "キーワードは自動ロード名として使用できません。"
#: editor/editor_autoload_settings.cpp
msgid "Autoload '%s' already exists!"
msgstr "自動読込み '%s' は既に存在します!"
#: editor/editor_autoload_settings.cpp
msgid "Rename Autoload"
msgstr "自動読込みの名前変更"
#: editor/editor_autoload_settings.cpp
msgid "Toggle AutoLoad Globals"
msgstr "グローバルの自動読込みを切り替え"
#: editor/editor_autoload_settings.cpp
msgid "Move Autoload"
msgstr "自動読込みを移動"
#: editor/editor_autoload_settings.cpp
msgid "Remove Autoload"
msgstr "自動読込みを除去"
#: editor/editor_autoload_settings.cpp editor/editor_plugin_settings.cpp
msgid "Enable"
msgstr "有効"
#: editor/editor_autoload_settings.cpp
msgid "Rearrange Autoloads"
msgstr "自動読込みの並べ替え"
#: editor/editor_autoload_settings.cpp editor/script_create_dialog.cpp
msgid "Invalid path."
msgstr "パスが無効です。"
#: editor/editor_autoload_settings.cpp editor/script_create_dialog.cpp
msgid "File does not exist."
msgstr "ファイルが存在しません。"
#: editor/editor_autoload_settings.cpp
msgid "Not in resource path."
msgstr "リソースパスにありません。"
#: editor/editor_autoload_settings.cpp
msgid "Add AutoLoad"
msgstr "自動読込みを追加"
#: editor/editor_autoload_settings.cpp editor/editor_file_dialog.cpp
#: editor/editor_plugin_settings.cpp
#: editor/plugins/animation_tree_editor_plugin.cpp
#: editor/script_create_dialog.cpp scene/gui/file_dialog.cpp
msgid "Path:"
msgstr "パス:"
#: editor/editor_autoload_settings.cpp
msgid "Node Name:"
msgstr "ノード名:"
#: editor/editor_autoload_settings.cpp editor/editor_help_search.cpp
#: editor/editor_profiler.cpp editor/project_manager.cpp
#: editor/settings_config_dialog.cpp
msgid "Name"
msgstr "名前"
#: editor/editor_autoload_settings.cpp
msgid "Singleton"
msgstr "シングルトン"
#: editor/editor_data.cpp editor/inspector_dock.cpp
msgid "Paste Params"
msgstr "パラメーターを貼り付け"
#: editor/editor_data.cpp
msgid "Updating Scene"
msgstr "シーンを更新"
#: editor/editor_data.cpp
msgid "Storing local changes..."
msgstr "ローカルの変更を保存..."
#: editor/editor_data.cpp
msgid "Updating scene..."
msgstr "シーンを更新..."
#: editor/editor_data.cpp editor/editor_properties.cpp
msgid "[empty]"
msgstr "[空]"
#: editor/editor_data.cpp
msgid "[unsaved]"
msgstr "[未保存]"
#: editor/editor_dir_dialog.cpp
msgid "Please select a base directory first."
msgstr "はじめにベースディレクトリを選択してください。"
#: editor/editor_dir_dialog.cpp
msgid "Choose a Directory"
msgstr "ディレクトリを選択"
#: editor/editor_dir_dialog.cpp editor/editor_file_dialog.cpp
#: editor/filesystem_dock.cpp editor/project_manager.cpp
#: scene/gui/file_dialog.cpp
msgid "Create Folder"
msgstr "フォルダを作成"
#: editor/editor_dir_dialog.cpp editor/editor_file_dialog.cpp
#: editor/editor_plugin_settings.cpp editor/filesystem_dock.cpp
#: editor/plugins/theme_editor_plugin.cpp editor/project_export.cpp
#: modules/visual_script/visual_script_editor.cpp scene/gui/file_dialog.cpp
msgid "Name:"
msgstr "名前:"
#: editor/editor_dir_dialog.cpp editor/editor_file_dialog.cpp
#: editor/filesystem_dock.cpp scene/gui/file_dialog.cpp
msgid "Could not create folder."
msgstr "フォルダを作成できませんでした。"
#: editor/editor_dir_dialog.cpp
msgid "Choose"
msgstr "選ぶ"
#: editor/editor_export.cpp
msgid "Storing File:"
msgstr "ファイルの保存:"
#: editor/editor_export.cpp
msgid "No export template found at the expected path:"
msgstr "エクスポート テンプレートが予想されたパスに見つかりません:"
#: editor/editor_export.cpp
msgid "Packing"
msgstr "パック中"
#: editor/editor_export.cpp
msgid ""
"Target platform requires 'ETC' texture compression for GLES2. Enable 'Import "
"Etc' in Project Settings."
msgstr ""
"対象プラットフォームではGLES2のために'ETC'テクスチャ圧縮が必要です。プロジェ"
"クト設定より 'Import Etc' をオンにしてください。"
#: editor/editor_export.cpp
msgid ""
"Target platform requires 'ETC2' texture compression for GLES3. Enable "
"'Import Etc 2' in Project Settings."
msgstr ""
"対象プラットフォームではGLES3のために'ETC2'テクスチャ圧縮が必要です。プロジェ"
"クト設定より 'Import Etc 2' をオンにしてください。"
#: editor/editor_export.cpp
msgid ""
"Target platform requires 'ETC' texture compression for the driver fallback "
"to GLES2.\n"
"Enable 'Import Etc' in Project Settings, or disable 'Driver Fallback "
"Enabled'."
msgstr ""
"対象プラットフォームではGLES2へフォールバックするために'ETC'テクスチャ圧縮が"
"必要です。プロジェクト設定より 'Import Etc' をオンにするか、'Fallback To "
"Gles 2' をオフにしてください。"
#: editor/editor_export.cpp platform/android/export/export.cpp
#: platform/iphone/export/export.cpp platform/javascript/export/export.cpp
#: platform/osx/export/export.cpp platform/uwp/export/export.cpp
msgid "Custom debug template not found."
msgstr "カスタム デバッグテンプレートが見つかりません。"
#: editor/editor_export.cpp platform/android/export/export.cpp
#: platform/iphone/export/export.cpp platform/javascript/export/export.cpp
#: platform/osx/export/export.cpp platform/uwp/export/export.cpp
msgid "Custom release template not found."
msgstr "カスタム リリーステンプレートが見つかりません。"
#: editor/editor_export.cpp platform/javascript/export/export.cpp
msgid "Template file not found:"
msgstr "テンプレートファイルが見つかりません:"
#: editor/editor_export.cpp
msgid "On 32-bit exports the embedded PCK cannot be bigger than 4 GiB."
msgstr ""
"32ビットのエクスポートでは、組み込みPCKは4GiBを超えることはできません。"
#: editor/editor_feature_profile.cpp
msgid "3D Editor"
msgstr "3Dエディタ"
#: editor/editor_feature_profile.cpp
msgid "Script Editor"
msgstr "スクリプトエディタ"
#: editor/editor_feature_profile.cpp
msgid "Asset Library"
msgstr "アセットライブラリ"
#: editor/editor_feature_profile.cpp
msgid "Scene Tree Editing"
msgstr "シーンツリーの編集"
#: editor/editor_feature_profile.cpp
msgid "Import Dock"
msgstr "インポートドック"
#: editor/editor_feature_profile.cpp
msgid "Node Dock"
msgstr "ノードドック"
#: editor/editor_feature_profile.cpp
msgid "FileSystem and Import Docks"
msgstr "ファイルシステムとインポートドック"
#: editor/editor_feature_profile.cpp
msgid "Erase profile '%s'? (no undo)"
msgstr "プロファイル '%s'を消去しますか? (元に戻せません)"
#: editor/editor_feature_profile.cpp
msgid "Profile must be a valid filename and must not contain '.'"
msgstr ""
"プロファイルは有効なファイル名でなければならず、 '.' を含んではいけません"
#: editor/editor_feature_profile.cpp
msgid "Profile with this name already exists."
msgstr "この名前のプロファイルは既に存在します。"
#: editor/editor_feature_profile.cpp
msgid "(Editor Disabled, Properties Disabled)"
msgstr "(エディタ無効、プロパティ無効)"
#: editor/editor_feature_profile.cpp
msgid "(Properties Disabled)"
msgstr "(プロパティ無効)"
#: editor/editor_feature_profile.cpp
msgid "(Editor Disabled)"
msgstr "(エディタ無効)"
#: editor/editor_feature_profile.cpp
msgid "Class Options:"
msgstr "クラスオプション:"
#: editor/editor_feature_profile.cpp
msgid "Enable Contextual Editor"
msgstr "コンテキストエディタを有効にする"
#: editor/editor_feature_profile.cpp
msgid "Enabled Properties:"
msgstr "プロパティを有効にする:"
#: editor/editor_feature_profile.cpp
msgid "Enabled Features:"
msgstr "機能を有効にする:"
#: editor/editor_feature_profile.cpp
msgid "Enabled Classes:"
msgstr "クラスを有効にする:"
#: editor/editor_feature_profile.cpp
msgid "File '%s' format is invalid, import aborted."
msgstr "ファイル '%s' のフォーマットが無効です。インポートが中止されました。"
#: editor/editor_feature_profile.cpp
msgid ""
"Profile '%s' already exists. Remove it first before importing, import "
"aborted."
msgstr ""
"プロファイル '%s' はすでに存在します。インポートする前に削除してください。イ"
"ンポートは中止されました。"
#: editor/editor_feature_profile.cpp
msgid "Error saving profile to path: '%s'."
msgstr "指定されたパスへの保存中にエラーが発生しました: '%s'."
#: editor/editor_feature_profile.cpp
msgid "Unset"
msgstr "未設定"
#: editor/editor_feature_profile.cpp
msgid "Current Profile:"
msgstr "現在のプロファイル:"
#: editor/editor_feature_profile.cpp
msgid "Make Current"
msgstr "最新にする"
#: editor/editor_feature_profile.cpp
#: editor/plugins/animation_player_editor_plugin.cpp
#: editor/plugins/version_control_editor_plugin.cpp
msgid "New"
msgstr "新規"
#: editor/editor_feature_profile.cpp editor/editor_node.cpp
#: editor/project_manager.cpp
msgid "Import"
msgstr "インポート"
#: editor/editor_feature_profile.cpp editor/project_export.cpp
msgid "Export"
msgstr "エクスポート"
#: editor/editor_feature_profile.cpp
msgid "Available Profiles:"
msgstr "利用可能なプロファイル:"
#: editor/editor_feature_profile.cpp
msgid "Class Options"
msgstr "クラスオプション"
#: editor/editor_feature_profile.cpp
msgid "New profile name:"
msgstr "新しいプロファイルの名前:"
#: editor/editor_feature_profile.cpp
msgid "Erase Profile"
msgstr "プロファイルを消去"
#: editor/editor_feature_profile.cpp
msgid "Godot Feature Profile"
msgstr "Godot機能プロファイル"
#: editor/editor_feature_profile.cpp
msgid "Import Profile(s)"
msgstr "プロファイルのインポート"
#: editor/editor_feature_profile.cpp
msgid "Export Profile"
msgstr "プロファイルのエクスポート"
#: editor/editor_feature_profile.cpp
msgid "Manage Editor Feature Profiles"
msgstr "エディタ機能のプロファイルの管理"
#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
msgid "Select Current Folder"
msgstr "現在のフォルダを選択"
#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
msgid "File Exists, Overwrite?"
msgstr "ファイルが既に存在します。上書きしますか?"
#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
msgid "Select This Folder"
msgstr "このフォルダを選択"
#: editor/editor_file_dialog.cpp editor/filesystem_dock.cpp
msgid "Copy Path"
msgstr "パスをコピー"
#: editor/editor_file_dialog.cpp editor/filesystem_dock.cpp
msgid "Open in File Manager"
msgstr "ファイルマネージャーで開く"
#: editor/editor_file_dialog.cpp editor/editor_node.cpp
#: editor/filesystem_dock.cpp editor/project_manager.cpp
msgid "Show in File Manager"
msgstr "ファイルマネージャーで表示"
#: editor/editor_file_dialog.cpp editor/filesystem_dock.cpp
msgid "New Folder..."
msgstr "新規フォルダ..."
#: editor/editor_file_dialog.cpp editor/find_in_files.cpp
#: editor/plugins/version_control_editor_plugin.cpp
msgid "Refresh"
msgstr "再読込"
#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
msgid "All Recognized"
msgstr "承認済みすべて"
#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
msgid "All Files (*)"
msgstr "すべてのファイル (*)"
#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
msgid "Open a File"
msgstr "ファイルを開く"
#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
msgid "Open File(s)"
msgstr "ファイルを開く"
#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
msgid "Open a Directory"
msgstr "ディレクトリを開く"
#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
msgid "Open a File or Directory"
msgstr "ファイルまたはディレクトリを開く"
#: editor/editor_file_dialog.cpp editor/editor_node.cpp
#: editor/editor_properties.cpp editor/inspector_dock.cpp
#: editor/plugins/animation_player_editor_plugin.cpp
#: editor/plugins/script_editor_plugin.cpp scene/gui/file_dialog.cpp
msgid "Save"
msgstr "保存"
#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
msgid "Save a File"
msgstr "ファイルを保存"
#: editor/editor_file_dialog.cpp
msgid "Go Back"
msgstr "戻る"
#: editor/editor_file_dialog.cpp
msgid "Go Forward"
msgstr "進む"
#: editor/editor_file_dialog.cpp
msgid "Go Up"
msgstr "上へ"
#: editor/editor_file_dialog.cpp
msgid "Toggle Hidden Files"
msgstr "隠しファイルの切り替え"
#: editor/editor_file_dialog.cpp
msgid "Toggle Favorite"
msgstr "お気に入りの切り替え"
#: editor/editor_file_dialog.cpp
msgid "Toggle Mode"
msgstr "モード切替え"
#: editor/editor_file_dialog.cpp
msgid "Focus Path"
msgstr "フォーカスパス"
#: editor/editor_file_dialog.cpp
msgid "Move Favorite Up"
msgstr "お気に入りを上へ"
#: editor/editor_file_dialog.cpp
msgid "Move Favorite Down"
msgstr "お気に入りを下へ"
#: editor/editor_file_dialog.cpp
msgid "Go to previous folder."
msgstr "前のフォルダへ移動する。"
#: editor/editor_file_dialog.cpp
msgid "Go to next folder."
msgstr "次のフォルダへ移動する。"
#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
msgid "Go to parent folder."
msgstr "親フォルダへ移動する。"
#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
msgid "Refresh files."
msgstr "ファイル更新。"
#: editor/editor_file_dialog.cpp
msgid "(Un)favorite current folder."
msgstr "現在のフォルダをお気に入りにする/お気に入りから外す。"
#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
msgid "Toggle the visibility of hidden files."
msgstr "隠しファイルの表示/非表示を切り替えます。"
#: editor/editor_file_dialog.cpp editor/filesystem_dock.cpp
msgid "View items as a grid of thumbnails."
msgstr "アイテムをサムネイルでグリッド表示する。"
#: editor/editor_file_dialog.cpp editor/filesystem_dock.cpp
msgid "View items as a list."
msgstr "アイテムを一覧で表示する。"
#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
msgid "Directories & Files:"
msgstr "ディレクトリとファイル:"
#: editor/editor_file_dialog.cpp editor/plugins/sprite_editor_plugin.cpp
#: editor/plugins/style_box_editor_plugin.cpp
#: editor/plugins/theme_editor_plugin.cpp
msgid "Preview:"
msgstr "プレビュー:"
#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
msgid "File:"
msgstr "ファイル:"
#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
msgid "Must use a valid extension."
msgstr "有効な拡張子を使用する必要があります。"
#: editor/editor_file_system.cpp
msgid "ScanSources"
msgstr "スキャンソース"
#: editor/editor_file_system.cpp
msgid ""
"There are multiple importers for different types pointing to file %s, import "
"aborted"
msgstr ""
"ファイル%sをポイントしている異なるタイプの複数のインポータがあります。イン"
"ポートは中断されました"
#: editor/editor_file_system.cpp
msgid "(Re)Importing Assets"
msgstr "アセットを(再)インポート中"
#: editor/editor_help.cpp editor/plugins/spatial_editor_plugin.cpp
msgid "Top"
msgstr "トップ"
#: editor/editor_help.cpp
msgid "Class:"
msgstr "クラス:"
#: editor/editor_help.cpp editor/scene_tree_editor.cpp
#: editor/script_create_dialog.cpp
msgid "Inherits:"
msgstr "継承元:"
#: editor/editor_help.cpp
msgid "Inherited by:"
msgstr "継承先:"
#: editor/editor_help.cpp
msgid "Description"
msgstr "説明"
#: editor/editor_help.cpp
msgid "Online Tutorials"
msgstr "オンラインチュートリアル"
#: editor/editor_help.cpp
msgid "Properties"
msgstr "プロパティ"
#: editor/editor_help.cpp
msgid "override:"
msgstr "上書き:"
#: editor/editor_help.cpp
msgid "default:"
msgstr "デフォルト:"
#: editor/editor_help.cpp
msgid "Methods"
msgstr "メソッド"
#: editor/editor_help.cpp
msgid "Theme Properties"
msgstr "テーマプロパティ"
#: editor/editor_help.cpp
msgid "Enumerations"
msgstr "列挙型"
#: editor/editor_help.cpp
msgid "Constants"
msgstr "定数"
#: editor/editor_help.cpp
msgid "Property Descriptions"
msgstr "プロパティの説明"
#: editor/editor_help.cpp
msgid "(value)"
msgstr "(値)"
#: editor/editor_help.cpp
msgid ""
"There is currently no description for this property. Please help us by "
"[color=$color][url=$url]contributing one[/url][/color]!"
msgstr ""
"現在、このプロパティの説明はありません。[color=$color][url=$url]貢献[/url][/"
"color]して私たちを助けてください!"
#: editor/editor_help.cpp
msgid "Method Descriptions"
msgstr "メソッドの説明"
#: editor/editor_help.cpp
msgid ""
"There is currently no description for this method. Please help us by [color="
"$color][url=$url]contributing one[/url][/color]!"
msgstr ""
"現在、このメソッドの説明はありません。[color=$color][url=$url]貢献[/url][/"
"color]して私たちを助けてください!"
#: editor/editor_help_search.cpp editor/editor_node.cpp
#: editor/plugins/script_editor_plugin.cpp
msgid "Search Help"
msgstr "ヘルプを検索"
#: editor/editor_help_search.cpp
msgid "Case Sensitive"
msgstr "大文字小文字を区別"
#: editor/editor_help_search.cpp
msgid "Show Hierarchy"
msgstr "階層表示"
#: editor/editor_help_search.cpp
msgid "Display All"
msgstr "すべて表示"
#: editor/editor_help_search.cpp
msgid "Classes Only"
msgstr "クラスのみ"
#: editor/editor_help_search.cpp
msgid "Methods Only"
msgstr "メソッドのみ"
#: editor/editor_help_search.cpp
msgid "Signals Only"
msgstr "シグナルのみ"
#: editor/editor_help_search.cpp
msgid "Constants Only"
msgstr "定数のみ"
#: editor/editor_help_search.cpp
msgid "Properties Only"
msgstr "プロパティのみ"
#: editor/editor_help_search.cpp
msgid "Theme Properties Only"
msgstr "テーマプロパティのみ"
#: editor/editor_help_search.cpp
msgid "Member Type"
msgstr "メンバータイプ"
#: editor/editor_help_search.cpp
msgid "Class"
msgstr "クラス"
#: editor/editor_help_search.cpp
msgid "Method"
msgstr "メソッド"
#: editor/editor_help_search.cpp editor/plugins/script_text_editor.cpp
msgid "Signal"
msgstr "シグナル"
#: editor/editor_help_search.cpp editor/plugins/theme_editor_plugin.cpp
msgid "Constant"
msgstr "コンスタント"
#: editor/editor_help_search.cpp
msgid "Property"
msgstr "プロパティ"
#: editor/editor_help_search.cpp
msgid "Theme Property"
msgstr "テーマプロパティ"
#: editor/editor_inspector.cpp editor/project_settings_editor.cpp
msgid "Property:"
msgstr "プロパティ:"
#: editor/editor_inspector.cpp
msgid "Set"
msgstr "Set"
#: editor/editor_inspector.cpp
msgid "Set Multiple:"
msgstr "複数設定:"
#: editor/editor_log.cpp
msgid "Output:"
msgstr "出力:"
#: editor/editor_log.cpp editor/plugins/tile_map_editor_plugin.cpp
msgid "Copy Selection"
msgstr "選択範囲をコピー"
#: editor/editor_log.cpp editor/editor_network_profiler.cpp
#: editor/editor_profiler.cpp editor/editor_properties.cpp
#: editor/plugins/animation_tree_player_editor_plugin.cpp
#: editor/property_editor.cpp editor/scene_tree_dock.cpp
#: editor/script_editor_debugger.cpp
#: modules/gdnative/gdnative_library_editor_plugin.cpp scene/gui/line_edit.cpp
#: scene/gui/text_edit.cpp
msgid "Clear"
msgstr "クリア"
#: editor/editor_log.cpp
msgid "Clear Output"
msgstr "出力をクリア"
#: editor/editor_network_profiler.cpp editor/editor_node.cpp
#: editor/editor_profiler.cpp
msgid "Stop"
msgstr "停止"
#: editor/editor_network_profiler.cpp editor/editor_profiler.cpp
#: editor/plugins/animation_state_machine_editor.cpp editor/rename_dialog.cpp
msgid "Start"
msgstr "開始"
#: editor/editor_network_profiler.cpp
msgid "%s/s"
msgstr "%s/s"
#: editor/editor_network_profiler.cpp
msgid "Down"
msgstr "下"
#: editor/editor_network_profiler.cpp
msgid "Up"
msgstr "上"
#: editor/editor_network_profiler.cpp editor/editor_node.cpp
msgid "Node"
msgstr "ノード"
#: editor/editor_network_profiler.cpp
msgid "Incoming RPC"
msgstr "RPC入力"
#: editor/editor_network_profiler.cpp
msgid "Incoming RSET"
msgstr "入力RSET"
#: editor/editor_network_profiler.cpp
msgid "Outgoing RPC"
msgstr "出力RPC"
#: editor/editor_network_profiler.cpp
msgid "Outgoing RSET"
msgstr "出力RSET"
#: editor/editor_node.cpp editor/project_manager.cpp
msgid "New Window"
msgstr "新規ウィンドウ"
#: editor/editor_node.cpp
msgid "Imported resources can't be saved."
msgstr "インポートしたリソースは保存できません。"
#: editor/editor_node.cpp editor/plugins/script_editor_plugin.cpp
#: scene/gui/dialogs.cpp
msgid "OK"
msgstr "OK"
#: editor/editor_node.cpp editor/plugins/animation_player_editor_plugin.cpp
msgid "Error saving resource!"
msgstr "リソース保存中のエラー!"
#: editor/editor_node.cpp
msgid ""
"This resource can't be saved because it does not belong to the edited scene. "
"Make it unique first."
msgstr ""
"このリソースは編集したシーンに属していないため保存できません。まず一意にしま"
"す。"
#: editor/editor_node.cpp editor/plugins/animation_player_editor_plugin.cpp
msgid "Save Resource As..."
msgstr "リソースを別名で保存..."
#: editor/editor_node.cpp
msgid "Can't open file for writing:"
msgstr "書込むファイルを開けません:"
#: editor/editor_node.cpp
msgid "Requested file format unknown:"
msgstr "要求されたファイル形式は不明です:"
#: editor/editor_node.cpp
msgid "Error while saving."
msgstr "保存中にエラーが発生しました。"
#: editor/editor_node.cpp editor/plugins/script_editor_plugin.cpp
msgid "Can't open '%s'. The file could have been moved or deleted."
msgstr ""
"'%s' を開くことができません。ファイルが移動または削除された可能性があります。"
#: editor/editor_node.cpp
msgid "Error while parsing '%s'."
msgstr "'%s' の解析中にエラーが発生しました。"
#: editor/editor_node.cpp
msgid "Unexpected end of file '%s'."
msgstr "ファイル '%s' が予期せず終了しました。"
#: editor/editor_node.cpp
msgid "Missing '%s' or its dependencies."
msgstr "'%s' 、または依存関係が見つかりません。"
#: editor/editor_node.cpp
msgid "Error while loading '%s'."
msgstr "'%s' の読込み中にエラーが発生しました。"
#: editor/editor_node.cpp
msgid "Saving Scene"
msgstr "シーンを保存中"
#: editor/editor_node.cpp
msgid "Analyzing"
msgstr "分析中"
#: editor/editor_node.cpp
msgid "Creating Thumbnail"
msgstr "サムネイルを作成"
#: editor/editor_node.cpp
msgid "This operation can't be done without a tree root."
msgstr "この操作は、ツリーの root なしでは実行できません。"
#: editor/editor_node.cpp
msgid ""
"This scene can't be saved because there is a cyclic instancing inclusion.\n"
"Please resolve it and then attempt to save again."
msgstr ""
"このシーンにはインスタンスの循環参照が含まれているため保存できません。\n"
"それをまず解消してから、また保存してみてください。"
#: editor/editor_node.cpp
msgid ""
"Couldn't save scene. Likely dependencies (instances or inheritance) couldn't "
"be satisfied."
msgstr ""
"シーンを保存できませんでした。 おそらく、依存関係(インスタンスまたは継承)を"
"満たせませんでした。"
#: editor/editor_node.cpp editor/scene_tree_dock.cpp
msgid "Can't overwrite scene that is still open!"
msgstr "開いているシーンを上書きすることはできません!"
#: editor/editor_node.cpp
msgid "Can't load MeshLibrary for merging!"
msgstr "マージするメッシュライブラリーが読込めません!"
#: editor/editor_node.cpp
msgid "Error saving MeshLibrary!"
msgstr "メッシュライブラリーの保存エラー!"
#: editor/editor_node.cpp
msgid "Can't load TileSet for merging!"
msgstr "マージするタイルセットが読込めません!"
#: editor/editor_node.cpp
msgid "Error saving TileSet!"
msgstr "タイルセットの保存エラー!"
#: editor/editor_node.cpp
msgid "Error trying to save layout!"
msgstr "レイアウトの保存エラー!"
#: editor/editor_node.cpp
msgid "Default editor layout overridden."
msgstr "デフォルトのエディタ レイアウトを上書きしました。"
#: editor/editor_node.cpp
msgid "Layout name not found!"
msgstr "レイアウト名が見つかりません!"
#: editor/editor_node.cpp
msgid "Restored default layout to base settings."
msgstr "デフォルトのレイアウトを基本設定に戻しました。"
#: editor/editor_node.cpp
msgid ""
"This resource belongs to a scene that was imported, so it's not editable.\n"
"Please read the documentation relevant to importing scenes to better "
"understand this workflow."
msgstr ""
"このリソースはインポートされたシーンに属しているため、編集することができませ"
"ん。\n"
"このワークフローをよりよく理解するために、シーンの読み込みに関連するドキュメ"
"ントをお読みください。"
#: editor/editor_node.cpp
msgid ""
"This resource belongs to a scene that was instanced or inherited.\n"
"Changes to it won't be kept when saving the current scene."
msgstr ""
"このリソースは、インスタンス化または継承されたシーンに属しています。\n"
"現在のシーンを保存しても、変更内容は保持されません。"
#: editor/editor_node.cpp
msgid ""
"This resource was imported, so it's not editable. Change its settings in the "
"import panel and then re-import."
msgstr ""
"このリソースはインポートされたもので、編集できません。インポートパネルで設定"
"を変更し、再度インポートしてください。"
#: editor/editor_node.cpp
msgid ""
"This scene was imported, so changes to it won't be kept.\n"
"Instancing it or inheriting will allow making changes to it.\n"
"Please read the documentation relevant to importing scenes to better "
"understand this workflow."
msgstr ""
"このシーンはインポートされたもので、変更は保持されません。\n"
"インスタンス化もしくは継承すると、変更が可能になります。\n"
"このワークフローをよりよく理解するために、シーンのインポートに関連するドキュ"
"メントをお読みください。"
#: editor/editor_node.cpp
msgid ""
"This is a remote object, so changes to it won't be kept.\n"
"Please read the documentation relevant to debugging to better understand "
"this workflow."
msgstr ""
"リモートオブジェクトのため、変更は保持されません。\n"
"このワークフローをよりよく理解するには、デバッグに関連するドキュメントをお読"
"みください。"
#: editor/editor_node.cpp
msgid "There is no defined scene to run."
msgstr "実行するシーンが定義されていません。"
#: editor/editor_node.cpp
msgid "Current scene was never saved, please save it prior to running."
msgstr "現在のシーンは保存されませんでした。実行する前に保存してください。"
#: editor/editor_node.cpp
msgid "Could not start subprocess!"
msgstr "サブプロセスを開始できませんでした!"
#: editor/editor_node.cpp editor/filesystem_dock.cpp
msgid "Open Scene"
msgstr "シーンを開く"
#: editor/editor_node.cpp
msgid "Open Base Scene"
msgstr "ベースのシーンを開く"
#: editor/editor_node.cpp
msgid "Quick Open..."
msgstr "クイックオープン..."
#: editor/editor_node.cpp
msgid "Quick Open Scene..."
msgstr "シーンのクイックオープン..."
#: editor/editor_node.cpp
msgid "Quick Open Script..."
msgstr "スクリプトのクイックオープン..."
#: editor/editor_node.cpp
msgid "Save & Close"
msgstr "保存して閉じる"
#: editor/editor_node.cpp
msgid "Save changes to '%s' before closing?"
msgstr "閉じる前に、'%s' への変更を保存しますか?"
#: editor/editor_node.cpp
msgid "Saved %s modified resource(s)."
msgstr "%s個の変更されたリソースを保存しました。"
#: editor/editor_node.cpp
msgid "A root node is required to save the scene."
msgstr "シーンを保存するにはルートノードが必要です。"
#: editor/editor_node.cpp
msgid "Save Scene As..."
msgstr "名前を付けてシーンを保存..."
#: editor/editor_node.cpp
msgid "No"
msgstr "いいえ"
#: editor/editor_node.cpp
msgid "Yes"
msgstr "はい"
#: editor/editor_node.cpp
msgid "This scene has never been saved. Save before running?"
msgstr "このシーンは一度も保存されていません。実行する前に保存しますか?"
#: editor/editor_node.cpp editor/scene_tree_dock.cpp
msgid "This operation can't be done without a scene."
msgstr "この操作にはシーンが必要です。"
#: editor/editor_node.cpp
msgid "Export Mesh Library"
msgstr "メッシュライブラリのエクスポート"
#: editor/editor_node.cpp
msgid "This operation can't be done without a root node."
msgstr "この操作にはルートノードが必要です。"
#: editor/editor_node.cpp
msgid "Export Tile Set"
msgstr "タイルセットのエクスポート"
#: editor/editor_node.cpp
msgid "This operation can't be done without a selected node."
msgstr "この操作には選択されたノードが必要です。"
#: editor/editor_node.cpp
msgid "Current scene not saved. Open anyway?"
msgstr "現在のシーンは保存されていません。それでも開きますか?"
#: editor/editor_node.cpp
msgid "Can't reload a scene that was never saved."
msgstr "保存されていないシーンを読み込むことはできません。"
#: editor/editor_node.cpp
msgid "Revert"
msgstr "元に戻す"
#: editor/editor_node.cpp
msgid "This action cannot be undone. Revert anyway?"
msgstr "この操作は取り消せません。それでも元に戻しますか?"
#: editor/editor_node.cpp
msgid "Quick Run Scene..."
msgstr "シーンをクイック実行する..."
#: editor/editor_node.cpp
msgid "Quit"
msgstr "終了"
#: editor/editor_node.cpp
msgid "Exit the editor?"
msgstr "エディタを終了しますか?"
#: editor/editor_node.cpp
msgid "Open Project Manager?"
msgstr "プロジェクトマネージャーを開きますか?"
#: editor/editor_node.cpp
msgid "Save & Quit"
msgstr "保存して終了"
#: editor/editor_node.cpp
msgid "Save changes to the following scene(s) before quitting?"
msgstr "終了する前に、以下のシーンへの変更を保存しますか?"
#: editor/editor_node.cpp
msgid "Save changes the following scene(s) before opening Project Manager?"
msgstr ""
"プロジェクトマネージャーを開く前に、以下のシーンへの変更を保存しますか?"
#: editor/editor_node.cpp
msgid ""
"This option is deprecated. Situations where refresh must be forced are now "
"considered a bug. Please report."
msgstr ""
"このオプションは非推奨です。リフレッシュを強制しなければならない状況はバグと"
"みなされます。報告してください。"
#: editor/editor_node.cpp
msgid "Pick a Main Scene"
msgstr "メインシーンを選ぶ"
#: editor/editor_node.cpp
msgid "Close Scene"
msgstr "シーンを閉じる"
#: editor/editor_node.cpp
msgid "Reopen Closed Scene"
msgstr "閉じたシーンを再び開く"
#: editor/editor_node.cpp
msgid "Unable to enable addon plugin at: '%s' parsing of config failed."
msgstr "アドオンプラグインを有効にできません: '%s' 設定の解析に失敗しました。"
#: editor/editor_node.cpp
msgid "Unable to find script field for addon plugin at: 'res://addons/%s'."
msgstr ""
"アドオンプラグインのスクリプトフィールドが 'res://addons/%s' から見つかりませ"
"ん。"
#: editor/editor_node.cpp
msgid "Unable to load addon script from path: '%s'."
msgstr "パス '%s' からアドオンスクリプトを読込めません。"
#: editor/editor_node.cpp
msgid ""
"Unable to load addon script from path: '%s' There seems to be an error in "
"the code, please check the syntax."
msgstr ""
"パス '%s' からアドオンスクリプトを読み込めません。コードにエラーがある可能性"
"があります。構文を確認してください。"
#: editor/editor_node.cpp
msgid ""
"Unable to load addon script from path: '%s' Base type is not EditorPlugin."
msgstr ""
"パス '%s' からアドオンスクリプトを読込めません。基底型が EditorPlugin ではあ"
"りません。"
#: editor/editor_node.cpp
msgid "Unable to load addon script from path: '%s' Script is not in tool mode."
msgstr ""
"パス '%s' からアドオンスクリプトを読込めません。スクリプトがツールモードでは"
"ありません。"
#: editor/editor_node.cpp
msgid ""
"Scene '%s' was automatically imported, so it can't be modified.\n"
"To make changes to it, a new inherited scene can be created."
msgstr ""
"シーン '%s' は自動的にインポートされたので、変更できません。\n"
"変更するためには、新たに継承されたシーンを作成してください。"
#: editor/editor_node.cpp
msgid ""
"Error loading scene, it must be inside the project path. Use 'Import' to "
"open the scene, then save it inside the project path."
msgstr ""
"シーン読込み中にエラーが発生しました。プロジェクトパス内にある必要がありま"
"す。このシーンを開くには 'インポート' を使用し、プロジェクトパス内に保存して"
"ください。"
#: editor/editor_node.cpp
msgid "Scene '%s' has broken dependencies:"
msgstr "シーン '%s' は依存関係が壊れています:"
#: editor/editor_node.cpp
msgid "Clear Recent Scenes"
msgstr "最近開いたシーンの履歴をクリア"
#: editor/editor_node.cpp
msgid ""
"No main scene has ever been defined, select one?\n"
"You can change it later in \"Project Settings\" under the 'application' "
"category."
msgstr ""
"メインシーンが定義されていません。選択しますか?\n"
"'アプリケーション' カテゴリの下の \"プロジェクト設定\" からも変更できます。"
#: editor/editor_node.cpp
msgid ""
"Selected scene '%s' does not exist, select a valid one?\n"
"You can change it later in \"Project Settings\" under the 'application' "
"category."
msgstr ""
"選択したシーン '%s' は存在しません。有効なシーンを選択しますか?\n"
"'アプリケーション' カテゴリの下の \"プロジェクト設定\" で後から変更できます。"
#: editor/editor_node.cpp
msgid ""
"Selected scene '%s' is not a scene file, select a valid one?\n"
"You can change it later in \"Project Settings\" under the 'application' "
"category."
msgstr ""
"選択したシーン '%s' はシーンファイルではありません。有効なシーンを選択します"
"か?\n"
"'アプリケーション' カテゴリの下の \"プロジェクト設定\" で後から変更できます。"
#: editor/editor_node.cpp
msgid "Save Layout"
msgstr "レイアウトを保存"
#: editor/editor_node.cpp
msgid "Delete Layout"
msgstr "レイアウトの削除"
#: editor/editor_node.cpp editor/import_dock.cpp
#: editor/script_create_dialog.cpp
msgid "Default"
msgstr "デフォルト"
#: editor/editor_node.cpp editor/editor_properties.cpp
#: editor/plugins/script_editor_plugin.cpp editor/property_editor.cpp
msgid "Show in FileSystem"
msgstr "ファイルシステム上で表示"
#: editor/editor_node.cpp
msgid "Play This Scene"
msgstr "シーンをプレイ"
#: editor/editor_node.cpp
msgid "Close Tab"
msgstr "タブを閉じる"
#: editor/editor_node.cpp
msgid "Undo Close Tab"
msgstr "閉じたタブを戻す"
#: editor/editor_node.cpp editor/plugins/script_editor_plugin.cpp
msgid "Close Other Tabs"
msgstr "他のタブを閉じる"
#: editor/editor_node.cpp
msgid "Close Tabs to the Right"
msgstr "右側のタブを閉じる"
#: editor/editor_node.cpp
msgid "Close All Tabs"
msgstr "すべてのタブを閉じる"
#: editor/editor_node.cpp
msgid "Switch Scene Tab"
msgstr "シーンタブを切り替え"
#: editor/editor_node.cpp
msgid "%d more files or folders"
msgstr "%d 以上のファイルとフォルダ"
#: editor/editor_node.cpp
msgid "%d more folders"
msgstr "%d 以上のフォルダ"
#: editor/editor_node.cpp
msgid "%d more files"
msgstr "%d 以上のファイル"
#: editor/editor_node.cpp
msgid "Dock Position"
msgstr "ドックの位置"
#: editor/editor_node.cpp
msgid "Distraction Free Mode"
msgstr "集中モード"
#: editor/editor_node.cpp
msgid "Toggle distraction-free mode."
msgstr "集中モードを切り替える。"
#: editor/editor_node.cpp
msgid "Add a new scene."
msgstr "新規シーンを追加する。"
#: editor/editor_node.cpp
msgid "Scene"
msgstr "シーン"
#: editor/editor_node.cpp
msgid "Go to previously opened scene."
msgstr "以前に開いたシーンに移動する。"
#: editor/editor_node.cpp
msgid "Copy Text"
msgstr "テキストをコピー"
#: editor/editor_node.cpp
msgid "Next tab"
msgstr "次のタブ"
#: editor/editor_node.cpp
msgid "Previous tab"
msgstr "前のタブ"
#: editor/editor_node.cpp
msgid "Filter Files..."
msgstr "ファイルを絞り込む..."
#: editor/editor_node.cpp
msgid "Operations with scene files."
msgstr "シーンファイルの操作。"
#: editor/editor_node.cpp
msgid "New Scene"
msgstr "新規シーン"
#: editor/editor_node.cpp
msgid "New Inherited Scene..."
msgstr "新しい継承シーン..."
#: editor/editor_node.cpp
msgid "Open Scene..."
msgstr "シーンを開く..."
#: editor/editor_node.cpp editor/plugins/script_editor_plugin.cpp
msgid "Open Recent"
msgstr "最近開いたシーンを開く"
#: editor/editor_node.cpp
msgid "Save Scene"
msgstr "シーンを保存"
#: editor/editor_node.cpp
msgid "Save All Scenes"
msgstr "すべてのシーンを保存"
#: editor/editor_node.cpp
msgid "Convert To..."
msgstr "変換..."
#: editor/editor_node.cpp
msgid "MeshLibrary..."
msgstr "メッシュライブラリ..."
#: editor/editor_node.cpp
msgid "TileSet..."
msgstr "タイルセット..."
#: editor/editor_node.cpp editor/plugins/script_text_editor.cpp
#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp
msgid "Undo"
msgstr "元に戻す"
#: editor/editor_node.cpp editor/plugins/script_text_editor.cpp
#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp
msgid "Redo"
msgstr "やり直す"
#: editor/editor_node.cpp
msgid "Revert Scene"
msgstr "シーンを元に戻す"
#: editor/editor_node.cpp
msgid "Miscellaneous project or scene-wide tools."
msgstr "その他のプロジェクトまたはシーン全体のツール。"
#: editor/editor_node.cpp editor/project_manager.cpp
#: editor/script_create_dialog.cpp
msgid "Project"
msgstr "プロジェクト"
#: editor/editor_node.cpp
msgid "Project Settings..."
msgstr "プロジェクト設定..."
#: editor/editor_node.cpp editor/plugins/version_control_editor_plugin.cpp
msgid "Version Control"
msgstr "バージョンコントロール"
#: editor/editor_node.cpp editor/plugins/version_control_editor_plugin.cpp
msgid "Set Up Version Control"
msgstr "バージョン管理のセットアップ"
#: editor/editor_node.cpp
msgid "Shut Down Version Control"
msgstr "バージョン管理の終了"
#: editor/editor_node.cpp
msgid "Export..."
msgstr "エクスポート..."
#: editor/editor_node.cpp
msgid "Install Android Build Template..."
msgstr "Androidビルドテンプレートのインストール..."
#: editor/editor_node.cpp
msgid "Open Project Data Folder"
msgstr "プロジェクトのデータフォルダを開く"
#: editor/editor_node.cpp editor/plugins/tile_set_editor_plugin.cpp
msgid "Tools"
msgstr "ツール"
#: editor/editor_node.cpp
msgid "Orphan Resource Explorer..."
msgstr "孤立リソースエクスプローラー..."
#: editor/editor_node.cpp
msgid "Quit to Project List"
msgstr "終了してプロジェクト一覧を開く"
#: editor/editor_node.cpp editor/plugins/script_editor_plugin.cpp
#: editor/project_export.cpp
msgid "Debug"
msgstr "デバッグ"
#: editor/editor_node.cpp
msgid "Deploy with Remote Debug"
msgstr "リモートデバッグでデプロイ"
#: editor/editor_node.cpp
msgid ""
"When exporting or deploying, the resulting executable will attempt to "
"connect to the IP of this computer in order to be debugged."
msgstr ""
"エクスポートまたはデプロイを行う場合、生成された実行ファイルはデバッグのため"
"に、このコンピューターのIPに接続を試みます。"
#: editor/editor_node.cpp
msgid "Small Deploy with Network FS"
msgstr "ネットワークファイルシステムでスモールデプロイ"
#: editor/editor_node.cpp
msgid ""
"When this option is enabled, export or deploy will produce a minimal "
"executable.\n"
"The filesystem will be provided from the project by the editor over the "
"network.\n"
"On Android, deploy will use the USB cable for faster performance. This "
"option speeds up testing for games with a large footprint."
msgstr ""
"このオプションを有効にすると、エクスポートまたはデプロイ時に最小限の実行可能"
"ファイルが生成されます。\n"
"ファイルシステムは、ネットワーク上のエディタによってプロジェクトから提供され"
"ます。\n"
"AndroidではUSBケーブルの利用でより高速になります。このオプションは大きなゲー"
"ムのテストを高速化できます。"
#: editor/editor_node.cpp
msgid "Visible Collision Shapes"
msgstr "コリジョン形状の表示"
#: editor/editor_node.cpp
msgid ""
"Collision shapes and raycast nodes (for 2D and 3D) will be visible on the "
"running game if this option is turned on."
msgstr ""
"このオプションを有効にすると、コリジョン形状とレイキャストノードが、ゲーム実"
"行中にも表示されるようになります。"
#: editor/editor_node.cpp
msgid "Visible Navigation"
msgstr "ナビゲーションの表示"
#: editor/editor_node.cpp
msgid ""
"Navigation meshes and polygons will be visible on the running game if this "
"option is turned on."
msgstr ""
"このオプションを有効にすると、ナビゲーションメッシュが、ゲーム実行中にも表示"
"されるようになります。"
#: editor/editor_node.cpp
msgid "Sync Scene Changes"
msgstr "シーンの変更を同期"
#: editor/editor_node.cpp
msgid ""
"When this option is turned on, any changes made to the scene in the editor "
"will be replicated in the running game.\n"
"When used remotely on a device, this is more efficient with network "
"filesystem."
msgstr ""
"このオプションを有効にすると、エディタからシーンに加えられた変更が、実行中の"
"ゲームに反映されるようになります。\n"
"リモート実行の場合、ネットワークファイルシステムを使うとより効果的です。"
#: editor/editor_node.cpp
msgid "Sync Script Changes"
msgstr "スクリプトの変更を同期"
#: editor/editor_node.cpp
msgid ""
"When this option is turned on, any script that is saved will be reloaded on "
"the running game.\n"
"When used remotely on a device, this is more efficient with network "
"filesystem."
msgstr ""
"このオプションを有効にすると、保存したスクリプトが、実行中のゲームに反映され"
"るようになります。\n"
"リモート実行の場合、ネットワークファイルシステムを使うとより効果的です。"
#: editor/editor_node.cpp editor/script_create_dialog.cpp
msgid "Editor"
msgstr "エディタ"
#: editor/editor_node.cpp
msgid "Editor Settings..."
msgstr "エディタ設定..."
