i18n: Sync classref translations with Weblate

(cherry picked from commit 6c56433997b3e0bb3a81a0dee8be145a240f37d4)
This commit is contained in:
Rémi Verschelde 2022-03-09 10:42:47 +01:00
parent e78f9da476
commit da4fc8d0ea
39 changed files with 14393 additions and 2866 deletions

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@ -11,7 +11,7 @@
# Larix_45 <milarczek2004@gmail.com>, 2020.
# Mateusz Grzonka <alpinus4@gmail.com>, 2020.
# Michał Borowiec <hello@michal-borowiec.pl>, 2021.
# Suchy Talerz <kacperkubis06@gmail.com>, 2021.
# Suchy Talerz <kacperkubis06@gmail.com>, 2021, 2022.
# Seppo Day <piszczatowskis@gmail.com>, 2021.
# cerkiewny <mstarzycki@gmail.com>, 2021.
# Dominik Mielcarek <fogbpl@gmail.com>, 2021.
@ -19,12 +19,14 @@
# Tomasz Piechocki <t.piechocki@yahoo.com>, 2021.
# DeiranZ <jwabik322@gmail.com>, 2022.
# Piotr <promantix@gmail.com>, 2022.
# lewando54 <lewando54@gmail.com>, 2022.
# Katarzyna Twardowska <katarina.twardowska@gmail.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2022-01-19 22:07+0000\n"
"Last-Translator: Piotr <promantix@gmail.com>\n"
"PO-Revision-Date: 2022-03-08 06:54+0000\n"
"Last-Translator: Katarzyna Twardowska <katarina.twardowska@gmail.com>\n"
"Language-Team: Polish <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/pl/>\n"
"Language: pl\n"
@ -33,7 +35,7 @@ msgstr ""
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=3; plural=n==1 ? 0 : n%10>=2 && n%10<=4 && (n%100<10 "
"|| n%100>=20) ? 1 : 2;\n"
"X-Generator: Weblate 4.11-dev\n"
"X-Generator: Weblate 4.12-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@ -98,7 +100,7 @@ msgstr ""
#: doc/tools/make_rst.py
msgid "Setter"
msgstr ""
msgstr "Setter"
#: doc/tools/make_rst.py
msgid "value"
@ -3798,6 +3800,15 @@ msgid ""
"Else\"[/code]."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a string property can be an enumerated value to pick in a list "
"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
"Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
"arbitrary values and can be empty. The list of values serves to suggest "
"possible values."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid ""
"Hints that a float property should be edited via an exponential easing "
@ -5311,8 +5322,9 @@ msgid ""
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Returns [code]true[/code] whether a given path is filtered."
msgstr ""
#, fuzzy
msgid "Returns whether the given path is filtered."
msgstr "Zwraca tangens parametru."
#: doc/classes/AnimationNode.xml
msgid ""
@ -5336,7 +5348,7 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid ""
"Sets a custom parameter. These are used as local storage, because resources "
"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
@ -5345,7 +5357,7 @@ msgid "If [code]true[/code], filtering is enabled."
msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Called when the node was removed from the graph."
msgid "Emitted when the node was removed from the graph."
msgstr ""
#: doc/classes/AnimationNode.xml
@ -5415,9 +5427,8 @@ msgstr ""
#: doc/classes/AnimationNodeOneShot.xml doc/classes/AnimationNodeOutput.xml
#: doc/classes/AnimationNodeTimeScale.xml
#: doc/classes/AnimationNodeTransition.xml
#, fuzzy
msgid "AnimationTree"
msgstr "Węzeł Kinematic body 2D."
msgstr "DrzewoAnimacji"
#: doc/classes/AnimationNodeAdd3.xml doc/classes/AnimationNodeAnimation.xml
#: doc/classes/AnimationNodeBlend2.xml
@ -9965,26 +9976,10 @@ msgid ""
"[code]at_position[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method "
"capture_get_device_list]). The value [code]\"Default\"[/code] means that the "
"system-wide default audio input is currently used."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Returns the names of all audio input devices detected on the system."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Sets which audio input device is used for audio capture. On systems with "
"multiple audio inputs (such as analog and USB), this can be used to select "
"the audio input device. Setting the value [code]\"Default\"[/code] will "
"record audio from the system-wide default audio input. If an invalid device "
"name is set, the value will be reverted back to [code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr ""
@ -10141,6 +10136,16 @@ msgstr ""
msgid "Number of available audio buses."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio input (see [method get_device_list]). "
"On systems with multiple audio inputs (such as analog, USB and HDMI audio), "
"this can be used to select the audio input device. The value "
"[code]\"Default\"[/code] will record audio on the system-wide default audio "
"input. If an invalid device name is set, the value will be reverted back to "
"[code]\"Default\"[/code]."
