i18n: Sync translations with Weblate

(cherry picked from commit d488e962df4675bdb1927e1027d8262c570cc310)
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Rémi Verschelde 2025-09-30 13:08:27 +02:00
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44 changed files with 60839 additions and 5787 deletions

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@ -32,7 +32,7 @@
// This typed array can only contain integers.
// Attempting to add any other type will result in an error.
Godot.Collections.Array>int< typedArray = [1, 2, 3];
Godot.Collections.Array<int> typedArray = [1, 2, 3];
[/csharp]
[/codeblocks]
[b]Note:[/b] Arrays are always passed by [b]reference[/b]. To get a copy of an array that can be modified independently of the original array, use [method duplicate].

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@ -15455,9 +15455,6 @@ msgstr "3D-Text"
msgid "Threshold at which the alpha scissor will discard values."
msgstr "Schwellwert, ab der die Alpha-Schere Werte verwerfen wird."
msgid "The light will affect objects in the selected layers."
msgstr "Das Licht wirkt sich auf Objekte in den ausgewählten Ebenen aus."
msgid "Using Lightmap global illumination"
msgstr "Verwenden der globalen Lightmap-Beleuchtung"

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@ -20878,43 +20878,6 @@ msgstr ""
"[code]bréagach[/code]. Úsáidtear an [comhalta up_direction] agus [comhalta "
"floor_max_angle] chun a chinneadh an bhfuil dromchla \"balla\" nó nach bhfuil."
msgid ""
"Moves the body based on [member velocity]. If the body collides with another, "
"it will slide along the other body (by default only on floor) rather than "
"stop immediately. If the other body is a [CharacterBody2D] or [RigidBody2D], "
"it will also be affected by the motion of the other body. You can use this to "
"make moving and rotating platforms, or to make nodes push other nodes.\n"
"Modifies [member velocity] if a slide collision occurred. To get the latest "
"collision call [method get_last_slide_collision], for detailed information "
"about collisions that occurred, use [method get_slide_collision].\n"
"When the body touches a moving platform, the platform's velocity is "
"automatically added to the body motion. If a collision occurs due to the "
"platform's motion, it will always be first in the slide collisions.\n"
"The general behavior and available properties change according to the [member "
"motion_mode].\n"
"Returns [code]true[/code] if the body collided, otherwise, returns "
"[code]false[/code]."
msgstr ""
"Bogann sé an corp bunaithe ar [treoluas ball]. Má imbhuaileann an comhlacht "
"le ceann eile, sleamhnóidh sé ar feadh an chomhlachta eile (de réir "
"réamhshocraithe ach amháin ar an urlár) seachas stop a chur láithreach. Más "
"[CharacterBody2D] nó [RigidBody2D] an corp eile, beidh tionchar aige freisin "
"ar ghluaisne an choirp eile. Is féidir leat é seo a úsáid chun ardáin "
"ghluaiste agus rothlacha a dhéanamh, nó chun nóid a dhéanamh chun nóid eile a "
"bhrú.\n"
"Athraíonn [treoluas na mball] má tharla imbhualadh sleamhnáin. Chun an glao "
"imbhuailte is déanaí a fháil [method get_last_slide_collision], chun faisnéis "
"mhionsonraithe a fháil faoi imbhuailtí a tharla, bain úsáid as [method "
"get_slide_collision].\n"
"Nuair a théann an comhlacht i dteagmháil le ardán ag gluaiseacht, cuirtear "
"treoluas an ardáin go huathoibríoch le tairiscint an choirp. Má tharlaíonn "
"imbhualadh mar gheall ar thairiscint an ardáin, beidh sé i gcónaí ar dtús sna "
"himbhuailtí sleamhnáin.\n"
"Athraíonn an iompar ginearálta agus na hairíonna atá ar fáil de réir an "
"[member motion_mode].\n"
"Filleann sé [code]true[/code] má imbhuail an corp, ar shlí eile, filleann sé "
"[code]bréagach[/code]."
msgid ""
"If [code]true[/code], the body will be able to move on the floor only. This "
"option avoids to be able to walk on walls, it will however allow to slide "
@ -21048,13 +21011,6 @@ msgstr ""
"bhallaí, smaoinigh ar [MOTION_MODE_FLOATING seasmhach] a úsáid mar [member "
"motion_mode]."
msgid ""
"Current velocity vector in pixels per second, used and modified during calls "
"to [method move_and_slide]."
msgstr ""
"Veicteoir treoluas reatha i bpicteilíní in aghaidh an tsoicind, arna úsáid "
"agus arna mhodhnú le linn glaonna chuig [method move_and_slide]."
msgid ""
"Apply when notions of walls, ceiling and floor are relevant. In this mode the "
"body motion will react to slopes (acceleration/slowdown). This mode is "
@ -21178,39 +21134,6 @@ msgstr ""
"[method move_and_slide], ní mór duit innéacs an imbhuailte a shonrú sa raon 0 "
"go ([method get_slide_collision_count] - 1)."
msgid ""
"Moves the body based on [member velocity]. If the body collides with another, "
"it will slide along the other body rather than stop immediately. If the other "
"body is a [CharacterBody3D] or [RigidBody3D], it will also be affected by the "
"motion of the other body. You can use this to make moving and rotating "
"platforms, or to make nodes push other nodes.\n"
"Modifies [member velocity] if a slide collision occurred. To get the latest "
"collision call [method get_last_slide_collision], for more detailed "
"information about collisions that occurred, use [method "
"get_slide_collision].\n"
"When the body touches a moving platform, the platform's velocity is "
"automatically added to the body motion. If a collision occurs due to the "
"platform's motion, it will always be first in the slide collisions.\n"
"Returns [code]true[/code] if the body collided, otherwise, returns "
"[code]false[/code]."
msgstr ""
"Bogann sé an corp bunaithe ar [treoluas ball]. Má imbhuaileann an comhlacht "
"le duine eile, sleamhnóidh sé ar feadh an chomhlachta eile seachas stop a "
"chur láithreach. Más [CharacterBody3D] nó [RigidBody3D] an corp eile, beidh "
"tionchar aige freisin ar ghluaisne an choirp eile. Is féidir leat é seo a "
"úsáid chun ardáin ghluaiste agus rothlacha a dhéanamh, nó chun nóid a "
"dhéanamh chun nóid eile a bhrú.\n"
"Athraítear [treoluas ball] má tharla imbhualadh sleamhnáin. Chun an glao "
"imbhuailte is déanaí a fháil [method get_last_slide_collision], chun faisnéis "
"níos mionsonraithe a fháil faoi imbhuailtí a tharla, bain úsáid as [method "
"get_slide_collision].\n"
"Nuair a théann an comhlacht i dteagmháil le ardán ag gluaiseacht, cuirtear "
"treoluas an ardáin go huathoibríoch le tairiscint an choirp. Má tharlaíonn "
"imbhualadh mar gheall ar thairiscint an ardáin, beidh sé i gcónaí ar dtús sna "
"himbhuailtí sleamhnáin.\n"
"Filleann sé [code]true[/code] má imbhuail an corp, ar shlí eile, filleann sé "
"[code]bréagach[/code]."
msgid ""
"Collision layers that will be included for detecting floor bodies that will "
"act as moving platforms to be followed by the [CharacterBody3D]. By default, "
@ -21245,13 +21168,6 @@ msgstr ""
"thuairisciú mar bhallaí, smaoinigh ar [MOTION_MODE_FLOATING seasmhach] a "
"úsáid mar [member motion_mode]."
msgid ""
"Current velocity vector (typically meters per second), used and modified "
"during calls to [method move_and_slide]."
msgstr ""
"Veicteoir treoluas reatha (méadar in aghaidh an tsoicind go hiondúil), a "
"úsáidtear agus a athraíodh le linn glaonna chuig [method move_and_slide]."
msgid ""
"Apply when notions of walls, ceiling and floor are relevant. In this mode the "
"body motion will react to slopes (acceleration/slowdown). This mode is "
@ -63713,9 +63629,6 @@ msgstr ""
"[b]Nóta:[/b] Ní thacaítear le PCSS le haghaidh soilse treorach ach amháin sa "
"mhodh rindreála Ar Aghaidh+, ní Móibíleach nó Comhoiriúnacht."
msgid "The light will affect objects in the selected layers."
msgstr "Cuirfidh an solas isteach ar rudaí sna sraitheanna roghnaithe."
msgid ""
"The light's strength multiplier (this is not a physical unit). For "
"[OmniLight3D] and [SpotLight3D], changing this value will only change the "

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@ -47,7 +47,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2025-09-13 12:37+0000\n"
"PO-Revision-Date: 2025-09-19 22:59+0000\n"
"Last-Translator: Myeongjin <aranet100@gmail.com>\n"
"Language-Team: Korean <https://hosted.weblate.org/projects/godot-engine/godot-"
"class-reference/ko/>\n"
@ -134,7 +134,7 @@ msgid "Inherited By:"
msgstr "파생:"
msgid "(overrides %s)"
msgstr "(%s 덮어씀)"
msgstr "(%s을(를) 덮어씀)"
msgid "Default"
msgstr "디폴트"
@ -813,7 +813,7 @@ msgstr ""
"[code]-0.0[/code]으로 나누면 분자가 양수일 경우 음의 무한대가 되므로, "
"[code]0.0[/code]으로 나누는 것과 [code]-0.0[/code]으로 나누는 것은 동일하지 않"
"습니다 (비록 [code]0.0 == -0.0[/code]이 [code]true[/code]를 반환하더라도).\n"
"[b]고:[/b] 수치적 무한대는 부동소수점 수에서만 존재하는 개념이며, 정수에는 "
"[b]고:[/b] 수치적 무한대는 부동소수점 수에서만 존재하는 개념이며, 정수에는 "
"해당하는 값이 없습니다. 정수로 [code]0[/code]으로 나누면 [constant INF]가 반환"
"되지 않고 대신 런타임 오류가 발생합니다."