#: editor/editor_node.cpp
msgid "Editor Layout"
msgstr "エディタレイアウト"
#: editor/editor_node.cpp
msgid "Take Screenshot"
msgstr "スクリーンショットを撮る"
#: editor/editor_node.cpp
msgid "Screenshots are stored in the Editor Data/Settings Folder."
msgstr "スクリーンショットはEditor Data / Settingsフォルダに保存されています。"
#: editor/editor_node.cpp
msgid "Toggle Fullscreen"
msgstr "フルスクリーン切り替え"
#: editor/editor_node.cpp
msgid "Toggle System Console"
msgstr "システムコンソールの切り替え"
#: editor/editor_node.cpp
msgid "Open Editor Data/Settings Folder"
msgstr "エディタのデータ・設定フォルダを開く"
#: editor/editor_node.cpp
msgid "Open Editor Data Folder"
msgstr "エディタのデータフォルダを開く"
#: editor/editor_node.cpp
msgid "Open Editor Settings Folder"
msgstr "エディタ設定のフォルダを開く"
#: editor/editor_node.cpp
msgid "Manage Editor Features..."
msgstr "エディタ機能の管理..."
#: editor/editor_node.cpp
msgid "Manage Export Templates..."
msgstr "エクスポートテンプレートの管理..."
#: editor/editor_node.cpp editor/plugins/shader_editor_plugin.cpp
msgid "Help"
msgstr "ヘルプ"
#: editor/editor_node.cpp editor/plugins/asset_library_editor_plugin.cpp
#: editor/plugins/script_editor_plugin.cpp
#: editor/plugins/script_text_editor.cpp
#: editor/plugins/shader_editor_plugin.cpp editor/plugins/text_editor.cpp
#: editor/plugins/visual_shader_editor_plugin.cpp editor/project_manager.cpp
#: editor/project_settings_editor.cpp editor/rename_dialog.cpp
msgid "Search"
msgstr "検索"
#: editor/editor_node.cpp editor/plugins/script_editor_plugin.cpp
#: editor/plugins/shader_editor_plugin.cpp
msgid "Online Docs"
msgstr "オンラインドキュメント"
#: editor/editor_node.cpp
msgid "Q&A"
msgstr "Q&A"
#: editor/editor_node.cpp
#, fuzzy
msgid "Report a Bug"
msgstr "再インポート"
#: editor/editor_node.cpp
msgid "Send Docs Feedback"
msgstr ""
#: editor/editor_node.cpp editor/plugins/asset_library_editor_plugin.cpp
msgid "Community"
msgstr "コミュニティ"
#: editor/editor_node.cpp
msgid "About"
msgstr "概要"
#: editor/editor_node.cpp
msgid "Play the project."
msgstr "プロジェクトを実行。"
#: editor/editor_node.cpp
msgid "Play"
msgstr "実行"
#: editor/editor_node.cpp
msgid "Pause the scene execution for debugging."
msgstr "デバッグのためにシーンの実行を一時停止します。"
#: editor/editor_node.cpp
msgid "Pause Scene"
msgstr "シーンを一時停止"
#: editor/editor_node.cpp
msgid "Stop the scene."
msgstr "シーンを停止。"
#: editor/editor_node.cpp
msgid "Play the edited scene."
msgstr "編集したシーンを実行。"
#: editor/editor_node.cpp
msgid "Play Scene"
msgstr "シーンを実行"
#: editor/editor_node.cpp
msgid "Play custom scene"
msgstr "カスタムシーンを実行"
#: editor/editor_node.cpp
msgid "Play Custom Scene"
msgstr "カスタムシーンを実行"
#: editor/editor_node.cpp
msgid "Changing the video driver requires restarting the editor."
msgstr "ビデオドライバの変更にはエディタの再起動が必要です。"
#: editor/editor_node.cpp editor/project_settings_editor.cpp
#: editor/settings_config_dialog.cpp
msgid "Save & Restart"
msgstr "保存して再起動"
#: editor/editor_node.cpp
msgid "Spins when the editor window redraws."
msgstr "エディタ ウィンドウの再描画時にスピンします。"
#: editor/editor_node.cpp
msgid "Update Continuously"
msgstr "継続的に更新"
#: editor/editor_node.cpp
msgid "Update When Changed"
msgstr "変更時に更新"
#: editor/editor_node.cpp
msgid "Hide Update Spinner"
msgstr "アップデートスピナーを非表示"
#: editor/editor_node.cpp
msgid "FileSystem"
msgstr "ファイルシステム"
#: editor/editor_node.cpp
msgid "Inspector"
msgstr "インスペクタ"
#: editor/editor_node.cpp
msgid "Expand Bottom Panel"
msgstr "下パネルを展開"
#: editor/editor_node.cpp
msgid "Output"
msgstr "出力"
#: editor/editor_node.cpp
msgid "Don't Save"
msgstr "保存しない"
#: editor/editor_node.cpp
msgid "Android build template is missing, please install relevant templates."
msgstr ""
"Androidビルドテンプレートがありません。関連するテンプレートをインストールして"
"ください。"
#: editor/editor_node.cpp
msgid "Manage Templates"
msgstr "テンプレートの管理"
#: editor/editor_node.cpp
msgid ""
"This will set up your project for custom Android builds by installing the "
"source template to \"res://android/build\".\n"
"You can then apply modifications and build your own custom APK on export "
"(adding modules, changing the AndroidManifest.xml, etc.).\n"
"Note that in order to make custom builds instead of using pre-built APKs, "
"the \"Use Custom Build\" option should be enabled in the Android export "
"preset."
msgstr ""
"この操作は \"res://android/build\" にソーステンプレートをインストールしアンド"
"ロイドのカスタムビルドを設定します。\n"
"後から設定に変更を加えたり、エクスポート時にカスタムAPKをビルドできます。(モ"
"ジュールを追加する、AndroidManifest.xmlを変更する等)\n"
"APKビルドの初期設定の代わりにカスタムビルド設定を使うためには、アンドロイドの"
"エクスポート設定の「カスタムビルドを使用する」のオプションが有効化されている"
"必要があることに注意してください。"
#: editor/editor_node.cpp
msgid ""
"The Android build template is already installed in this project and it won't "
"be overwritten.\n"
"Remove the \"res://android/build\" directory manually before attempting this "
"operation again."
msgstr ""
"Androidビルドテンプレートはすでにインストールされており、上書きされません。\n"
"この操作を再試行する前に、\"res://android/build\" ディレクトリを手動で削除し"
"てください。"
#: editor/editor_node.cpp
msgid "Import Templates From ZIP File"
msgstr "ZIPファイルからテンプレートをインポート"
#: editor/editor_node.cpp
msgid "Template Package"
msgstr "テンプレートパッケージ"
#: editor/editor_node.cpp
msgid "Export Library"
msgstr "ライブラリのエクスポート"
#: editor/editor_node.cpp
msgid "Merge With Existing"
msgstr "既存の(ライブラリを)マージ"
#: editor/editor_node.cpp
msgid "Open & Run a Script"
msgstr "スクリプトを開いて実行"
#: editor/editor_node.cpp
msgid "New Inherited"
msgstr "新規の継承"
#: editor/editor_node.cpp
msgid "Load Errors"
msgstr "読込みエラー"
#: editor/editor_node.cpp editor/plugins/tile_map_editor_plugin.cpp
msgid "Select"
msgstr "選択"
#: editor/editor_node.cpp
msgid "Open 2D Editor"
msgstr "2Dエディタを開く"
#: editor/editor_node.cpp
msgid "Open 3D Editor"
msgstr "3Dエディタを開く"
#: editor/editor_node.cpp
msgid "Open Script Editor"
msgstr "スクリプトエディタを開く"
#: editor/editor_node.cpp editor/project_manager.cpp
msgid "Open Asset Library"
msgstr "アセットライブラリを開く"
#: editor/editor_node.cpp
msgid "Open the next Editor"
msgstr "次のエディタを開く"
#: editor/editor_node.cpp
msgid "Open the previous Editor"
msgstr "前のエディタを開く"
#: editor/editor_node.h
msgid "Warning!"
msgstr "警告!"
#: editor/editor_path.cpp
msgid "No sub-resources found."
msgstr "サブリソースが見つかりませんでした。"
#: editor/editor_plugin.cpp
msgid "Creating Mesh Previews"
msgstr "メッシュプレビューを作成"
#: editor/editor_plugin.cpp
msgid "Thumbnail..."
msgstr "サムネイル..."
#: editor/editor_plugin_settings.cpp
msgid "Main Script:"
msgstr "メインスクリプト:"
#: editor/editor_plugin_settings.cpp
msgid "Edit Plugin"
msgstr "プラグインの編集"
#: editor/editor_plugin_settings.cpp
msgid "Installed Plugins:"
msgstr "インストール済プラグイン:"
#: editor/editor_plugin_settings.cpp editor/plugin_config_dialog.cpp
msgid "Update"
msgstr "アップデート"
#: editor/editor_plugin_settings.cpp editor/plugin_config_dialog.cpp
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Version:"
msgstr "バージョン:"
#: editor/editor_plugin_settings.cpp editor/plugin_config_dialog.cpp
msgid "Author:"
msgstr "作者:"
#: editor/editor_plugin_settings.cpp
msgid "Status:"
msgstr "ステータス:"
#: editor/editor_plugin_settings.cpp
msgid "Edit:"
msgstr "編集:"
#: editor/editor_profiler.cpp
msgid "Measure:"
msgstr "測定:"
#: editor/editor_profiler.cpp
msgid "Frame Time (sec)"
msgstr "フレーム時間(秒)"
#: editor/editor_profiler.cpp
msgid "Average Time (sec)"
msgstr "平均時間(秒)"
#: editor/editor_profiler.cpp
msgid "Frame %"
msgstr "フレーム %"
#: editor/editor_profiler.cpp
msgid "Physics Frame %"
msgstr "物理フレーム %"
#: editor/editor_profiler.cpp
msgid "Inclusive"
msgstr "含"
#: editor/editor_profiler.cpp
msgid "Self"
msgstr "セルフ(Self)"
#: editor/editor_profiler.cpp
msgid "Frame #:"
msgstr "フレーム #:"
#: editor/editor_profiler.cpp
msgid "Time"
msgstr "時間"
#: editor/editor_profiler.cpp
msgid "Calls"
msgstr "呼出し"
#: editor/editor_properties.cpp
msgid "Edit Text:"
msgstr "テキストを編集:"
#: editor/editor_properties.cpp editor/script_create_dialog.cpp
msgid "On"
msgstr "オン"
#: editor/editor_properties.cpp
msgid "Layer"
msgstr "レイヤ"
#: editor/editor_properties.cpp
msgid "Bit %d, value %d"
msgstr "ビット %d, 値 %d"
#: editor/editor_properties.cpp
msgid "[Empty]"
msgstr "[空]"
#: editor/editor_properties.cpp editor/plugins/root_motion_editor_plugin.cpp
msgid "Assign..."
msgstr "割り当て.."
#: editor/editor_properties.cpp
msgid "Invalid RID"
msgstr "無効な RID"
#: editor/editor_properties.cpp
msgid ""
"The selected resource (%s) does not match any type expected for this "
"property (%s)."
msgstr ""
"選択されたリソース (%s) は、このプロパティ (%s) が求める型に一致していませ"
"ん。"
#: editor/editor_properties.cpp
msgid ""
"Can't create a ViewportTexture on resources saved as a file.\n"
"Resource needs to belong to a scene."
msgstr ""
"ファイルとして保存されたリソースに ViewportTexture を生成できません。\n"
"リソースはシーンに属している必要があります。"
#: editor/editor_properties.cpp
msgid ""
"Can't create a ViewportTexture on this resource because it's not set as "
"local to scene.\n"
"Please switch on the 'local to scene' property on it (and all resources "
"containing it up to a node)."
msgstr ""
"このリソースはシーンに対してローカルに設定されていないため、ViewportTextureを"
"作成できません。\n"
"'シーンにローカル 'プロパティをオンにしてください(ノードまでを含むすべてのリ"
"ソース)。"
#: editor/editor_properties.cpp editor/property_editor.cpp
msgid "Pick a Viewport"
msgstr "ビューポートを選ぶ"
#: editor/editor_properties.cpp editor/property_editor.cpp
msgid "New Script"
msgstr "新規スクリプト"
#: editor/editor_properties.cpp editor/scene_tree_dock.cpp
msgid "Extend Script"
msgstr "スクリプトを拡張"
#: editor/editor_properties.cpp editor/property_editor.cpp
msgid "New %s"
msgstr "新規 %s"
#: editor/editor_properties.cpp editor/property_editor.cpp
msgid "Make Unique"
msgstr "ユニーク化"
#: editor/editor_properties.cpp
#: editor/plugins/animation_blend_space_1d_editor.cpp
#: editor/plugins/animation_blend_space_2d_editor.cpp
#: editor/plugins/animation_blend_tree_editor_plugin.cpp
#: editor/plugins/animation_player_editor_plugin.cpp
#: editor/plugins/animation_state_machine_editor.cpp
#: editor/plugins/resource_preloader_editor_plugin.cpp
#: editor/plugins/script_text_editor.cpp
#: editor/plugins/sprite_frames_editor_plugin.cpp
#: editor/plugins/tile_map_editor_plugin.cpp editor/property_editor.cpp
#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp
msgid "Paste"
msgstr "貼り付け"
#: editor/editor_properties.cpp editor/property_editor.cpp
msgid "Convert To %s"
msgstr "%s に変換"
#: editor/editor_properties.cpp editor/property_editor.cpp
msgid "Selected node is not a Viewport!"
msgstr "選択したノードはビューポートではありません!"
#: editor/editor_properties_array_dict.cpp
msgid "Size: "
msgstr "サイズ: "
#: editor/editor_properties_array_dict.cpp
msgid "Page: "
msgstr "ページ: "
#: editor/editor_properties_array_dict.cpp
#: editor/plugins/theme_editor_plugin.cpp
msgid "Remove Item"
msgstr "アイテムを除去"
#: editor/editor_properties_array_dict.cpp
msgid "New Key:"
msgstr "新規キー:"
#: editor/editor_properties_array_dict.cpp
msgid "New Value:"
msgstr "新規の値:"
#: editor/editor_properties_array_dict.cpp
msgid "Add Key/Value Pair"
msgstr "キー/値のペアを追加"
#: editor/editor_run_native.cpp
msgid ""
"No runnable export preset found for this platform.\n"
"Please add a runnable preset in the export menu."
msgstr ""
"このプラットフォームで実行可能なエクスポートプリセットがありません。\n"
"エクスポートメニューに実行可能なプリセットを追加してください。"
#: editor/editor_run_script.cpp
msgid "Write your logic in the _run() method."
msgstr "ロジックを _run() メソッドに記述する。"
#: editor/editor_run_script.cpp
msgid "There is an edited scene already."
msgstr "既に編集されたシーンがあります。"
#: editor/editor_run_script.cpp
msgid "Couldn't instance script:"
msgstr "スクリプトをインスタンス化できませんでした:"
#: editor/editor_run_script.cpp
msgid "Did you forget the 'tool' keyword?"
msgstr "キーワード 'tool' を忘れていませんか?"
#: editor/editor_run_script.cpp
msgid "Couldn't run script:"
msgstr "スクリプトを実行できませんでした:"
#: editor/editor_run_script.cpp
msgid "Did you forget the '_run' method?"
msgstr "'_run' メソッドを忘れていませんか?"
#: editor/editor_sub_scene.cpp
msgid "Select Node(s) to Import"
msgstr "インポートするノードを選択"
#: editor/editor_sub_scene.cpp editor/project_manager.cpp
msgid "Browse"
msgstr "参照"
#: editor/editor_sub_scene.cpp
msgid "Scene Path:"
msgstr "シーンのパス:"
#: editor/editor_sub_scene.cpp
msgid "Import From Node:"
msgstr "ノードからインポート:"
#: editor/export_template_manager.cpp
msgid "Redownload"
msgstr "再ダウンロード"
#: editor/export_template_manager.cpp
msgid "Uninstall"
msgstr "アンインストール"
#: editor/export_template_manager.cpp
msgid "(Installed)"
msgstr "(インストール済)"
#: editor/export_template_manager.cpp
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Download"
msgstr "ダウンロード"
#: editor/export_template_manager.cpp
msgid "Official export templates aren't available for development builds."
msgstr "公式の書き出しテンプレートは開発用ビルドの場合は使用できません。"
#: editor/export_template_manager.cpp
msgid "(Missing)"
msgstr "(見つかりません)"
#: editor/export_template_manager.cpp
msgid "(Current)"
msgstr "(現在)"
#: editor/export_template_manager.cpp
msgid "Retrieving mirrors, please wait..."
msgstr "ミラーを取得しています。しばらくお待ちください..."
#: editor/export_template_manager.cpp
msgid "Remove template version '%s'?"
msgstr "テンプレート バージョン '%s' を除去しますか?"
#: editor/export_template_manager.cpp
msgid "Can't open export templates zip."
msgstr "エクスポート テンプレート ZIP ファイルを開けません。"
#: editor/export_template_manager.cpp
msgid "Invalid version.txt format inside templates: %s."
msgstr "テンプレート内の version.txt フォーマットが不正です: %s。"
#: editor/export_template_manager.cpp
msgid "No version.txt found inside templates."
msgstr "テンプレート内に version.txt が見つかりません。"
#: editor/export_template_manager.cpp
msgid "Error creating path for templates:"
msgstr "テンプレートのパス生成エラー:"
#: editor/export_template_manager.cpp
msgid "Extracting Export Templates"
msgstr "エクスポート テンプレートの展開中"
#: editor/export_template_manager.cpp
msgid "Importing:"
msgstr "インポート中:"
#: editor/export_template_manager.cpp
msgid "Error getting the list of mirrors."
msgstr "ミラーリストの取得エラー。"
#: editor/export_template_manager.cpp
msgid "Error parsing JSON of mirror list. Please report this issue!"
msgstr "ミラーリストのJSONを読み込み失敗。この問題の報告をお願いします"
#: editor/export_template_manager.cpp
msgid ""
"No download links found for this version. Direct download is only available "
"for official releases."
msgstr ""
"このバージョンのダウンロードリンクが見つかりません。直接ダウンロードは公式リ"
"リースのみ可能です。"
#: editor/export_template_manager.cpp
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Can't resolve."
msgstr "解決できません。"
#: editor/export_template_manager.cpp
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Can't connect."
msgstr "接続できません。"
#: editor/export_template_manager.cpp
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "No response."
msgstr "応答がありません。"
#: editor/export_template_manager.cpp
msgid "Request Failed."
msgstr "リクエストは失敗しました。"
#: editor/export_template_manager.cpp
msgid "Redirect Loop."
msgstr "リダイレクトのループ。"
#: editor/export_template_manager.cpp
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Failed:"
msgstr "失敗:"
#: editor/export_template_manager.cpp
msgid "Download Complete."
msgstr "ダウンロードが完了しました。"
#: editor/export_template_manager.cpp
msgid "Cannot remove temporary file:"
msgstr "一時ファイルを削除できません:"
#: editor/export_template_manager.cpp
msgid ""
"Templates installation failed.\n"
"The problematic templates archives can be found at '%s'."
msgstr ""
"テンプレートのインストールに失敗しました。 問題のテンプレートのアーカイブは "
"'%s' にあります。"
#: editor/export_template_manager.cpp
msgid "Error requesting URL:"
msgstr "URL リクエストのエラー:"
#: editor/export_template_manager.cpp
msgid "Connecting to Mirror..."
msgstr "ミラーに接続中..."
#: editor/export_template_manager.cpp
msgid "Disconnected"
msgstr "切断されました"
#: editor/export_template_manager.cpp
msgid "Resolving"
msgstr "解決中"
#: editor/export_template_manager.cpp
msgid "Can't Resolve"
msgstr "解決できません"
#: editor/export_template_manager.cpp
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Connecting..."
msgstr "接続中..."
#: editor/export_template_manager.cpp
msgid "Can't Connect"
msgstr "接続できません"
#: editor/export_template_manager.cpp
msgid "Connected"
msgstr "接続しました"
#: editor/export_template_manager.cpp
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Requesting..."
msgstr "リクエスト中..."
#: editor/export_template_manager.cpp
msgid "Downloading"
msgstr "ダウンロード中"
#: editor/export_template_manager.cpp
msgid "Connection Error"
msgstr "接続エラー"
#: editor/export_template_manager.cpp
msgid "SSL Handshake Error"
msgstr "SSL ハンドシェイクエラー"
#: editor/export_template_manager.cpp
msgid "Uncompressing Android Build Sources"
msgstr "Androidビルドソースの解凍"
#: editor/export_template_manager.cpp
msgid "Current Version:"
msgstr "現在のバージョン:"
#: editor/export_template_manager.cpp
msgid "Installed Versions:"
msgstr "インストールされたバージョン:"
#: editor/export_template_manager.cpp
msgid "Install From File"
msgstr "ファイルからインストール"
#: editor/export_template_manager.cpp
msgid "Remove Template"
msgstr "テンプレートを除去"
#: editor/export_template_manager.cpp
msgid "Select Template File"
msgstr "テンプレートファイルを選択"
#: editor/export_template_manager.cpp
msgid "Godot Export Templates"
msgstr "Godot エクスポート テンプレート"
#: editor/export_template_manager.cpp
msgid "Export Template Manager"
msgstr "テンプレートのエクスポート マネージャー"
#: editor/export_template_manager.cpp
msgid "Download Templates"
msgstr "テンプレートをダウンロード"
#: editor/export_template_manager.cpp
msgid "Select mirror from list: (Shift+Click: Open in Browser)"
msgstr "リストからミラーを選択: (Shift+クリック: ブラウザで開く)"
#: editor/filesystem_dock.cpp
msgid "Favorites"
msgstr "お気に入り"
#: editor/filesystem_dock.cpp
msgid "Status: Import of file failed. Please fix file and reimport manually."
msgstr ""
"ステータス: ファイルのインポートに失敗しました。ファイルを修正して手動で再イ"
"ンポートして下さい。"
#: editor/filesystem_dock.cpp
msgid "Cannot move/rename resources root."
msgstr "ルートのリソースは移動/リネームできません。"
#: editor/filesystem_dock.cpp
msgid "Cannot move a folder into itself."
msgstr "フォルダをフォルダ自身の中に移動することはできません。"
#: editor/filesystem_dock.cpp
msgid "Error moving:"
msgstr "移動中のエラー:"
#: editor/filesystem_dock.cpp
msgid "Error duplicating:"
msgstr "複製エラー:"
#: editor/filesystem_dock.cpp
msgid "Unable to update dependencies:"
msgstr "依存関係を更新できません:"
#: editor/filesystem_dock.cpp editor/scene_tree_editor.cpp
msgid "No name provided."
msgstr "名前が付いていません。"
#: editor/filesystem_dock.cpp
msgid "Provided name contains invalid characters."
msgstr "名前に使用できない文字が含まれています。"
#: editor/filesystem_dock.cpp
msgid "A file or folder with this name already exists."
msgstr "同名のファイルまたはフォルダがあります。"
#: editor/filesystem_dock.cpp
msgid "Name contains invalid characters."
msgstr "名前に使用できない文字が含まれています。"
#: editor/filesystem_dock.cpp
msgid "Renaming file:"
msgstr "ファイル名を変更:"
#: editor/filesystem_dock.cpp
msgid "Renaming folder:"
msgstr "フォルダ名を変更:"
#: editor/filesystem_dock.cpp
msgid "Duplicating file:"
msgstr "ファイルを複製:"
#: editor/filesystem_dock.cpp
msgid "Duplicating folder:"
msgstr "フォルダを複製:"
#: editor/filesystem_dock.cpp
msgid "New Inherited Scene"
msgstr "新しい継承シーン"
#: editor/filesystem_dock.cpp
msgid "Set As Main Scene"
msgstr "メインシーンとして設定"
#: editor/filesystem_dock.cpp
msgid "Open Scenes"
msgstr "シーンを開く"
#: editor/filesystem_dock.cpp
msgid "Instance"
msgstr "インスタンス"
#: editor/filesystem_dock.cpp
msgid "Add to Favorites"
msgstr "お気に入りに追加"
#: editor/filesystem_dock.cpp
msgid "Remove from Favorites"
msgstr "お気に入りから削除"
#: editor/filesystem_dock.cpp
msgid "Edit Dependencies..."
msgstr "依存関係の編集..."
#: editor/filesystem_dock.cpp
msgid "View Owners..."
msgstr "オーナーを見る..."
#: editor/filesystem_dock.cpp editor/plugins/animation_player_editor_plugin.cpp
msgid "Rename..."
msgstr "名前を変更..."
#: editor/filesystem_dock.cpp
msgid "Duplicate..."
msgstr "複製..."
#: editor/filesystem_dock.cpp
msgid "Move To..."
msgstr "移動..."
#: editor/filesystem_dock.cpp
msgid "New Scene..."
msgstr "新規シーン..."
#: editor/filesystem_dock.cpp editor/plugins/script_editor_plugin.cpp
msgid "New Script..."
msgstr "新規スクリプト..."
#: editor/filesystem_dock.cpp
msgid "New Resource..."
msgstr "新規リソース..."
#: editor/filesystem_dock.cpp editor/plugins/visual_shader_editor_plugin.cpp
#: editor/script_editor_debugger.cpp
msgid "Expand All"
msgstr "すべて展開"
#: editor/filesystem_dock.cpp editor/plugins/visual_shader_editor_plugin.cpp
#: editor/script_editor_debugger.cpp
msgid "Collapse All"
msgstr "すべて折りたたむ"
#: editor/filesystem_dock.cpp
#: editor/plugins/animation_tree_player_editor_plugin.cpp
#: editor/project_manager.cpp editor/rename_dialog.cpp
#: editor/scene_tree_dock.cpp
msgid "Rename"
msgstr "名前の変更"
#: editor/filesystem_dock.cpp
msgid "Previous Folder/File"
msgstr "前のフォルダ/ファイル"
#: editor/filesystem_dock.cpp
msgid "Next Folder/File"
msgstr "次のフォルダ/ファイル"
#: editor/filesystem_dock.cpp
msgid "Re-Scan Filesystem"
msgstr "ファイルシステムを再スキャン"
#: editor/filesystem_dock.cpp
msgid "Toggle Split Mode"
msgstr "分割モード切り替え"
#: editor/filesystem_dock.cpp
msgid "Search files"
msgstr "ファイル検索"
#: editor/filesystem_dock.cpp
msgid ""
"Scanning Files,\n"
"Please Wait..."
msgstr ""
"ファイルのスキャン中\n"
"しばらくお待ち下さい..."
#: editor/filesystem_dock.cpp
msgid "Move"
msgstr "移動"
#: editor/filesystem_dock.cpp
msgid "There is already file or folder with the same name in this location."
msgstr "このパスには、既に同名のファイルかフォルダがあります。"
#: editor/filesystem_dock.cpp
msgid "Overwrite"
msgstr "上書き"
#: editor/filesystem_dock.cpp
msgid "Create Scene"
msgstr "シーンを生成"
#: editor/filesystem_dock.cpp editor/plugins/script_editor_plugin.cpp
msgid "Create Script"
msgstr "スクリプト作成"
#: editor/find_in_files.cpp editor/plugins/script_editor_plugin.cpp
msgid "Find in Files"
msgstr "複数ファイル内を検索"
#: editor/find_in_files.cpp
msgid "Find:"
msgstr "検索:"
#: editor/find_in_files.cpp
msgid "Folder:"
msgstr "フォルダ:"
#: editor/find_in_files.cpp
msgid "Filters:"
msgstr "フィルタ:"
#: editor/find_in_files.cpp
msgid ""
"Include the files with the following extensions. Add or remove them in "
"ProjectSettings."
msgstr ""
"次の拡張子を持つファイルを含めます。ProjectSettingsで追加または削除します。"
#: editor/find_in_files.cpp editor/plugins/script_editor_plugin.cpp
#: editor/plugins/script_text_editor.cpp
msgid "Find..."
msgstr "検索..."
#: editor/find_in_files.cpp editor/plugins/script_text_editor.cpp
msgid "Replace..."
msgstr "置換..."
#: editor/find_in_files.cpp editor/progress_dialog.cpp scene/gui/dialogs.cpp
msgid "Cancel"
msgstr "キャンセル"
#: editor/find_in_files.cpp
msgid "Find: "
msgstr "検索: "
#: editor/find_in_files.cpp
msgid "Replace: "
msgstr "置換: "
#: editor/find_in_files.cpp
msgid "Replace all (no undo)"
msgstr "すべて置換 (元に戻せません)"
#: editor/find_in_files.cpp
msgid "Searching..."
msgstr "検索中..."
#: editor/find_in_files.cpp
msgid "Search complete"
msgstr "検索完了"
#: editor/groups_editor.cpp
msgid "Add to Group"
msgstr "グループに追加"
#: editor/groups_editor.cpp
msgid "Remove from Group"
msgstr "グループから除去"
#: editor/groups_editor.cpp
msgid "Group name already exists."
msgstr "グループ名が既にあります。"
#: editor/groups_editor.cpp
msgid "Invalid group name."
msgstr "無効なグループ名です。"
#: editor/groups_editor.cpp
msgid "Rename Group"
msgstr "グループの名前変更"
#: editor/groups_editor.cpp
msgid "Delete Group"
msgstr "グループの削除"
#: editor/groups_editor.cpp editor/node_dock.cpp
msgid "Groups"
msgstr "グループ"
#: editor/groups_editor.cpp
msgid "Nodes Not in Group"
msgstr "グループがノードありません"
#: editor/groups_editor.cpp editor/scene_tree_dock.cpp
#: editor/scene_tree_editor.cpp
msgid "Filter nodes"
msgstr "フィルタノード"
#: editor/groups_editor.cpp
msgid "Nodes in Group"
msgstr "グループ内ノード"
#: editor/groups_editor.cpp
msgid "Empty groups will be automatically removed."
msgstr "空のグループは自動的に削除されます。"
#: editor/groups_editor.cpp
msgid "Group Editor"
msgstr "グループエディタ"
#: editor/groups_editor.cpp
msgid "Manage Groups"
msgstr "グループの管理"
#: editor/import/resource_importer_scene.cpp
msgid "Import as Single Scene"
msgstr "単一のシーンとして読込む"
#: editor/import/resource_importer_scene.cpp
msgid "Import with Separate Animations"
msgstr "アニメーションを別々にインポート"
#: editor/import/resource_importer_scene.cpp
msgid "Import with Separate Materials"
msgstr "マテリアルを別々にインポート"
#: editor/import/resource_importer_scene.cpp
msgid "Import with Separate Objects"
msgstr "オブジェクトを別々にインポート"
#: editor/import/resource_importer_scene.cpp
msgid "Import with Separate Objects+Materials"
msgstr "オブジェクト+マテリアルを別々にインポート"
#: editor/import/resource_importer_scene.cpp
msgid "Import with Separate Objects+Animations"
msgstr "オブジェクト+アニメーションを別々にインポート"
#: editor/import/resource_importer_scene.cpp
msgid "Import with Separate Materials+Animations"
msgstr "マテリアル+アニメーションを別々にインポート"
#: editor/import/resource_importer_scene.cpp
msgid "Import with Separate Objects+Materials+Animations"
msgstr "オブジェクト+マテリアル+アニメーションを別々にインポート"
#: editor/import/resource_importer_scene.cpp
msgid "Import as Multiple Scenes"
msgstr "複数のシーンとしてインポート"
#: editor/import/resource_importer_scene.cpp
msgid "Import as Multiple Scenes+Materials"
msgstr "複数のシーン+マテリアルとしてインポート"
#: editor/import/resource_importer_scene.cpp
#: editor/plugins/mesh_library_editor_plugin.cpp
msgid "Import Scene"
msgstr "シーンをインポート"
#: editor/import/resource_importer_scene.cpp
msgid "Importing Scene..."
msgstr "シーンをインポート中..."
#: editor/import/resource_importer_scene.cpp
msgid "Generating Lightmaps"
msgstr "ライトマップの生成"
#: editor/import/resource_importer_scene.cpp
msgid "Generating for Mesh: "
msgstr "メッシュの生成: "
#: editor/import/resource_importer_scene.cpp
msgid "Running Custom Script..."
msgstr "カスタムスクリプトの実行中..."
#: editor/import/resource_importer_scene.cpp
msgid "Couldn't load post-import script:"
msgstr "インポート済のスクリプトを読込めませんでした:"
#: editor/import/resource_importer_scene.cpp
msgid "Invalid/broken script for post-import (check console):"
msgstr "無効または壊れたインポート済スクリプト(コンソールを確認してください):"
#: editor/import/resource_importer_scene.cpp
msgid "Error running post-import script:"
msgstr "インポート済スクリプトの実行中にエラー:"
#: editor/import/resource_importer_scene.cpp
msgid "Saving..."
msgstr "保存中..."
#: editor/import_dock.cpp
msgid "%d Files"
msgstr "%d ファイル"
#: editor/import_dock.cpp
msgid "Set as Default for '%s'"
msgstr "'%s' のデフォルトとして設定"
#: editor/import_dock.cpp
msgid "Clear Default for '%s'"
msgstr "'%s' のデフォルトをクリア"
#: editor/import_dock.cpp
msgid "Import As:"
msgstr "名前を付けてインポート:"
#: editor/import_dock.cpp
msgid "Preset"
msgstr "プリセット"
#: editor/import_dock.cpp
msgid "Reimport"
msgstr "再インポート"
#: editor/import_dock.cpp
#, fuzzy
msgid "Save Scenes, Re-Import, and Restart"
msgstr "シーンを保存して、再インポートして再起動してください"
#: editor/import_dock.cpp
msgid "Changing the type of an imported file requires editor restart."
msgstr "インポートしたファイルのタイプの変更にはエディタの再起動が必要です。"
#: editor/import_dock.cpp
msgid ""
"WARNING: Assets exist that use this resource, they may stop loading properly."
msgstr ""
"警告:このリソースを使用するアセットが存在するため、正しくロードされない可能性"
"があります。"
#: editor/inspector_dock.cpp
msgid "Failed to load resource."
msgstr "リソースの読込みに失敗しました。"
#: editor/inspector_dock.cpp
msgid "Expand All Properties"
msgstr "すべてのプロパティを展開"
#: editor/inspector_dock.cpp
msgid "Collapse All Properties"
msgstr "すべてのプロパティを折りたたむ"
#: editor/inspector_dock.cpp editor/plugins/animation_player_editor_plugin.cpp
#: editor/plugins/script_editor_plugin.cpp
msgid "Save As..."
msgstr "名前を付けて保存..."
#: editor/inspector_dock.cpp
msgid "Copy Params"
msgstr "パラメーターをコピー"
#: editor/inspector_dock.cpp
msgid "Edit Resource Clipboard"
msgstr "リソースのクリップボードを編集"
#: editor/inspector_dock.cpp
msgid "Copy Resource"
msgstr "リソースをコピー"
#: editor/inspector_dock.cpp
msgid "Make Built-In"
msgstr "ビルトインを作成"
#: editor/inspector_dock.cpp
msgid "Make Sub-Resources Unique"
msgstr "サブリソースをユニーク化する"
#: editor/inspector_dock.cpp
msgid "Open in Help"
msgstr "ヘルプで開く"
#: editor/inspector_dock.cpp
msgid "Create a new resource in memory and edit it."
msgstr "新規リソースをメモリ上に作成して編集する。"
#: editor/inspector_dock.cpp
msgid "Load an existing resource from disk and edit it."
msgstr "既存のリソースをディスクから読込み編集する。"
#: editor/inspector_dock.cpp
msgid "Save the currently edited resource."
msgstr "現在編集中のリソースを保存する。"
#: editor/inspector_dock.cpp
msgid "Go to the previous edited object in history."
msgstr "履歴内の編集済オブジェクトを前へ。"
#: editor/inspector_dock.cpp
msgid "Go to the next edited object in history."
msgstr "履歴内の編集済オブジェクトを次へ。"
#: editor/inspector_dock.cpp
msgid "History of recently edited objects."
msgstr "最近編集したオブジェクトの履歴。"
#: editor/inspector_dock.cpp
msgid "Object properties."
msgstr "オブジェクトのプロパティ。"
#: editor/inspector_dock.cpp
msgid "Filter properties"
msgstr "フィルタプロパティ"
#: editor/inspector_dock.cpp
msgid "Changes may be lost!"
msgstr "変更が失われるかもしれません!"
#: editor/multi_node_edit.cpp
msgid "MultiNode Set"
msgstr "マルチノード セット"
#: editor/node_dock.cpp
msgid "Select a single node to edit its signals and groups."
msgstr "ードを1つ選択してシグナルとグループを編集します。"
#: editor/plugin_config_dialog.cpp
msgid "Edit a Plugin"
msgstr "プラグインの編集"
#: editor/plugin_config_dialog.cpp
msgid "Create a Plugin"
msgstr "プラグインの作成"
#: editor/plugin_config_dialog.cpp
msgid "Plugin Name:"
msgstr "プラグイン名:"
#: editor/plugin_config_dialog.cpp
msgid "Subfolder:"
msgstr "サブフォルダ:"
#: editor/plugin_config_dialog.cpp editor/script_create_dialog.cpp
msgid "Language:"
msgstr "言語:"
#: editor/plugin_config_dialog.cpp
msgid "Script Name:"
msgstr "スクリプト名:"
#: editor/plugin_config_dialog.cpp
msgid "Activate now?"
msgstr "今すぐアクティブ化?"
#: editor/plugins/abstract_polygon_2d_editor.cpp
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Create Polygon"
msgstr "ポリゴンを生成"
#: editor/plugins/abstract_polygon_2d_editor.cpp
#: editor/plugins/animation_blend_space_1d_editor.cpp
#: editor/plugins/animation_blend_space_2d_editor.cpp
msgid "Create points."
msgstr "点を作成する。"
#: editor/plugins/abstract_polygon_2d_editor.cpp
msgid ""
"Edit points.\n"
"LMB: Move Point\n"
"RMB: Erase Point"
msgstr ""
"点を編集する。\n"
"左クリック: 点を移動\n"
"右クリック: 点を削除"
#: editor/plugins/abstract_polygon_2d_editor.cpp
#: editor/plugins/animation_blend_space_1d_editor.cpp
msgid "Erase points."
msgstr "点を消す。"
#: editor/plugins/abstract_polygon_2d_editor.cpp
msgid "Edit Polygon"
msgstr "ポリゴンを編集"
#: editor/plugins/abstract_polygon_2d_editor.cpp
msgid "Insert Point"
msgstr "ポイント挿入"
#: editor/plugins/abstract_polygon_2d_editor.cpp
msgid "Edit Polygon (Remove Point)"
msgstr "ポリゴンを編集(点を除去)"
#: editor/plugins/abstract_polygon_2d_editor.cpp
msgid "Remove Polygon And Point"
msgstr "ポリゴンと点を除去"
#: editor/plugins/animation_blend_space_1d_editor.cpp
#: editor/plugins/animation_blend_space_2d_editor.cpp
#: editor/plugins/animation_player_editor_plugin.cpp
#: editor/plugins/animation_state_machine_editor.cpp
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Add Animation"
msgstr "アニメーションを追加"
#: editor/plugins/animation_blend_space_1d_editor.cpp
#: editor/plugins/animation_blend_space_2d_editor.cpp
#: editor/plugins/animation_blend_tree_editor_plugin.cpp
#: editor/plugins/animation_state_machine_editor.cpp
msgid "Load..."
msgstr "読み込む.."
#: editor/plugins/animation_blend_space_1d_editor.cpp
#: editor/plugins/animation_blend_space_2d_editor.cpp
msgid "Move Node Point"
msgstr "ノードポイントを移動"
#: editor/plugins/animation_blend_space_1d_editor.cpp
msgid "Change BlendSpace1D Limits"
msgstr "BlendSpace1Dの制限を変更する"
#: editor/plugins/animation_blend_space_1d_editor.cpp
msgid "Change BlendSpace1D Labels"
msgstr "BlendSpace1Dのラベルを変更する"
#: editor/plugins/animation_blend_space_1d_editor.cpp
#: editor/plugins/animation_blend_space_2d_editor.cpp
#: editor/plugins/animation_state_machine_editor.cpp
msgid "This type of node can't be used. Only root nodes are allowed."
msgstr "このタイプのノードは使用できません。ルートノードのみが許可されます。"
#: editor/plugins/animation_blend_space_1d_editor.cpp
#: editor/plugins/animation_blend_space_2d_editor.cpp
msgid "Add Node Point"
msgstr "ノードポイントを追加"
#: editor/plugins/animation_blend_space_1d_editor.cpp
#: editor/plugins/animation_blend_space_2d_editor.cpp
msgid "Add Animation Point"
msgstr "アニメーションポイントを追加"
#: editor/plugins/animation_blend_space_1d_editor.cpp
msgid "Remove BlendSpace1D Point"
msgstr "BlendSpace1Dのポイントを削除"
#: editor/plugins/animation_blend_space_1d_editor.cpp
msgid "Move BlendSpace1D Node Point"
msgstr "BlendSpace1Dードポイントを移動"
#: editor/plugins/animation_blend_space_1d_editor.cpp
#: editor/plugins/animation_blend_space_2d_editor.cpp
#: editor/plugins/animation_blend_tree_editor_plugin.cpp
#: editor/plugins/animation_state_machine_editor.cpp
msgid ""
"AnimationTree is inactive.\n"
"Activate to enable playback, check node warnings if activation fails."
msgstr ""
"アニメーションツリーが非アクティブです。\n"
"再生を有効にするためにアクティベートします。アクティベートに失敗した場合は"
"ノードの警告を確認してください。"
#: editor/plugins/animation_blend_space_1d_editor.cpp
#: editor/plugins/animation_blend_space_2d_editor.cpp
msgid "Set the blending position within the space"
msgstr "スペース内のブレンド位置を設定"
#: editor/plugins/animation_blend_space_1d_editor.cpp
#: editor/plugins/animation_blend_space_2d_editor.cpp
msgid "Select and move points, create points with RMB."
msgstr "点を選択して移動し、右クリックで点を作成します。"
#: editor/plugins/animation_blend_space_1d_editor.cpp
#: editor/plugins/animation_blend_space_2d_editor.cpp scene/gui/graph_edit.cpp
msgid "Enable snap and show grid."
msgstr "スナップとグリッドの表示を有効にする。"
#: editor/plugins/animation_blend_space_1d_editor.cpp
#: editor/plugins/animation_blend_space_2d_editor.cpp
msgid "Point"
msgstr "点"
#: editor/plugins/animation_blend_space_1d_editor.cpp
#: editor/plugins/animation_blend_space_2d_editor.cpp
#: editor/plugins/animation_blend_tree_editor_plugin.cpp
msgid "Open Editor"
msgstr "エディタで開く"
#: editor/plugins/animation_blend_space_1d_editor.cpp
#: editor/plugins/animation_blend_space_2d_editor.cpp
#: editor/plugins/animation_blend_tree_editor_plugin.cpp
#: editor/plugins/animation_state_machine_editor.cpp
msgid "Open Animation Node"
msgstr "アニメーションノードを開く"
#: editor/plugins/animation_blend_space_2d_editor.cpp
msgid "Triangle already exists."
msgstr "三角形が既に存在します。"
#: editor/plugins/animation_blend_space_2d_editor.cpp
msgid "Add Triangle"
msgstr "三角形を追加"
#: editor/plugins/animation_blend_space_2d_editor.cpp
msgid "Change BlendSpace2D Limits"
msgstr "BlendSpace2Dの制限を変更する"
#: editor/plugins/animation_blend_space_2d_editor.cpp
msgid "Change BlendSpace2D Labels"
msgstr "BlendSpace2Dのラベルを変更する"
#: editor/plugins/animation_blend_space_2d_editor.cpp
msgid "Remove BlendSpace2D Point"
msgstr "BlendSpace2Dのポイントを削除する"
#: editor/plugins/animation_blend_space_2d_editor.cpp
msgid "Remove BlendSpace2D Triangle"
msgstr "BlendSpace2Dの三角形を削除する"
#: editor/plugins/animation_blend_space_2d_editor.cpp
msgid "BlendSpace2D does not belong to an AnimationTree node."
msgstr "ブレンドシェイプ2Dはアニメーションツリー ノードに属しません。"
#: editor/plugins/animation_blend_space_2d_editor.cpp
msgid "No triangles exist, so no blending can take place."
msgstr "三角形が存在しないため、ブレンドできません。"
#: editor/plugins/animation_blend_space_2d_editor.cpp
msgid "Toggle Auto Triangles"
msgstr "三角形の自動作成に切り替え"
#: editor/plugins/animation_blend_space_2d_editor.cpp
msgid "Create triangles by connecting points."
msgstr "点を繋いで三角形を作成する。"
#: editor/plugins/animation_blend_space_2d_editor.cpp
msgid "Erase points and triangles."
msgstr "点と三角形を消す。"
#: editor/plugins/animation_blend_space_2d_editor.cpp
msgid "Generate blend triangles automatically (instead of manually)"
msgstr "自動的にブレンド三角形を生成"
#: editor/plugins/animation_blend_space_2d_editor.cpp
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Blend:"
msgstr "ブレンド:"
#: editor/plugins/animation_blend_tree_editor_plugin.cpp
msgid "Parameter Changed"
msgstr "パラメータが変更されました"
#: editor/plugins/animation_blend_tree_editor_plugin.cpp
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Edit Filters"
msgstr "フィルタの編集"
#: editor/plugins/animation_blend_tree_editor_plugin.cpp
msgid "Output node can't be added to the blend tree."
msgstr "出力ノードをブレンドツリーに追加することはできません。"
#: editor/plugins/animation_blend_tree_editor_plugin.cpp
msgid "Add Node to BlendTree"
msgstr "BlendTreeにードを追加"
#: editor/plugins/animation_blend_tree_editor_plugin.cpp
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Node Moved"
msgstr "ノードを移動"
#: editor/plugins/animation_blend_tree_editor_plugin.cpp
msgid "Unable to connect, port may be in use or connection may be invalid."
msgstr "接続できません。ポートが使用中か、接続が無効である可能性があります。"
#: editor/plugins/animation_blend_tree_editor_plugin.cpp
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Nodes Connected"
msgstr "ノードを接続しました"
#: editor/plugins/animation_blend_tree_editor_plugin.cpp
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Nodes Disconnected"
msgstr "ノードが切断されました"
#: editor/plugins/animation_blend_tree_editor_plugin.cpp
msgid "Set Animation"
msgstr "アニメーションを設定"
#: editor/plugins/animation_blend_tree_editor_plugin.cpp
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Delete Node"
msgstr "ノードを削除"
#: editor/plugins/animation_blend_tree_editor_plugin.cpp
#: editor/scene_tree_dock.cpp
msgid "Delete Node(s)"
msgstr "ノードを削除"
#: editor/plugins/animation_blend_tree_editor_plugin.cpp
msgid "Toggle Filter On/Off"
msgstr "フィルタの オン/オフ を切り替え"
#: editor/plugins/animation_blend_tree_editor_plugin.cpp
msgid "Change Filter"
msgstr "フィルタを変更"
#: editor/plugins/animation_blend_tree_editor_plugin.cpp
msgid "No animation player set, so unable to retrieve track names."
msgstr ""
"アニメーションプレイヤーが設定されていないため、トラック名を取得できません。"
#: editor/plugins/animation_blend_tree_editor_plugin.cpp
msgid "Player path set is invalid, so unable to retrieve track names."
msgstr "プレイヤーのパス設定が無効なため、トラック名を取得できません。"
#: editor/plugins/animation_blend_tree_editor_plugin.cpp
#: editor/plugins/root_motion_editor_plugin.cpp
msgid ""
"Animation player has no valid root node path, so unable to retrieve track "
"names."
msgstr ""
"アニメーションプレーヤーに有効なルートノードのパスがないため、トラック名を取"
"得できません。"
#: editor/plugins/animation_blend_tree_editor_plugin.cpp
msgid "Anim Clips"
msgstr "アニメーションクリップ"
#: editor/plugins/animation_blend_tree_editor_plugin.cpp
msgid "Audio Clips"
msgstr "オーディオクリップ"
#: editor/plugins/animation_blend_tree_editor_plugin.cpp
msgid "Functions"
msgstr "関数"
#: editor/plugins/animation_blend_tree_editor_plugin.cpp
#: editor/plugins/animation_state_machine_editor.cpp
msgid "Node Renamed"
msgstr "ノードの名前が変更されました"
#: editor/plugins/animation_blend_tree_editor_plugin.cpp
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Add Node..."
msgstr "ノードを追加..."
