feat: updated engine version to 4.4

This commit is contained in:
Sara 2025-03-17 10:43:25 +01:00
parent d08586768d
commit ba58baf432
140 changed files with 108317 additions and 14666 deletions

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@ -3072,6 +3072,9 @@
<constant name="METHOD_FLAG_OBJECT_CORE" value="64" enum="MethodFlags" is_bitfield="true">
Used internally. Allows to not dump core virtual methods (such as [method Object._notification]) to the JSON API.
</constant>
<constant name="METHOD_FLAG_VIRTUAL_REQUIRED" value="128" enum="MethodFlags" is_bitfield="true">
Flag for a virtual method that is required.
</constant>
<constant name="METHOD_FLAGS_DEFAULT" value="1" enum="MethodFlags" is_bitfield="true">
Default method flags (normal).
</constant>

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@ -6,7 +6,8 @@
<description>
A cubemap is made of 6 textures organized in layers. They are typically used for faking reflections in 3D rendering (see [ReflectionProbe]). It can be used to make an object look as if it's reflecting its surroundings. This usually delivers much better performance than other reflection methods.
This resource is typically used as a uniform in custom shaders. Few core Godot methods make use of [Cubemap] resources.
To create such a texture file yourself, reimport your image files using the Godot Editor import presets. The expected image order is X+, X-, Y+, Y-, Z+, Z- (in Godot's coordinate system, so Y+ is "up" and Z- is "forward"). You can use one of the following templates as a base:
To create such a texture file yourself, reimport your image files using the Godot Editor import presets. To create a Cubemap from code, use [method ImageTextureLayered.create_from_images] on an instance of the Cubemap class.
The expected image order is X+, X-, Y+, Y-, Z+, Z- (in Godot's coordinate system, so Y+ is "up" and Z- is "forward"). You can use one of the following templates as a base:
- [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/tutorials/assets_pipeline/img/cubemap_template_2x3.webp]2×3 cubemap template (default layout option)[/url]
- [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/tutorials/assets_pipeline/img/cubemap_template_3x2.webp]3×2 cubemap template[/url]
- [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/tutorials/assets_pipeline/img/cubemap_template_1x6.webp]1×6 cubemap template[/url]

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@ -6,8 +6,15 @@
<description>
[CubemapArray]s are made of an array of [Cubemap]s. Like [Cubemap]s, they are made of multiple textures, the amount of which must be divisible by 6 (one for each face of the cube).
The primary benefit of [CubemapArray]s is that they can be accessed in shader code using a single texture reference. In other words, you can pass multiple [Cubemap]s into a shader using a single [CubemapArray]. [Cubemap]s are allocated in adjacent cache regions on the GPU, which makes [CubemapArray]s the most efficient way to store multiple [Cubemap]s.
[b]Note:[/b] Godot uses [CubemapArray]s internally for many effects, including the [Sky] if you set [member ProjectSettings.rendering/reflections/sky_reflections/texture_array_reflections] to [code]true[/code]. To create such a texture file yourself, reimport your image files using the import presets of the File System dock.
[b]Note:[/b] [CubemapArray] is not supported in the Compatibility renderer.
Godot uses [CubemapArray]s internally for many effects, including the [Sky] if you set [member ProjectSettings.rendering/reflections/sky_reflections/texture_array_reflections] to [code]true[/code].
To create such a texture file yourself, reimport your image files using the Godot Editor import presets. To create a CubemapArray from code, use [method ImageTextureLayered.create_from_images] on an instance of the CubemapArray class.
The expected image order is X+, X-, Y+, Y-, Z+, Z- (in Godot's coordinate system, so Y+ is "up" and Z- is "forward"). You can use one of the following templates as a base:
- [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/tutorials/assets_pipeline/img/cubemap_template_2x3.webp]2×3 cubemap template (default layout option)[/url]
- [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/tutorials/assets_pipeline/img/cubemap_template_3x2.webp]3×2 cubemap template[/url]
- [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/tutorials/assets_pipeline/img/cubemap_template_1x6.webp]1×6 cubemap template[/url]
- [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/tutorials/assets_pipeline/img/cubemap_template_6x1.webp]6×1 cubemap template[/url]
Multiple layers are stacked on top of each other when using the default vertical import option (with the first layer at the top). Alternatively, you can choose an horizontal layout in the import options (with the first layer at the left).
[b]Note:[/b] [CubemapArray] is not supported in the Compatibility renderer due to graphics API limitations.
</description>
<tutorials>
</tutorials>

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@ -74,7 +74,7 @@
Exports project files for the specified preset. This method can be used to implement custom export format, other than PCK and ZIP. One of the callbacks is called for each exported file.
[param save_cb] is called for all exported files and have the following arguments: [code]file_path: String[/code], [code]file_data: PackedByteArray[/code], [code]file_index: int[/code], [code]file_count: int[/code], [code]encryption_include_filters: PackedStringArray[/code], [code]encryption_exclude_filters: PackedStringArray[/code], [code]encryption_key: PackedByteArray[/code].
[param shared_cb] is called for exported native shared/static libraries and have the following arguments: [code]file_path: String[/code], [code]tags: PackedStringArray[/code], [code]target_folder: String[/code].
[b]Note:[/b] [code]file_index[/code] and [code]file_count[/code] are intended for progress tracking only and aren't necesserely unique and precise.
[b]Note:[/b] [code]file_index[/code] and [code]file_count[/code] are intended for progress tracking only and aren't necessarily unique and precise.
</description>
</method>
<method name="export_zip">
@ -259,7 +259,7 @@
Message type for error messages that must be addressed and fail the export.
</constant>
<constant name="DEBUG_FLAG_DUMB_CLIENT" value="1" enum="DebugFlags" is_bitfield="true">
Flag is set if remotely debugged project is expected to use remote file system. If set, [method gen_export_flags] will add [code]--remove-fs[/code] and [code]--remote-fs-password[/code] (if password is set in the editor settings) command line arguments to the list.
Flag is set if remotely debugged project is expected to use remote file system. If set, [method gen_export_flags] will add [code]--remote-fs[/code] and [code]--remote-fs-password[/code] (if password is set in the editor settings) command line arguments to the list.
</constant>
<constant name="DEBUG_FLAG_REMOTE_DEBUG" value="2" enum="DebugFlags" is_bitfield="true">
Flag is set if remote debug is enabled. If set, [method gen_export_flags] will add [code]--remote-debug[/code] and [code]--breakpoints[/code] (if breakpoints are selected in the script editor or added by the plugin) command line arguments to the list.

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@ -12,7 +12,7 @@
<method name="are_advanced_options_enabled" qualifiers="const">
<return type="bool" />
<description>
Returns [code]true[/code], is "Advanced" toggle is enabled in the export dialog.
Returns [code]true[/code] if "Advanced" toggle is enabled in the export dialog.
</description>
</method>
<method name="get_custom_features" qualifiers="const">
@ -24,7 +24,7 @@
<method name="get_customized_files" qualifiers="const">
<return type="Dictionary" />
<description>
Returns [Dictionary] of files selected in the "Resources" tab of the export dialog. Dictionary keys are file names and values are export mode - [code]"strip[/code], [code]"keep"[/code], or [code]"remove"[/code]. See also [method get_file_export_mode].
Returns [Dictionary] of files selected in the "Resources" tab of the export dialog. Dictionary keys are file names and values are export mode - [code]"strip"[/code], [code]"keep"[/code], or [code]"remove"[/code]. See also [method get_file_export_mode].
</description>
</method>
<method name="get_customized_files_count" qualifiers="const">

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@ -1117,6 +1117,10 @@
<member name="network/tls/editor_tls_certificates" type="String" setter="" getter="">
The TLS certificate bundle to use for HTTP requests made within the editor (e.g. from the AssetLib tab). If left empty, the [url=https://github.com/godotengine/godot/blob/master/thirdparty/certs/ca-certificates.crt]included Mozilla certificate bundle[/url] will be used.
</member>
<member name="network/tls/enable_tls_v1.3" type="bool" setter="" getter="">
If [code]true[/code], enable TLSv1.3 negotiation.
[b]Note:[/b] Only supported when using Mbed TLS 3.0 or later (Linux distribution packages may be compiled against older system Mbed TLS packages), otherwise the maximum supported TLS version is always TLSv1.2.
</member>
<member name="project_manager/default_renderer" type="String" setter="" getter="">
The renderer type that will be checked off by default when creating a new project. Accepted strings are "forward_plus", "mobile" or "gl_compatibility".
</member>

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@ -19,7 +19,7 @@
var text = file.get_as_text()
var split_strs = text.split(",", false)
for s in split_strs:
msgids.append(PackedStringArray([s]))
ret.append(PackedStringArray([s]))
#print("Extracted string: " + s)
return ret

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@ -15,6 +15,39 @@
<description>
Creates an [ImageTextureLayered] from an array of [Image]s. See [method Image.create] for the expected data format. The first image decides the width, height, image format and mipmapping setting. The other images [i]must[/i] have the same width, height, image format and mipmapping setting.
Each [Image] represents one [code]layer[/code].
[codeblock]
# Fill in an array of Images with different colors.
var images = []
const LAYERS = 6
for i in LAYERS:
var image = Image.create_empty(128, 128, false, Image.FORMAT_RGB8)
if i % 3 == 0:
image.fill(Color.RED)
elif i % 3 == 1:
image.fill(Color.GREEN)
else:
image.fill(Color.BLUE)
images.push_back(image)
# Create and save a 2D texture array. The array of images must have at least 1 Image.
var texture_2d_array = Texture2DArray.new()
texture_2d_array.create_from_images(images)
ResourceSaver.save(texture_2d_array, "res://texture_2d_array.res", ResourceSaver.FLAG_COMPRESS)
# Create and save a cubemap. The array of images must have exactly 6 Images.
# The cubemap's images are specified in this order: X+, X-, Y+, Y-, Z+, Z-
# (in Godot's coordinate system, so Y+ is "up" and Z- is "forward").
var cubemap = Cubemap.new()
cubemap.create_from_images(images)
ResourceSaver.save(cubemap, "res://cubemap.res", ResourceSaver.FLAG_COMPRESS)
# Create and save a cubemap array. The array of images must have a multiple of 6 Images.
# Each cubemap's images are specified in this order: X+, X-, Y+, Y-, Z+, Z-
# (in Godot's coordinate system, so Y+ is "up" and Z- is "forward").
var cubemap_array = CubemapArray.new()
cubemap_array.create_from_images(images)
ResourceSaver.save(cubemap_array, "res://cubemap_array.res", ResourceSaver.FLAG_COMPRESS)
[/codeblock]
</description>
</method>
<method name="update_layer">

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@ -51,6 +51,7 @@
Returns the acceleration in m/s² of the device's accelerometer sensor, if the device has one. Otherwise, the method returns [constant Vector3.ZERO].
Note this method returns an empty [Vector3] when running from the editor even when your device has an accelerometer. You must export your project to a supported device to read values from the accelerometer.
[b]Note:[/b] This method only works on Android and iOS. On other platforms, it always returns [constant Vector3.ZERO].
[b]Note:[/b] For Android, [member ProjectSettings.input_devices/sensors/enable_accelerometer] must be enabled.
</description>
</method>
<method name="get_action_raw_strength" qualifiers="const">
@ -97,6 +98,7 @@
<description>
Returns the gravity in m/s² of the device's accelerometer sensor, if the device has one. Otherwise, the method returns [constant Vector3.ZERO].
[b]Note:[/b] This method only works on Android and iOS. On other platforms, it always returns [constant Vector3.ZERO].
[b]Note:[/b] For Android, [member ProjectSettings.input_devices/sensors/enable_gravity] must be enabled.
</description>
</method>
<method name="get_gyroscope" qualifiers="const">
@ -104,6 +106,7 @@
<description>
Returns the rotation rate in rad/s around a device's X, Y, and Z axes of the gyroscope sensor, if the device has one. Otherwise, the method returns [constant Vector3.ZERO].
[b]Note:[/b] This method only works on Android and iOS. On other platforms, it always returns [constant Vector3.ZERO].
[b]Note:[/b] For Android, [member ProjectSettings.input_devices/sensors/enable_gyroscope] must be enabled.
</description>
</method>
<method name="get_joy_axis" qualifiers="const">
@ -177,6 +180,7 @@
<description>
Returns the magnetic field strength in micro-Tesla for all axes of the device's magnetometer sensor, if the device has one. Otherwise, the method returns [constant Vector3.ZERO].
[b]Note:[/b] This method only works on Android and iOS. On other platforms, it always returns [constant Vector3.ZERO].
[b]Note:[/b] For Android, [member ProjectSettings.input_devices/sensors/enable_magnetometer] must be enabled.
</description>
</method>
<method name="get_mouse_button_mask" qualifiers="const">

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Parallax2D" inherits="Node2D" experimental="This node is meant to replace [ParallaxBackground] and [ParallaxLayer]. The implementation may change in the future." xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<class name="Parallax2D" inherits="Node2D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A node used to create a parallax scrolling background.
</brief_description>

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@ -2204,9 +2204,8 @@
The CA certificates bundle to use for TLS connections. If this is set to a non-empty value, this will [i]override[/i] Godot's default [url=https://github.com/godotengine/godot/blob/master/thirdparty/certs/ca-certificates.crt]Mozilla certificate bundle[/url]. If left empty, the default certificate bundle will be used.
If in doubt, leave this setting empty.
</member>
<member name="network/tls/enable_tls_v1.3" type="bool" setter="" getter="" default="false">
<member name="network/tls/enable_tls_v1.3" type="bool" setter="" getter="" default="true">
If [code]true[/code], enable TLSv1.3 negotiation.
[b]Note:[/b] This is experimental, and may cause connections to fail in some cases (notably, if the remote server uses TLS handshake fragmentation).
[b]Note:[/b] Only supported when using Mbed TLS 3.0 or later (Linux distribution packages may be compiled against older system Mbed TLS packages), otherwise the maximum supported TLS version is always TLSv1.2.
</member>
<member name="physics/2d/default_angular_damp" type="float" setter="" getter="" default="1.0">
@ -2684,38 +2683,48 @@
<member name="rendering/environment/volumetric_fog/volume_size" type="int" setter="" getter="" default="64">
Base size used to determine size of froxel buffer in the camera X-axis and Y-axis. The final size is scaled by the aspect ratio of the screen, so actual values may differ from what is set. Set a larger size for more detailed fog, set a smaller size for better performance.
</member>
<member name="rendering/gl_compatibility/driver" type="String" setter="" getter="" default="&quot;auto&quot;">
Sets the driver to be used by the renderer when using the Compatibility renderer. This property can not be edited directly, instead, set the driver using the platform-specific overrides.
<member name="rendering/gl_compatibility/driver" type="String" setter="" getter="" default="&quot;opengl3&quot;">
Sets the driver to be used by the renderer when using the Compatibility renderer. Editing this property has no effect in the default configuration, as first-party platforms each have platform-specific overrides. Use those overrides to configure the driver for each platform.
This can be overridden using the [code]--rendering-driver &lt;driver&gt;[/code] command line argument.
Supported values are:
- [code]auto[/code], currently defaults to [code]opengl3[/code] on all platforms.
- [code]opengl3[/code], OpenGL 3.3 on desktop platforms, OpenGL ES 3.0 on mobile platforms, WebGL 2.0 on web.
- [code]opengl3_angle[/code], OpenGL ES 3.0 over ANGLE compatibility layer, supported on macOS (over native OpenGL) and Windows (over Direct3D 11).
- [code]opengl3_angle[/code], OpenGL ES 3.0 using the ANGLE compatibility layer, supported on macOS (over native OpenGL) and Windows (over Direct3D 11).
- [code]opengl3_es[/code], OpenGL ES 3.0 on Linux/BSD.
[b]Note:[/b] The availability of these options depends on whether the engine was compiled with support for them (determined by SCons options [code]opengl3[/code] and [code]angle_libs[/code]).
[b]Note:[/b] The actual rendering driver may be automatically changed by the engine as a result of a fallback, or a user-specified command line argument. To get the actual rendering driver that is used at runtime, use [method RenderingServer.get_current_rendering_driver_name] instead of reading this project setting's value.
</member>
<member name="rendering/gl_compatibility/driver.android" type="String" setter="" getter="" default="&quot;auto&quot;">
<member name="rendering/gl_compatibility/driver.android" type="String" setter="" getter="" default="&quot;opengl3&quot;">
Android override for [member rendering/gl_compatibility/driver].
The [code]auto[/code] setting is equivalent to [code]opengl3[/code] on this platform.
Only one option is supported:
- [code]opengl3[/code], OpenGL ES 3.0 from native drivers.
</member>
<member name="rendering/gl_compatibility/driver.ios" type="String" setter="" getter="" default="&quot;auto&quot;">
<member name="rendering/gl_compatibility/driver.ios" type="String" setter="" getter="" default="&quot;opengl3&quot;">
iOS override for [member rendering/gl_compatibility/driver].
The [code]auto[/code] setting is equivalent to [code]opengl3[/code] on this platform.
Only one option is supported:
- [code]opengl3[/code], OpenGL ES 3.0 from native drivers.
</member>
<member name="rendering/gl_compatibility/driver.linuxbsd" type="String" setter="" getter="" default="&quot;auto&quot;">
<member name="rendering/gl_compatibility/driver.linuxbsd" type="String" setter="" getter="" default="&quot;opengl3&quot;">
LinuxBSD override for [member rendering/gl_compatibility/driver].
The [code]auto[/code] setting is equivalent to [code]opengl3[/code] on this platform. [code]opengl3_es[/code] is available as an option, which is also used as a fallback on devices that don't support OpenGL 3.3.
Two options are supported:
- [code]opengl3[/code] (default), OpenGL 3.3 from native drivers.
- [code]opengl3_es[/code], OpenGL ES 3.0 from native drivers. If [member rendering/gl_compatibility/fallback_to_gles] is enabled, this is used as a fallback if OpenGL 3.3 is not supported.
</member>
<member name="rendering/gl_compatibility/driver.macos" type="String" setter="" getter="" default="&quot;auto&quot;">
<member name="rendering/gl_compatibility/driver.macos" type="String" setter="" getter="" default="&quot;opengl3&quot;">
macOS override for [member rendering/gl_compatibility/driver].
The [code]auto[/code] setting is equivalent to [code]opengl3[/code] on this platform. [code]opengl3_angle[/code] is available as an option if ANGLE support was compiled in.
Two options are supported:
- [code]opengl3[/code] (default), OpenGL 3.3 from native drivers. If [member rendering/gl_compatibility/fallback_to_native] is enabled, this is used as a fallback if ANGLE is configured as the preferred driver but not supported.
- [code]opengl3_angle[/code], OpenGL ES 3.0 using the ANGLE compatibility layer over native OpenGL drivers. If [member rendering/gl_compatibility/fallback_to_angle] is enabled, this is used as a fallback if OpenGL 3.3 is not supported.
</member>
<member name="rendering/gl_compatibility/driver.web" type="String" setter="" getter="" default="&quot;auto&quot;">
<member name="rendering/gl_compatibility/driver.web" type="String" setter="" getter="" default="&quot;opengl3&quot;">
Web override for [member rendering/gl_compatibility/driver].
The [code]auto[/code] setting is equivalent to [code]opengl3[/code] on this platform.
Only one option is supported:
- [code]opengl3[/code], WebGL 2.0. The underlying native API depends on the target OS, browser, and browser configuration.
</member>
<member name="rendering/gl_compatibility/driver.windows" type="String" setter="" getter="" default="&quot;auto&quot;">
<member name="rendering/gl_compatibility/driver.windows" type="String" setter="" getter="" default="&quot;opengl3&quot;">
Windows override for [member rendering/gl_compatibility/driver].
The [code]auto[/code] setting is equivalent to [code]opengl3[/code] on this platform. [code]opengl3_angle[/code] is available as an option if ANGLE supported was compiled in. In such case, ANGLE is used preferentially on lower end devices with known problematic native OpenGL drivers (see [member rendering/gl_compatibility/force_angle_on_devices]).
Two options are supported:
- [code]opengl3[/code] (default), OpenGL 3.3 from native drivers. If [member rendering/gl_compatibility/fallback_to_native] is enabled, this is used as a fallback if ANGLE is configured as the preferred driver but not supported.
- [code]opengl3_angle[/code], OpenGL ES 3.0 using the ANGLE compatibility layer over native Direct3D 11 drivers. If [member rendering/gl_compatibility/fallback_to_angle] is enabled, this is used as a fallback if OpenGL 3.3 is not supported. By default, ANGLE is used as the default driver for some devices listed in [member rendering/gl_compatibility/force_angle_on_devices].
</member>
<member name="rendering/gl_compatibility/fallback_to_angle" type="bool" setter="" getter="" default="true">
If [code]true[/code], the compatibility renderer will fall back to ANGLE if native OpenGL is not supported or the device is listed in [member rendering/gl_compatibility/force_angle_on_devices].
@ -2981,43 +2990,49 @@
The number of entries in the sampler descriptors heap the Direct3D 12 rendering driver uses each frame, used for most rendering operations.
Depending on the complexity of scenes, this value may be lowered or may need to be raised.
</member>
<member name="rendering/rendering_device/driver" type="String" setter="" getter="" default="&quot;auto&quot;">
Sets the driver to be used by the renderer when using a RenderingDevice-based renderer like the Forward+ or Mobile renderers. This property can't be edited directly. Instead, set the driver using the platform-specific overrides. This can be overridden using the [code]--rendering-driver &lt;driver&gt;[/code] command line argument.
<member name="rendering/rendering_device/driver" type="String" setter="" getter="" default="&quot;vulkan&quot;">
Sets the driver to be used by the renderer when using a RenderingDevice-based renderer like the Forward+ or Mobile renderers. Editing this property has no effect in the default configuration, as first-party platforms each have platform-specific overrides. Use those overrides to configure the driver for each platform.
This can be overridden using the [code]--rendering-driver &lt;driver&gt;[/code] command line argument.
Supported values are:
- [code]auto[/code], Metal on Apple Silicon Macs and iOS, Vulkan on other built-in platforms. On Windows, Direct3D 12 is the default if the engine was compiled without Vulkan support.
- [code]metal[/code], Metal (supported on Apple Silicon Macs and iOS).
- [code]vulkan[/code], Vulkan (supported on all desktop and mobile platforms).
- [code]d3d12[/code], Direct3D 12 (supported on Windows).
[b]Note:[/b] The availability of these options depends on whether the engine was compiled with support for them (determined by SCons options [code]vulkan[/code], [code]metal[/code], and [code]d3d12[/code]).
[b]Note:[/b] If a given platform has no registered drivers, it can fall back to the Compatibility renderer (OpenGL 3) if [member rendering/rendering_device/fallback_to_opengl3] is enabled. This fallback happens automatically for the Web platform regardless of that property.
[b]Note:[/b] The actual rendering driver may be automatically changed by the engine as a result of a fallback, or a user-specified command line argument. To get the actual rendering driver that is used at runtime, use [method RenderingServer.get_current_rendering_driver_name] instead of reading this project setting's value.
</member>
<member name="rendering/rendering_device/driver.android" type="String" setter="" getter="" default="&quot;auto&quot;">
<member name="rendering/rendering_device/driver.android" type="String" setter="" getter="" default="&quot;vulkan&quot;">
Android override for [member rendering/rendering_device/driver].
The [code]auto[/code] setting is equivalent to [code]vulkan[/code] on this platform.
Only one option is supported:
- [code]vulkan[/code], Vulkan from native drivers.
[b]Note:[/b] If Vulkan was disabled at compile time, there is no alternative RenderingDevice driver.
</member>
<member name="rendering/rendering_device/driver.ios" type="String" setter="" getter="" default="&quot;auto&quot;">
<member name="rendering/rendering_device/driver.ios" type="String" setter="" getter="" default="&quot;metal&quot;">
iOS override for [member rendering/rendering_device/driver].
The [code]auto[/code] setting is equivalent to [code]metal[/code] on this platform.
[b]Note:[/b] If Metal was disabled at compile time, the default becomes [code]vulkan[/code]. If both Metal and Vulkan were disabled at compile time, there is no alternative RenderingDevice driver.
Two options are supported:
- [code]metal[/code] (default), Metal from native drivers.
- [code]vulkan[/code], Vulkan over Metal via MoltenVK.
</member>
<member name="rendering/rendering_device/driver.linuxbsd" type="String" setter="" getter="" default="&quot;auto&quot;">
<member name="rendering/rendering_device/driver.linuxbsd" type="String" setter="" getter="" default="&quot;vulkan&quot;">
LinuxBSD override for [member rendering/rendering_device/driver].
The [code]auto[/code] setting is equivalent to [code]vulkan[/code] on this platform.
Only one option is supported:
- [code]vulkan[/code], Vulkan from native drivers.
[b]Note:[/b] If Vulkan was disabled at compile time, there is no alternative RenderingDevice driver.
</member>
<member name="rendering/rendering_device/driver.macos" type="String" setter="" getter="" default="&quot;auto&quot;">
<member name="rendering/rendering_device/driver.macos" type="String" setter="" getter="" default="&quot;metal&quot;">
macOS override for [member rendering/rendering_device/driver].
The [code]auto[/code] setting is equivalent to [code]metal[/code] on Apple Silicon Macs, and [code]vulkan[/code] (MoltenVK) on Intel Macs. Metal isn't supported on Intel Macs, so even if setting [code]metal[/code] explicitly, it will fallback to Vulkan on Intel Macs.
[b]Note:[/b] If Metal was disabled at compile time, the default becomes [code]vulkan[/code] for both Apple Silicon and Intel Macs. If both Metal and Vulkan were disabled at compile time, there is no alternative RenderingDevice driver.
Two options are supported:
- [code]metal[/code] (default), Metal from native drivers, only supported on Apple Silicon Macs. On Intel Macs, it will automatically fall back to [code]vulkan[/code] as Metal support is not implemented.
- [code]vulkan[/code], Vulkan over Metal via MoltenVK, supported on both Apple Silicon and Intel Macs.
</member>
<member name="rendering/rendering_device/driver.windows" type="String" setter="" getter="" default="&quot;auto&quot;">
<member name="rendering/rendering_device/driver.windows" type="String" setter="" getter="" default="&quot;vulkan&quot;">
Windows override for [member rendering/rendering_device/driver].
The [code]auto[/code] setting is equivalent to [code]vulkan[/code] on this platform.
[b]Note:[/b] If Vulkan was disabled at compile time, the default becomes [code]d3d12[/code]. If both Vulkan and Direct3D 12 were disabled at compile time, there is no alternative RenderingDevice driver.
Two options are supported:
- [code]vulkan[/code] (default), Vulkan from native drivers. If [member rendering/rendering_device/fallback_to_vulkan] is enabled, this is used as a fallback if Direct3D 12 is not supported.
- [code]d3d12[/code], Direct3D 12 from native drivers. If [member rendering/rendering_device/fallback_to_d3d12] is enabled, this is used as a fallback if Vulkan is not supported.
</member>
<member name="rendering/rendering_device/fallback_to_d3d12" type="bool" setter="" getter="" default="true">
If [code]true[/code], the forward renderer will fall back to Direct3D 12 if Vulkan is not supported.
If [code]true[/code], the forward renderer will fall back to Direct3D 12 if Vulkan is not supported. The fallback is always attempted regardless of this setting if Vulkan driver support was disabled at compile time.
[b]Note:[/b] This setting is implemented only on Windows.
</member>
<member name="rendering/rendering_device/fallback_to_opengl3" type="bool" setter="" getter="" default="true">
@ -3025,7 +3040,7 @@
[b]Note:[/b] This setting is implemented only on Windows, Android, macOS, iOS, and Linux/X11.
</member>
<member name="rendering/rendering_device/fallback_to_vulkan" type="bool" setter="" getter="" default="true">
If [code]true[/code], the forward renderer will fall back to Vulkan if Direct3D 12 (on Windows) or Metal (on macOS x86_64) are not supported.
If [code]true[/code], the forward renderer will fall back to Vulkan if Direct3D 12 (on Windows) or Metal (on macOS x86_64) are not supported. The fallback is always attempted regardless of this setting if Direct3D 12 (Windows) or Metal (macOS) driver support was disabled at compile time.
[b]Note:[/b] This setting is implemented only on Windows and macOS.
</member>
<member name="rendering/rendering_device/pipeline_cache/enable" type="bool" setter="" getter="" default="true">