@ -840,7 +840,7 @@ msgstr ""
"은 [code]false[/code]를 반환하고, [code]NAN != NAN[/code]은 [code]true[/code]"
"를 반환합니다). 이는 부동소수점 [code]0.0[/code]을 [code]0.0[/code]으로 나누"
"는 등의 잘못된 연산에서 반환됩니다.\n"
"[b]고:[/b] \"숫자가 아님\"은 부동소수점 수에서만 존재하는 개념이며, 정수에"
"[b]고:[/b] \"숫자가 아님\"은 부동소수점 수에서만 존재하는 개념이며, 정수에"
"는 해당하는 값이 없습니다. 정수로 [code]0[/code]을 [code]0[/code]으로 나누면 "
"[constant NAN]이 반환되지 않고 대신 런타임 오류가 발생합니다."
@ -1421,8 +1421,8 @@ msgstr ""
"스펙터 독에서의 속성의 이름에서도 제거됩니다.\n"
"만약 [param prefix]가 주어지지 않은 경우, 모든 뒤따르는 속성이 그룹에 추가됩니"
"다. 그룹은 다음 그룹이나 카테고리가 정의된 경우 끝납니다. 또한 이 어노테이션"
"에 매개변수로 빈 문자열을 줌으로써 그룹화를 강제로 풀 수 있습니다. "
"([code]@export_group(\"\", \"\")[/code]와 같이)\n"
"에 매개변수로 [code]@export_group(\"\", \"\")[/code]와 같이 빈 문자열을 줌으로"
"써 그룹화를 강제로 풀 수 있습니다.\n"
"그룹은 중첩될 수 없으므로, [annotation @export_subgroup]을 사용하여 그룹 안에 "
"하위 그룹을 추가하세요.\n"
"[constant PROPERTY_USAGE_GROUP]도 참조하세요.\n"
@ -2283,9 +2283,9 @@ msgstr ""
"[method Vector3i.clamp], [method Vector4.clamp], [method Vector4i.clamp], 또"
"는 [method Color.clamp] (이 메서드에서는 현재 지원하지 않습니다)를 사용하세"
"요.\n"
"[b]참고:[/b] 이것을 벡터에 사용했을 때 구성요소(x, y) 별로 고정을 지원하지 [i]"
"[b]참고:[/b] 이것을 벡터에 사용했을 때 컴포넌트(x, y) 별로 고정을 지원하지 [i]"
"않으며,[/i] [code]value < min[/code] 인 경우 [param min] 을, [code]value > "
"max[/code] 인 경우 [param max] 를 선택합니다. 구성요소 별 고정을 구현하고 싶다"
"max[/code] 인 경우 [param max] 를 선택합니다. 컴포넌트 별 고정을 구현하고 싶다"
"면 위에 나열된 메서드들을 사용하세요."
msgid ""
@ -2683,13 +2683,13 @@ msgid ""
"See also [method lerp], which performs the reverse of this operation, and "
"[method remap] to map a continuous series of values to another."
msgstr ""
"[param from] 과 [param to] 에 명시된 범위와, [param weight] 에 명시된 보간된 "
"을 고려하여 보간법을 반환합니다. 반환된 값은 [param weight] 가 [param from] "
"터 [param to] 까지의 값을 가진다면 [code]0.0[/code] 부터 [code]1.0[/code] 까"
"지의 값을 가집니다. 만약 [param weight] 가 이 범위 밖에 위치한다면, 보외법(외"
"분) 요소가 반환됩니다. ([code]0.0[/code] 미만 또는 [code]1.0[/code] 초과의 값"
"을 반환합니다). 이를 원하지 않는다면 [method clamp] 를 [method inverse_lerp] "
"의 결과값에 사용하세요.\n"
"[param from]과 [param to]에 명시된 범위와, [param weight]에 명시된 보간된 "
"을 고려하여 보간법을 반환합니다. 반환된 값은 [param weight]가 [param from]부"
"터 [param to]까지의 값을 가진다면 [code]0.0[/code]부터 [code]1.0[/code]까지의 "
"값을 가집니다. 만약 [param weight]가 이 범위 밖에 위치한다면, 보외법(외분) 요"
"소가 반환됩니다 ([code]0.0[/code] 미만 또는 [code]1.0[/code] 초과의 값을 반환"
"합니다). 이를 원하지 않는다면 [method clamp]를 [method inverse_lerp]의 결과값"
"에 사용하세요.\n"
"[codeblock]\n"
"# 아래의 'lerp()' 호출의 보간 비율은 0.75입니다.\n"
"var middle = lerp(20, 30, 0.75)\n"
@ -2699,7 +2699,7 @@ msgstr ""
"var ratio = inverse_lerp(20, 30, 27.5)\n"
"# ratio는 이제 0.75입니다.\n"
"[/codeblock]\n"
"이 연산의 역을 수행하는 [method lerp] 도 참조하세요."
"이 연산의 역을 수행하는 [method lerp]도 참조하세요."
msgid ""
"Returns [code]true[/code] if [param a] and [param b] are approximately equal "
@ -2988,8 +2988,8 @@ msgstr ""
"[codeblock]\n"
"max(1, 7, 3, -6, 5) # 7을 반환합니다\n"
"[/codeblock]\n"
"[b]참고:[/b] 이것을 벡터에 사용할 경우 구성요소(x, y) 별로 작동하지 [i]않으며,"
"[/i] [code]x < y[/code] 를 사용했을 때의 최댓값을 고릅니다. 구성요소 별 최댓값"
"[b]참고:[/b] 이것을 벡터에 사용할 경우 컴포넌트(x, y) 별로 작동하지 [i]않으며,"
"[/i] [code]x < y[/code] 를 사용했을 때의 최댓값을 고릅니다. 컴포넌트 별 최댓값"
"을 구현하기 위해, [method Vector2.max], [method Vector2i.max], [method "
"Vector3.max], [method Vector3i.max], [method Vector4.max], 그리고 [method "
"Vector4i.max] 를 사용하세요."
@ -3037,8 +3037,8 @@ msgstr ""
"[codeblock]\n"
"max(1, 7, 3, -6, 5) # -6을 반환합니다\n"
"[/codeblock]\n"
"[b]참고:[/b] 이것을 벡터에 사용할 경우 구성요소(x, y) 별로 작동하지 [i]않으며,"
"[/i] [code]x < y[/code] 를 사용했을 때의 최솟값을 고릅니다. 구성요소 별 최솟값"
"[b]참고:[/b] 이것을 벡터에 사용할 경우 컴포넌트(x, y) 별로 작동하지 [i]않으며,"
"[/i] [code]x < y[/code] 를 사용했을 때의 최솟값을 고릅니다. 컴포넌트 별 최솟값"
"을 구현하기 위해, [method Vector2.max], [method Vector2i.max], [method "
"Vector3.max], [method Vector3i.max], [method Vector4.max], 그리고 [method "
"Vector4i.max] 를 사용하세요."
@ -3305,19 +3305,19 @@ msgid ""
"[/codeblocks]"
msgstr ""
"하나 이상의 인수를 가능한 최선의 방법으로 문자열로 변환하여 OS 터미널에 출력합"
"니다. [method print]와 달리, 끝에 새 줄이 자동으로 추가되지 않습니다.\n"
"니다. [method print]와 달리, 끝에 새로운 줄이 자동으로 추가되지 않습니다.\n"
"[b]참고:[/b] OS 터미널은 편집기의 출력 독과 [i]같지 않습니다[/i]. OS 터미널로 "
"전송된 출력은 터미널에서 Godot를 실행할 때 볼 수 있습니다. Windows에서는 "
"[code]console.exe[/code] 실행 파일을 사용해야 합니다.\n"
"[codeblocks]\n"
"[gdscript]\n"
"# Prints \"ABC\" to terminal.\n"
"# \"ABC\"를 터미널에 출력합니다.\n"
"printraw(\"A\")\n"
"printraw(\"B\")\n"
"printraw(\"C\")\n"
"[/gdscript]\n"
"[csharp]\n"
"// Prints \"ABC\" to terminal.\n"
"// \"ABC\"를 터미널에 출력합니다.\n"
"GD.PrintRaw(\"A\");\n"
"GD.PrintRaw(\"B\");\n"
"GD.PrintRaw(\"C\");\n"
@ -8021,9 +8021,9 @@ msgid ""
"the animation to take new frames into account. The maximum number of frames "
"is [constant MAX_FRAMES]."
msgstr ""
"애니메이션에 사용할 프레임의 수입니다. [method set_frame_texture] 를 통해 독립"
"적으로 새로운 프레임을 만들 수 있지만, 이 값을 설정해서 새 프레임을 애니메이션"
"에 포함시켜야 합니다. 프레임의 최대 수는 [constant MAX_FRAMES] 입니다."