#: editor/plugins/animation_blend_tree_editor_plugin.cpp
#: editor/plugins/root_motion_editor_plugin.cpp
msgid "Edit Filtered Tracks:"
msgstr "フィルタリング済トラックの編集:"
#: editor/plugins/animation_blend_tree_editor_plugin.cpp
msgid "Enable Filtering"
msgstr "フィルタリングを有効化"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Toggle Autoplay"
msgstr "自動再生の切り替え"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "New Animation Name:"
msgstr "新規アニメーション名:"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "New Anim"
msgstr "新規アニメーション"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Change Animation Name:"
msgstr "アニメーション名を変更:"
#: editor/plugins/animation_player_editor_plugin.cpp
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Delete Animation?"
msgstr "アニメーションを削除しますか?"
#: editor/plugins/animation_player_editor_plugin.cpp
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Remove Animation"
msgstr "アニメーションを除去"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Invalid animation name!"
msgstr "アニメーション名が無効です!"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Animation name already exists!"
msgstr "アニメーション名は既に存在します!"
#: editor/plugins/animation_player_editor_plugin.cpp
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Rename Animation"
msgstr "アニメーションの名前を変更"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Blend Next Changed"
msgstr "次の変更をブレンド"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Change Blend Time"
msgstr "ブレンド時間の変更"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Load Animation"
msgstr "アニメーション読込み"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Duplicate Animation"
msgstr "アニメーションを複製"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "No animation to copy!"
msgstr "コピーするアニメーションがありません!"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "No animation resource on clipboard!"
msgstr "クリップボードにアニメーションのリソースがありません!"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Pasted Animation"
msgstr "貼り付けたアニメーション"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Paste Animation"
msgstr "アニメーションを貼り付け"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "No animation to edit!"
msgstr "編集するアニメーションがありません!"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Play selected animation backwards from current pos. (A)"
msgstr "選択したアニメーションを現在の位置から逆再生する。(A)"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Play selected animation backwards from end. (Shift+A)"
msgstr "選択したアニメーションを最後から逆再生する。(Shift+A)"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Stop animation playback. (S)"
msgstr "アニメーションの再生を停止する。(S)"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Play selected animation from start. (Shift+D)"
msgstr "選択したアニメーションを最初から再生する。(Shift+D)"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Play selected animation from current pos. (D)"
msgstr "選択したアニメーションを現在の位置から再生する。(D)"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Animation position (in seconds)."
msgstr "アニメーションの位置 (秒)。"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Scale animation playback globally for the node."
msgstr "ノードのアニメーション再生をグローバルにスケーリングする。"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Animation Tools"
msgstr "アニメーションツール"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Animation"
msgstr "アニメーション"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Edit Transitions..."
msgstr "トランジションの編集..."
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Open in Inspector"
msgstr "インスペクタで開く"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Display list of animations in player."
msgstr "プレーヤーのアニメーションリストを表示する。"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Autoplay on Load"
msgstr "読込み後、自動再生"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Enable Onion Skinning"
msgstr "オニオンスキンを有効にする"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Onion Skinning Options"
msgstr "オニオンスキンオプション"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Directions"
msgstr "方向"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Past"
msgstr "過去"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Future"
msgstr "未来"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Depth"
msgstr "Depth(深度/奥行)"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "1 step"
msgstr "1ステップ"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "2 steps"
msgstr "2ステップ"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "3 steps"
msgstr "3ステップ"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Differences Only"
msgstr "差分のみ"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Force White Modulate"
msgstr "白色調整"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Include Gizmos (3D)"
msgstr "ギズモ(3D)を含む"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Pin AnimationPlayer"
msgstr "アニメーションプレーヤーを固定"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Create New Animation"
msgstr "アニメーションを新規作成"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Animation Name:"
msgstr "アニメーション名:"
#: editor/plugins/animation_player_editor_plugin.cpp
#: editor/plugins/resource_preloader_editor_plugin.cpp
#: editor/plugins/script_editor_plugin.cpp
#: editor/plugins/sprite_frames_editor_plugin.cpp editor/property_editor.cpp
msgid "Error!"
msgstr "エラー!"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Blend Times:"
msgstr "ブレンド時間:"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Next (Auto Queue):"
msgstr "次 (自動キュー):"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Cross-Animation Blend Times"
msgstr "アニメーション間のブレンド時間"
#: editor/plugins/animation_state_machine_editor.cpp
msgid "Move Node"
msgstr "ノードを移動"
#: editor/plugins/animation_state_machine_editor.cpp
msgid "Transition exists!"
msgstr "トランジションが存在しています!"
#: editor/plugins/animation_state_machine_editor.cpp
msgid "Add Transition"
msgstr "トランジションを追加"
#: editor/plugins/animation_state_machine_editor.cpp
#: modules/visual_script/visual_script_editor.cpp
msgid "Add Node"
msgstr "ノードを追加"
#: editor/plugins/animation_state_machine_editor.cpp
msgid "End"
msgstr "終り"
#: editor/plugins/animation_state_machine_editor.cpp
msgid "Immediate"
msgstr "即座"
#: editor/plugins/animation_state_machine_editor.cpp
msgid "Sync"
msgstr "同期"
#: editor/plugins/animation_state_machine_editor.cpp
msgid "At End"
msgstr "終りに"
#: editor/plugins/animation_state_machine_editor.cpp
msgid "Travel"
msgstr "トラベル"
#: editor/plugins/animation_state_machine_editor.cpp
msgid "Start and end nodes are needed for a sub-transition."
msgstr "サブトランジションには、開始ノードと終了ノードが必要です。"
#: editor/plugins/animation_state_machine_editor.cpp
msgid "No playback resource set at path: %s."
msgstr "パス: %s に再生リソースが設定されていません。"
#: editor/plugins/animation_state_machine_editor.cpp
msgid "Node Removed"
msgstr "ノードが削除されました"
#: editor/plugins/animation_state_machine_editor.cpp
msgid "Transition Removed"
msgstr "トランジションが削除されました"
#: editor/plugins/animation_state_machine_editor.cpp
msgid "Set Start Node (Autoplay)"
msgstr "開始ノードの設定(自動再生)"
#: editor/plugins/animation_state_machine_editor.cpp
msgid ""
"Select and move nodes.\n"
"RMB to add new nodes.\n"
"Shift+LMB to create connections."
msgstr ""
"ノードを選択して移動。\n"
"右クリックで新規ノードを追加。\n"
"Shift+左クリックで接続を作成。"
#: editor/plugins/animation_state_machine_editor.cpp
msgid "Create new nodes."
msgstr "新規ノードを作成。"
#: editor/plugins/animation_state_machine_editor.cpp
msgid "Connect nodes."
msgstr "ノードを接続。"
#: editor/plugins/animation_state_machine_editor.cpp
msgid "Remove selected node or transition."
msgstr "選択したノードまたはトランジションを除去。"
#: editor/plugins/animation_state_machine_editor.cpp
msgid "Toggle autoplay this animation on start, restart or seek to zero."
msgstr ""
"このアニメーションの自動再生の開始、再起動、またはゼロへのシークを切り替えま"
"す。"
#: editor/plugins/animation_state_machine_editor.cpp
msgid "Set the end animation. This is useful for sub-transitions."
msgstr "終了アニメーションを設定する。これはサブトランジションに便利です。"
#: editor/plugins/animation_state_machine_editor.cpp
msgid "Transition: "
msgstr "トランジション: "
#: editor/plugins/animation_state_machine_editor.cpp
msgid "Play Mode:"
msgstr "プレイモード:"
#: editor/plugins/animation_tree_editor_plugin.cpp
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "AnimationTree"
msgstr "AnimationTree(アニメーションツリー)"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "New name:"
msgstr "新しい名前:"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Scale:"
msgstr "スケール:"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Fade In (s):"
msgstr "フェードイン:"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Fade Out (s):"
msgstr "フェードアウト:"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Blend"
msgstr "ブレンド"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Mix"
msgstr "ミックス"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Auto Restart:"
msgstr "自動リスタート:"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Restart (s):"
msgstr "リスタート:"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Random Restart (s):"
msgstr "ランダムリスタート:"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Start!"
msgstr "スタート!"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Amount:"
msgstr "総計:"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Blend 0:"
msgstr "ブレンド 0:"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Blend 1:"
msgstr "ブレンド 1:"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "X-Fade Time (s):"
msgstr "クロスフェード時間 (秒):"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Current:"
msgstr "現在:"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
#: editor/plugins/visual_shader_editor_plugin.cpp
#: modules/visual_script/visual_script_editor.cpp
msgid "Add Input"
msgstr "入力を追加"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Clear Auto-Advance"
msgstr "自動アドバンスの解除"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Set Auto-Advance"
msgstr "自動アドバンスを設定"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Delete Input"
msgstr "入力を削除"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Animation tree is valid."
msgstr "アニメーションツリーは有効です。"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Animation tree is invalid."
msgstr "アニメーションツリーが無効です。"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Animation Node"
msgstr "アニメーション ノード"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "OneShot Node"
msgstr "ワンショット ノード"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Mix Node"
msgstr "ミックス ノード"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Blend2 Node"
msgstr "ブレンド2 ノード"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Blend3 Node"
msgstr "ブレンド3 ノード"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Blend4 Node"
msgstr "ブレンド4 ノード"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "TimeScale Node"
msgstr "タイムスケール ノード"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "TimeSeek Node"
msgstr "タイムシーク ノード"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Transition Node"
msgstr "トランジション ノード"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Import Animations..."
msgstr "アニメーションをインポート..."
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Edit Node Filters"
msgstr "ノードフィルタの編集"
#: editor/plugins/animation_tree_player_editor_plugin.cpp
msgid "Filters..."
msgstr "フィルタ..."
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Contents:"
msgstr "コンテンツ:"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "View Files"
msgstr "ファイルを表示"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Connection error, please try again."
msgstr "接続エラー。再試行してください。"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Can't connect to host:"
msgstr "ホストに接続できません:"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "No response from host:"
msgstr "ホストから応答がありません:"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Can't resolve hostname:"
msgstr "ホスト名を解決できません:"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Request failed, return code:"
msgstr "リクエスト失敗。リターンコード:"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Request failed."
msgstr "リクエストは失敗しました。"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Cannot save response to:"
msgstr "レスポンスを保存できません:"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Write error."
msgstr "エラーを書いてください。"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Request failed, too many redirects"
msgstr "リクエスト失敗。リダイレクト過多"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Redirect loop."
msgstr "リダイレクトのループ。"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Request failed, timeout"
msgstr "リクエスト失敗、時間切れ"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Timeout."
msgstr "時間切れ。"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Bad download hash, assuming file has been tampered with."
msgstr ""
"ダウンロードハッシュが不正です。ファイルが改ざん されているかもしれません。"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Expected:"
msgstr "予測:"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Got:"
msgstr "取得:"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Failed sha256 hash check"
msgstr "sha256 ハッシュチェック失敗"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Asset Download Error:"
msgstr "アセットのダウンロードエラー:"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Downloading (%s / %s)..."
msgstr "ダウンロード中 (%s / %s)..."
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Downloading..."
msgstr "ダウンロード中..."
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Resolving..."
msgstr "解決中..."
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Error making request"
msgstr "リクエスト発行エラー"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Idle"
msgstr "待機"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Install..."
msgstr "インストール..."
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Retry"
msgstr "再試行"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Download Error"
msgstr "ダウンロードエラー"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Download for this asset is already in progress!"
msgstr "このアセットのダウンロードは既に進行中!"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Recently Updated"
msgstr "更新日時"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Least Recently Updated"
msgstr "更新日時 (逆)"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Name (A-Z)"
msgstr "名前 (AからZ)"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Name (Z-A)"
msgstr "名前 (ZからA)"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "License (A-Z)"
msgstr "ライセンス (AからZ)"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "License (Z-A)"
msgstr "ライセンス (ZからA)"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "First"
msgstr "最初"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Previous"
msgstr "前"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Next"
msgstr "次"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Last"
msgstr "最後"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "All"
msgstr "すべて"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "No results for \"%s\"."
msgstr "\"%s\" の結果はありません。"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Import..."
msgstr "インポート..."
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Plugins..."
msgstr "プラグイン..."
#: editor/plugins/asset_library_editor_plugin.cpp editor/project_manager.cpp
msgid "Sort:"
msgstr "ソート:"
#: editor/plugins/asset_library_editor_plugin.cpp
#: editor/project_settings_editor.cpp
msgid "Category:"
msgstr "カテゴリー:"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Site:"
msgstr "サイト:"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Support"
msgstr "サポート"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Official"
msgstr "公式"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Testing"
msgstr "テストする"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Loading..."
msgstr "読み込み中..."
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Assets ZIP File"
msgstr "アセットのzipファイル"
#: editor/plugins/baked_lightmap_editor_plugin.cpp
msgid ""
"Can't determine a save path for lightmap images.\n"
"Save your scene (for images to be saved in the same dir), or pick a save "
"path from the BakedLightmap properties."
msgstr ""
"ライトマップ画像の保存パスを確定できません。\n"
"シーンを保存する (画像が同じディレクトリに保存される) か、BakedLightmapプロパ"
"ティから保存パスを選択してください。"
#: editor/plugins/baked_lightmap_editor_plugin.cpp
msgid ""
"No meshes to bake. Make sure they contain an UV2 channel and that the 'Bake "
"Light' flag is on."
msgstr ""
"ベイクするメッシュがありません。メッシュに UV2チャンネルが含まれてお"
"り、'Bake Light' フラグがオンになっていることを確認してください。"
#: editor/plugins/baked_lightmap_editor_plugin.cpp
msgid "Failed creating lightmap images, make sure path is writable."
msgstr ""
"ライトマップ画像の生成に失敗しました。パスが書き込み可能であることを確認して"
"ください。"
#: editor/plugins/baked_lightmap_editor_plugin.cpp
msgid "Bake Lightmaps"
msgstr "ライトマップを焼き込む"
#: editor/plugins/camera_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp editor/rename_dialog.cpp
msgid "Preview"
msgstr "プレビュー"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Configure Snap"
msgstr "スナップの設定"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Grid Offset:"
msgstr "グリッドのオフセット:"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Grid Step:"
msgstr "グリッドのステップ:"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Primary Line Every:"
msgstr "基本ラインの間隔:"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "steps"
msgstr "ステップ"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Rotation Offset:"
msgstr "回転のオフセット:"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Rotation Step:"
msgstr "回転のステップ:"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Scale Step:"
msgstr "スケールのステップ:"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Move Vertical Guide"
msgstr "垂直ガイドを移動"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Create Vertical Guide"
msgstr "垂直ガイドを作成"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Remove Vertical Guide"
msgstr "垂直ガイドを削除"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Move Horizontal Guide"
msgstr "水平ガイドを移動"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Create Horizontal Guide"
msgstr "水平ガイドを作成"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Remove Horizontal Guide"
msgstr "水平ガイドを削除"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Create Horizontal and Vertical Guides"
msgstr "水平垂直ガイドを作成"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Move pivot"
msgstr "ピボットを移動"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Rotate CanvasItem"
msgstr "CanvasItemを回転"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Move anchor"
msgstr "アンカーを移動"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Resize CanvasItem"
msgstr "CanvasItemをリサイズ"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Scale CanvasItem"
msgstr "キャンバスアイテムの拡大/縮小"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Move CanvasItem"
msgstr "CanvasItemを移動"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid ""
"Children of containers have their anchors and margins values overridden by "
"their parent."
msgstr ""
"コンテナの子は、アンカーとマージンの値が親によってオーバーライドされます。"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Presets for the anchors and margins values of a Control node."
msgstr "コントロールノードのアンカーおよびマージンの値のプリセット。"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid ""
"When active, moving Control nodes changes their anchors instead of their "
"margins."
msgstr ""
"オンの場合、コントロールノードを移動すると、マージンの代わりにアンカーが変更"
"されます。"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Top Left"
msgstr "左上"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Top Right"
msgstr "右上"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Bottom Right"
msgstr "右下"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Bottom Left"
msgstr "左下"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Center Left"
msgstr "中央左"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Center Top"
msgstr "中央上"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Center Right"
msgstr "中央右"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Center Bottom"
msgstr "中央下"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Center"
msgstr "中央"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Left Wide"
msgstr "左伸長"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Top Wide"
msgstr "上伸長"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Right Wide"
msgstr "右伸長"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Bottom Wide"
msgstr "下伸長"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "VCenter Wide"
msgstr "中央垂直伸長"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "HCenter Wide"
msgstr "中央水平伸長"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Full Rect"
msgstr "Rect全面"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Keep Ratio"
msgstr "比率を保つ"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Anchors only"
msgstr "アンカーのみ"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Change Anchors and Margins"
msgstr "アンカーとマージンを変更する"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Change Anchors"
msgstr "アンカーを変更"
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
msgid ""
"Game Camera Override\n"
"Overrides game camera with editor viewport camera."
msgstr ""
"ゲームカメラの置き換え\n"
"エディタのビューポートカメラでゲームカメラを置き換える。"
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
msgid ""
"Game Camera Override\n"
"No game instance running."
msgstr ""
"ゲームカメラの置き換え\n"
"実行中のゲームインスタンス無し。"
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Lock Selected"
msgstr "選択をロック"
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Unlock Selected"
msgstr "選択を解除"
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Group Selected"
msgstr "選択したグループ"
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Ungroup Selected"
msgstr "グループ解除"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Paste Pose"
msgstr "ポーズを貼り付け"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Clear Guides"
msgstr "ガイドをクリアする"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Create Custom Bone(s) from Node(s)"
msgstr "ノードからカスタムボーンを作成"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Clear Bones"
msgstr "ボーンをクリアする"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Make IK Chain"
msgstr "IKチェーンを作成"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Clear IK Chain"
msgstr "IKチェーンをクリア"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid ""
"Warning: Children of a container get their position and size determined only "
"by their parent."
msgstr "警告:コンテナの子の位置とサイズは、親によってのみ決定されます。"
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/texture_region_editor_plugin.cpp
#: editor/plugins/tile_set_editor_plugin.cpp scene/gui/graph_edit.cpp
msgid "Zoom Reset"
msgstr "ズームをリセット"
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Select Mode"
msgstr "選択モード"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Drag: Rotate"
msgstr "ドラッグ:回転"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Alt+Drag: Move"
msgstr "Alt+ドラッグ: 移動"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Press 'v' to Change Pivot, 'Shift+v' to Drag Pivot (while moving)."
msgstr ""
"ピボットを変更するには 'v' 、ピボットをドラッグするには 'Shift+v' を押します"
"(移動中)。"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Alt+RMB: Depth list selection"
msgstr "Alt+右クリック: 奥行き(被写界深度)リストの選択"
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Move Mode"
msgstr "移動モード"
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Rotate Mode"
msgstr "回転モード"
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Scale Mode"
msgstr "スケールモード"
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
msgid ""
"Show a list of all objects at the position clicked\n"
"(same as Alt+RMB in select mode)."
msgstr ""
"クリックした位置にあるオブジェクトのリストを表示\n"
"(選択モードでのAlt+右クリックと同じ)。"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Click to change object's rotation pivot."
msgstr "クリックでオブジェクトの回転ピボットを変更する。"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Pan Mode"
msgstr "パンモード"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Ruler Mode"
msgstr "定規モード"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Toggle smart snapping."
msgstr "スマートスナッピングを切り替える。"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Use Smart Snap"
msgstr "スマートスナップを使う"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Toggle grid snapping."
msgstr "グリッドスナッピングを切り替える。"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Use Grid Snap"
msgstr "グリッドスナップを使う"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Snapping Options"
msgstr "スナッピングオプション"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Use Rotation Snap"
msgstr "回転スナップを使う"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Use Scale Snap"
msgstr "スケールスナップを使う"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Snap Relative"
msgstr "相対スナップ"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Use Pixel Snap"
msgstr "ピクセルスナップを使用"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Smart Snapping"
msgstr "スマートスナップ"
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Configure Snap..."
msgstr "スナップの設定..."
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Snap to Parent"
msgstr "親にスナップ"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Snap to Node Anchor"
msgstr "ノードアンカーにスナップ"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Snap to Node Sides"
msgstr "ノード側面にスナップ"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Snap to Node Center"
msgstr "ノードの中心にスナップ"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Snap to Other Nodes"
msgstr "他のノードにスナップ"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Snap to Guides"
msgstr "ガイドにスナップ"
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Lock the selected object in place (can't be moved)."
msgstr "選択したオブジェクトをその場でロック (移動不可能にする)。"
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Unlock the selected object (can be moved)."
msgstr "選択したオブジェクトをアンロック (移動可能にする)。"
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Makes sure the object's children are not selectable."
msgstr "オブジェクトの子を選択不可にする。"
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Restores the object's children's ability to be selected."
msgstr "オブジェクトの子を選択可能に戻す。"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Skeleton Options"
msgstr "スケルトンのオプション"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Show Bones"
msgstr "ボーンを表示する"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Make Custom Bone(s) from Node(s)"
msgstr "ノードからカスタムボーンを作成"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Clear Custom Bones"
msgstr "カスタム ボーンをクリア"
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
msgid "View"
msgstr "ビュー"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Always Show Grid"
msgstr "常にグリッドを表示"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Show Helpers"
msgstr "ヘルパーを表示"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Show Rulers"
msgstr "ルーラーを表示"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Show Guides"
msgstr "ガイドを表示"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Show Origin"
msgstr "原点を表示"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Show Viewport"
msgstr "ビューポートを表示"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Show Group And Lock Icons"
msgstr "グループアイコンとロックアイコンを表示"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Center Selection"
msgstr "センター選択"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Frame Selection"
msgstr "フレーム選択"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Preview Canvas Scale"
msgstr "キャンバススケールのプレビュー"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Translation mask for inserting keys."
msgstr "キーを挿入するための変換マスク。"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Rotation mask for inserting keys."
msgstr "キーを挿入するための回転マスク。"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Scale mask for inserting keys."
msgstr "キーを挿入するためのスケールマスク。"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Insert keys (based on mask)."
msgstr "(マスクに基づいて)キーを挿入。"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid ""
"Auto insert keys when objects are translated, rotated or scaled (based on "
"mask).\n"
"Keys are only added to existing tracks, no new tracks will be created.\n"
"Keys must be inserted manually for the first time."
msgstr ""
"キーの自動挿入は(マスクに基づいて)オブジェクトが移動、回転、または拡大縮小さ"
"れた際に行われます。\n"
"キーは既存のトラックにのみ追加され、新しいトラックは作成されません。\n"
"初回のキー挿入は手動で行う必要があります。"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Auto Insert Key"
msgstr "自動キー挿入"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Animation Key and Pose Options"
msgstr "アニメーションキーとポーズのオプション"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Insert Key (Existing Tracks)"
msgstr "(既存のトラックに)キーを挿入"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Copy Pose"
msgstr "ポーズをコピー"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Clear Pose"
msgstr "ポーズをクリアする"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Multiply grid step by 2"
msgstr "グリッドステップを2倍にする"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Divide grid step by 2"
msgstr "グリッドステップを半分にする"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Pan View"
msgstr "ビューをパン"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Add %s"
msgstr "%s を追加"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Adding %s..."
msgstr "%s を追加中..."
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Cannot instantiate multiple nodes without root."
msgstr "ルートの存在しない状態で、複数ノードをインスタンス化できません。"
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp editor/scene_tree_dock.cpp
msgid "Create Node"
msgstr "ノードを生成"
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp editor/scene_tree_dock.cpp
msgid "Error instancing scene from %s"
msgstr "%sからシーンをインスタンス化処理中にエラーが発生しました"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Change Default Type"
msgstr "デフォルトの型を変更"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid ""
"Drag & drop + Shift : Add node as sibling\n"
"Drag & drop + Alt : Change node type"
msgstr ""
"ドラッグ&ドロップ + Shift : 兄弟ノードとして加える \n"
"ドラッグ&ドロップ + Alt : ノードのタイプを変更する"
#: editor/plugins/collision_polygon_editor_plugin.cpp
msgid "Create Polygon3D"
msgstr "Polygon3Dを生成"
#: editor/plugins/collision_polygon_editor_plugin.cpp
msgid "Edit Poly"
msgstr "ポリゴンを編集"
#: editor/plugins/collision_polygon_editor_plugin.cpp
msgid "Edit Poly (Remove Point)"
msgstr "ポリゴンを編集(点を除去)"
#: editor/plugins/collision_shape_2d_editor_plugin.cpp
msgid "Set Handle"
msgstr "ハンドルを設定する"
#: editor/plugins/cpu_particles_2d_editor_plugin.cpp
#: editor/plugins/particles_2d_editor_plugin.cpp
msgid "Load Emission Mask"
msgstr "発光(Emission)マスクを読み込む"
#: editor/plugins/cpu_particles_2d_editor_plugin.cpp
#: editor/plugins/cpu_particles_editor_plugin.cpp
#: editor/plugins/particles_2d_editor_plugin.cpp
#: editor/plugins/particles_editor_plugin.cpp
msgid "Restart"
msgstr "再起動"
#: editor/plugins/cpu_particles_2d_editor_plugin.cpp
#: editor/plugins/particles_2d_editor_plugin.cpp
msgid "Clear Emission Mask"
msgstr "発光(Emission)マスクをクリア"
#: editor/plugins/cpu_particles_2d_editor_plugin.cpp
#: editor/plugins/particles_2d_editor_plugin.cpp
#: editor/plugins/particles_editor_plugin.cpp
msgid "Particles"
msgstr "パーティクル"
#: editor/plugins/cpu_particles_2d_editor_plugin.cpp
#: editor/plugins/particles_2d_editor_plugin.cpp
msgid "Generated Point Count:"
msgstr "生成したポイントの数:"
#: editor/plugins/cpu_particles_2d_editor_plugin.cpp
#: editor/plugins/particles_2d_editor_plugin.cpp
msgid "Emission Mask"
msgstr "\\ Emission Mask"
#: editor/plugins/cpu_particles_2d_editor_plugin.cpp
#: editor/plugins/particles_2d_editor_plugin.cpp
msgid "Solid Pixels"
msgstr "凝集ピクセル"
#: editor/plugins/cpu_particles_2d_editor_plugin.cpp
#: editor/plugins/particles_2d_editor_plugin.cpp
msgid "Border Pixels"
msgstr "境界ピクセル"
#: editor/plugins/cpu_particles_2d_editor_plugin.cpp
#: editor/plugins/particles_2d_editor_plugin.cpp
msgid "Directed Border Pixels"
msgstr "方向あり境界ピクセル"
#: editor/plugins/cpu_particles_2d_editor_plugin.cpp
#: editor/plugins/particles_2d_editor_plugin.cpp
msgid "Capture from Pixel"
msgstr "ピクセルからキャプチャ"
#: editor/plugins/cpu_particles_2d_editor_plugin.cpp
#: editor/plugins/particles_2d_editor_plugin.cpp
msgid "Emission Colors"
msgstr "発光(Emission)色"
#: editor/plugins/cpu_particles_editor_plugin.cpp
msgid "CPUParticles"
msgstr "CPUパーティクル"
#: editor/plugins/cpu_particles_editor_plugin.cpp
#: editor/plugins/particles_editor_plugin.cpp
msgid "Create Emission Points From Mesh"
msgstr "メッシュから放出点を生成"
#: editor/plugins/cpu_particles_editor_plugin.cpp
#: editor/plugins/particles_editor_plugin.cpp
msgid "Create Emission Points From Node"
msgstr "ノードから放出点を生成"
#: editor/plugins/curve_editor_plugin.cpp
msgid "Flat 0"
msgstr "フラット0"
#: editor/plugins/curve_editor_plugin.cpp
msgid "Flat 1"
msgstr "フラット1"
#: editor/plugins/curve_editor_plugin.cpp editor/property_editor.cpp
msgid "Ease In"
msgstr "イージング(Ease In)"
#: editor/plugins/curve_editor_plugin.cpp editor/property_editor.cpp
msgid "Ease Out"
msgstr "イージング(Ease Out)"
#: editor/plugins/curve_editor_plugin.cpp
msgid "Smoothstep"
msgstr "スムーズステップ"
#: editor/plugins/curve_editor_plugin.cpp
msgid "Modify Curve Point"
msgstr "カーブポイントを修正"
#: editor/plugins/curve_editor_plugin.cpp
msgid "Modify Curve Tangent"
msgstr "カーブ接線を修正"
#: editor/plugins/curve_editor_plugin.cpp
msgid "Load Curve Preset"
msgstr "カーブのプリセットを読み込む"
#: editor/plugins/curve_editor_plugin.cpp
msgid "Add Point"
msgstr "ポイントを追加"
#: editor/plugins/curve_editor_plugin.cpp
msgid "Remove Point"
msgstr "ポイントを削除"
#: editor/plugins/curve_editor_plugin.cpp
msgid "Left Linear"
msgstr "左線形文法"
#: editor/plugins/curve_editor_plugin.cpp
msgid "Right Linear"
msgstr "右線形文法"
#: editor/plugins/curve_editor_plugin.cpp
msgid "Load Preset"
msgstr "プリセットを読み込む"
#: editor/plugins/curve_editor_plugin.cpp
msgid "Remove Curve Point"
msgstr "カーブポイントを除去"
#: editor/plugins/curve_editor_plugin.cpp
msgid "Toggle Curve Linear Tangent"
msgstr "直線曲線を切り替える"
#: editor/plugins/curve_editor_plugin.cpp
msgid "Hold Shift to edit tangents individually"
msgstr "接線を個別に編集するにはシフトを押す"
#: editor/plugins/curve_editor_plugin.cpp
msgid "Right click to add point"
msgstr "右クリックで点を追加"
#: editor/plugins/gi_probe_editor_plugin.cpp
msgid "Bake GI Probe"
msgstr "GIプローブの焼き込み"
#: editor/plugins/gradient_editor_plugin.cpp
msgid "Gradient Edited"
msgstr "グラデーション編集"
#: editor/plugins/item_list_editor_plugin.cpp
msgid "Item %d"
msgstr "アイテム %d"
#: editor/plugins/item_list_editor_plugin.cpp
msgid "Items"
msgstr "アイテム"
#: editor/plugins/item_list_editor_plugin.cpp
msgid "Item List Editor"
msgstr "アイテムリストのエディタ"
#: editor/plugins/light_occluder_2d_editor_plugin.cpp
msgid "Create Occluder Polygon"
msgstr "オクルーダーポリゴンを生成"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Mesh is empty!"
msgstr "メッシュがありません!"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Couldn't create a Trimesh collision shape."
msgstr "三角形メッシュ コリジョンシェイプを作成できませんでした。"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Create Static Trimesh Body"
msgstr "三角形メッシュ静的ボディを作成"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "This doesn't work on scene root!"
msgstr "これはシーンのルートでは機能しません!"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Create Trimesh Static Shape"
msgstr "三角形メッシュ静的シェイプを生成"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Can't create a single convex collision shape for the scene root."
msgstr ""
"シーンのルートに単一の凸型のコリジョンシェイプを作成することはできません。"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Couldn't create a single convex collision shape."
msgstr "単一の凸型コリジョンシェイプを作成できませんでした。"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Create Single Convex Shape"
msgstr "単一の凸型シェイプを作成する"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Can't create multiple convex collision shapes for the scene root."
msgstr ""
"シーンのルートに複数の凸型コリジョンシェイプを作成することはできません。"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Couldn't create any collision shapes."
msgstr "コリジョンシェイプを作成できませんでした。"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Create Multiple Convex Shapes"
msgstr "複数の凸型シェイプを作成する"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Create Navigation Mesh"
msgstr "ナビゲーションメッシュを生成"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Contained Mesh is not of type ArrayMesh."
msgstr "含まれているメッシュがArrayMesh型ではありません。"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "UV Unwrap failed, mesh may not be manifold?"
msgstr "UV展開に失敗しました。メッシュが非多様体ではありませんか?"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "No mesh to debug."
msgstr "デバッグするメッシュがありません。"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Model has no UV in this layer"
msgstr "モデルにはこのレイヤーにUVがありません"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "MeshInstance lacks a Mesh!"
msgstr "MeshInstanceにメッシュがありません"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Mesh has not surface to create outlines from!"
msgstr "メッシュにアウトラインを作成するためのサーフェスが存在しません!"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Mesh primitive type is not PRIMITIVE_TRIANGLES!"
msgstr "メッシュのプリミティブ型が PRIMITIVE_TRIANGLES ではありません!"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Could not create outline!"
msgstr "アウトラインを生成できませんでした!"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Create Outline"
msgstr "アウトラインを生成"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Mesh"
msgstr "メッシュ"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Create Trimesh Static Body"
msgstr "三角形メッシュ静的ボディを作成"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid ""
"Creates a StaticBody and assigns a polygon-based collision shape to it "
"automatically.\n"
"This is the most accurate (but slowest) option for collision detection."
msgstr ""
"StaticBodyを作成し、ポリゴンベースのコリジョンシェイプを自動的に割り当てま"
"す。\n"
"これは、衝突検出の最も正確な(ただし最も遅い)オプションです。"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Create Trimesh Collision Sibling"
msgstr "三角形メッシュ コリジョンの兄弟を作成"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid ""
"Creates a polygon-based collision shape.\n"
"This is the most accurate (but slowest) option for collision detection."
msgstr ""
"ポリゴンベースのコリジョンシェイプを作成します。\n"
"これは、衝突検出の最も正確な(ただし最も遅い)オプションです。"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Create Single Convex Collision Sibling"
msgstr "単一の凸型コリジョンの兄弟を作成"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid ""
"Creates a single convex collision shape.\n"
"This is the fastest (but least accurate) option for collision detection."
msgstr ""
"単一の凸型コリジョンシェイプを作成します。\n"
"これは、衝突検出の最速の(ただし精度が最も低い)オプションです。"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Create Multiple Convex Collision Siblings"
msgstr "複数の凸型コリジョンの兄弟を作成"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid ""
"Creates a polygon-based collision shape.\n"
"This is a performance middle-ground between the two above options."
msgstr ""
"ポリゴンベースのコリジョンシェイプを作成します。\n"
"これは、上記の2つのオプションの中間的なパフォーマンスです。"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Create Outline Mesh..."
msgstr "アウトラインメッシュを生成..."
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid ""
"Creates a static outline mesh. The outline mesh will have its normals "
"flipped automatically.\n"
"This can be used instead of the SpatialMaterial Grow property when using "
"that property isn't possible."
msgstr ""
"静的なアウトラインメッシュを作成します。アウトラインメッシュの法線は自動的に"
"反転します。\n"
"このプロパティを使用できない場合は、SpatialMaterialのGrowプロパティを代わりに"
"使用できます。"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "View UV1"
msgstr "UV1を表示"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "View UV2"
msgstr "UV2を表示"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Unwrap UV2 for Lightmap/AO"
msgstr "Lightmap/AO のUV2を展開"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Create Outline Mesh"
msgstr "アウトラインメッシュを生成"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Outline Size:"
msgstr "アウトラインのサイズ:"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "UV Channel Debug"
msgstr "UVチャンネル デバッグ"
#: editor/plugins/mesh_library_editor_plugin.cpp
msgid "Remove item %d?"
msgstr "アイテム%dを取り除きますか"
#: editor/plugins/mesh_library_editor_plugin.cpp
msgid ""
"Update from existing scene?:\n"
"%s"
msgstr ""
"既存シーンからアップデートしますか?:\n"
"%s"
#: editor/plugins/mesh_library_editor_plugin.cpp
msgid "Mesh Library"
msgstr "メッシュライブラリ"
#: editor/plugins/mesh_library_editor_plugin.cpp
#: editor/plugins/theme_editor_plugin.cpp
msgid "Add Item"
msgstr "アイテムを追加"
#: editor/plugins/mesh_library_editor_plugin.cpp
msgid "Remove Selected Item"
msgstr "選択したアイテムを取り除く"
#: editor/plugins/mesh_library_editor_plugin.cpp
msgid "Import from Scene"
msgstr "シーンからインポート"
#: editor/plugins/mesh_library_editor_plugin.cpp
msgid "Update from Scene"
msgstr "シーンからアップデート"
#: editor/plugins/multimesh_editor_plugin.cpp
msgid "No mesh source specified (and no MultiMesh set in node)."
msgstr ""
"メッシュのソースが指定されていません(ードにMultiMeshが設定されていません)。"
#: editor/plugins/multimesh_editor_plugin.cpp
msgid "No mesh source specified (and MultiMesh contains no Mesh)."
msgstr ""
"メッシュのソースが指定されていません(そしてMultiMeshにはメッシュが含まれてい"
"ません)。"
#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Mesh source is invalid (invalid path)."
msgstr "無効なメッシュソースです (無効なパス)。"
#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Mesh source is invalid (not a MeshInstance)."
msgstr "無効なメッシュソースです (MeshInstanceではありません)。"
#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Mesh source is invalid (contains no Mesh resource)."
msgstr "無効なメッシュソースです (メッシュリソースが含まれていません)。"
#: editor/plugins/multimesh_editor_plugin.cpp
msgid "No surface source specified."
msgstr "サーフェスのソースが指定されていません。"
#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Surface source is invalid (invalid path)."
msgstr "無効なサーフェスのソースです (無効なパス)。"
#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Surface source is invalid (no geometry)."
msgstr "無効なサーフェスのソースです (ジオメトリがありません)。"
#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Surface source is invalid (no faces)."
msgstr "無効なサーフェスソースです (面がありません)。"
#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Select a Source Mesh:"
msgstr "ソースメッシュを選択:"
#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Select a Target Surface:"
msgstr "ターゲットサーフェスを選択:"
#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Populate Surface"
msgstr "サーフェスを満たす"
#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Populate MultiMesh"
msgstr "マルチメッシュの設定"
#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Target Surface:"
msgstr "ターゲットサーフェス:"
#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Source Mesh:"
msgstr "ソースメッシュ:"
#: editor/plugins/multimesh_editor_plugin.cpp
msgid "X-Axis"
msgstr "X軸"
#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Y-Axis"
msgstr "Y軸"
#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Z-Axis"
msgstr "Z軸"
#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Mesh Up Axis:"
msgstr "メッシュの上軸:"
#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Random Rotation:"
msgstr "ランダムな回転:"
#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Random Tilt:"
msgstr "ランダムな傾き:"
#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Random Scale:"
msgstr "ランダムな縮尺:"
#: editor/plugins/multimesh_editor_plugin.cpp
msgid "Populate"
msgstr "データの投入"
#: editor/plugins/navigation_polygon_editor_plugin.cpp
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Create Navigation Polygon"
msgstr "ナビゲーションポリゴンを生成"
#: editor/plugins/particles_2d_editor_plugin.cpp
#: editor/plugins/particles_editor_plugin.cpp
msgid "Convert to CPUParticles"
msgstr "CPUパーティクルに変換"
#: editor/plugins/particles_2d_editor_plugin.cpp
msgid "Generating Visibility Rect"
msgstr "矩形の可視性を生成中"
#: editor/plugins/particles_2d_editor_plugin.cpp
msgid "Generate Visibility Rect"
msgstr "可視性の矩形を生成"
#: editor/plugins/particles_2d_editor_plugin.cpp
msgid "Can only set point into a ParticlesMaterial process material"
msgstr "ParticlesMaterialプロセスマテリアルにのみ点を設定できます"
#: editor/plugins/particles_2d_editor_plugin.cpp
#: editor/plugins/particles_editor_plugin.cpp
msgid "Generation Time (sec):"
msgstr "生成時間 (秒):"
#: editor/plugins/particles_editor_plugin.cpp
msgid "The geometry's faces don't contain any area."
msgstr "ジオメトリの面は面積を持ちません。"
#: editor/plugins/particles_editor_plugin.cpp
msgid "The geometry doesn't contain any faces."
msgstr "ジオメトリーは面を含んでいません。"
#: editor/plugins/particles_editor_plugin.cpp
msgid "\"%s\" doesn't inherit from Spatial."
msgstr "\"%s\" はSpatialを継承していません。"
#: editor/plugins/particles_editor_plugin.cpp
msgid "\"%s\" doesn't contain geometry."
msgstr "\"%s\" はジオメトリーを含んでいません。"
#: editor/plugins/particles_editor_plugin.cpp
msgid "\"%s\" doesn't contain face geometry."
msgstr "\"%s\" はフェイスジオメトリーを含んでいません。"
#: editor/plugins/particles_editor_plugin.cpp
msgid "Create Emitter"
msgstr "放出器を作成"
#: editor/plugins/particles_editor_plugin.cpp
msgid "Emission Points:"
msgstr "放出点:"
#: editor/plugins/particles_editor_plugin.cpp
msgid "Surface Points"
msgstr "表面の点"
#: editor/plugins/particles_editor_plugin.cpp
msgid "Surface Points+Normal (Directed)"
msgstr "サーフェスポイントNormal(指向性)"
#: editor/plugins/particles_editor_plugin.cpp
msgid "Volume"
msgstr "ボリューム"
#: editor/plugins/particles_editor_plugin.cpp
msgid "Emission Source: "
msgstr "放出源: "
#: editor/plugins/particles_editor_plugin.cpp
msgid "A processor material of type 'ParticlesMaterial' is required."
msgstr "パーティクルマテリアルが必要です."