View file

@ -3725,7 +3725,7 @@
<param index="7" name="layered_type" type="int" enum="RenderingServer.TextureLayeredType" default="0" />
<description>
Creates a texture based on a native handle that was created outside of Godot's renderer.
[b]Note:[/b] If using the rendering device renderer, using [method RenderingDevice.texture_create_from_extension] rather than this method is recommended. It will give you much more control over the texture's format and usage.
[b]Note:[/b] If using only the rendering device renderer, it's recommend to use [method RenderingDevice.texture_create_from_extension] together with [method RenderingServer.texture_rd_create], rather than this method. It will give you much more control over the texture's format and usage.
</description>
</method>
<method name="texture_get_format" qualifiers="const">

View file

@ -6,7 +6,7 @@
<description>
A Texture2DArray is different from a Texture3D: The Texture2DArray does not support trilinear interpolation between the [Image]s, i.e. no blending. See also [Cubemap] and [CubemapArray], which are texture arrays with specialized cubemap functions.
A Texture2DArray is also different from an [AtlasTexture]: In a Texture2DArray, all images are treated separately. In an atlas, the regions (i.e. the single images) can be of different sizes. Furthermore, you usually need to add a padding around the regions, to prevent accidental UV mapping to more than one region. The same goes for mipmapping: Mipmap chains are handled separately for each layer. In an atlas, the slicing has to be done manually in the fragment shader.
To create such a texture file yourself, reimport your image files using the Godot Editor import presets.
To create such a texture file yourself, reimport your image files using the Godot Editor import presets. To create a Texture2DArray from code, use [method ImageTextureLayered.create_from_images] on an instance of the Texture2DArray class.
</description>
<tutorials>
</tutorials>

View file

@ -102,12 +102,13 @@
# tct123 <tct1234@protonmail.com>, 2024.
# Daniel Schmid <daniel.ds.schmid@gmail.com>, 2025.
# Michael Domanek <michael.domanek2@gmail.com>, 2025.
# Keschler <keschler0@protonmail.com>, 2025.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2025-01-25 20:47+0000\n"
"Last-Translator: Michael Domanek <michael.domanek2@gmail.com>\n"
"PO-Revision-Date: 2025-02-26 15:06+0000\n"
"Last-Translator: Keschler <keschler0@protonmail.com>\n"
"Language-Team: German <https://hosted.weblate.org/projects/godot-engine/godot-"
"class-reference/de/>\n"
"Language: de\n"
@ -115,7 +116,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
"X-Generator: Weblate 5.10-dev\n"
"X-Generator: Weblate 5.10.2-dev\n"
msgid "All classes"
msgstr "Alle Klassen"
@ -370,9 +371,23 @@ msgstr ""
msgid "Built-in GDScript constants, functions, and annotations."
msgstr "Built-in-GDScript-Konstanten, -Funktionen und -Annotationen."
msgid ""
"A list of utility functions and annotations accessible from any script "
"written in GDScript.\n"
"For the list of global functions and constants that can be accessed in any "
"scripting language, see [@GlobalScope]."
msgstr ""
"Eine Liste von Hilfsfunktionen und Anmerkungen, die von jedem in GDScript "
"geschriebenen Skript aus zugänglich sind.\n"
"Für die Liste der globalen Funktionen und Konstanten, auf die in jeder "
"Skriptsprache zugegriffen werden kann, siehe [@GlobalScope]."
msgid "GDScript exports"
msgstr "GDScript-Exporte"
msgid "Use [method Color.from_rgba8] instead."
msgstr "Verwende stattdessen [method @GlobalScope.type_convert]."
msgid ""
"Returns a [Color] constructed from red ([param r8]), green ([param g8]), blue "
"([param b8]), and optionally alpha ([param a8]) integer channels, each "
@ -488,6 +503,13 @@ msgstr ""
"print(b is Array) # Gibt false aus\n"
"[/codeblock]"
msgid ""
"Consider using [method JSON.to_native] or [method Object.get_property_list] "
"instead."
msgstr ""
"Verwende stattdessen [Methode JSON.to_native] oder [Methode Object."
"get_property_list]."
msgid ""
"Converts a [param dictionary] (created with [method inst_to_dict]) back to an "
"Object instance. Can be useful for deserializing."
@ -546,6 +568,13 @@ msgstr ""
"[b]Hinweis:[/b] Der Aufruf dieser Funktion aus einem [Thread] wird nicht "
"unterstützt. In diesem Fall wird ein leeres Array zurückgegeben."
msgid ""
"Consider using [method JSON.from_native] or [method Object.get_property_list] "
"instead."
msgstr ""
"Verwende stattdessen [Methode JSON.from_native] oder [Methode Object."
"get_property_list]."
msgid ""
"Returns a [Resource] from the filesystem located at the absolute [param "
"path]. Unless it's already referenced elsewhere (such as in another script or "
@ -11892,33 +11921,6 @@ msgstr ""
"schneller generiert, was zu einer höheren CPU-Auslastung führt und das Risiko "
"von Audio-Cracks erhöht, wenn die CPU nicht mithalten kann."
msgid ""
"The sample rate to use (in Hz). Higher values are more demanding for the CPU "
"to generate, but result in better quality.\n"
"In games, common sample rates in use are [code]11025[/code], [code]16000[/"
"code], [code]22050[/code], [code]32000[/code], [code]44100[/code], and "
"[code]48000[/code].\n"
"According to the [url=https://en.wikipedia.org/wiki/"
"Nyquist%E2%80%93Shannon_sampling_theorem]Nyquist-Shannon sampling theorem[/"
"url], there is no quality difference to human hearing when going past 40,000 "
"Hz (since most humans can only hear up to ~20,000 Hz, often less). If you are "
"generating lower-pitched sounds such as voices, lower sample rates such as "
"[code]32000[/code] or [code]22050[/code] may be usable with no loss in "
"quality."
msgstr ""
"Die zu verwendende Abtastrate (in Hz). Höhere Werte stellen höhere "
"Anforderungen an die CPU, führen aber zu einer besseren Qualität.\n"
"In Spielen werden häufig folgende Abtastraten verwendet: [code]11025[/code], "
"[code]16000[/code], [code]22050[/code], [code]32000[/code], [code]44100[/"
"code] und [code]48000[/code].\n"
"Nach dem [url=https://en.wikipedia.org/wiki/"
"Nyquist%E2%80%93Shannon_sampling_theorem]Nyquist-Shannon-Sampling-Theorem[/"
"url] gibt es keinen Qualitätsunterschied zum menschlichen Gehör, wenn es über "
"40.000 Hz hinausgeht (da die meisten Menschen nur bis ~20.000 Hz hören "
"können, oft auch weniger). Wenn Sie tiefe Töne wie Stimmen erzeugen, können "
"niedrigere Abtastraten wie [code]32000[/code] oder [code]22050[/code] ohne "
"Qualitätsverluste verwendet werden."
msgid "Plays back audio generated using [AudioStreamGenerator]."
msgstr "Gibt die mit [AudioStreamGenerator] erzeugten Audiodaten wieder."
@ -13416,29 +13418,6 @@ msgstr ""
"Wenn [code]true[/code], wird das Objekt unabhängig von der Entfernung gleich "
"groß gemacht."
msgid ""
"If [code]true[/code], enables the vertex grow setting. This can be used to "
"create mesh-based outlines using a second material pass and its [member "
"cull_mode] set to [constant CULL_FRONT]. See also [member grow_amount].\n"
"[b]Note:[/b] Vertex growth cannot create new vertices, which means that "
"visible gaps may occur in sharp corners. This can be alleviated by designing "
"the mesh to use smooth normals exclusively using [url=https://wiki.polycount."
"com/wiki/Face_weighted_normals]face weighted normals[/url] in the 3D "
"authoring software. In this case, grow will be able to join every outline "
"together, just like in the original mesh."
msgstr ""
"Wenn [code]true[/code], wird die Einstellung des Vertex-Wachstums aktiviert. "
"Dies kann verwendet werden, um netzbasierte Umrisse mit einem zweiten "
"Materialpass zu erstellen und dessen [member cull_mode] auf [member "
"CULL_FRONT] eingestellt. Siehe auch [member grow_amount].\n"
"[b]Anmerkung:[/b] Vertex-Wachstum kann keine neuen Vertices erzeugen, was "
"bedeutet, dass sichtbare Lücken in scharfen Ecken auftreten können. Dies kann "
"dadurch gemildert werden, dass das Mesh ausschließlich mit [url=https://wiki."
"polycount.com/wiki/Face_weighted_normals]face gewichteten Normalen[/url] in "
"der 3D-Autorisierungssoftware verwendet wird. In diesem Fall wird das "
"Wachstum in der Lage sein, jeden Umriss zusammenzufügen, genau wie im "
"ursprünglichen Mesh."
msgid ""
"Grows object vertices in the direction of their normals. Only effective if "
"[member grow] is [code]true[/code]."

View file

@ -94,12 +94,13 @@
# Valentben <valentinostoby@hotmail.com>, 2024.
# Alexander Diego <diegocho2005@gmail.com>, 2024.
# José Andrés Urdaneta <urdaneta7834@gmail.com>, 2025.
# LuisGFlorez <lgfgcoder@gmail.com>, 2025.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2025-02-06 23:02+0000\n"
"Last-Translator: José Andrés Urdaneta <urdaneta7834@gmail.com>\n"
"PO-Revision-Date: 2025-03-02 21:09+0000\n"
"Last-Translator: LuisGFlorez <lgfgcoder@gmail.com>\n"
"Language-Team: Spanish <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/es/>\n"
"Language: es\n"
@ -107,7 +108,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
"X-Generator: Weblate 5.10-dev\n"
"X-Generator: Weblate 5.10.3-dev\n"
msgid "All classes"
msgstr "Todas las clases"
@ -14628,20 +14629,6 @@ msgstr ""
"Si [code]true[/code], envía eventos de entrada táctil al hacer clic o "
"arrastrar el ratón."
msgid ""
"The locale to fall back to if a translation isn't available in a given "
"language. If left empty, [code]en[/code] (English) will be used."
msgstr ""
"El lugar al que recurrir si una traducción no está disponible en un idioma "
"determinado. Si se deja vacío, se usará [code]en[/code] (inglés)."
msgid ""
"If non-empty, this locale will be used when running the project from the "
"editor."
msgstr ""
"Si no está vacío, este lugar se utilizará cuando se ejecute el proyecto desde "
"el editor."
msgid ""
"Godot uses a message queue to defer some function calls. If you run out of "
"space on it (you will see an error), you can increase the size here."
@ -18363,7 +18350,256 @@ msgid "Memory allocation error."
msgstr "Error de asignación de memoria."
msgid "The most important data type in Godot."
msgstr "El tipo de datos más importante de Godot."
msgstr "El tipo de dato más importante de Godot."
msgid ""
"In computer programming, a Variant class is a class that is designed to store "
"a variety of other types. Dynamic programming languages like PHP, Lua, "
"JavaScript and GDScript like to use them to store variables' data on the "
"backend. With these Variants, properties are able to change value types "
"freely.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var foo = 2 # foo is dynamically an integer\n"
"foo = \"Now foo is a string!\"\n"
"foo = RefCounted.new() # foo is an Object\n"
"var bar: int = 2 # bar is a statically typed integer.\n"
"# bar = \"Uh oh! I can't make statically typed variables become a different "
"type!\"\n"
"[/gdscript]\n"
"[csharp]\n"
"// C# is statically typed. Once a variable has a type it cannot be changed. "
"You can use the `var` keyword to let the compiler infer the type "
"automatically.\n"
"var foo = 2; // Foo is a 32-bit integer (int). Be cautious, integers in "
"GDScript are 64-bit and the direct C# equivalent is `long`.\n"
"// foo = \"foo was and will always be an integer. It cannot be turned into a "
"string!\";\n"
"var boo = \"Boo is a string!\";\n"
"var ref = new RefCounted(); // var is especially useful when used together "
"with a constructor.\n"
"\n"
"// Godot also provides a Variant type that works like a union of all the "
"Variant-compatible types.\n"
"Variant fooVar = 2; // fooVar is dynamically an integer (stored as a `long` "
"in the Variant type).\n"
"fooVar = \"Now fooVar is a string!\";\n"
"fooVar = new RefCounted(); // fooVar is a GodotObject.\n"
"[/csharp]\n"
"[/codeblocks]\n"
"Godot tracks all scripting API variables within Variants. Without even "
"realizing it, you use Variants all the time. When a particular language "
"enforces its own rules for keeping data typed, then that language is applying "
"its own custom logic over the base Variant scripting API.\n"
"- GDScript automatically wrap values in them. It keeps all data in plain "
"Variants by default and then optionally enforces custom static typing rules "
"on variable types.\n"
"- C# is statically typed, but uses its own implementation of the Variant type "
"in place of Godot's [Variant] class when it needs to represent a dynamic "
"value. C# Variant can be assigned any compatible type implicitly but "
"converting requires an explicit cast.\n"
"The global [method @GlobalScope.typeof] function returns the enumerated value "
"of the Variant type stored in the current variable (see [enum Variant."
"Type]).\n"
"[codeblocks]\n"
"[gdscript]\n"
"var foo = 2\n"
"match typeof(foo):\n"
" TYPE_NIL:\n"
" print(\"foo is null\")\n"
" TYPE_INT:\n"
" print(\"foo is an integer\")\n"
" TYPE_OBJECT:\n"
" # Note that Objects are their own special category.\n"
" # To get the name of the underlying Object type, you need the "
"`get_class()` method.\n"
" print(\"foo is a(n) %s\" % foo.get_class()) # inject the class name "
"into a formatted string.\n"
" # Note that this does not get the script's `class_name` global "
"identifier.\n"
" # If the `class_name` is needed, use `foo.get_script()."
"get_global_name()` instead.\n"
"[/gdscript]\n"
"[csharp]\n"
"Variant foo = 2;\n"
"switch (foo.VariantType)\n"
"{\n"
" case Variant.Type.Nil:\n"
" GD.Print(\"foo is null\");\n"
" break;\n"
" case Variant.Type.Int:\n"
" GD.Print(\"foo is an integer\");\n"
" break;\n"
" case Variant.Type.Object:\n"
" // Note that Objects are their own special category.\n"
" // You can convert a Variant to a GodotObject and use reflection to "
"get its name.\n"
" GD.Print($\"foo is a(n) {foo.AsGodotObject().GetType().Name}\");\n"
" break;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"A Variant takes up only 20 bytes and can store almost any engine datatype "
"inside of it. Variants are rarely used to hold information for long periods "
"of time. Instead, they are used mainly for communication, editing, "
"serialization and moving data around.\n"
"Godot has specifically invested in making its Variant class as flexible as "
"possible; so much so that it is used for a multitude of operations to "
"facilitate communication between all of Godot's systems.\n"
"A Variant:\n"
"- Can store almost any datatype.\n"
"- Can perform operations between many variants. GDScript uses Variant as its "
"atomic/native datatype.\n"
"- Can be hashed, so it can be compared quickly to other variants.\n"
"- Can be used to convert safely between datatypes.\n"
"- Can be used to abstract calling methods and their arguments. Godot exports "
"all its functions through variants.\n"
"- Can be used to defer calls or move data between threads.\n"
"- Can be serialized as binary and stored to disk, or transferred via "
"network.\n"
"- Can be serialized to text and use it for printing values and editable "
"settings.\n"
"- Can work as an exported property, so the editor can edit it universally.\n"
"- Can be used for dictionaries, arrays, parsers, etc.\n"
"[b]Containers (Array and Dictionary):[/b] Both are implemented using "
"variants. A [Dictionary] can match any datatype used as key to any other "
"datatype. An [Array] just holds an array of Variants. Of course, a Variant "
"can also hold a [Dictionary] and an [Array] inside, making it even more "
"flexible.\n"
"Modifications to a container will modify all references to it. A [Mutex] "
"should be created to lock it if multi-threaded access is desired."
msgstr ""
"En programación de computadoras, una clase Variant (variante en español) es "
"una clase que está diseñada para almacenar una variedad de otros tipos. A los "
"lenguajes de programación dinámicos como PHP, Lua, JavaScript y GDScript les "
"gusta usarlos para almacenar datos de variables en el backend. Con estas "
"variantes, las propiedades son capaces de cambiar los tipos de valores "
"libremente.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var foo = 2 # foo es dinámicamente un entero\n"
"foo = \"¡Ahora foo es una string!\"\n"
"foo = Reference.new() # foo es un objeto\n"
"var bar: int = 2 # bar es estáticamente un entero.\n"
"# bar = \"¡Uh oh, no puedo hacer que las variables estáticamente escritas se "
"conviertan en un tipo diferente!\"\n"
"[/gdscript]\n"
"[csharp]\n"
"// C# Es de tipado estático. Una vez que una variable tiene un tipo de datos "
"establecido, este no podrá ser cambiado más adelante. Puedes utilizar la "
"palabra clave `var` para dejar que el compilador deduzca el tipo de datos de "
"la variable automáticamente.\n"
"var foo = 2; // foo es un entero (int) de 32 bits. Ten cuidado, los números "
"enteros en GDScript son de 64 bits y su equivalente directo en C# es `long`.\n"
"// foo = \"foo fue y siempre será un entero, por lo tanto no se puede "
"convertir en una string\";\n"
"var boo = \"¡boo es una string!\";\n"
"var referencia = new RefCounted(); //`var` es especialmente útil cuando se "
"utiliza junto con un constructor.\n"
"\n"
"// Godot también provee un tipo de variante que funciona como una unión para "
"todos los tipos de datos que son compatibles con Variant.\n"
"Variant mivariable = 2; // mivariable es dinámicamente un entero (almacenado "
"como un `long` dentro de la variante).\n"
"mivariable = \"¡Ahora mivariable es una string!\";\n"
"mivariable = new RefCounted(); // mivariable es un objeto de tipo "
"GodotObject.\n"
"[/csharp]\n"
"[/codeblocks]\n"
"Godot hace un seguimiento de todas las variables de la API de scripting "
"dentro de variantes. Sin siquiera darte cuenta, utilizas las variantes todo "
"el tiempo. Cuando un determinado lenguaje aplica sus propias reglas para "
"mantener los datos escritos, entonces ese lenguaje está aplicando su propia "
"lógica personalizada sobre las bases de API de scripting basada en "
"variantes.\n"
"- GDScript envuelve automáticamente los valores en ellos. Mantiene todos los "
"datos de las variables en variantes simples de forma predeterminada y luego, "
"opcionalmente, aplica reglas de escritura estática personalizadas en los "
"tipos de variables.\n"
"- C# es de tipado estático, pero utiliza su propia implementación del tipo "
"Variant en lugar de utilizar la clase [Variant] de Godot cuando se necesita "
"representar un valor dinámico. A una variante en C# se le puede asignar "
"implícitamente cualquier tipo compatible, pero convertirla requiere un cast "
"específico.\n"
"La función global [method @GDScript.typeof] devuelve el valor enumerado del "
"tipo de variante almacenado en la variable actual (véase [enum Variant."
"Type]).\n"
"[codeblocks]\n"
"[gdscript]\n"
"var foo = 2\n"
"match typeof(foo):\n"
" TYPE_NIL:\n"
" print(\"foo es nulo (null)\")\n"
" TYPE_INTEGER:\n"
" print(\"foo es un entero\")\n"
" TYPE_OBJECT:\n"
" # Tenga en cuenta que los objetos son su propia categoría especial.\n"
" # Para obtener el nombre del tipo de objeto subyacente, necesitas el "
"método `get_class()`.\n"
" print(\"foo es un(a) %s\" % foo.get_class()) # Inyecta el nombre de "
"la clase en una string formateada.\n"
" # Ten presente que el método `get_class()` no toma en cuenta el valor "
"del identificador global`class_name` de un script.\n"
" # Si necesitas obtener ese valor debes usar `foo.get_script()."
"get_global_name()`\n"
"[/gdscript]\n"
"[csharp]\n"
"Variant foo = 2;\n"
"switch (foo.VariantType)\n"
"{\n"
" case Variant.Type.Nil:\n"
" GD.Print(\"foo es nulo (null)\");\n"
" break;\n"
" case Variant.Type.Int:\n"
" GD.Print(\"foo es un entero\");\n"
" break;\n"
" case Variant.Type.Object:\n"
" // Tenga en cuenta que los objetos son su propia categoría especial.\n"
" // Puedes convertir una variante a un objeto de tipo GodotObject y "
"usar la reflección para obtener su nombre.\n"
" GD.Print($\"foo es un(a) {foo.AsGodotObject().GetType().Name}\");\n"
" break;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"Una variante sólo ocupa 20 bytes y puede almacenar casi cualquier tipo de "
"dato del motor en su interior. Las variantes rara vez se utilizan para "
"mantener información durante largos períodos de tiempo. En cambio, se "
"utilizan principalmente para la comunicación, la edición, la serialización y "
"el desplazamiento de datos.\n"
"Godot ha invertido específicamente en hacer que su clase Variant sea lo más "
"flexible posible; tanto es así que se utiliza para una multitud de "
"operaciones para facilitar la comunicación entre todos los sistemas de "
"Godot.\n"
"Una variante:\n"
"- Puede almacenar casi cualquier tipo de datos.\n"
"- Puede realizar operaciones entre muchas variantes. GDScript utiliza "
"[Variant] como su tipo de dato atómico/nativo.\n"
"- Puede ser \"hashed\", por lo que puede ser comparado rápidamente con otras "
"variantes.\n"
"- Puede ser usado para convertir con seguridad entre tipos de datos.\n"
"- Puede ser usado para abstraer métodos que están siendo llamados y sus "
"argumentos. Godot exporta todas sus funciones a través de variantes.\n"
"- Puede utilizarse para diferir llamadas o mover datos entre hilos.\n"
"- Puede ser serializado como binario y ser almacenado en el disco, o "
"transferido a través de la red.\n"
"- Puede ser serializado como texto y ser usado para imprimir valores y "
"configuraciones editables.\n"
"- Puede funcionar como una propiedad exportada, de modo que el editor puede "
"editarla globalmente.\n"
"- Puede ser usado para diccionarios, arrays, parsers, etc.\n"
"[b]Los contenedores (Array y Dictionary):[/b] Ambos están implementados "
"utilizando variantes. Un [Dictionary] puede hacer coincidir cualquier tipo de "
"datos utilizado como clave con cualquier otro tipo de datos. Un [Array] sólo "
"contiene una arreglo de variantes. Por supuesto, una variante también puede "
"contener un [Dictionary] y un [Array] en su interior, lo que lo hace aún más "
"flexible.\n"
"Las modificaciones a un contenedor modificarán todas las referencias que "
"apuntan hacia él. Debe crearse un [Mutex] para bloquearla si desea un acceso "
"multihilo."
msgid "Variant class introduction"
msgstr "Introducción a la clase Variant"
msgid ""
"Returns a new vector with all components in absolute values (i.e. positive)."