"애니메이션에 사용할 프레임 수입니다. [method set_frame_texture]로 프레임을 독"
"적으로 만들 수 있지만, 애니메이션에 새로운 프레임을 적용하려면 이 값을 설정"
"해야 합니다. 최대 프레임의 수는 [constant MAX_FRAMES]입니다."
msgid ""
"If [code]true[/code], the animation will only play once and will not loop "
@ -8031,7 +8031,7 @@ msgid ""
"will not set [member pause] to [code]true[/code]."
msgstr ""
"[code]true[/code]인 경우, 애니메이션은 한 번만 실행되며 끝에 도달한 이후 첫번"
"째 프레임으로 회귀하지 않을 것입니다. 끝에 도달하는 것이 [member pause] 를 "
"째 프레임으로 회귀하지 않을 것입니다. 끝에 도달하는 것이 [member pause]를 "
"[code]true[/code]로 설정하지 않는다는 것을 참고하세요."
msgid ""
@ -8054,9 +8054,8 @@ msgid ""
"The maximum number of frames supported by [AnimatedTexture]. If you need more "
"frames in your animation, use [AnimationPlayer] or [AnimatedSprite2D]."
msgstr ""
"[AnimatedTexture] 에서 지원되는 최대 프레임 수입니다. 만약 애니메이션에 더 많"
"은 프레임이 필요하다면, [AnimationPlayer] 또는 [AnimatedSprite2D] 를 사용하세"
"요."
"[AnimatedTexture]에서 지원되는 최대 프레임 수입니다. 애니메이션에 더 많은 프레"
"임이 필요하다면, [AnimationPlayer] 또는 [AnimatedSprite2D]를 사용하세요."
msgid "Holds data that can be used to animate anything in the engine."
msgstr ""
@ -10095,7 +10094,7 @@ msgid ""
"This area adds its gravity/damping values to whatever has been calculated so "
"far (in [member priority] order)."
msgstr ""
"이 영역은 지금까지 계산된 값에 중력/감쇠 값을 추가합니다.([member priority]순"
"이 영역은 지금까지 계산된 값에 중력/감쇠 값을 추가합니다 ([member priority]순"
"서에 따라서)."
msgid ""
@ -10301,7 +10300,7 @@ msgid ""
"Returns the format mask of the requested surface (see [method "
"add_surface_from_arrays])."
msgstr ""
"요청된 표면의 형식 마스크를 반환합니다.([method add_surface_from_arrays]를 참"
"요청된 표면의 형식 마스크를 반환합니다 ([method add_surface_from_arrays]를 참"
"조하세요)."
msgid "Gets the name assigned to this surface."
@ -12109,6 +12108,17 @@ msgstr "선택 항목이 변경될 때 방출됩니다."
msgid "Maximum number of matches to show in dialog."
msgstr "대화 상자에 보여줄 최대 일치 수."
msgid ""
"The language to use for the editor interface.\n"
"Translations are provided by the community. If you spot a mistake, "
"[url=https://contributing.godotengine.org/en/latest/documentation/translation/"
"index.html]contribute to editor translations on Weblate![/url]"
msgstr ""
"편집기 인터페이스에 사용할 언어.\n"
"번역은 커뮤니티에 의해 제공됩니다. 실수를 찾았다면 [url=https://"
"contributing.godotengine.org/en/latest/documentation/translation/"
"index.html]Weblate에서 편집기 번역에 기여하세요![/url]"
msgid ""
"If [code]true[/code], editor UI uses OS native file/directory selection "
"dialogs."
@ -12466,8 +12476,8 @@ msgid ""
"[constant FILE_MODE_SAVE_FILE])."
msgstr ""
"[code]true[/code]인 경우, ([constant FILE_MODE_OPEN_DIR], [constant "
"FILE_MODE_OPEN_ANY], or [constant FILE_MODE_SAVE_FILE]을 사용할 때) 새 디렉터"
"리를 만들기 위한 버튼을 보여줍니다."
"FILE_MODE_OPEN_ANY], or [constant FILE_MODE_SAVE_FILE]을 사용할 때) 새로운 디"
"렉터리를 만들기 위한 버튼을 보여줍니다."
msgid "If [code]true[/code], shows the toggle hidden files button."
msgstr "[code]true[/code]인 경우, 숨긴 파일 토글 버튼을 보여줍니다."
@ -12581,8 +12591,8 @@ msgid ""
"Equivalent to [member folder_creation_enabled]."
msgstr ""
"활성화되면 ([constant FILE_MODE_OPEN_DIR], [constant FILE_MODE_OPEN_ANY], 또"
"는 [constant FILE_MODE_SAVE_FILE]을 사용할 때) 새 디렉터리를 만들기 위한 버튼"
"을 보여줍니다.\n"
"는 [constant FILE_MODE_SAVE_FILE]을 사용할 때) 새로운 디렉터리를 만들기 위한 "
"버튼을 보여줍니다.\n"
"[member folder_creation_enabled]와 동일합니다."
msgid ""
@ -12751,7 +12761,7 @@ msgid ""
"Emitted after the editor has finished loading a new extension.\n"
"[b]Note:[/b] This signal is only emitted in editor builds."
msgstr ""
"편집기가 새 확장 기능을 불러옴을 마친 후 방출됩니다.\n"
"편집기가 새로운 확장 기능을 불러옴을 마친 후 방출됩니다.\n"
"[b]참고:[/b] 이 시그널은 편집기 빌드에서만 방출됩니다."
msgid ""
@ -12931,6 +12941,27 @@ msgstr ""
msgid "A 3D particle emitter."
msgstr "3D 입자 방출기."
msgid ""
"The [AABB] that determines the node's region which needs to be visible on "
"screen for the particle system to be active. [member "
"GeometryInstance3D.extra_cull_margin] is added on each of the AABB's axes. "
"Particle collisions and attraction will only occur within this area.\n"
"Grow the box if particles suddenly appear/disappear when the node enters/"
"exits the screen. The [AABB] can be grown via code or with the [b]Particles → "
"Generate AABB[/b] editor tool.\n"
"[b]Note:[/b] [member visibility_aabb] is overridden by [member "
"GeometryInstance3D.custom_aabb] if that property is set to a non-default "
"value."
msgstr ""
"[AABB]는 입자 시스템이 활성이 되기 위해 화면에 보여야 하는 노드의 영역을 결정"
"합니다. [member GeometryInstance3D.extra_cull_margin]은 각 AABB의 각 축에 추가"
"됩니다. 입자 콜리전과 인력은 이 영역 안에서만 발생합니다.\n"
"노드가 화면에 들어오거나 나갈 때 입자가 갑자기 나타나거나 사라지면 상자를 자라"
"게 합니다. [AABB]는 코드를 통하거나 [b]입자 → AABB 생성[/b] 편집 툴로 자랄 수 "
"있습니다.\n"
"[b]참고:[/b] [member visibility_aabb]는 해당 속성이 디폴트가 아닌 값으로 설정"
"된 경우 [member GeometryInstance3D.custom_aabb]로 재정의됩니다."
msgid "The attractor box's size in 3D units."
msgstr "3D 단위의 어트랙터 상자의 크기입니다."