#: editor/plugins/particles_editor_plugin.cpp
msgid "Generating AABB"
msgstr "AABBを生成中"
#: editor/plugins/particles_editor_plugin.cpp
msgid "Generate Visibility AABB"
msgstr "可視性のAABBを生成"
#: editor/plugins/particles_editor_plugin.cpp
msgid "Generate AABB"
msgstr "AABBを生成"
#: editor/plugins/path_2d_editor_plugin.cpp
msgid "Remove Point from Curve"
msgstr "曲線からポイントを除去"
#: editor/plugins/path_2d_editor_plugin.cpp
msgid "Remove Out-Control from Curve"
msgstr "曲線からOut-Controlを削除"
#: editor/plugins/path_2d_editor_plugin.cpp
msgid "Remove In-Control from Curve"
msgstr "曲線からIn-Controlを削除"
#: editor/plugins/path_2d_editor_plugin.cpp
#: editor/plugins/path_editor_plugin.cpp
msgid "Add Point to Curve"
msgstr "点を曲線に追加"
#: editor/plugins/path_2d_editor_plugin.cpp
msgid "Split Curve"
msgstr "曲線を分割する"
#: editor/plugins/path_2d_editor_plugin.cpp
msgid "Move Point in Curve"
msgstr "曲線内のポイントを移動"
#: editor/plugins/path_2d_editor_plugin.cpp
msgid "Move In-Control in Curve"
msgstr "曲線内のIn-Controlを移動する"
#: editor/plugins/path_2d_editor_plugin.cpp
msgid "Move Out-Control in Curve"
msgstr "曲線内のOut-Controlを移動する"
#: editor/plugins/path_2d_editor_plugin.cpp
#: editor/plugins/path_editor_plugin.cpp
msgid "Select Points"
msgstr "点を選択"
#: editor/plugins/path_2d_editor_plugin.cpp
#: editor/plugins/path_editor_plugin.cpp
msgid "Shift+Drag: Select Control Points"
msgstr "Shift + ドラッグ:コントロールポイントを選択"
#: editor/plugins/path_2d_editor_plugin.cpp
#: editor/plugins/path_editor_plugin.cpp
msgid "Click: Add Point"
msgstr "クリック: 点を追加"
#: editor/plugins/path_2d_editor_plugin.cpp
msgid "Left Click: Split Segment (in curve)"
msgstr "左クリック:セグメントを分割する(曲線内)"
#: editor/plugins/path_2d_editor_plugin.cpp
#: editor/plugins/path_editor_plugin.cpp
msgid "Right Click: Delete Point"
msgstr "右クリック: 点を削除"
#: editor/plugins/path_2d_editor_plugin.cpp
msgid "Select Control Points (Shift+Drag)"
msgstr "コントロールポイントを選ぶ (Shift+Drag)"
#: editor/plugins/path_2d_editor_plugin.cpp
#: editor/plugins/path_editor_plugin.cpp
msgid "Add Point (in empty space)"
msgstr "点を空きスペースに追加"
#: editor/plugins/path_2d_editor_plugin.cpp
#: editor/plugins/path_editor_plugin.cpp
msgid "Delete Point"
msgstr "点を削除"
#: editor/plugins/path_2d_editor_plugin.cpp
#: editor/plugins/path_editor_plugin.cpp
msgid "Close Curve"
msgstr "曲線を閉じる"
#: editor/plugins/path_2d_editor_plugin.cpp
#: editor/plugins/path_editor_plugin.cpp editor/plugins/theme_editor_plugin.cpp
#: editor/plugins/visual_shader_editor_plugin.cpp editor/project_export.cpp
msgid "Options"
msgstr "オプション"
#: editor/plugins/path_2d_editor_plugin.cpp
#: editor/plugins/path_editor_plugin.cpp
msgid "Mirror Handle Angles"
msgstr "ミラーハンドル角度"
#: editor/plugins/path_2d_editor_plugin.cpp
#: editor/plugins/path_editor_plugin.cpp
msgid "Mirror Handle Lengths"
msgstr "ミラーハンドルの長さ"
#: editor/plugins/path_editor_plugin.cpp
msgid "Curve Point #"
msgstr "カーブポイント #"
#: editor/plugins/path_editor_plugin.cpp
msgid "Set Curve Point Position"
msgstr "カーブポイントの位置を設定"
#: editor/plugins/path_editor_plugin.cpp
msgid "Set Curve In Position"
msgstr "曲線のIn-Controlの位置を指定"
#: editor/plugins/path_editor_plugin.cpp
msgid "Set Curve Out Position"
msgstr "曲線のOut-Controlの位置を指定"
#: editor/plugins/path_editor_plugin.cpp
msgid "Split Path"
msgstr "パスを分割"
#: editor/plugins/path_editor_plugin.cpp
msgid "Remove Path Point"
msgstr "パスのポイントを除去"
#: editor/plugins/path_editor_plugin.cpp
msgid "Remove Out-Control Point"
msgstr "曲線のOut-ハンドルを除去"
#: editor/plugins/path_editor_plugin.cpp
msgid "Remove In-Control Point"
msgstr "曲線のIn-ハンドルを除去"
#: editor/plugins/path_editor_plugin.cpp
msgid "Split Segment (in curve)"
msgstr "セグメントを分割する(曲線内)"
#: editor/plugins/physical_bone_plugin.cpp
msgid "Move Joint"
msgstr "ジョイントを移動"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid ""
"The skeleton property of the Polygon2D does not point to a Skeleton2D node"
msgstr "Polygon2DのskeletonプロパティがSkeleton2Dードを指していません"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Sync Bones"
msgstr "ボーンを同期"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid ""
"No texture in this polygon.\n"
"Set a texture to be able to edit UV."
msgstr ""
"このポリゴンにはテクスチャがありません。\n"
"UVを編集するにはテクスチャを設定します。"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Create UV Map"
msgstr "UVマップを生成"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid ""
"Polygon 2D has internal vertices, so it can no longer be edited in the "
"viewport."
msgstr "ポリゴン2Dには内部頂点があるため、ビューポートで編集できません。"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Create Polygon & UV"
msgstr "ポリゴンとUVを生成"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Create Internal Vertex"
msgstr "内部頂点を作成"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Remove Internal Vertex"
msgstr "内部頂点を除去"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Invalid Polygon (need 3 different vertices)"
msgstr "無効なポリゴン (3つの異なる頂点が必要です)"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Add Custom Polygon"
msgstr "カスタム ポリゴンを追加"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Remove Custom Polygon"
msgstr "カスタム ポリゴンを除去"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Transform UV Map"
msgstr "UVマップをトランスフォーム"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Transform Polygon"
msgstr "ポリゴンの変換"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Paint Bone Weights"
msgstr "ボーンウェイトをペイント"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Open Polygon 2D UV editor."
msgstr "Polygon 2D UV エディタを開く。"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Polygon 2D UV Editor"
msgstr "Polygon 2D UV エディタ"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "UV"
msgstr "UV"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Points"
msgstr "点"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Polygons"
msgstr "ポリゴン"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Bones"
msgstr "ボーン"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Move Points"
msgstr "ポイントを移動"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Ctrl: Rotate"
msgstr "Ctrl: 回転"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Shift: Move All"
msgstr "Shift: すべて移動"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Shift+Ctrl: Scale"
msgstr "Shift+Ctrl: スケール"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Move Polygon"
msgstr "ポリゴンを移動"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Rotate Polygon"
msgstr "ポリゴンを回転"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Scale Polygon"
msgstr "ポリゴンの縮尺を変更"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Create a custom polygon. Enables custom polygon rendering."
msgstr "カスタムポリゴンを生成し、カスタムポリゴンの描画を有効にする。"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid ""
"Remove a custom polygon. If none remain, custom polygon rendering is "
"disabled."
msgstr ""
"カスタムポリゴンを削除する。他に残っていない場合、カスタムポリゴンの描画は無"
"効になります。"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Paint weights with specified intensity."
msgstr "指定した強度でウェイトをペイントします。"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Unpaint weights with specified intensity."
msgstr "指定した強度でウェイトのペイントを解除します。"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Radius:"
msgstr "半径:"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Polygon->UV"
msgstr "ポリゴン->UV"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "UV->Polygon"
msgstr "UV->ポリゴン"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Clear UV"
msgstr "UVをクリア"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Grid Settings"
msgstr "スナップの設定"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Snap"
msgstr "スナップ"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Enable Snap"
msgstr "スナップを有効にする"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Grid"
msgstr "グリッド"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Show Grid"
msgstr "グリッドを表示"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Configure Grid:"
msgstr "グリッドの設定:"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Grid Offset X:"
msgstr "グリッドのオフセット X:"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Grid Offset Y:"
msgstr "グリッドのオフセット Y:"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Grid Step X:"
msgstr "グリッドのステップ X:"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Grid Step Y:"
msgstr "グリッドのステップ Y:"
#: editor/plugins/polygon_2d_editor_plugin.cpp
msgid "Sync Bones to Polygon"
msgstr "ボーンをポリゴンに同期させる"
#: editor/plugins/resource_preloader_editor_plugin.cpp
msgid "ERROR: Couldn't load resource!"
msgstr "エラー: リソースを読み込めませんでした!"
#: editor/plugins/resource_preloader_editor_plugin.cpp
msgid "Add Resource"
msgstr "リソースを追加"
#: editor/plugins/resource_preloader_editor_plugin.cpp
msgid "Rename Resource"
msgstr "リソース名を変更"
#: editor/plugins/resource_preloader_editor_plugin.cpp
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Delete Resource"
msgstr "リソースを削除"
#: editor/plugins/resource_preloader_editor_plugin.cpp
msgid "Resource clipboard is empty!"
msgstr "リソースクリップボードが空です!"
#: editor/plugins/resource_preloader_editor_plugin.cpp
msgid "Paste Resource"
msgstr "リソースの貼り付け"
#: editor/plugins/resource_preloader_editor_plugin.cpp
#: editor/scene_tree_editor.cpp
msgid "Instance:"
msgstr "インスタンス:"
#: editor/plugins/resource_preloader_editor_plugin.cpp
#: editor/plugins/theme_editor_plugin.cpp editor/project_settings_editor.cpp
#: editor/scene_tree_editor.cpp editor/script_editor_debugger.cpp
#: modules/visual_script/visual_script_editor.cpp
msgid "Type:"
msgstr "型:"
#: editor/plugins/resource_preloader_editor_plugin.cpp
#: editor/scene_tree_dock.cpp editor/scene_tree_editor.cpp
msgid "Open in Editor"
msgstr "エディタで開く"
#: editor/plugins/resource_preloader_editor_plugin.cpp
msgid "Load Resource"
msgstr "リソースを読み込む"
#: editor/plugins/resource_preloader_editor_plugin.cpp
msgid "ResourcePreloader"
msgstr "ResourcePreloader"
#: editor/plugins/root_motion_editor_plugin.cpp
msgid "AnimationTree has no path set to an AnimationPlayer"
msgstr "AnimationTreeにはAnimationPlayerへのパスが設定されていません"
#: editor/plugins/root_motion_editor_plugin.cpp
msgid "Path to AnimationPlayer is invalid"
msgstr "AnimationPlayer へのパスが無効です"
#: editor/plugins/script_editor_plugin.cpp
msgid "Clear Recent Files"
msgstr "最近開いたファイルの履歴をクリア"
#: editor/plugins/script_editor_plugin.cpp
msgid "Close and save changes?"
msgstr "変更を保存して閉じますか?"
#: editor/plugins/script_editor_plugin.cpp
msgid "Error writing TextFile:"
msgstr "テキストファイルの書き込みエラー:"
#: editor/plugins/script_editor_plugin.cpp
msgid "Could not load file at:"
msgstr "ファイルが読み込めませんでした:"
#: editor/plugins/script_editor_plugin.cpp
msgid "Error saving file!"
msgstr "ファイルの保存エラー!"
#: editor/plugins/script_editor_plugin.cpp
msgid "Error while saving theme."
msgstr "テーマを保存中にエラーが発生しました。"
#: editor/plugins/script_editor_plugin.cpp
msgid "Error Saving"
msgstr "保存中にエラーが発生しました"
#: editor/plugins/script_editor_plugin.cpp
msgid "Error importing theme."
msgstr "テーマをインポート中にエラーが発生しました。"
#: editor/plugins/script_editor_plugin.cpp
msgid "Error Importing"
msgstr "インポート中にエラーが発生しました"
#: editor/plugins/script_editor_plugin.cpp
msgid "New Text File..."
msgstr "新規テキストファイル..."
#: editor/plugins/script_editor_plugin.cpp
msgid "Open File"
msgstr "ファイルを開く"
#: editor/plugins/script_editor_plugin.cpp
msgid "Save File As..."
msgstr "名前を付けて保存..."
#: editor/plugins/script_editor_plugin.cpp
msgid "Can't obtain the script for running."
msgstr "実行するスクリプトを取得できません。"
#: editor/plugins/script_editor_plugin.cpp
msgid "Script failed reloading, check console for errors."
msgstr ""
"スクリプトの再読み込みに失敗しました。コンソールでエラーを確認してください。"
#: editor/plugins/script_editor_plugin.cpp
msgid "Script is not in tool mode, will not be able to run."
msgstr "スクリプトがツールモードではないため、実行できません。"
#: editor/plugins/script_editor_plugin.cpp
msgid ""
"To run this script, it must inherit EditorScript and be set to tool mode."
msgstr ""
"このスクリプトを実行するには、EditorScriptを継承し、ツールモードに設定する必"
"要があります。"
#: editor/plugins/script_editor_plugin.cpp
msgid "Import Theme"
msgstr "テーマのインポート"
#: editor/plugins/script_editor_plugin.cpp
msgid "Error while saving theme"
msgstr "テーマの保存中にエラーが発生しました"
#: editor/plugins/script_editor_plugin.cpp
msgid "Error saving"
msgstr "保存エラー"
#: editor/plugins/script_editor_plugin.cpp
msgid "Save Theme As..."
msgstr "テーマを名前をつけて保存..."
#: editor/plugins/script_editor_plugin.cpp
msgid "%s Class Reference"
msgstr "%s クラスリファレンス"
#: editor/plugins/script_editor_plugin.cpp
#: editor/plugins/script_text_editor.cpp
msgid "Find Next"
msgstr "次を検索"
#: editor/plugins/script_editor_plugin.cpp
#: editor/plugins/script_text_editor.cpp
msgid "Find Previous"
msgstr "前を検索"
#: editor/plugins/script_editor_plugin.cpp
msgid "Filter scripts"
msgstr "フィルタスクリプト"
#: editor/plugins/script_editor_plugin.cpp
msgid "Toggle alphabetical sorting of the method list."
msgstr "メソッドリストのアルファベット順ソートを切り替える。"
#: editor/plugins/script_editor_plugin.cpp
msgid "Filter methods"
msgstr "フィルタメソッド"
#: editor/plugins/script_editor_plugin.cpp
msgid "Sort"
msgstr "ソート"
#: editor/plugins/script_editor_plugin.cpp
#: editor/plugins/script_text_editor.cpp editor/scene_tree_dock.cpp
#: modules/gdnative/gdnative_library_editor_plugin.cpp
msgid "Move Up"
msgstr "上に移動"
#: editor/plugins/script_editor_plugin.cpp
#: editor/plugins/script_text_editor.cpp editor/scene_tree_dock.cpp
#: modules/gdnative/gdnative_library_editor_plugin.cpp
msgid "Move Down"
msgstr "下に移動"
#: editor/plugins/script_editor_plugin.cpp
msgid "Next script"
msgstr "次のスクリプト"
#: editor/plugins/script_editor_plugin.cpp
msgid "Previous script"
msgstr "直前のスクリプト"
#: editor/plugins/script_editor_plugin.cpp
msgid "File"
msgstr "ファイル"
#: editor/plugins/script_editor_plugin.cpp
msgid "Open..."
msgstr "開く..."
#: editor/plugins/script_editor_plugin.cpp
msgid "Reopen Closed Script"
msgstr "閉じたスクリプトを再び開く"
#: editor/plugins/script_editor_plugin.cpp
msgid "Save All"
msgstr "すべて保存"
#: editor/plugins/script_editor_plugin.cpp
msgid "Soft Reload Script"
msgstr "スクリプトをソフトリロード"
#: editor/plugins/script_editor_plugin.cpp
msgid "Copy Script Path"
msgstr "スクリプトのパスをコピー"
#: editor/plugins/script_editor_plugin.cpp
msgid "History Previous"
msgstr "前の履歴"
#: editor/plugins/script_editor_plugin.cpp
msgid "History Next"
msgstr "次の履歴"
#: editor/plugins/script_editor_plugin.cpp
#: editor/plugins/theme_editor_plugin.cpp
msgid "Theme"
msgstr "テーマ"
#: editor/plugins/script_editor_plugin.cpp
msgid "Import Theme..."
msgstr "テーマのインポート..."
#: editor/plugins/script_editor_plugin.cpp
msgid "Reload Theme"
msgstr "テーマを再読み込み"
#: editor/plugins/script_editor_plugin.cpp
msgid "Save Theme"
msgstr "テーマを保存"
#: editor/plugins/script_editor_plugin.cpp
msgid "Close All"
msgstr "すべて閉じる"
#: editor/plugins/script_editor_plugin.cpp
msgid "Close Docs"
msgstr "ドキュメントを閉じる"
#: editor/plugins/script_editor_plugin.cpp editor/project_manager.cpp
msgid "Run"
msgstr "実行"
#: editor/plugins/script_editor_plugin.cpp editor/script_editor_debugger.cpp
msgid "Step Into"
msgstr "ステップイン"
#: editor/plugins/script_editor_plugin.cpp editor/script_editor_debugger.cpp
msgid "Step Over"
msgstr "ステップオーバー"
#: editor/plugins/script_editor_plugin.cpp editor/script_editor_debugger.cpp
msgid "Break"
msgstr "ブレーク"
#: editor/plugins/script_editor_plugin.cpp editor/project_manager.cpp
#: editor/script_editor_debugger.cpp
msgid "Continue"
msgstr "実行を継続"
#: editor/plugins/script_editor_plugin.cpp
msgid "Keep Debugger Open"
msgstr "デバッガを開いたままに"
#: editor/plugins/script_editor_plugin.cpp
msgid "Debug with External Editor"
msgstr "外部エディタでデバッグ"
#: editor/plugins/script_editor_plugin.cpp
msgid "Open Godot online documentation."
msgstr "Godotのオンラインドキュメントを開く。"
#: editor/plugins/script_editor_plugin.cpp
msgid "Search the reference documentation."
msgstr "リファレンス文書を探す."
#: editor/plugins/script_editor_plugin.cpp
msgid "Go to previous edited document."
msgstr "前の編集したドキュメントへ移動。"
#: editor/plugins/script_editor_plugin.cpp
msgid "Go to next edited document."
msgstr "次の編集したドキュメントへ移動。"
#: editor/plugins/script_editor_plugin.cpp
msgid "Discard"
msgstr "破棄"
#: editor/plugins/script_editor_plugin.cpp
msgid ""
"The following files are newer on disk.\n"
"What action should be taken?:"
msgstr ""
"以下のファイルより新しいものがディスク上に存在します。\n"
"どうしますか?:"
#: editor/plugins/script_editor_plugin.cpp
#: editor/plugins/shader_editor_plugin.cpp
msgid "Reload"
msgstr "再読込"
#: editor/plugins/script_editor_plugin.cpp
#: editor/plugins/shader_editor_plugin.cpp
msgid "Resave"
msgstr "再保存"
#: editor/plugins/script_editor_plugin.cpp editor/script_editor_debugger.cpp
msgid "Debugger"
msgstr "デバッガ"
#: editor/plugins/script_editor_plugin.cpp
msgid "Search Results"
msgstr "検索結果"
#: editor/plugins/script_editor_plugin.cpp
msgid "Clear Recent Scripts"
msgstr "最近開いたスクリプトの履歴をクリア"
#: editor/plugins/script_text_editor.cpp
msgid "Connections to method:"
msgstr "メソッドへの接続:"
#: editor/plugins/script_text_editor.cpp editor/script_editor_debugger.cpp
msgid "Source"
msgstr "ソース"
#: editor/plugins/script_text_editor.cpp
msgid "Target"
msgstr "ターゲット"
#: editor/plugins/script_text_editor.cpp
msgid ""
"Missing connected method '%s' for signal '%s' from node '%s' to node '%s'."
msgstr ""
"メソッド'%s' (シグナル's'用) が見つかりません、これはノード'%s'からノー"
"ド'%s'へのシグナル用です。"
#: editor/plugins/script_text_editor.cpp
msgid "Line"
msgstr "ライン"
#: editor/plugins/script_text_editor.cpp
msgid "(ignore)"
msgstr "(無視)"
#: editor/plugins/script_text_editor.cpp
msgid "Go to Function"
msgstr "関数に移動"
#: editor/plugins/script_text_editor.cpp
msgid "Only resources from filesystem can be dropped."
msgstr "ファイルシステムのリソースのみドロップできます."
#: editor/plugins/script_text_editor.cpp
#: modules/visual_script/visual_script_editor.cpp
msgid "Can't drop nodes because script '%s' is not used in this scene."
msgstr ""
"スクリプト '%s' はこのシーンで使われていないため、ノードを(ドラッグ&)ドロップ"
"することができません。"
#: editor/plugins/script_text_editor.cpp
msgid "Lookup Symbol"
msgstr "シンボルを検索"
#: editor/plugins/script_text_editor.cpp
msgid "Pick Color"
msgstr "色を取得"
#: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp
msgid "Convert Case"
msgstr "大文字と小文字を変換"
#: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp
msgid "Uppercase"
msgstr "大文字"
#: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp
msgid "Lowercase"
msgstr "小文字"
#: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp
msgid "Capitalize"
msgstr "単語の先頭文字を大文字に"
#: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp
msgid "Syntax Highlighter"
msgstr "シンタックスハイライト"
#: editor/plugins/script_text_editor.cpp
#: editor/plugins/shader_editor_plugin.cpp editor/plugins/text_editor.cpp
msgid "Go To"
msgstr "参照"
#: editor/plugins/script_text_editor.cpp
#: editor/plugins/shader_editor_plugin.cpp editor/plugins/text_editor.cpp
msgid "Bookmarks"
msgstr "ブックマーク"
#: editor/plugins/script_text_editor.cpp
msgid "Breakpoints"
msgstr "ブレークポイント"
#: editor/plugins/script_text_editor.cpp scene/gui/line_edit.cpp
#: scene/gui/text_edit.cpp
msgid "Cut"
msgstr "切り取り"
#: editor/plugins/script_text_editor.cpp scene/gui/line_edit.cpp
#: scene/gui/text_edit.cpp
msgid "Select All"
msgstr "すべて選択"
#: editor/plugins/script_text_editor.cpp
msgid "Delete Line"
msgstr "行を削除"
#: editor/plugins/script_text_editor.cpp
msgid "Indent Left"
msgstr "左インデント"
#: editor/plugins/script_text_editor.cpp
msgid "Indent Right"
msgstr "右インデント"
#: editor/plugins/script_text_editor.cpp
msgid "Toggle Comment"
msgstr "コメントの切り替え"
#: editor/plugins/script_text_editor.cpp
msgid "Fold/Unfold Line"
msgstr "行を折りたたむ/展開する"
#: editor/plugins/script_text_editor.cpp
msgid "Fold All Lines"
msgstr "全ての行を折りたたむ"
#: editor/plugins/script_text_editor.cpp
msgid "Unfold All Lines"
msgstr "全ての行を展開する"
#: editor/plugins/script_text_editor.cpp
msgid "Clone Down"
msgstr "下に複写"
#: editor/plugins/script_text_editor.cpp
msgid "Complete Symbol"
msgstr "シンボルを補完"
#: editor/plugins/script_text_editor.cpp
msgid "Evaluate Selection"
msgstr "選択したものを評価する"
#: editor/plugins/script_text_editor.cpp
msgid "Trim Trailing Whitespace"
msgstr "末尾の空白を取り除く"
#: editor/plugins/script_text_editor.cpp
msgid "Convert Indent to Spaces"
msgstr "インデントをスペースに変換"
#: editor/plugins/script_text_editor.cpp
msgid "Convert Indent to Tabs"
msgstr "インデントをタブに変換"
#: editor/plugins/script_text_editor.cpp
msgid "Auto Indent"
msgstr "自動インデント"
#: editor/plugins/script_text_editor.cpp
msgid "Find in Files..."
msgstr "複数ファイル内を検索..."
#: editor/plugins/script_text_editor.cpp
msgid "Contextual Help"
msgstr "コンテキストヘルプ"
#: editor/plugins/script_text_editor.cpp
msgid "Toggle Bookmark"
msgstr "ブックマークの切り替え"
#: editor/plugins/script_text_editor.cpp
msgid "Go to Next Bookmark"
msgstr "次のブックマークに移動"
#: editor/plugins/script_text_editor.cpp
msgid "Go to Previous Bookmark"
msgstr "前のブックマークに移動"
#: editor/plugins/script_text_editor.cpp
msgid "Remove All Bookmarks"
msgstr "すべてのブックマークを削除"
#: editor/plugins/script_text_editor.cpp
msgid "Go to Function..."
msgstr "関数に移動..."
#: editor/plugins/script_text_editor.cpp
msgid "Go to Line..."
msgstr "行に移動..."
#: editor/plugins/script_text_editor.cpp
#: modules/visual_script/visual_script_editor.cpp
msgid "Toggle Breakpoint"
msgstr "ブレークポイントを切り替え"
#: editor/plugins/script_text_editor.cpp
msgid "Remove All Breakpoints"
msgstr "すべてのブレークポイントを消去"
#: editor/plugins/script_text_editor.cpp
msgid "Go to Next Breakpoint"
msgstr "次のブレークポイントに移動"
#: editor/plugins/script_text_editor.cpp
msgid "Go to Previous Breakpoint"
msgstr "前のブレークポイントに移動"
#: editor/plugins/shader_editor_plugin.cpp
msgid ""
"This shader has been modified on on disk.\n"
"What action should be taken?"
msgstr ""
"このシェーダーはディスク上で修正されています。\n"
"どうしますか?"
#: editor/plugins/shader_editor_plugin.cpp
msgid "Shader"
msgstr "シェーダー"
#: editor/plugins/skeleton_2d_editor_plugin.cpp
msgid "This skeleton has no bones, create some children Bone2D nodes."
msgstr "このskeletonにはボーンがありません。子Bone2Dードを追加してください。"
#: editor/plugins/skeleton_2d_editor_plugin.cpp
msgid "Create Rest Pose from Bones"
msgstr "ボーンからレストポーズを作成"
#: editor/plugins/skeleton_2d_editor_plugin.cpp
msgid "Set Rest Pose to Bones"
msgstr "ボーンへレスト・ポーズを設定する"
#: editor/plugins/skeleton_2d_editor_plugin.cpp
msgid "Skeleton2D"
msgstr "Skeleton2D"
#: editor/plugins/skeleton_2d_editor_plugin.cpp
msgid "Make Rest Pose (From Bones)"
msgstr "レスト・ポーズの作成(ボーンから)"
#: editor/plugins/skeleton_2d_editor_plugin.cpp
msgid "Set Bones to Rest Pose"
msgstr "レスト・ポーズへボーンを設定する"
#: editor/plugins/skeleton_editor_plugin.cpp
msgid "Create physical bones"
msgstr "物理ボーンを作成する"
#: editor/plugins/skeleton_editor_plugin.cpp
msgid "Skeleton"
msgstr "スケルトン"
#: editor/plugins/skeleton_editor_plugin.cpp
msgid "Create physical skeleton"
msgstr "物理スケルトンを作成する"
#: editor/plugins/skeleton_ik_editor_plugin.cpp
msgid "Play IK"
msgstr "IK(Inverse kinematics)を実行する"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Orthogonal"
msgstr "平行投影"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Perspective"
msgstr "透視投影"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Transform Aborted."
msgstr "トランスフォームは中止されました。"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "X-Axis Transform."
msgstr "X軸トランスフォーム."
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Y-Axis Transform."
msgstr "Y軸トランスフォーム."
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Z-Axis Transform."
msgstr "Z軸トランスフォーム."
#: editor/plugins/spatial_editor_plugin.cpp
msgid "View Plane Transform."
msgstr "ビュー平面トランスフォーム."
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Scaling: "
msgstr "縮尺: "
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Translating: "
msgstr "位置の変更: "
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Rotating %s degrees."
msgstr "%s 度回転."
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Keying is disabled (no key inserted)."
msgstr "キーは無効化されています(キーは挿入されていません)。"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Animation Key Inserted."
msgstr "アニメーションキーが挿入されました。"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Pitch"
msgstr "ピッチ"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Yaw"
msgstr "ヨー"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Objects Drawn"
msgstr "描画されたオブジェクト"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Material Changes"
msgstr "マテリアルの変更"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Shader Changes"
msgstr "シェーダーの変更"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Surface Changes"
msgstr "サーフェスの変更"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Draw Calls"
msgstr "ドローコール"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Vertices"
msgstr "頂点"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Top View."
msgstr "上面図。"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Bottom View."
msgstr "下面図。"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Bottom"
msgstr "下面"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Left View."
msgstr "左側面図。"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Left"
msgstr "左側面"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Right View."
msgstr "右側面図。"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Right"
msgstr "右側面"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Front View."
msgstr "前面図。"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Front"
msgstr "前面"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Rear View."
msgstr "後面図."
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Rear"
msgstr "後面"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Align Transform with View"
msgstr "トランスフォームをビューに合わせる"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Align Rotation with View"
msgstr "回転をビューに合わせる"
#: editor/plugins/spatial_editor_plugin.cpp editor/scene_tree_dock.cpp
msgid "No parent to instance a child at."
msgstr "子をインスタンス化するための親が見つかりません。"
#: editor/plugins/spatial_editor_plugin.cpp editor/scene_tree_dock.cpp
msgid "This operation requires a single selected node."
msgstr "単一の選択されたノードがないと、この操作は行えません。"
#: editor/plugins/spatial_editor_plugin.cpp
#, fuzzy
msgid "Auto Orthogonal Enabled"
msgstr "平行投影"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Lock View Rotation"
msgstr "ビューの回転を固定"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Display Normal"
msgstr "通常表示"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Display Wireframe"
msgstr "ワイヤーフレーム表示"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Display Overdraw"
msgstr "オーバードロー表示"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Display Unshaded"
msgstr "シェーディングなしで表示"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "View Environment"
msgstr "環境表示"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "View Gizmos"
msgstr "ギズモ(Gizmo)を表示"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "View Information"
msgstr "情報を表示"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "View FPS"
msgstr "フレームレートを表示"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Half Resolution"
msgstr "半解像度"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Audio Listener"
msgstr "オーディオリスナー"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Enable Doppler"
msgstr "ドップラー効果を有効化する"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Cinematic Preview"
msgstr "シネマティックプレビュー"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Not available when using the GLES2 renderer."
msgstr "GLES2レンダラーの場合は利用できません。"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Freelook Left"
msgstr "フリールック左"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Freelook Right"
msgstr "フリールック右"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Freelook Forward"
msgstr "前方をフリールックで見る"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Freelook Backwards"
msgstr "フリールック後方"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Freelook Up"
msgstr "フリールック上"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Freelook Down"
msgstr "フリールック下"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Freelook Speed Modifier"
msgstr "フリールックの速度を調整"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Freelook Slow Modifier"
msgstr "フリールックの減速を調整"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "View Rotation Locked"
msgstr "ビューの回転を固定中"
#: editor/plugins/spatial_editor_plugin.cpp
msgid ""
"Note: The FPS value displayed is the editor's framerate.\n"
"It cannot be used as a reliable indication of in-game performance."
msgstr ""
"注意: 表示されるFPS値は、エディタのフレームレートです。\n"
"ゲーム内のパフォーマンスを確実に示すものとして使用することはできません。"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "XForm Dialog"
msgstr "Xformダイアログ"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Snap Nodes To Floor"
msgstr "ノードをフロアにスナップ"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Couldn't find a solid floor to snap the selection to."
msgstr "選択をスナップする剛体の床を見つけれません。"
#: editor/plugins/spatial_editor_plugin.cpp
msgid ""
"Drag: Rotate\n"
"Alt+Drag: Move\n"
"Alt+RMB: Depth list selection"
msgstr ""
"ドラッグ:回転\n"
"Alt+ドラッグ:移動\n"
"Alt+右クリック: 奥行きリストの選択"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Use Local Space"
msgstr "ローカル空間を使用"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Use Snap"
msgstr "スナップを使う"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Bottom View"
msgstr "下面図"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Top View"
msgstr "上面図"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Rear View"
msgstr "後面図"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Front View"
msgstr "前面図"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Left View"
msgstr "左側面図"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Right View"
msgstr "右側面図"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Switch Perspective/Orthogonal View"
msgstr "透視図/正投影図の切り替え"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Insert Animation Key"
msgstr "アニメーションキーを挿入"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Focus Origin"
msgstr "原点にフォーカス"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Focus Selection"
msgstr "選択にフォーカス"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Toggle Freelook"
msgstr "フリールックの切り替え"
#: editor/plugins/spatial_editor_plugin.cpp
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Transform"
msgstr "トランスフォーム"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Snap Object to Floor"
msgstr "オブジェクトをフロアにスナップ"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Transform Dialog..."
msgstr "トランスフォームのダイアログ..."
#: editor/plugins/spatial_editor_plugin.cpp
msgid "1 Viewport"
msgstr "1 ビューポート"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "2 Viewports"
msgstr "2 ビューポート"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "2 Viewports (Alt)"
msgstr "2 ビューポート(Alt)"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "3 Viewports"
msgstr "3 ビューポート"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "3 Viewports (Alt)"
msgstr "3 ビューポート(Alt)"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "4 Viewports"
msgstr "4 ビューポート"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Gizmos"
msgstr "ギズモ"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "View Origin"
msgstr "原点の表示"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "View Grid"
msgstr "ビューのグリッド"
#: editor/plugins/spatial_editor_plugin.cpp
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Settings..."
msgstr "設定..."
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Snap Settings"
msgstr "スナップの設定"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Translate Snap:"
msgstr "スナップを移動:"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Rotate Snap (deg.):"
msgstr "スナップの回転(度):"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Scale Snap (%):"
msgstr "スナップの拡大/縮小(%):"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Viewport Settings"
msgstr "ビューポートの設定"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Perspective FOV (deg.):"
msgstr "視野角(度):"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "View Z-Near:"
msgstr "Z-Nearを表示:"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "View Z-Far:"
msgstr "Z-Farを表示:"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Transform Change"
msgstr "変換の変更"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Translate:"
msgstr "移動:"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Rotate (deg.):"
msgstr "回転(度):"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Scale (ratio):"
msgstr "縮尺(比):"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Transform Type"
msgstr "トランスフォーム タイプ"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Pre"
msgstr "前"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Post"
msgstr "後"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Nameless gizmo"
msgstr "無名のギズモ"
#: editor/plugins/sprite_editor_plugin.cpp
msgid "Create Mesh2D"
msgstr "Mesh2Dを作成"
#: editor/plugins/sprite_editor_plugin.cpp
msgid "Mesh2D Preview"
msgstr "Mesh2D プレビュー"
#: editor/plugins/sprite_editor_plugin.cpp
msgid "Create Polygon2D"
msgstr "Polygon2Dを作成"
#: editor/plugins/sprite_editor_plugin.cpp
msgid "Polygon2D Preview"
msgstr "Polygon2D プレビュー"
#: editor/plugins/sprite_editor_plugin.cpp
msgid "Create CollisionPolygon2D"
msgstr "CollisionPolygon2Dを作成"
#: editor/plugins/sprite_editor_plugin.cpp
msgid "CollisionPolygon2D Preview"
msgstr "CollisionPolygon2D プレビュー"
#: editor/plugins/sprite_editor_plugin.cpp
msgid "Create LightOccluder2D"
msgstr "LightOccluder2Dを作成"
#: editor/plugins/sprite_editor_plugin.cpp
msgid "LightOccluder2D Preview"
msgstr "LightOccluder2D プレビュー"
#: editor/plugins/sprite_editor_plugin.cpp
msgid "Sprite is empty!"
msgstr "スプライトは空です!"
#: editor/plugins/sprite_editor_plugin.cpp
msgid "Can't convert a sprite using animation frames to mesh."
msgstr "アニメーションフレームを使用してスプライトをメッシュに変換できません。"
#: editor/plugins/sprite_editor_plugin.cpp
msgid "Invalid geometry, can't replace by mesh."
msgstr "ジオメトリが無効です。メッシュに置き換えることはできません。"
#: editor/plugins/sprite_editor_plugin.cpp
msgid "Convert to Mesh2D"
msgstr "Mesh2Dに変換する"
#: editor/plugins/sprite_editor_plugin.cpp
msgid "Invalid geometry, can't create polygon."
msgstr "ジオメトリが無効です。ポリゴンを作成できません。"
#: editor/plugins/sprite_editor_plugin.cpp
msgid "Convert to Polygon2D"
msgstr "Polygon2Dに変換する"
#: editor/plugins/sprite_editor_plugin.cpp
msgid "Invalid geometry, can't create collision polygon."
msgstr "ジオメトリが無効です。コリジョンポリゴンを作成できません。"
#: editor/plugins/sprite_editor_plugin.cpp
msgid "Create CollisionPolygon2D Sibling"
msgstr "CollisionPolygon2Dの兄弟を作成"
#: editor/plugins/sprite_editor_plugin.cpp
msgid "Invalid geometry, can't create light occluder."
msgstr "ジオメトリが無効です。ライトオクールダーを作成できません。"
#: editor/plugins/sprite_editor_plugin.cpp
msgid "Create LightOccluder2D Sibling"
msgstr "LightOccluder2Dの兄弟を作成"
#: editor/plugins/sprite_editor_plugin.cpp
msgid "Sprite"
msgstr "スプライト"
#: editor/plugins/sprite_editor_plugin.cpp
msgid "Simplification: "
msgstr "簡略化: "
#: editor/plugins/sprite_editor_plugin.cpp
msgid "Shrink (Pixels): "
msgstr "縮小 (ピクセル): "
#: editor/plugins/sprite_editor_plugin.cpp
msgid "Grow (Pixels): "
msgstr "拡大(ピクセル): "
#: editor/plugins/sprite_editor_plugin.cpp
msgid "Update Preview"
msgstr "プレビューを更新"
#: editor/plugins/sprite_editor_plugin.cpp
msgid "Settings:"
msgstr "設定:"
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "No Frames Selected"
msgstr "フレームが選択されていません"
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Add %d Frame(s)"
msgstr "%dフレームを追加"
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Add Frame"
msgstr "フレームを追加"
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Unable to load images"
msgstr "画像を読み込めませんでした:"
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "ERROR: Couldn't load frame resource!"
msgstr "エラー:フレームリソースを読み込めませんでした!"
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Resource clipboard is empty or not a texture!"
msgstr "リソースクリップボードは空か、テクスチャ以外のものです!"
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Paste Frame"
msgstr "フレームを貼り付け"
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Add Empty"
msgstr "空を追加"
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Change Animation FPS"
msgstr "アニメーションのFPSを変更"
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "(empty)"
msgstr "(空)"
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Move Frame"
msgstr "フレームの移動"
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Animations:"
msgstr "アニメーション:"
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "New Animation"
msgstr "新規アニメーション"
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Speed (FPS):"
msgstr "速度(FPS):"
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Loop"
msgstr "ループ"
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Animation Frames:"
msgstr "アニメーション フレーム:"
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Add a Texture from File"
msgstr "ファイルからテクスチャを追加する"
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Add Frames from a Sprite Sheet"
msgstr "スプライトシートからフレームを追加する"
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Insert Empty (Before)"
msgstr "空を挿入 (前)"
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Insert Empty (After)"
msgstr "空を挿入 (後)"
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Move (Before)"
msgstr "移動(前)"
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Move (After)"
msgstr "移動(後)"
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Select Frames"
msgstr "フレームを選択"
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Horizontal:"
msgstr "水平:"
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Vertical:"
msgstr "垂直:"
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Select/Clear All Frames"
msgstr "すべてのフレームを選択/消去"
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "Create Frames from Sprite Sheet"
msgstr "スプライトシートからフレームを作成"
#: editor/plugins/sprite_frames_editor_plugin.cpp
msgid "SpriteFrames"
msgstr "スプライトフレーム"
#: editor/plugins/texture_region_editor_plugin.cpp
msgid "Set Region Rect"
msgstr "矩形の領域を設定"
#: editor/plugins/texture_region_editor_plugin.cpp
msgid "Set Margin"
msgstr "マージンを設定する"
#: editor/plugins/texture_region_editor_plugin.cpp
msgid "Snap Mode:"
msgstr "Snapモード:"
#: editor/plugins/texture_region_editor_plugin.cpp
#: scene/resources/visual_shader.cpp
msgid "None"
msgstr "None"
#: editor/plugins/texture_region_editor_plugin.cpp
msgid "Pixel Snap"
msgstr "ピクセルスナップ"
#: editor/plugins/texture_region_editor_plugin.cpp
msgid "Grid Snap"
msgstr "グリッドスナップ"
#: editor/plugins/texture_region_editor_plugin.cpp
msgid "Auto Slice"
msgstr "自動スライス"
#: editor/plugins/texture_region_editor_plugin.cpp
msgid "Offset:"
msgstr "オフセット:"
#: editor/plugins/texture_region_editor_plugin.cpp
msgid "Step:"
msgstr "ステップ:"
#: editor/plugins/texture_region_editor_plugin.cpp
msgid "Sep.:"
msgstr "分類:"
#: editor/plugins/texture_region_editor_plugin.cpp
msgid "TextureRegion"
msgstr "テクスチャ領域"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Add All Items"
msgstr "すべてのアイテムを追加"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Add All"
msgstr "すべてを追加"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Remove All Items"
msgstr "すべてのアイテムを除去"
#: editor/plugins/theme_editor_plugin.cpp editor/project_manager.cpp
msgid "Remove All"
msgstr "すべて除去"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Edit Theme"
msgstr "テーマを編集"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Theme editing menu."
msgstr "テーマ編集メニュー。"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Add Class Items"
msgstr "クラスアイテム追加"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Remove Class Items"
msgstr "クラスアイテム削除"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Create Empty Template"
msgstr "空のテンプレートを生成"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Create Empty Editor Template"
msgstr "空のエディタテンプレートを生成"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Create From Current Editor Theme"
msgstr "現在のエディタテーマから作成"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Toggle Button"
msgstr "ボタンの切り替え"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Disabled Button"
msgstr "ボタンを無効にする"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Item"
msgstr "アイテム"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Disabled Item"
msgstr "アイテムを無効にする"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Check Item"
msgstr "アイテムをチェック"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Checked Item"
msgstr "チェック済みアイテム"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Radio Item"
msgstr "ラジオ アイテム"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Checked Radio Item"
msgstr "チェック済みラジオ アイテム"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Named Sep."
msgstr "名前付き分類。"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Submenu"
msgstr "サブメニュー"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Subitem 1"
msgstr "サブアイテム 1"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Subitem 2"
msgstr "サブアイテム 2"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Has"
msgstr "含んでいる"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Many"
msgstr "多くの"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Disabled LineEdit"
msgstr "ライン編集を無効にする"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Tab 1"
msgstr "タブ1"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Tab 2"
msgstr "タブ2"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Tab 3"
msgstr "タブ3"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Editable Item"
msgstr "編集可能なアイテム"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Subtree"
msgstr "サブツリー"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Has,Many,Options"
msgstr "ありますよ,たくさん,オプション"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Data Type:"
msgstr "データの型:"
#: editor/plugins/theme_editor_plugin.cpp
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Icon"
msgstr "アイコン"
#: editor/plugins/theme_editor_plugin.cpp editor/rename_dialog.cpp
msgid "Style"
msgstr "スタイル"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Font"
msgstr "フォント"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Color"
msgstr "\\ Color"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Theme File"
msgstr "テーマ ファイル"
#: editor/plugins/tile_map_editor_plugin.cpp
msgid "Erase Selection"
msgstr "選択対象を消去"
#: editor/plugins/tile_map_editor_plugin.cpp
msgid "Fix Invalid Tiles"
msgstr "無効なタイルを修正"
#: editor/plugins/tile_map_editor_plugin.cpp
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Cut Selection"
msgstr "選択対象を切り取り"
#: editor/plugins/tile_map_editor_plugin.cpp
msgid "Paint TileMap"
msgstr "タイルマップを塗る"
#: editor/plugins/tile_map_editor_plugin.cpp
msgid "Line Draw"
msgstr "直線を描画"
#: editor/plugins/tile_map_editor_plugin.cpp
msgid "Rectangle Paint"
msgstr "矩形ペイント"
#: editor/plugins/tile_map_editor_plugin.cpp
msgid "Bucket Fill"
msgstr "塗りつぶし"
#: editor/plugins/tile_map_editor_plugin.cpp
msgid "Erase TileMap"
msgstr "タイルマップを消去"
#: editor/plugins/tile_map_editor_plugin.cpp
msgid "Find Tile"
msgstr "タイルを検索する"
#: editor/plugins/tile_map_editor_plugin.cpp
msgid "Transpose"
msgstr "行列(縦横)入れ替え"
#: editor/plugins/tile_map_editor_plugin.cpp
msgid "Disable Autotile"
msgstr "オートタイルを無効にする"
#: editor/plugins/tile_map_editor_plugin.cpp
msgid "Enable Priority"
msgstr "優先順位を有効化"
#: editor/plugins/tile_map_editor_plugin.cpp
msgid "Filter tiles"
msgstr "タイルを絞り込む"
#: editor/plugins/tile_map_editor_plugin.cpp
msgid "Give a TileSet resource to this TileMap to use its tiles."
msgstr ""
"タイルチップを使うにはこのタイルマップにタイルセットリソースを設定してくださ"
"い。"
#: editor/plugins/tile_map_editor_plugin.cpp
msgid "Paint Tile"
msgstr "タイルを塗る"
#: editor/plugins/tile_map_editor_plugin.cpp
msgid ""
"Shift+LMB: Line Draw\n"
"Shift+Ctrl+LMB: Rectangle Paint"
msgstr ""
"Shift+左マウスボタン:線の描画\n"
"Shift+Ctrl+左マウスボタン:矩形ペイント"
#: editor/plugins/tile_map_editor_plugin.cpp
msgid "Pick Tile"
msgstr "タイルを選択"
#: editor/plugins/tile_map_editor_plugin.cpp
msgid "Rotate Left"
msgstr "左に回転"
#: editor/plugins/tile_map_editor_plugin.cpp
msgid "Rotate Right"
msgstr "右に回転"
#: editor/plugins/tile_map_editor_plugin.cpp
msgid "Flip Horizontally"
msgstr "左右反転"
#: editor/plugins/tile_map_editor_plugin.cpp
msgid "Flip Vertically"
msgstr "上下反転"
#: editor/plugins/tile_map_editor_plugin.cpp
msgid "Clear Transform"
msgstr "トランスフォームをクリア"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Add Texture(s) to TileSet."
msgstr "テクスチャをタイルセットに追加する。"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Remove selected Texture from TileSet."
msgstr "選択したテクスチャをタイルセットから削除する。"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Create from Scene"
msgstr "シーンから生成"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Merge from Scene"
msgstr "シーンからマージ"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "New Single Tile"
msgstr "新しいシングルタイル"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "New Autotile"
msgstr "新しいオートタイル"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "New Atlas"
msgstr "新しいアトラス"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Next Coordinate"
msgstr "次の座標"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Select the next shape, subtile, or Tile."
msgstr "次のシェイプ、サブタイル、またはタイルを選択します。"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Previous Coordinate"
msgstr "前の座標"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Select the previous shape, subtile, or Tile."