View file

@ -5238,33 +5238,6 @@ msgstr ""
"important du CPU et plus de risques de craquements audio si le CPU n'est pas "
"assez puissant."
msgid ""
"The sample rate to use (in Hz). Higher values are more demanding for the CPU "
"to generate, but result in better quality.\n"
"In games, common sample rates in use are [code]11025[/code], [code]16000[/"
"code], [code]22050[/code], [code]32000[/code], [code]44100[/code], and "
"[code]48000[/code].\n"
"According to the [url=https://en.wikipedia.org/wiki/"
"Nyquist%E2%80%93Shannon_sampling_theorem]Nyquist-Shannon sampling theorem[/"
"url], there is no quality difference to human hearing when going past 40,000 "
"Hz (since most humans can only hear up to ~20,000 Hz, often less). If you are "
"generating lower-pitched sounds such as voices, lower sample rates such as "
"[code]32000[/code] or [code]22050[/code] may be usable with no loss in "
"quality."
msgstr ""
"Le taux d'échantillonnage à utiliser (en Hz). Les valeurs plus élevées "
"demandent plus de puissant de CPU, mais cela produit une meilleure qualité.\n"
"Dans les jeux, les taux d'échantillonnage courants sont [code]11025[/code], "
"[code]16000[/code], [code]22050[/code], [code]32000[/code], [code]44100[/"
"code], et [code]48000[/code].\n"
"D'après le [url=https://fr.wikipedia.org/wiki/"
"Th%C3%A9or%C3%A8me_d'%C3%A9chantillonnage]Théorème d'échantillonnage[/url], "
"il n'y a aucune différence de qualité pour l'audition humaine au-delà de 40 "
"000 Hz (puisque la plupart des humains ne peuvent entendre que jusqu'à 20 000 "
"Hz, et souvent bien moins). Si vous générez des sons inférieurs tels que les "
"voix, des taux d'échantillonnage inférieurs tels que [code]32000[/code] ou "
"[code]22050[/code] peuvent être utilisables sans perte de qualité audible."
msgid "Plays back audio generated using [AudioStreamGenerator]."
msgstr "Joue les sons générés avec [AudioStreamGenerator]."
@ -13327,7 +13300,12 @@ msgid ""
"var interface = XRServer.find_interface(\"Native mobile\")\n"
"if interface and interface.initialize():\n"
" get_viewport().use_xr = true\n"
"[/codeblock]"
"[/codeblock]\n"
"[b]Note:[/b] For Android, [member ProjectSettings.input_devices/sensors/"
"enable_accelerometer], [member ProjectSettings.input_devices/sensors/"
"enable_gravity], [member ProjectSettings.input_devices/sensors/"
"enable_gyroscope] and [member ProjectSettings.input_devices/sensors/"
"enable_magnetometer] must be enabled."
msgstr ""
"Il s'agit d'une implémentation VR mobile générique où vous devez fournir des "
"détails sur le téléphone et le casque utilisés. Il ne repose sur aucune "
@ -13342,7 +13320,12 @@ msgstr ""
"var interface = XRServer.find_interface(\"Native mobile\")\n"
"if interface and interface.initialize():\n"
" get_viewport().use_xr = true\n"
"[/codeblock]"
"[/codeblock]\n"
"[b]Note :[/b] Pour Android, [member ProjectSettings.input_devices/sensors/"
"enable_accelerometer], [member ProjectSettings.input_devices/sensors/"
"enable_gravity], [member ProjectSettings.input_devices/sensors/"
"enable_gyroscope] et [member ProjectSettings.input_devices/sensors/"
"enable_magnetometer] doivent être activés."
msgid ""
"The distance between the display and the lenses inside of the device in "
@ -15975,20 +15958,6 @@ msgstr ""
"Si [code]true[/code], envoie des événements d'entrée tactile lorsque vous "
"cliquez ou faites glisser la souris."
msgid ""
"The locale to fall back to if a translation isn't available in a given "
"language. If left empty, [code]en[/code] (English) will be used."
msgstr ""
"Le langage de repli si une traduction n'est pas disponible dans une langue "
"donnée. Si laissé vide, [code]en[/code] (anglais) sera utilisé."
msgid ""
"If non-empty, this locale will be used when running the project from the "
"editor."
msgstr ""
"Si n'est pas vide, ce langage sera utilisé lors du lancement du projet depuis "
"l'éditeur."
msgid ""
"Optional name for the 2D navigation layer 1. If left empty, the layer will "
"display as \"Layer 1\"."