File diff suppressed because it is too large Load diff

View file

@ -12665,82 +12665,6 @@ msgstr ""
msgid "A built-in data structure that holds a sequence of elements."
msgstr "உறுப்புகளின் வரிசையை வைத்திருக்கும் ஒரு உள்ளமைக்கப்பட்ட தரவு அமைப்பு."
msgid ""
"An array data structure that can contain a sequence of elements of any "
"[Variant] type. Elements are accessed by a numerical index starting at "
"[code]0[/code]. Negative indices are used to count from the back ([code]-1[/"
"code] is the last element, [code]-2[/code] is the second to last, etc.).\n"
"[codeblocks]\n"
"[gdscript]\n"
"var array = [\"First\", 2, 3, \"Last\"]\n"
"print(array[0]) # Prints \"First\"\n"
"print(array[2]) # Prints 3\n"
"print(array[-1]) # Prints \"Last\"\n"
"\n"
"array[1] = \"Second\"\n"
"print(array[1]) # Prints \"Second\"\n"
"print(array[-3]) # Prints \"Second\"\n"
"[/gdscript]\n"
"[csharp]\n"
"Godot.Collections.Array array = [\"First\", 2, 3, \"Last\"];\n"
"GD.Print(array[0]); // Prints \"First\"\n"
"GD.Print(array[2]); // Prints 3\n"
"GD.Print(array[^1]); // Prints \"Last\"\n"
"\n"
"array[1] = \"Second\";\n"
"GD.Print(array[1]); // Prints \"Second\"\n"
"GD.Print(array[^3]); // Prints \"Second\"\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] Arrays are always passed by [b]reference[/b]. To get a copy of "
"an array that can be modified independently of the original array, use "
"[method duplicate].\n"
"[b]Note:[/b] Erasing elements while iterating over arrays is [b]not[/b] "
"supported and will result in unpredictable behavior.\n"
"[b]Differences between packed arrays, typed arrays, and untyped arrays:[/b] "
"Packed arrays are generally faster to iterate on and modify compared to a "
"typed array of the same type (e.g. [PackedInt64Array] versus [code]Array[int]"
"[/code]). Also, packed arrays consume less memory. As a downside, packed "
"arrays are less flexible as they don't offer as many convenience methods such "
"as [method Array.map]. Typed arrays are in turn faster to iterate on and "
"modify than untyped arrays."
msgstr ""
"எந்தவொரு [மாறுபாடு] வகையின் உறுப்புகளின் வரிசையைக் கொண்டிருக்கக்கூடிய வரிசை தரவு "
"அமைப்பு. [குறியீடு] 0 [/குறியீடு] இல் தொடங்கி ஒரு எண் குறியீட்டால் கூறுகள் "
"அணுகப்படுகின்றன. எதிர்மறை குறியீடுகள் பின்புறத்திலிருந்து கணக்கிடப் பயன்படுகின்றன "
"([குறியீடு] -1 [/குறியீடு] கடைசி உறுப்பு, [குறியீடு] -2 [/குறியீடு] இரண்டாவது முதல் "
"நீடிக்கும், முதலியன). \n"
"[கோட் பிளாக்ச்] \n"
"[GDSCRIPT] \n"
"var வரிசை = [\"முதல்\", 2, 3, \"கடைசி\"] \n"
"அச்சு (வரிசை [0]) # அச்சிடுகிறது \"முதல்\" \n"
"அச்சு (வரிசை [2]) # அச்சிட்டு 3 \n"
"அச்சு (வரிசை [-1]) # அச்சிடுகிறது \"கடைசி\" \n"
"\n"
"வரிசை [1] = \"இரண்டாவது\" \n"
"அச்சு (வரிசை [1]) # அச்சிடுகிறது \"இரண்டாவது\" \n"
"அச்சு (வரிசை [-3]) # \"இரண்டாவது\" அச்சிடுகிறது \n"
"[/gdscript] \n"
"[csharp] \n"
"Kodot.collections.array வரிசை = [\"முதல்\", 2, 3, \"கடைசி\"]; \n"
"Gd.print (வரிசை [0]); // \"முதலில்\" அச்சிடுகிறது \n"
"Gd.print (வரிசை [2]); // அச்சிட்டு 3 \n"
"Gd.print (வரிசை [^1]); // அச்சிட்டு \"கடைசி\" \n"
"\n"
"வரிசை [1] = \"இரண்டாவது\"; \n"
"Gd.print (வரிசை [1]); // அச்சிடுகிறது \"இரண்டாவது\" \n"
"Gd.print (வரிசை [^3]); // அச்சிடுகிறது \"இரண்டாவது\" \n"
"[/csharp] \n"
"[/codeBlocks] \n"
"[b] குறிப்பு: [/b] வரிசைகள் எப்போதும் [b] குறிப்பு [/b] மூலம் அனுப்பப்படுகின்றன. அசல் "
"வரிசையிலிருந்து சுயாதீனமாக மாற்றக்கூடிய ஒரு வரிசையின் நகலைப் பெற, [முறை நகல்] "
"பயன்படுத்தவும். \n"
". \n"
". மேலும், நிரம்பிய வரிசைகள் குறைவான நினைவகத்தை பயன்படுத்துகின்றன. ஒரு எதிர்மறையாக, "
"நிரம்பிய வரிசைகள் குறைவான நெகிழ்வானவை, ஏனெனில் அவை [முறை வரிசை.மேப்] போன்ற பல "
"வசதியான முறைகளை வழங்காது. தட்டச்சு செய்யப்பட்ட வரிசைகள் விரைவாக மீண்டும் இயக்கவும் "
"மாற்றியமைக்கப்படாத வரிசைகளை விடவும் மாற்றப்படுகின்றன."
msgid "Constructs an empty [Array]."
msgstr "வெற்று [வரிசை] ஐ உருவாக்குகிறது."
@ -21811,25 +21735,6 @@ msgstr ""
"3 அச்சு திசையனிலிருந்து ஒரு [அடிப்படை] ஐ உருவாக்கவும். இவை அடிப்படை மேட்ரிக்சின் "
"நெடுவரிசைகள்."
msgid ""
"Returns the [url=https://en.wikipedia.org/wiki/Determinant]determinant[/url] "
"of this basis's matrix. For advanced math, this number can be used to "
"determine a few attributes:\n"
"- If the determinant is exactly [code]0.0[/code], the basis is not invertible "
"(see [method inverse]).\n"
"- If the determinant is a negative number, the basis represents a negative "
"scale.\n"
"[b]Note:[/b] If the basis's scale is the same for every axis, its determinant "
"is always that scale by the power of 2."
msgstr ""
"இந்த அடிப்படையின் மேட்ரிக்சின் [url = https: //en.wikipedia.org/wiki/determinant] "
"தீர்மானிப்பதை [/url] வழங்குகிறது. மேம்பட்ட கணிதத்தைப் பொறுத்தவரை, சில பண்புகளை தீர்மானிக்க "
"இந்த எண்ணைப் பயன்படுத்தலாம்: \n"
"- தீர்மானிப்பவர் சரியாக [குறியீடு] 0.0 [/குறியீடு] என்றால், அடிப்படை தலைகீழ் அல்ல ([முறை "
"தலைகீழ்] ஐப் பார்க்கவும்). \n"
"- தீர்மானிப்பவர் எதிர்மறை எண்ணாக இருந்தால், அடிப்படை எதிர்மறை அளவைக் குறிக்கிறது. \n"
"."
msgid ""
"Constructs a new [Basis] that only represents rotation from the given "
"[Vector3] of [url=https://en.wikipedia.org/wiki/Euler_angles]Euler angles[/"
@ -26884,38 +26789,6 @@ msgstr ""
"[உறுப்பினர் UP_DIRECTION] மற்றும் [MEMBER STARL_MAX_ANGLE] ஆகியவை மேற்பரப்பு "
"\"சுவர்\" என்பதை தீர்மானிக்கப் பயன்படுகின்றன."
msgid ""
"Moves the body based on [member velocity]. If the body collides with another, "
"it will slide along the other body (by default only on floor) rather than "
"stop immediately. If the other body is a [CharacterBody2D] or [RigidBody2D], "
"it will also be affected by the motion of the other body. You can use this to "
"make moving and rotating platforms, or to make nodes push other nodes.\n"
"Modifies [member velocity] if a slide collision occurred. To get the latest "
"collision call [method get_last_slide_collision], for detailed information "
"about collisions that occurred, use [method get_slide_collision].\n"
"When the body touches a moving platform, the platform's velocity is "
"automatically added to the body motion. If a collision occurs due to the "
"platform's motion, it will always be first in the slide collisions.\n"
"The general behavior and available properties change according to the [member "
"motion_mode].\n"
"Returns [code]true[/code] if the body collided, otherwise, returns "
"[code]false[/code]."
msgstr ""
"[உறுப்பினர் வேகம்] அடிப்படையில் உடலை நகர்த்துகிறது. உடல் இன்னொருவருடன் மோதினால், அது "
"உடனடியாக நிறுத்தப்படுவதை விட மற்ற உடலுடன் (இயல்பாகவே தரையில் மட்டுமே) சறுக்குகிறது. "
"மற்ற உடல் ஒரு [reartobody2d] அல்லது [rigidbody2d] என்றால், அது மற்ற உடலின் இயக்கத்தால் "
"பாதிக்கப்படும். நகரும் மற்றும் சுழலும் தளங்களை உருவாக்க நீங்கள் இதைப் பயன்படுத்தலாம் அல்லது "
"முனைகளை மற்ற முனைகளைத் தள்ளச் செய்யலாம்.\n"
" ச்லைடு மோதல் ஏற்பட்டால் [உறுப்பினர் வேகத்தை] மாற்றியமைக்கிறது. அண்மைக் கால மோதல் அழைப்பைப் "
"பெற [முறை get_last_slide_collision], நிகழ்ந்த மோதல்களைப் பற்றிய விரிவான "
"தகவல்களுக்கு, [முறை get_slide_collision] ஐப் பயன்படுத்தவும்.\n"
" உடல் நகரும் தளத்தைத் தொடும்போது, தளத்தின் விரைவு தானாகவே உடல் இயக்கத்தில் சேர்க்கப்படும். "
"தளத்தின் இயக்கம் காரணமாக மோதல் ஏற்பட்டால், அது எப்போதும் ச்லைடு மோதல்களில் முதலில் "
"இருக்கும்.\n"
" [உறுப்பினர் மோசன்_மோட்] படி பொதுவான நடத்தை மற்றும் கிடைக்கக்கூடிய பண்புகள் மாறுகின்றன.\n"
" உடல் மோதியது [குறியீடு] உண்மை [/குறியீடு], இல்லையெனில், [குறியீடு] தவறான [/குறியீடு] "
"ஐ வழங்குகிறது."