msgstr "前のシェイプ、サブタイル、またはタイルを選択します。"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Region"
msgstr "領域"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Collision"
msgstr "コリジョン"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Occlusion"
msgstr "オクルージョン"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Navigation"
msgstr "ナビゲーション"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Bitmask"
msgstr "ビットマスク"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Priority"
msgstr "優先順位"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Z Index"
msgstr "Zインデックス"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Region Mode"
msgstr "領域モード"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Collision Mode"
msgstr "コリジョンモード"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Occlusion Mode"
msgstr "オクルージョンモード"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Navigation Mode"
msgstr "ナビゲーションモード"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Bitmask Mode"
msgstr "ビットマスクモード"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Priority Mode"
msgstr "優先順位モード"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Icon Mode"
msgstr "アイコンモード"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Z Index Mode"
msgstr "Zインデックスモード"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Copy bitmask."
msgstr "ビットマスクをコピー。"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Paste bitmask."
msgstr "ビットマスクを貼り付け。"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Erase bitmask."
msgstr "ビットマスクを消去。"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Create a new rectangle."
msgstr "新規矩形を作成。"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Create a new polygon."
msgstr "新規ポリゴンを生成。"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Keep polygon inside region Rect."
msgstr "領域Rect内のポリゴンを保持します。"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Enable snap and show grid (configurable via the Inspector)."
msgstr "スナップとグリッドの表示を有効にする (インスペクタから設定可能)。"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Display Tile Names (Hold Alt Key)"
msgstr "タイル名を表示 (Altキーを長押し)"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid ""
"Add or select a texture on the left panel to edit the tiles bound to it."
msgstr ""
"設定されたタイルを編集するには、左のパネルからテクスチャを追加するか、選択し"
"てください。"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Remove selected texture? This will remove all tiles which use it."
msgstr ""
"選択したテクスチャを除去しますか? これを使用しているすべてのタイルは除去され"
"ます。"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "You haven't selected a texture to remove."
msgstr "除去するテクスチャが選択されていません。"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Create from scene? This will overwrite all current tiles."
msgstr ""
"シーンから作成しますか?これにより、現在のすべてのタイルが上書きされます。"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Merge from scene?"
msgstr "シーンからマージしますか?"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Remove Texture"
msgstr "テクスチャを削除"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "%s file(s) were not added because was already on the list."
msgstr "%s ファイル はすでにリストに含まれているため追加されませんでした。"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid ""
"Drag handles to edit Rect.\n"
"Click on another Tile to edit it."
msgstr ""
"ハンドルをドラッグして矩形を編集します。\n"
"別のタイルをクリックしてそれを編集します。"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Delete selected Rect."
msgstr "選択した矩形を削除する。"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid ""
"Select current edited sub-tile.\n"
"Click on another Tile to edit it."
msgstr ""
"現在編集中のサブタイルを選択します。\n"
"別のタイルをクリックしてそれを編集します。"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Delete polygon."
msgstr "ポリゴンを削除。"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid ""
"LMB: Set bit on.\n"
"RMB: Set bit off.\n"
"Shift+LMB: Set wildcard bit.\n"
"Click on another Tile to edit it."
msgstr ""
"左クリック:ビットをオンにします。\n"
"右クリック:ビットをオフにします。\n"
"Shift+左クリック:ワイルドカード・ビットを設定します。\n"
"別のタイルをクリックしてそれを編集します。"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid ""
"Select sub-tile to use as icon, this will be also used on invalid autotile "
"bindings.\n"
"Click on another Tile to edit it."
msgstr ""
"アイコンとして使用するサブタイルを選択してください。これは無効な自動タイルバ"
"インドにも使用されます。\n"
"別のタイルをクリックして編集します。"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid ""
"Select sub-tile to change its priority.\n"
"Click on another Tile to edit it."
msgstr ""
"優先度を変更するサブタイルを選択します。\n"
"別のタイルをクリックして編集します。"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid ""
"Select sub-tile to change its z index.\n"
"Click on another Tile to edit it."
msgstr ""
"サブタイルを選択して、zインデックスを変更します。\n"
"別のタイルをクリックしてそれを編集します。"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Set Tile Region"
msgstr "タイル領域の設定"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Create Tile"
msgstr "タイルを生成"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Set Tile Icon"
msgstr "タイル アイコンを設定"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Edit Tile Bitmask"
msgstr "タイル ビットマスクを編集"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Edit Collision Polygon"
msgstr "コリジョンポリゴンの編集"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Edit Occlusion Polygon"
msgstr "オクルージョン ポリゴンを編集"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Edit Navigation Polygon"
msgstr "ナビゲーション ポリゴンを編集"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Paste Tile Bitmask"
msgstr "タイル ビットマスクを貼り付け"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Clear Tile Bitmask"
msgstr "タイル ビットマスクをクリア"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Make Polygon Concave"
msgstr "ポリゴンを凹面にする"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Make Polygon Convex"
msgstr "ポリゴンを凸面にする"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Remove Tile"
msgstr "タイルを除去"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Remove Collision Polygon"
msgstr "コリジョンポリゴンを削除"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Remove Occlusion Polygon"
msgstr "オクルージョン ポリゴンを除去"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Remove Navigation Polygon"
msgstr "ナビゲーション ポリゴンを除去"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Edit Tile Priority"
msgstr "タイル プロパティを編集"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Edit Tile Z Index"
msgstr "タイルのZインデックスを編集"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Make Convex"
msgstr "凸面を作る"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Make Concave"
msgstr "凹面を作る"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Create Collision Polygon"
msgstr "コリジョン ポリゴンを生成"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Create Occlusion Polygon"
msgstr "オクルージョン ポリゴンを生成"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "This property can't be changed."
msgstr "このプロパティは変更できません。"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "TileSet"
msgstr "タイルセット"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "No VCS addons are available."
msgstr "VCSアドオンは利用できません。"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "Error"
msgstr "エラー"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "No commit message was provided"
msgstr "コミットメッセージは提供されませんでした"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "No files added to stage"
msgstr "ステージに追加されているファイルがありません"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "Commit"
msgstr "委託"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "VCS Addon is not initialized"
msgstr "VCSアドオンは初期化されていません"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "Version Control System"
msgstr "バージョン管理システム"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "Initialize"
msgstr "初期化"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "Staging area"
msgstr "ステージングエリア"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "Detect new changes"
msgstr "新しい変更点を検出"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "Changes"
msgstr "変更点"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "Modified"
msgstr "変更された箇所"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "Renamed"
msgstr "名前の変更された"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "Deleted"
msgstr "削除された"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "Typechange"
msgstr "タイプの変更"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "Stage Selected"
msgstr "選択物をステージする"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "Stage All"
msgstr "すべてをステージする"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "Add a commit message"
msgstr "コミットメッセージを追加する"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "Commit Changes"
msgstr "変更をコミットする"
#: editor/plugins/version_control_editor_plugin.cpp
#: modules/gdnative/gdnative_library_singleton_editor.cpp
msgid "Status"
msgstr "ステータス"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "View file diffs before committing them to the latest version"
msgstr "最新のバージョンにコミットする前にファイルの差分を見る"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "No file diff is active"
msgstr "有効なファイル差分はありません"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "Detect changes in file diff"
msgstr "ファイルの差分に変更を確認"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "(GLES3 only)"
msgstr "(GLES3のみ)"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Add Output"
msgstr "出力を追加"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Scalar"
msgstr "Scalar"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Vector"
msgstr "Vector"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Boolean"
msgstr "Boolean"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Sampler"
msgstr "Sampler"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Add input port"
msgstr "入力ポートの追加"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Add output port"
msgstr "出力ポートを追加"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Change input port type"
msgstr "入力ポートのタイプを変更"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Change output port type"
msgstr "出力ポートのタイプを変更"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Change input port name"
msgstr "入力ポート名の変更"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Change output port name"
msgstr "出力ポート名の変更"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Remove input port"
msgstr "入力ポートの削除"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Remove output port"
msgstr "出力ポートの削除"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Set expression"
msgstr "式の設定"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Resize VisualShader node"
msgstr "VisualShaderードのサイズを変更"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Set Uniform Name"
msgstr "統一名を設定"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Set Input Default Port"
msgstr "入力デフォルトポートの設定"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Add Node to Visual Shader"
msgstr "ビジュアルシェーダにノードを追加"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Duplicate Nodes"
msgstr "ノードを複製"
#: editor/plugins/visual_shader_editor_plugin.cpp
#: modules/visual_script/visual_script_editor.cpp
msgid "Paste Nodes"
msgstr "ノードを貼り付け"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Delete Nodes"
msgstr "ノードを削除"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Visual Shader Input Type Changed"
msgstr "ビジュアルシェーダの入力タイプが変更されました"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Vertex"
msgstr "頂点"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Fragment"
msgstr "フラグメント"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Light"
msgstr "ライト"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Show resulted shader code."
msgstr "シェーダーコードの結果を表示。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Create Shader Node"
msgstr "シェーダーノードの作成"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Color function."
msgstr "Color関数。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Color operator."
msgstr "Color演算子。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Grayscale function."
msgstr "グレースケール関数。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Converts HSV vector to RGB equivalent."
msgstr "HSVベクトルをRGBベクトルに変換します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Converts RGB vector to HSV equivalent."
msgstr "RGBベクトルをHSVベクトルに変換します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Sepia function."
msgstr "セピア関数。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Burn operator."
msgstr "Burn演算子。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Darken operator."
msgstr "Darken演算子。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Difference operator."
msgstr "差分演算子。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Dodge operator."
msgstr "Dodge演算子。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "HardLight operator."
msgstr "HardLight演算子。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Lighten operator."
msgstr "Lighten演算子。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Overlay operator."
msgstr "オーバーレイ処理。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Screen operator."
msgstr "Screen演算子。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "SoftLight operator."
msgstr "SoftLight演算子。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Color constant."
msgstr "Color定数。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Color uniform."
msgstr "Colorのuniform。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the boolean result of the %s comparison between two parameters."
msgstr "2つのパラメータ間の %s 比較のブール結果を返します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Equal (==)"
msgstr "等しい(==)"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Greater Than (>)"
msgstr "より大きい(>)"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Greater Than or Equal (>=)"
msgstr "より大きいか等しい(>=)"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"Returns an associated vector if the provided scalars are equal, greater or "
"less."
msgstr ""
"指定されたスカラーが等しいか、より大きいか、またはより小さい場合、関連付けら"
"れたベクトルを返します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"Returns the boolean result of the comparison between INF and a scalar "
"parameter."
msgstr "INFとスカラパラメータの比較の結果をブール値で返します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"Returns the boolean result of the comparison between NaN and a scalar "
"parameter."
msgstr "NaNとスカラパラメータの比較の結果をブール値で返します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Less Than (<)"
msgstr "より小さい(<)"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Less Than or Equal (<=)"
msgstr "それ以下(<=)"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Not Equal (!=)"
msgstr "等しくない(!=)"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"Returns an associated vector if the provided boolean value is true or false."
msgstr ""
"指定されたブール値がtrueまたはfalseの場合、関連付けられたベクトルを返します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"Returns an associated scalar if the provided boolean value is true or false."
msgstr ""
"指定されたブール値がtrueまたはfalseの場合、関連付けられたスカラーを返します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the boolean result of the comparison between two parameters."
msgstr "2つのパラメータ間の比較の結果をブール値で返します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"Returns the boolean result of the comparison between INF (or NaN) and a "
"scalar parameter."
msgstr "INF(またはNaN)とスカラパラメータとの比較のブール結果を返します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Boolean constant."
msgstr "ブール定数。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Boolean uniform."
msgstr "真偽値のuniform変数。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "'%s' input parameter for all shader modes."
msgstr "すべてのシェーダーモードの '%s' 入力パラメーター。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Input parameter."
msgstr "入力パラメータ。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "'%s' input parameter for vertex and fragment shader modes."
msgstr ""
"'%s' は頂点シェーダーとフラグメントシェーダーのためのパラメータを入力します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "'%s' input parameter for fragment and light shader modes."
msgstr "フラグメントモードとライトシェーダモードの '%s' 入力パラメーター。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "'%s' input parameter for fragment shader mode."
msgstr "フラグメントシェーダーモードの '%s' 入力パラメーター。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "'%s' input parameter for light shader mode."
msgstr "ライトシェーダーモードの '%s' 入力パラメータ。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "'%s' input parameter for vertex shader mode."
msgstr "頂点シェーダモードの '%s' 入力パラメータ。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "'%s' input parameter for vertex and fragment shader mode."
msgstr ""
"頂点シェーダーモード、フラグメントシェーダーモードの '%s' 入力パラメータ。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Scalar function."
msgstr "スカラー関数。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Scalar operator."
msgstr "スカラー演算子。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "E constant (2.718282). Represents the base of the natural logarithm."
msgstr "ネイピア数(2.718282)。自然対数のベースを表します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Epsilon constant (0.00001). Smallest possible scalar number."
msgstr "Υ(イプシロン)定数(0.00001)。使用可能な最小のスカラー数。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Phi constant (1.618034). Golden ratio."
msgstr "Φ(ファイ)定数 (1.618034)。黄金比。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Pi/4 constant (0.785398) or 45 degrees."
msgstr "Π(パイ)/4定数 (0.785398) または45度。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Pi/2 constant (1.570796) or 90 degrees."
msgstr "Π(パイ)/2 定数(1.570796)または90度。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Pi constant (3.141593) or 180 degrees."
msgstr "Π(パイ)定数(3.141593)または180度。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Tau constant (6.283185) or 360 degrees."
msgstr "Τ(タウ)定数(6.283185)または360度。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Sqrt2 constant (1.414214). Square root of 2."
msgstr "Sqrt2定数(1.414214)。2の平方根。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the absolute value of the parameter."
msgstr "パラメータの絶対値を返します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the arc-cosine of the parameter."
msgstr "パラメータの逆コサインを返します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the inverse hyperbolic cosine of the parameter."
msgstr "パラメータの逆双曲線余弦を返します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the arc-sine of the parameter."
msgstr "パラメータの逆サインを返します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the inverse hyperbolic sine of the parameter."
msgstr "パラメータの双曲線逆サインを返します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the arc-tangent of the parameter."
msgstr "パラメータの逆タンジェントを返します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the arc-tangent of the parameters."
msgstr "複数パラメータの逆タンジェントを返します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the inverse hyperbolic tangent of the parameter."
msgstr "パラメータの双曲線逆タンジェントを返します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"Finds the nearest integer that is greater than or equal to the parameter."
msgstr "パラメータ以上の最も近い整数を検索します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Constrains a value to lie between two further values."
msgstr "値をさらに2つの値の間にあるように制約します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the cosine of the parameter."
msgstr "パラメータのコサインを返します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the hyperbolic cosine of the parameter."
msgstr "パラメータの双曲線コサインを返します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Converts a quantity in radians to degrees."
msgstr "ラジアン単位の数量を度に変換します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Base-e Exponential."
msgstr "ベースe指数。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Base-2 Exponential."
msgstr "2を底とする指数。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Finds the nearest integer less than or equal to the parameter."
msgstr "パラメータ以下の最も近い整数を検索します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Computes the fractional part of the argument."
msgstr "引数の小数部を計算します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the inverse of the square root of the parameter."
msgstr "パラメータの平方根の逆数を返します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Natural logarithm."
msgstr "自然対数。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Base-2 logarithm."
msgstr "2を底とする対数。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the greater of two values."
msgstr "2つの値のうち大きい方を返します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the lesser of two values."
msgstr "2つの値のうち小さい方を返します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Linear interpolation between two scalars."
msgstr "2つのスカラ間のリニア補間。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the opposite value of the parameter."
msgstr "パラメータの反対の値を返します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "1.0 - scalar"
msgstr "1.0 - スカラー"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"Returns the value of the first parameter raised to the power of the second."
msgstr "最初のパラメータの値を2のべき乗で返した値を返します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Converts a quantity in degrees to radians."
msgstr "度単位の量をラジアンに変換します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "1.0 / scalar"
msgstr "1.0 / スカラー"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Finds the nearest integer to the parameter."
msgstr "パラメータに最も近い整数を検索します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Finds the nearest even integer to the parameter."
msgstr "パラメータに最も近い偶数の整数を検索します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Clamps the value between 0.0 and 1.0."
msgstr "値を0.0から1.0の間に固定します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Extracts the sign of the parameter."
msgstr "パラメータの符号を抽出します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the sine of the parameter."
msgstr "パラメータの符号を返します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the hyperbolic sine of the parameter."
msgstr "パラメータの双曲サインを返します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the square root of the parameter."
msgstr "パラメータの平方根を返します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"SmoothStep function( scalar(edge0), scalar(edge1), scalar(x) ).\n"
"\n"
"Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if x is larger than "
"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 "
"using Hermite polynomials."
msgstr ""
"SmoothStep関数( scalar(edge0), scalar(edge1), scalar(x) )。\n"
"\n"
"'x' が 'edge0' より小さい場合は 0.0 を返し、xが 'edge1' より大きい場合は 1.0 "
"を返します。それ以外の場合、戻り値はエルミート多項式を使用して 0.0 と 1.0 の"
"間で補間されます。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"Step function( scalar(edge), scalar(x) ).\n"
"\n"
"Returns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0."
msgstr ""
"Step関数( scalar(edge), scalar(x) )。\n"
"\n"
"'x' が 'edge' より小さい場合は 0.0 を返し、それ以外の場合は 1.0 を返します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the tangent of the parameter."
msgstr "パラメータのタンジェントを返します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the hyperbolic tangent of the parameter."
msgstr "パラメータの双曲タンジェントを返します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Finds the truncated value of the parameter."
msgstr "パラメータのトランケートされた値を検索します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Adds scalar to scalar."
msgstr "スカラーにスカラーを追加します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Divides scalar by scalar."
msgstr "スカラーをスカラーで除算します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Multiplies scalar by scalar."
msgstr "スカラーをスカラーで乗算します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the remainder of the two scalars."
msgstr "2つのスカラーの残りを返します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Subtracts scalar from scalar."
msgstr "スカラーからスカラーを減算します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Scalar constant."
msgstr "スカラー定数。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Scalar uniform."
msgstr "Scalarのuniform。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Perform the cubic texture lookup."
msgstr "立体テクスチャ・ルックアップを実行します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Perform the texture lookup."
msgstr "テクスチャ・ルックアップを実行します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Cubic texture uniform lookup."
msgstr "キュービックテクスチャuniformルックアップ。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "2D texture uniform lookup."
msgstr "2Dテクスチャuniformルックアップ。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "2D texture uniform lookup with triplanar."
msgstr "triplanarの2Dテクスチャuniformルックアップ。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Transform function."
msgstr "トランスフォーム関数。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"Calculate the outer product of a pair of vectors.\n"
"\n"
"OuterProduct treats the first parameter 'c' as a column vector (matrix with "
"one column) and the second parameter 'r' as a row vector (matrix with one "
"row) and does a linear algebraic matrix multiply 'c * r', yielding a matrix "
"whose number of rows is the number of components in 'c' and whose number of "
"columns is the number of components in 'r'."
msgstr ""
"ベクトルのペアの外積を計算します。\n"
"\n"
"OuterProductは、最初のパラメータ 'c' を列ベクトル(1列の行列)として、2番目のパ"
"ラメータ 'r' を行ベクトル(1行の行列)として処理し、線形代数行列乗算 'c * r' を"
"実行して、行の数が 'c' のコンポーネントの数で、列の数が 'r' のコンポーネント"
"の数である行列を生成します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Composes transform from four vectors."
msgstr "4つのベクトルからトランスフォームを作成します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Decomposes transform to four vectors."
msgstr "トランスフォームを4つのベクトルに分解します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Calculates the determinant of a transform."
msgstr "トランスフォームの行列式を計算します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Calculates the inverse of a transform."
msgstr "トランスフォームの逆行列を計算します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Calculates the transpose of a transform."
msgstr "トランスフォームの転置を計算します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Multiplies transform by transform."
msgstr "トランスフォームでトランスフォームを乗算します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Multiplies vector by transform."
msgstr "トランスフォームでベクトルを乗算します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Transform constant."
msgstr "トランスフォーム定数。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Transform uniform."
msgstr "トランスフォーム用uniform。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Vector function."
msgstr "ベクトル関数。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Vector operator."
msgstr "ベクトル演算子。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Composes vector from three scalars."
msgstr "3つのスカラーからベクトルを作成します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Decomposes vector to three scalars."
msgstr "ベクトルから3つのスカラーを作成します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Calculates the cross product of two vectors."
msgstr "2つのベクトルの外積を計算します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the distance between two points."
msgstr "2点間の距離を返します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Calculates the dot product of two vectors."
msgstr "2つのベクトルの内積を計算します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"Returns the vector that points in the same direction as a reference vector. "
"The function has three vector parameters : N, the vector to orient, I, the "
"incident vector, and Nref, the reference vector. If the dot product of I and "
"Nref is smaller than zero the return value is N. Otherwise -N is returned."
msgstr ""
"参照ベクトルと同じ方向を指すベクトルを返します。 この関数には3つのベクトルパ"
"ラメータがあります。Nは方向ベクトル、Iは入射ベクトル、Nrefは参照ベクトルで"
"す。 IとNrefの内積が0より小さい場合、戻り値はNです。それ以外の場合、-Nが返さ"
"れます。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Calculates the length of a vector."
msgstr "ベクトルの長さを計算します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Linear interpolation between two vectors."
msgstr "2つのベクトル間のリニア補間。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Linear interpolation between two vectors using scalar."
msgstr "スカラーを使った、2つのベクトル間のリニア補間。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Calculates the normalize product of vector."
msgstr "ベクトルの正規化積を計算します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "1.0 - vector"
msgstr "1.0 - ベクトル"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "1.0 / vector"
msgstr "1.0 / ベクトル"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"Returns the vector that points in the direction of reflection ( a : incident "
"vector, b : normal vector )."
msgstr ""
"反射の方向 (a: 入射ベクトル、b: 法線ベクトル) を指すベクトルを返します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the vector that points in the direction of refraction."
msgstr "屈折の方向を指すベクトルを返します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n"
"\n"
"Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than "
"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 "
"using Hermite polynomials."
msgstr ""
"SmoothStep関数( vector(edge0), vector(edge1), vector (x) )。\n"
"\n"
"'x' が 'edge0' より小さい場合は0.0を返し、'x' が 'edge1' より大きい場合は1.0"
"を返します。それ以外の場合、戻り値はエルミート多項式を使用して0.0と1.0の間で"
"補間されます。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n"
"\n"
"Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than "
"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 "
"using Hermite polynomials."
msgstr ""
"SmoothStep関数( scalar(edge0), scalar(edge1), vector(x) )。\n"
"\n"
"'x' が 'edge0' より小さい場合は0.0を返し、xが 'edge1' より大きい場合は1.0を返"
"します。それ以外の場合、戻り値はエルミート多項式を使用して0.0と1.0の間で補間"
"されます。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"Step function( vector(edge), vector(x) ).\n"
"\n"
"Returns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0."
msgstr ""
"Step関数( vector(edge), vector(x) )。\n"
"\n"
"'x' が 'edge' より小さい場合は0.0を返し、それ以外の場合は1.0を返します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"Step function( scalar(edge), vector(x) ).\n"
"\n"
"Returns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0."
msgstr ""
"Step関数( scalar(edge), vector(x) )。\n"
"\n"
"'x' が 'edge' より小さい場合は0.0を返し、それ以外の場合は1.0を返します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Adds vector to vector."
msgstr "ベクトルにベクトルを加算します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Divides vector by vector."
msgstr "ベクトルでベクトルを除算します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Multiplies vector by vector."
msgstr "ベクトルでベクトルを乗算します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Returns the remainder of the two vectors."
msgstr "2つのベクトルの残りを返します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Subtracts vector from vector."
msgstr "ベクトルにベクトルを減算します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Vector constant."
msgstr "ベクトル定数。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Vector uniform."
msgstr "ベクトルuniform。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"Custom Godot Shader Language expression, with custom amount of input and "
"output ports. This is a direct injection of code into the vertex/fragment/"
"light function, do not use it to write the function declarations inside."
msgstr ""
"カスタムのGodotシェーダー言語式。カスタムの量の入出力ポートを持ちます。 これ"
"はvertex / fragment / light関数へのコードの直接注入です。内部で関数宣言を書く"
"ためにそれを使用しないでください。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"Returns falloff based on the dot product of surface normal and view "
"direction of camera (pass associated inputs to it)."
msgstr ""
"サーフェス法線とカメラのビュー方向(関連する入力を渡す)の内積に基づいて減衰を"
"返します。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"Custom Godot Shader Language expression, which is placed on top of the "
"resulted shader. You can place various function definitions inside and call "
"it later in the Expressions. You can also declare varyings, uniforms and "
"constants."
msgstr ""
"カスタムGodotシェーダー言語の表現は、シェーディング結果の最後に位置します。"
"様々な関数をその中で定義し、表現の中で呼び出すことができます。またvarying変"
"数、uniform変数、定数を宣言することができます。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "(Fragment/Light mode only) Scalar derivative function."
msgstr "(フラグメント/ライトモードのみ)スカラー導関数。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "(Fragment/Light mode only) Vector derivative function."
msgstr "(フラグメント/ライトモードのみ)ベクトル導関数。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"(Fragment/Light mode only) (Vector) Derivative in 'x' using local "
"differencing."
msgstr ""
"(フラグメント/ライトモードのみ)(ベクトル)ローカル差分を使用して 'x' で微分し"
"ます。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"(Fragment/Light mode only) (Scalar) Derivative in 'x' using local "
"differencing."
msgstr ""
"(フラグメント/ライトモードのみ)(スカラー)ローカル差分を使用して 'x' で微分し"
"ます。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"(Fragment/Light mode only) (Vector) Derivative in 'y' using local "
"differencing."
msgstr ""
"(フラグメント/ライトモードのみ)(ベクトル)ローカル差分を使用して 'y' で微分し"
"ます。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"(Fragment/Light mode only) (Scalar) Derivative in 'y' using local "
"differencing."
msgstr ""
"(フラグメント/ライトモードのみ)(スカラー)ローカル差分を使用して 'y' で微分し"
"ます。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and "
"'y'."
msgstr ""
"(フラグメント/ライトモードのみ)(ベクトル) 'x' と 'y' の絶対導関数の合計。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid ""
"(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and "
"'y'."
msgstr ""
"(フラグメント/ライトモードのみ)(スカラー) 'x' と 'y' の絶対導関数の合計。"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "VisualShader"
msgstr "VisualShader"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Edit Visual Property"
msgstr "ビジュアルプロパティを編集"
#: editor/plugins/visual_shader_editor_plugin.cpp
msgid "Visual Shader Mode Changed"
msgstr "ビジュアルシェーダモードが変更されました"
#: editor/project_export.cpp
msgid "Runnable"
msgstr "実行可能"
#: editor/project_export.cpp
msgid "Add initial export..."
msgstr "初回エクスポートを追加…"
#: editor/project_export.cpp
msgid "Add previous patches..."
msgstr "前回のパッチを追加…"
#: editor/project_export.cpp
msgid "Delete patch '%s' from list?"
msgstr "パッチ '%s' をリストから削除しますか?"
#: editor/project_export.cpp
msgid "Delete preset '%s'?"
msgstr "プリセット '%s' を削除しますか?"
#: editor/project_export.cpp
msgid ""
"Failed to export the project for platform '%s'.\n"
"Export templates seem to be missing or invalid."
msgstr ""
"プラットフォーム '%s' へのプロジェクトのエクスポートに失敗しました。\n"
"エクスポート用テンプレートが存在しないか、あるいは異常であるようです。"
#: editor/project_export.cpp
msgid ""
"Failed to export the project for platform '%s'.\n"
"This might be due to a configuration issue in the export preset or your "
"export settings."
msgstr ""
"プラットフォーム '%s' へのプロジェクトのエクスポートに失敗しました。\n"
"エクスポート用プリセットあるいはエクスポート設定に問題がある可能性がありま"
"す。"
#: editor/project_export.cpp
msgid "Release"
msgstr "リリース"
#: editor/project_export.cpp
msgid "Exporting All"
msgstr "すべてエクスポート"
#: editor/project_export.cpp
msgid "The given export path doesn't exist:"
msgstr "指定されたエクスポートパスが存在しません:"
#: editor/project_export.cpp
msgid "Export templates for this platform are missing/corrupted:"
msgstr ""
"このプラットフォームに対するエクスポート テンプレートが見つからないか、破損し"
"ています:"
#: editor/project_export.cpp
msgid "Presets"
msgstr "プリセット"
#: editor/project_export.cpp editor/project_settings_editor.cpp
msgid "Add..."
msgstr "追加..."
#: editor/project_export.cpp
msgid ""
"If checked, the preset will be available for use in one-click deploy.\n"
"Only one preset per platform may be marked as runnable."
msgstr ""
"チェックを入れると、1クリック・デプロイでもこのプリセットが使われるようにな"
"ります。ひとつのプラットフォームに対し、ひとつのプリセットのみが実行可能とし"
"てマークできます。"
#: editor/project_export.cpp
msgid "Export Path"
msgstr "エクスポート先のパス"
#: editor/project_export.cpp
msgid "Resources"
msgstr "リソース"
#: editor/project_export.cpp
msgid "Export all resources in the project"
msgstr "プロジェクト内のリソースをすべてエクスポート"
#: editor/project_export.cpp
msgid "Export selected scenes (and dependencies)"
msgstr "選択したシーン(と依存関係にあるもの)をエクスポート"
#: editor/project_export.cpp
msgid "Export selected resources (and dependencies)"
msgstr "選択したリソース(と依存関係にあるもの)をエクスポート"
#: editor/project_export.cpp
msgid "Export Mode:"
msgstr "エクスポートモード:"
#: editor/project_export.cpp
msgid "Resources to export:"
msgstr "エクスポートするリソース:"
#: editor/project_export.cpp
msgid ""
"Filters to export non-resource files/folders\n"
"(comma-separated, e.g: *.json, *.txt, docs/*)"
msgstr ""
"リソース以外のファイル/フォルダをエクスポートするためのフィルタ\n"
"(コンマで区切る、 例: *.json,*.txt,docs/*)"
#: editor/project_export.cpp
msgid ""
"Filters to exclude files/folders from project\n"
"(comma-separated, e.g: *.json, *.txt, docs/*)"
msgstr ""
"プロジェクトからファイル/フォルダを除外するフィルタ\n"
"(コンマで区切る、 例: *.json,*.txt,docs/*)"
#: editor/project_export.cpp
msgid "Patches"
msgstr "パッチ"
#: editor/project_export.cpp
msgid "Make Patch"
msgstr "パッチ生成"
#: editor/project_export.cpp
msgid "Pack File"
msgstr "パックファイル"
#: editor/project_export.cpp
msgid "Features"
msgstr "特徴"
#: editor/project_export.cpp
msgid "Custom (comma-separated):"
msgstr "カスタム (コンマ区切り):"
#: editor/project_export.cpp
msgid "Feature List:"
msgstr "機能一覧:"
#: editor/project_export.cpp
msgid "Script"
msgstr "スクリプト"
#: editor/project_export.cpp
msgid "Script Export Mode:"
msgstr "スクリプトのエクスポートモード:"
#: editor/project_export.cpp
msgid "Text"
msgstr "テキスト"
#: editor/project_export.cpp
msgid "Compiled"
msgstr "コンパイル済み"
#: editor/project_export.cpp
msgid "Encrypted (Provide Key Below)"
msgstr "暗号化(下にキーを入力)"
#: editor/project_export.cpp
msgid "Invalid Encryption Key (must be 64 characters long)"
msgstr "無効な暗号化キー(64文字である必要があります)"
#: editor/project_export.cpp
msgid "Script Encryption Key (256-bits as hex):"
msgstr "スクリプト暗号化キー(16進数で256ビット):"
#: editor/project_export.cpp
msgid "Export PCK/Zip"
msgstr "PCK/Zipのエクスポート"
#: editor/project_export.cpp
msgid "Export Project"
msgstr "プロジェクトのエクスポート"
#: editor/project_export.cpp
msgid "Export mode?"
msgstr "エクスポート モード?"
#: editor/project_export.cpp
msgid "Export All"
msgstr "すべてエクスポート"
#: editor/project_export.cpp editor/project_manager.cpp
msgid "ZIP File"
msgstr "ZIPファイル"
#: editor/project_export.cpp
msgid "Godot Game Pack"
msgstr "Godotゲームパック"
#: editor/project_export.cpp
msgid "Export templates for this platform are missing:"
msgstr "このプラットフォームに対するエクスポート テンプレートが見つかりません:"
#: editor/project_export.cpp
msgid "Manage Export Templates"
msgstr "エクスポートテンプレートの管理"
#: editor/project_export.cpp
msgid "Export With Debug"
msgstr "デバッグ付きエクスポート"
#: editor/project_manager.cpp
msgid "The path specified doesn't exist."
msgstr "指定されたパスは存在しません。"
#: editor/project_manager.cpp
msgid "Error opening package file (it's not in ZIP format)."
msgstr ""
"パッケージ ファイルを開くときにエラーが発生しました (ZIP形式ではありません)。"
#: editor/project_manager.cpp
msgid ""
"Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file."
msgstr ""
"無効な\".zip\"プロジェクトファイルです。\"project.godot\"ファイルが含まれてい"
"ません。"
#: editor/project_manager.cpp
msgid "Please choose an empty folder."
msgstr "空のフォルダを選択してください。"
#: editor/project_manager.cpp
msgid "Please choose a \"project.godot\" or \".zip\" file."
msgstr "\"project.godot\"または\".zip\"ファイルを選択してください。"
#: editor/project_manager.cpp
msgid "This directory already contains a Godot project."
msgstr "このディレクトリにはすでにGodotプロジェクトが含まれています。"
#: editor/project_manager.cpp
msgid "New Game Project"
msgstr "新しいゲームプロジェクト"
#: editor/project_manager.cpp
msgid "Imported Project"
msgstr "インポートされたプロジェクト"
#: editor/project_manager.cpp
msgid "Invalid Project Name."
msgstr "無効なプロジェクト名です。"
#: editor/project_manager.cpp
msgid "Couldn't create folder."
msgstr "フォルダを作成できませんでした。"
#: editor/project_manager.cpp
msgid "There is already a folder in this path with the specified name."
msgstr "このパスには、指定された名前のフォルダが既に存在します。"
#: editor/project_manager.cpp
msgid "It would be a good idea to name your project."
msgstr "プロジェクトに名前を付けてください."
#: editor/project_manager.cpp
msgid "Invalid project path (changed anything?)."
msgstr "プロジェクトパスが無効です(何かを変更しましたか?)。"
#: editor/project_manager.cpp
msgid ""
"Couldn't load project.godot in project path (error %d). It may be missing or "
"corrupted."
msgstr ""
"プロジェクトパスの project.godot を読み込めませんでした。 (エラー %d)。見つか"
"らないか破損している可能性があります。"
#: editor/project_manager.cpp
msgid "Couldn't edit project.godot in project path."
msgstr "プロジェクトパスの project.godot を編集できませんでした。"
#: editor/project_manager.cpp
msgid "Couldn't create project.godot in project path."
msgstr "project.godot をプロジェクトパスに生成できませんでした。"
#: editor/project_manager.cpp
msgid "Rename Project"
msgstr "プロジェクト名の変更"
#: editor/project_manager.cpp
msgid "Import Existing Project"
msgstr "既存のプロジェクトをインポート"
#: editor/project_manager.cpp
msgid "Import & Edit"
msgstr "インポートして編集"
#: editor/project_manager.cpp
msgid "Create New Project"
msgstr "新規プロジェクトを作成"
#: editor/project_manager.cpp
msgid "Create & Edit"
msgstr "作成して編集"
#: editor/project_manager.cpp
msgid "Install Project:"
msgstr "プロジェクトをインストール:"
#: editor/project_manager.cpp
msgid "Install & Edit"
msgstr "インストールして編集"
#: editor/project_manager.cpp
msgid "Project Name:"
msgstr "プロジェクト名:"
#: editor/project_manager.cpp
msgid "Project Path:"
msgstr "プロジェクトパス:"
#: editor/project_manager.cpp
msgid "Project Installation Path:"
msgstr "プロジェクトのインストールパス:"
#: editor/project_manager.cpp
msgid "Renderer:"
msgstr "レンダラー:"
#: editor/project_manager.cpp
msgid "OpenGL ES 3.0"
msgstr "OpenGL ES 3.0"
#: editor/project_manager.cpp
msgid ""
"Higher visual quality\n"
"All features available\n"
"Incompatible with older hardware\n"
"Not recommended for web games"
msgstr ""
"高いビジュアルクオリティ\n"
"すべての機能を利用可能\n"
"古いハードウェアとの互換性なし\n"
"Webゲームには非推奨"
#: editor/project_manager.cpp
msgid "OpenGL ES 2.0"
msgstr "OpenGL ES 2.0"
#: editor/project_manager.cpp
msgid ""
"Lower visual quality\n"
"Some features not available\n"
"Works on most hardware\n"
"Recommended for web games"
msgstr ""
"低いビジュアルクオリティ\n"
"一部機能は利用不可\n"
"ほとんどのハードウェアで動作\n"
"Webゲームに推奨"
#: editor/project_manager.cpp
msgid "Renderer can be changed later, but scenes may need to be adjusted."
msgstr ""
"レンダラーは後で変更できますが、シーンの調整が必要となる場合があります。"
#: editor/project_manager.cpp
msgid "Unnamed Project"
msgstr "名無しのプロジェクト"
#: editor/project_manager.cpp
msgid "Missing Project"
msgstr "プロジェクトがありません"
#: editor/project_manager.cpp
msgid "Error: Project is missing on the filesystem."
msgstr "エラー: プロジェクトはファイルシステムを見つけられません。"
#: editor/project_manager.cpp
msgid "Can't open project at '%s'."
msgstr "次の場所のプロジェクトを開けません '%s'。"
#: editor/project_manager.cpp
msgid "Are you sure to open more than one project?"
msgstr "複数のプロジェクトを開いてもよろしいですか?"
#: editor/project_manager.cpp
msgid ""
"The following project settings file does not specify the version of Godot "
"through which it was created.\n"
"\n"
"%s\n"
"\n"
"If you proceed with opening it, it will be converted to Godot's current "
"configuration file format.\n"
"Warning: You won't be able to open the project with previous versions of the "
"engine anymore."
msgstr ""
"次のプロジェクト設定ファイルには、作成に使用したGodotのバージョンは指定されて"
"いません。\n"
"\n"
"%s\n"
"\n"
"ファイルを開くと、Godotの現在の設定ファイル形式に変換されます。\n"
"警告:以前のバージョンのエンジンではプロジェクトを開けません。"
#: editor/project_manager.cpp
msgid ""
"The following project settings file was generated by an older engine "
"version, and needs to be converted for this version:\n"
"\n"
"%s\n"
"\n"
"Do you want to convert it?\n"
"Warning: You won't be able to open the project with previous versions of the "
"engine anymore."
msgstr ""
"以下のプロジェクト設定ファイルは、古いバージョンのエンジンにより生成されてお"
"り、現在のバージョン用に変換が必要です:\n"
"\n"
"%s\n"
"\n"
"変換しますか?\n"
"警告: プロジェクトは旧バージョンのエンジンで開くことができなくなります。"
#: editor/project_manager.cpp
msgid ""
"The project settings were created by a newer engine version, whose settings "
"are not compatible with this version."
msgstr ""
"プロジェクト設定は、このバージョンと互換性のない新しいバージョンのエンジンで"
"作成されています。"
#: editor/project_manager.cpp
msgid ""
"Can't run project: no main scene defined.\n"
"Please edit the project and set the main scene in the Project Settings under "
"the \"Application\" category."
msgstr ""
"プロジェクトを実行できません:メインシーンが定義されていません\n"
"プロジェクトを編集し、「アプリケーション」カテゴリ内の「プロジェクト設定」で"
"メインシーンを設定してください。"
#: editor/project_manager.cpp
msgid ""
"Can't run project: Assets need to be imported.\n"
"Please edit the project to trigger the initial import."
msgstr ""
"プロジェクトを実行できません:アセットをインポートする必要があります。\n"
"プロジェクトを編集して初期インポートを開始してください。"
#: editor/project_manager.cpp
msgid "Are you sure to run %d projects at once?"
msgstr "%d個のプロジェクトを同時に実行してもよろしいですか?"
#: editor/project_manager.cpp
msgid ""
"Remove %d projects from the list?\n"
"The project folders' contents won't be modified."
msgstr ""
"%d プロジェクトを一覧から削除しますか?\n"
"プロジェクトフォルダの内容は変更されません。"
#: editor/project_manager.cpp
msgid ""
"Remove this project from the list?\n"
"The project folder's contents won't be modified."
msgstr ""
"このプロジェクトを一覧から削除しますか?\n"
"プロジェクトフォルダの内容は変更されません。"
#: editor/project_manager.cpp
msgid ""
"Remove all missing projects from the list?\n"
"The project folders' contents won't be modified."
msgstr ""
"見つからないすべてのプロジェクトを一覧から削除しますか?\n"
"プロジェクトフォルダの内容は変更されません。"
#: editor/project_manager.cpp
msgid ""
"Language changed.\n"
"The interface will update after restarting the editor or project manager."
msgstr ""
"言語が変更されました。\n"
"エディタまたはプロジェクトマネージャーの再起動後にインターフェースが更新され"
"ます。"
#: editor/project_manager.cpp
msgid ""
"Are you sure to scan %s folders for existing Godot projects?\n"
"This could take a while."
msgstr ""
"既存のGodotプロジェクトの%sフォルダをスキャンしますか?\n"
"これにはしばらく時間がかかります。"
#: editor/project_manager.cpp
msgid "Project Manager"
msgstr "プロジェクトマネージャー"
#: editor/project_manager.cpp
msgid "Projects"
msgstr "プロジェクト"
#: editor/project_manager.cpp
msgid "Last Modified"
msgstr "最終更新"
#: editor/project_manager.cpp
msgid "Scan"
msgstr "スキャン"
#: editor/project_manager.cpp
msgid "Select a Folder to Scan"
msgstr "スキャンするフォルダを選択"
#: editor/project_manager.cpp
msgid "New Project"
msgstr "新規プロジェクト"
#: editor/project_manager.cpp
msgid "Remove Missing"
msgstr "存在しないものを削除"
#: editor/project_manager.cpp
msgid "Templates"
msgstr "テンプレート"
#: editor/project_manager.cpp
msgid "Restart Now"
msgstr "今すぐ再起動"
#: editor/project_manager.cpp
msgid "Can't run project"
msgstr "プロジェクトを実行できません"
#: editor/project_manager.cpp
msgid ""
"You currently don't have any projects.\n"
"Would you like to explore official example projects in the Asset Library?"
msgstr ""
"プロジェクトが何も登録されていません。\n"
"アセットライブラリで公式のサンプルプロジェクトをチェックしますか?"
#: editor/project_settings_editor.cpp
msgid "Key "
msgstr "キー "
#: editor/project_settings_editor.cpp
msgid "Joy Button"
msgstr "ゲームパッドのボタン"
#: editor/project_settings_editor.cpp
msgid "Joy Axis"
msgstr "ゲームパッドの方向キー/スティック"
#: editor/project_settings_editor.cpp
msgid "Mouse Button"
msgstr "マウスボタン"
#: editor/project_settings_editor.cpp
msgid ""
"Invalid action name. it cannot be empty nor contain '/', ':', '=', '\\' or "
"'\"'"
msgstr ""
"アクション名が無効です。空にしたり、'/'、':'、'='、'\\'等を含めることはできま"
"せん"
#: editor/project_settings_editor.cpp
msgid "An action with the name '%s' already exists."
msgstr "'%s' という名前のアクションが既に存在します。"
#: editor/project_settings_editor.cpp
msgid "Rename Input Action Event"
msgstr "入力アクションイベントの名前を変更する"
#: editor/project_settings_editor.cpp
msgid "Change Action deadzone"
msgstr "アクションデッドゾーンの変更"
#: editor/project_settings_editor.cpp
msgid "Add Input Action Event"
msgstr "入力アクションイベントを追加"
#: editor/project_settings_editor.cpp
msgid "All Devices"
msgstr "すべてのデバイス"
#: editor/project_settings_editor.cpp
msgid "Device"
msgstr "デバイス"
#: editor/project_settings_editor.cpp editor/settings_config_dialog.cpp
msgid "Press a Key..."
msgstr "キーを押してください..."
#: editor/project_settings_editor.cpp
msgid "Mouse Button Index:"
msgstr "マウスボタンインデックス:"
#: editor/project_settings_editor.cpp
msgid "Left Button"
msgstr "左ボタン"
#: editor/project_settings_editor.cpp
msgid "Right Button"
msgstr "右ボタン"
#: editor/project_settings_editor.cpp
msgid "Middle Button"
msgstr "中央ボタン"
#: editor/project_settings_editor.cpp
msgid "Wheel Up Button"
msgstr "ホイール上ボタン"
#: editor/project_settings_editor.cpp
msgid "Wheel Down Button"
msgstr "ホイール下ボタン"
#: editor/project_settings_editor.cpp
msgid "Wheel Left Button"
msgstr "ホイール左ボタン"
#: editor/project_settings_editor.cpp
msgid "Wheel Right Button"
msgstr "ホイール右ボタン"
#: editor/project_settings_editor.cpp
msgid "X Button 1"
msgstr "Xボタン1"
#: editor/project_settings_editor.cpp
msgid "X Button 2"
msgstr "Xボタン2"
#: editor/project_settings_editor.cpp
msgid "Joypad Axis Index:"
msgstr "ジョイパッドの方向キー/スティックのインデックス:"
#: editor/project_settings_editor.cpp
msgid "Axis"
msgstr "アナログ"
#: editor/project_settings_editor.cpp
msgid "Joypad Button Index:"
msgstr "ジョイパッドのボタンのインデックス:"
#: editor/project_settings_editor.cpp
msgid "Erase Input Action"
msgstr "入力アクションを消去"
#: editor/project_settings_editor.cpp
msgid "Erase Input Action Event"
msgstr "入力アクションイベントを消去"
#: editor/project_settings_editor.cpp
msgid "Add Event"
msgstr "イベントを追加"
#: editor/project_settings_editor.cpp
msgid "Button"
msgstr "\\ Button"
#: editor/project_settings_editor.cpp
msgid "Left Button."
msgstr "左クリック"
#: editor/project_settings_editor.cpp
msgid "Right Button."
msgstr "右クリック"
#: editor/project_settings_editor.cpp
msgid "Middle Button."
msgstr "中クリック"
#: editor/project_settings_editor.cpp
msgid "Wheel Up."
msgstr "マウスホイールを上に。"
#: editor/project_settings_editor.cpp
msgid "Wheel Down."
msgstr "マウスホイールを下に。"
#: editor/project_settings_editor.cpp
msgid "Add Global Property"
msgstr "グローバルプロパティの追加"
#: editor/project_settings_editor.cpp
msgid "Select a setting item first!"
msgstr "設定項目を選択してください!"