View file

@ -14656,34 +14656,6 @@ msgstr ""
"tapúla, rud a fhágann go n-úsáidtear LAP méadaithe agus go mbeidh riosca níos "
"mó ann maidir le scoilteadh fuaime mura féidir leis an LAP coinneáil suas."
msgid ""
"The sample rate to use (in Hz). Higher values are more demanding for the CPU "
"to generate, but result in better quality.\n"
"In games, common sample rates in use are [code]11025[/code], [code]16000[/"
"code], [code]22050[/code], [code]32000[/code], [code]44100[/code], and "
"[code]48000[/code].\n"
"According to the [url=https://en.wikipedia.org/wiki/"
"Nyquist%E2%80%93Shannon_sampling_theorem]Nyquist-Shannon sampling theorem[/"
"url], there is no quality difference to human hearing when going past 40,000 "
"Hz (since most humans can only hear up to ~20,000 Hz, often less). If you are "
"generating lower-pitched sounds such as voices, lower sample rates such as "
"[code]32000[/code] or [code]22050[/code] may be usable with no loss in "
"quality."
msgstr ""
"An ráta samplach le húsáid (i Hz). Tá níos mó éileamh ar an LAP luachanna "
"níos airde a ghiniúint, ach bíonn cáilíocht níos fearr mar thoradh orthu.\n"
"I gcluichí, is iad na rátaí samplacha coitianta atá in úsáid ná [code]11025[/"
"code], [code]16000[/code], [code]22050[/code], [code]32000[/code], "
"[code]44100[/code], agus [code]48000[/code].\n"
"De réir [url=https://en.wikipedia.org/wiki/"
"Nyquist%E2%80%93Shannon_sampling_theorem]teoirim samplála Nyquist-Shannon[/"
"url], níl aon difríocht cháilíochta ann déisteacht an duine nuair a théann "
"sé thar 40,000 Hz ( mar ní féidir leis an gcuid is mó daoine ach suas le "
"~20,000 Hz a chloisteáil, níos lú go minic). Má tá tú ag giniúint fuaimeanna "
"níos ísle ar nós guthanna, dfhéadfadh go mbeadh rátaí samplaí níos ísle mar "
"[code]32000[/code] nó [code]22050[/code] inúsáidte gan aon chaillteanas "
"cáilíochta."
msgid "Plays back audio generated using [AudioStreamGenerator]."
msgstr "Seinn ar ais fuaime ginte ag baint úsáide as [AudioStreamGenerator]."
@ -16799,29 +16771,6 @@ msgstr ""
"Más [code]true[/code], rindreáiltear an réad ar an méid céanna beag beann ar "
"achar."
msgid ""
"If [code]true[/code], enables the vertex grow setting. This can be used to "
"create mesh-based outlines using a second material pass and its [member "
"cull_mode] set to [constant CULL_FRONT]. See also [member grow_amount].\n"
"[b]Note:[/b] Vertex growth cannot create new vertices, which means that "
"visible gaps may occur in sharp corners. This can be alleviated by designing "
"the mesh to use smooth normals exclusively using [url=https://wiki.polycount."
"com/wiki/Face_weighted_normals]face weighted normals[/url] in the 3D "
"authoring software. In this case, grow will be able to join every outline "
"together, just like in the original mesh."
msgstr ""
"Más rud é [code]true[/code], cumasaítear socrú fáis an rinn. Is féidir é seo "
"a úsáid chun imlíne mogalra-bhunaithe a chruthú trí úsáid a bhaint as dara "
"pas ábhair agus a [member culll_mode] socraithe go [CULL_FRONT leanúnach]. "
"Féach freisin [ball grow_amount].\n"
"[b]Nóta:[/b] Ní féidir le fás rinn nua a chruthú, rud a chiallaíonn go "
"bhféadfadh bearnaí infheicthe a bheith i gcoirnéil ghéar. Is féidir é seo a "
"mhaolú trí mhogalra a dhearadh chun normanna míne a úsáid go heisiach ag "
"baint úsáide as [url=https://wiki.polycount.com/wiki/"
"Face_weighted_normals]normáltacht ualaithe aghaidh[/url] sna bogearraí "
"údaraithe 3D. Sa chás seo, beidh fás in ann gach imlíne a cheangal le chéile, "
"díreach mar a bhí sa mhogalra bunaidh."
msgid ""
"Grows object vertices in the direction of their normals. Only effective if "
"[member grow] is [code]true[/code]."
@ -21345,31 +21294,6 @@ msgstr ""
"[b]Nóta:[/b] níl éifeacht ag [leithead param] ach amháin má tá "
"[code]bréagach[/code] ar [param líonta]."
msgid ""
"Draws a dashed line from a 2D point to another, with a given color and width. "
"See also [method draw_multiline] and [method draw_polyline].\n"
"If [param width] is negative, then a two-point primitives will be drawn "
"instead of a four-point ones. This means that when the CanvasItem is scaled, "
"the line parts will remain thin. If this behavior is not desired, then pass a "
"positive [param width] like [code]1.0[/code].\n"
"If [param antialiased] is [code]true[/code], half transparent \"feathers\" "
"will be attached to the boundary, making outlines smooth.\n"
"[b]Note:[/b] [param antialiased] is only effective if [param width] is "
"greater than [code]0.0[/code]."
msgstr ""
"Tarraingíonn sé líne bhriste ó phointe 2T go pointe eile, le dath agus "
"leithead tugtha. Féach freisin [method draw_multiline] agus [method "
"draw_polyline].\n"
"Má tá [leithead param] diúltach, ansin tarraingeofar primitives dhá phointe "
"in ionad cinn ceithre phointe. Ciallaíonn sé seo, nuair a bheidh an "
"CanvasItem scálaithe, fanfaidh na codanna líne tanaí. Mura bhfuil an t-iompar "
"seo inmhianaithe, ansin pas a fháil dearfach [param leithead] cosúil le "
"[code]1.0[/code].\n"
"Má tá [param antialiased] [code]true[/code], beidh “cleití” leath "
"thrédhearcacha ceangailte den teorainn, ag déanamh imlíne míne.\n"
"[b]Nóta:[/b] níl éifeacht ag [param antialiased] ach amháin má tá [leithead "
"an pharam] níos mó ná [code]0.0[/code]."
msgid ""
"After submitting all animations slices via [method draw_animation_slice], "
"this function can be used to revert drawing to its default state (all "
@ -21412,23 +21336,6 @@ msgstr ""
"dst.a = modhnú.a + dst.a* (1.0 - modhnú.a);\n"
"[/codeblock]"
msgid ""
"Draws a line from a 2D point to another, with a given color and width. It can "
"be optionally antialiased. See also [method draw_multiline] and [method "
"draw_polyline].\n"
"If [param width] is negative, then a two-point primitive will be drawn "
"instead of a four-point one. This means that when the CanvasItem is scaled, "
"the line will remain thin. If this behavior is not desired, then pass a "
"positive [param width] like [code]1.0[/code]."
msgstr ""
"Tarraingíonn sé líne ó phointe 2T go pointe eile, le dath agus leithead "
"tugtha. Is féidir é a antialiased go roghnach. Féach freisin [method "
"draw_multiline] agus [method draw_polyline].\n"
"Má tá [leithead an pharame] diúltach, tarraingeofar primitive dhá phointe in "
"ionad pointe ceithre phointe. Ciallaíonn sé seo, nuair a bheidh an CanvasItem "
"scálaithe, fanfaidh an líne tanaí. Mura bhfuil an t-iompar seo inmhianaithe, "
"ansin pas a fháil dearfach [param leithead] cosúil le [code]1.0[/code]."
msgid ""
"Draws a [Mesh] in 2D, using the provided texture. See [MeshInstance2D] for "
"related documentation."
@ -28674,9 +28581,6 @@ msgstr ""
"eile in áit [method Viewport.gui_is_drag_successful].\n"
"Is fearr é a úsáid le [nód seasmhach.NOTIFICATION_DRAG_END]."
msgid "Returns [code]true[/code] if layout is right-to-left."
msgstr "Filleann sé [code]true[/code] má tá an leagan amach ó dheas go clé."
msgid "Give up the focus. No other control will be able to receive input."
msgstr "Tabhair suas an fócas. Ní bheidh aon rialú eile in ann ionchur a fháil."
@ -29160,13 +29064,6 @@ msgstr ""
"athraítear a íosmhéid ingearach le bheith níos mó ná a mhéid reatha, toisc go "
"gcaithfidh an rialú a bheith ar a laghad ar a laghad i gcónaí."
msgid ""
"Controls layout direction and text writing direction. Right-to-left layouts "
"are necessary for certain languages (e.g. Arabic and Hebrew)."
msgstr ""
"Rialaíonn sé treo leagan amach agus treo scríobh téacs. Tá leagan amach ó "
"dheas go clé riachtanach do theangacha áirithe (m.sh. Araibis agus Eabhrais)."
msgid ""
"If [code]true[/code], automatically converts code line numbers, list indices, "
"[SpinBox] and [ProgressBar] values from the Western Arabic (0..9) to the "
@ -29709,9 +29606,6 @@ msgstr ""
"ardáin deisce/gréasáin nuair atá [member ProjectSettings.input_devices/"
"pointing/emulate_touch_from_mouse] cumasaithe."
msgid "Sent when control layout direction is changed."
msgstr "Seolta nuair a athraítear treo leagan amach an rialaithe."
msgid ""
"Show the system's arrow mouse cursor when the user hovers the node. Use with "
"[member mouse_default_cursor_shape]."
@ -30120,9 +30014,6 @@ msgstr ""
"Treo leagan amach uathoibríoch, arna chinneadh ó threoir leagan amach an "
"rialaithe tuismitheora."
msgid "Automatic layout direction, determined from the current locale."
msgstr "Treo leagan amach uathoibríoch, arna chinneadh ón locale reatha."
msgid "Left-to-right layout direction."
msgstr "Treo leagan amach ó chlé go deas."
@ -52849,14 +52740,6 @@ msgstr ""
"An t-uaslíon céimeanna le haghaidh machnaimh scáileáin-spás. Tá luachanna "
"níos airde níos moille."
msgid ""
"The default exposure used for tonemapping. Higher values result in a brighter "
"image. See also [member tonemap_white]."
msgstr ""
"An nochtadh réamhshocraithe a úsáidtear le haghaidh tonmapála. Bíonn íomhá "
"níos gile mar thoradh ar luachanna níos airde. Féach freisin [ball "
"tonemap_white]."
msgid ""
"The tonemapping mode to use. Tonemapping is the process that \"converts\" HDR "
"values to be suitable for rendering on an LDR display. (Godot doesn't support "
@ -53135,39 +53018,6 @@ msgstr ""
msgid "Use the [Sky] for reflections regardless of what the background is."
msgstr "Bain úsáid as an [Spéir] le haghaidh machnaimh is cuma cad é an cúlra."
msgid ""
"Linear tonemapper operator. Reads the linear data and passes it on "
"unmodified. This can cause bright lighting to look blown out, with noticeable "
"clipping in the output colors."
msgstr ""
"Oibreoir tonmapper líneach. Léann sé na sonraí líneacha agus cuireann sé ar "
"aghaidh iad gan mhodhnú. D'fhéadfadh sé seo a bheith ina chúis le soilsiú "
"geal breathnú séidte amach, le clipping suntasach sna dathanna aschuir."
msgid ""
"Filmic tonemapper operator. This avoids clipping bright highlights, with a "
"resulting image that usually looks more vivid than [constant "
"TONE_MAPPER_REINHARDT]."
msgstr ""
"Oibreoir tonmapper scannán. Seachnaíonn sé seo buaicphointí geala a "
"ghearradh, le híomhá mar thoradh air a bhíonn níos beoga ná "
"[TONE_MAPPER_REINHARDT leanúnach]."
msgid ""
"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
"expensive than other options, but it handles bright lighting in a more "
"realistic fashion by desaturating it as it becomes brighter. ACES typically "
"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] and "
"[constant TONE_MAPPER_FILMIC].\n"
"[b]Note:[/b] This tonemapping operator is called \"ACES Fitted\" in Godot 3.x."
msgstr ""
"Úsáid tonmapper Córas Ionchódaithe Dath an Acadaimh. Tá ACES beagán níos "
"costasaí ná roghanna eile, ach láimhseálann sé soilsiú geal ar bhealach níos "
"réadúla trína dhísháithiú de réir mar a éiríonn sé níos gile. Is gnách go "
"mbíonn aschur níos codarsnachta ag ACES i gcomparáid le "
"[TONE_MAPPER_REINHARDT leanúnach] agus [TONE_MAPPER_FILMIC leanúnach].\n"
"[b]Nóta:[/b] Tugtar \"ACES Fitted\" ar an oibreoir tonmapála seo in Godot 3.x."
msgid ""
"Additive glow blending mode. Mostly used for particles, glows (bloom), lens "
"flare, bright sources."
@ -61993,31 +61843,6 @@ msgstr ""
msgid "Reads one chunk from the response."
msgstr "Léann sé smután amháin ón bhfreagra."
msgid ""
"Sends a raw request to the connected host.\n"
"The URL parameter is usually just the part after the host, so for "
"[code]https://somehost.com/index.php[/code], it is [code]/index.php[/code]. "
"When sending requests to an HTTP proxy server, it should be an absolute URL. "
"For [constant HTTPClient.METHOD_OPTIONS] requests, [code]*[/code] is also "
"allowed. For [constant HTTPClient.METHOD_CONNECT] requests, it should be the "
"authority component ([code]host:port[/code]).\n"
"Headers are HTTP request headers. For available HTTP methods, see [enum "
"Method].\n"
"Sends the body data raw, as a byte array and does not encode it in any way."
msgstr ""
"Seoltar iarratas amh chuig an óstach nasctha.\n"
"Is gnách gurb é an paraiméadar URL díreach an chuid tar éis an óstaigh, mar "
"sin le haghaidh [code] https://somehost.com/index.php[/code], is é [code]/"
"index.php[/code] é. Agus iarratais á seoladh chuig seachfhreastalaí HTTP, ba "
"cheart gur URL iomlán é. Le haghaidh [iarratas leanúnach HTTPClient."
"METHOD_OPTIONS], ceadaítear [code]*[/code] freisin. I gcás [iarratas "
"leanúnach HTTPClient.METHOD_CONNECT], ba cheart go mbeadh sé mar chomhpháirt "
"údaráis ([code]óstach:port[/code]).\n"
"Is ceanntásca iarratais HTTP iad na ceanntásca. Le haghaidh modhanna HTTP atá "
"ar fáil, féach [Modh enum].\n"
"Seolann an corp sonraí amh, mar eagar beart agus ní ionchódaíonn sé ar "
"bhealach ar bith."
msgid ""
"Sets the proxy server for HTTP requests.\n"
"The proxy server is unset if [param host] is empty or [param port] is -1."
@ -64295,20 +64120,6 @@ msgstr ""
"rochtain a fháil ar na cineálacha acmhainní díorthaithe. Féach freisin "
"[Uigeacht3D]."
msgid ""
"Creates an [ImageTextureLayered] from an array of [Image]s. See [method Image."
"create] for the expected data format. The first image decides the width, "
"height, image format and mipmapping setting. The other images [i]must[/i] "
"have the same width, height, image format and mipmapping setting.\n"
"Each [Image] represents one [code]layer[/code]."
msgstr ""
"Cruthaíonn [ImageTextureLayered] ó raon [Image]s. Féach ar [method Image."
"create] don fhormáid sonraí a bhfuiltear ag súil léi. Socraíonn an chéad "
"íomhá leithead, airde, formáid na híomhá agus an suíomh mipmapping. Caithfidh "
"an leithead céanna, an airde, an fhormáid íomhá agus an socrú mipmapping a "
"bheith ag na híomhánna eile [i][/i].\n"
"Léiríonn gach [Íomhá] [code]ciseal[/code] amháin."
msgid ""
"Replaces the existing [Image] data at the given [param layer] with this new "
"image.\n"
@ -64613,25 +64424,6 @@ msgstr ""
"is féidir é seo a bheith úsáideach i gcásanna ardchéime nuair is mian leat "
"smacht beacht a bheith agat ar uainiú láimhseáil imeachtaí."
msgid ""
"Returns the acceleration in m/s² of the device's accelerometer sensor, if the "
"device has one. Otherwise, the method returns [constant Vector3.ZERO].\n"
"Note this method returns an empty [Vector3] when running from the editor even "
"when your device has an accelerometer. You must export your project to a "
"supported device to read values from the accelerometer.\n"
"[b]Note:[/b] This method only works on Android and iOS. On other platforms, "
"it always returns [constant Vector3.ZERO]."
msgstr ""
"Filleann sé an luasghéarú ina m/s² de bhraiteoir méadair luasghéaraithe na "
"feiste, má tá ceann ag an ngléas. Seachas sin, filleann an modh [Vector3.ZERO "
"seasmhach].\n"
"Tabhair faoi deara go dtugann an modh seo [Veicteoir3] folamh ar ais agus tú "
"ag rith ón eagarthóir fiú nuair a bhíonn méadair luasghéaraithe ag do ghléas. "
"Ní mór duit do thionscadal a easpórtáil chuig gléas tacaithe chun luachanna a "
"léamh ón méadair luasghéaraithe.\n"
"[b]Nóta:[/b] Ní oibríonn an modh seo ach ar Android agus iOS. Ar ardáin eile, "
"filleann sé i gcónaí [Vector3.ZERO tairiseach]."
msgid ""
"Returns a value between 0 and 1 representing the raw intensity of the given "
"action, ignoring the action's deadzone. In most cases, you should use [method "
@ -64690,31 +64482,6 @@ msgstr ""
"Seoltar ar ais an cruth cúrsóra atá sannta faoi láthair (féach [enum "
"CursorShape])."
msgid ""
"Returns the gravity in m/s² of the device's accelerometer sensor, if the "
"device has one. Otherwise, the method returns [constant Vector3.ZERO].\n"
"[b]Note:[/b] This method only works on Android and iOS. On other platforms, "
"it always returns [constant Vector3.ZERO]."
msgstr ""
"Filleann an domhantarraingt ina m/s² de bhraiteoir méadair luasghéaraithe na "
"feiste, má tá ceann ag an bhfeiste. Seachas sin, filleann an modh [Vector3."
"ZERO seasmhach].\n"
"[b]Nóta:[/b] Ní oibríonn an modh seo ach ar Android agus iOS. Ar ardáin eile, "
"filleann sé i gcónaí [Vector3.ZERO tairiseach]."
msgid ""
"Returns the rotation rate in rad/s around a device's X, Y, and Z axes of the "
"gyroscope sensor, if the device has one. Otherwise, the method returns "
"[constant Vector3.ZERO].\n"
"[b]Note:[/b] This method only works on Android and iOS. On other platforms, "
"it always returns [constant Vector3.ZERO]."
msgstr ""
"Filleann sé an ráta rothlaithe ina rad/s timpeall ar aiseanna X, Y, agus Z an "
"bhraiteora gíreascóip, má tá ceann ag an bhfeiste. Seachas sin, filleann an "
"modh [Vector3.ZERO seasmhach].\n"
"[b]Nóta:[/b] Ní oibríonn an modh seo ach ar Android agus iOS. Ar ardáin eile, "
"filleann sé i gcónaí [Vector3.ZERO tairiseach]."
msgid ""
"Returns the current value of the joypad axis at given index (see [enum "
"JoyAxis])."
@ -64762,19 +64529,6 @@ msgstr ""
"ghiodam a sholáthar, ní ríomhtar treoluas luiche ach amháin gach 0.1s. Mar "
"sin, beidh moill ar ghluaiseachtaí luiche ag treoluas luiche."
msgid ""
"Returns the magnetic field strength in micro-Tesla for all axes of the "
"device's magnetometer sensor, if the device has one. Otherwise, the method "
"returns [constant Vector3.ZERO].\n"
"[b]Note:[/b] This method only works on Android and iOS. On other platforms, "
"it always returns [constant Vector3.ZERO]."
msgstr ""
"Tugann sé ar ais neart an réimse mhaighnéadaigh i micrea-Tesla do gach "
"aiseanna de bhraiteoir maighnéadiméadar an fheiste, má tá ceann ag an "
"bhfeiste. Seachas sin, filleann an modh [Vector3.ZERO seasmhach].\n"
"[b]Nóta:[/b] Ní oibríonn an modh seo ach ar Android agus iOS. Ar ardáin eile, "
"filleann sé i gcónaí [Vector3.ZERO tairiseach]."
msgid ""
"Returns mouse buttons as a bitmask. If multiple mouse buttons are pressed at "
"the same time, the bits are added together. Equivalent to [method "
@ -73172,36 +72926,6 @@ msgstr ""
msgid "Generic mobile VR implementation."
msgstr "Cur i bhfeidhm cineálach VR soghluaiste."
msgid ""
"This is a generic mobile VR implementation where you need to provide details "
"about the phone and HMD used. It does not rely on any existing framework. "
"This is the most basic interface we have. For the best effect, you need a "
"mobile phone with a gyroscope and accelerometer.\n"
"Note that even though there is no positional tracking, the camera will assume "
"the headset is at a height of 1.85 meters. You can change this by setting "
"[member eye_height].\n"
"You can initialize this interface as follows:\n"
"[codeblock]\n"
"var interface = XRServer.find_interface(\"Native mobile\")\n"
"if interface and interface.initialize():\n"
" get_viewport().use_xr = true\n"
"[/codeblock]"
msgstr ""
"Is cur i bhfeidhm cineálach VR soghluaiste é seo nuair is gá duit sonraí a "
"sholáthar faoin bhfón agus faoin HMD a úsáidtear. Níl sé ag brath ar aon "
"chreat atá ann cheana féin. Is é seo an comhéadan is bunúsaí atá againn. Chun "
"an éifeacht is fearr a fháil, is gá duit fón póca le gyroscope agus méadair "
"luasghéaraithe.\n"
"Tabhair faoi deara, cé nach bhfuil aon rianú suímh ann, glacfaidh an ceamara "
"leis go bhfuil an headset ag airde 1.85 méadar. Is féidir leat é seo a athrú "
"trí [member eye_height] a shocrú.\n"
"Is féidir leat an comhéadan seo a thúsú mar seo a leanas:\n"
"[codeblock]\n"
"var interface = XRServer.find_interface(\"fón póca dúchais\")\n"
"má tá comhéadan agus interface.initialize():\n"
" get_viewport().use_xr = fíor\n"
"[/codeblock]"
msgid ""
"The distance between the display and the lenses inside of the device in "
"centimeters."
@ -89622,10 +89346,6 @@ msgstr ""
"le deireadh an eagar (i.e. [code]arr.slice(0, -2)[/code] ina gearrshaol le "
"haghaidh [code]arr .slice(0, arr.size() - 2)[/code])."
msgid "Returns a [PackedByteArray] with each string encoded as bytes."
msgstr ""
"Filleann sé [PackedByteArray] le gach teaghrán ionchódaithe mar bhearta."
msgid ""
"Returns a new [PackedStringArray] with contents of [param right] added at the "
"end of this array. For better performance, consider using [method "
@ -90560,13 +90280,6 @@ msgstr ""
msgid "[Texture2D] to be applied to the [PanoramaSkyMaterial]."
msgstr "[Uigeacht2D] le cur i bhfeidhm ar an [PanoramaSkyMaterial]."
msgid ""
"This node is meant to replace [ParallaxBackground] and [ParallaxLayer]. The "
"implementation may change in the future."
msgstr ""
"Tá sé i gceist an nód seo a chur in ionad [ParallaxBackground] agus "
"[ParallaxLayer]. Féadfaidh an cur i bhfeidhm athrú sa todhchaí."
msgid "A node used to create a parallax scrolling background."
msgstr "Nód a úsáidtear chun cúlra scrollaithe parallax a chruthú."
@ -102232,13 +101945,6 @@ msgstr ""
"déanaí, déan cinnte go bhfuil cead ag apps rochtain a fháil ar an micreafón i "
"socruithe príobháideachais an OS."
msgid ""
"The mixing rate used for audio (in Hz). In general, it's better to not touch "
"this and leave it to the host operating system."
msgstr ""
"An ráta measctha a úsáidtear le haghaidh fuaime (i Hz). Go ginearálta, tá sé "
"níos fearr gan teagmháil seo agus é a fhágáil ar an gcóras oibriúcháin óstach."
msgid ""
"Safer override for [member audio/driver/mix_rate] in the Web platform. Here "
"[code]0[/code] means \"let the browser choose\" (since some browsers do not "
@ -105263,23 +104969,6 @@ msgstr ""
"tionscadail d'aois atá ag brath ar an sean-loighic, gan athruithe ar an "
"script."
msgid ""
"Specifies the tablet driver to use. If left empty, the default driver will be "
"used.\n"
"[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--"
"tablet-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial."
"html]command line argument[/url]."
msgstr ""
"Sonraíonn sé an tiománaí táibléid le húsáid. Má fhágtar folamh é, úsáidfear "
"an tiománaí réamhshocraithe.\n"
"[b]Nóta:[/b] Is féidir an tiománaí atá in úsáid a shárú ag am rite tríd an "
"[code] --tablet-driver[/code] [url=$DOCS_URL/tutorials/editor/"
"command_line_tutorial.html]argóint líne ordaithe[ /url]."
msgid "Override for [member input_devices/pen_tablet/driver] on Windows."
msgstr ""
"Sáraigh le haghaidh [member input_devices/pen_tablet/driver] ar Windows."
msgid ""
"If [code]true[/code], long press events on an Android touchscreen are "
"transformed into right click events."
@ -105317,39 +105006,6 @@ msgstr ""
"Más [code]true[/code], seolann sé imeachtaí ionchuir tadhaill nuair a "
"chliceálann tú nó nuair a tharraingíonn tú an luch."
msgid ""
"The locale to fall back to if a translation isn't available in a given "
"language. If left empty, [code]en[/code] (English) will be used."
msgstr ""
"An locale le titim ar ais chuige mura bhfuil aistriúchán ar fáil i dteanga ar "
"leith. Má fhágtar folamh é, úsáidfear [code]en[/code] (Béarla)."
msgid ""
"If [code]true[/code], text server break iteration rule sets, dictionaries and "
"other optional data are included in the exported project.\n"
"[b]Note:[/b] \"ICU / HarfBuzz / Graphite\" text server data includes "
"dictionaries for Burmese, Chinese, Japanese, Khmer, Lao and Thai as well as "
"Unicode Standard Annex #29 and Unicode Standard Annex #14 word and line "
"breaking rules. Data is about 4 MB large.\n"
"[b]Note:[/b] \"Fallback\" text server does not use additional data."
msgstr ""
"Más [code]true[/code], tá tacair rialacha atriallta briseadh an fhreastalaí "
"téacs, foclóirí agus sonraí roghnacha eile san áireamh sa tionscadal "
"easpórtáilte.\n"
"[b]Nóta:[/b] Áirítear le sonraí freastalaí téacs \"ICU / HarfBuzz / "
"Graphite\" foclóirí le haghaidh Burmais, Sínise, Seapáinise, Ciméiris, Lao "
"agus Téalainnis chomh maith le Focal agus líne Unicode Standard Iarscríbhinn "
"#29 agus Unicode Standard Annex #14 rialacha a bhriseadh. Tá na sonraí thart "
"ar 4 MB mór.\n"
"[b]Nóta:[/b] Ní úsáideann freastalaí téacs \"Tilleadh ar ais\" sonraí breise."
msgid ""
"If non-empty, this locale will be used when running the project from the "
"editor."
msgstr ""
"Mura bhfuil sé folamh, bainfear úsáid as an locale seo agus an tionscadal á "
"rith ón eagarthóir."
msgid ""
"Double vowels in strings during pseudolocalization to simulate the "
"lengthening of text due to localization."
@ -105366,18 +105022,6 @@ msgstr ""
"[code]0.3[/code] don chuid is mó de na críocha praiticiúla, agus méadóidh sé "
"fad gach téad 30%."
msgid ""
"If [code]true[/code], emulate bidirectional (right-to-left) text when "
"pseudolocalization is enabled. This can be used to spot issues with RTL "
"layout and UI mirroring that will crop up if the project is localized to RTL "
"languages such as Arabic or Hebrew."
msgstr ""
"Más [code]true[/code], aithris a dhéanamh ar théacs déthreoch (ar dheis go "
"clé) nuair a bhíonn pseudólúchán cumasaithe. Is féidir é seo a úsáid chun "
"fadhbanna a aithint maidir le leagan amach RTL agus scáthánú Chomhéadain a "
"thiocfaidh chun cinn má tá an tionscadal logánta do theangacha RTL ar nós "
"Araibis nó Eabhrais."
msgid ""
"Replace all characters in the string with [code]*[/code]. Useful for finding "
"non-localizable strings."
@ -105425,11 +105069,6 @@ msgstr ""
"tionscadal. Chun pseudolocalization a scoránaigh ag am rite, úsáid [member "
"TranslationServer.pseudolocalization_enabled] ina ionad sin."
msgid ""
"Force layout direction and text writing direction to RTL for all controls."
msgstr ""
"Fórsa treo leagan amach agus treo scríobh téacs chuig RTL do gach rialú."
msgid ""
"If [code]true[/code], root node will use [constant Node."
"AUTO_TRANSLATE_MODE_ALWAYS], otherwise [constant Node."
@ -105448,37 +105087,6 @@ msgstr ""
msgid "Root node default layout direction."
msgstr "Fréamh nód treo leagan amach réamhshocraithe."
msgid ""
"Specifies the [TextServer] to use. If left empty, the default will be used.\n"
"\"ICU / HarfBuzz / Graphite\" is the most advanced text driver, supporting "
"right-to-left typesetting and complex scripts (for languages like Arabic, "
"Hebrew, etc.). The \"Fallback\" text driver does not support right-to-left "
"typesetting and complex scripts.\n"
"[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--"
"text-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial."
"html]command line argument[/url].\n"
"[b]Note:[/b] There is an additional [code]Dummy[/code] text driver available, "
"which disables all text rendering and font-related functionality. This driver "
"is not listed in the project settings, but it can be enabled when running the "
"editor or project using the [code]--text-driver Dummy[/code] [url=$DOCS_URL/"
"tutorials/editor/command_line_tutorial.html]command line argument[/url]."
msgstr ""
"Sonraítear an [TextServer] le húsáid. Má fhágtar folamh é, úsáidfear an "
"réamhshocrú.\n"
"Is é \"ICU / HarfBuzz / Graphite\" an tiománaí téacs is airde chun cinn, a "
"thacaíonn le clóchuradóireacht dheis go clé agus scripteanna casta (do "
"theangacha mar Araibis, Eabhrais, etc.). Ní thacaíonn an tiománaí téacs "
"\"Fallback\" le clóchuradóireacht dheis go clé agus le scripteanna casta.\n"
"[b]Nóta:[/b] Is féidir an tiománaí atá in úsáid a shárú ag am rite tríd an "
"[code] --text-driver[/code] [url=$DOCS_URL/tutorials/editor/"
"command_line_tutorial.html]argóint líne ordaithe[ /url].\n"
"[b]Nóta:[/b] Tá tiománaí téacs breise [code] Caochadán[/code] ar fáil, a "
"dhíchumasaíonn gach rindreáil téacs agus feidhmiúlacht a bhaineann le cló. "
"Níl an tiománaí seo liostaithe i socruithe an tionscadail, ach is féidir é a "
"chumasú agus an t-eagarthóir nó an tionscadal á rith ag baint úsáide as an "
"[code] --text-driver Caochadán[/code] [url=$DOCS_URL/tutorials/editor/"
"command_line_tutorial.html] argóint na n-orduithe[/url]."
msgid ""
"Optional name for the 2D navigation layer 1. If left empty, the layer will "
"display as \"Layer 1\"."
@ -107515,18 +107123,6 @@ msgstr ""
"mhothú comhchosúil, ní mór duit do luachanna taise a athrú freisin. Níl an t-"
"athrú riachtanach seo comhréireach agus tá sé éagsúil ó chás go cás."
msgid ""
"If [code]true[/code], the 3D physics server runs on a separate thread, making "
"better use of multi-core CPUs. If [code]false[/code], the 3D physics server "
"runs on the main thread. Running the physics server on a separate thread can "
"increase performance, but restricts API access to only physics process."
msgstr ""
"Más [code]true[/code], ritheann an freastalaí fisice 3D ar snáithe ar leith, "
"ag baint úsáide níos fearr as CPUanna illárnacha. Má tá [code]false[/code], "
"ritheann an freastalaí fisice 3D ar an bpríomhshnáithe. Is féidir feidhmíocht "
"a mhéadú má ritheann an freastalaí fisice ar snáithe ar leith, ach cuireann "
"sé srian le rochtain API ar phróiseas fisice amháin."
msgid ""
"Threshold angular velocity under which a 3D physics body will be considered "
"inactive. See [constant PhysicsServer3D."
@ -108154,34 +107750,6 @@ msgstr ""
"méid atá socraithe. Socraigh méid níos mó le haghaidh ceo níos mionsonraithe, "
"socraigh méid níos lú le haghaidh feidhmíochta níos fearr."
msgid ""
"Sets the driver to be used by the renderer when using the Compatibility "
"renderer. This property can not be edited directly, instead, set the driver "
"using the platform-specific overrides."
msgstr ""
"Socraíonn sé an tiománaí le húsáid ag an rindreálaí agus an rindreálaí "
"Comhoiriúnachta á úsáid. Ní féidir an mhaoin seo a chur in eagar go díreach, "
"ina ionad sin, socraigh an tiománaí ag baint úsáide as na sáruithe atá "
"sainiúil don ardán."
msgid "Android override for [member rendering/gl_compatibility/driver]."
msgstr "Sárú Android le haghaidh [rindreáil ball/gl_compatibility/driver]."
msgid "iOS override for [member rendering/gl_compatibility/driver]."
msgstr "sáraíonn iOS le haghaidh [rindreáil ball/gl_compatibility/driver]."
msgid "LinuxBSD override for [member rendering/gl_compatibility/driver]."
msgstr "Sáraíonn LinuxBSD le haghaidh [rindreáil ball/gl_compatibility/driver]."
msgid "macOS override for [member rendering/gl_compatibility/driver]."
msgstr "sáraíonn macOS le haghaidh [rindreáil ball/gl_compatibility/driver]."
msgid "Web override for [member rendering/gl_compatibility/driver]."
msgstr "Sárú gréasáin le haghaidh [rendering ball/gl_compatibility/driver]."
msgid "Windows override for [member rendering/gl_compatibility/driver]."
msgstr "Sáraíonn Windows le haghaidh [rindreáil ball/gl_compatibility/driver]."
msgid ""
"If [code]true[/code], the compatibility renderer will fall back to ANGLE if "
"native OpenGL is not supported or the device is listed in [member rendering/"
@ -109016,39 +108584,6 @@ msgstr ""
"Ag brath ar chastacht na radharc, féadfar an luach seo a ísliú nó b'fhéidir "
"go gcaithfí é a ardú."
msgid "Android override for [member rendering/rendering_device/driver]."
msgstr "Sárú Android le haghaidh [rindreáil ball/rendering_device/tiománaí]."
msgid "iOS override for [member rendering/rendering_device/driver]."
msgstr "sáraíonn iOS le haghaidh [rindreáil ball/rendering_device/driver]."
msgid "LinuxBSD override for [member rendering/rendering_device/driver]."
msgstr "Sáraíonn LinuxBSD le haghaidh [rendering ball/rendering_device/driver]."
msgid "macOS override for [member rendering/rendering_device/driver]."
msgstr "sáraíonn macOS le haghaidh [rindreáil ball/rendering_device/tiománaí]."
msgid "Windows override for [member rendering/rendering_device/driver]."
msgstr "Sáraíonn Windows le haghaidh [rendering ball/rendering_device/driver]."
msgid ""
"If [code]true[/code], the forward renderer will fall back to Direct3D 12 if "
"Vulkan is not supported.\n"
"[b]Note:[/b] This setting is implemented only on Windows."
msgstr ""
"Más [code]true[/code], titfidh an rindreálaí ar aghaidh ar ais go Direct3D 12 "
"mura dtacaítear le Vulkan.\n"
"[b]Nóta:[/b] Is ar Windows amháin a chuirtear an socrú seo i bhfeidhm."
msgid ""
"If [code]true[/code], the forward renderer will fall back to Vulkan if "
"Direct3D 12 is not supported.\n"
"[b]Note:[/b] This setting is implemented only on Windows."
msgstr ""
"Más [code]true[/code], titfidh an rindreálaí ar aghaidh ar ais go Vulkan mura "
"dtacaítear le Direct3D 12.\n"
"[b]Nóta:[/b] Is ar Windows amháin a chuirtear an socrú seo i bhfeidhm."
msgid ""
"Enable the pipeline cache that is saved to disk if the graphics API supports "
"it.\n"
@ -123274,39 +122809,6 @@ msgstr "Sonraigh [Color] ar leith don solas comhthimpeallach."
msgid "Disable reflections."
msgstr "Díchumasaigh machnaimh."
msgid ""
"Output color as they came in. This can cause bright lighting to look blown "
"out, with noticeable clipping in the output colors."
msgstr ""
"Dath an aschuir de réir mar a tháinig siad isteach. Féadann sé seo a bheith "
"ina chúis le soilsiú geal breathnú séidte amach, le bearradh suntasach sna "
"dathanna aschuir."
msgid ""
"Use the filmic tonemapper. This avoids clipping bright highlights, with a "
"resulting image that usually looks more vivid than [constant "
"ENV_TONE_MAPPER_REINHARD]."
msgstr ""
"Úsáid an tonmapper scannánach. Seachnaíonn sé seo buaicphointí geala a "
"ghearradh, le híomhá mar thoradh air a bhreathnaíonn níos beoga de ghnáth ná "
"[ENV_TONE_MAPPER_REINHARD]."
msgid ""
"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
"expensive than other options, but it handles bright lighting in a more "
"realistic fashion by desaturating it as it becomes brighter. ACES typically "
"has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] "
"and [constant ENV_TONE_MAPPER_FILMIC].\n"
"[b]Note:[/b] This tonemapping operator is called \"ACES Fitted\" in Godot 3.x."
msgstr ""
"Úsáid tonmapper Córas Ionchódaithe Dath an Acadaimh. Tá ACES beagán níos "
"costasaí ná roghanna eile, ach láimhseálann sé soilsiú geal ar bhealach níos "
"réadúla trína dhísháithiú de réir mar a éiríonn sé níos gile. Is gnách go "
"mbíonn aschur níos codarsnachta ag ACES i gcomparáid le "
"[ENV_TONE_MAPPER_REINHARD leanúnach] agus [ENV_TONE_MAPPER_FILMIC "
"leanúnach].\n"
"[b]Nóta:[/b] Tugtar \"ACES Fitted\" ar an oibreoir tonmapála seo in Godot 3.x."
msgid ""
"Lowest quality of roughness filter for screen-space reflections. Rough "
"materials will not have blurrier screen-space reflections compared to smooth "
@ -144724,21 +144226,6 @@ msgstr ""
"Cur i bhfeidhm cúltaca de fhreastalaí téacs Godot, gan tacaíocht do BiDi agus "
"leagan amach casta téacs."
msgid ""
"A fallback implementation of Godot's text server. This fallback is faster "
"than [TextServerAdvanced] for processing a lot of text, but it does not "
"support BiDi and complex text layout.\n"
"[b]Note:[/b] This text server is not part of official Godot binaries. If you "
"want to use it, compile the engine with the option "
"[code]module_text_server_fb_enabled=yes[/code]."
msgstr ""
"Cur i bhfeidhm cúltaca de fhreastalaí téacs Godot. Tá an t-aischur seo níos "
"tapúla ná [TextServerAdvanced] chun go leor téacs a phróiseáil, ach ní "
"thacaíonn sé le BiDi agus leagan amach casta téacs.\n"
"[b]Nóta:[/b] Níl an freastalaí téacs seo ina chuid de dhénártaí oifigiúla "
"Godot. Más mian leat é a úsáid, tiomsaigh an t-inneall leis an rogha "
"[code]module_text_server_fb_enabled=tá[/code]."
msgid "A singleton for managing [TextServer] implementations."
msgstr "A singleton chun feidhmeanna [TextServer] a bhainistiú."
@ -144932,35 +144419,6 @@ msgstr ""
"Acmhainn uigeachta aonair ina bhfuil íomhánna iolracha ar leith. Tá na toisí "
"agus an líon céanna leibhéil mipmap ag gach íomhá."
msgid ""
"A Texture2DArray is different from a Texture3D: The Texture2DArray does not "
"support trilinear interpolation between the [Image]s, i.e. no blending. See "
"also [Cubemap] and [CubemapArray], which are texture arrays with specialized "
"cubemap functions.\n"
"A Texture2DArray is also different from an [AtlasTexture]: In a "
"Texture2DArray, all images are treated separately. In an atlas, the regions "
"(i.e. the single images) can be of different sizes. Furthermore, you usually "
"need to add a padding around the regions, to prevent accidental UV mapping to "
"more than one region. The same goes for mipmapping: Mipmap chains are handled "
"separately for each layer. In an atlas, the slicing has to be done manually "
"in the fragment shader.\n"
"To create such a texture file yourself, reimport your image files using the "
"Godot Editor import presets."
msgstr ""
"Tá Texture2DArray difriúil ó Texture3D: Ní thacaíonn an Texture2DArray le "
"hidirshuíomh trílíneach idir na [Íomhá]s, ie gan chumasc. Féach freisin "
"[Cubemap] agus [CubemapArray], ar eagair uigeachta iad a bhfuil feidhmeanna "
"speisialaithe léarscáile ciúbach acu.\n"
"Tá Texture2DArray difriúil freisin ó [AtlasTexture]: In Texture2DArray, "
"caitear le gach íomhá ar leithligh. In atlas, féadfaidh na réigiúin (i.e. na "
"híomhánna aonair) a bheith de mhéideanna éagsúla. Ina theannta sin, de ghnáth "
"ní mór duit stuáil a chur timpeall ar na réigiúin, chun mapáil UV thimpiste a "
"chosc chuig níos mó ná réigiún amháin. Is é an rud céanna maidir le "
"mipmapping: láimhseáiltear slabhraí mipmap ar leithligh do gach ciseal. In "
"atlas, ní mór an slicing a dhéanamh de láimh sa scáthlánóir blúirí.\n"
"Chun comhad uigeachta den sórt sin a chruthú tú féin, athiompórtáil do chuid "
"comhad íomhá ag baint úsáide as réamhshocruithe iompórtála Godot Editor."
msgid ""
"Creates a placeholder version of this resource ([PlaceholderTexture2DArray])."
msgstr ""
@ -146857,28 +146315,6 @@ msgstr ""
msgid "Node for 2D tile-based maps."
msgstr "Nód le haghaidh léarscáileanna tíleanna-bhunaithe 2D."
msgid ""
"Node for 2D tile-based maps. Tilemaps use a [TileSet] which contain a list of "
"tiles which are used to create grid-based maps. A TileMap may have several "
"layers, layouting tiles on top of each other.\n"
"For performance reasons, all TileMap updates are batched at the end of a "
"frame. Notably, this means that scene tiles from a "
"[TileSetScenesCollectionSource] may be initialized after their parent. This "
"is only queued when inside the scene tree.\n"
"To force an update earlier on, call [method update_internals]."
msgstr ""
"Nód le haghaidh léarscáileanna tíleanna-bhunaithe 2D. Úsáideann "
"léarscáileanna tíl [TileSet] ina bhfuil liosta tíleanna a úsáidtear chun "
"léarscáileanna greille-bhunaithe a chruthú. Dfhéadfadh go mbeadh roinnt "
"sraitheanna ar TileMap, ag leagan tíleanna ar bharr a chéile.\n"
"Ar chúiseanna feidhmíochta, déantar gach nuashonrú TileMap a bhaisc ag "
"deireadh fráma. Go háirithe, ciallaíonn sé seo gur féidir tíleanna radhairc ó "
"[TileSetScenesCollectionSource] a thúsú i ndiaidh a dtuismitheora. Ní "
"chuirtear é seo i scuaine ach amháin nuair a bhíonn tú istigh sa chrann "
"radhairc.\n"
"Chun nuashonrú a chur i bhfeidhm níos luaithe, cuir glaoch ar [method "
"update_internals]."
msgid "Using Tilemaps"
msgstr "Ag baint úsáide as Tilemaps"
@ -147575,32 +147011,6 @@ msgstr "I bhfolach i gcónaí."
msgid "Always show."
msgstr "Taispeáin i gcónaí."
msgid ""
"Node for 2D tile-based maps. A [TileMapLayer] uses a [TileSet] which contain "
"a list of tiles which are used to create grid-based maps. Unlike the "
"[TileMap] node, which is deprecated, [TileMapLayer] has only one layer of "
"tiles. You can use several [TileMapLayer] to achieve the same result as a "
"[TileMap] node.\n"
"For performance reasons, all TileMap updates are batched at the end of a "
"frame. Notably, this means that scene tiles from a "
"[TileSetScenesCollectionSource] may be initialized after their parent. This "
"is only queued when inside the scene tree.\n"
"To force an update earlier on, call [method update_internals]."
msgstr ""
"Nód le haghaidh léarscáileanna tíleanna-bhunaithe 2D. Úsáideann "
"[TileMapLayer] [TileSet] ina bhfuil liosta tíleanna a úsáidtear chun "
"léarscáileanna greille-bhunaithe a chruthú. Murab ionann agus an nód "
"[TileMap], atá dímheasta, níl ach sraith amháin tíleanna ag [TileMapLayer]. "
"Is féidir leat roinnt [TileMapLayer] a úsáid chun an toradh céanna a bhaint "
"amach le nód [TileMap].\n"
"Ar chúiseanna feidhmíochta, déantar gach nuashonrú TileMap a bhaisc ag "
"deireadh fráma. Go háirithe, ciallaíonn sé seo gur féidir tíleanna radhairc ó "
"[TileSetScenesCollectionSource] a thúsú i ndiaidh a dtuismitheora. Ní "
"chuirtear é seo i scuaine ach amháin nuair a bhíonn tú istigh sa chrann "
"radhairc.\n"
"Chun nuashonrú a chur i bhfeidhm níos luaithe, cuir glaoch ar [method "
"update_internals]."
msgid ""
"Called with a [TileData] object about to be used internally by the "
"[TileMapLayer], allowing its modification at runtime.\n"
@ -154437,15 +153847,6 @@ msgstr ""
"[ball y] agus [comhalta x] an veicteora mar pharaiméadair: [code]atan2(y, x)[/"
"code]."
msgid ""
"Returns the angle to the given vector, in radians.\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"vector2_angle_to.png]Illustration of the returned angle.[/url]"
msgstr ""
"Filleann sé an uillinn go dtí an veicteoir tugtha, ina raidian.\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"vector2_angle_to.png]Léaráid den uillinn a cuireadh ar ais.[/url]"
msgid ""
"Returns the angle between the line connecting the two points and the X axis, "
"in radians.\n"
@ -164435,6 +163836,9 @@ msgstr ""
"Filleann sé [code]true[/code] má tá an fhuinneog leabaithe i bhfuinneog eile "
"faoi láthair."
msgid "Returns [code]true[/code] if layout is right-to-left."
msgstr "Filleann sé [code]true[/code] má tá an leagan amach ó dheas go clé."
msgid ""
"Returns [code]true[/code] if the window can be maximized (the maximize button "
"is enabled)."
@ -165236,6 +164640,9 @@ msgstr ""
"Treo leagan amach uathoibríoch, arna chinneadh ó threoir leagan amach na "
"tuismitheora fuinneoige."
msgid "Automatic layout direction, determined from the current locale."
msgstr "Treo leagan amach uathoibríoch, arna chinneadh ón locale reatha."
msgid "Initial window position is determined by [member position]."
msgstr "Déantar suíomh tosaigh na fuinneoige a chinneadh ag [seasamh na mball]."