msgstr ""
#: doc/classes/AudioServer.xml
msgid ""
"Name of the current device for audio output (see [method get_device_list]). "
@ -13230,6 +13235,18 @@ msgstr ""
msgid "Returns the RID of the canvas used by this layer."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]false[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]true[/code]."
msgstr ""
#: doc/classes/CanvasLayer.xml
msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
@ -16073,8 +16090,9 @@ msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [code]name[/code] and "
"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
"name of the current control is used as the type. If the type is a class name "
"its parent classes are also checked, in order of inheritance.\n"
"name of the current control is used as the type, or [member "
"theme_type_variation] if it is defined. If the type is a class name its "
"parent classes are also checked, in order of inheritance.\n"
"For the current control its local overrides are considered first (see "
"[method add_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
@ -16830,6 +16848,25 @@ msgid ""
"all its [Control] children use."
msgstr ""
#: doc/classes/Control.xml
msgid ""
"The name of a theme type variation used by this [Control] to look up its own "
"theme items. When empty, the class name of the node is used (e.g. "
"[code]Button[/code] for the [Button] control), as well as the class names of "
"all parent classes (in order of inheritance).\n"
"When set, this property gives the highest priority to the type of the "
"specified name. This type can in turn extend another type, forming a "
"dependency chain. See [method Theme.set_type_variation]. If the theme item "
"cannot be found using this type or its base types, lookup falls back on the "
"class names.\n"
"[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
"methods without specifying [code]theme_type[/code].\n"
"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
"root, where each [Control] node is checked for its [member theme] property. "
"The earliest match against any type/class name is returned. The project-"
"level Theme and the default Theme are checked last."
msgstr ""
#: doc/classes/Control.xml
msgid "Emitted when the node gains keyboard focus."
msgstr ""
@ -23516,7 +23553,22 @@ msgid ""
msgstr ""
#: doc/classes/Environment.xml
msgid "If [code]true[/code], the glow effect is enabled."
msgid ""
"If [code]true[/code], the glow effect is enabled.\n"
"[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
"Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
"intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
"by default, so its [code].mobile[/code] override needs to be changed to "
"[b]3D[/b].\n"
"[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
"default for performance reasons. This means glow will only be visible if "
"[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
"[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
"increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
"behave on mobile like it does on desktop (at a performance cost), enable "
"[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
"override."
msgstr ""
#: doc/classes/Environment.xml
@ -25620,8 +25672,9 @@ msgid ""
"Returns a [PoolIntArray] where each triangle consists of three consecutive "
"point indices into [code]polygon[/code] (i.e. the returned array will have "
"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
"returned."
"triangles). Output triangles will always be counter clockwise, and the "
"contour will be flipped if it's clockwise. If the triangulation did not "
"succeed, an empty [PoolIntArray] is returned."
msgstr ""
#: doc/classes/Geometry.xml
@ -25891,7 +25944,12 @@ msgid ""
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
"Reducing [member subdiv] can speed up baking."
"Reducing [member subdiv] can speed up baking.\n"
"[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
"[method bake] is called. If you are procedurally creating those and some "
"meshes or lights are missing from your baked [GIProbe], use "
"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
"directly."
msgstr ""
#: doc/classes/GIProbe.xml
@ -32457,7 +32515,12 @@ msgid "The color of shadows cast by this light."
msgstr ""
#: doc/classes/Light.xml
msgid "Attempts to reduce [member shadow_bias] gap."
msgid ""
"Attempts to reduce [member shadow_bias] gap by rendering screen-space "
"contact shadows. This has a performance impact, especially at higher "
"values.\n"
"[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
"[code]0.0[/code] is recommended."
msgstr ""
#: doc/classes/Light.xml
@ -32837,8 +32900,12 @@ msgstr ""
#: doc/classes/Line2D.xml
msgid ""
"The smoothness of the rounded joints and caps. This is only used if a cap or "
"joint is set as round."