#: editor/project_settings_editor.cpp
msgid "No property '%s' exists."
msgstr "プロパティ '%s' は存在しません。"
#: editor/project_settings_editor.cpp
msgid "Setting '%s' is internal, and it can't be deleted."
msgstr "設定 's'は内部的なものであり、削除することはできません。"
#: editor/project_settings_editor.cpp
msgid "Delete Item"
msgstr "アイテムを削除"
#: editor/project_settings_editor.cpp
msgid ""
"Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or "
"'\"'."
msgstr ""
"無効なアクション名です。空もしくは'/'、':'、'='、'\\' 、'\"'等を含めることは"
"できません。"
#: editor/project_settings_editor.cpp
msgid "Add Input Action"
msgstr "入力アクションの追加"
#: editor/project_settings_editor.cpp
msgid "Error saving settings."
msgstr "設定を保存できませんでした。"
#: editor/project_settings_editor.cpp
msgid "Settings saved OK."
msgstr "設定の保存に成功しました。"
#: editor/project_settings_editor.cpp
msgid "Moved Input Action Event"
msgstr "入力アクションイベントを移動"
#: editor/project_settings_editor.cpp
msgid "Override for Feature"
msgstr "機能のオーバーライド"
#: editor/project_settings_editor.cpp
msgid "Add Translation"
msgstr "翻訳を追加"
#: editor/project_settings_editor.cpp
msgid "Remove Translation"
msgstr "翻訳を除去"
#: editor/project_settings_editor.cpp
msgid "Add Remapped Path"
msgstr "再マップされたパスを追加"
#: editor/project_settings_editor.cpp
msgid "Resource Remap Add Remap"
msgstr "リソース再マップが再マップを追加"
#: editor/project_settings_editor.cpp
msgid "Change Resource Remap Language"
msgstr "リソースリマップ言語を変更"
#: editor/project_settings_editor.cpp
msgid "Remove Resource Remap"
msgstr "リソースのリマップを削除"
#: editor/project_settings_editor.cpp
msgid "Remove Resource Remap Option"
msgstr "リソース再マップオプションを削除"
#: editor/project_settings_editor.cpp
msgid "Changed Locale Filter"
msgstr "ロケールフィルタの変更"
#: editor/project_settings_editor.cpp
msgid "Changed Locale Filter Mode"
msgstr "ロケールフィルタモードの変更"
#: editor/project_settings_editor.cpp
msgid "Project Settings (project.godot)"
msgstr "プロジェクト設定 (project.godot)"
#: editor/project_settings_editor.cpp editor/settings_config_dialog.cpp
msgid "General"
msgstr "一般"
#: editor/project_settings_editor.cpp
msgid "Override For..."
msgstr "上書きします..."
#: editor/project_settings_editor.cpp editor/settings_config_dialog.cpp
msgid "The editor must be restarted for changes to take effect."
msgstr "変更を有効にするには、エディタを再起動する必要があります。"
#: editor/project_settings_editor.cpp
msgid "Input Map"
msgstr "インプットマップ"
#: editor/project_settings_editor.cpp
msgid "Action:"
msgstr "アクション:"
#: editor/project_settings_editor.cpp
msgid "Action"
msgstr "アクション(Action)"
#: editor/project_settings_editor.cpp
msgid "Deadzone"
msgstr "デッドゾーン"
#: editor/project_settings_editor.cpp
msgid "Device:"
msgstr "デバイス:"
#: editor/project_settings_editor.cpp
msgid "Index:"
msgstr "インデックス:"
#: editor/project_settings_editor.cpp
msgid "Localization"
msgstr "ローカライズ"
#: editor/project_settings_editor.cpp
msgid "Translations"
msgstr "翻訳"
#: editor/project_settings_editor.cpp
msgid "Translations:"
msgstr "翻訳:"
#: editor/project_settings_editor.cpp
msgid "Remaps"
msgstr "リマップ"
#: editor/project_settings_editor.cpp
msgid "Resources:"
msgstr "リソース:"
#: editor/project_settings_editor.cpp
msgid "Remaps by Locale:"
msgstr "ロケールに従いリマップ:"
#: editor/project_settings_editor.cpp
msgid "Locale"
msgstr "ロケール"
#: editor/project_settings_editor.cpp
msgid "Locales Filter"
msgstr "ロケールフィルタ"
#: editor/project_settings_editor.cpp
msgid "Show All Locales"
msgstr "すべてのロケールを表示する"
#: editor/project_settings_editor.cpp
msgid "Show Selected Locales Only"
msgstr "選択したロケールのみ表示"
#: editor/project_settings_editor.cpp
msgid "Filter mode:"
msgstr "フィルタモード:"
#: editor/project_settings_editor.cpp
msgid "Locales:"
msgstr "ロケール:"
#: editor/project_settings_editor.cpp
msgid "AutoLoad"
msgstr "自動読み込み"
#: editor/project_settings_editor.cpp
msgid "Plugins"
msgstr "プラグイン"
#: editor/property_editor.cpp
msgid "Preset..."
msgstr "プリセット..."
#: editor/property_editor.cpp
msgid "Zero"
msgstr "無し"
#: editor/property_editor.cpp
msgid "Easing In-Out"
msgstr "イージング(In-Out)"
#: editor/property_editor.cpp
msgid "Easing Out-In"
msgstr "イージング(Out-In)"
#: editor/property_editor.cpp
msgid "File..."
msgstr "ファイル..."
#: editor/property_editor.cpp
msgid "Dir..."
msgstr "ディレクトリ..."
#: editor/property_editor.cpp
msgid "Assign"
msgstr "アサインする"
#: editor/property_editor.cpp
msgid "Select Node"
msgstr "ノードを選択"
#: editor/property_editor.cpp
msgid "Error loading file: Not a resource!"
msgstr "ファイル読み込みエラー: リソースではありません!"
#: editor/property_editor.cpp
msgid "Pick a Node"
msgstr "ノードを選択する"
#: editor/property_editor.cpp
msgid "Bit %d, val %d."
msgstr "ビット %d, 値 %d."
#: editor/property_selector.cpp
msgid "Select Property"
msgstr "プロパティの選択"
#: editor/property_selector.cpp
msgid "Select Virtual Method"
msgstr "Virtualメソッドを選択"
#: editor/property_selector.cpp
msgid "Select Method"
msgstr "メソッドの選択"
#: editor/rename_dialog.cpp editor/scene_tree_dock.cpp
msgid "Batch Rename"
msgstr "名前の一括変更"
#: editor/rename_dialog.cpp
msgid "Prefix"
msgstr "プレフィックス"
#: editor/rename_dialog.cpp
msgid "Suffix"
msgstr "サフィックス"
#: editor/rename_dialog.cpp
msgid "Use Regular Expressions"
msgstr "正規表現を使用する"
#: editor/rename_dialog.cpp
msgid "Advanced Options"
msgstr "高度なオプション"
#: editor/rename_dialog.cpp
msgid "Substitute"
msgstr "代替"
#: editor/rename_dialog.cpp
msgid "Node name"
msgstr "ノード名"
#: editor/rename_dialog.cpp
msgid "Node's parent name, if available"
msgstr "ノードの親の名前 (使用可能な場合)"
#: editor/rename_dialog.cpp
msgid "Node type"
msgstr "ノードタイプ"
#: editor/rename_dialog.cpp
msgid "Current scene name"
msgstr "現在のシーン名"
#: editor/rename_dialog.cpp
msgid "Root node name"
msgstr "ルートノード名"
#: editor/rename_dialog.cpp
msgid ""
"Sequential integer counter.\n"
"Compare counter options."
msgstr ""
"シーケンシャル整数カウンタ。\n"
"カウンタオプションを比較します。"
#: editor/rename_dialog.cpp
msgid "Per-level Counter"
msgstr "レベルごとのカウンター"
#: editor/rename_dialog.cpp
msgid "If set the counter restarts for each group of child nodes"
msgstr "設定すると、子ノードのグループごとにカウンタが再起動します"
#: editor/rename_dialog.cpp
msgid "Initial value for the counter"
msgstr "カウンタの初期値"
#: editor/rename_dialog.cpp
msgid "Step"
msgstr "ステップ"
#: editor/rename_dialog.cpp
msgid "Amount by which counter is incremented for each node"
msgstr "各ノードのカウンタの増分量"
#: editor/rename_dialog.cpp
msgid "Padding"
msgstr "パディング"
#: editor/rename_dialog.cpp
msgid ""
"Minimum number of digits for the counter.\n"
"Missing digits are padded with leading zeros."
msgstr ""
"カウンタの最小桁数。\n"
"欠落した数字は、先頭にゼロが埋め込まれます。"
#: editor/rename_dialog.cpp
msgid "Post-Process"
msgstr "ポストプロセス"
#: editor/rename_dialog.cpp
msgid "Keep"
msgstr "保持"
#: editor/rename_dialog.cpp
msgid "PascalCase to snake_case"
msgstr "PascalCaseからsnake_caseへ"
#: editor/rename_dialog.cpp
msgid "snake_case to PascalCase"
msgstr "snake_caseをPascalCaseへ"
#: editor/rename_dialog.cpp
msgid "Case"
msgstr "ケース"
#: editor/rename_dialog.cpp
msgid "To Lowercase"
msgstr "小文字に"
#: editor/rename_dialog.cpp
msgid "To Uppercase"
msgstr "大文字に"
#: editor/rename_dialog.cpp
msgid "Reset"
msgstr "リセット"
#: editor/rename_dialog.cpp
msgid "Regular Expression Error"
msgstr "正規表現エラー"
#: editor/rename_dialog.cpp
msgid "At character %s"
msgstr "文字 %s"
#: editor/reparent_dialog.cpp editor/scene_tree_dock.cpp
msgid "Reparent Node"
msgstr "親ノードを変更"
#: editor/reparent_dialog.cpp
msgid "Reparent Location (Select new Parent):"
msgstr "親を変更(新しい親を選択):"
#: editor/reparent_dialog.cpp
msgid "Keep Global Transform"
msgstr "グローバル トランスフォームを保持"
#: editor/reparent_dialog.cpp editor/scene_tree_dock.cpp
msgid "Reparent"
msgstr "親を変更"
#: editor/run_settings_dialog.cpp
msgid "Run Mode:"
msgstr "実行モード:"
#: editor/run_settings_dialog.cpp
msgid "Current Scene"
msgstr "現在のシーン"
#: editor/run_settings_dialog.cpp
msgid "Main Scene"
msgstr "メインシーン"
#: editor/run_settings_dialog.cpp
msgid "Main Scene Arguments:"
msgstr "メインシーンの引数:"
#: editor/run_settings_dialog.cpp
msgid "Scene Run Settings"
msgstr "シーン実行の設定"
#: editor/scene_tree_dock.cpp
msgid "No parent to instance the scenes at."
msgstr "シーンをインスタンス化する親がありません。"
#: editor/scene_tree_dock.cpp
msgid "Error loading scene from %s"
msgstr "シーンを%sから読み込む際にエラーが生じました"
#: editor/scene_tree_dock.cpp
msgid ""
"Cannot instance the scene '%s' because the current scene exists within one "
"of its nodes."
msgstr ""
"シーン '%s' のノードの一つに現在のシーンがあるため、インスタンス化できませ"
"ん。"
#: editor/scene_tree_dock.cpp
msgid "Instance Scene(s)"
msgstr "シーンのインスタンス化"
#: editor/scene_tree_dock.cpp
msgid "Replace with Branch Scene"
msgstr "ブランチ シーンで置き換え"
#: editor/scene_tree_dock.cpp
msgid "Instance Child Scene"
msgstr "子シーンをインスタンス化"
#: editor/scene_tree_dock.cpp
msgid "Clear Script"
msgstr "スクリプトをクリア"
#: editor/scene_tree_dock.cpp
msgid "This operation can't be done on the tree root."
msgstr "この処理はツリーのルートでは実行できません。"
#: editor/scene_tree_dock.cpp
msgid "Move Node In Parent"
msgstr "ノードを親に移動"
#: editor/scene_tree_dock.cpp
msgid "Move Nodes In Parent"
msgstr "複数のノードを親に移動"
#: editor/scene_tree_dock.cpp
msgid "Duplicate Node(s)"
msgstr "ノードを複製"
#: editor/scene_tree_dock.cpp
msgid "Can't reparent nodes in inherited scenes, order of nodes can't change."
msgstr ""
"継承シーンのノードを親にすることはできません。ノードの順序は変更できません。"
#: editor/scene_tree_dock.cpp
msgid "Node must belong to the edited scene to become root."
msgstr "ルートにするには、ノードが編集されたシーンに属している必要があります。"
#: editor/scene_tree_dock.cpp
msgid "Instantiated scenes can't become root"
msgstr "インスタンス化されたシーンはルートにできません"
#: editor/scene_tree_dock.cpp
msgid "Make node as Root"
msgstr "ノードをルートにする"
#: editor/scene_tree_dock.cpp
msgid "Delete %d nodes?"
msgstr "%d ノードを削除しますか?"
#: editor/scene_tree_dock.cpp
msgid "Delete the root node \"%s\"?"
msgstr "ルートノード \"%s\" を削除しますか?"
#: editor/scene_tree_dock.cpp
msgid "Delete node \"%s\" and its children?"
msgstr "\"%s\" ノードとその子ノードを削除しますか?"
#: editor/scene_tree_dock.cpp
msgid "Delete node \"%s\"?"
msgstr "\"%s\" ノードを削除しますか?"
#: editor/scene_tree_dock.cpp
msgid "Can not perform with the root node."
msgstr "ルートノードでは実行できません。"
#: editor/scene_tree_dock.cpp
msgid "This operation can't be done on instanced scenes."
msgstr "この処理はインスタンス化されたシーンでは実行できません。"
#: editor/scene_tree_dock.cpp
msgid "Save New Scene As..."
msgstr "新規シーンに名前を付けて保存..."
#: editor/scene_tree_dock.cpp
msgid ""
"Disabling \"editable_instance\" will cause all properties of the node to be "
"reverted to their default."
msgstr ""
"\"editable_instance\" を無効にすると、ノードのすべてのプロパティがデフォルト"
"に戻ります。"
#: editor/scene_tree_dock.cpp
msgid ""
"Enabling \"Load As Placeholder\" will disable \"Editable Children\" and "
"cause all properties of the node to be reverted to their default."
msgstr ""
"『プレースホルダとしてロード』を有効にすると『編集可能な子』は無効にされ、こ"
"のノードにあるすべてのプロパティはデフォルト値に戻されます。"
#: editor/scene_tree_dock.cpp
msgid "Make Local"
msgstr "ローカルにする"
#: editor/scene_tree_dock.cpp
msgid "New Scene Root"
msgstr "新しいシーンのルート"
#: editor/scene_tree_dock.cpp
msgid "Create Root Node:"
msgstr "ルートノードを生成:"
#: editor/scene_tree_dock.cpp
msgid "2D Scene"
msgstr "2D シーン"
#: editor/scene_tree_dock.cpp
msgid "3D Scene"
msgstr "3D シーン"
#: editor/scene_tree_dock.cpp
msgid "User Interface"
msgstr "ユーザーインターフェース"
#: editor/scene_tree_dock.cpp
msgid "Other Node"
msgstr "その他のノード"
#: editor/scene_tree_dock.cpp
msgid "Can't operate on nodes from a foreign scene!"
msgstr "別のシーンからノードを操作することはできません!"
#: editor/scene_tree_dock.cpp
msgid "Can't operate on nodes the current scene inherits from!"
msgstr "現在のシーンが継承しているノードを操作することはできません!"
#: editor/scene_tree_dock.cpp
msgid "Attach Script"
msgstr "スクリプトをアタッチ"
#: editor/scene_tree_dock.cpp
msgid "Remove Node(s)"
msgstr "ノードを除去"
#: editor/scene_tree_dock.cpp
msgid "Change type of node(s)"
msgstr "ノードのタイプを変更する"
#: editor/scene_tree_dock.cpp
msgid ""
"Couldn't save new scene. Likely dependencies (instances) couldn't be "
"satisfied."
msgstr ""
"新しいシーンを保存できませんでした。 おそらく依存関係(インスタンス)を満たすこ"
"とができませんでした。"
#: editor/scene_tree_dock.cpp
msgid "Error saving scene."
msgstr "シーンを保存する際にエラーが発生しました."
#: editor/scene_tree_dock.cpp
msgid "Error duplicating scene to save it."
msgstr "保存のためシーンを複製する際にエラーが発生しました。"
#: editor/scene_tree_dock.cpp
msgid "Sub-Resources"
msgstr "サブリソース"
#: editor/scene_tree_dock.cpp
msgid "Clear Inheritance"
msgstr "継承をクリア"
#: editor/scene_tree_dock.cpp
msgid "Editable Children"
msgstr "編集可能な子"
#: editor/scene_tree_dock.cpp
msgid "Load As Placeholder"
msgstr "プレースホルダとしてロード"
#: editor/scene_tree_dock.cpp
msgid "Open Documentation"
msgstr "ドキュメントを開く"
#: editor/scene_tree_dock.cpp
msgid "Add Child Node"
msgstr "子ノードを追加"
#: editor/scene_tree_dock.cpp
msgid "Expand/Collapse All"
msgstr "すべて展開/折りたたみ"
#: editor/scene_tree_dock.cpp
msgid "Change Type"
msgstr "型を変更"
#: editor/scene_tree_dock.cpp
msgid "Reparent to New Node"
msgstr "親ノードを新規ノードに変更"
#: editor/scene_tree_dock.cpp
msgid "Make Scene Root"
msgstr "シーンをルートにする"
#: editor/scene_tree_dock.cpp
msgid "Merge From Scene"
msgstr "シーンからマージ"
#: editor/scene_tree_dock.cpp editor/script_editor_debugger.cpp
msgid "Save Branch as Scene"
msgstr "ブランチをシーンとして保存"
#: editor/scene_tree_dock.cpp editor/script_editor_debugger.cpp
msgid "Copy Node Path"
msgstr "ノードのパスをコピー"
#: editor/scene_tree_dock.cpp
msgid "Delete (No Confirm)"
msgstr "削除 (確認なし)"
#: editor/scene_tree_dock.cpp
msgid "Add/Create a New Node."
msgstr "新しいノードを追加/作成する。"
#: editor/scene_tree_dock.cpp
msgid ""
"Instance a scene file as a Node. Creates an inherited scene if no root node "
"exists."
msgstr ""
"シーンファイルをノードとしてインスタンスにします。ルートノードが存在しない場"
"合は、継承されたシーンを作成します。"
#: editor/scene_tree_dock.cpp
msgid "Attach a new or existing script for the selected node."
msgstr "選択したノードに新規または既存のスクリプトをアタッチする。"
#: editor/scene_tree_dock.cpp
msgid "Clear a script for the selected node."
msgstr "選択したノードのスクリプトをクリアする。"
#: editor/scene_tree_dock.cpp
msgid "Remote"
msgstr "リモート"
#: editor/scene_tree_dock.cpp
msgid "Local"
msgstr "ローカル"
#: editor/scene_tree_dock.cpp
msgid "Clear Inheritance? (No Undo!)"
msgstr "継承をクリアしますか? (元に戻せません!)"
#: editor/scene_tree_editor.cpp
msgid "Toggle Visible"
msgstr "表示の切り替え"
#: editor/scene_tree_editor.cpp
msgid "Unlock Node"
msgstr "ノードのロック解除"
#: editor/scene_tree_editor.cpp
msgid "Button Group"
msgstr "ボタングループ"
#: editor/scene_tree_editor.cpp
msgid "(Connecting From)"
msgstr "(接続元)"
#: editor/scene_tree_editor.cpp
msgid "Node configuration warning:"
msgstr "ノードの設定に関する警告:"
#: editor/scene_tree_editor.cpp
msgid ""
"Node has %s connection(s) and %s group(s).\n"
"Click to show signals dock."
msgstr ""
"ノードには %s 接続と %s グループがあります。\n"
"クリックすると、信号ドックが表示されます。"
#: editor/scene_tree_editor.cpp
msgid ""
"Node has %s connection(s).\n"
"Click to show signals dock."
msgstr ""
"ノードに %s 個接続があります。\n"
"クリックでシグナル ドックを表示。"
#: editor/scene_tree_editor.cpp
msgid ""
"Node is in %s group(s).\n"
"Click to show groups dock."
msgstr ""
"ノードは %s グループに属しています。\n"
"クリックしてグループドックを表示。"
#: editor/scene_tree_editor.cpp
msgid "Open Script:"
msgstr "スクリプトを開く:"
#: editor/scene_tree_editor.cpp
msgid ""
"Node is locked.\n"
"Click to unlock it."
msgstr ""
"ノードはロックされています。\n"
"クリックしてロックを外してください。"
#: editor/scene_tree_editor.cpp
msgid ""
"Children are not selectable.\n"
"Click to make selectable."
msgstr ""
"子を選択できません。\n"
"クリックして選択可能にしてください。"
#: editor/scene_tree_editor.cpp
msgid "Toggle Visibility"
msgstr "可視性の切り替え"
#: editor/scene_tree_editor.cpp
msgid ""
"AnimationPlayer is pinned.\n"
"Click to unpin."
msgstr ""
"AnimationPlayerが固定されます。\n"
"クリックして固定を解除します。"
#: editor/scene_tree_editor.cpp
msgid "Invalid node name, the following characters are not allowed:"
msgstr "不正なノード名.以下の文字は使えません:"
#: editor/scene_tree_editor.cpp
msgid "Rename Node"
msgstr "ノードの名前を変更"
#: editor/scene_tree_editor.cpp
msgid "Scene Tree (Nodes):"
msgstr "シーンツリー(ノード):"
#: editor/scene_tree_editor.cpp
msgid "Node Configuration Warning!"
msgstr "ノードの設定に関する警告!"
#: editor/scene_tree_editor.cpp
msgid "Select a Node"
msgstr "ノードを選択"
#: editor/script_create_dialog.cpp
msgid "Path is empty."
msgstr "パスが空です。"
#: editor/script_create_dialog.cpp
msgid "Filename is empty."
msgstr "ファイル名が空です。"
#: editor/script_create_dialog.cpp
msgid "Path is not local."
msgstr "パスはローカルではありません。"
#: editor/script_create_dialog.cpp
msgid "Invalid base path."
msgstr "無効なベースパスです。"
#: editor/script_create_dialog.cpp
msgid "A directory with the same name exists."
msgstr "同名のフォルダが存在します。"
#: editor/script_create_dialog.cpp
msgid "Invalid extension."
msgstr "無効な拡張子です。"
#: editor/script_create_dialog.cpp
msgid "Wrong extension chosen."
msgstr "間違った拡張子が選択されました。"
#: editor/script_create_dialog.cpp
msgid "Error loading template '%s'"
msgstr "テンプレート %s 読み込みエラー"
#: editor/script_create_dialog.cpp
msgid "Error - Could not create script in filesystem."
msgstr "エラー - ファイルシステムにスクリプトを作成できませんでした。"
#: editor/script_create_dialog.cpp
msgid "Error loading script from %s"
msgstr "%s からのスクリプトの読み込み中にエラーが発生しました"
#: editor/script_create_dialog.cpp
msgid "Overrides"
msgstr "上書き"
#: editor/script_create_dialog.cpp
msgid "N/A"
msgstr "N/A"
#: editor/script_create_dialog.cpp
msgid "Open Script / Choose Location"
msgstr "スクリプトを開く/場所を選択する"
#: editor/script_create_dialog.cpp
msgid "Open Script"
msgstr "スクリプトを開く"
#: editor/script_create_dialog.cpp
msgid "File exists, it will be reused."
msgstr "ファイルが既に存在します。そちらを再利用します。"
#: editor/script_create_dialog.cpp
msgid "Invalid class name."
msgstr "無効なクラス名。"
#: editor/script_create_dialog.cpp
msgid "Invalid inherited parent name or path."
msgstr "継承された親の名前またはパスが無効です。"
#: editor/script_create_dialog.cpp
msgid "Script path/name is valid."
msgstr "スクリプトのパス/名前は有効です。"
#: editor/script_create_dialog.cpp
msgid "Allowed: a-z, A-Z, 0-9, _ and ."
msgstr "使用可能: a-z、A-Z、0-9及び_。"
#: editor/script_create_dialog.cpp
msgid "Built-in script (into scene file)."
msgstr "組み込みスクリプト (シーンファイル内)。"
#: editor/script_create_dialog.cpp
msgid "Will create a new script file."
msgstr "新規スクリプトファイルを作成。"
#: editor/script_create_dialog.cpp
msgid "Will load an existing script file."
msgstr "既存のスクリプトファイルを読み込む。"
#: editor/script_create_dialog.cpp
msgid "Script file already exists."
msgstr "スクリプトファイルが既にあります。"
#: editor/script_create_dialog.cpp
msgid ""
"Note: Built-in scripts have some limitations and can't be edited using an "
"external editor."
msgstr ""
#: editor/script_create_dialog.cpp
msgid "Class Name:"
msgstr "クラス名:"
#: editor/script_create_dialog.cpp
msgid "Template:"
msgstr "テンプレート:"
#: editor/script_create_dialog.cpp
msgid "Built-in Script:"
msgstr "組み込みスクリプト:"
#: editor/script_create_dialog.cpp
msgid "Attach Node Script"
msgstr "ノードにスクリプトをアタッチする"
#: editor/script_editor_debugger.cpp
msgid "Remote "
msgstr "リモート "
#: editor/script_editor_debugger.cpp
msgid "Bytes:"
msgstr "バイト:"
#: editor/script_editor_debugger.cpp
msgid "Warning:"
msgstr "警告:"
#: editor/script_editor_debugger.cpp
msgid "Error:"
msgstr "エラー:"
#: editor/script_editor_debugger.cpp
msgid "C++ Error"
msgstr "C++ エラー"
#: editor/script_editor_debugger.cpp
msgid "C++ Error:"
msgstr "C++ エラー:"
#: editor/script_editor_debugger.cpp
msgid "C++ Source"
msgstr "C++ ソース"
#: editor/script_editor_debugger.cpp
msgid "Source:"
msgstr "ソース:"
#: editor/script_editor_debugger.cpp
msgid "C++ Source:"
msgstr "C++ ソース:"
#: editor/script_editor_debugger.cpp
msgid "Stack Trace"
msgstr "スタックトレース"
#: editor/script_editor_debugger.cpp
msgid "Errors"
msgstr "エラー"
#: editor/script_editor_debugger.cpp
msgid "Child process connected."
msgstr "子プロセスが接続された。"
#: editor/script_editor_debugger.cpp
msgid "Copy Error"
msgstr "エラーをコピー"
#: editor/script_editor_debugger.cpp
msgid "Video RAM"
msgstr "ビデオRAM"
#: editor/script_editor_debugger.cpp
msgid "Skip Breakpoints"
msgstr "ブレークポイントをスキップする"
#: editor/script_editor_debugger.cpp
msgid "Inspect Previous Instance"
msgstr "前のインスタンスを調べる"
#: editor/script_editor_debugger.cpp
msgid "Inspect Next Instance"
msgstr "次のインスタンスを確認する"
#: editor/script_editor_debugger.cpp
msgid "Stack Frames"
msgstr "スタックフレーム"
#: editor/script_editor_debugger.cpp
msgid "Profiler"
msgstr "プロファイラー"
#: editor/script_editor_debugger.cpp
msgid "Network Profiler"
msgstr "ネットワークプロファイラー"
#: editor/script_editor_debugger.cpp
msgid "Monitor"
msgstr "モニター"
#: editor/script_editor_debugger.cpp
msgid "Value"
msgstr "値"
#: editor/script_editor_debugger.cpp
msgid "Monitors"
msgstr "モニター"
#: editor/script_editor_debugger.cpp
msgid "Pick one or more items from the list to display the graph."
msgstr "グラフを表示するには、リストからアイテムを1つ以上選んでください。"
#: editor/script_editor_debugger.cpp
msgid "List of Video Memory Usage by Resource:"
msgstr "リソースによるビデオメモリーの使用一覧:"
#: editor/script_editor_debugger.cpp
msgid "Total:"
msgstr "合計:"
#: editor/script_editor_debugger.cpp
msgid "Resource Path"
msgstr "リソースのパス(ResourcePath)"
#: editor/script_editor_debugger.cpp
msgid "Type"
msgstr "タイプ(型)"
#: editor/script_editor_debugger.cpp
msgid "Format"
msgstr "フォーマット"
#: editor/script_editor_debugger.cpp
msgid "Usage"
msgstr "使用法"
#: editor/script_editor_debugger.cpp
msgid "Misc"
msgstr "その他"
#: editor/script_editor_debugger.cpp
msgid "Clicked Control:"
msgstr "クリックされたコントロール:"
#: editor/script_editor_debugger.cpp
msgid "Clicked Control Type:"
msgstr "クリックされたコントロールのタイプ:"
#: editor/script_editor_debugger.cpp
msgid "Live Edit Root:"
msgstr "ルートのライブ編集:"
#: editor/script_editor_debugger.cpp
msgid "Set From Tree"
msgstr "ツリーから設定"
#: editor/script_editor_debugger.cpp
msgid "Export measures as CSV"
msgstr "数値データをCSVとしてエクスポート"
#: editor/settings_config_dialog.cpp
msgid "Erase Shortcut"
msgstr "ショートカットの消去"
#: editor/settings_config_dialog.cpp
msgid "Restore Shortcut"
msgstr "ショートカットの復元"
#: editor/settings_config_dialog.cpp
msgid "Change Shortcut"
msgstr "ショートカットを変更"
#: editor/settings_config_dialog.cpp
msgid "Editor Settings"
msgstr "エディタ設定"
#: editor/settings_config_dialog.cpp
msgid "Shortcuts"
msgstr "ショートカット"
#: editor/settings_config_dialog.cpp
msgid "Binding"
msgstr "バインド"
#: editor/spatial_editor_gizmos.cpp
msgid "Change Light Radius"
msgstr "光源の半径を変更"
#: editor/spatial_editor_gizmos.cpp
msgid "Change AudioStreamPlayer3D Emission Angle"
msgstr "AudioStreamPlayer3Dの放射角度を変更する"
#: editor/spatial_editor_gizmos.cpp
msgid "Change Camera FOV"
msgstr "カメラのFOVを変更"
#: editor/spatial_editor_gizmos.cpp
msgid "Change Camera Size"
msgstr "カメラサイズを変更"
#: editor/spatial_editor_gizmos.cpp
msgid "Change Notifier AABB"
msgstr "NotifierのAABBを変更"
#: editor/spatial_editor_gizmos.cpp
msgid "Change Particles AABB"
msgstr "パーティクルの軸平行境界ボックスを変更"
#: editor/spatial_editor_gizmos.cpp
msgid "Change Probe Extents"
msgstr "プローブの範囲を変更"
#: editor/spatial_editor_gizmos.cpp modules/csg/csg_gizmos.cpp
msgid "Change Sphere Shape Radius"
msgstr "球形の半径を変更"
#: editor/spatial_editor_gizmos.cpp modules/csg/csg_gizmos.cpp
msgid "Change Box Shape Extents"
msgstr "ボックスシェイプの範囲を変更"
#: editor/spatial_editor_gizmos.cpp
msgid "Change Capsule Shape Radius"
msgstr "カプセルシェイプの半径を変更"
#: editor/spatial_editor_gizmos.cpp
msgid "Change Capsule Shape Height"
msgstr "カプセルシェイプの高さを変更"
#: editor/spatial_editor_gizmos.cpp
msgid "Change Cylinder Shape Radius"
msgstr "円柱シェイプの半径を変更"
#: editor/spatial_editor_gizmos.cpp
msgid "Change Cylinder Shape Height"
msgstr "円柱シェイプの高さを変更"
#: editor/spatial_editor_gizmos.cpp
msgid "Change Ray Shape Length"
msgstr "レイシェイプの長さを変更"
#: modules/csg/csg_gizmos.cpp
msgid "Change Cylinder Radius"
msgstr "円柱の半径を変更"
#: modules/csg/csg_gizmos.cpp
msgid "Change Cylinder Height"
msgstr "円柱の高さを変更"
#: modules/csg/csg_gizmos.cpp
msgid "Change Torus Inner Radius"
msgstr "トーラスの内径を変更"
#: modules/csg/csg_gizmos.cpp
msgid "Change Torus Outer Radius"
msgstr "トーラスの外径を変更"
#: modules/gdnative/gdnative_library_editor_plugin.cpp
msgid "Select the dynamic library for this entry"
msgstr "このエントリのダイナミックライブラリを選択してください"
#: modules/gdnative/gdnative_library_editor_plugin.cpp
msgid "Select dependencies of the library for this entry"
msgstr "このエントリのライブラリの依存関係を選択してください"
#: modules/gdnative/gdnative_library_editor_plugin.cpp
msgid "Remove current entry"
msgstr "現在のエントリを削除する"
#: modules/gdnative/gdnative_library_editor_plugin.cpp
msgid "Double click to create a new entry"
msgstr "ダブルクリックで新規エントリを生成"
#: modules/gdnative/gdnative_library_editor_plugin.cpp
msgid "Platform:"
msgstr "プラットフォーム:"
#: modules/gdnative/gdnative_library_editor_plugin.cpp
msgid "Platform"
msgstr "プラットフォーム"
#: modules/gdnative/gdnative_library_editor_plugin.cpp
msgid "Dynamic Library"
msgstr "ダイナミック ライブラリ"
#: modules/gdnative/gdnative_library_editor_plugin.cpp
msgid "Add an architecture entry"
msgstr "アーキテクチャエントリを追加する"
#: modules/gdnative/gdnative_library_editor_plugin.cpp
msgid "GDNativeLibrary"
msgstr "GDNative ライブラリ"
#: modules/gdnative/gdnative_library_singleton_editor.cpp
msgid "Enabled GDNative Singleton"
msgstr "有効なGDNativeシングルトン"
#: modules/gdnative/gdnative_library_singleton_editor.cpp
msgid "Disabled GDNative Singleton"
msgstr "無効なGDNativeシングルトン"
#: modules/gdnative/gdnative_library_singleton_editor.cpp
msgid "Library"
msgstr "ライブラリ"
#: modules/gdnative/gdnative_library_singleton_editor.cpp
msgid "Libraries: "
msgstr "ライブラリ: "
#: modules/gdnative/register_types.cpp
msgid "GDNative"
msgstr "GDNative"
#: modules/gdscript/gdscript_functions.cpp
msgid "Step argument is zero!"
msgstr "ステップ引数はゼロです!"
#: modules/gdscript/gdscript_functions.cpp
msgid "Not a script with an instance"
msgstr "インスタンスを使用していないスクリプトです"
#: modules/gdscript/gdscript_functions.cpp
msgid "Not based on a script"
msgstr "スクリプトに基づいていません"
#: modules/gdscript/gdscript_functions.cpp
msgid "Not based on a resource file"
msgstr "リソースファイルに基づいていません"
#: modules/gdscript/gdscript_functions.cpp
msgid "Invalid instance dictionary format (missing @path)"
msgstr "無効なインスタンス辞書形式です(@pathが見つかりません)"
#: modules/gdscript/gdscript_functions.cpp
msgid "Invalid instance dictionary format (can't load script at @path)"
msgstr "無効なインスタンス辞書形式です(@path でスクリプトを読み込めません)"
#: modules/gdscript/gdscript_functions.cpp
msgid "Invalid instance dictionary format (invalid script at @path)"
msgstr "無効なインスタンス辞書形式です(@path で無効なスクリプト)"
#: modules/gdscript/gdscript_functions.cpp
msgid "Invalid instance dictionary (invalid subclasses)"
msgstr "無効なインスタンス辞書です(無効なサブクラス)"
#: modules/gdscript/gdscript_functions.cpp
msgid "Object can't provide a length."
msgstr "オブジェクトに長さがありません."
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Next Plane"
msgstr "次の平面"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Previous Plane"
msgstr "前の平面"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Plane:"
msgstr "平面:"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Next Floor"
msgstr "次の床面"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Previous Floor"
msgstr "前の床面"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Floor:"
msgstr "床面:"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "GridMap Delete Selection"
msgstr "GridMap 選択範囲を削除"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "GridMap Fill Selection"
msgstr "GridMap 選択範囲を埋める"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "GridMap Paste Selection"
msgstr "GridMap 選択範囲を貼り付け"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "GridMap Paint"
msgstr "GridMap ペイント"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Grid Map"
msgstr "グリッドマップ"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Snap View"
msgstr "スナップビュー"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Clip Disabled"
msgstr "クリップ無効"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Clip Above"
msgstr "上クリップ"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Clip Below"
msgstr "下クリップ"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Edit X Axis"
msgstr "X軸を編集"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Edit Y Axis"
msgstr "Y軸を編集"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Edit Z Axis"
msgstr "Z軸を編集"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Cursor Rotate X"
msgstr "X軸でカーソルを回転"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Cursor Rotate Y"
msgstr "Y軸でカーソルを回転"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Cursor Rotate Z"
msgstr "Z軸でカーソルを回転"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Cursor Back Rotate X"
msgstr "X軸でカーソルを逆回転させる"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Cursor Back Rotate Y"
msgstr "Y軸でカーソルを逆回転させる"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Cursor Back Rotate Z"
msgstr "Z軸でカーソルを逆回転させる"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Cursor Clear Rotation"
msgstr "カーソル回転をクリア"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Paste Selects"
msgstr "選択項目の貼り付け"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Clear Selection"
msgstr "選択をクリア"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Fill Selection"
msgstr "選択部の塗り潰し"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "GridMap Settings"
msgstr "グリッドマップの設定"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Pick Distance:"
msgstr "距離を取得:"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Filter meshes"
msgstr "メッシュを絞り込む"
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Give a MeshLibrary resource to this GridMap to use its meshes."
msgstr ""
"メッシュを使うにはメッシュライブラリリソースをこのグリッドマップに設定してく"
"ださい。"
#: modules/mono/csharp_script.cpp
msgid "Class name can't be a reserved keyword"
msgstr "クラス名を予約キーワードにすることはできません"
#: modules/mono/mono_gd/gd_mono_utils.cpp
msgid "End of inner exception stack trace"
msgstr "内部例外スタックトレースの終了"
#: modules/recast/navigation_mesh_editor_plugin.cpp
msgid "Bake NavMesh"
msgstr "NavMeshを焼き込む"
#: modules/recast/navigation_mesh_editor_plugin.cpp
msgid "Clear the navigation mesh."
msgstr "ナビメッシュ(ナビゲーションメッシュ)の消去。"
#: modules/recast/navigation_mesh_generator.cpp
msgid "Setting up Configuration..."
msgstr "設定中..."
#: modules/recast/navigation_mesh_generator.cpp
msgid "Calculating grid size..."
msgstr "グリッドサイズ計算中..."
#: modules/recast/navigation_mesh_generator.cpp
msgid "Creating heightfield..."
msgstr "ハイトフィールド生成中..."
#: modules/recast/navigation_mesh_generator.cpp
msgid "Marking walkable triangles..."
msgstr "移動可能なポリゴンを記録中..."
#: modules/recast/navigation_mesh_generator.cpp
msgid "Constructing compact heightfield..."
msgstr "ハイトフィールド圧縮中..."
#: modules/recast/navigation_mesh_generator.cpp
msgid "Eroding walkable area..."
msgstr "移動可能な領域を作成中..."
#: modules/recast/navigation_mesh_generator.cpp
msgid "Partitioning..."
msgstr "分割中..."
#: modules/recast/navigation_mesh_generator.cpp
msgid "Creating contours..."
msgstr "輪郭を作成しています..."
#: modules/recast/navigation_mesh_generator.cpp
msgid "Creating polymesh..."
msgstr "ポリメッシュを作成しています..."
#: modules/recast/navigation_mesh_generator.cpp
msgid "Converting to native navigation mesh..."
msgstr "ネイティブナビゲーションメッシュに変換しています..."
#: modules/recast/navigation_mesh_generator.cpp
msgid "Navigation Mesh Generator Setup:"
msgstr "ナビメッシュ(ナビゲーションメッシュ)生成設定:"
#: modules/recast/navigation_mesh_generator.cpp
msgid "Parsing Geometry..."
msgstr "ジオメトリを解析しています..."
#: modules/recast/navigation_mesh_generator.cpp
msgid "Done!"
msgstr "完了!"
#: modules/visual_script/visual_script.cpp
msgid ""
"A node yielded without working memory, please read the docs on how to yield "
"properly!"
msgstr ""
"作業メモリなしでノードが生成されました。正しく生成する方法については、ドキュ"
"メントを参照してください!"
#: modules/visual_script/visual_script.cpp
msgid ""
"Node yielded, but did not return a function state in the first working "
"memory."
msgstr ""
"ノードは生成しましたが、最初の作業メモリーに関数状態を返しませんでした。"
#: modules/visual_script/visual_script.cpp
msgid ""
"Return value must be assigned to first element of node working memory! Fix "
"your node please."
msgstr ""
"戻り値はノードの作業用メモリの最初の要素に割り当てなければなりません!ノードを"
"修正してください。"
#: modules/visual_script/visual_script.cpp
msgid "Node returned an invalid sequence output: "
msgstr "ノードは無効なシークエンス出力を返しました: "
#: modules/visual_script/visual_script.cpp
msgid "Found sequence bit but not the node in the stack, report bug!"
msgstr ""
"スタックにシークエンスビットを見つけましたが、ノードではありません。バグ報告"
"を!"
#: modules/visual_script/visual_script.cpp
msgid "Stack overflow with stack depth: "
msgstr "スタックオーバーフロー スタックの深さ: "
#: modules/visual_script/visual_script_editor.cpp
msgid "Change Signal Arguments"
msgstr "シグナルの引数を変更"
#: modules/visual_script/visual_script_editor.cpp
msgid "Change Argument Type"
msgstr "引数の型の変更"
#: modules/visual_script/visual_script_editor.cpp
msgid "Change Argument name"
msgstr "引数名の変更"
#: modules/visual_script/visual_script_editor.cpp
msgid "Set Variable Default Value"
msgstr "変数のデフォルト値を設定"
#: modules/visual_script/visual_script_editor.cpp
msgid "Set Variable Type"
msgstr "変数の型を設定"
#: modules/visual_script/visual_script_editor.cpp
msgid "Add Input Port"
msgstr "入力ポートを追加"
#: modules/visual_script/visual_script_editor.cpp
msgid "Add Output Port"
msgstr "出力ポートを追加"
#: modules/visual_script/visual_script_editor.cpp
msgid "Override an existing built-in function."
msgstr "既存の組込み関数をオーバーライド。"
#: modules/visual_script/visual_script_editor.cpp
msgid "Create a new function."
msgstr "新規関数を作成。"
#: modules/visual_script/visual_script_editor.cpp
msgid "Variables:"
msgstr "変数を作成:"
#: modules/visual_script/visual_script_editor.cpp
msgid "Create a new variable."
msgstr "新規変数を作成。"
#: modules/visual_script/visual_script_editor.cpp
msgid "Signals:"
msgstr "シグナル:"
#: modules/visual_script/visual_script_editor.cpp
msgid "Create a new signal."
msgstr "新規シグナルを生成。"
#: modules/visual_script/visual_script_editor.cpp
msgid "Name is not a valid identifier:"
msgstr "この名前は無効な識別子です:"
#: modules/visual_script/visual_script_editor.cpp
msgid "Name already in use by another func/var/signal:"
msgstr "他の関数/変数/シグナルにより既に使われている名前:"
#: modules/visual_script/visual_script_editor.cpp
msgid "Rename Function"
msgstr "関数名を変更"
#: modules/visual_script/visual_script_editor.cpp
msgid "Rename Variable"
msgstr "変数名を変更"
#: modules/visual_script/visual_script_editor.cpp
msgid "Rename Signal"
msgstr "シグナルの名前を変える"
#: modules/visual_script/visual_script_editor.cpp
msgid "Add Function"
msgstr "関数を追加"
#: modules/visual_script/visual_script_editor.cpp
msgid "Delete input port"
msgstr "入力ポートの削除"
#: modules/visual_script/visual_script_editor.cpp
msgid "Add Variable"
msgstr "変数を追加"
#: modules/visual_script/visual_script_editor.cpp
msgid "Add Signal"
msgstr "シグナルを追加"
#: modules/visual_script/visual_script_editor.cpp
msgid "Remove Input Port"
msgstr "入力ポートの除去"
#: modules/visual_script/visual_script_editor.cpp
msgid "Remove Output Port"
msgstr "出力ポートの除去"
#: modules/visual_script/visual_script_editor.cpp
msgid "Change Expression"
msgstr "式を変更"
#: modules/visual_script/visual_script_editor.cpp
msgid "Remove VisualScript Nodes"
msgstr "VisualScriptードを除去"
#: modules/visual_script/visual_script_editor.cpp
msgid "Duplicate VisualScript Nodes"
msgstr "VisualScriptードを複製"
#: modules/visual_script/visual_script_editor.cpp
msgid "Hold %s to drop a Getter. Hold Shift to drop a generic signature."
msgstr ""
"%sを押したままGetterを(ドラッグ&)ドロップする。Shiftを押したまま汎用署名を"
"(ドラッグ&)ドロップする。"
#: modules/visual_script/visual_script_editor.cpp
msgid "Hold Ctrl to drop a Getter. Hold Shift to drop a generic signature."
msgstr ""
"Ctrlを押したままGetterを(ドラッグ&)ドロップする。Shiftを押したまま汎用シグネ"
"チャを(ドラッグ&)ドロップする."