View file

@ -13587,35 +13587,6 @@ msgstr ""
"più velocemente, risultando in maggiore utilizzo CPU e più rischio di audio "
"scoppiettante se la CPU non riesce a tenere il passo."
msgid ""
"The sample rate to use (in Hz). Higher values are more demanding for the CPU "
"to generate, but result in better quality.\n"
"In games, common sample rates in use are [code]11025[/code], [code]16000[/"
"code], [code]22050[/code], [code]32000[/code], [code]44100[/code], and "
"[code]48000[/code].\n"
"According to the [url=https://en.wikipedia.org/wiki/"
"Nyquist%E2%80%93Shannon_sampling_theorem]Nyquist-Shannon sampling theorem[/"
"url], there is no quality difference to human hearing when going past 40,000 "
"Hz (since most humans can only hear up to ~20,000 Hz, often less). If you are "
"generating lower-pitched sounds such as voices, lower sample rates such as "
"[code]32000[/code] or [code]22050[/code] may be usable with no loss in "
"quality."
msgstr ""
"La frequenza di campionamento da utilizzare (in Hz). I valori elevati "
"richiedono una generazione più impegnativa per la CPU, ma risultano in una "
"qualità migliore.\n"
"Nei giochi, le frequenze di campionamento comunemente in uso sono "
"[code]11025[/code], [code]16000[/code], [code]22050[/code], [code]32000[/"
"code], [code]44100[/code] e [code]48000[/code].\n"
"Secondo il [url=https://it.wikipedia.org/wiki/"
"Teorema_del_campionamento_di_Nyquist-Shannon]Teorema del campionamento di "
"Nyquist-Shannon[/url], non vi è alcuna differenza di qualità per l'udito "
"umano quando si superano i 40.000 Hz (poiché la maggior parte degli esseri "
"umani può sentire solo fino a ~ 20.000 Hz, spesso meno). Se stai generando "
"suoni dal tono più basso come le voci, le frequenze di campionamento più "
"basse come [code]32000[/code] o [code]22050[/code] potrebbero essere usabili "
"senza perdite di qualità."
msgid "Plays back audio generated using [AudioStreamGenerator]."
msgstr "Riproduce l'audio generato usando un [AudioStreamGenerator]."
@ -15593,29 +15564,6 @@ msgstr ""
"Se [code]true[/code], l'oggetto è renderizzato con le stesse dimensioni a "
"prescindere dalla distanza."
msgid ""
"If [code]true[/code], enables the vertex grow setting. This can be used to "
"create mesh-based outlines using a second material pass and its [member "
"cull_mode] set to [constant CULL_FRONT]. See also [member grow_amount].\n"
"[b]Note:[/b] Vertex growth cannot create new vertices, which means that "
"visible gaps may occur in sharp corners. This can be alleviated by designing "
"the mesh to use smooth normals exclusively using [url=https://wiki.polycount."
"com/wiki/Face_weighted_normals]face weighted normals[/url] in the 3D "
"authoring software. In this case, grow will be able to join every outline "
"together, just like in the original mesh."
msgstr ""
"Se [code]true[/code], abilita l'impostazione di crescita del vertice. Questo "
"può essere usato per creare contorni basati su mesh attraverso un secondo "
"passaggio di materiale e il suo [member cull_mode] impostato su [constant "
"CULL_FRONT]. Vedi anche [member grow_amount].\n"
"[b]Nota:[/b] La crescita dei vertici non può creare nuovi vertici, il che "
"significa che potrebbero verificarsi spazi visibili negli angoli acuti. "
"Questo può essere alleviato progettando la mesh in modo che usi normali "
"uniformi utilizzando esclusivamente [url=https://wiki.polycount.com/wiki/"
"Face_weighted_normals]face weighted normals[/url] nel software di creazione "
"3D. In questo caso, la creshita potrà unire tutti i contorni insieme, proprio "
"come nella mesh originale."
msgid ""
"Grows object vertices in the direction of their normals. Only effective if "
"[member grow] is [code]true[/code]."
@ -26162,9 +26110,6 @@ msgstr ""
"con successo. Alternativa a [method Viewport.gui_is_drag_successful].\n"
"Meglio usata con [constant Node.NOTIFICATION_DRAG_END]."
msgid "Returns [code]true[/code] if layout is right-to-left."
msgstr "Restituisce [code]true[/code] se il layout è da destra a sinistra."
msgid "Give up the focus. No other control will be able to receive input."
msgstr ""
"Rilascia il focus. Nessun altro controllo sarà in grado di ricevere input."
@ -26652,14 +26597,6 @@ msgstr ""
"maggiore della sua dimensione attuale, affinché il controllo sia alto almeno "
"quanto l'altezza minima."
msgid ""
"Controls layout direction and text writing direction. Right-to-left layouts "
"are necessary for certain languages (e.g. Arabic and Hebrew)."
msgstr ""
"Controlla la direzione del layout e la direzione della scrittura del testo. I "
"layout da destra a sinistra sono necessari per alcune lingue (ad esempio, "
"arabo ed ebraico)."
msgid ""
"If [code]true[/code], automatically converts code line numbers, list indices, "
"[SpinBox] and [ProgressBar] values from the Western Arabic (0..9) to the "
@ -27201,9 +27138,6 @@ msgstr ""
"desktop o web quando [member ProjectSettings.input_devices/pointing/"
"emulate_touch_from_mouse] è abilitato."
msgid "Sent when control layout direction is changed."
msgstr "Inviato quando la direzione del layout del controllo viene cambiata."
msgid ""
"Show the system's arrow mouse cursor when the user hovers the node. Use with "
"[member mouse_default_cursor_shape]."
@ -27617,10 +27551,6 @@ msgstr ""
"Direzione di layout automatica, determinata dalla direzione di layout del "
"controllo padre."
msgid "Automatic layout direction, determined from the current locale."
msgstr ""
"Direzione di layout automatica, determinata dalla localizzazione attuale."
msgid "Left-to-right layout direction."
msgstr "Direzione di layout da sinistra a destra."
@ -47267,13 +47197,6 @@ msgstr ""
"Il numero massimo di passaggi per i riflessi sullo spazio dello schermo. I "
"valori più alti sono più lenti."
msgid ""
"The default exposure used for tonemapping. Higher values result in a brighter "
"image. See also [member tonemap_white]."
msgstr ""
"L'esposizione predefinita utilizzata per la mappatura dei toni. Valori più "
"alti producono un'immagine più luminosa. Vedi anche [member tonemap_white]."
msgid ""
"The tonemapping mode to use. Tonemapping is the process that \"converts\" HDR "
"values to be suitable for rendering on an LDR display. (Godot doesn't support "
@ -47561,40 +47484,6 @@ msgstr ""
"Utilizza il cielo ([Sky]) per i riflessi, a prescindere da quale sia lo "
"sfondo."
msgid ""
"Linear tonemapper operator. Reads the linear data and passes it on "
"unmodified. This can cause bright lighting to look blown out, with noticeable "
"clipping in the output colors."
msgstr ""
"Operatore di mappatore dei tono lineare. Legge i dati lineari e li passa "
"senza modifiche. Ciò può causare un'illuminazione intensa che può apparire "
"sbiadita, con un evidente ritaglio nei colori risultanti."
msgid ""
"Filmic tonemapper operator. This avoids clipping bright highlights, with a "
"resulting image that usually looks more vivid than [constant "
"TONE_MAPPER_REINHARDT]."
msgstr ""
"Operatore di mappatore dei toni filmico. In questo modo si evita il clipping "
"dei punti più luminosi, con un'immagine risultante che solitamente appare più "
"vivida di [constant TONE_MAPPER_REINHARDT]."
msgid ""
"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
"expensive than other options, but it handles bright lighting in a more "
"realistic fashion by desaturating it as it becomes brighter. ACES typically "
"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] and "
"[constant TONE_MAPPER_FILMIC].\n"
"[b]Note:[/b] This tonemapping operator is called \"ACES Fitted\" in Godot 3.x."
msgstr ""
"Usa il mappatore dei toni Academy Color Encoding System. ACES è leggermente "
"più costoso di altre opzioni, ma gestisce l'illuminazione intensa in modo più "
"realistico, desaturandola man mano che diventa più luminosa. Un risultato in "
"ACES in genere appare più contrastato rispetto a [constant "
"TONE_MAPPER_REINHARDT] e [constant TONE_MAPPER_FILMIC].\n"
"[b]Nota:[/b] Questo operatore di mappatore dei toni è chiamato \"ACES "
"Fitted\" in Godot 3.x."
msgid ""
"Additive glow blending mode. Mostly used for particles, glows (bloom), lens "
"flare, bright sources."
@ -56341,30 +56230,6 @@ msgstr ""
msgid "Reads one chunk from the response."
msgstr "Legge una parte della risposta."
msgid ""
"Sends a raw request to the connected host.\n"
"The URL parameter is usually just the part after the host, so for "
"[code]https://somehost.com/index.php[/code], it is [code]/index.php[/code]. "
"When sending requests to an HTTP proxy server, it should be an absolute URL. "
"For [constant HTTPClient.METHOD_OPTIONS] requests, [code]*[/code] is also "
"allowed. For [constant HTTPClient.METHOD_CONNECT] requests, it should be the "
"authority component ([code]host:port[/code]).\n"
"Headers are HTTP request headers. For available HTTP methods, see [enum "
"Method].\n"
"Sends the body data raw, as a byte array and does not encode it in any way."
msgstr ""
"Invia una richiesta grezza all'host connesso.\n"
"Il parametro URL è solitamente solo la parte dopo l'host, quindi per "
"[code]https://somehost.com/index.php[/code], è [code]/index.php[/code]. "
"Quando si inviano richieste a un server proxy HTTP, dovrebbe essere un URL "
"assoluto. Per le richieste [constant HTTPClient.METHOD_OPTIONS], è consentito "
"anche [code]*[/code]. Per le richieste [constant HTTPClient.METHOD_CONNECT], "
"dovrebbe essere il componente autorità ([code]host:port[/code]).\n"
"Le intestazioni sono intestazioni di richiesta HTTP. Per i metodi HTTP "
"disponibili, vedi [enum Method].\n"
"Invia i dati del corpo grezzi, come array di byte e non li codifica in alcun "
"modo."
msgid ""
"Sets the proxy server for HTTP requests.\n"
"The proxy server is unset if [param host] is empty or [param port] is -1."
@ -58644,20 +58509,6 @@ msgstr ""
"essere utilizzata direttamente, ma contiene tutte le funzioni necessarie per "
"accedere ai tipi di risorse derivati. Vedi anche [Texture3D]."
msgid ""
"Creates an [ImageTextureLayered] from an array of [Image]s. See [method Image."
"create] for the expected data format. The first image decides the width, "
"height, image format and mipmapping setting. The other images [i]must[/i] "
"have the same width, height, image format and mipmapping setting.\n"
"Each [Image] represents one [code]layer[/code]."
msgstr ""
"Crea un [ImageTextureLayered] da un array di risorse [Image]. Vedi [method "
"Image.create] per il formato previsto dei dati. La prima immagine decide la "
"larghezza, l'altezza, il formato immagine e la configurazione per il "
"mipmapping. Le altre immagini [i]devono[/i] avere la stessa larghezza, "
"altezza, formato immagine e configurazione per il mipmapping.\n"
"Ogni [Image] rappresenta un livello ([code]layer[/code])."
msgid ""
"Replaces the existing [Image] data at the given [param layer] with this new "
"image.\n"
@ -58963,25 +58814,6 @@ msgstr ""
"volta per frame). Tuttavia, questo può essere utile in casi avanzati in cui "
"si desidera un controllo preciso sulla tempistica della gestione degli eventi."
msgid ""
"Returns the acceleration in m/s² of the device's accelerometer sensor, if the "
"device has one. Otherwise, the method returns [constant Vector3.ZERO].\n"
"Note this method returns an empty [Vector3] when running from the editor even "
"when your device has an accelerometer. You must export your project to a "
"supported device to read values from the accelerometer.\n"
"[b]Note:[/b] This method only works on Android and iOS. On other platforms, "
"it always returns [constant Vector3.ZERO]."
msgstr ""
"Restituisce l'accelerazione in m/s² del sensore accelerometro del "
"dispositivo, se il dispositivo ne ha uno. Altrimenti, il metodo restituisce "
"[constant Vector3.ZERO].\n"
"Nota che questo metodo restituisce un [Vector3] vuoto quando viene eseguito "
"dall'editor anche quando il dispositivo ha un accelerometro. È necessario "
"esportare il progetto su un dispositivo supportato per leggere i valori "
"dall'accelerometro.\n"
"[b]Nota:[/b] Questo metodo funziona solo su Android e iOS. Su altre "
"piattaforme, restituisce sempre [constant Vector3.ZERO]."
msgid ""
"Returns a value between 0 and 1 representing the raw intensity of the given "
"action, ignoring the action's deadzone. In most cases, you should use [method "
@ -59040,31 +58872,6 @@ msgstr ""
"Restituisce la forma del cursore attualmente assegnata (vedi [enum "
"CursorShape])."
msgid ""
"Returns the gravity in m/s² of the device's accelerometer sensor, if the "
"device has one. Otherwise, the method returns [constant Vector3.ZERO].\n"
"[b]Note:[/b] This method only works on Android and iOS. On other platforms, "
"it always returns [constant Vector3.ZERO]."
msgstr ""
"Restituisce la gravità in m/s² del sensore accelerometro del dispositivo, se "
"il dispositivo ne ha uno. Altrimenti, il metodo restituisce [constant Vector3."
"ZERO].\n"
"[b]Nota:[/b] Questo metodo funziona solo su Android e iOS. Su altre "
"piattaforme, restituisce sempre [constant Vector3.ZERO]."
msgid ""
"Returns the rotation rate in rad/s around a device's X, Y, and Z axes of the "
"gyroscope sensor, if the device has one. Otherwise, the method returns "
"[constant Vector3.ZERO].\n"
"[b]Note:[/b] This method only works on Android and iOS. On other platforms, "
"it always returns [constant Vector3.ZERO]."
msgstr ""
"Restituisce la velocità di rotazione (in radianti al secondo) attorno agli "
"assi X, Y e Z del sensore giroscopio di un dispositivo, se il dispositivo ne "
"ha uno. Altrimenti, il metodo restituisce [constant Vector3.ZERO].\n"
"[b]Nota:[/b] Questo metodo funziona solo su Android e iOS. Su altre "
"piattaforme, restituisce sempre [constant Vector3.ZERO]."
msgid ""
"Returns the current value of the joypad axis at given index (see [enum "
"JoyAxis])."
@ -59113,19 +58920,6 @@ msgstr ""
"Pertanto, la velocità del mouse sarà in ritardo rispetto ai movimenti del "
"mouse."
msgid ""
"Returns the magnetic field strength in micro-Tesla for all axes of the "
"device's magnetometer sensor, if the device has one. Otherwise, the method "
"returns [constant Vector3.ZERO].\n"
"[b]Note:[/b] This method only works on Android and iOS. On other platforms, "
"it always returns [constant Vector3.ZERO]."
msgstr ""
"Restituisce l'intensità del campo magnetico in micro-Tesla per tutti gli assi "
"del sensore magnetometrico del dispositivo, se il dispositivo ne ha uno. "
"Altrimenti, il metodo restituisce [constant Vector3.ZERO].\n"
"[b]Nota:[/b] Questo metodo funziona solo su Android e iOS. Su altre "
"piattaforme, restituisce sempre [constant Vector3.ZERO]."
msgid ""
"Returns mouse buttons as a bitmask. If multiple mouse buttons are pressed at "
"the same time, the bits are added together. Equivalent to [method "
@ -67449,36 +67243,6 @@ msgstr ""
msgid "Generic mobile VR implementation."
msgstr "Implementazione generica di realtà virtuale (VR) mobile."
msgid ""
"This is a generic mobile VR implementation where you need to provide details "
"about the phone and HMD used. It does not rely on any existing framework. "
"This is the most basic interface we have. For the best effect, you need a "
"mobile phone with a gyroscope and accelerometer.\n"
"Note that even though there is no positional tracking, the camera will assume "
"the headset is at a height of 1.85 meters. You can change this by setting "
"[member eye_height].\n"
"You can initialize this interface as follows:\n"
"[codeblock]\n"
"var interface = XRServer.find_interface(\"Native mobile\")\n"
"if interface and interface.initialize():\n"
" get_viewport().use_xr = true\n"
"[/codeblock]"
msgstr ""
"Questa è un'implementazione generica di VR mobile in cui devi fornire "
"dettagli sul telefono e sull'HMD utilizzati. Non si basa su alcun framework "
"esistente. Questa è l'interfaccia più basilare disponibile. Per ottenere "
"l'effetto migliore, hai bisogno di un telefono cellulare con giroscopio e "
"accelerometro.\n"
"Nota che anche se non c'è tracciamento posizionale, la telecamera presumerà "
"che il visore si trovi a un'altezza di 1,85 metri. È possibile modificare "
"questo valore impostando [member eye_height].\n"
"Puoi inizializzare questa interfaccia come segue:\n"
"[codeblock]\n"
"var interface = XRServer.find_interface(\"Native mobile\")\n"
"if interface and interface.initialize():\n"
" get_viewport().use_xr = true\n"
"[/codeblock]"
msgid ""
"The distance between the display and the lenses inside of the device in "
"centimeters."
@ -83672,9 +83436,6 @@ msgstr ""
"dell'array (ad esempio, [code]arr.slice(0, -2)[/code] è un'abbreviazione per "
"[code]arr.slice(0, arr.size() - 2)[/code])."
msgid "Returns a [PackedByteArray] with each string encoded as bytes."
msgstr "Restituisce un [PackedByteArray] con ogni stringa codificata come byte."
msgid ""
"Returns a new [PackedStringArray] with contents of [param right] added at the "
"end of this array. For better performance, consider using [method "
@ -84623,13 +84384,6 @@ msgstr ""
msgid "[Texture2D] to be applied to the [PanoramaSkyMaterial]."
msgstr "La [Texture2D] da applicare al [PanoramaSkyMaterial]."
msgid ""
"This node is meant to replace [ParallaxBackground] and [ParallaxLayer]. The "
"implementation may change in the future."
msgstr ""
"Questo nodo è pensato per sostituire [ParallaxBackground] e [ParallaxLayer]. "
"L'implementazione potrebbe cambiare in futuro."
msgid "A node used to create a parallax scrolling background."
msgstr "Un nodo usato per creare uno sfondo a scorrimento parallasse."
@ -96310,13 +96064,6 @@ msgstr ""
"assicurati che le app siano autorizzate ad accedere al microfono nelle "
"impostazioni sulla privacy del sistema operativo."
msgid ""
"The mixing rate used for audio (in Hz). In general, it's better to not touch "
"this and leave it to the host operating system."
msgstr ""
"La frequenza di mixaggio utilizzata per l'audio (in Hz). In generale, è "
"meglio non toccarla e lasciarla al sistema operativo host."
msgid ""
"Safer override for [member audio/driver/mix_rate] in the Web platform. Here "
"[code]0[/code] means \"let the browser choose\" (since some browsers do not "
@ -99366,22 +99113,6 @@ msgstr ""
"[code]false[/code]. Il comportamento tradizione è per supportare vecchi "
"progetti che si basano sulla vecchia logica, senza modifiche allo script."
msgid ""
"Specifies the tablet driver to use. If left empty, the default driver will be "
"used.\n"
"[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--"
"tablet-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial."
"html]command line argument[/url]."
msgstr ""
"Specifica il driver del tablet da utilizzare. Se lasciato vuoto, sarà "
"utilizzato il driver predefinito.\n"
"[b]Nota:[/b] Il driver in uso può essere sovrascritto in fase di esecuzione "
"tramite l'[url=$DOCS_URL/tutorials/editor/command_line_tutorial."
"html]argomento della riga di comando[/url] [code]--tablet-driver[/code]."
msgid "Override for [member input_devices/pen_tablet/driver] on Windows."
msgstr "Sostituzione per [member input_devices/pen_tablet/driver] su Windows."
msgid ""
"If [code]true[/code], long press events on an Android touchscreen are "
"transformed into right click events."
@ -99419,40 +99150,6 @@ msgstr ""
"Se [code]true[/code], invia eventi di input tocco quando si clicca o si "
"trascina il mouse."
msgid ""
"The locale to fall back to if a translation isn't available in a given "
"language. If left empty, [code]en[/code] (English) will be used."
msgstr ""
"Le impostazioni locali a cui ricorrere se una traduzione non è disponibile in "
"una determinata lingua. Se lasciato vuoto, sarà utilizzato [code]en[/code] "
"(inglese)."
msgid ""
"If [code]true[/code], text server break iteration rule sets, dictionaries and "
"other optional data are included in the exported project.\n"
"[b]Note:[/b] \"ICU / HarfBuzz / Graphite\" text server data includes "
"dictionaries for Burmese, Chinese, Japanese, Khmer, Lao and Thai as well as "
"Unicode Standard Annex #29 and Unicode Standard Annex #14 word and line "
"breaking rules. Data is about 4 MB large.\n"
"[b]Note:[/b] \"Fallback\" text server does not use additional data."
msgstr ""
"Se [code]true[/code], la serie di regole di iterazione di interruzione, i "
"dizionari e altri dati facoltativi del server di testo sono inclusi nel "
"progetto esportato.\n"
"[b]Nota:[/b] I dati del server di testo \"ICU / HarfBuzz / Graphite\" "
"includono dizionari per birmano, cinese, giapponese, khmer, laotiano e "
"tailandese, nonché le regole di interruzione di parole e righe Unicode "
"Standard Annex #29 e Unicode Standard Annex #14. I dati sono grandi circa 4 "
"MB.\n"
"[b]Nota:[/b] il server di testo \"Fallback\" non utilizza dati aggiuntivi."
msgid ""
"If non-empty, this locale will be used when running the project from the "
"editor."
msgstr ""
"Se non è vuoto, queste impostazioni locali saranno utilizzate quando si "
"esegue il progetto dall'editor."
msgid ""
"Double vowels in strings during pseudolocalization to simulate the "
"lengthening of text due to localization."
@ -99469,18 +99166,6 @@ msgstr ""
"pratica, un valore di [code]0.3[/code] è spesso sufficiente e aumenterà la "
"lunghezza di ogni stringa del 30%."
msgid ""
"If [code]true[/code], emulate bidirectional (right-to-left) text when "
"pseudolocalization is enabled. This can be used to spot issues with RTL "
"layout and UI mirroring that will crop up if the project is localized to RTL "
"languages such as Arabic or Hebrew."
msgstr ""
"Se [code]true[/code], emula il testo bidirezionale (da destra a sinistra) "
"quando è abilitata la pseudolocalizzazione. Questo può essere utilizzato per "
"individuare problemi con il layout RTL e il rispecchiamento dell'interfaccia "
"utente, che si presenteranno se il progetto è localizzato in lingue RTL come "
"l'arabo o l'ebraico."
msgid ""
"Replace all characters in the string with [code]*[/code]. Useful for finding "
"non-localizable strings."
@ -99527,12 +99212,6 @@ msgstr ""
"attivare o disattivare la pseudolocalizzazione in fase di esecuzione, "
"utilizza invece [member TranslationServer.pseudolocalization_enabled]."
msgid ""
"Force layout direction and text writing direction to RTL for all controls."
msgstr ""
"Forza la direzione del layout e la direzione di scrittura del testo su destra "
"a sinistra (RTL) per tutti i controlli."
msgid ""
"If [code]true[/code], root node will use [constant Node."
"AUTO_TRANSLATE_MODE_ALWAYS], otherwise [constant Node."
@ -99551,37 +99230,6 @@ msgstr ""
msgid "Root node default layout direction."
msgstr "Direzione del layout predefinita del nodo radice."
msgid ""
"Specifies the [TextServer] to use. If left empty, the default will be used.\n"
"\"ICU / HarfBuzz / Graphite\" is the most advanced text driver, supporting "
"right-to-left typesetting and complex scripts (for languages like Arabic, "
"Hebrew, etc.). The \"Fallback\" text driver does not support right-to-left "
"typesetting and complex scripts.\n"
"[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--"
"text-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial."
"html]command line argument[/url].\n"
"[b]Note:[/b] There is an additional [code]Dummy[/code] text driver available, "
"which disables all text rendering and font-related functionality. This driver "
"is not listed in the project settings, but it can be enabled when running the "
"editor or project using the [code]--text-driver Dummy[/code] [url=$DOCS_URL/"
"tutorials/editor/command_line_tutorial.html]command line argument[/url]."
msgstr ""
"Specifica il [TextServer] da usare. Se lasciato vuoto, sarà usato il valore "
"predefinito.\n"
"\"ICU / HarfBuzz / Graphite\" è il driver di testo più avanzato, che supporta "
"la composizione da destra a sinistra e gli alfabeti complessi (per lingue "
"come arabo, ebraico, ecc.). Il driver di testo \"Fallback\" non supporta la "
"composizione da destra a sinistra e gli alfabeti complessi.\n"
"[b]Nota:[/b] È possibile sovrascrivere il driver in uso in fase di esecuzione "
"tramite l'[url=$DOCS_URL/tutorials/editor/command_line_tutorial."
"html]argomento della riga di comando[/url] [code]--text-driver[/code].\n"
"[b]Nota:[/b] È disponibile un ulteriore driver di testo [code]Dummy[/code], "
"il quale disabilita tutte le funzionalità di rendering del testo e relative "
"ai font. Questo driver non è elencato nelle impostazioni del progetto, ma è "
"possibile abilitarlo eseguendo l'editor o il progetto utilizzando "
"l'[url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]argomento della "
"riga di comando[/url] [code]--text-driver Dummy[/code]."
msgid ""
"Optional name for the 2D navigation layer 1. If left empty, the layer will "
"display as \"Layer 1\"."
@ -101629,18 +101277,6 @@ msgstr ""
"necessario modificare i valori di smorzamento. Questa modifica necessaria non "
"è proporzionale e varia da caso a caso."
msgid ""
"If [code]true[/code], the 3D physics server runs on a separate thread, making "
"better use of multi-core CPUs. If [code]false[/code], the 3D physics server "
"runs on the main thread. Running the physics server on a separate thread can "
"increase performance, but restricts API access to only physics process."
msgstr ""
"Se [code]true[/code], il server di fisica 3D è eseguito su un thread "
"separato, sfruttando al meglio le CPU multi-core. Se [code]false[/code], il "
"server di fisica 3D è eseguito sul thread principale. Eseguire il server di "
"fisica su un thread separato può aumentare le prestazioni, ma limita "
"l'accesso all'API solo sul processo di fisica."
msgid ""
"Threshold angular velocity under which a 3D physics body will be considered "
"inactive. See [constant PhysicsServer3D."
@ -102274,35 +101910,6 @@ msgstr ""
"dimensione maggiore per una nebbia più dettagliata, imposta una dimensione "
"minore per prestazioni migliori."
msgid ""
"Sets the driver to be used by the renderer when using the Compatibility "
"renderer. This property can not be edited directly, instead, set the driver "
"using the platform-specific overrides."
msgstr ""
"Imposta il driver da usare per il renderer quando si usa il renderer "
"Compatibilità. Questa proprietà non può essere modificata direttamente, "
"invece, imposta il driver usando le sostituzioni specifiche per la "
"piattaforma."
msgid "Android override for [member rendering/gl_compatibility/driver]."
msgstr "Sostituzione su Android per [member rendering/gl_compatibility/driver]."
msgid "iOS override for [member rendering/gl_compatibility/driver]."
msgstr "Sostituzione su iOS per [member rendering/gl_compatibility/driver]."
msgid "LinuxBSD override for [member rendering/gl_compatibility/driver]."
msgstr ""
"Sostituzione su LinuxBSD per [member rendering/gl_compatibility/driver]."
msgid "macOS override for [member rendering/gl_compatibility/driver]."
msgstr "Sostituzione su macOS per [member rendering/gl_compatibility/driver]."
msgid "Web override for [member rendering/gl_compatibility/driver]."
msgstr "Sostituzione su Web per [member rendering/gl_compatibility/driver]."
msgid "Windows override for [member rendering/gl_compatibility/driver]."
msgstr "Sostituzione su Windows per [member rendering/gl_compatibility/driver]."
msgid ""
"If [code]true[/code], the compatibility renderer will fall back to ANGLE if "
"native OpenGL is not supported or the device is listed in [member rendering/"
@ -103134,42 +102741,6 @@ msgstr ""
"A seconda della complessità delle scene, questo valore potrebbe essere "
"abbassato o potrebbe essere necessario aumentarlo."
msgid "Android override for [member rendering/rendering_device/driver]."
msgstr ""
"Sostituzione per Android per [member rendering/rendering_device/driver]."
msgid "iOS override for [member rendering/rendering_device/driver]."
msgstr "Sostituzione per iOS per [member rendering/rendering_device/driver]."
msgid "LinuxBSD override for [member rendering/rendering_device/driver]."
msgstr ""
"Sostituzione per LinuxBSD per [member rendering/rendering_device/driver]."
msgid "macOS override for [member rendering/rendering_device/driver]."
msgstr "Sostituzione per macOS per [member rendering/rendering_device/driver]."
msgid "Windows override for [member rendering/rendering_device/driver]."
msgstr ""
"Sostituzione per Windows per [member rendering/rendering_device/driver]."
msgid ""
"If [code]true[/code], the forward renderer will fall back to Direct3D 12 if "
"Vulkan is not supported.\n"
"[b]Note:[/b] This setting is implemented only on Windows."
msgstr ""
"Se [code]true[/code], il renderer Forward ricadrà su Direct3D se Vulkan non è "
"supportato.\n"
"[b]Nota:[/b] Questa impostazione è implementata solo su Windows."
msgid ""
"If [code]true[/code], the forward renderer will fall back to Vulkan if "
"Direct3D 12 is not supported.\n"
"[b]Note:[/b] This setting is implemented only on Windows."
msgstr ""
"Se [code]true[/code], il renderer Forward ricadrà su Vulkan se Direct3D 12 "
"non è supportato.\n"
"[b]Nota:[/b] Questa impostazione è implementata solo su Windows."
msgid ""
"Enable the pipeline cache that is saved to disk if the graphics API supports "
"it.\n"
@ -111984,39 +111555,6 @@ msgstr "Specifica un [Color] specifico per la luce ambientale."
msgid "Disable reflections."
msgstr "Disattiva i riflessi."
msgid ""
"Output color as they came in. This can cause bright lighting to look blown "
"out, with noticeable clipping in the output colors."
msgstr ""
"Colore prodotto così come è stato ricevuto. Ciò può causare un'illuminazione "
"intensa che può apparire sbiadita, con un evidente ritaglio nei colori "
"risultanti."
msgid ""
"Use the filmic tonemapper. This avoids clipping bright highlights, with a "
"resulting image that usually looks more vivid than [constant "
"ENV_TONE_MAPPER_REINHARD]."
msgstr ""
"Usa il mappatore dei toni filmico. In questo modo si evita il ritaglio dei "
"punti più luminosi, con un'immagine risultante che solitamente appare più "
"vivida di [constant ENV_TONE_MAPPER_REINHARD]."
msgid ""
"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
"expensive than other options, but it handles bright lighting in a more "
"realistic fashion by desaturating it as it becomes brighter. ACES typically "
"has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] "
"and [constant ENV_TONE_MAPPER_FILMIC].\n"
"[b]Note:[/b] This tonemapping operator is called \"ACES Fitted\" in Godot 3.x."
msgstr ""
"Usa il mappatore dei toni Academy Color Encoding System. ACES è leggermente "
"più costoso di altre opzioni, ma gestisce l'illuminazione intensa in modo più "
"realistico, desaturandola man mano che diventa più luminosa. Un risultato in "
"ACES in genere appare più contrastato rispetto a [constant "
"ENV_TONE_MAPPER_REINHARDT] e [constant ENV_TONE_MAPPER_FILMIC].\n"
"[b]Nota:[/b] Questo operatore di mappatore dei toni è chiamato \"ACES "
"Fitted\" in Godot 3.x."
msgid ""
"Lowest quality of roughness filter for screen-space reflections. Rough "
"materials will not have blurrier screen-space reflections compared to smooth "
@ -130187,21 +129725,6 @@ msgstr ""
"Un'implementazione di riserva del server di testo di Godot, senza supporto "
"per BiDi e layout complessi di testo."
msgid ""
"A fallback implementation of Godot's text server. This fallback is faster "
"than [TextServerAdvanced] for processing a lot of text, but it does not "
"support BiDi and complex text layout.\n"
"[b]Note:[/b] This text server is not part of official Godot binaries. If you "
"want to use it, compile the engine with the option "
"[code]module_text_server_fb_enabled=yes[/code]."
msgstr ""
"Un'implementazione di riserva del server di testo di Godot. Questo server è "
"più veloce di [TextServerAdvanced] per l'elaborazione di molto testo, ma non "
"supporta BiDi e layout complessi di testo.\n"
"[b]Nota:[/b] Questo server di testo non fa parte dei binari ufficiali di "
"Godot. Se vuoi usarlo, compila il motore con l'opzione "
"[code]module_text_server_fb_enabled=yes[/code]."
msgid "A singleton for managing [TextServer] implementations."
msgstr "Un singleton per la gestione delle implementazioni di [TextServer]."
@ -130397,36 +129920,6 @@ msgstr ""
"Una singola risorsa texture che consiste di più immagini separate. Ogni "
"immagine ha le stesse dimensioni e lo stesso numero di livelli mipmap."
msgid ""
"A Texture2DArray is different from a Texture3D: The Texture2DArray does not "
"support trilinear interpolation between the [Image]s, i.e. no blending. See "
"also [Cubemap] and [CubemapArray], which are texture arrays with specialized "
"cubemap functions.\n"
"A Texture2DArray is also different from an [AtlasTexture]: In a "
"Texture2DArray, all images are treated separately. In an atlas, the regions "
"(i.e. the single images) can be of different sizes. Furthermore, you usually "
"need to add a padding around the regions, to prevent accidental UV mapping to "
"more than one region. The same goes for mipmapping: Mipmap chains are handled "
"separately for each layer. In an atlas, the slicing has to be done manually "
"in the fragment shader.\n"
"To create such a texture file yourself, reimport your image files using the "
"Godot Editor import presets."
msgstr ""
"Un Texture2DArray è diverso da un Texture3D: il Texture2DArray non supporta "
"l'interpolazione trilineare tra le [Image], ovvero nessuna fusione. Vedi "
"anche [Cubemap] e [CubemapArray], che sono array di texture con funzioni di "
"cubemap specializzate.\n"
"Un Texture2DArray è anche diverso da un [AtlasTexture]: in un Texture2DArray, "
"tutte le immagini sono trattate separatamente. In un atlante, le regioni "
"(ovvero le singole immagini) possono avere dimensioni diverse. Inoltre, di "
"solito è necessario aggiungere un imbottitura attorno alle regioni, per "
"evitare una mappatura UV accidentale su più di una regione. Lo stesso vale "
"per il mipmapping: le catene di mipmap sono gestite separatamente per ogni "
"livello. In un atlante, la suddivisione deve essere eseguita manualmente "
"nello shader dei frammenti.\n"
"Per creare autonomamente un file di texture di questo tipo, reimporta i file "
"di immagine attraverso i preset di importazione dell'editor di Godot."
msgid ""
"Creates a placeholder version of this resource ([PlaceholderTexture2DArray])."
msgstr ""
@ -132306,27 +131799,6 @@ msgstr ""
msgid "Node for 2D tile-based maps."
msgstr "Nodo per mappe basate su tasselli 2D."
msgid ""
"Node for 2D tile-based maps. Tilemaps use a [TileSet] which contain a list of "
"tiles which are used to create grid-based maps. A TileMap may have several "
"layers, layouting tiles on top of each other.\n"
"For performance reasons, all TileMap updates are batched at the end of a "
"frame. Notably, this means that scene tiles from a "
"[TileSetScenesCollectionSource] may be initialized after their parent. This "
"is only queued when inside the scene tree.\n"
"To force an update earlier on, call [method update_internals]."
msgstr ""
"Nodo per mappe basate su tasselli 2D. Le tilemap utilizzano un [TileSet] che "
"contiene un elenco di tasselli che sono utilizzati per creare mappe basate su "
"griglia. Una TileMap può avere diversi livelli, disponendo i tasselli uno "
"sopra l'altro.\n"
"Per motivi di prestazioni, tutti gli aggiornamenti di TileMap sono "
"raggruppati alla fine di un frame. In particolare, ciò significa che i "
"tasselli di scena da un [TileSetScenesCollectionSource] possono essere "
"inizializzate dopo il loro genitore. Ciò viene messo in coda solo quando si "
"trova all'interno dell'albero della scena.\n"
"Per forzare un aggiornamento in anticipo, chiamare [method update_internals]."
msgid "Using Tilemaps"
msgstr "Utilizzo dei Tilemap"
@ -132942,30 +132414,6 @@ msgstr "Nascondi sempre."
msgid "Always show."
msgstr "Mostra sempre."
msgid ""
"Node for 2D tile-based maps. A [TileMapLayer] uses a [TileSet] which contain "
"a list of tiles which are used to create grid-based maps. Unlike the "
"[TileMap] node, which is deprecated, [TileMapLayer] has only one layer of "
"tiles. You can use several [TileMapLayer] to achieve the same result as a "
"[TileMap] node.\n"
"For performance reasons, all TileMap updates are batched at the end of a "
"frame. Notably, this means that scene tiles from a "
"[TileSetScenesCollectionSource] may be initialized after their parent. This "
"is only queued when inside the scene tree.\n"
"To force an update earlier on, call [method update_internals]."
msgstr ""
"Nodo per mappe basate su tasselli 2D. Un [TileMapLayer] utilizza un [TileSet] "
"che contiene un elenco di tasselli che sono utilizzati per creare mappe "
"basate su griglia. A differenza del nodo [TileMap], che è deprecato, "
"[TileMapLayer] ha un solo livello di tasselli. Puoi utilizzare diversi "
"[TileMapLayer] per ottenere lo stesso risultato di un nodo [TileMap].\n"
"Per motivi di prestazioni, tutti gli aggiornamenti di TileMap sono "
"raggruppati alla fine di un frame. In particolare, ciò significa che i "
"tasselli di scena da un [TileSetScenesCollectionSource] possono essere "
"inizializzate dopo il loro genitore. Ciò viene messo in coda solo quando si "
"trova all'interno dell'albero della scena.\n"
"Per forzare un aggiornamento in anticipo, chiamare [method update_internals]."
msgid ""
"Called with a [TileData] object about to be used internally by the "
"[TileMapLayer], allowing its modification at runtime.\n"
@ -139525,15 +138973,6 @@ msgstr ""
"Equivalente al risultato di [method @GlobalScope.atan2] quando chiamato con "
"[member y] e [member x] del vettore come parametri: [code]atan2(y, x)[/code]."
msgid ""
"Returns the angle to the given vector, in radians.\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"vector2_angle_to.png]Illustration of the returned angle.[/url]"
msgstr ""
"Restituisce l'angolo rispetto al vettore indicato, in radianti.\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"vector2_angle_to.png]Illustrazione dell'angolo restituito.[/url]"
msgid ""
"Returns the angle between the line connecting the two points and the X axis, "
"in radians.\n"
@ -149517,6 +148956,9 @@ msgstr ""
"Restituisce [code]true[/code] se la finestra è attualmente incorporata in "
"un'altra finestra."
msgid "Returns [code]true[/code] if layout is right-to-left."
msgstr "Restituisce [code]true[/code] se il layout è da destra a sinistra."
msgid ""
"Returns [code]true[/code] if the window can be maximized (the maximize button "
"is enabled)."
@ -150320,6 +149762,10 @@ msgstr ""
"Direzione automatica del layout, determinata dalla direzione del layout della "
"finestra genitore."
msgid "Automatic layout direction, determined from the current locale."
msgstr ""
"Direzione di layout automatica, determinata dalla localizzazione attuale."
msgid "Initial window position is determined by [member position]."
msgstr ""
"La posizione iniziale della finestra è determinata da [member position]."