msgid ""
"If [code]true[/code], the body will be able to move on the floor only. This "
"option avoids to be able to walk on walls, it will however allow to slide "
@ -27061,13 +26934,6 @@ msgstr ""
"க்கு சமமாக இருக்க முடியாது, எல்லா மோதல்களையும் சுவர்களாகப் புகாரளிக்க விரும்பினால், "
"[நிலையான இயக்கம்_மோட்_ஃப்ளோட்டிங்] [உறுப்பினர் இயக்கம்_மோட்] எனப் பயன்படுத்துங்கள்."
msgid ""
"Current velocity vector in pixels per second, used and modified during calls "
"to [method move_and_slide]."
msgstr ""
"நொடிக்கு பிக்சல்களில் தற்போதைய விரைவு திசையன், [முறை move_and_slide] க்கான "
"அழைப்புகளின் போது பயன்படுத்தப்பட்டு மாற்றியமைக்கப்பட்டது."
msgid ""
"Minimum angle (in radians) where the body is allowed to slide when it "
"encounters a wall. The default value equals 15 degrees. This property only "
@ -27190,36 +27056,6 @@ msgstr ""
"அழைப்பில் உடல் பல முறை மோதக்கூடும் என்பதால், மோதலின் குறியீட்டை 0 முதல் ([முறை "
"get_slide_collision_count] - 1) இல் குறிப்பிட வேண்டும்."
msgid ""
"Moves the body based on [member velocity]. If the body collides with another, "
"it will slide along the other body rather than stop immediately. If the other "
"body is a [CharacterBody3D] or [RigidBody3D], it will also be affected by the "
"motion of the other body. You can use this to make moving and rotating "
"platforms, or to make nodes push other nodes.\n"
"Modifies [member velocity] if a slide collision occurred. To get the latest "
"collision call [method get_last_slide_collision], for more detailed "
"information about collisions that occurred, use [method "
"get_slide_collision].\n"
"When the body touches a moving platform, the platform's velocity is "
"automatically added to the body motion. If a collision occurs due to the "
"platform's motion, it will always be first in the slide collisions.\n"
"Returns [code]true[/code] if the body collided, otherwise, returns "
"[code]false[/code]."
msgstr ""
"[உறுப்பினர் வேகம்] அடிப்படையில் உடலை நகர்த்துகிறது. உடல் இன்னொருவருடன் மோதினால், அது "
"உடனடியாக நிறுத்தப்படுவதை விட மற்ற உடலுடன் சறுக்குகிறது. மற்ற உடல் [reartobody3d] "
"அல்லது [rigidbody3d] என்றால், அது மற்ற உடலின் இயக்கத்தால் பாதிக்கப்படும். நகரும் மற்றும் "
"சுழலும் தளங்களை உருவாக்க நீங்கள் இதைப் பயன்படுத்தலாம் அல்லது முனைகளை மற்ற முனைகளைத் தள்ளச் "
"செய்யலாம்.\n"
" ச்லைடு மோதல் ஏற்பட்டால் [உறுப்பினர் வேகத்தை] மாற்றியமைக்கிறது. அண்மைக் கால மோதல் அழைப்பைப் "
"பெற [முறை get_last_slide_collision], நிகழ்ந்த மோதல்களைப் பற்றிய விரிவான தகவலுக்கு, "
"[முறை get_slide_collision] ஐப் பயன்படுத்தவும்.\n"
" உடல் நகரும் தளத்தைத் தொடும்போது, தளத்தின் விரைவு தானாகவே உடல் இயக்கத்தில் சேர்க்கப்படும். "
"தளத்தின் இயக்கம் காரணமாக மோதல் ஏற்பட்டால், அது எப்போதும் ச்லைடு மோதல்களில் முதலில் "
"இருக்கும்.\n"
" உடல் மோதியது [குறியீடு] உண்மை [/குறியீடு], இல்லையெனில், [குறியீடு] தவறான [/குறியீடு] "
"ஐ வழங்குகிறது."
msgid ""
"Collision layers that will be included for detecting floor bodies that will "
"act as moving platforms to be followed by the [CharacterBody3D]. By default, "
@ -27251,13 +27087,6 @@ msgstr ""
"விரும்பினால், [நிலையான இயக்கம்_மோட்_ஃப்ளோட்டிங்] [உறுப்பினர் இயக்கம்_மோட்] எனப் "
"பயன்படுத்துங்கள்."
msgid ""
"Current velocity vector (typically meters per second), used and modified "
"during calls to [method move_and_slide]."
msgstr ""
"தற்போதைய விரைவு திசையன் (பொதுவாக நொடிக்கு மீட்டர்), [முறை move_and_slide] க்கான "
"அழைப்புகளின் போது பயன்படுத்தப்பட்டு மாற்றியமைக்கப்பட்டது."
msgid ""
"Minimum angle (in radians) where the body is allowed to slide when it "
"encounters a wall. The default value equals 15 degrees. When [member "
@ -82574,9 +82403,6 @@ msgstr ""
"நேரியல் அல்லாத SRGB வண்ண இடத்தில் ஒளியின் நிறம். ஒளியின் [உறுப்பினர் லைட்_இனெர்சி] "
"அதிகரிப்பதற்கு சமமான முடிவை அடைய ஒரு [i] ஓவர் பிரைட் [/i] வண்ணத்தைப் பயன்படுத்தலாம்."
msgid "The light will affect objects in the selected layers."
msgstr "தேர்ந்தெடுக்கப்பட்ட அடுக்குகளில் உள்ள பொருட்களை ஒளி பாதிக்கும்."
msgid ""
"The light's strength multiplier (this is not a physical unit). For "
"[OmniLight3D] and [SpotLight3D], changing this value will only change the "

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View file

@ -907,7 +907,7 @@ msgstr ""
"[codeblock]\n"
"@export_custom(PROPERTY_HINT_NONE, \"suffix:m\") var suffix: Vector3\n"
"[/codeblock]\n"
"[b]注意:[/b]無論 [param usage] 的值如何, [常數 "
"[b]注意:[/b]無論 [param usage] 的值如何, [constant "
"PROPERTY_USAGE_SCRIPT_VARIABLE] 標誌總是會被添加,就像任何顯式聲明的腳本變量一"
"樣。"
@ -3089,22 +3089,23 @@ msgstr ""
"code]、[code]indent[/code]、[code]code[/code]、[code]url[/code]、"
"[code]center[/code]、[code]right[/code]、[code]color[/code]、[code]bgcolor[/"
"code]、[code]fgcolor[/code]。\n"
"URL 標籤僅支援形如 [code][url]https://example.com[/url][/code] 的格式。\n"
"URL 標籤僅支援形如 [code skip-lint][url]https://example.com[/url][/code] 的格"
"式。\n"
"輸出至標準輸出時,可支援的 BBCode 會轉為 ANSI 控制碼;實際效果依終端機模擬器而"
"異(特別是斜體與刪除線)。[code]code[/code] 會以淡色顯示但不改字型。\n"
"[codeblocks]\n"
"[gdscript]\n"
"[gdscript skip-lint]\n"
"print_rich(\"[color=green][b]Hello world![/b][/color]\") # 以綠色粗體輸出\n"
"[/gdscript]\n"
"[csharp]\n"
"[csharp skip-lint]\n"
"GD.PrintRich(\"[color=green][b]Hello world![/b][/color]\"); // 以綠色粗體輸"
"出\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b] 建議使用 [method push_error] 與 [method push_warning] 來輸出錯誤"
"與警告訊息,以保留堆疊追蹤並區分除錯輸出。\n"
"[b]注意:[/b] 編輯器輸出支援可點擊的 [code][url=網址]文字[/url][/code],點擊後"
"會透過 [method OS.shell_open] 開啟網址。"
"[b]注意:[/b] 編輯器輸出支援可點擊的 [code skip-lint][url=網址]文字[/url][/"
"code],點擊後會透過 [method OS.shell_open] 開啟網址。"
msgid ""
"If verbose mode is enabled ([method OS.is_stdout_verbose] returning "
@ -11999,79 +12000,6 @@ msgstr ""
msgid "A built-in data structure that holds a sequence of elements."