#: modules/visual_script/visual_script_editor.cpp
msgid "Hold %s to drop a simple reference to the node."
msgstr ""
"%sを押したままードへ単純参照(simple reference)を(ドラッグ&)ドロップする。"
#: modules/visual_script/visual_script_editor.cpp
msgid "Hold Ctrl to drop a simple reference to the node."
msgstr ""
"Ctrlを押したままードへ単純参照(simple reference)を(ドラッグ&)ドロップす"
"る。"
#: modules/visual_script/visual_script_editor.cpp
msgid "Hold %s to drop a Variable Setter."
msgstr "%sを押したまま変数のSetterを(ドラッグ&)ドロップする。"
#: modules/visual_script/visual_script_editor.cpp
msgid "Hold Ctrl to drop a Variable Setter."
msgstr "Ctrlを押したまま変数のSetterを(ドラッグ&)ドロップする。"
#: modules/visual_script/visual_script_editor.cpp
msgid "Add Preload Node"
msgstr "プリロードノードを追加"
#: modules/visual_script/visual_script_editor.cpp
msgid "Add Node(s) From Tree"
msgstr "ツリーからノードを追加"
#: modules/visual_script/visual_script_editor.cpp
msgid ""
"Can't drop properties because script '%s' is not used in this scene.\n"
"Drop holding 'Shift' to just copy the signature."
msgstr ""
"このシーンではスクリプト 's'が使用されていないため、プロパティを削除できま"
"せん。\n"
"「Shift」を押しながらドロップすると、署名がコピーされます。"
#: modules/visual_script/visual_script_editor.cpp
msgid "Add Getter Property"
msgstr "Getterプロパティを追加"
#: modules/visual_script/visual_script_editor.cpp
msgid "Add Setter Property"
msgstr "Setterプロパティを追加"
#: modules/visual_script/visual_script_editor.cpp
msgid "Change Base Type"
msgstr "基底型を変更"
#: modules/visual_script/visual_script_editor.cpp
msgid "Move Node(s)"
msgstr "ノードを移動"
#: modules/visual_script/visual_script_editor.cpp
msgid "Remove VisualScript Node"
msgstr "VisualScriptードを除去"
#: modules/visual_script/visual_script_editor.cpp
msgid "Connect Nodes"
msgstr "ノードに接続"
#: modules/visual_script/visual_script_editor.cpp
msgid "Disconnect Nodes"
msgstr "ノードを切断"
#: modules/visual_script/visual_script_editor.cpp
msgid "Connect Node Data"
msgstr "ノードデータに接続"
#: modules/visual_script/visual_script_editor.cpp
msgid "Connect Node Sequence"
msgstr "ノードシーケンスに接続"
#: modules/visual_script/visual_script_editor.cpp
msgid "Script already has function '%s'"
msgstr "スクリプトに関数 '%s'が既にあります"
#: modules/visual_script/visual_script_editor.cpp
msgid "Change Input Value"
msgstr "入力値の変更"
#: modules/visual_script/visual_script_editor.cpp
msgid "Resize Comment"
msgstr "コメントのサイズを変更する"
#: modules/visual_script/visual_script_editor.cpp
msgid "Can't copy the function node."
msgstr "ファンクションノードをコピーできません。"
#: modules/visual_script/visual_script_editor.cpp
msgid "Clipboard is empty!"
msgstr "クリップボードは空です!"
#: modules/visual_script/visual_script_editor.cpp
msgid "Paste VisualScript Nodes"
msgstr "VisualScriptードを貼り付け"
#: modules/visual_script/visual_script_editor.cpp
msgid "Can't create function with a function node."
msgstr "関数ノードで関数を作成できません。"
#: modules/visual_script/visual_script_editor.cpp
msgid "Can't create function of nodes from nodes of multiple functions."
msgstr "複数の関数を持つノードから、ノードの関数を作ることができません。"
#: modules/visual_script/visual_script_editor.cpp
msgid "Select at least one node with sequence port."
msgstr "シーケンス ポートを持つノードを少なくとも 1 つ選択します。"
#: modules/visual_script/visual_script_editor.cpp
msgid "Try to only have one sequence input in selection."
msgstr "セクションでは唯一つのシーケンス入力を持つようにしてください。"
#: modules/visual_script/visual_script_editor.cpp
msgid "Create Function"
msgstr "関数を作成"
#: modules/visual_script/visual_script_editor.cpp
msgid "Remove Function"
msgstr "関数を除去"
#: modules/visual_script/visual_script_editor.cpp
msgid "Remove Variable"
msgstr "変数を削除"
#: modules/visual_script/visual_script_editor.cpp
msgid "Editing Variable:"
msgstr "編集中の変数:"
#: modules/visual_script/visual_script_editor.cpp
msgid "Remove Signal"
msgstr "シグナルを除去"
#: modules/visual_script/visual_script_editor.cpp
msgid "Editing Signal:"
msgstr "シグナルを接続:"
#: modules/visual_script/visual_script_editor.cpp
msgid "Make Tool:"
msgstr "ツールにする:"
#: modules/visual_script/visual_script_editor.cpp
msgid "Members:"
msgstr "メンバー:"
#: modules/visual_script/visual_script_editor.cpp
msgid "Change Base Type:"
msgstr "基底型を変更:"
#: modules/visual_script/visual_script_editor.cpp
msgid "Add Nodes..."
msgstr "ノードを追加..."
#: modules/visual_script/visual_script_editor.cpp
msgid "Add Function..."
msgstr "関数を追加…"
#: modules/visual_script/visual_script_editor.cpp
msgid "function_name"
msgstr "関数名"
#: modules/visual_script/visual_script_editor.cpp
msgid "Select or create a function to edit its graph."
msgstr "グラフを編集する関数を選択または作成します。"
#: modules/visual_script/visual_script_editor.cpp
msgid "Delete Selected"
msgstr "選択済みを削除"
#: modules/visual_script/visual_script_editor.cpp
msgid "Find Node Type"
msgstr "ノードタイプを探す"
#: modules/visual_script/visual_script_editor.cpp
msgid "Copy Nodes"
msgstr "ノードをコピー"
#: modules/visual_script/visual_script_editor.cpp
msgid "Cut Nodes"
msgstr "ノードを切り取る"
#: modules/visual_script/visual_script_editor.cpp
msgid "Make Function"
msgstr "関数の作成"
#: modules/visual_script/visual_script_editor.cpp
msgid "Refresh Graph"
msgstr "グラフの更新"
#: modules/visual_script/visual_script_editor.cpp
msgid "Edit Member"
msgstr "メンバーを編集"
#: modules/visual_script/visual_script_flow_control.cpp
msgid "Input type not iterable: "
msgstr "入力タイプを反復できません: "
#: modules/visual_script/visual_script_flow_control.cpp
msgid "Iterator became invalid"
msgstr "イテレータが無効になりました"
#: modules/visual_script/visual_script_flow_control.cpp
msgid "Iterator became invalid: "
msgstr "イテレーターが無効になりました: "
#: modules/visual_script/visual_script_func_nodes.cpp
msgid "Invalid index property name."
msgstr "インデックスプロパティ名が無効です。"
#: modules/visual_script/visual_script_func_nodes.cpp
msgid "Base object is not a Node!"
msgstr "ベースオブジェクトはノードではありません!"
#: modules/visual_script/visual_script_func_nodes.cpp
msgid "Path does not lead Node!"
msgstr "パスがノードに達しません!"
#: modules/visual_script/visual_script_func_nodes.cpp
msgid "Invalid index property name '%s' in node %s."
msgstr "ノード%sのインデックスのプロパティ名'%s'は無効です。"
#: modules/visual_script/visual_script_nodes.cpp
msgid ": Invalid argument of type: "
msgstr ":無効な引数 引数の型: "
#: modules/visual_script/visual_script_nodes.cpp
msgid ": Invalid arguments: "
msgstr ": 無効な引数: "
#: modules/visual_script/visual_script_nodes.cpp
msgid "VariableGet not found in script: "
msgstr "VariableGetがスクリプト内にありません: "
#: modules/visual_script/visual_script_nodes.cpp
msgid "VariableSet not found in script: "
msgstr "VariableSetがスクリプト内にありません: "
#: modules/visual_script/visual_script_nodes.cpp
msgid "Custom node has no _step() method, can't process graph."
msgstr "カスタムードに_step() メソッドが無いため、グラフを処理できません。"
#: modules/visual_script/visual_script_nodes.cpp
msgid ""
"Invalid return value from _step(), must be integer (seq out), or string "
"(error)."
msgstr ""
"_step()の無効な戻り値 integer (seq out)またはstring (error)でないといけませ"
"ん。"
#: modules/visual_script/visual_script_property_selector.cpp
msgid "Search VisualScript"
msgstr "VisualScriptを検索"
#: modules/visual_script/visual_script_property_selector.cpp
msgid "Get %s"
msgstr "%s を取得"
#: modules/visual_script/visual_script_property_selector.cpp
msgid "Set %s"
msgstr "%s を設定"
#: platform/android/export/export.cpp
msgid "Package name is missing."
msgstr "パッケージ名がありません。"
#: platform/android/export/export.cpp
msgid "Package segments must be of non-zero length."
msgstr "パッケージセグメントの長さは0以外でなければなりません。"
#: platform/android/export/export.cpp
msgid "The character '%s' is not allowed in Android application package names."
msgstr "文字 '%s' はAndroidアプリケーション パッケージ名に使用できません。"
#: platform/android/export/export.cpp
msgid "A digit cannot be the first character in a package segment."
msgstr "数字をパッケージセグメントの先頭に使用できません。"
#: platform/android/export/export.cpp
msgid "The character '%s' cannot be the first character in a package segment."
msgstr "文字 '%s' はパッケージ セグメントの先頭に使用できません。"
#: platform/android/export/export.cpp
msgid "The package must have at least one '.' separator."
msgstr "パッケージには一つ以上の区切り文字 '.' が必要です。"
#: platform/android/export/export.cpp
msgid "Select device from the list"
msgstr "一覧からデバイスを選択"
#: platform/android/export/export.cpp
msgid "ADB executable not configured in the Editor Settings."
msgstr "ADB実行可能ファイルがエディタ設定で設定されていません。"
#: platform/android/export/export.cpp
msgid "OpenJDK jarsigner not configured in the Editor Settings."
msgstr "OpenJDK jarsignerがエディタ設定で設定されていません。"
#: platform/android/export/export.cpp
msgid "Debug keystore not configured in the Editor Settings nor in the preset."
msgstr "デバッグキーストアがエディタ設定にもプリセットにも設定されていません。"
#: platform/android/export/export.cpp
msgid "Custom build requires a valid Android SDK path in Editor Settings."
msgstr "カスタムビルドにはエディタ設定で有効なAndroid SDKパスが必要です。"
#: platform/android/export/export.cpp
msgid "Invalid Android SDK path for custom build in Editor Settings."
msgstr "エディタ設定のカスタムビルドのAndroid SDKパスが無効です。"
#: platform/android/export/export.cpp
msgid ""
"Android build template not installed in the project. Install it from the "
"Project menu."
msgstr ""
"Android ビルド テンプレートがプロジェクトにインストールされていません。[プロ"
"ジェクト] メニューからインストールします。"
#: platform/android/export/export.cpp
msgid "Invalid public key for APK expansion."
msgstr "APK expansion の公開鍵が無効です。"
#: platform/android/export/export.cpp
msgid "Invalid package name:"
msgstr "無効なパッケージ名:"
#: platform/android/export/export.cpp
msgid ""
"Trying to build from a custom built template, but no version info for it "
"exists. Please reinstall from the 'Project' menu."
msgstr ""
"カスタムビルドされたテンプレートからビルドしようとしましたが、そのバージョン"
"情報が存在しません。 「プロジェクト」メニューから再インストールしてください。"
#: platform/android/export/export.cpp
msgid ""
"Android build version mismatch:\n"
" Template installed: %s\n"
" Godot Version: %s\n"
"Please reinstall Android build template from 'Project' menu."
msgstr ""
"Androidビルド バージョンの不一致:\n"
" インストールされたテンプレート: %s\n"
" Godot バージョン: %s\n"
"「プロジェクト 」メニューからAndroidビルドテンプレートを再インストールしてく"
"ださい。"
#: platform/android/export/export.cpp
msgid "Building Android Project (gradle)"
msgstr "Androidプロジェクトの構築(gradle)"
#: platform/android/export/export.cpp
msgid ""
"Building of Android project failed, check output for the error.\n"
"Alternatively visit docs.godotengine.org for Android build documentation."
msgstr ""
"Androidプロジェクトのビルドに失敗しました。エラーの出力を確認してください。\n"
"また、Androidビルドについてのドキュメントは docs.godotengine.org をご覧くださ"
"い。"
#: platform/android/export/export.cpp
msgid "No build apk generated at: "
msgstr "ビルドAPKは生成されていません: "
#: platform/iphone/export/export.cpp
msgid "Identifier is missing."
msgstr "識別子がありません。"
#: platform/iphone/export/export.cpp
msgid "The character '%s' is not allowed in Identifier."
msgstr "文字 '%s' は識別子に使用できません。"
#: platform/iphone/export/export.cpp
msgid "App Store Team ID not specified - cannot configure the project."
msgstr "App Store チームID が未指定 - プロジェクトを構成できません。"
#: platform/iphone/export/export.cpp
msgid "Invalid Identifier:"
msgstr "無効な識別子:"
#: platform/iphone/export/export.cpp
msgid "Required icon is not specified in the preset."
msgstr "必須アイコンがプリセットに指定されていません。"
#: platform/javascript/export/export.cpp
msgid "Stop HTTP Server"
msgstr "HTTPサーバーを止める"
#: platform/javascript/export/export.cpp
msgid "Run in Browser"
msgstr "ブラウザで実行"
#: platform/javascript/export/export.cpp
msgid "Run exported HTML in the system's default browser."
msgstr "エクスポートしたHTMLをシステム既定のブラウザで実行する。"
#: platform/javascript/export/export.cpp
msgid "Could not write file:"
msgstr "ファイルを書き込めませんでした:"
#: platform/javascript/export/export.cpp
msgid "Could not open template for export:"
msgstr "エクスポート用のテンプレートを開けませんでした:"
#: platform/javascript/export/export.cpp
msgid "Invalid export template:"
msgstr "無効なエクスポート テンプレート:"
#: platform/javascript/export/export.cpp
msgid "Could not read custom HTML shell:"
msgstr "カスタムHTMLシェルを読み込めませんでした:"
#: platform/javascript/export/export.cpp
msgid "Could not read boot splash image file:"
msgstr "ブートスプラッシュ画像ファイルを読み込めませんでした:"
#: platform/javascript/export/export.cpp
msgid "Using default boot splash image."
msgstr "デフォルトのブートスプラッシュ画像を使用します。"
#: platform/uwp/export/export.cpp
msgid "Invalid package short name."
msgstr "パッケージのショートネームが無効です。"
#: platform/uwp/export/export.cpp
msgid "Invalid package unique name."
msgstr "パッケージの一意の名前が無効です。"
#: platform/uwp/export/export.cpp
msgid "Invalid package publisher display name."
msgstr "パッケージ発行者の表示名が無効です。"
#: platform/uwp/export/export.cpp
msgid "Invalid product GUID."
msgstr "無効なプロダクト GUIDです。"
#: platform/uwp/export/export.cpp
msgid "Invalid publisher GUID."
msgstr "無効なパブリッシャー GUIDです。"
#: platform/uwp/export/export.cpp
msgid "Invalid background color."
msgstr "無効な背景色です。"
#: platform/uwp/export/export.cpp
msgid "Invalid Store Logo image dimensions (should be 50x50)."
msgstr "Storeロゴの画像サイズが無効です(縦横50x50でないといけません。"
#: platform/uwp/export/export.cpp
msgid "Invalid square 44x44 logo image dimensions (should be 44x44)."
msgstr "44X44の正方形ロゴの画像サイズが無効です(縦横44x44でないといけません)。"
#: platform/uwp/export/export.cpp
msgid "Invalid square 71x71 logo image dimensions (should be 71x71)."
msgstr "71x71の正方形ロゴの画像サイズが無効です(縦横71x71でないといけません)。"
#: platform/uwp/export/export.cpp
msgid "Invalid square 150x150 logo image dimensions (should be 150x150)."
msgstr ""
"150X150の正方形ロゴの画像サイズが無効です(縦横150x150でないといけません)。"
#: platform/uwp/export/export.cpp
msgid "Invalid square 310x310 logo image dimensions (should be 310x310)."
msgstr ""
"310X310の正方形ロゴの画像サイズが無効です(縦横310x310でないといけません)。"
#: platform/uwp/export/export.cpp
msgid "Invalid wide 310x150 logo image dimensions (should be 310x150)."
msgstr ""
"310X150のワイドロゴの画像サイズが無効です(縦横310x150でないといけません)。"
#: platform/uwp/export/export.cpp
msgid "Invalid splash screen image dimensions (should be 620x300)."
msgstr ""
"スプラッシュスクリーンの画像サイズが無効です(縦横620x300でないといけません)。"
#: scene/2d/animated_sprite.cpp
msgid ""
"A SpriteFrames resource must be created or set in the \"Frames\" property in "
"order for AnimatedSprite to display frames."
msgstr ""
"AnimatedSpriteでフレームを表示するには、\"Frames\"プロパティでSpriteFramesリ"
"ソースを作成または設定する必要があります。"
#: scene/2d/canvas_modulate.cpp
msgid ""
"Only one visible CanvasModulate is allowed per scene (or set of instanced "
"scenes). The first created one will work, while the rest will be ignored."
msgstr ""
"1 つだけ表示されている CanvasModulate は、シーン (またはインスタンス化された"
"シーンのセット) ごとに許可されます。最初に作成された 1 つが動作する一方、残り"
"の部分は無視されます。"
#: scene/2d/collision_object_2d.cpp
msgid ""
"This node has no shape, so it can't collide or interact with other objects.\n"
"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to "
"define its shape."
msgstr ""
"このノードにはシェイプがないため、他のオブジェクトと衝突または相互作用するこ"
"とはできません。\n"
"CollisionShape2DまたはCollisionPolygon2Dを子として追加して、シェイプを定義す"
"ることを検討してください。"
#: scene/2d/collision_polygon_2d.cpp
msgid ""
"CollisionPolygon2D only serves to provide a collision shape to a "
"CollisionObject2D derived node. Please only use it as a child of Area2D, "
"StaticBody2D, RigidBody2D, KinematicBody2D, etc. to give them a shape."
msgstr ""
"CollisionPolygon2Dは、CollisionObject2D派生ードにコリジョンシェイプを提供す"
"るためにのみ機能します。シェイプを追加する場合は、Area2D、StaticBody2D、"
"RigidBody2D、KinematicBody2Dなどの子として使用してください。"
#: scene/2d/collision_polygon_2d.cpp
msgid "An empty CollisionPolygon2D has no effect on collision."
msgstr "空の CollisionPolygon2D は、衝突判定を持ちません。"
#: scene/2d/collision_shape_2d.cpp
msgid ""
"CollisionShape2D only serves to provide a collision shape to a "
"CollisionObject2D derived node. Please only use it as a child of Area2D, "
"StaticBody2D, RigidBody2D, KinematicBody2D, etc. to give them a shape."
msgstr ""
"CollisionShape2Dは、CollisionObject2D派生ードにコリジョンシェイプを提供する"
"場合にのみ機能します。シェイプを追加する場合は、Area2D、staticBody2D、"
"RigidBody2D、KinematicBody2Dなどの子として使用してください。"
#: scene/2d/collision_shape_2d.cpp
msgid ""
"A shape must be provided for CollisionShape2D to function. Please create a "
"shape resource for it!"
msgstr ""
"関数に対して CollisionShape2D の形状(シェイプ)を指定する必要があります。その"
"ためのシェイプリソースを作成してください!"
#: scene/2d/cpu_particles_2d.cpp
msgid ""
"CPUParticles2D animation requires the usage of a CanvasItemMaterial with "
"\"Particles Animation\" enabled."
msgstr ""
"CPUParticles2Dアニメーションでは、 \"Particles Animation\" を有効にした"
"CanvasItemMaterialを使用する必要があります。"
#: scene/2d/light_2d.cpp
msgid ""
"A texture with the shape of the light must be supplied to the \"Texture\" "
"property."
msgstr ""
"光の形状を持つテクスチャは\"Texture\"プロパティに指定する必要があります。"
#: scene/2d/light_occluder_2d.cpp
msgid ""
"An occluder polygon must be set (or drawn) for this occluder to take effect."
msgstr ""
"この遮蔽を有効にして、オクルーダ ポリゴンを設定 (または描画) する必要がありま"
"す。"
#: scene/2d/light_occluder_2d.cpp
msgid "The occluder polygon for this occluder is empty. Please draw a polygon."
msgstr "この遮蔽用のオクルーダーポリゴンは空です。ポリゴンを描いてください。"
#: scene/2d/navigation_polygon.cpp
msgid ""
"A NavigationPolygon resource must be set or created for this node to work. "
"Please set a property or draw a polygon."
msgstr ""
"NavigationPolygon リソースを設定または動作するようにこのノード用に作成する必"
"要があります。プロパティを設定するか、ポリゴンを描画してください。"
#: scene/2d/navigation_polygon.cpp
msgid ""
"NavigationPolygonInstance must be a child or grandchild to a Navigation2D "
"node. It only provides navigation data."
msgstr ""
"NavigationPolygonInstance は、子または孫 Navigation2D ノードにある必要があり"
"ます。ナビゲーション データのみ提供します。"
#: scene/2d/parallax_layer.cpp
msgid ""
"ParallaxLayer node only works when set as child of a ParallaxBackground node."
msgstr ""
"ParallaxLayer ードは、ParallaxBackground ノードの子として設定されている場合"
"のみ動作します。"
#: scene/2d/particles_2d.cpp
msgid ""
"GPU-based particles are not supported by the GLES2 video driver.\n"
"Use the CPUParticles2D node instead. You can use the \"Convert to "
"CPUParticles\" option for this purpose."
msgstr ""
"GPUベースのパーティクルは、GLES2ビデオドライバではサポートされていません。\n"
"代わりにCPUParticles2Dードを使用してください。 この目的のために \"Convert "
"to CPUParticles\" オプションを使用することができます。"
#: scene/2d/particles_2d.cpp scene/3d/particles.cpp
msgid ""
"A material to process the particles is not assigned, so no behavior is "
"imprinted."
msgstr ""
"パーティクルを処理するマテリアルは割り当てられていないため、動作はインプリン"
"トされません。"
#: scene/2d/particles_2d.cpp
msgid ""
"Particles2D animation requires the usage of a CanvasItemMaterial with "
"\"Particles Animation\" enabled."
msgstr ""
"Particles2Dアニメーションでは、 \"Particles Animation\"が有効になっている"
"CanvasItemMaterialを使用する必要があります。"
#: scene/2d/path_2d.cpp
msgid "PathFollow2D only works when set as a child of a Path2D node."
msgstr ""
"PathFollow2D は、Path2D ノードの子として設定されている場合のみ動作します。"
#: scene/2d/physics_body_2d.cpp
msgid ""
"Size changes to RigidBody2D (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
"RigidBody2D(キャラクタモードまたはリジッドモード)に対するサイズ変更は、実行時"
"に物理エンジンによってオーバーライドされます。\n"
"代わりに、子の衝突シェイプのサイズを変更してください。"
#: scene/2d/remote_transform_2d.cpp
msgid "Path property must point to a valid Node2D node to work."
msgstr ""
"Path プロパティは、動作するように有効な Node2D ノードを示す必要があります。"
#: scene/2d/skeleton_2d.cpp
msgid "This Bone2D chain should end at a Skeleton2D node."
msgstr "このBone2DチェインはSkeleton2Dードで終了する必要があります。"
#: scene/2d/skeleton_2d.cpp
msgid "A Bone2D only works with a Skeleton2D or another Bone2D as parent node."
msgstr ""
"Bone2Dは、Skeleton2Dまたは別のBone2Dを親ードとして使用している場合にのみ機"
"能します。"
#: scene/2d/skeleton_2d.cpp
msgid ""
"This bone lacks a proper REST pose. Go to the Skeleton2D node and set one."
msgstr ""
"このボーンには適切なRESTポーズがありません。 Skeleton2Dードに移動して設定し"
"ます。"
#: scene/2d/tile_map.cpp
msgid ""
"TileMap with Use Parent on needs a parent CollisionObject2D to give shapes "
"to. Please use it as a child of Area2D, StaticBody2D, RigidBody2D, "
"KinematicBody2D, etc. to give them a shape."
msgstr ""
"親を使用するタイルマップには、シェイプを指定するには親CollisionObjectObject2D"
"が必要です。Area2D、StaticBody2D、RigidBody2D、 KinematicBody2Dなどの子として"
"使用してください。"
#: scene/2d/visibility_notifier_2d.cpp
msgid ""
"VisibilityEnabler2D works best when used with the edited scene root directly "
"as parent."
msgstr ""
"VisibilityEnable2D は、親として直接編集されたシーンのルートを使用する場合に最"
"適です。"
#: scene/3d/arvr_nodes.cpp
msgid "ARVRCamera must have an ARVROrigin node as its parent."
msgstr "ARVRCameraはARVROriginードを親に持つ必要があります。"
#: scene/3d/arvr_nodes.cpp
msgid "ARVRController must have an ARVROrigin node as its parent."
msgstr "ARVRControllerはARVROriginードを親に持つ必要があります。"
#: scene/3d/arvr_nodes.cpp
msgid ""
"The controller ID must not be 0 or this controller won't be bound to an "
"actual controller."
msgstr ""
"コントローラIDを0にすることはできません。0にすると、このコントローラは実際の"
"コントローラにバインドされません。"
#: scene/3d/arvr_nodes.cpp
msgid "ARVRAnchor must have an ARVROrigin node as its parent."
msgstr "ARVRAnchorはARVROriginードを親に持つ必要があります。"
#: scene/3d/arvr_nodes.cpp
msgid ""
"The anchor ID must not be 0 or this anchor won't be bound to an actual "
"anchor."
msgstr ""
"アンカーIDを0にすることはできません。0にすると、このアンカーは実際のアンカー"
"にバインドされません。"
#: scene/3d/arvr_nodes.cpp
msgid "ARVROrigin requires an ARVRCamera child node."
msgstr "ARVROriginは子ードにARVRCameraが必要です。"
#: scene/3d/baked_lightmap.cpp
msgid "%d%%"
msgstr "%d%%"
#: scene/3d/baked_lightmap.cpp
msgid "(Time Left: %d:%02d s)"
msgstr "(Time Left: %d分%02d秒)"
#: scene/3d/baked_lightmap.cpp
msgid "Plotting Meshes: "
msgstr "メッシュを描画中: "
#: scene/3d/baked_lightmap.cpp
msgid "Plotting Lights:"
msgstr "光源を描画中:"
#: scene/3d/baked_lightmap.cpp scene/3d/gi_probe.cpp
msgid "Finishing Plot"
msgstr "描画完了"
#: scene/3d/baked_lightmap.cpp
msgid "Lighting Meshes: "
msgstr "ライティングメッシュ: "
#: scene/3d/collision_object.cpp
msgid ""
"This node has no shape, so it can't collide or interact with other objects.\n"
"Consider adding a CollisionShape or CollisionPolygon as a child to define "
"its shape."
msgstr ""
"このノードにはシェイプがないため、他のオブジェクトと衝突または相互作用するこ"
"とはできません。\n"
"CollisionShapeまたはCollisionPolygonを子として追加して、そのシェイプを定義す"
"ることを検討してください。"
#: scene/3d/collision_polygon.cpp
msgid ""
"CollisionPolygon only serves to provide a collision shape to a "
"CollisionObject derived node. Please only use it as a child of Area, "
"StaticBody, RigidBody, KinematicBody, etc. to give them a shape."
msgstr ""
"CollisionPolygonは、CollisionObject派生ードにコリジョンシェイプを提供する場"
"合にのみ機能します。シェイプを追加する場合は、Area、StaticBody、RigidBody、"
"KinematicBodyなどの子として使用してください。"
#: scene/3d/collision_polygon.cpp
msgid "An empty CollisionPolygon has no effect on collision."
msgstr "空の CollisionPolygon は、衝突判定を持ちません。"
#: scene/3d/collision_shape.cpp
msgid ""
"CollisionShape only serves to provide a collision shape to a CollisionObject "
"derived node. Please only use it as a child of Area, StaticBody, RigidBody, "
"KinematicBody, etc. to give them a shape."
msgstr ""
"CollisionShapeは、CollisionObject派生ードにコリジョンシェイプを提供する場合"
"にのみ機能します。シェイプを追加する場合は、Area、StaticBody、RigidBody、"
"KinematicBodyなどの子として使用してください。"
#: scene/3d/collision_shape.cpp
msgid ""
"A shape must be provided for CollisionShape to function. Please create a "
"shape resource for it."
msgstr ""
"関数の CollisionShape の形状を指定する必要があります。それのためのシェイプリ"
"ソースを作成してください。"
#: scene/3d/collision_shape.cpp
msgid ""
"Plane shapes don't work well and will be removed in future versions. Please "
"don't use them."
msgstr ""
"平面シェイプはうまく機能せず、将来のバージョンでは削除される予定です。使わな"
"いでください。"
#: scene/3d/collision_shape.cpp
msgid ""
"ConcavePolygonShape doesn't support RigidBody in another mode than static."
msgstr ""
"ConcavePolygonShape は、Static 以外のモードの RigidBody をサポートしていませ"
"ん。"
#: scene/3d/cpu_particles.cpp
msgid "Nothing is visible because no mesh has been assigned."
msgstr "メッシュが割り当てられていないため、何も表示されません。"
#: scene/3d/cpu_particles.cpp
msgid ""
"CPUParticles animation requires the usage of a SpatialMaterial whose "
"Billboard Mode is set to \"Particle Billboard\"."
msgstr ""
"CPUParticlesアニメーションでは、Billboard Modeが \"Particle Billboard\" に設"
"定されているSpatialMaterialを使用する必要があります。"
#: scene/3d/gi_probe.cpp
msgid "Plotting Meshes"
msgstr "メッシュのプロット"
#: scene/3d/gi_probe.cpp
msgid ""
"GIProbes are not supported by the GLES2 video driver.\n"
"Use a BakedLightmap instead."
msgstr ""
"GIProbesはGLES2ビデオドライバではサポートされていません。\n"
"代わりにBakedLightmapを使用してください。"
#: scene/3d/light.cpp
msgid "A SpotLight with an angle wider than 90 degrees cannot cast shadows."
msgstr "90度を超える角度のスポットライトは、シャドウを投影できません。"
#: scene/3d/navigation_mesh.cpp
msgid "A NavigationMesh resource must be set or created for this node to work."
msgstr ""
"このノードを動かすために NavigationMesh リソースを設定または作成する必要があ"
"ります。"
#: scene/3d/navigation_mesh.cpp
msgid ""
"NavigationMeshInstance must be a child or grandchild to a Navigation node. "
"It only provides navigation data."
msgstr ""
"NavigationMeshInstance は、ナビゲーションノードの子や孫である必要があります。"
"これはナビゲーションデータのみ提供します。"
#: scene/3d/particles.cpp
msgid ""
"GPU-based particles are not supported by the GLES2 video driver.\n"
"Use the CPUParticles node instead. You can use the \"Convert to CPUParticles"
"\" option for this purpose."
msgstr ""
"GPUベースのパーティクルは、GLES2ビデオドライバではサポートされていません。\n"
"代わりにCPUParticlesードを使用してください。 この目的のために \"Convert to "
"CPUParticles\"オプションを使用することができます。"
#: scene/3d/particles.cpp
msgid ""
"Nothing is visible because meshes have not been assigned to draw passes."
msgstr "描画パスにメッシュが割り当てられていないため、何も表示されません。"
#: scene/3d/particles.cpp
msgid ""
"Particles animation requires the usage of a SpatialMaterial whose Billboard "
"Mode is set to \"Particle Billboard\"."
msgstr ""
"パーティクルアニメーションでは、Billboard Modeが \"Particle Billboard\" に設"
"定されているSpatialMaterialを使用する必要があります。"
#: scene/3d/path.cpp
msgid "PathFollow only works when set as a child of a Path node."
msgstr "PathFollow は、Path ノードの子として設定されている場合のみ動作します。"
#: scene/3d/path.cpp
msgid ""
"PathFollow's ROTATION_ORIENTED requires \"Up Vector\" to be enabled in its "
"parent Path's Curve resource."
msgstr ""
"PathFollowのROTATION_ORIENTEDでは、親のPathのCurveリソースで\"Up Vector\"を有"
"効にする必要があります。"
#: scene/3d/physics_body.cpp
msgid ""
"Size changes to RigidBody (in character or rigid modes) will be overridden "
"by the physics engine when running.\n"
"Change the size in children collision shapes instead."
msgstr ""
"RigidBody(キャラクタモードまたはリジッドモード)に対するサイズ変更は、実行時に"
"物理エンジンによってオーバーライドされます。\n"
"代わりに、子の衝突シェイプのサイズを変更してください。"
#: scene/3d/remote_transform.cpp
msgid ""
"The \"Remote Path\" property must point to a valid Spatial or Spatial-"
"derived node to work."
msgstr ""
"\"Remote Path\"プロパティは、有効なSpatialまたはSpatialから派生したードを指"
"す必要があります。"
#: scene/3d/soft_body.cpp
msgid "This body will be ignored until you set a mesh."
msgstr "このボディは、メッシュを設定するまで無視されます。"
#: scene/3d/soft_body.cpp
msgid ""
"Size changes to SoftBody will be overridden by the physics engine when "
"running.\n"
"Change the size in children collision shapes instead."
msgstr ""
"SoftBodyへのサイズ変更は、実行時に物理エンジンによってオーバーライドされま"
"す。\n"
"代わりに、子の衝突シェイプのサイズを変更してください。"
#: scene/3d/sprite_3d.cpp
msgid ""
"A SpriteFrames resource must be created or set in the \"Frames\" property in "
"order for AnimatedSprite3D to display frames."
msgstr ""
"SpriteFrames リソースを作成または AnimatedSprite3D フレームを表示するために"
"は 'Frames' プロパティを設定する必要があります。"
#: scene/3d/vehicle_body.cpp
msgid ""
"VehicleWheel serves to provide a wheel system to a VehicleBody. Please use "
"it as a child of a VehicleBody."
msgstr ""
"VehicleWheelは、車輪システムをVehicleBodyに提供するためのものです。"
"VehicleBodyの子として使用してください。"
#: scene/3d/world_environment.cpp
msgid ""
"WorldEnvironment requires its \"Environment\" property to contain an "
"Environment to have a visible effect."
msgstr ""
"Environmentが可視エフェクトを持つために、WorldEnvironmentの「Environment」プ"
"ロパティが必要です。"
#: scene/3d/world_environment.cpp
msgid ""
"Only one WorldEnvironment is allowed per scene (or set of instanced scenes)."
msgstr ""
"シーン(またはインスタンス化されたシーンのセット)ごとに許可される"
"WorldEnvironmentは1つだけです。"
#: scene/3d/world_environment.cpp
msgid ""
"This WorldEnvironment is ignored. Either add a Camera (for 3D scenes) or set "
"this environment's Background Mode to Canvas (for 2D scenes)."
msgstr ""
"このWorldEnvironmentは無視されました。カメラを追加するか(3Dシーンの場合)、こ"
"のEnvironmentの Backgroundモード を Canvas に設定します(2Dシーンの場合)。"
#: scene/animation/animation_blend_tree.cpp
msgid "On BlendTree node '%s', animation not found: '%s'"
msgstr "BlendTreeード 's' では、アニメーションが見つかりません: 's'"
#: scene/animation/animation_blend_tree.cpp
msgid "Animation not found: '%s'"
msgstr "見つからないアニメーション: '%s'"
#: scene/animation/animation_tree.cpp
msgid "In node '%s', invalid animation: '%s'."
msgstr "ノード '%s', 無効なアニメーション: '%s'。"
#: scene/animation/animation_tree.cpp
msgid "Invalid animation: '%s'."
msgstr "無効なアニメーション: '%s'。"
#: scene/animation/animation_tree.cpp
msgid "Nothing connected to input '%s' of node '%s'."
msgstr "入力 's'(ノード 's')に接続されているものはありません。"
#: scene/animation/animation_tree.cpp
msgid "No root AnimationNode for the graph is set."
msgstr "グラフのルートAnimationNodeが設定されていません。"
#: scene/animation/animation_tree.cpp
msgid "Path to an AnimationPlayer node containing animations is not set."
msgstr ""
"アニメーションを含んだ AnimationPlayer ノードへのパスが設定されていません。"
#: scene/animation/animation_tree.cpp
msgid "Path set for AnimationPlayer does not lead to an AnimationPlayer node."
msgstr "AnimationPlayerに設定されたパスからAnimationPlayerードが辿れません。"
#: scene/animation/animation_tree.cpp
msgid "The AnimationPlayer root node is not a valid node."
msgstr "AnimationPlayerルートードが有効なードではありません。"
#: scene/animation/animation_tree_player.cpp
msgid "This node has been deprecated. Use AnimationTree instead."
msgstr ""
"このードは非推奨になりました。代わりにAnimationTreeを使用してください。"
#: scene/gui/color_picker.cpp
msgid ""
"Color: #%s\n"
"LMB: Set color\n"
"RMB: Remove preset"
msgstr ""
"色: #%s\n"
"左マウスボタン: 色をセット\n"
"右マウスボタン: プリセットの除去"
#: scene/gui/color_picker.cpp
msgid "Pick a color from the editor window."
msgstr "エディタウィンドウから色を選択。"
#: scene/gui/color_picker.cpp
msgid "HSV"
msgstr "HSV"
#: scene/gui/color_picker.cpp
msgid "Raw"
msgstr "Raw"
#: scene/gui/color_picker.cpp
msgid "Switch between hexadecimal and code values."
msgstr "16進数とコード値を切り替えます。"
#: scene/gui/color_picker.cpp
msgid "Add current color as a preset."
msgstr "現在の色をプリセットとして追加します。"
#: scene/gui/container.cpp
msgid ""
"Container by itself serves no purpose unless a script configures its "
"children placement behavior.\n"
"If you don't intend to add a script, use a plain Control node instead."
msgstr ""
"コンテナ自体は、スクリプトで子の配置動作を設定しない限り、何の役割も果たしま"
"せん。\n"
"スクリプトを追加しない場合は、代わりに普通の「コントロール 」ノードを使用して"
"ください。"
#: scene/gui/control.cpp
msgid ""
"The Hint Tooltip won't be displayed as the control's Mouse Filter is set to "
"\"Ignore\". To solve this, set the Mouse Filter to \"Stop\" or \"Pass\"."
msgstr ""
"コントロールのマウスフィルタが「無視」に設定されているため、ヒントツールチッ"
"プは表示されません。これを解決するには、マウスフィルタを「停止」または「パ"
"ス」に設定します。"
#: scene/gui/dialogs.cpp
msgid "Alert!"
msgstr "警告!"
#: scene/gui/dialogs.cpp
msgid "Please Confirm..."
msgstr "確認..."
#: scene/gui/popup.cpp
msgid ""
"Popups will hide by default unless you call popup() or any of the popup*() "
"functions. Making them visible for editing is fine, but they will hide upon "
"running."
msgstr ""
"デフォルトでは、popup()またはpopup*()関数を呼び出さない限り、ポップアップは非"
"表示になります。編集用に表示しても問題ありませんが、実行時には非表示になりま"
"す。"
#: scene/gui/range.cpp
msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0."
msgstr "「Exp Edit」がtrueの場合、「Min Value」は0より大きい必要があります。"
#: scene/gui/scroll_container.cpp
msgid ""
"ScrollContainer is intended to work with a single child control.\n"
"Use a container as child (VBox, HBox, etc.), or a Control and set the custom "
"minimum size manually."
msgstr ""
"ScrollContainer は子コントロールひとつのみで動作するようになっています。\n"
"コンテナ (VBox, HBoxなど) を子とするか、コントロールをカスタム最小サイズを手"
"動設定して使用してください。"
#: scene/gui/tree.cpp
msgid "(Other)"
msgstr "(その他)"
#: scene/main/scene_tree.cpp
msgid ""
"Default Environment as specified in Project Settings (Rendering -> "
"Environment -> Default Environment) could not be loaded."
msgstr ""
"プロジェクト設定で指定されている既定の環境 (Rendering -> Environment -> "
"Default Environment) を読み込めませんでした。"
#: scene/main/viewport.cpp
msgid ""
"This viewport is not set as render target. If you intend for it to display "
"its contents directly to the screen, make it a child of a Control so it can "
"obtain a size. Otherwise, make it a RenderTarget and assign its internal "
"texture to some node for display."
msgstr ""
"このビューポートはレンダー ターゲットとして設定されていません。コンテンツを画"
"面に直接表示する場合は、サイズを取得できるようにコントロールの子にします。そ"
"れ以外の場合は、RenderTarget にして、その内部テクスチャを表示するノードに割り"
"当てます。"
#: scene/main/viewport.cpp
msgid "Viewport size must be greater than 0 to render anything."
msgstr ""
#: scene/resources/visual_shader_nodes.cpp
msgid "Invalid source for preview."
msgstr "プレビューのソースが無効です。"
#: scene/resources/visual_shader_nodes.cpp
msgid "Invalid source for shader."
msgstr "無効なシェーダーのソースです。"
#: scene/resources/visual_shader_nodes.cpp
msgid "Invalid comparison function for that type."
msgstr "そのタイプの比較関数は無効です。"
#: servers/visual/shader_language.cpp
msgid "Assignment to function."
msgstr "関数への割り当て。"
#: servers/visual/shader_language.cpp
msgid "Assignment to uniform."
msgstr "uniform への割り当て。"
#: servers/visual/shader_language.cpp
msgid "Varyings can only be assigned in vertex function."
msgstr "Varying変数は頂点関数にのみ割り当てることができます。"
#: servers/visual/shader_language.cpp
msgid "Constants cannot be modified."
msgstr "定数は変更できません。"
#~ msgid "Issue Tracker"
#~ msgstr "課題管理システム"
#~ msgid "Request Docs"
#~ msgstr "ドキュメントを要求"
#~ msgid "Help improve the Godot documentation by giving feedback."
#~ msgstr ""
#~ "フィードバックを提供して、Godotのドキュメントの改善に役立ててください。"
#~ msgid "Replaced %d occurrence(s)."
#~ msgstr "%d 箇所を置換しました。"
#~ msgid "Create Static Convex Body"
#~ msgstr "静的凸状ボディを生成"
#~ msgid "Failed creating shapes!"
#~ msgstr "図形の作成に失敗しました!"
#~ msgid ""
#~ "There are currently no tutorials for this class, you can [color=$color]"
#~ "[url=$url]contribute one[/url][/color] or [color=$color][url="
#~ "$url2]request one[/url][/color]."
#~ msgstr ""
#~ "現在、このクラスのチュートリアルはありませんが、[color=$color][url=$url]貢"
#~ "献[/url][/color]、または[color=$color][url=$url2]リクエスト[/url][/color]"
#~ "は可能です。"
#~ msgid "enum "
#~ msgstr "列挙型 "
#~ msgid "Brief Description"
#~ msgstr "要約"
#~ msgid "Class Description"
#~ msgstr "クラスの説明"
#~ msgid "Project export failed with error code %d."
#~ msgstr "プロジェクトのエクスポートがエラーコード %d で失敗しました。"
#~ msgid "Password:"
#~ msgstr "パスワード:"
#~ msgid "Identifier segments must be of non-zero length."
#~ msgstr "識別子セグメントはゼロ以外の長さでなければなりません。"
#~ msgid "A digit cannot be the first character in a Identifier segment."
#~ msgstr "数字を識別子セグメントの先頭に使用できません。"
#~ msgid ""
#~ "The character '%s' cannot be the first character in a Identifier segment."
#~ msgstr "文字 '%s' は識別子 セグメントの先頭に使用できません。"
#~ msgid "The Identifier must have at least one '.' separator."
#~ msgstr "識別子には一つ以上の区切り文字 '.' が必要です。"
#~ msgid "Pause the scene"
#~ msgstr "シーンを一時停止"
#~ msgid "Shift+"
#~ msgstr "Shift+"
#~ msgid "Alt+"
#~ msgstr "Alt+"
#~ msgid "Control+"
#~ msgstr "Control+"
#~ msgid "Snap to Grid"
#~ msgstr "グリッドにスナップ"
#~ msgid "Add input +"
#~ msgstr "入力を追加+"
#~ msgid "Language"
#~ msgstr "言語"
#~ msgid "Inherits"
#~ msgstr "継承"
#~ msgid "Base Type:"
#~ msgstr "基本タイプ:"
#~ msgid "Available Nodes:"
#~ msgstr "利用可能なノード:"
#~ msgid "Input"
#~ msgstr "入力"
#~ msgid "Properties:"
#~ msgstr "プロパティ:"
#~ msgid "Methods:"
#~ msgstr "メソッド:"
#~ msgid "Theme Properties:"
#~ msgstr "テーマプロパティ:"
#~ msgid "Enumerations:"
#~ msgstr "列挙型:"
#~ msgid "Constants:"
#~ msgstr "定数:"
#~ msgid "Class Description:"
#~ msgstr "クラスの説明:"
#~ msgid "Property Descriptions:"
#~ msgstr "プロパティの説明:"
#~ msgid "Method Descriptions:"
#~ msgstr "メソッドの説明:"
#~ msgid ""
#~ "This will install the Android project for custom builds.\n"
#~ "Note that, in order to use it, it needs to be enabled per export preset."