View file

@ -13949,31 +13949,6 @@ msgstr ""
"சிபியு பயன்பாடு அதிகரித்துள்ளது மற்றும் சிபியு ஐத் தொடர முடியாவிட்டால் ஆடியோ கிராக்கிங் "
"அதிக இடர் ஏற்படுகிறது."
msgid ""
"The sample rate to use (in Hz). Higher values are more demanding for the CPU "
"to generate, but result in better quality.\n"
"In games, common sample rates in use are [code]11025[/code], [code]16000[/"
"code], [code]22050[/code], [code]32000[/code], [code]44100[/code], and "
"[code]48000[/code].\n"
"According to the [url=https://en.wikipedia.org/wiki/"
"Nyquist%E2%80%93Shannon_sampling_theorem]Nyquist-Shannon sampling theorem[/"
"url], there is no quality difference to human hearing when going past 40,000 "
"Hz (since most humans can only hear up to ~20,000 Hz, often less). If you are "
"generating lower-pitched sounds such as voices, lower sample rates such as "
"[code]32000[/code] or [code]22050[/code] may be usable with no loss in "
"quality."
msgstr ""
"பயன்படுத்த வேண்டிய மாதிரி வீதம் (HZ இல்). சிபியு ஐ உருவாக்க அதிக மதிப்புகள் அதிக தேவை, "
"ஆனால் சிறந்த தரத்தை ஏற்படுத்துகின்றன.\n"
" விளையாட்டுகளில், பயன்பாட்டில் உள்ள பொதுவான மாதிரி விகிதங்கள் [குறியீடு] 11025 [/"
"குறியீடு], [குறியீடு] 16000 [/குறியீடு], [குறியீடு] 22050 [/குறியீடு], [குறியீடு] "
"32000 [/குறியீடு], [குறியீடு] 44100 [ /குறியீடு], மற்றும் [குறியீடு] 48000 [/"
"குறியீடு].\n"
" . பெரும்பாலான மனிதர்கள் ~ 20,000 எர்ட்ச் வரை மட்டுமே கேட்க முடியும், பெரும்பாலும் "
"குறைவாக). குரல்கள் போன்ற குறைந்த பிட்ச் ஒலிகளை நீங்கள் உருவாக்குகிறீர்கள் என்றால், [குறியீடு] "
"32000 [/குறியீடு] அல்லது [குறியீடு] 22050 [/குறியீடு] போன்ற குறைந்த மாதிரி விகிதங்கள் "
"தரத்தில் எந்த இழப்பும் இல்லாமல் பயன்படுத்தக்கூடியதாக இருக்கலாம்."
msgid "Plays back audio generated using [AudioStreamGenerator]."
msgstr "[ஆடியோ ச்ட்ரீம் செனரேட்டர்] ஐப் பயன்படுத்தி உருவாக்கப்பட்ட ஆடியோவை மீண்டும் இயக்கவும்."
@ -15973,28 +15948,6 @@ msgstr ""
"[குறியீடு] உண்மை [/குறியீடு] என்றால், தூரத்தைப் பொருட்படுத்தாமல் பொருள் ஒரே அளவில் "
"வழங்கப்படுகிறது."
msgid ""
"If [code]true[/code], enables the vertex grow setting. This can be used to "
"create mesh-based outlines using a second material pass and its [member "
"cull_mode] set to [constant CULL_FRONT]. See also [member grow_amount].\n"
"[b]Note:[/b] Vertex growth cannot create new vertices, which means that "
"visible gaps may occur in sharp corners. This can be alleviated by designing "
"the mesh to use smooth normals exclusively using [url=https://wiki.polycount."
"com/wiki/Face_weighted_normals]face weighted normals[/url] in the 3D "
"authoring software. In this case, grow will be able to join every outline "
"together, just like in the original mesh."
msgstr ""
"[குறியீடு] உண்மை [/குறியீடு] என்றால், வெர்டெக்ச் வளரும் அமைப்பை செயல்படுத்துகிறது. "
"இரண்டாவது பொருள் பாசைப் பயன்படுத்தி கண்ணி அடிப்படையிலான திட்டவட்டங்களை உருவாக்க இதைப் "
"பயன்படுத்தலாம் மற்றும் அதன் [உறுப்பினர் CULL_MODE] [நிலையான CULL_FRONT] க்கு "
"அமைக்கப்பட்டுள்ளது. மேலும் காண்க [உறுப்பினர் COWER_AMOUNT].\n"
" [b] குறிப்பு: [/b] வெர்டெக்ச் வளர்ச்சியால் புதிய செங்குத்துகளை உருவாக்க முடியாது, "
"அதாவது கூர்மையான மூலைகளில் புலப்படும் இடைவெளிகள் ஏற்படக்கூடும். [Url = https: //wiki."
"polycount.com/wiki/face_weighted_normals] முகம் எடையுள்ள இயல்புகளை [/url] "
"பயன்படுத்துவதற்கு பிரத்தியேகமாக மென்மையான இயல்பானங்களைப் பயன்படுத்த மெச் வடிவமைப்பதன் மூலம் "
"இதைத் தணிக்க முடியும். இந்த விசயத்தில், அசல் கண்ணி போலவே, க்ரோ ஒவ்வொரு அவுட்லைனையும் "
"ஒன்றாக சேர முடியும்."
msgid ""
"Grows object vertices in the direction of their normals. Only effective if "
"[member grow] is [code]true[/code]."
@ -20252,27 +20205,6 @@ msgstr ""
" .\n"
" ."
msgid ""
"Draws a dashed line from a 2D point to another, with a given color and width. "
"See also [method draw_multiline] and [method draw_polyline].\n"
"If [param width] is negative, then a two-point primitives will be drawn "
"instead of a four-point ones. This means that when the CanvasItem is scaled, "
"the line parts will remain thin. If this behavior is not desired, then pass a "
"positive [param width] like [code]1.0[/code].\n"
"If [param antialiased] is [code]true[/code], half transparent \"feathers\" "
"will be attached to the boundary, making outlines smooth.\n"
"[b]Note:[/b] [param antialiased] is only effective if [param width] is "
"greater than [code]0.0[/code]."
msgstr ""
"கொடுக்கப்பட்ட வண்ணம் மற்றும் அகலத்துடன், 2 டி புள்ளியிலிருந்து இன்னொரு இடத்திற்கு ஒரு கோடு "
"வரைகிறது. [முறை Draw_multiline] மற்றும் [முறை Draw_polyline] ஐயும் காண்க.\n"
" [பரம் அகலம்] எதிர்மறையாக இருந்தால், நான்கு புள்ளிகளுக்கு பதிலாக இரண்டு-புள்ளி "
"பழமையானவை வரையப்படும். இதன் பொருள் கேன்வாசிடெம் அளவிடப்படும்போது, வரி பாகங்கள் "
"மெல்லியதாக இருக்கும். இந்த நடத்தை விரும்பவில்லை என்றால், [குறியீடு] 1.0 [/குறியீடு] போன்ற "
"நேர்மறையான [பாரம் அகலத்தை] அனுப்பவும்.\n"
" .\n"
" ."
msgid ""
"After submitting all animations slices via [method draw_animation_slice], "
"this function can be used to revert drawing to its default state (all "
@ -20315,23 +20247,6 @@ msgstr ""
" dst.a = montulate.a + dst.a * (1.0 - மாடுலேட்.\n"
" [/codeBlock]"
msgid ""
"Draws a line from a 2D point to another, with a given color and width. It can "
"be optionally antialiased. See also [method draw_multiline] and [method "
"draw_polyline].\n"
"If [param width] is negative, then a two-point primitive will be drawn "
"instead of a four-point one. This means that when the CanvasItem is scaled, "
"the line will remain thin. If this behavior is not desired, then pass a "
"positive [param width] like [code]1.0[/code]."
msgstr ""
"கொடுக்கப்பட்ட வண்ணம் மற்றும் அகலத்துடன் 2 டி புள்ளியிலிருந்து இன்னொரு இடத்திற்கு ஒரு கோட்டை "
"வரைகிறது. இது விருப்பமாக ஆன்டியாலியாச் செய்யப்படலாம். [முறை Draw_multiline] மற்றும் "
"[முறை Draw_polyline] ஐயும் காண்க.\n"
" [பரம் அகலம்] எதிர்மறையாக இருந்தால், நான்கு புள்ளிகளுக்கு பதிலாக இரண்டு-புள்ளி "
"பழமையானது வரையப்படும். இதன் பொருள் கேன்வாசிடெம் அளவிடப்படும்போது, வரி மெல்லியதாக "
"இருக்கும். இந்த நடத்தை விரும்பவில்லை என்றால், [குறியீடு] 1.0 [/குறியீடு] போன்ற நேர்மறையான "
"[பாரம் அகலத்தை] அனுப்பவும்."
msgid ""
"Draws a [Mesh] in 2D, using the provided texture. See [MeshInstance2D] for "
"related documentation."
@ -27158,10 +27073,6 @@ msgstr ""
"[முறை viewport.gui_is_drag_successful] க்கு மாற்றாக.\n"
" [நிலையான node.notification_drag_end] உடன் சிறப்பாகப் பயன்படுத்தப்படுகிறது."
msgid "Returns [code]true[/code] if layout is right-to-left."
msgstr ""
"தளவமைப்பு வலதுபுறமாக இடமளித்திருந்தால் [குறியீடு] உண்மை [/குறியீடு] ஐ வழங்குகிறது."
msgid "Give up the focus. No other control will be able to receive input."
msgstr "கவனத்தை விட்டுவிடுங்கள். வேறு எந்த கட்டுப்பாடும் உள்ளீட்டைப் பெற முடியாது."
@ -27619,13 +27530,6 @@ msgstr ""
"அதன் தற்போதைய அளவை விட அதிகமாக மாற்றப்பட்டால் கட்டுப்பாடு வளர வேண்டும், ஏனெனில் "
"கட்டுப்பாடு எப்போதும் குறைந்தபட்ச அளவு இருக்க வேண்டும்."
msgid ""
"Controls layout direction and text writing direction. Right-to-left layouts "
"are necessary for certain languages (e.g. Arabic and Hebrew)."
msgstr ""
"தளவமைப்பு திசையையும் உரை எழுதும் திசையையும் கட்டுப்படுத்துகிறது. சில மொழிகளுக்கு (எ."
"கா. அரபு மற்றும் எபிரேய) வலது-இடது தளவமைப்புகள் தேவை."
msgid ""
"If [code]true[/code], automatically converts code line numbers, list indices, "
"[SpinBox] and [ProgressBar] values from the Western Arabic (0..9) to the "
@ -28130,9 +28034,6 @@ msgstr ""
"அல்ல.\n"
" ."
msgid "Sent when control layout direction is changed."
msgstr "கட்டுப்பாட்டு தளவமைப்பு திசை மாற்றப்படும் போது அனுப்பப்பட்டது."
msgid ""
"Show the system's arrow mouse cursor when the user hovers the node. Use with "
"[member mouse_default_cursor_shape]."
@ -28521,9 +28422,6 @@ msgstr ""
"தானியங்கி தளவமைப்பு திசை, பெற்றோர் கட்டுப்பாட்டு தளவமைப்பு திசையிலிருந்து "
"தீர்மானிக்கப்படுகிறது."
msgid "Automatic layout direction, determined from the current locale."
msgstr "தானியங்கி தளவமைப்பு திசை, தற்போதைய இடத்திலிருந்து தீர்மானிக்கப்படுகிறது."
msgid "Left-to-right layout direction."
msgstr "இடது முதல் வலது தளவமைப்பு திசை."
@ -49914,13 +49812,6 @@ msgid ""
msgstr ""
"திரை-விண்வெளி பிரதிபலிப்புகளுக்கான அதிகபட்ச படிகள். அதிக மதிப்புகள் மெதுவாக உள்ளன."
msgid ""
"The default exposure used for tonemapping. Higher values result in a brighter "
"image. See also [member tonemap_white]."
msgstr ""
"டான்மாப்பிங்கிற்கு பயன்படுத்தப்படும் இயல்புநிலை வெளிப்பாடு. அதிக மதிப்புகள் பிரகாசமான "
"படத்தை விளைவிக்கின்றன. [உறுப்பினர் டோன்மேப்_வைட்] ஐயும் காண்க."
msgid ""
"The tonemapping mode to use. Tonemapping is the process that \"converts\" HDR "
"values to be suitable for rendering on an LDR display. (Godot doesn't support "
@ -50181,38 +50072,6 @@ msgstr ""
msgid "Use the [Sky] for reflections regardless of what the background is."
msgstr "பின்னணி என்ன என்பதைப் பொருட்படுத்தாமல் பிரதிபலிப்புகளுக்கு [வானம்] பயன்படுத்தவும்."
msgid ""
"Linear tonemapper operator. Reads the linear data and passes it on "
"unmodified. This can cause bright lighting to look blown out, with noticeable "
"clipping in the output colors."
msgstr ""
"நேரியல் டான்மாப்பர் ஆபரேட்டர். நேரியல் தரவைப் படித்து, அதை மாற்றியமைக்காமல் கடந்து "
"செல்கிறது. இது வெளியீட்டு வண்ணங்களில் குறிப்பிடத்தக்க கிளிப்பிங் மூலம், பிரகாசமான "
"விளக்குகள் வெடிக்கும்."
msgid ""
"Filmic tonemapper operator. This avoids clipping bright highlights, with a "
"resulting image that usually looks more vivid than [constant "
"TONE_MAPPER_REINHARDT]."
msgstr ""
"ஃபிலிம் டான்மாப்பர் ஆபரேட்டர். இது பிரகாசமான சிறப்பம்சங்களை கிளிப்பிங் தவிர்க்கிறது, இதன் "
"விளைவாக [நிலையான டோன்_மாப்பர்_ரீன்ஆர்ட்] ஐ விட தெளிவாகக் காணப்படுகிறது."
msgid ""
"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
"expensive than other options, but it handles bright lighting in a more "
"realistic fashion by desaturating it as it becomes brighter. ACES typically "
"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] and "
"[constant TONE_MAPPER_FILMIC].\n"
"[b]Note:[/b] This tonemapping operator is called \"ACES Fitted\" in Godot 3.x."
msgstr ""
"அகாடமி வண்ண குறியாக்க அமைப்பு டோன்மாப்பரைப் பயன்படுத்தவும். மற்ற விருப்பங்களை விட ஏசச் "
"சற்று விலை உயர்ந்தது, ஆனால் பிரகாசமான விளக்குகளை மிகவும் யதார்த்தமான பாணியில் "
"கையாளுகிறது, அது பிரகாசமாக மாறும் போது அதைத் தூண்டுகிறது. [நிலையான "
"done_mapper_reinhardt] மற்றும் [நிலையான டோன்_மாப்பர்_ஃபில்மிக்] உடன் ஒப்பிடும்போது ACE "
"கள் பொதுவாக மிகவும் மாறுபட்ட வெளியீட்டைக் கொண்டுள்ளன.\n"
" ."
msgid ""
"Additive glow blending mode. Mostly used for particles, glows (bloom), lens "
"flare, bright sources."
@ -58535,31 +58394,6 @@ msgstr ""
msgid "Reads one chunk from the response."
msgstr "பதிலில் இருந்து ஒரு பகுதியைப் படிக்கிறது."
msgid ""
"Sends a raw request to the connected host.\n"
"The URL parameter is usually just the part after the host, so for "
"[code]https://somehost.com/index.php[/code], it is [code]/index.php[/code]. "
"When sending requests to an HTTP proxy server, it should be an absolute URL. "
"For [constant HTTPClient.METHOD_OPTIONS] requests, [code]*[/code] is also "
"allowed. For [constant HTTPClient.METHOD_CONNECT] requests, it should be the "
"authority component ([code]host:port[/code]).\n"
"Headers are HTTP request headers. For available HTTP methods, see [enum "
"Method].\n"
"Sends the body data raw, as a byte array and does not encode it in any way."
msgstr ""
"இணைக்கப்பட்ட ஓச்டுக்கு ஒரு மூல கோரிக்கையை அனுப்புகிறது.\n"
" முகவரி அளவுரு வழக்கமாக ஓச்டுக்குப் பிறகு ஒரு பகுதியாகும், எனவே [குறியீடு] https://"
"somehost.com/index.php [/code] க்கு, இது [குறியீடு]/index.php [/code] ஆகும். "
"HTTP பதிலாள் சேவையகத்திற்கு கோரிக்கைகளை அனுப்பும்போது, அது ஒரு முழுமையான முகவரி ஆக "
"இருக்க வேண்டும். [நிலையான httpclient.method_options] கோரிக்கைகளுக்கு, [குறியீடு]*[/"
"குறியீடு] அனுமதிக்கப்படுகிறது. [நிலையான httpclient.method_connect] "
"கோரிக்கைகளுக்கு, இது அதிகாரக் கூறு ([குறியீடு] ஓச்ட்: துறைமுகம் [/குறியீடு]) ஆக இருக்க "
"வேண்டும்.\n"
" தலைப்புகள் HTTP கோரிக்கை தலைப்புகள். கிடைக்கக்கூடிய HTTP முறைகளுக்கு, [ENUM முறை] ஐப் "
"பார்க்கவும்.\n"
" உடல் தரவு பச்சையாக, ஒரு பைட் வரிசையாக அனுப்புகிறது மற்றும் அதை எந்த வகையிலும் "
"குறியாக்கம் செய்யாது."
msgid ""
"Sets the proxy server for HTTP requests.\n"
"The proxy server is unset if [param host] is empty or [param port] is -1."
@ -60674,20 +60508,6 @@ msgstr ""
". நேரடியாகப் பயன்படுத்த முடியாது, ஆனால் பெறப்பட்ட வள வகைகளை அணுகுவதற்குத் தேவையான "
"அனைத்து செயல்பாடுகளையும் கொண்டுள்ளது. [Stecture3D] ஐயும் காண்க."
msgid ""
"Creates an [ImageTextureLayered] from an array of [Image]s. See [method Image."
"create] for the expected data format. The first image decides the width, "
"height, image format and mipmapping setting. The other images [i]must[/i] "
"have the same width, height, image format and mipmapping setting.\n"
"Each [Image] represents one [code]layer[/code]."
msgstr ""
"[படம்] களின் வரிசையில் இருந்து ஒரு [இமேச்டெக்ச்டுரேலேயர்டு] உருவாக்குகிறது. "
"எதிர்பார்க்கப்படும் தரவு வடிவமைப்பிற்கு [முறை படம்.இர்ரியேட்] ஐப் பார்க்கவும். முதல் படம் "
"அகலம், உயரம், பட வடிவம் மற்றும் மிப்மாப்பிங் அமைப்பை தீர்மானிக்கிறது. மற்ற படங்கள் [i] "
"வேண்டும் [/i] அதே அகலம், உயரம், பட வடிவம் மற்றும் மிப்மாப்பிங் அமைப்பு ஆகியவற்றைக் "
"கொண்டிருக்க வேண்டும்.\n"
" ஒவ்வொரு [படம்] ஒரு [குறியீடு] அடுக்கு [/குறியீடு] ஐ குறிக்கிறது."
msgid ""
"Replaces the existing [Image] data at the given [param layer] with this new "
"image.\n"
@ -60975,23 +60795,6 @@ msgstr ""
"செய்யும். இருப்பினும், நிகழ்வு கையாளுதலின் நேரத்தின் மீது துல்லியமான கட்டுப்பாட்டை நீங்கள் "
"விரும்பும் மேம்பட்ட நிகழ்வுகளில் இது பயனுள்ளதாக இருக்கும்."
msgid ""
"Returns the acceleration in m/s² of the device's accelerometer sensor, if the "
"device has one. Otherwise, the method returns [constant Vector3.ZERO].\n"
"Note this method returns an empty [Vector3] when running from the editor even "
"when your device has an accelerometer. You must export your project to a "
"supported device to read values from the accelerometer.\n"
"[b]Note:[/b] This method only works on Android and iOS. On other platforms, "
"it always returns [constant Vector3.ZERO]."
msgstr ""
"சாதனத்தில் ஒன்று இருந்தால், சாதனத்தின் முடுக்கமானி சென்சாரின் m/s² இல் முடுக்கம் "
"வழங்குகிறது. இல்லையெனில், முறை திரும்பும் [நிலையான vecter3.zero].\n"
" உங்கள் சாதனத்தில் முடுக்கமானி இருக்கும்போது கூட எடிட்டரிலிருந்து இயங்கும் போது இந்த முறை "
"வெற்று [வெக்டர் 3] ஐ வழங்குகிறது என்பதை நினைவில் கொள்க. முடுக்கமானி இருந்து மதிப்புகளைப் "
"படிக்க உங்கள் திட்டத்தை ஆதரிக்கப்பட்ட சாதனத்திற்கு ஏற்றுமதி செய்ய வேண்டும்.\n"
" [b] குறிப்பு: [/b] இந்த முறை ஆண்ட்ராய்டு மற்றும் ஐஇமு இல் மட்டுமே வேலை செய்கிறது. மற்ற "
"தளங்களில், இது எப்போதும் [நிலையான vecter3.zero] திரும்பும்."
msgid ""
"Returns a value between 0 and 1 representing the raw intensity of the given "
"action, ignoring the action's deadzone. In most cases, you should use [method "
@ -61040,30 +60843,6 @@ msgstr ""
msgid "Returns the currently assigned cursor shape (see [enum CursorShape])."
msgstr "தற்போது ஒதுக்கப்பட்ட கர்சர் வடிவத்தை வழங்குகிறது ([எனம் கர்சர்சேப்] ஐப் பார்க்கவும்)."
msgid ""
"Returns the gravity in m/s² of the device's accelerometer sensor, if the "
"device has one. Otherwise, the method returns [constant Vector3.ZERO].\n"
"[b]Note:[/b] This method only works on Android and iOS. On other platforms, "
"it always returns [constant Vector3.ZERO]."
msgstr ""
"சாதனத்தில் ஒன்று இருந்தால், சாதனத்தின் முடுக்கமானி சென்சாரின் M/s² இல் ஈர்ப்பு விசையை "
"வழங்குகிறது. இல்லையெனில், முறை திரும்பும் [நிலையான vecter3.zero].\n"
" [b] குறிப்பு: [/b] இந்த முறை ஆண்ட்ராய்டு மற்றும் ஐஇமு இல் மட்டுமே வேலை செய்கிறது. மற்ற "
"தளங்களில், இது எப்போதும் [நிலையான vecter3.zero] திரும்பும்."
msgid ""
"Returns the rotation rate in rad/s around a device's X, Y, and Z axes of the "
"gyroscope sensor, if the device has one. Otherwise, the method returns "
"[constant Vector3.ZERO].\n"
"[b]Note:[/b] This method only works on Android and iOS. On other platforms, "
"it always returns [constant Vector3.ZERO]."
msgstr ""
"சாதனத்தில் ஒன்று இருந்தால், கைரோச்கோப் சென்சாரின் சாதனத்தின் ஃச், ஒய் மற்றும் சட் அச்சுகளைச் "
"சுற்றி RAD/s இல் சுழற்சி வீதத்தை வழங்குகிறது. இல்லையெனில், முறை திரும்பும் [நிலையான "
"vecter3.zero].\n"
" [b] குறிப்பு: [/b] இந்த முறை ஆண்ட்ராய்டு மற்றும் ஐஇமு இல் மட்டுமே வேலை செய்கிறது. மற்ற "
"தளங்களில், இது எப்போதும் [நிலையான vecter3.zero] திரும்பும்."
msgid ""
"Returns the current value of the joypad axis at given index (see [enum "
"JoyAxis])."
@ -61110,19 +60889,6 @@ msgstr ""
"சுட்டி விரைவு ஒவ்வொரு 0.1 கள் மட்டுமே கணக்கிடப்படுகிறது. எனவே, சுட்டி விரைவு சுட்டி "
"இயக்கங்களை பின்தங்கியிருக்கும்."
msgid ""
"Returns the magnetic field strength in micro-Tesla for all axes of the "
"device's magnetometer sensor, if the device has one. Otherwise, the method "
"returns [constant Vector3.ZERO].\n"
"[b]Note:[/b] This method only works on Android and iOS. On other platforms, "
"it always returns [constant Vector3.ZERO]."
msgstr ""
"சாதனத்தில் ஒன்று இருந்தால், சாதனத்தின் காந்தமாமீட்டர் சென்சாரின் அனைத்து அச்சுகளுக்கும் மைக்ரோ-"
"டெச்லாவில் காந்தப்புல வலிமையை வழங்குகிறது. இல்லையெனில், முறை திரும்பும் [நிலையான "
"vecter3.zero].\n"
" [b] குறிப்பு: [/b] இந்த முறை ஆண்ட்ராய்டு மற்றும் ஐஇமு இல் மட்டுமே வேலை செய்கிறது. மற்ற "
"தளங்களில், இது எப்போதும் [நிலையான vecter3.zero] திரும்பும்."
msgid ""
"Returns mouse buttons as a bitmask. If multiple mouse buttons are pressed at "
"the same time, the bits are added together. Equivalent to [method "
@ -68996,34 +68762,6 @@ msgstr "[குறியீடு] உண்மை [/குறியீடு]
msgid "Generic mobile VR implementation."
msgstr "பொதுவான மொபைல் வி.ஆர் செயல்படுத்தல்."
msgid ""
"This is a generic mobile VR implementation where you need to provide details "
"about the phone and HMD used. It does not rely on any existing framework. "
"This is the most basic interface we have. For the best effect, you need a "
"mobile phone with a gyroscope and accelerometer.\n"
"Note that even though there is no positional tracking, the camera will assume "
"the headset is at a height of 1.85 meters. You can change this by setting "
"[member eye_height].\n"
"You can initialize this interface as follows:\n"
"[codeblock]\n"
"var interface = XRServer.find_interface(\"Native mobile\")\n"
"if interface and interface.initialize():\n"
" get_viewport().use_xr = true\n"
"[/codeblock]"
msgstr ""
"இது ஒரு பொதுவான மொபைல் விஆர் செயல்படுத்தல் ஆகும், அங்கு நீங்கள் தொலைபேசி மற்றும் எச்எம்டி "
"பற்றிய விவரங்களை வழங்க வேண்டும். இது தற்போதுள்ள எந்த கட்டமைப்பையும் நம்பவில்லை. இது நம்மிடம் "
"உள்ள மிக அடிப்படை இடைமுகம். சிறந்த விளைவுக்கு, உங்களுக்கு கைரோச்கோப் மற்றும் முடுக்கமானி "
"கொண்ட மொபைல் போன் தேவை.\n"
" நிலை கண்காணிப்பு இல்லை என்றாலும், கேமரா எட்செட் 1.85 மீட்டர் உயரத்தில் இருப்பதாக "
"கருதுகிறது என்பதை நினைவில் கொள்க. [உறுப்பினர் கண்_ஐட்] அமைப்பதன் மூலம் இதை மாற்றலாம்.\n"
" இந்த இடைமுகத்தை நீங்கள் பின்வருமாறு துவக்கலாம்:\n"
" [கோட் பிளாக்]\n"
" var இடைமுகம் = xrserver.find_interface (\"சொந்த மொபைல்\")\n"
" இடைமுகம் மற்றும் இடைமுகம் என்றால். initialize ():\n"
" get_viewport (). use_xr = உண்மை\n"
" [/codeBlock]"
msgid ""
"The distance between the display and the lenses inside of the device in "
"centimeters."
@ -84352,9 +84090,6 @@ msgstr ""
"தொடர்புடையதாக இருக்கும் (அதாவது [குறியீடு] அர். .slice (0, arr.size () - 2) [/"
"code])."
msgid "Returns a [PackedByteArray] with each string encoded as bytes."
msgstr "ஒவ்வொரு சரத்தையும் பைட்டுகளாக குறியிடப்பட்ட ஒரு [பேக் பைட் ஏர்ரே] ஐ வழங்குகிறது."
msgid ""
"Returns a new [PackedStringArray] with contents of [param right] added at the "
"end of this array. For better performance, consider using [method "
@ -85213,13 +84948,6 @@ msgstr ""
msgid "[Texture2D] to be applied to the [PanoramaSkyMaterial]."
msgstr "[Stecture2d] [பனோரமாச்கிமேட்டரியல்] க்கு பயன்படுத்தப்பட வேண்டும்."
msgid ""
"This node is meant to replace [ParallaxBackground] and [ParallaxLayer]. The "
"implementation may change in the future."
msgstr ""
"இந்த முனை [இடமாறு பேக் மைதானம்] மற்றும் [இடமாறு லேயர்] ஆகியவற்றை மாற்றுவதாகும். "
"செயல்படுத்தல் எதிர்காலத்தில் மாறக்கூடும்."
msgid "A node used to create a parallax scrolling background."
msgstr "இடமாறு ச்க்ரோலிங் பின்னணியை உருவாக்க பயன்படுத்தப்படும் ஒரு முனை."
@ -96163,13 +95891,6 @@ msgstr ""
" . சாளரங்கள் 10 மற்றும் அதற்குப் பிறகு, OS இன் தனியுரிமை அமைப்புகளில் மைக்ரோஃபோனை அணுக "
"பயன்பாடுகள் அனுமதிக்கப்படுவதை உறுதிசெய்க."
msgid ""
"The mixing rate used for audio (in Hz). In general, it's better to not touch "
"this and leave it to the host operating system."
msgstr ""