msgstr "內建的資料結構,可儲存一連串元素。"
msgid ""
"An array data structure that can contain a sequence of elements of any "
"[Variant] type. Elements are accessed by a numerical index starting at "
"[code]0[/code]. Negative indices are used to count from the back ([code]-1[/"
"code] is the last element, [code]-2[/code] is the second to last, etc.).\n"
"[codeblocks]\n"
"[gdscript]\n"
"var array = [\"First\", 2, 3, \"Last\"]\n"
"print(array[0]) # Prints \"First\"\n"
"print(array[2]) # Prints 3\n"
"print(array[-1]) # Prints \"Last\"\n"
"\n"
"array[1] = \"Second\"\n"
"print(array[1]) # Prints \"Second\"\n"
"print(array[-3]) # Prints \"Second\"\n"
"[/gdscript]\n"
"[csharp]\n"
"Godot.Collections.Array array = [\"First\", 2, 3, \"Last\"];\n"
"GD.Print(array[0]); // Prints \"First\"\n"
"GD.Print(array[2]); // Prints 3\n"
"GD.Print(array[^1]); // Prints \"Last\"\n"
"\n"
"array[1] = \"Second\";\n"
"GD.Print(array[1]); // Prints \"Second\"\n"
"GD.Print(array[^3]); // Prints \"Second\"\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] Arrays are always passed by [b]reference[/b]. To get a copy of "
"an array that can be modified independently of the original array, use "
"[method duplicate].\n"
"[b]Note:[/b] Erasing elements while iterating over arrays is [b]not[/b] "
"supported and will result in unpredictable behavior.\n"
"[b]Differences between packed arrays, typed arrays, and untyped arrays:[/b] "
"Packed arrays are generally faster to iterate on and modify compared to a "
"typed array of the same type (e.g. [PackedInt64Array] versus [code]Array[int]"
"[/code]). Also, packed arrays consume less memory. As a downside, packed "
"arrays are less flexible as they don't offer as many convenience methods such "
"as [method Array.map]. Typed arrays are in turn faster to iterate on and "
"modify than untyped arrays."
msgstr ""
"通用陣列,可容納任意 [Variant] 型別的元素。元素以從 [code]0[/code] 開始的數值"
"索引存取。負索引用於從尾端反向計數([code]-1[/code] 為最後一個元素、[code]-2[/"
"code] 為倒數第二個,如此類推)。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var array = [\"First\", 2, 3, \"Last\"]\n"
"print(array[0]) # 輸出 \"First\"\n"
"print(array[2]) # 輸出 3\n"
"print(array[-1]) # 輸出 \"Last\"\n"
"\n"
"array[1] = \"Second\"\n"
"print(array[1]) # 輸出 \"Second\"\n"
"print(array[-3]) # 輸出 \"Second\"\n"
"[/gdscript]\n"
"[csharp]\n"
"Godot.Collections.Array array = [\"First\", 2, 3, \"Last\"];\n"
"GD.Print(array[0]); // 輸出 \"First\"\n"
"GD.Print(array[2]); // 輸出 3\n"
"GD.Print(array[^1]); // 輸出 \"Last\"\n"
"\n"
"array[1] = \"Second\";\n"
"GD.Print(array[1]); // 輸出 \"Second\"\n"
"GD.Print(array[^3]); // 輸出 \"Second\"\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b] 陣列一律以 [b]參照[/b] 傳遞。若需可獨立於原始陣列修改的副本,請"
"使用 [method duplicate]。\n"
"[b]注意:[/b] 於迭代陣列時刪除元素[b]不被支援[/b],將導致不可預期的行為。\n"
"[b]Packed 陣列、型別化陣列與未型別化陣列差異:[/b] 相較同型別的型別化陣列(如 "
"[code]Array[int][/code]Packed 陣列(如 [PackedInt64Array])在迭代與修改時"
"通常更快且佔用更少記憶體,缺點是缺乏如 [method Array.map] 等便利方法。型別化陣"
"列則比未型別化陣列更快。"
msgid "Constructs an empty [Array]."
msgstr "建構空的 [Array]。"
@ -19208,9 +19136,10 @@ msgstr ""
"正常顯示。若使用 [SurfaceTool] 產生幾何,可呼叫 [method "
"SurfaceTool.generate_normals] 與 [method SurfaceTool.generate_tangents] 自動生"
"成。\n"
"[b]注意:[/b]Godot 預期法線貼圖使用 X+、Y+、Z+ 座標;可參考此頁比較各引擎要"
"求:[url=http://wiki.polycount.com/wiki/"
"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]。\n"
"[b]注意:[/b] Godot 期望使用 X+、Y+、Z+ 座標系,可參考 [url=http://"
"wiki.polycount.com/wiki/"
"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]此頁[/url] 了解各引擎"
"差異。\n"
"[b]注意:[/b]若 [member detail_enabled] 為 [code]true[/code][member "
"detail_albedo] 會繪製在 [member normal_texture][i]之下[/i];如需相反效果,請改"
"用 [member detail_normal]。"
@ -20287,23 +20216,6 @@ msgid ""
"matrix."
msgstr "使用三個軸向量建構 [Basis];這三個向量即為矩陣的三個欄。"
msgid ""
"Returns the [url=https://en.wikipedia.org/wiki/Determinant]determinant[/url] "
"of this basis's matrix. For advanced math, this number can be used to "
"determine a few attributes:\n"
"- If the determinant is exactly [code]0.0[/code], the basis is not invertible "
"(see [method inverse]).\n"
"- If the determinant is a negative number, the basis represents a negative "
"scale.\n"
"[b]Note:[/b] If the basis's scale is the same for every axis, its determinant "
"is always that scale by the power of 2."
msgstr ""
"傳回此基矩陣的[url=https://en.wikipedia.org/wiki/Determinant]行列式值"
"determinant[/url]。該值可用於判斷下列性質:\n"
"- 行列式若為 [code]0.0[/code],代表矩陣無法取逆(參閱 [method inverse])。\n"
"- 行列式若為負,代表基底包含負縮放。\n"
"[b]注意:[/b] 若三軸縮放相同,行列式必為「縮放值的二次方」。"
msgid ""
"Constructs a new [Basis] that only represents rotation from the given "
"[Vector3] of [url=https://en.wikipedia.org/wiki/Euler_angles]Euler angles[/"
@ -23439,9 +23351,10 @@ msgid ""
msgstr ""
"要使用的法線貼圖紋理。僅在有 [Light2D] 影響該 [CanvasTexture] 時才有可見的效"
"果。\n"
"[b]注意:[/b]Godot 期望法線貼圖使用 X+、Y+、Z+ 坐標系。比較流行的引擎所期望的"
"法線貼圖坐標系見[url=http://wiki.polycount.com/wiki/"
"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]這個頁面[/url]。"
"[b]注意:[/b] Godot 期望使用 X+、Y+、Z+ 座標系,可參考 [url=http://"
"wiki.polycount.com/wiki/"
"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]此頁[/url] 了解各引擎"
"差異。"
msgid ""
"The multiplier for specular reflection colors. The [Light2D]'s color is also "
@ -23677,35 +23590,6 @@ msgstr ""
"[code]true[/code]。否則返回 [code]false[/code]。決定表面是否為“牆壁”的是 "
"[member up_direction] 和 [member floor_max_angle]。"
msgid ""
"Moves the body based on [member velocity]. If the body collides with another, "
"it will slide along the other body (by default only on floor) rather than "
"stop immediately. If the other body is a [CharacterBody2D] or [RigidBody2D], "
"it will also be affected by the motion of the other body. You can use this to "
"make moving and rotating platforms, or to make nodes push other nodes.\n"
"Modifies [member velocity] if a slide collision occurred. To get the latest "
"collision call [method get_last_slide_collision], for detailed information "
"about collisions that occurred, use [method get_slide_collision].\n"
"When the body touches a moving platform, the platform's velocity is "
"automatically added to the body motion. If a collision occurs due to the "
"platform's motion, it will always be first in the slide collisions.\n"
"The general behavior and available properties change according to the [member "
"motion_mode].\n"
"Returns [code]true[/code] if the body collided, otherwise, returns "
"[code]false[/code]."