#~ msgstr ""
#~ "これにより、カスタムビルド用のAndroidプロジェクトがインストールされま"
#~ "す。\n"
#~ "使用するには、エクスポートプリセットごとに有効にする必要があります。"
#~ msgid "Reverse sorting."
#~ msgstr "逆順ソート。"
#~ msgid "Delete Node(s)?"
#~ msgstr "ノードを削除しますか?"
#~ msgid "No Matches"
#~ msgstr "一致なし"
#~ msgid ""
#~ "Can't open file_type_cache.cch for writing, not saving file type cache!"
#~ msgstr ""
#~ "書き出し時にfile_type_cache.cchを確認できません。ファイルタイプのキャッ"
#~ "シュを保存できません!\n"
#~ "ファイルタイプキャッシュを保存せずに file_type_cache.cch を書込み用に開く"
#~ "ことはできません!"
#~ msgid "Cannot navigate to '%s' as it has not been found in the file system!"
#~ msgstr "ファイルシステム上で '%s' を見つけられないため移動できません!"
#~ msgid "Error loading image:"
#~ msgstr "画像読み込みエラー:"
#~ msgid "No pixels with transparency > 128 in image..."
#~ msgstr "画像内に透明度が128以上のピクセルがありません..."
#, fuzzy
#~ msgid "Parent has no solid faces to populate."
#~ msgstr "初期値を設定する塗りつぶし面が、親にありません."
#~ msgid "Couldn't map area."
#~ msgstr "エリアをマッピングできませんでした。"
#~ msgid "Faces contain no area!"
#~ msgstr "面にエリアが含まれていません!"
#~ msgid "No faces!"
#~ msgstr "面がありません!"
#~ msgid "Error: could not load file."
#~ msgstr "エラー: ファイルを読み込めませんでした。"
#~ msgid "Error could not load file."
#~ msgstr "エラー:ファイルを読み込めませんでした。"
#~ msgid "Doppler Enable"
#~ msgstr "ドップラーを有効にする"
#~ msgid "Select Mode (Q)"
#~ msgstr "選択モード (Q)"
#~ msgid "Move Mode (W)"
#~ msgstr "移動モード (W)"
#~ msgid "Rotate Mode (E)"
#~ msgstr "回転モード (E)"
#~ msgid "Scale Mode (R)"
#~ msgstr "スケールモード (R)"
#~ msgid "Local Coords"
#~ msgstr "ローカル座標系"
#~ msgid "Snap Mode (%s)"
#~ msgstr "スナップモード (%s)"
#~ msgid "Tool Select"
#~ msgstr "選択ツール"
#~ msgid "Tool Move"
#~ msgstr "移動ツール"
#~ msgid "Tool Rotate"
#~ msgstr "回転ツール"
#~ msgid "Tool Scale"
#~ msgstr "スケールツール"
#~ msgid ""
#~ "Remove all missing projects from the list? (Folders contents will not be "
#~ "modified)"
#~ msgstr ""
#~ "一覧にないプロジェクトをすべて削除しますか?(フォルダの内容は変更されませ"
#~ "ん)"
#~ msgid "Project List"
#~ msgstr "プロジェクト一覧"
#~ msgid "Exit"
#~ msgstr "終了"
#~ msgid "Could not execute PVRTC tool:"
#~ msgstr "PVRTCツールを実行できませんでした:"
#~ msgid "Can't load back converted image using PVRTC tool:"
#~ msgstr "PVRTCツールを使用して変換されたイメージを元に戻すことができません:"
#~ msgid "Error initializing FreeType."
#~ msgstr "FreeType の初期化エラー。"
#~ msgid "Unknown font format."
#~ msgstr "不明なフォント形式です。"
#~ msgid "Error loading font."
#~ msgstr "フォント読み込みエラー。"
#~ msgid "Invalid font size."
#~ msgstr "無効なフォント サイズです。"
#~ msgid "Previous Folder"
#~ msgstr "前のフォルダ"
#, fuzzy
#~ msgid "Next Folder"
#~ msgstr "次の床面"
#~ msgid "Automatically Open Screenshots"
#~ msgstr "スクリーンショットを自動的に開く"
#~ msgid "Open in an external image editor."
#~ msgstr "外部のイメージエディタで開きます。"
#~ msgid "Reverse"
#~ msgstr "逆"
#~ msgid "Mirror X"
#~ msgstr "ミラーX"
#~ msgid "Mirror Y"
#~ msgstr "ミラーY"
#, fuzzy
#~ msgid "Generating solution..."
#~ msgstr "八分木テクスチャを生成"
#~ msgid "Generating C# project..."
#~ msgstr "C#プロジェクトを生成しています…"
#, fuzzy
#~ msgid "Failed to create solution."
#~ msgstr "アウトラインを生成できませんでした!"
#~ msgid "Failed to save solution."
#~ msgstr "ソリューションの保存に失敗しました。"
#~ msgid "Done"
#~ msgstr "完了"
#~ msgid "Failed to create C# project."
#~ msgstr "C#プロジェクトの生成に失敗しました。"
#~ msgid "Mono"
#~ msgstr "Mono"
#~ msgid "About C# support"
#~ msgstr "C#のサポートについて"
#~ msgid "Create C# solution"
#~ msgstr "C#ソリューションを生成"
#~ msgid "Builds"
#~ msgstr "ビルド"
#~ msgid "Build Project"
#~ msgstr "プロジェクトをビルド"
#~ msgid "View log"
#~ msgstr "ログを表示"
#~ msgid "WorldEnvironment needs an Environment resource."
#~ msgstr "WorldEnvironmentにはEnvironmentリソースが必要です。"
#, fuzzy
#~ msgid "Enabled Classes"
#~ msgstr "クラスの検索"
#~ msgid "Update Always"
#~ msgstr "常に更新"
#, fuzzy
#~ msgid "Raw Mode"
#~ msgstr "パン・モード"
#~ msgid "Path to Node:"
#~ msgstr "ノードへのパス:"
#~ msgid "Delete selected files?"
#~ msgstr "選択したファイルを削除しますか?"
#~ msgid "There is no 'res://default_bus_layout.tres' file."
#~ msgstr "'res://default_bus_layout.tres' ファイルがありません。"
#~ msgid "Go to parent folder"
#~ msgstr "親フォルダへ"
#~ msgid "Open Scene(s)"
#~ msgstr "シーンを開く"
#~ msgid "Previous Directory"
#~ msgstr "前のディレクトリ"
#~ msgid "Next Directory"
#~ msgstr "次のディレクトリ"
#, fuzzy
#~ msgid "Ease in"
#~ msgstr "イージング(Ease In)"
#, fuzzy
#~ msgid "Ease out"
#~ msgstr "イージング(Ease Out)"
#~ msgid "Create Convex Static Body"
#~ msgstr "スタティック(不変)凸状ボディを生成"
#, fuzzy
#~ msgid "CheckBox Radio1"
#~ msgstr "チェックボックス Radio1"
#, fuzzy
#~ msgid "CheckBox Radio2"
#~ msgstr "チェックボックス Radio2"
#~ msgid "Create folder"
#~ msgstr "フォルダを作成"
#~ msgid "Custom Node"
#~ msgstr "カスタムノード"
#~ msgid "Invalid Path"
#~ msgstr "無効なパス"
#, fuzzy
#~ msgid "GridMap Duplicate Selection"
#~ msgstr "選択範囲を複製"
#, fuzzy
#~ msgid "Create Area"
#~ msgstr "新規に生成"
#, fuzzy
#~ msgid "Create Exterior Connector"
#~ msgstr "新しいプロジェクトを作る"
#~ msgid "Edit Signal Arguments:"
#~ msgstr "シグナルの引数を編集:"
#~ msgid "Edit Variable:"
#~ msgstr "変数を編集:"
#~ msgid "Snap (s): "
#~ msgstr "スナップ (秒): "
#~ msgid "Insert keys."
#~ msgstr "キーを挿入する。"
#~ msgid "Instance the selected scene(s) as child of the selected node."
#~ msgstr "選択したシーンを選択したノードの子としてインスタンス化します。"
#~ msgid "Font Size:"
#~ msgstr "フォントサイズ:"
#~ msgid "Line:"
#~ msgstr "行:"
#~ msgid "Col:"
#~ msgstr "列:"
#, fuzzy
#~ msgid "OrientedPathFollow only works when set as a child of a Path node."
#~ msgstr ""
#~ "PathFollow2D は、Path2D ノードの子として設定されている場合のみ動作します。"
#~ msgid "Add Split"
#~ msgstr "分割を追加"
#, fuzzy
#~ msgid "Invalid Split: "
#~ msgstr "無効なフォント サイズです。"
#, fuzzy
#~ msgid "Remove Split"
#~ msgstr "選択しているポイント=点を削除"
#, fuzzy
#~ msgid "Poly"
#~ msgstr "ポリゴンを編集"
#, fuzzy
#~ msgid "Splits"
#~ msgstr "パスを分割"
#, fuzzy
#~ msgid "Select a split to erase it."
#~ msgstr "設定項目を設定してください!"
#~ msgid "Add Node.."
#~ msgstr "ノードを追加.."
#, fuzzy
#~ msgid "Create from scene?"
#~ msgstr "シーンから生成しますか?"
#~ msgid "Create Poly"
#~ msgstr "ポリゴンを作成"
#~ msgid "Create a new polygon from scratch"
#~ msgstr "新規にポリゴンを作成"
#, fuzzy
#~ msgid "Zoom out"
#~ msgstr "ズームアウト"
#, fuzzy
#~ msgid "Zoom in"
#~ msgstr "ズームイン"
#~ msgid "Create Poly3D"
#~ msgstr "3Dポリゴンを生成する"
#~ msgid ""
#~ "No OccluderPolygon2D resource on this node.\n"
#~ "Create and assign one?"
#~ msgstr ""
#~ "このードにOccluderPolygon2Dリソースがありません。\n"
#~ "作成して、割り当てますか ?"
#~ msgid "LMB: Move Point."
#~ msgstr "LMB: 点を移動する。"
#, fuzzy
#~ msgid "Ctrl+LMB: Split Segment."
#~ msgstr "Ctrl+マウス左ボタン: セグメントを分割"
#~ msgid "RMB: Erase Point."
#~ msgstr "右クリック: 点を消す。"
#, fuzzy
#~ msgid "New TextFile"
#~ msgstr "ビューファイル:"
#~ msgid "Save Theme As"
#~ msgstr "テーマに名前を付けて保存"
#~ msgid "<None>"
#~ msgstr "<None>"
#~ msgid "Zoom:"
#~ msgstr "ズーム:"
#~ msgid "Are you sure you want to remove all connections from the \""
#~ msgstr "\" から全ての接続を除去してもよろしいですか"
#~ msgid "Class List:"
#~ msgstr "クラス一覧:"
#~ msgid "Public Methods"
#~ msgstr "パブリックメソッド"
#~ msgid "Public Methods:"
#~ msgstr "パブリックメソッド:"
#~ msgid "GUI Theme Items"
#~ msgstr "GUIテーマのアイテム"
#~ msgid "GUI Theme Items:"
#~ msgstr "GUIテーマのアイテム:"
#~ msgid "Property: "
#~ msgstr "プロパティ: "
#~ msgid "Toggle folder status as Favorite."
#~ msgstr "フォルダの状態をお気に入りに切替える。"
#~ msgid "Show current scene file."
#~ msgstr "現在のシーンファイルを表示する。"
#~ msgid "Enter tree-view."
#~ msgstr "ツリービューに入る。"
#~ msgid "Whole words"
#~ msgstr "単語全体"
#~ msgid "Match case"
#~ msgstr "大文字小文字を区別"
#~ msgid "Filter: "
#~ msgstr "フィルタ: "
#~ msgid "Ok"
#~ msgstr "OK"
#, fuzzy
#~ msgid "Show In File System"
#~ msgstr "ファイルシステム上で表示"
#, fuzzy
#~ msgid "Search the class hierarchy."
#~ msgstr "クラス階層を検索."
#, fuzzy
#~ msgid "Search in files"
#~ msgstr "クラスの検索"
#, fuzzy
#~ msgid ""
#~ "Built-in scripts can only be edited when the scene they belong to is "
#~ "loaded"
#~ msgstr ""
#~ "組み込まれたスクリプトは所属するシーンが読み込まれていないと編集できません"
#~ msgid "Convert To Uppercase"
#~ msgstr "大文字に変換"
#~ msgid "Convert To Lowercase"
#~ msgstr "小文字に変換"
#~ msgid "Rotate 0 degrees"
#~ msgstr "0度回転"
#~ msgid "Rotate 90 degrees"
#~ msgstr "90度回転"
#~ msgid "Rotate 180 degrees"
#~ msgstr "180度回転"
#~ msgid "Rotate 270 degrees"
#~ msgstr "270度回転"
#~ msgid "Variable"
#~ msgstr "変数"
#~ msgid "Errors:"
#~ msgstr "エラー:"
#~ msgid "Stack Trace (if applicable):"
#~ msgstr "スタックトレース(可能なら):"
#~ msgid "Bake!"
#~ msgstr "ベイク!"
#, fuzzy
#~ msgid "Bake the navigation mesh."
#~ msgstr "ナビメッシュ(ナビゲーションメッシュ)の生成"
#, fuzzy
#~ msgid "Get"
#~ msgstr "Getメソッド"
#, fuzzy
#~ msgid "Change RGB Constant"
#~ msgstr "RGB定数を変更"
#, fuzzy
#~ msgid "Change Vec Scalar Operator"
#~ msgstr "ベクトル・スカラ演算子を変更"
#, fuzzy
#~ msgid "Change RGB Operator"
#~ msgstr "RGB演算子を変更"
#~ msgid "Toggle Rot Only"
#~ msgstr "回転のみ変更"
#, fuzzy
#~ msgid "Change Vec Function"
#~ msgstr "ベクトル関数を変更"
#~ msgid "Change Vec Uniform"
#~ msgstr "ベクトルUniformを変更"
#~ msgid "Change RGB Uniform"
#~ msgstr "RGB Uniformを変更"
#~ msgid "Change Default Value"
#~ msgstr "規定値を変更"
#~ msgid "Change XForm Uniform"
#~ msgstr "XForm Uniformを変更"
#~ msgid "Change Cubemap Uniform"
#~ msgstr "キューブマップUniformを変更"
#~ msgid "Change Comment"
#~ msgstr "コメントを変更"
#, fuzzy
#~ msgid "Add/Remove to Color Ramp"
#~ msgstr "色の傾斜を付加/消去"
#~ msgid "Modify Color Ramp"
#~ msgstr "色変化の傾斜を修正"
#, fuzzy
#~ msgid "Add/Remove to Curve Map"
#~ msgstr "カーブマップを加える/除去"
#~ msgid "Modify Curve Map"
#~ msgstr "カーブマップを修正"
#, fuzzy
#~ msgid "Connect Graph Nodes"
#~ msgstr "グラフノードを接続"
#, fuzzy
#~ msgid "Remove Shader Graph Node"
#~ msgstr "シェーダーグラフノードを除去"
#, fuzzy
#~ msgid "Move Shader Graph Node"
#~ msgstr "シェーダーグラフノードを移動"
#~ msgid "Duplicate Graph Node(s)"
#~ msgstr "グラフノードを複製"
#~ msgid "Error: Cyclic Connection Link"
#~ msgstr "エラー:循環結合リンク"
#, fuzzy
#~ msgid "Error: Missing Input Connections"
#~ msgstr "エラー:入力コネクションが失われています"
#~ msgid "Add Shader Graph Node"
#~ msgstr "シェーダーグラフノードを追加"
#~ msgid "Move Anim Track Up"
#~ msgstr "Anim トラックを上に移動"
#~ msgid "Move Anim Track Down"
#~ msgstr "Anim トラックを下に移動"
#~ msgid "Set Transitions to:"
#~ msgstr "トランジションを設定:"
#~ msgid "Anim Track Rename"
#~ msgstr "Anim トラック名の変更"
#~ msgid "Anim Track Change Interpolation"
#~ msgstr "Anim トラック補間の変更"
#, fuzzy
#~ msgid "Anim Track Change Value Mode"
#~ msgstr "Anim トラック 値モードの変更"
#, fuzzy
#~ msgid "Anim Track Change Wrap Mode"
#~ msgstr "Anim トラック ラップモードの変更"
#~ msgid "Edit Node Curve"
#~ msgstr "ノード カーブを編集"
#~ msgid "Edit Selection Curve"
#~ msgstr "選択曲線を編集"
#~ msgid "Anim Add Key"
#~ msgstr "Anim キーを追加"
#~ msgid "In"
#~ msgstr "イン"
#~ msgid "Out"
#~ msgstr "アウト"
#~ msgid "In-Out"
#~ msgstr "イン - アウト"
#~ msgid "Out-In"
#~ msgstr "アウト - イン"
#~ msgid "Change Anim Len"
#~ msgstr "Anim Len を変更"
#~ msgid "Change Anim Loop"
#~ msgstr "Anim Loop を変更"
#~ msgid "Anim Create Typed Value Key"
#~ msgstr "Anim は、型指定された値のキーを作成"
#~ msgid "Anim Add Call Track"
#~ msgstr "Anim コールトラックを追加"
#~ msgid "Length (s):"
#~ msgstr "長さ:"
#~ msgid "Step (s):"
#~ msgstr "ステップ:"
#~ msgid "Cursor step snap (in seconds)."
#~ msgstr "カーソル ステップ スナップ (単位は秒)。"
#~ msgid "Enable/Disable looping in animation."
#~ msgstr "アニメーションのループを有効/無効。"
#~ msgid "Add new tracks."
#~ msgstr "新しいトラックを追加。"
#~ msgid "Move current track up."
#~ msgstr "現在のトラックに移動します。"
#~ msgid "Move current track down."
#~ msgstr "現在のトラックを下へ移動します。"
#~ msgid "Track tools"
#~ msgstr "トラック ツール"
#~ msgid "Enable editing of individual keys by clicking them."
#~ msgstr "それらをクリックすることで、個々のキーの編集を有効にします。"
#~ msgid "Key"
#~ msgstr "キー"
#~ msgid "Call Functions in Which Node?"
#~ msgstr "ノード内の関数を呼び出しますか?"
#, fuzzy
#~ msgid "Thanks!"
#~ msgstr "ありがとう!"
#, fuzzy
#~ msgid "I see..."
#~ msgstr "わかった..."
#, fuzzy
#~ msgid "Can't open '%s'."
#~ msgstr "'..'を処理できません"
#, fuzzy
#~ msgid "Ugh"
#~ msgstr "うぇ"
#, fuzzy
#~ msgid "Run Script"
#~ msgstr "スクリプトの実行"
#~ msgid "Stop Profiling"
#~ msgstr "プロファイリング停止"
#~ msgid "Start Profiling"
#~ msgstr "プロファイリング開始"
#~ msgid "Default (Same as Editor)"
#~ msgstr "既定(エディタと同じ)"
#, fuzzy
#~ msgid "Create new animation in player."
#~ msgstr "アニメーションをプレイヤー内に新しく作成する"
#, fuzzy
#~ msgid "Load animation from disk."
#~ msgstr "ディスクからアニメーションを読み込む"
#, fuzzy
#~ msgid "Load an animation from disk."
#~ msgstr "ディスクからアニメーションを一つ読み込む"
#, fuzzy
#~ msgid "Save the current animation"
#~ msgstr "現在のアニメーションを保存する"
#, fuzzy
#~ msgid "Edit Target Blend Times"
#~ msgstr "ターゲットのブレンドの回数を変更する"
#, fuzzy
#~ msgid "Copy Animation"
#~ msgstr "アニメーションを複製する"
#, fuzzy
#~ msgid "Fetching:"
#~ msgstr "取得中:"
#~ msgid "prev"
#~ msgstr "前"
#~ msgid "next"
#~ msgstr "次"
#~ msgid "last"
#~ msgstr "最後"
#~ msgid "Edit IK Chain"
#~ msgstr "IKインバース キネマティクス)チェーンの編集"
#~ msgid "Drag pivot from mouse position"
#~ msgstr "マウス位置からピボットをドラッグ"
#, fuzzy
#~ msgid "Set pivot at mouse position"
#~ msgstr "曲線のOut-ハンドルの位置を指定"
#~ msgid "Add/Remove Color Ramp Point"
#~ msgstr "色変化の傾斜に、ポイント=点を追加または除去する"
#~ msgid "OK :("
#~ msgstr "おーけー :("
#~ msgid "StyleBox Preview:"
#~ msgstr "スタイルボックス プレビュー:"
#, fuzzy
#~ msgid "StyleBox"
#~ msgstr "スタイル"
#~ msgid "Separation:"
#~ msgstr "分離:"
#~ msgid "Texture Region Editor"
#~ msgstr "テクスチャリージョン エディタ"
#~ msgid "Erase selection"
#~ msgstr "選択を消去"
#, fuzzy
#~ msgid "Item name or ID:"
#~ msgstr "アイテムの名前かID:"
#, fuzzy
#~ msgid "Export templates for this platform are missing/corrupted: "
#~ msgstr ""
#~ "このプラットフォームに向けてのエクスポートのテンプレートが見つかりません:"
#~ msgid "Button 8"
#~ msgstr "ボタン8"
#~ msgid "Button 9"
#~ msgstr "ボタン9"
#, fuzzy
#~ msgid "Discard Instancing"
#~ msgstr "インスタンス化の無効化"
#~ msgid "Clear!"
#~ msgstr "クリア!"
#, fuzzy
#~ msgid "Condition"
#~ msgstr "条件(conditon)"
#, fuzzy
#~ msgid "Sequence"
#~ msgstr "シークエンス"
#, fuzzy
#~ msgid "Switch"
#~ msgstr "Switch文"
#, fuzzy
#~ msgid "Iterator"
#~ msgstr "イテレーター"
#, fuzzy
#~ msgid "While"
#~ msgstr "While文"
#~ msgid "Return"
#~ msgstr "戻り値"
#, fuzzy
#~ msgid "Call"
#~ msgstr "呼び出し"
#, fuzzy
#~ msgid "Edit Variable"
#~ msgstr "変数を編集:"
#, fuzzy
#~ msgid "Edit Signal"
#~ msgstr "信号を接続:"
#~ msgid "Invalid action (anything goes but '/' or ':')."
#~ msgstr "不正なアクション( '/' と':'は不可です)."
#, fuzzy
#~ msgid "Can't contain '/' or ':'"
#~ msgstr "ホストに接続できません:"
#~ msgid ""
#~ "Invalid version.txt format inside templates. Revision is not a valid "
#~ "identifier."
#~ msgstr ""
#~ "テンプレート内のversion.txt フォーマットが不正です. Revisionは有効な識別子"
#~ "ではありません."
#~ msgid "Can't write file."
#~ msgstr "ファイルに書き込みできませんでした."
#, fuzzy
#~ msgid "Couldn't get project.godot in project path."
#~ msgstr "project.godotをプロジェクトパスに生成できませんでした"
#, fuzzy
#~ msgid "Couldn't get project.godot in the project path."
#~ msgstr "project.godotをプロジェクトパスに生成できませんでした"
#~ msgid "Not found!"
#~ msgstr "見つかりません!"
#~ msgid "Replace By"
#~ msgstr "で置換する"
#, fuzzy
#~ msgid "Backwards"
#~ msgstr "後方"
#, fuzzy
#~ msgid "Prompt On Replace"
#~ msgstr "置換時に確認"
#, fuzzy
#~ msgid "Skip"
#~ msgstr "スキップ"
#~ msgid ""
#~ "Your project will be created in a non empty folder (you might want to "
#~ "create a new folder)."
#~ msgstr ""
#~ "空でないフォルダにプロジェクトが作成されます(新しいフォルダを作成すること"
#~ "ができます)."
#~ msgid "That's a BINGO!"
#~ msgstr "当たり!"
#, fuzzy
#~ msgid "preview"
#~ msgstr "プレビュー"
#~ msgid "Move Add Key"
#~ msgstr "追加したキーを移動"
#, fuzzy
#~ msgid "Create Subscription"
#~ msgstr "サブスクリプションの生成"
#, fuzzy
#~ msgid "List:"
#~ msgstr "リスト:"
#, fuzzy
#~ msgid "Set Emission Mask"
#~ msgstr "発光(Emission)マスクを設定"
#, fuzzy
#~ msgid "Clear Emitter"
#~ msgstr "発光物をクリア"
#~ msgid " "
#~ msgstr " "
#, fuzzy
#~ msgid "Sections:"
#~ msgstr "セクション:"
#, fuzzy
#~ msgid "Cannot navigate to '"
#~ msgstr "~に移動できません"
#, fuzzy
#~ msgid ""
#~ "\n"
#~ "Source: "
#~ msgstr "ソース:"
#, fuzzy
#~ msgid "Remove Point from Line2D"
#~ msgstr "Line2Dからポイント点を除去"
#~ msgid "Add Point to Line2D"
#~ msgstr "Line2Dにポイント点を追加"
#~ msgid "Move Point in Line2D"
#~ msgstr "Line2D のポイント=点を移動"
#~ msgid "Split Segment (in line)"
#~ msgstr "セグメント分割(線分内で)"
#~ msgid "Meta+"
#~ msgstr "Meta+"
#, fuzzy
#~ msgid "Setting '"
#~ msgstr "設定"
#~ msgid "Remote Inspector"
#~ msgstr "リモートインスペクター"
#~ msgid "Remote Object Properties: "
#~ msgstr "リモートオブジェクトのプロパティ: "
#, fuzzy
#~ msgid "Selection -> Duplicate"
#~ msgstr "選択範囲のみ"
#, fuzzy
#~ msgid "Selection -> Clear"
#~ msgstr "選択範囲のみ"
#~ msgid ""
#~ "Path property must point to a valid Viewport node to work. Such Viewport "
#~ "must be set to 'render target' mode."
#~ msgstr ""
#~ "Path プロパティは、動作するように有効なビューポート ノードをポイントする必"
#~ "要があります。このようなビューポートは、'render target' モードに設定する必"
#~ "要があります。"
#~ msgid ""
#~ "The Viewport set in the path property must be set as 'render target' in "
#~ "order for this sprite to work."
#~ msgstr ""
#~ "Path プロパティに設定したビューポートは、このスプライトの動作する順序で "
#~ "'render target' として設定する必要があります。"
#, fuzzy
#~ msgid "Method List For '%s':"
#~ msgstr "'%s' のメソッド一覧:"
#, fuzzy
#~ msgid "Return:"
#~ msgstr "戻り値:"
#, fuzzy
#~ msgid "Added:"
#~ msgstr "加えたのは:"
#, fuzzy
#~ msgid "Could not save atlas subtexture:"
#~ msgstr "アトラスの要素であるテクスチャの保存ができません:"
#, fuzzy
#~ msgid "Setting Up..."
#~ msgstr "セットアップ中..."
#, fuzzy
#~ msgid "Error loading scene."
#~ msgstr "シーンの読み込みエラー"
#~ msgid "Re-Import"
#~ msgstr "再インポート"
#, fuzzy
#~ msgid "Please wait for scan to complete."
#~ msgstr "走査完了をお待ちください"
#, fuzzy
#~ msgid "Current scene must be saved to re-import."
#~ msgstr "再インポートするためには現在のシーンを保存する必要があります"
#, fuzzy
#~ msgid "Re-Importing"
#~ msgstr "再インポート"
#, fuzzy
#~ msgid "Re-Import Changed Resources"
#~ msgstr "変更したリソースを再インポート"
#, fuzzy
#~ msgid ""
#~ "\n"
#~ "Status: Needs Re-Import"
#~ msgstr "保存して再インポート"
#, fuzzy
#~ msgid "Same source and destination files, doing nothing."
#~ msgstr "同じファイルが指定されているので、何も行いません."
#, fuzzy
#~ msgid "Same source and destination paths, doing nothing."
#~ msgstr "同じパスが指定されているので、何も行いません"
#, fuzzy
#~ msgid "Can't move directories to within themselves."
#~ msgstr "ディレクトリを自身の内部には移動できません"
#, fuzzy
#~ msgid "Pick New Name and Location For:"
#~ msgstr "新しい名前とロケーションを選択:"
#, fuzzy
#~ msgid "Info"
#~ msgstr "インフォーメーション"
#, fuzzy
#~ msgid "No bit masks to import!"
#~ msgstr "インポートするビットマスクが見つかりません!"
#, fuzzy
#~ msgid "Target path is empty."
#~ msgstr "ターゲットのパスに何もありません"
#, fuzzy
#~ msgid "Target path must be a complete resource path."
#~ msgstr "ターゲットのパスはリソースの完全なパスでなければいけません."
#, fuzzy
#~ msgid "Target path must exist."
#~ msgstr "ターゲットのパスが存在しません"
#, fuzzy
#~ msgid "Import BitMasks"
#~ msgstr "ビットマスクをインポート"
#, fuzzy
#~ msgid "Source Texture(s):"
#~ msgstr "ソースのテクスチャ:"
#, fuzzy
#~ msgid "Accept"
#~ msgstr "受取OK"
#~ msgid "Bit Mask"
#~ msgstr "ビットマスク"
#, fuzzy
#~ msgid "No source font file!"
#~ msgstr "ソースのフォントファイルが見つかりません!"
#, fuzzy
#~ msgid "No target font resource!"
#~ msgstr "ターゲットのフォントリソースが見つかりません!"
#, fuzzy
#~ msgid ""
#~ "Invalid file extension.\n"
#~ "Please use .font."
#~ msgstr ""
#~ "ファイル拡張子が不正です.\n"
#~ " .fontを使ってください."
#, fuzzy
#~ msgid "Couldn't save font."
#~ msgstr "フォントを保存できませんでした"
#, fuzzy
#~ msgid "Source Font:"
#~ msgstr "ソース フォント:"
#, fuzzy
#~ msgid "Dest Resource:"
#~ msgstr "送り先のリソース:"
#, fuzzy
#~ msgid "The quick brown fox jumps over the lazy dog."
#~ msgstr "いろはにほへと~."
#~ msgid "Test:"
#~ msgstr "テスト:"
#~ msgid "Options:"
#~ msgstr "オプション:"
#, fuzzy
#~ msgid "Font Import"
#~ msgstr "フォントのインポート"
#, fuzzy
#~ msgid ""
#~ "This file is already a Godot font file, please supply a BMFont type file "
#~ "instead."
#~ msgstr ""
#~ "このファイルはもうGodotのフォントファイルです. BMFont type のファイルを代"
#~ "わりに利用してください."
#, fuzzy
#~ msgid "Failed opening as BMFont file."
#~ msgstr "BMFont ファイルを開けませんでした"
#, fuzzy
#~ msgid "Invalid font custom source."
#~ msgstr "不正なフォントカスタムソース"
#, fuzzy
#~ msgid "No meshes to import!"
#~ msgstr "インポートするメッシュがありません"
#, fuzzy
#~ msgid "Single Mesh Import"
#~ msgstr "シングルメッシュをインポート"
#, fuzzy
#~ msgid "Source Mesh(es):"
#~ msgstr "ソース メッシュ:"
#, fuzzy
#~ msgid "Surface %d"
#~ msgstr "サーフェース %d"
#, fuzzy
#~ msgid "No samples to import!"
#~ msgstr "インポートするサンプルがありません!"
#, fuzzy
#~ msgid "Import Audio Samples"
#~ msgstr "オーディオサンプルをインポート"
#, fuzzy
#~ msgid "Source Sample(s):"
#~ msgstr "ソースのサンプル:"
#~ msgid "Audio Sample"
#~ msgstr "オーディオサンプル"
#, fuzzy
#~ msgid "New Clip"
#~ msgstr "新しいクリップ"
#, fuzzy
#~ msgid "Flags"
#~ msgstr "フラグ"
#, fuzzy
#~ msgid "Bake FPS:"
#~ msgstr "FPSを焼き込み(ベイク):"
#~ msgid "Optimizer"
#~ msgstr "オプティマイザ"
#, fuzzy
#~ msgid "Max Linear Error"
#~ msgstr "最大位置エラー"
#, fuzzy
#~ msgid "Max Angular Error"
#~ msgstr "最大角度エラー"
#, fuzzy
#~ msgid "Max Angle"
#~ msgstr "最大角度"
#~ msgid "Start(s)"
#~ msgstr "開始"
#, fuzzy
#~ msgid "Source path is empty."
#~ msgstr "ソースのパスは空です"
#, fuzzy
#~ msgid "Couldn't load post-import script."
#~ msgstr "インポート済みのスクリプトを読み込みませんでした"
#, fuzzy
#~ msgid "Invalid/broken script for post-import."
#~ msgstr "インポート済みのスクリプトは不正な/壊れたスクリプトです"
#, fuzzy
#~ msgid "Error importing scene."
#~ msgstr "シーン インポートのエラー"
#, fuzzy
#~ msgid "Import 3D Scene"
#~ msgstr "3Dシーンをインポート"
#~ msgid "Source Scene:"
#~ msgstr "ソース シーン:"
#, fuzzy
#~ msgid "Same as Target Scene"
#~ msgstr "ターゲットシーンと同じ"
#~ msgid "Shared"
#~ msgstr "共有されている"
#, fuzzy
#~ msgid "Target Texture Folder:"
#~ msgstr "ターゲットテクスチャのフォルダ:"
#, fuzzy
#~ msgid "Custom Root Node Type:"
#~ msgstr "ルートノードのカスタムタイプ:"
#~ msgid "Auto"
#~ msgstr "自動"
#, fuzzy
#~ msgid "The Following Files are Missing:"
#~ msgstr "以下のファイルが見つかりません:"
#, fuzzy
#~ msgid "Import Anyway"
#~ msgstr "とりあえずインポート"
#, fuzzy
#~ msgid "Edited scene has not been saved, open imported scene anyway?"
#~ msgstr ""
#~ "編集したシーンは保存されていませんが、それでもインポートしたシーンを開きま"
#~ "すか?"
#, fuzzy
#~ msgid "Import Image:"
#~ msgstr "イメージをインポート:"
#, fuzzy
#~ msgid "Couldn't localize path: %s (already local)"
#~ msgstr "パスをローカライズできません: %s (すでにローカル)"
#, fuzzy
#~ msgid "3D Scene Animation"
#~ msgstr "3Dシーンアニメーション"
#~ msgid "Uncompressed"
#~ msgstr "非圧縮"
#, fuzzy
#~ msgid "Compress Lossless (PNG)"
#~ msgstr "ロスレス圧縮(PNG)"
#, fuzzy
#~ msgid "Compress Lossy (WebP)"
#~ msgstr "非可逆圧縮(WebP)"
#, fuzzy
#~ msgid "Compress (VRAM)"
#~ msgstr "圧縮 (VRAM)"
#~ msgid "Texture Format"
#~ msgstr "テクスチャフォーマット"
#, fuzzy
#~ msgid "Texture Compression Quality (WebP):"
#~ msgstr "テクスチャ圧縮品質 (WebP):"
#, fuzzy
#~ msgid "Texture Options"
#~ msgstr "テクスチャ オプション"
#, fuzzy
#~ msgid "Please specify some files!"
#~ msgstr "なにかファイルを指定してください!"
#, fuzzy
#~ msgid "At least one file needed for Atlas."
#~ msgstr "アトラスに最低一つのファイルを指定してください"
#, fuzzy
#~ msgid "Error importing:"
#~ msgstr "エラーをインポート中:"
#, fuzzy
#~ msgid "Max Texture Size:"
#~ msgstr "最大テクスチャサイズ:"
#, fuzzy
#~ msgid "Import Textures for Atlas (2D)"
#~ msgstr "アトラスのテクスチャをインポート (2D)"
#, fuzzy
#~ msgid "Large Texture"
#~ msgstr "大きなテクスチャ"
#, fuzzy
#~ msgid "Import Large Textures (2D)"
#~ msgstr "大きなテクスチャをインポート (2D)"
#, fuzzy
#~ msgid "Source Texture"
#~ msgstr "ソーステクスチャ"
#, fuzzy
#~ msgid "Base Atlas Texture"
#~ msgstr "基本アトラステクスチャ"
#, fuzzy
#~ msgid "Source Texture(s)"
#~ msgstr "ソース テクスチャ"
#, fuzzy
#~ msgid "Import Textures for 2D"
#~ msgstr "2Dテクスチャをインポート"
#, fuzzy
#~ msgid "Import Textures for 3D"
#~ msgstr "3Dテクスチャをインポート"
#, fuzzy
#~ msgid "Import Textures"
#~ msgstr "テクスチャをインポート"
#~ msgid "2D Texture"
#~ msgstr "2Dテクスチャ"
#~ msgid "3D Texture"
#~ msgstr "3Dテクスチャ"
#~ msgid "Atlas Texture"
#~ msgstr "アトラステクスチャ"
#, fuzzy
#~ msgid ""
#~ "NOTICE: Importing 2D textures is not mandatory. Just copy png/jpg files "
#~ "to the project."
#~ msgstr ""
#~ "注意:2Dテクスチャのインポートは必須ではありません. png/jpgファイルをプロ"
#~ "ジェクトにコピーしてください."
#, fuzzy
#~ msgid "Crop empty space."
#~ msgstr "空白を刈り込む"
#, fuzzy
#~ msgid "Import Large Texture"
#~ msgstr "大きなテクスチャをインポート"
#, fuzzy
#~ msgid "Load Source Image"
#~ msgstr "ソースイメージを読み込む"
#~ msgid "Slicing"
#~ msgstr "スライシング"
#~ msgid "Saving"
#~ msgstr "保存中"
#~ msgid "Couldn't save large texture:"
#~ msgstr "大きなテクスチャが保存できませんでした:"
#, fuzzy
#~ msgid "Build Atlas For:"
#~ msgstr "~のアトラスをビルド:"
#, fuzzy
#~ msgid "Loading Image:"
#~ msgstr "イメージを読み込み中:"
#, fuzzy
#~ msgid "Converting Images"
#~ msgstr "イメージを変換中"
#, fuzzy
#~ msgid "Cropping Images"
#~ msgstr "イメージをクロッピング(トリミング)"
#, fuzzy
#~ msgid "Couldn't save atlas image:"
#~ msgstr "アトラスイメージを保存できませんでした:"
#, fuzzy
#~ msgid "Couldn't save converted texture:"
#~ msgstr "変換したテクスチャを保存できませんでした:"
#~ msgid "Invalid translation source!"
#~ msgstr "不正な翻訳ソース!"
#, fuzzy
#~ msgid "Column"
#~ msgstr "カラム"
#, fuzzy
#~ msgid "No items to import!"
#~ msgstr "インポートするものがありません!"
#, fuzzy
#~ msgid "No target path!"
#~ msgstr "ターゲットのパスがありません!"
#, fuzzy
#~ msgid "Import Translations"
#~ msgstr "翻訳をインポート"
#, fuzzy
#~ msgid "Couldn't import!"
#~ msgstr "インポートできませんでした!"
#, fuzzy
#~ msgid "Import Translation"
#~ msgstr "翻訳をインポート"
#, fuzzy
#~ msgid "Source CSV:"
#~ msgstr "ソースCSVファイル:"
#, fuzzy
#~ msgid "Ignore First Row"
#~ msgstr "最初の行を無視"
#, fuzzy
#~ msgid "Add to Project (project.godot)"
#~ msgstr "プロジェクトに追加 (project.godot)"
#, fuzzy
#~ msgid "Import Languages:"
#~ msgstr "言語をインポート:"
#~ msgid "Translation"
#~ msgstr "翻訳"
#~ msgid "Triangle #"
#~ msgstr "三角形 #"
#, fuzzy
#~ msgid "Light Baker Setup:"
#~ msgstr "ライティング(照明)ベイク設定:"
#, fuzzy
#~ msgid "Fixing Lights"
#~ msgstr "照明(ライティング)の修復"
#, fuzzy
#~ msgid "Making BVH"
#~ msgstr "BVHデータを生成"
#, fuzzy
#~ msgid "Allocating Texture #"
#~ msgstr "テクスチャを(メモリ上で)確保#"
#, fuzzy
#~ msgid "Baking Triangle #"
#~ msgstr "三角形をベイク#"
#, fuzzy
#~ msgid "Post-Processing Texture #"
#~ msgstr "後処理のテクスチャ#"
#, fuzzy
#~ msgid "Reset the lightmap octree baking process (start over)."
#~ msgstr "ライトマップ八分木ベイクのプロセスをリセット(やり直し)."
#, fuzzy
#~ msgid "Zoom Set..."
#~ msgstr "ズームをセットする..."
#~ msgid "Set a Value"
#~ msgstr "値を設定する"
#, fuzzy
#~ msgid "Parse BBCode"
#~ msgstr "BBコードをパースする"
#, fuzzy
#~ msgid "Length:"
#~ msgstr "長さ:"
#, fuzzy
#~ msgid "Open Sample File(s)"
#~ msgstr "サンプルファイルを開ける"
#, fuzzy
#~ msgid "ERROR: Couldn't load sample!"
#~ msgstr "エラー:サンプルを読み込めません!"
#~ msgid "Rename Sample"
#~ msgstr "サンプルの名前を変える"
#~ msgid "Delete Sample"
#~ msgstr "サンプルを消去する"
#~ msgid "16 Bits"
#~ msgstr "16ビット"
#~ msgid "8 Bits"
#~ msgstr "8ビット"
#~ msgid "Stereo"
#~ msgstr "ステレオ音声"
#, fuzzy
#~ msgid "Scaling to %s%%."
#~ msgstr "拡大縮小比率%s%%."
#, fuzzy
#~ msgid "Invalid project path, the path must exist!"
#~ msgstr "パスが不正です.パスが存在しないといけません."
#, fuzzy
#~ msgid "Invalid project path, project.godot must not exist."
#~ msgstr "プロジェクトのパスが不正です.project.godotは存在しません."
#, fuzzy
#~ msgid "Invalid project path, project.godot must exist."
#~ msgstr ""
#~ "プロジェクトのパスが不正です.project.godotは存在する必要があります。"
#, fuzzy
#~ msgid "Project Path (Must Exist):"
#~ msgstr "プロジェクトパス(存在する必要があります)"
#~ msgid "Create New Resource"
#~ msgstr "新しいリソースを生成"
#~ msgid "Open Resource"
#~ msgstr "リソースを開ける"
#~ msgid "Save Resource"
#~ msgstr "リソースを保存"
#, fuzzy
#~ msgid "Resource Tools"
#~ msgstr "リソースのツール"
#, fuzzy
#~ msgid "Tiles"
#~ msgstr "ファイル:"
#~ msgid "Ctrl+"
#~ msgstr "Ctrl+"
#, fuzzy
#~ msgid "Close scene? (Unsaved changes will be lost)"
#~ msgstr "シーンを閉じますか?(セーブしていない変更は失われます)"
#, fuzzy
#~ msgid ""
#~ "Open Project Manager? \n"
#~ "(Unsaved changes will be lost)"
#~ msgstr ""
#~ "プロジェクトマネージャーを開きますか?\n"
#~ "(保存していない変更は失われます)"
#, fuzzy
#~ msgid "Close Goto Prev. Scene"
#~ msgstr "閉じて過去開いたシーンに移動"
#~ msgid "Del"
#~ msgstr "deleteキー"
#, fuzzy
#~ msgid "just pressed"
#~ msgstr "押した"
#, fuzzy
#~ msgid ""
#~ "Couldn't read the certificate file. Are the path and password both "
#~ "correct?"
#~ msgstr "証明書ファイルが読めません. パスかパスワードが間違っていませんか?"
#, fuzzy
#~ msgid "Error creating the package signature."
#~ msgstr "パッケージ署名生成エラー"
#~ msgid "RAW Mode"
#~ msgstr "RAWモード"
#, fuzzy
#~ msgid "Node From Scene"
#~ msgstr "シーンからのノード"
#~ msgid "Path property must point to a valid Particles2D node to work."
#~ msgstr ""
#~ "Path プロパティは、動作するように有効な Particles2D ノードを示す必要があり"
#~ "ます。"
#~ msgid ""
#~ "A SampleLibrary resource must be created or set in the 'samples' property "
#~ "in order for SamplePlayer to play sound."
#~ msgstr ""
#~ "SampleLibrary リソースは SamplePlayer がサウンドを再生するために作成また"
#~ "は 'samples' プロパティで設定する必要があります。"
#~ msgid ""
#~ "A SampleLibrary resource must be created or set in the 'samples' property "
#~ "in order for SpatialSamplePlayer to play sound."
#~ msgstr ""
#~ "SpatialSamplePlayer でサウンドを再生するためには SampleLibrary リソースを"
#~ "作成または 'samples' プロパティで設定する必要があります。"
#~ msgid "Replaced %d Ocurrence(s)."
#~ msgstr "%d 箇所を置換しました。"
#, fuzzy
#~ msgid "Create Android keystore"
#~ msgstr "フォルダを作成"
#, fuzzy
#~ msgid "Organization"
#~ msgstr "遷移"
#, fuzzy
#~ msgid ""
#~ "Paths cannot start with '/', absolute paths must start with 'res://', "
#~ "'user://', or 'local://'"
#~ msgstr ""
#~ "パスは「/」で始めることができません。絶対パスは必ず「res://」「user://」"
#~ "「local://」 で始まる必要があります。"