"The smoothness of the rounded joints and caps. Higher values result in "
"smoother corners, but are more demanding to render and update. This is only "
"used if a cap or joint is set as round.\n"
"[b]Note:[/b] The default value is tuned for lines with the default [member "
"width]. For thin lines, this value should be reduced to a number between "
"[code]2[/code] and [code]4[/code] to improve performance."
msgstr ""
#: doc/classes/Line2D.xml
@ -34677,6 +34744,15 @@ msgstr ""
msgid "Returns the [Transform2D] of a specific instance."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"When using [i]physics interpolation[/i], this function allows you to prevent "
"interpolation on an instance in the current physics tick.\n"
"This allows you to move instances instantaneously, and should usually be "
"used when initially placing an instance such as a bullet to prevent "
"graphical glitches."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets all data related to the instances in one go. This is especially useful "
@ -34690,6 +34766,18 @@ msgid ""
"code] is stored as 4 floats."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
"used with [i]physics interpolation[/i]. This method takes two arrays, and "
"can set the data for the current and previous tick in one go. The renderer "
"will automatically interpolate the data at each frame.\n"
"This is useful for situations where the order of instances may change from "
"physics tick to tick, such as particle systems.\n"
"When the order of instances is coherent, the simpler [method MultiMesh."
"set_as_bulk_array] can still be used with interpolation."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
@ -34733,6 +34821,16 @@ msgstr ""
msgid "Mesh to be drawn."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Choose whether to use an interpolation method that favors speed or quality.\n"
"When using low physics tick rates (typically below 20) or high rates of "
"object rotation, you may get better results from the high quality setting.\n"
"[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
"special cases mentioned above, the quality should be comparable to high "
"quality."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr ""
@ -34785,6 +34883,18 @@ msgid ""
"Use this for highest precision."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Always interpolate using Basis lerping, which can produce warping artifacts "
"in some situations."
msgstr ""
#: doc/classes/MultiMesh.xml
msgid ""
"Attempt to interpolate using Basis slerping (spherical linear interpolation) "
"where possible, otherwise fall back to lerping."
msgstr ""
#: doc/classes/MultiMeshInstance.xml
msgid "Node that instances a [MultiMesh]."
msgstr ""
@ -36687,7 +36797,7 @@ msgstr ""
#: doc/classes/Node.xml
msgid "Nodes and Scenes"
msgstr ""
msgstr "Węzły i Sceny"
#: doc/classes/Node.xml
msgid "All Demos"
@ -37122,6 +37232,25 @@ msgid ""
"Returns [code]true[/code] if the local system is the master of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if the physics interpolated flag is set for this "
"Node (see [method set_physics_interpolated]).\n"
"[b]Note:[/b] Interpolation will only be active is both the flag is set "
"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
"be tested using [method is_physics_interpolated_and_enabled]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics interpolation is enabled (see [method "
"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n"
"This is a convenience version of [method is_physics_interpolated] that also "
"checks whether physics interpolation is enabled globally.\n"
"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
"physics/common/physics_interpolation]."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
@ -37292,6 +37421,21 @@ msgid ""
"normally)."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"When physics interpolation is active, moving a node to a radically different "
"transform (such as placement within a level) can result in a visible glitch "
"as the object is rendered moving from the old to new position over the "
"physics tick.\n"
"This glitch can be prevented by calling [code]reset_physics_interpolation[/"
"code], which temporarily turns off interpolation until the physics tick is "
"complete.\n"
"[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
"node and all children recursively.\n"
"[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
"rather than before."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Sends a remote procedure call request for the given [code]method[/code] to "
@ -37392,6 +37536,14 @@ msgid ""
"peer is recursively set as the master for all children of this node."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics interpolation per node, offering a finer grain "
"of control than turning physics interpolation on and off globally.\n"
"[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
"interpolation can sometimes give superior results."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Enables or disables physics (i.e. fixed framerate) processing. When a node "
@ -37642,6 +37794,12 @@ msgid ""
"node enters tree, instead of only once."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Notification received when [method reset_physics_interpolation] is called on "
"the node or parent nodes."
msgstr ""
#: doc/classes/Node.xml
msgid ""
"Inherits pause mode from the node's parent. For the root node, it is "
@ -38631,8 +38789,8 @@ msgstr ""
#: doc/classes/OccluderShapePolygon.xml
msgid ""
"Specifies whether the occluder should operate one way only, or from both "
"sides."