"ஆடியோவுக்கு (HZ இல்) பயன்படுத்தப்படும் கலவை வீதம். பொதுவாக, இதைத் தொட்டு புரவலன் இயக்க "
"முறைமைக்கு விட்டுவிடாமல் இருப்பது நல்லது."
msgid ""
"Safer override for [member audio/driver/mix_rate] in the Web platform. Here "
"[code]0[/code] means \"let the browser choose\" (since some browsers do not "
@ -98909,20 +98630,6 @@ msgstr ""
"அமைப்பை விரும்ப வேண்டும். ச்கிரிப்ட்டில் மாற்றங்கள் இல்லாமல், பழைய தர்க்கத்தை நம்பியிருக்கும் "
"பழைய திட்டங்களை ஆதரிப்பதை செயல்படுத்துவதே மரபு நடத்தை."
msgid ""
"Specifies the tablet driver to use. If left empty, the default driver will be "
"used.\n"
"[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--"
"tablet-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial."
"html]command line argument[/url]."
msgstr ""
"பயன்படுத்த டேப்லெட் டிரைவரைக் குறிப்பிடுகிறது. காலியாக இருந்தால், இயல்புநிலை இயக்கி "
"பயன்படுத்தப்படும்.\n"
" . /url]."
msgid "Override for [member input_devices/pen_tablet/driver] on Windows."
msgstr "சாளரங்களில் [உறுப்பினர் உள்ளீடு_டெவிசச்/பென்_டப்லெட்/டிரைவர்] க்கு மேலெழுதவும்."
msgid ""
"If [code]true[/code], long press events on an Android touchscreen are "
"transformed into right click events."
@ -98960,34 +98667,6 @@ msgstr ""
"[குறியீடு] உண்மை [/குறியீடு] என்றால், சுட்டியைக் சொடுக்கு செய்யும் போது அல்லது "
"இழுக்கும்போது தொடு உள்ளீட்டு நிகழ்வுகளை அனுப்புகிறது."
msgid ""
"The locale to fall back to if a translation isn't available in a given "
"language. If left empty, [code]en[/code] (English) will be used."
msgstr ""
"கொடுக்கப்பட்ட மொழியில் மொழிபெயர்ப்பு கிடைக்கவில்லை என்றால் மீண்டும் விழும் இடம். காலியாக "
"இருந்தால், [குறியீடு] என் [/code] (ஆங்கிலம்) பயன்படுத்தப்படும்."
msgid ""
"If [code]true[/code], text server break iteration rule sets, dictionaries and "
"other optional data are included in the exported project.\n"
"[b]Note:[/b] \"ICU / HarfBuzz / Graphite\" text server data includes "
"dictionaries for Burmese, Chinese, Japanese, Khmer, Lao and Thai as well as "
"Unicode Standard Annex #29 and Unicode Standard Annex #14 word and line "
"breaking rules. Data is about 4 MB large.\n"
"[b]Note:[/b] \"Fallback\" text server does not use additional data."
msgstr ""
"[குறியீடு] உண்மை [/குறியீடு] என்றால், உரை சேவையக முறிவு மறு செய்கை விதி தொகுப்புகள், "
"அகராதிகள் மற்றும் பிற விருப்ப தரவு ஏற்றுமதி செய்யப்பட்ட திட்டத்தில் சேர்க்கப்பட்டுள்ளன.\n"
" . விதிகளை மீறுதல். தரவு சுமார் 4 எம்பி பெரியது.\n"
" [b] குறிப்பு: [/b] \"குறைவடையும்\" உரை சேவையகம் கூடுதல் தரவைப் பயன்படுத்தாது."
msgid ""
"If non-empty, this locale will be used when running the project from the "
"editor."
msgstr ""
"காலியாக இல்லாதிருந்தால், எடிட்டரிடமிருந்து திட்டத்தை இயக்கும் போது இந்த இடம் "
"பயன்படுத்தப்படும்."
msgid ""
"Double vowels in strings during pseudolocalization to simulate the "
"lengthening of text due to localization."
@ -99004,17 +98683,6 @@ msgstr ""
"மதிப்பு பெரும்பாலான நடைமுறை நோக்கங்களுக்காக போதுமானது, மேலும் ஒவ்வொரு சரத்தின் "
"நீளத்தையும் 30%அதிகரிக்கும்."
msgid ""
"If [code]true[/code], emulate bidirectional (right-to-left) text when "
"pseudolocalization is enabled. This can be used to spot issues with RTL "
"layout and UI mirroring that will crop up if the project is localized to RTL "
"languages such as Arabic or Hebrew."
msgstr ""
"[குறியீடு] உண்மை [/குறியீடு] என்றால், சூடோலோகலைசேசன் இயக்கப்பட்டிருக்கும் போது இருதரப்பு "
"(வலது-இடத்திற்கு) உரையைப் பின்பற்றுங்கள். அரபு அல்லது எபிரேய மொழிகளான ஆர்டிஎல் "
"மொழிகளுக்கு இந்த திட்டம் மொழிபெயர்க்கப்பட்டால், ஆர்.டி.எல் தளவமைப்பு மற்றும் யுஐ "
"பிரதிபலிப்புடன் சிக்கல்களைக் கண்டறிய இதைப் பயன்படுத்தலாம்."
msgid ""
"Replace all characters in the string with [code]*[/code]. Useful for finding "
"non-localizable strings."
@ -99058,12 +98726,6 @@ msgstr ""
"டைமில் சூடோலோகலைசேசனை மாற்ற, அதற்கு பதிலாக [உறுப்பினர் மொழிபெயர்ப்பர்."
"பீயுடோலோகலைசேசன்_இனபிள்] ஐப் பயன்படுத்தவும்."
msgid ""
"Force layout direction and text writing direction to RTL for all controls."
msgstr ""
"அனைத்து கட்டுப்பாடுகளுக்கும் ஆர்.டி.எல் -க்கு தளவமைப்பு திசை மற்றும் உரை எழுதும் திசையை "
"கட்டாயப்படுத்துங்கள்."
msgid ""
"If [code]true[/code], root node will use [constant Node."
"AUTO_TRANSLATE_MODE_ALWAYS], otherwise [constant Node."
@ -99082,35 +98744,6 @@ msgstr ""
msgid "Root node default layout direction."
msgstr "ரூட் முனை இயல்புநிலை தளவமைப்பு திசை."
msgid ""
"Specifies the [TextServer] to use. If left empty, the default will be used.\n"
"\"ICU / HarfBuzz / Graphite\" is the most advanced text driver, supporting "
"right-to-left typesetting and complex scripts (for languages like Arabic, "
"Hebrew, etc.). The \"Fallback\" text driver does not support right-to-left "
"typesetting and complex scripts.\n"
"[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--"
"text-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial."
"html]command line argument[/url].\n"
"[b]Note:[/b] There is an additional [code]Dummy[/code] text driver available, "
"which disables all text rendering and font-related functionality. This driver "
"is not listed in the project settings, but it can be enabled when running the "
"editor or project using the [code]--text-driver Dummy[/code] [url=$DOCS_URL/"
"tutorials/editor/command_line_tutorial.html]command line argument[/url]."
msgstr ""
"பயன்படுத்த [டெக்ச்டர்வர்] குறிப்பிடுகிறது. காலியாக இருந்தால், இயல்புநிலை "
"பயன்படுத்தப்படும்.\n"
" \"ஐ.சி.யு / ஆர்பச் / கிராஃபைட்\" என்பது மிகவும் மேம்பட்ட உரை இயக்கி, வலதுபுறம்-இடது "
"தட்டச்சு மற்றும் சிக்கலான ச்கிரிப்ட்களை ஆதரிக்கிறது (அரபு, ஈப்ரு போன்ற மொழிகளுக்கு). "
"\"குறைவடையும்\" உரை இயக்கி வலது-இடது தட்டச்சு மற்றும் சிக்கலான ச்கிரிப்ட்களை "
"ஆதரிக்காது.\n"
" . /url].\n"
" [b] குறிப்பு: [/b] கூடுதல் [குறியீடு] போலி [/குறியீடு] உரை இயக்கி கிடைக்கிறது, இது "
"அனைத்து உரை வழங்குதல் மற்றும் எழுத்துரு தொடர்பான செயல்பாடுகளை முடக்குகிறது. இந்த இயக்கி "
"திட்ட அமைப்புகளில் பட்டியலிடப்படவில்லை, ஆனால் [குறியீடு]-உரை-இயக்கி போலி [/குறியீடு] "
"[url = $ docs_url/tutorials/editor/editor/command_line_tutorial.html ஐப் "
"பயன்படுத்தி எடிட்டர் அல்லது திட்டத்தை இயக்கும் போது இதை இயக்க முடியும்] கட்டளை வரி "
"உரையாடல் [/url]."
msgid ""
"Optional name for the 2D navigation layer 1. If left empty, the layer will "
"display as \"Layer 1\"."
@ -101113,18 +100746,6 @@ msgstr ""
"மதிப்புகளையும் மாற்ற வேண்டும். இந்த தேவையான மாற்றம் விகிதாசாரமாக இல்லை மற்றும் வழக்குக்கு "
"வேறுபடுகிறது."
msgid ""
"If [code]true[/code], the 3D physics server runs on a separate thread, making "
"better use of multi-core CPUs. If [code]false[/code], the 3D physics server "
"runs on the main thread. Running the physics server on a separate thread can "
"increase performance, but restricts API access to only physics process."
msgstr ""
"[குறியீடு] உண்மை [/குறியீடு] என்றால், 3D இயற்பியல் சேவையகம் ஒரு தனி நூலில் இயங்குகிறது, "
"இது மல்டி கோர் சிபியு களை சிறப்பாகப் பயன்படுத்துகிறது. [குறியீடு] பொய் [/குறியீடு] "
"என்றால், 3D இயற்பியல் சேவையகம் முதன்மையான நூலில் இயங்குகிறது. இயற்பியல் சேவையகத்தை ஒரு "
"தனி நூலில் இயக்குவது செயல்திறனை அதிகரிக்கும், ஆனால் இயற்பியல் செயல்முறைக்கு மட்டுமே பநிஇ "
"அணுகலை கட்டுப்படுத்துகிறது."
msgid ""
"Threshold angular velocity under which a 3D physics body will be considered "
"inactive. See [constant PhysicsServer3D."
@ -101700,33 +101321,6 @@ msgstr ""
"உண்மையான மதிப்புகள் அமைக்கப்பட்டவற்றிலிருந்து வேறுபடலாம். மேலும் விரிவான மூடுபனிக்கு ஒரு "
"பெரிய அளவை அமைக்கவும், சிறந்த செயல்திறனுக்காக சிறிய அளவை அமைக்கவும்."
msgid ""
"Sets the driver to be used by the renderer when using the Compatibility "
"renderer. This property can not be edited directly, instead, set the driver "
"using the platform-specific overrides."
msgstr ""
"பொருந்தக்கூடிய ரெண்டரரைப் பயன்படுத்தும் போது ரெண்டரரால் பயன்படுத்த வேண்டிய இயக்கி "
"அமைக்கிறது. இந்த சொத்தை நேரடியாகத் திருத்த முடியாது, அதற்கு பதிலாக, இயங்குதள-"
"குறிப்பிட்ட மேலெழுதல்களைப் பயன்படுத்தி இயக்கியை அமைக்கவும்."
msgid "Android override for [member rendering/gl_compatibility/driver]."
msgstr "[உறுப்பினர் ரெண்டரிங்/GL_COMPATIBILITY/DRIVER] க்கான ஆண்ட்ராய்டு மேலெழுதல்."
msgid "iOS override for [member rendering/gl_compatibility/driver]."
msgstr "[உறுப்பினர் ரெண்டரிங்/GL_COMPATIBILITY/DRIVER] க்கு ஐஇமு மேலெழுதவும்."
msgid "LinuxBSD override for [member rendering/gl_compatibility/driver]."
msgstr "[உறுப்பினர் ரெண்டரிங்/GL_COMPATIBILITY/DRIVER] க்கு LinuxBSD மேலெழுதல்."
msgid "macOS override for [member rendering/gl_compatibility/driver]."
msgstr "[உறுப்பினர் ரெண்டரிங்/GL_COMPATIBILITY/DRIVER] க்கு MACOS மேலெழுதும்."
msgid "Web override for [member rendering/gl_compatibility/driver]."
msgstr "[உறுப்பினர் ரெண்டரிங்/GL_COMPATIBILITY/PROVIRE] க்கான வலை மேலெழுதும்."
msgid "Windows override for [member rendering/gl_compatibility/driver]."
msgstr "[உறுப்பினர் ரெண்டரிங்/GL_COMPATIBILITY/DRIVER] க்கு சாளரங்கள் மேலெழுதும்."
msgid ""
"If [code]true[/code], the compatibility renderer will fall back to ANGLE if "
"native OpenGL is not supported or the device is listed in [member rendering/"
@ -102483,39 +102077,6 @@ msgstr ""
" காட்சிகளின் சிக்கலைப் பொறுத்து, இந்த மதிப்பு குறைக்கப்படலாம் அல்லது உயர்த்தப்பட "
"வேண்டியிருக்கலாம்."
msgid "Android override for [member rendering/rendering_device/driver]."
msgstr "[உறுப்பினர் ரெண்டரிங்/ரெண்டரிங்_டெவிச்/டிரைவர்] க்கான அண்ட்ராய்டு மேலெழுதும்."
msgid "iOS override for [member rendering/rendering_device/driver]."
msgstr "[உறுப்பினர் ரெண்டரிங்/ரெண்டரிங்_டெவிச்/டிரைவர்] க்கு ஐஇமு மேலெழுதும்."
msgid "LinuxBSD override for [member rendering/rendering_device/driver]."
msgstr "[உறுப்பினர் ரெண்டரிங்/ரெண்டரிங்_டெவிச்/டிரைவர்] க்கு லினக்ச் பிஎச்டி மேலெழுதும்."
msgid "macOS override for [member rendering/rendering_device/driver]."
msgstr "[உறுப்பினர் ரெண்டரிங்/ரெண்டரிங்_டெவிச்/டிரைவர்] க்கு மேகோச் மேலெழுதும்."
msgid "Windows override for [member rendering/rendering_device/driver]."
msgstr "[உறுப்பினர் ரெண்டரிங்/ரெண்டரிங்_டெவிச்/டிரைவர்] க்கு சாளரங்கள் மேலெழுதும்."
msgid ""
"If [code]true[/code], the forward renderer will fall back to Direct3D 12 if "
"Vulkan is not supported.\n"
"[b]Note:[/b] This setting is implemented only on Windows."
msgstr ""
"[குறியீடு] உண்மை [/குறியீடு] என்றால், வல்கன் ஆதரிக்கப்படாவிட்டால் முன்னோக்கி ரெண்டரர் டைரக்ட் "
"3 டி 12 க்கு திரும்பும்.\n"
" [b] குறிப்பு: [/b] இந்த அமைப்பு சாளரங்களில் மட்டுமே செயல்படுத்தப்படுகிறது."
msgid ""
"If [code]true[/code], the forward renderer will fall back to Vulkan if "
"Direct3D 12 is not supported.\n"
"[b]Note:[/b] This setting is implemented only on Windows."
msgstr ""
"[குறியீடு] உண்மை [/குறியீடு] என்றால், டைரக்ட் 3 டி 12 ஆதரிக்கப்படாவிட்டால் முன்னோக்கி "
"ரெண்டரர் மீண்டும் வல்கானுக்கு விழும்.\n"
" [b] குறிப்பு: [/b] இந்த அமைப்பு சாளரங்களில் மட்டுமே செயல்படுத்தப்படுகிறது."
msgid ""
"Enable the pipeline cache that is saved to disk if the graphics API supports "
"it.\n"
@ -115989,37 +115550,6 @@ msgstr "சுற்றுப்புற ஒளிக்கு ஒரு கு
msgid "Disable reflections."
msgstr "பிரதிபலிப்புகளை முடக்கு."
msgid ""
"Output color as they came in. This can cause bright lighting to look blown "
"out, with noticeable clipping in the output colors."
msgstr ""
"வெளியீட்டு நிறம் அவை வந்தவுடன். இது வெளியீட்டு வண்ணங்களில் குறிப்பிடத்தக்க கிளிப்பிங் மூலம், "
"பிரகாசமான விளக்குகள் வெடிக்கும்."
msgid ""
"Use the filmic tonemapper. This avoids clipping bright highlights, with a "
"resulting image that usually looks more vivid than [constant "
"ENV_TONE_MAPPER_REINHARD]."
msgstr ""
"ஃபிலிமிக் டான்மாப்பரைப் பயன்படுத்தவும். இது பிரகாசமான சிறப்பம்சங்களை கிளிப்பிங் "
"தவிர்க்கிறது, இதன் விளைவாக [நிலையான env_tone_mapper_reinhard] ஐ விட தெளிவாகக் "
"காணப்படுகிறது."
msgid ""
"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
"expensive than other options, but it handles bright lighting in a more "
"realistic fashion by desaturating it as it becomes brighter. ACES typically "
"has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] "
"and [constant ENV_TONE_MAPPER_FILMIC].\n"
"[b]Note:[/b] This tonemapping operator is called \"ACES Fitted\" in Godot 3.x."
msgstr ""
"அகாடமி வண்ண குறியாக்க அமைப்பு டோன்மாப்பரைப் பயன்படுத்தவும். மற்ற விருப்பங்களை விட ஏசச் "
"சற்று விலை உயர்ந்தது, ஆனால் பிரகாசமான விளக்குகளை மிகவும் யதார்த்தமான பாணியில் "
"கையாளுகிறது, அது பிரகாசமாக மாறும் போது அதைத் தூண்டுகிறது. [நிலையான "
"env_tone_mapper_reinhard] மற்றும் [நிலையான env_tone_mapper_filmic] உடன் "
"ஒப்பிடும்போது ACES பொதுவாக மிகவும் மாறுபட்ட வெளியீட்டைக் கொண்டுள்ளது.\n"
" ."
msgid ""
"Lowest quality of roughness filter for screen-space reflections. Rough "
"materials will not have blurrier screen-space reflections compared to smooth "
@ -136275,21 +135805,6 @@ msgstr ""
"BIDI மற்றும் சிக்கலான உரை தளவமைப்புக்கு உதவி இல்லாமல், கோடோட்டின் உரை சேவையகத்தின் "
"குறைவடையும் செயல்படுத்தல்."
msgid ""
"A fallback implementation of Godot's text server. This fallback is faster "
"than [TextServerAdvanced] for processing a lot of text, but it does not "
"support BiDi and complex text layout.\n"
"[b]Note:[/b] This text server is not part of official Godot binaries. If you "
"want to use it, compile the engine with the option "
"[code]module_text_server_fb_enabled=yes[/code]."
msgstr ""
"கோடோட்டின் உரை சேவையகத்தின் குறைவு செயல்படுத்தல். இந்த குறைவடையும் [டெக்ச்டெர்வர்ட்விடன்ச்] ஐ "
"விட நிறைய உரையை செயலாக்குவதை விட வேகமானது, ஆனால் இது BIDI மற்றும் சிக்கலான உரை "
"தளவமைப்பை ஆதரிக்காது.\n"
" [b] குறிப்பு: [/b] இந்த உரை சேவையகம் அதிகாரப்பூர்வ கோடோட் பைனரிகளின் ஒரு பகுதியாக "
"இல்லை. நீங்கள் அதைப் பயன்படுத்த விரும்பினால், [குறியீடு] MODULE_TEXT_SERVER_FB_ENABLED "
"= ஆம் [/குறியீடு] என்ற விருப்பத்துடன் இயந்திரத்தை தொகுக்கவும்."
msgid "A singleton for managing [TextServer] implementations."
msgstr "[டெக்ச்டர்வர்] செயலாக்கங்களை நிர்வகிப்பதற்கான ஒரு சிங்கிள்டன்."
@ -136470,35 +135985,6 @@ msgstr ""
"பல, தனி படங்களைக் கொண்ட ஒற்றை அமைப்பு சான்று. ஒவ்வொரு படத்திற்கும் ஒரே பரிமாணங்கள் மற்றும் "
"MIPMAP அளவுகளின் எண்ணிக்கை உள்ளது."
msgid ""
"A Texture2DArray is different from a Texture3D: The Texture2DArray does not "
"support trilinear interpolation between the [Image]s, i.e. no blending. See "
"also [Cubemap] and [CubemapArray], which are texture arrays with specialized "
"cubemap functions.\n"
"A Texture2DArray is also different from an [AtlasTexture]: In a "
"Texture2DArray, all images are treated separately. In an atlas, the regions "
"(i.e. the single images) can be of different sizes. Furthermore, you usually "
"need to add a padding around the regions, to prevent accidental UV mapping to "
"more than one region. The same goes for mipmapping: Mipmap chains are handled "
"separately for each layer. In an atlas, the slicing has to be done manually "
"in the fragment shader.\n"
"To create such a texture file yourself, reimport your image files using the "
"Godot Editor import presets."
msgstr ""
"ஒரு stecture2darray ஒரு அமைப்பு 3d இலிருந்து வேறுபட்டது: stecture2darray "
"[படத்திற்கு] இடையே Trilinear இடைக்கணிப்பை ஆதரிக்காது, அதாவது கலப்பு இல்லை. சிறப்பு "
"க்யூபேப் செயல்பாடுகளைக் கொண்ட அமைப்பு வரிசைகள் [கியூபேமேப்] மற்றும் [கியூபேமபாரே] "
"ஆகியவற்றைக் காண்க.\n"
" ஒரு Systure2Darray ஒரு [அட்லாச்ட் டெக்ச்டெர்] இலிருந்து வேறுபட்டது: ஒரு அமைப்பு "
"2DARRAY இல், எல்லா படங்களும் தனித்தனியாக நடத்தப்படுகின்றன. ஒரு அட்லசில், பிராந்தியங்கள் "
"(அதாவது ஒற்றை படங்கள்) வெவ்வேறு அளவுகளில் இருக்கலாம். மேலும், ஒன்றுக்கு மேற்பட்ட "
"பகுதிகளுக்கு தற்செயலான புற ஊதா வரைபடத்தைத் தடுக்க, நீங்கள் வழக்கமாக பிராந்தியங்களைச் "
"சுற்றி ஒரு திணிப்பைச் சேர்க்க வேண்டும். MipMapping க்கும் இதுவே செல்கிறது: ஒவ்வொரு "
"அடுக்குக்கும் MIPMAP சங்கிலிகள் தனித்தனியாக கையாளப்படுகின்றன. ஒரு அட்லசில், துண்டு "
"துண்டாக துண்டுகளை கைமுறையாக செய்ய வேண்டும்.\n"
" அத்தகைய அமைப்பு கோப்பை நீங்களே உருவாக்க, கோடோட் எடிட்டர் இறக்குமதி முன்னமைவுகளைப் "
"பயன்படுத்தி உங்கள் படக் கோப்புகளை திருப்பிச் செலுத்துங்கள்."
msgid ""
"Creates a placeholder version of this resource ([PlaceholderTexture2DArray])."
msgstr "இந்த வளத்தின் ஒதுக்கிட பதிப்பை உருவாக்கவும் ([பிளேச்ஓல்டர்கள் Strecure2Darray])."
@ -138311,25 +137797,6 @@ msgstr ""
msgid "Node for 2D tile-based maps."
msgstr "2 டி ஓடு அடிப்படையிலான வரைபடங்களுக்கான முனை."
msgid ""
"Node for 2D tile-based maps. Tilemaps use a [TileSet] which contain a list of "
"tiles which are used to create grid-based maps. A TileMap may have several "
"layers, layouting tiles on top of each other.\n"
"For performance reasons, all TileMap updates are batched at the end of a "
"frame. Notably, this means that scene tiles from a "
"[TileSetScenesCollectionSource] may be initialized after their parent. This "
"is only queued when inside the scene tree.\n"
"To force an update earlier on, call [method update_internals]."
msgstr ""
"2 டி ஓடு அடிப்படையிலான வரைபடங்களுக்கான முனை. கட்டம் அடிப்படையிலான வரைபடங்களை "
"உருவாக்கப் பயன்படும் ஓடுகளின் பட்டியலைக் கொண்ட [டைல்செட்] டிலேமாப்ச் பயன்படுத்துகிறது. ஒரு "
"டில்மேப்பில் பல அடுக்குகள் இருக்கலாம், ஒருவருக்கொருவர் மேல் ஓடுகளை தளர்த்தலாம்.\n"
" செயல்திறன் காரணங்களுக்காக, அனைத்து டிலேமேப் புதுப்பிப்புகளும் ஒரு சட்டத்தின் முடிவில் "
"தொகுக்கப்பட்டுள்ளன. குறிப்பிடத்தக்க வகையில், ஒரு [டைல்செட்ச் சென்ச்கோலெக்செக்சர்ச்] இன் காட்சி "
"ஓடுகள் அவற்றின் பெற்றோருக்குப் பிறகு துவக்கப்படலாம் என்பதே இதன் பொருள். காட்சி மரத்திற்குள் "
"இருக்கும்போது மட்டுமே இது வரிசையில் நிற்கிறது.\n"
" முன்னர் புதுப்பிப்பை கட்டாயப்படுத்த, [முறை புதுப்பிப்பு_ இன்டர்னல்கள்] ஐ அழைக்கவும்."
msgid "Using Tilemaps"
msgstr "டைல்மாப்சைப் பயன்படுத்துதல்"
@ -138954,29 +138421,6 @@ msgstr "எப்போதும் மறைக்க."
msgid "Always show."
msgstr "எப்போதும் காட்டு."
msgid ""
"Node for 2D tile-based maps. A [TileMapLayer] uses a [TileSet] which contain "
"a list of tiles which are used to create grid-based maps. Unlike the "
"[TileMap] node, which is deprecated, [TileMapLayer] has only one layer of "
"tiles. You can use several [TileMapLayer] to achieve the same result as a "
"[TileMap] node.\n"
"For performance reasons, all TileMap updates are batched at the end of a "
"frame. Notably, this means that scene tiles from a "
"[TileSetScenesCollectionSource] may be initialized after their parent. This "
"is only queued when inside the scene tree.\n"
"To force an update earlier on, call [method update_internals]."
msgstr ""
"2 டி ஓடு அடிப்படையிலான வரைபடங்களுக்கான முனை. ஒரு [டில்மாபிளேயர்] ஒரு [டைல்செட்] ஐப் "
"பயன்படுத்துகிறது, இதில் கட்டம் அடிப்படையிலான வரைபடங்களை உருவாக்க பயன்படும் ஓடுகளின் "
"பட்டியலைக் கொண்டுள்ளது. [டிலேமேப்] முனையைப் போலல்லாமல், இது நீக்கப்பட்டது, [டில்மாபிளேயர்] "
"ஓடுகளின் ஒரு அடுக்கு மட்டுமே உள்ளது. [டிலேமேப்] முனையின் அதே முடிவை அடைய நீங்கள் பல "
"[டில்மாபிளேயர்] ஐப் பயன்படுத்தலாம்.\n"
" செயல்திறன் காரணங்களுக்காக, அனைத்து டிலேமேப் புதுப்பிப்புகளும் ஒரு சட்டத்தின் முடிவில் "
"தொகுக்கப்பட்டுள்ளன. குறிப்பிடத்தக்க வகையில், ஒரு [டைல்செட்ச் சென்ச்கோலெக்செக்சர்ச்] இன் காட்சி "
"ஓடுகள் அவற்றின் பெற்றோருக்குப் பிறகு துவக்கப்படலாம் என்பதே இதன் பொருள். காட்சி மரத்திற்குள் "
"இருக்கும்போது மட்டுமே இது வரிசையில் நிற்கிறது.\n"
" முன்னர் புதுப்பிப்பை கட்டாயப்படுத்த, [முறை புதுப்பிப்பு_ இன்டர்னல்கள்] ஐ அழைக்கவும்."
msgid ""
"Called with a [TileData] object about to be used internally by the "
"[TileMapLayer], allowing its modification at runtime.\n"
@ -145501,14 +144945,6 @@ msgstr ""
" திசையனின் [உறுப்பினர் y] மற்றும் [உறுப்பினர் x] ஆகியவற்றுடன் அளவுருக்களாக அழைக்கும்போது "
"[முறை @globalscope.atan2] இன் முடிவுக்கு சமம்: [குறியீடு] ATAN2 (y, x) [/code]."
msgid ""
"Returns the angle to the given vector, in radians.\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"vector2_angle_to.png]Illustration of the returned angle.[/url]"
msgstr ""
"கொடுக்கப்பட்ட திசையனுக்கு, ரேடியன்களில் கோணத்தை வழங்குகிறது.\n"
" ."
msgid ""
"Returns the angle between the line connecting the two points and the X axis, "
"in radians.\n"
@ -154954,6 +154390,10 @@ msgstr ""
"சாளரம் தற்போது மற்றொரு சாளரத்தில் பதிக்கப்பட்டிருந்தால் [குறியீடு] உண்மை [/குறியீடு] "
"திரும்பும்."
msgid "Returns [code]true[/code] if layout is right-to-left."
msgstr ""
"தளவமைப்பு வலதுபுறமாக இடமளித்திருந்தால் [குறியீடு] உண்மை [/குறியீடு] ஐ வழங்குகிறது."
msgid ""
"Returns [code]true[/code] if the window can be maximized (the maximize button "
"is enabled)."
@ -155692,6 +155132,9 @@ msgid ""
msgstr ""
"தானியங்கி தளவமைப்பு திசை, பெற்றோர் சாளர தளவமைப்பு திசையிலிருந்து தீர்மானிக்கப்படுகிறது."
msgid "Automatic layout direction, determined from the current locale."
msgstr "தானியங்கி தளவமைப்பு திசை, தற்போதைய இடத்திலிருந்து தீர்மானிக்கப்படுகிறது."
msgid "Initial window position is determined by [member position]."
msgstr "ஆரம்ப சாளர நிலை [உறுப்பினர் நிலை] ஆல் தீர்மானிக்கப்படுகிறது."