msgstr ""
"根據 [member velocity] 移動該物體。該物體如果與其他物體發生碰撞,則會沿著對方"
"滑動(預設只在地板上滑動),不會立即停止移動。如果對方是 [CharacterBody2D] 或 "
"[RigidBody2D],還會受到對方運動的影響。可以用於製作移動、旋轉的平臺,也可用於"
"推動其他節點。\n"
"發生滑動碰撞時會改變 [member velocity]。要獲取最後一次碰撞,請呼叫 [method "
"get_last_slide_collision],要獲取碰撞的更多資訊,請使用 [method "
"get_slide_collision]。\n"
"該物體接觸到移動平臺時,平臺的速度會自動加入到該物體的運動中。平臺運動所造成的"
"碰撞始終為所有滑動碰撞中的第一個。\n"
"通用行為和可用屬性會根據 [member motion_mode] 發生改變。\n"
"如果該物體發生了碰撞,則返回 [code]true[/code],否則返回 [code]false[/code]。"
msgid ""
"If [code]true[/code], the body will be able to move on the floor only. This "
"option avoids to be able to walk on walls, it will however allow to slide "
@ -23808,13 +23692,6 @@ msgstr ""
"如果為 [code]true[/code],則該物體在跳到天花板時會滑動;如果為 [code]false[/"
"code],則會停止並垂直下落。"
msgid ""
"Current velocity vector in pixels per second, used and modified during calls "
"to [method move_and_slide]."
msgstr ""
"目前速度向量,單位為圖元每秒,呼叫 [method move_and_slide] 期間會進行使用並修"
"改。"
msgid ""
"Apply when notions of walls, ceiling and floor are relevant. In this mode the "
"body motion will react to slopes (acceleration/slowdown). This mode is "
@ -23905,32 +23782,6 @@ msgstr ""
"碰撞信息。因為單次呼叫 [method move_and_slide] 可能發生多次碰撞,所以你必須指"
"定碰撞索引,範圍為 0 到 ([method get_slide_collision_count] - 1)。"
msgid ""
"Moves the body based on [member velocity]. If the body collides with another, "
"it will slide along the other body rather than stop immediately. If the other "
"body is a [CharacterBody3D] or [RigidBody3D], it will also be affected by the "
"motion of the other body. You can use this to make moving and rotating "
"platforms, or to make nodes push other nodes.\n"
"Modifies [member velocity] if a slide collision occurred. To get the latest "
"collision call [method get_last_slide_collision], for more detailed "
"information about collisions that occurred, use [method "
"get_slide_collision].\n"
"When the body touches a moving platform, the platform's velocity is "
"automatically added to the body motion. If a collision occurs due to the "
"platform's motion, it will always be first in the slide collisions.\n"
"Returns [code]true[/code] if the body collided, otherwise, returns "
"[code]false[/code]."
msgstr ""
"根據 [member velocity] 移動該物體。該物體如果與其他物體發生碰撞,則會沿著對方"
"滑動,不會立即停止移動。如果對方是 [CharacterBody3D] 或 [RigidBody3D],還會受"
"到對方運動的影響。可以用於製作移動、旋轉的平臺,也可用於推動其他節點。\n"
"發生滑動碰撞時會改變 [member velocity]。要獲取最後一次碰撞,請呼叫 [method "
"get_last_slide_collision],要獲取碰撞的更多資訊,請使用 [method "
"get_slide_collision]。\n"
"該物體接觸到移動平臺時,平臺的速度會自動加入到該物體的運動中。平臺運動所造成的"
"碰撞始終為所有滑動碰撞中的第一個。\n"
"如果該物體發生了碰撞,則返回 [code]true[/code],否則返回 [code]false[/code]。"
msgid ""
"Collision layers that will be included for detecting floor bodies that will "
"act as moving platforms to be followed by the [CharacterBody3D]. By default, "
@ -23947,13 +23798,6 @@ msgstr ""
"用於偵測牆壁物體的碰撞層,該牆壁物體會被用作 [CharacterBody3D] 所要跟隨的移動"
"平臺。預設情況下會忽略所有牆壁物體。"
msgid ""
"Current velocity vector (typically meters per second), used and modified "
"during calls to [method move_and_slide]."
msgstr ""
"目前速度向量(通常為米每秒),呼叫 [method move_and_slide] 期間會進行使用並修"
"改。"
msgid ""
"Apply when notions of walls, ceiling and floor are relevant. In this mode the "
"body motion will react to slopes (acceleration/slowdown). This mode is "
@ -35301,12 +35145,6 @@ msgstr ""
"返回該外掛程式的名稱識別字(供匯出器將來識別)。外掛程式在匯出前按名稱排序。\n"
"需要實作該方法。"
msgid ""
"Return [code]true[/code] if the plugin supports the given [param platform]."
msgstr ""
"如果外掛程式要處理給定的 [Resource] 型別 [param type],則返回 [code]true[/"
"code]。"
msgid ""
"Adds an iOS bundle file from the given [param path] to the exported project."
msgstr "將給定的[param path]中的iOS bundle檔新增到匯出的專案中。"
@ -35438,16 +35276,6 @@ msgstr ""
"如果 [param disable] 為 [code]true[/code],則禁用 [param class_name] 指定的"
"類。禁用後,該類不會出現在“建立新 Node”對話方塊中。"
msgid ""
"If [param disable] is [code]true[/code], disables editing for the class "
"specified by [param class_name]. When disabled, the class will still appear "
"in the Create New Node dialog but the Inspector will be read-only when "
"selecting a node that extends the class."
msgstr ""
"如果 [param disable] 為 [code]true[/code],則會禁用由 [param class_name] 指定"
"的類別的編輯功能。禁用時,該類別仍然會出現在建立新節點對話框中,但選取繼承該類"
"別的節點時,[Inspector] 將會是唯讀。"
msgid ""
"If [param disable] is [code]true[/code], disables editing for [param "
"property] in the class specified by [param class_name]. When a property is "
@ -43366,7 +43194,7 @@ msgid ""
"FontVariation.base_font]'s fallbacks are used instead."
msgstr ""
"如果在該 [FontVariation] 中找不到字形,則用作替代的退回 [Font] 陣列。如果沒有"
"設定,則使用 [member base_font] 的退回字形。"
"設定,則使用 [member FontVariation.base_font] 的退回字形。"
msgid ""
"Holds font source data and prerendered glyph cache, imported from a dynamic "
@ -49445,27 +49273,6 @@ msgstr ""
"預設情況下,死區根據動作死區的平均值自動計算。然而,你可以把死區覆蓋為任何你想"
"要的值(在 0 到 1 的範圍內)。"
msgid ""
"Returns [code]true[/code] if you are pressing the action event.\n"
"If [param exact_match] is [code]false[/code], it ignores additional input "
"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
"examples[/url] in the documentation for more information."
msgstr ""
"如果給定的動作正被按下,則返回 [code]true[/code](除非 [param allow_echo] 為 "
"[code]true[/code],否則不是 [InputEventKey] 事件中的回顯事件)。與 "
"[InputEventMouseMotion] 或 [InputEventScreenDrag] 型別的事件無關。\n"
"如果 [param exact_match] 為 [code]false[/code],則它會忽略 [InputEventKey] 和 "
"[InputEventMouseButton] 事件的額外輸入修飾鍵,以及 [InputEventJoypadMotion] 事"
"件的方向。\n"
"[b]注意:[/b]由於鍵盤重影,[method is_action_pressed] 可能會返回 [code]false[/"
"code],即使動作的某個鍵被按下時也是如此。有關詳細資訊,請參閱文檔中的 "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]《輸入範"
"例》[/url]。"
msgid ""
"Returns [code]true[/code] if any action, key, joypad button, or mouse button "
"is being pressed. This will also return [code]true[/code] if any action is "
@ -52187,9 +51994,6 @@ msgstr ""
"[b]注意:[/b]定向光的 PCSS 僅支援 Forward+ 算繪方式,不支援 Mobile 或 "
"Compatibility。"
msgid "The light will affect objects in the selected layers."
msgstr "燈光將影響所選圖層中的物件。"
msgid ""
"The light's strength multiplier (this is not a physical unit). For "
"[OmniLight3D] and [SpotLight3D], changing this value will only change the "
@ -52977,8 +52781,8 @@ msgid ""
"Makes the polyline's joints rounded, connecting the sides of the two segments "
"with an arc. The detail of this arc depends on [member round_precision]."
msgstr ""
"使折線的關節變圓,用圓弧連接兩個線段的側面。此圓弧的細部取決於[member round_ "
"precision]。"
"使折線的關節變圓,用圓弧連接兩個線段的側面。此圓弧的細部取決於[member "
"round_precision]。"
msgid "Draws no line cap."
msgstr "不繪製線條的端點。"
@ -57939,7 +57743,7 @@ msgid ""
"If [param enabled] is [code]true[/code] the specified [param region] will "
"contribute to its current navigation map."
msgstr ""
"如果 [param enabled] 為 [code]true[/code],則指定的 [param agent] 使用避障。"
"如果 [param enabled] 為 [code]true[/code],則指定的 [param region] 使用避障。"
msgid "Sets the [param enter_cost] for this [param region]."
msgstr "設定 [param region] 地區的進入消耗 [param enter_cost]。"
@ -62666,12 +62470,6 @@ msgstr ""
"回傳給定[url=https://registry.khronos.org/OpenXR/specs/1.0/man/html/"
"XrResult.html]XrResult[/url]."