"Specifies whether the occluder should operate from both sides. If "
"[code]false[/code], the occluder will operate one way only."
msgstr ""
#: doc/classes/OccluderShapeSphere.xml
@ -39428,7 +39586,19 @@ msgid ""
msgstr ""
#: doc/classes/OS.xml
msgid "Returns the number of threads available on the host machine."
msgid ""
"Returns the number of [i]logical[/i] CPU cores available on the host "
"machine. On CPUs with HyperThreading enabled, this number will be greater "
"than the number of [i]physical[/i] CPU cores."
msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the name of the CPU model on the host machine (e.g. \"Intel(R) "
"Core(TM) i7-6700K CPU @ 4.00GHz\").\n"
"[b]Note:[/b] This method is only implemented on Windows, macOS, Linux and "
"iOS. On Android, HTML5 and UWP, [method get_processor_name] returns an empty "
"string."
msgstr ""
#: doc/classes/OS.xml
@ -47310,6 +47480,17 @@ msgid ""
"below 30 FPS."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], the renderer will interpolate the transforms of "
"physics objects between the last two transforms, such that smooth motion is "
"seen when physics ticks do not coincide with rendered frames.\n"
"[b]Note:[/b] When moving objects to new positions (rather than the usual "
"physics motion) you may want to temporarily turn off interpolation to "
"prevent a visible glitch. You can do this using the [method Node."
"reset_physics_interpolation] function."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
@ -47322,8 +47503,10 @@ msgid ""
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
"[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
"physics/common/physics_interpolation] is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead."
"the value at runtime, set [member Engine.physics_jitter_fix] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -47836,14 +48019,19 @@ msgstr ""
msgid ""
"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
"dynamic range. High dynamic range allows the use of [Color] values greater "
"than 1.\n"
"than 1. This must be set to [code]true[/code] for glow rendering to work if "
"[member Environment.glow_hdr_threshold] is greater than or equal to "
"[code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
"devices, due to performance concerns or driver support."
"devices, due to performance concerns or driver support. This must be set to "
"[code]true[/code] for glow rendering to work if [member Environment."
"glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
"[b]Note:[/b] Only available on the GLES3 backend."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -47972,8 +48160,8 @@ msgid ""
"resources it uses (but the less features it supports). If set to \"2D "
"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
"code] will not be available in shaders and post-processing effects will not "
"be available in the [Environment]."
"code] will not be available in shaders and post-processing effects such as "
"glow will not be available in [Environment]."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -50077,7 +50265,7 @@ msgstr ""
#: doc/classes/RichTextLabel.xml
msgid "BBCode in RichTextLabel"
msgstr ""
msgstr "BBCode w RichTextLabel"
#: doc/classes/RichTextLabel.xml
msgid "GUI Rich Text/BBcode Demo"
@ -51920,6 +52108,13 @@ msgid ""
"_input] will not be called anymore in nodes."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"Although physics interpolation would normally be globally turned on and off "
"using [member ProjectSettings.physics/common/physics_interpolation], this "
"property allows control over interpolation at runtime."
msgstr ""
#: doc/classes/SceneTree.xml
msgid ""
"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
@ -53174,6 +53369,18 @@ msgstr ""
msgid "All 3D Demos"
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"When using physics interpolation, there will be circumstances in which you "
"want to know the interpolated (displayed) transform of a node rather than "
"the standard transform (which may only be accurate to the most recent "
"physics tick).\n"
"This is particularly important for frame-based operations that take place in "
"[method Node._process], rather than [method Node._physics_process]. Examples "
"include [Camera]s focusing on a node, or finding where to fire lasers from "
"on a frame rather than physics tick."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
@ -55014,7 +55221,7 @@ msgid ""
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -55028,7 +55235,7 @@ msgid ""
"colors into account for albedo. Otherwise, the opacity defined in [member "
"opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/color] must be inserted in the "
"[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
@ -55703,7 +55910,12 @@ msgid "Returns [code]true[/code] if the string begins with the given string."
msgstr ""
#: doc/classes/String.xml
msgid "Returns the bigrams (pairs of consecutive letters) of this string."
msgid ""
"Returns an array containing the bigrams (pairs of consecutive letters) of "
"this string.\n"
"[codeblock]\n"
"print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55966,7 +56178,16 @@ msgid ""
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid float."
msgid ""
"Returns [code]true[/code] if this string contains a valid float. This is "
"inclusive of integers, and also supports exponents:\n"
"[codeblock]\n"
"print(\"1.7\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"7e3\".is_valid_float()) # Prints \"true\"\n"
"print(\"24\".is_valid_float()) # Prints \"true\"\n"
"print(\"Hello\".is_valid_float()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -55989,11 +56210,24 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]) "
"and the first character may not be a digit."
"and the first character may not be a digit.\n"
"[codeblock]\n"
"print(\"good_ident_1\".is_valid_identifier()) # Prints \"true\"\n"
"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"false\"\n"
"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"false\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
msgid "Returns [code]true[/code] if this string contains a valid integer."
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints \"true\"\n"
"print(\"14.6\".is_valid_int()) # Prints \"false\"\n"
"print(\"L\".is_valid_int()) # Prints \"false\"\n"
"print(\"+3\".is_valid_int()) # Prints \"true\"\n"
"print(\"-12\".is_valid_int()) # Prints \"true\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -56042,14 +56276,16 @@ msgstr ""
msgid ""
"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
msgid ""
"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
"single character except a period ([code]\".\"[/code])."
"single character except a period ([code]\".\"[/code]). An empty string or "
"empty expression always evaluates to [code]false[/code]."
msgstr ""
#: doc/classes/String.xml
@ -56219,8 +56455,16 @@ msgstr ""
#: doc/classes/String.xml
msgid ""
"Returns the similarity index of the text compared to this string. 1 means "
"totally similar and 0 means totally dissimilar."
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
"string compared to another. 1.0 means totally similar and 0.0 means totally "
"dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
"print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
"print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
"[/codeblock]"
msgstr ""
#: doc/classes/String.xml
@ -57714,6 +57958,16 @@ msgstr ""
msgid "Returns the total width of all gutters and internal padding."
msgstr "Zwraca kąt w radianach danego wektora."
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "Returns the total amount of lines that could be drawn."
msgstr "Zwraca przeciwieństwo parametru."
#: doc/classes/TextEdit.xml
#, fuzzy
msgid "Returns the number of visible lines, including wrapped text."
msgstr "Zwraca resztę z dwóch wektorów."
#: doc/classes/TextEdit.xml
msgid ""
"Returns a [String] text with the word under the caret (text cursor) location."
@ -58757,6 +59011,12 @@ msgid ""
"theme has [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Unmarks [code]theme_type[/code] as being a variation of another theme type. "
"See [method set_type_variation]."
msgstr ""
#: doc/classes/Theme.xml
msgid "Sets the theme's values to a copy of the default theme values."
msgstr ""
@ -58897,6 +59157,18 @@ msgid ""
"future version."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Returns the name of the base theme type if [code]theme_type[/code] is a "
"valid variation type. Returns an empty string otherwise."
msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Returns a list of all type variations for the given [code]base_type[/code]."
msgstr "Liczy iloczyn wektorowy tego wektora oraz [code]b[/code]."
#: doc/classes/Theme.xml
msgid ""
"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
@ -58948,6 +59220,13 @@ msgid ""
"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
msgstr ""
#: doc/classes/Theme.xml
#, fuzzy
msgid ""
"Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
"variation of [code]base_type[/code]."
msgstr "Liczy iloczyn wektorowy tego wektora oraz [code]with[/code]."
#: doc/classes/Theme.xml
msgid ""
"Adds missing and overrides existing definitions with values from the "
@ -59043,6 +59322,20 @@ msgid ""
"Creates [code]node_type[/code] if the theme does not have it."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
"This adds [code]theme_type[/code] as a suggested option for [member Control."
"theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
"class.\n"
"Variations can also be nested, i.e. [code]base_type[/code] can be another "
"variation. If a chain of variations ends with a [code]base_type[/code] "
"matching the class of the [Control], the whole chain is going to be "
"suggested as options.\n"
"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
"project default theme. See [member ProjectSettings.gui/theme/custom]."
msgstr ""
#: doc/classes/Theme.xml
msgid ""
"The default font of this [Theme] resource. Used as a fallback value for font "
@ -59090,7 +59383,7 @@ msgstr ""
#: doc/classes/Thread.xml
msgid "Using multiple threads"
msgstr ""
msgstr "Użyj wielowątkowości"
#: doc/classes/Thread.xml
msgid "Thread-safe APIs"
@ -61221,7 +61514,7 @@ msgid ""
"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
"code]. The [code]id[/code] is used to identify the button. If not specified, "
"the next available index is used, which may be retrieved by calling [method "
"get_button_count] immediately after this method. Optionally, the button can "
"get_button_count] immediately before this method. Optionally, the button can "
"be [code]disabled[/code] and have a [code]tooltip[/code]."
msgstr ""
@ -61263,10 +61556,9 @@ msgid ""
msgstr "Liczy iloczyn wektorowy tego wektora oraz [code]b[/code]."
#: doc/classes/TreeItem.xml
msgid ""
"Returns the number of buttons in column [code]column[/code]. May be used to "
"get the most recently added button's index, if no index was specified."
msgstr ""
#, fuzzy
msgid "Returns the number of buttons in column [code]column[/code]."
msgstr "Liczy iloczyn wektorowy tego wektora oraz [code]b[/code]."
#: doc/classes/TreeItem.xml
#, fuzzy