msgid ""
"Returns the [url=https://registry.khronos.org/OpenXR/specs/1.0/man/html/"
"XrInstance.html]XrInstance[/url] created during the initialization of the "
"OpenXR API."
msgstr "傳回OpenXR API 的初始化。"
msgid ""
"Returns the function pointer of the OpenXR function with the specified name, "
"cast to an integer. If the function with the given name does not exist, the "
@ -62690,14 +62488,14 @@ msgid ""
"specs/1.0/man/html/XrSpace.html]XrSpace[/url] cast to an integer."
msgstr ""
"回傳播放空間,這是一個 [url=https://registry.khronos.org/OpenXR/specs/1.0/man/"
"html/XrSpace.html]XrSpace[/ url] 轉換為整數。"
"html/XrSpace.html]XrSpace[/url] 轉換為整數。"
msgid ""
"Returns the OpenXR session, which is an [url=https://registry.khronos.org/"
"OpenXR/specs/1.0/man/html/XrSession.html]XrSession[/url] cast to an integer."
msgstr ""
"回傳 OpenXR 會話,它是一個 [url=https://registry.khronos.org/OpenXR/specs/1.0/"
"man/html/XrSession.html]XrSession[/ url] 轉換為整數。"
"man/html/XrSession.html]XrSession[/url] 轉換為整數。"
msgid "Returns the name of the specified swapchain format."
msgstr "返回指定參數的值。"
@ -69562,16 +69360,6 @@ msgstr ""
msgid "Sets the bounding box for the [SoftBody3D]."
msgstr "返回文字邊界框的大小。"
msgid ""
"Sets the normal for the [SoftBody3D] vertex at the index specified by [param "
"vertex_id]."
msgstr "獲取由 [param idx] 索引指定的屬性的名稱。"
msgid ""
"Sets the position for the [SoftBody3D] vertex at the index specified by "
"[param vertex_id]."
msgstr "返回名稱為 [param name] 的子動畫節點的位置。"
msgid "The collision margin for the shape."
msgstr "形狀的碰撞邊距。"
@ -70559,7 +70347,7 @@ msgid ""
"automatically."
msgstr ""
"根據 [PopupMenu] 的捷徑和加速器檢查提供的 [param event],並啟動具有配對事件的"
"第一個專案。如果 [param for_global_only] 為 [code]true[/ code],只有 "
"第一個專案。如果 [param for_global_only] 為 [code]true[/code],只有 "
"[code]global[/code] 設定為 [code]true[/code] 的捷徑和加速器才會被呼叫。\n"
"如果專案已成功激活,則傳回 [code]true[/code]。\n"
"[b]注意:[/b]某些[Control],例如[MenuButton],會自動呼叫此方法。"
@ -76556,9 +76344,6 @@ msgstr "指定視圖配置,用於配置 OpenXR 設定單視場或立體算繪
msgid "If [code]true[/code], Godot will compile shaders required for XR."
msgstr "如果為 [code]true[/code]Godot 將編譯 XR 所需的著色器。"
msgid "Emitted when any setting is changed, up to once per process frame."
msgstr "在鍵 [param name] 下新增 [Animation] 時發出。"
msgid "Interpolates an [Object]'s property over time."
msgstr "隨時間對 [Object] 的屬性進行插值。"
@ -77890,14 +77675,6 @@ msgstr ""
"如果該 [Rect2i] 與 [param b] 重疊(即至少包含一個共同的點),則返回 "
"[code]true[/code]。"
msgid ""
"Returns [code]true[/code] if this rectangle and [param rect] are "
"approximately equal, by calling [method Vector2.is_equal_approx] on the "
"[member position] and the [member size]."
msgstr ""
"如果該 [Rect2] 和 [param rect] 近似相等,則返回 [code]true[/code],判斷方法是"
"通過在每個分量上呼叫 [code]is_equal_approx[/code]。"
msgid ""
"Returns [code]true[/code] if this rectangle's values are finite, by calling "
"[method Vector2.is_finite] on the [member position] and the [member size]."
@ -100612,13 +100389,6 @@ msgstr ""
"設定圖層的名稱。主要在編輯器中使用。\n"
"如果 [param layer] 為負,則逆序存取圖層。"
msgid ""
"Erases the cell on layer [param layer] at coordinates [param coords].\n"
"If [param layer] is negative, the layers are accessed from the last one."
msgstr ""
"設定圖層的名稱。主要在編輯器中使用。\n"
"如果 [param layer] 為負,則逆序存取圖層。"
msgid "Clears cells that do not exist in the tileset."
msgstr "清除圖塊集中不存在的儲存格。"
@ -100677,49 +100447,10 @@ msgstr ""
"返回與位於座標 [param coords] 的儲存格相鄰的儲存格,方向由 [param neighbor] 表"
"示。這個方法會考慮 TileMap 的不同佈局。"
msgid ""
"Creates a new [TileMapPattern] from the given layer and set of cells.\n"
"If [param layer] is negative, the layers are accessed from the last one."
msgstr ""
"設定圖層的名稱。主要在編輯器中使用。\n"
"如果 [param layer] 為負,則逆序存取圖層。"
msgid ""
"Returns the list of all neighbourings cells to the one at [param coords]."
msgstr "返回與 [param coords] 處的儲存格相鄰的所有儲存格的列表。"
msgid ""
"Returns a [Vector2i] array with the positions of all cells containing a tile "
"in the given layer. A cell is considered empty if its source identifier "
"equals -1, its atlas coordinates identifiers is [code]Vector2(-1, -1)[/code] "
"and its alternative identifier is -1.\n"
"If [param layer] is negative, the layers are accessed from the last one."
msgstr ""
"返回 [Vector2i] 陣列,其中存放的是給定圖層中所有包含圖塊的儲存格的位置。空單元"
"格的源識別字等於 -1、合集座標識別字為 [code]Vector2(-1, -1)[/code]、備選標識符"
"為 -1。"
msgid ""
"Returns a [Vector2i] array with the positions of all cells containing a tile "
"in the given layer. Tiles may be filtered according to their source ([param "
"source_id]), their atlas coordinates ([param atlas_coords]) or alternative id "
"([param alternative_tile]).\n"
"If a parameter has its value set to the default one, this parameter is not "
"used to filter a cell. Thus, if all parameters have their respective default "
"value, this method returns the same result as [method get_used_cells].\n"
"A cell is considered empty if its source identifier equals -1, its atlas "
"coordinates identifiers is [code]Vector2(-1, -1)[/code] and its alternative "
"identifier is -1.\n"
"If [param layer] is negative, the layers are accessed from the last one."
msgstr ""
"返回 [Vector2i] 陣列,其中存放的是給定圖層中所有包含圖塊的儲存格的位置。可以根"
"據源([param source_id])、合集座標([param atlas_coords])、備選 ID[param "
"alternative_tile])進行篩選。\n"
"如果某個參數為預設值,則該參數不會用於儲存格的篩選。因此,如果所有參數都使用預"
"設值,則返回的結果與 [method get_used_cells] 相同。\n"
"空儲存格的源識別字等於 -1、合集座標識別字為 [code]Vector2(-1, -1)[/code]、備選"
"識別字為 -1。"
msgid ""
"Returns a rectangle enclosing the used (non-empty) tiles of the map, "
"including all layers."
@ -100898,23 +100629,6 @@ msgstr ""
"layer] 層。\n"
"如果 [param layer] 為負,則從最後一層開始存取。"
msgid ""
"Triggers a direct update of the TileMap. Usually, calling this function is "
"not needed, as TileMap node updates automatically when one of its properties "
"or cells is modified.\n"
"However, for performance reasons, those updates are batched and delayed to "
"the end of the frame. Calling this function will force the TileMap to update "
"right away instead.\n"
"[b]Warning:[/b] Updating the TileMap is computationally expensive and may "
"impact performance. Try to limit the number of updates and how many tiles "
"they impact."
msgstr ""
"觸發 TileMap 的更新。如果提供了 [param layer],則只更新給定的層。\n"
"[b]注意:[/b]TileMap 節點的屬性被修改時,該節點會自動更新。只有在需要套用運作"
"時修改(在 [method _tile_data_runtime_update] 中實作)時才需要手動更新。\n"
"[b]警告:[/b]更新 TileMap 的計算量很大,可能會影響性能。請儘量限制更新的次數和"
"受影響的圖塊(例如,將經常更新的圖塊放在專門的層中)。"
msgid ""
"If enabled, the TileMap will see its collisions synced to the physics tick "
"and change its collision type from static to kinematic. This is required to "
@ -101755,7 +101469,7 @@ msgid "Tile animations start at random times, looking varied."
msgstr "平鋪動畫隨機開始,看起來多種多樣。"
msgid "Represents the size of the [enum TileAnimationMode] enum."
msgstr "代表 [enum CollisionMode] 列舉的大小。"
msgstr "代表 [enum TileAnimationMode] 列舉的大小。"
msgid ""
"Represents cell's vertical flip flag. See [constant TRANSFORM_FLIP_H] for "