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@ -8931,30 +8931,6 @@ msgstr ""
"要生成的緩衝區的長度,以秒為單位。較低的值會帶來更少的延遲,但需要腳本更快地生"
"成音訊資料,從而導致 CPU 使用率增加,如果 CPU 跟不上,則音訊破裂的風險更大。"
msgid ""
"The sample rate to use (in Hz). Higher values are more demanding for the CPU "
"to generate, but result in better quality.\n"
"In games, common sample rates in use are [code]11025[/code], [code]16000[/"
"code], [code]22050[/code], [code]32000[/code], [code]44100[/code], and "
"[code]48000[/code].\n"
"According to the [url=https://en.wikipedia.org/wiki/"
"Nyquist%E2%80%93Shannon_sampling_theorem]Nyquist-Shannon sampling theorem[/"
"url], there is no quality difference to human hearing when going past 40,000 "
"Hz (since most humans can only hear up to ~20,000 Hz, often less). If you are "
"generating lower-pitched sounds such as voices, lower sample rates such as "
"[code]32000[/code] or [code]22050[/code] may be usable with no loss in "
"quality."
msgstr ""
"使用的取樣速率單位Hz。更高的值對 CPU 要求更高,但會帶來更好的品質。\n"
"在遊戲中,常用的取樣速率有 [code]11025[/code]、[code]16000[/code]、"
"[code]22050[/code]、[code]32000[/code]、[code]44100[/code]、[code]48000[/"
"code]。\n"
"根據[url=https://zh.wikipedia.org/wiki/%E9%87%87%E6%A0%B7%E5%AE%9A%E7%90%86]奈"
"奎斯特–香農取樣定理[/url],當超過 40000 赫茲時,人類的聽覺沒有品質上的差別(因"
"為大多數人最多只能聽到 ~20000 赫茲,往往更少)。如果你要生成語音等音高較低的聲"
"音,則可以使用 [code]32000[/code] 或 [code]22050[/code] 等較低的取樣率,不會降"
"低品質。"
msgid "Plays back audio generated using [AudioStreamGenerator]."
msgstr "播放使用 [AudioStreamGenerator] 生成的音訊。"
@ -10255,25 +10231,6 @@ msgid ""
"distance."
msgstr "如果為 [code]true[/code],則無論距離遠近,物件都以相同的大小算繪。"
msgid ""
"If [code]true[/code], enables the vertex grow setting. This can be used to "
"create mesh-based outlines using a second material pass and its [member "
"cull_mode] set to [constant CULL_FRONT]. See also [member grow_amount].\n"
"[b]Note:[/b] Vertex growth cannot create new vertices, which means that "
"visible gaps may occur in sharp corners. This can be alleviated by designing "
"the mesh to use smooth normals exclusively using [url=https://wiki.polycount."
"com/wiki/Face_weighted_normals]face weighted normals[/url] in the 3D "
"authoring software. In this case, grow will be able to join every outline "
"together, just like in the original mesh."
msgstr ""
"如果為 [code]true[/code],則啟用頂點增長設定。可用於建立基於網格的輪廓,請在第"
"二個材質階段中使用,並將 [member cull_mode] 設定為 [constant CULL_FRONT]。另"
"見 [member grow_amount]。\n"
"[b]注意:[/b]頂點增長無法新建頂點,這意味著銳角可能會造成可見的缺口。緩解方法"
"是在設計網格時就只用平滑的法線,在 3D 創作軟體中使用 [url=https://wiki."
"polycount.com/wiki/Face_weighted_normals]面加權法線[/url]。這樣增長就能夠將所"
"有輪廓連接到一起,和原始網格一致。"
msgid ""
"Grows object vertices in the direction of their normals. Only effective if "
"[member grow] is [code]true[/code]."
@ -13609,21 +13566,6 @@ msgstr ""
"dst.a = modulate.a + dst.a * (1.0 - modulate.a);\n"
"[/codeblock]"
msgid ""
"Draws a line from a 2D point to another, with a given color and width. It can "
"be optionally antialiased. See also [method draw_multiline] and [method "
"draw_polyline].\n"
"If [param width] is negative, then a two-point primitive will be drawn "
"instead of a four-point one. This means that when the CanvasItem is scaled, "
"the line will remain thin. If this behavior is not desired, then pass a "
"positive [param width] like [code]1.0[/code]."
msgstr ""
"使用給定的顏色和寬度,從一個 2D 點到另一個點繪製一條直線。它可以選擇抗鋸齒。另"
"請參閱 [method draw_multiline] 和 [method draw_polyline]。\n"
"如果 [param width] 為負,則將繪製一個兩點圖元而不是一個四點圖元。這意味著當縮"
"放 CanvasItem 時,線條將保持細長。如果不需要此行為,請傳遞一個正的 [param "
"width],如 [code]1.0[/code]。"
msgid ""
"Draws a [Mesh] in 2D, using the provided texture. See [MeshInstance2D] for "
"related documentation."
@ -18828,9 +18770,6 @@ msgstr ""
"gui_is_drag_successful] 的替代方案。\n"
"建議與 [constant Node.NOTIFICATION_DRAG_END] 配合使用。"
msgid "Returns [code]true[/code] if layout is right-to-left."
msgstr "如果佈局是從右至左的,則返回 [code]true[/code]。"
msgid "Give up the focus. No other control will be able to receive input."
msgstr "放棄焦點。不會讓其他控制項能夠接收鍵盤輸入。"
@ -19243,13 +19182,6 @@ msgstr ""
"控制控制項在垂直軸上的方向,如果控制項的垂直最小尺寸更改為大於目前尺寸,則控制"
"項應沿該方向增大,因為控制項始終必須至少為最小尺寸。"
msgid ""
"Controls layout direction and text writing direction. Right-to-left layouts "
"are necessary for certain languages (e.g. Arabic and Hebrew)."
msgstr ""
"控制佈局方向和文字書寫方向。某些語言需要從右至左的佈局(例如阿拉伯語和希伯來"
"語)。"
msgid ""
"If [code]true[/code], automatically converts code line numbers, list indices, "
"[SpinBox] and [ProgressBar] values from the Western Arabic (0..9) to the "
@ -19505,9 +19437,6 @@ msgstr "當節點獲得焦點時發送。"
msgid "Sent when the node loses focus."
msgstr "當節點失去焦點時發送。"
msgid "Sent when control layout direction is changed."
msgstr "當控制項的佈局方向改變時發送。"
msgid ""
"Show the system's arrow mouse cursor when the user hovers the node. Use with "
"[member mouse_default_cursor_shape]."
@ -19867,9 +19796,6 @@ msgid ""
"direction."
msgstr "自動佈局方向,由父控制項佈局方向決定。"
msgid "Automatic layout direction, determined from the current locale."
msgstr "自動佈局方向,根據目前語言環境確定。"
msgid "Left-to-right layout direction."
msgstr "從左至右的佈局方向。"
@ -33795,11 +33721,6 @@ msgid ""
"slower."
msgstr "螢幕空間反射的最大步數。數值越高,速度越慢。"
msgid ""
"The default exposure used for tonemapping. Higher values result in a brighter "
"image. See also [member tonemap_white]."
msgstr "色調對應的預設曝光。值越高,圖像越亮。另見 [member tonemap_white]。"
msgid ""
"The [Color] of the volumetric fog when interacting with lights. Mist and fog "
"have an albedo close to [code]Color(1, 1, 1, 1)[/code] while smoke has a "
@ -34033,36 +33954,6 @@ msgstr "禁用反射。與其他選項相比,這提供了輕微的性能提升
msgid "Use the [Sky] for reflections regardless of what the background is."
msgstr "無論背景如何,都使用 [Sky] 進行反射。"
msgid ""
"Linear tonemapper operator. Reads the linear data and passes it on "
"unmodified. This can cause bright lighting to look blown out, with noticeable "
"clipping in the output colors."
msgstr ""
"線性色調對應運算子。讀取線性資料並將其原樣傳遞。較亮的光照會導致過曝、輸出的顏"
"色中會有可見的截斷。"
msgid ""
"Filmic tonemapper operator. This avoids clipping bright highlights, with a "
"resulting image that usually looks more vivid than [constant "
"TONE_MAPPER_REINHARDT]."
msgstr ""
"電影級色調對應器運算子。可以避免對高光處的截斷,最終圖像通常比 [constant "
"TONE_MAPPER_REINHARDT] 更鮮豔。"
msgid ""
"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
"expensive than other options, but it handles bright lighting in a more "
"realistic fashion by desaturating it as it becomes brighter. ACES typically "
"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] and "
"[constant TONE_MAPPER_FILMIC].\n"
"[b]Note:[/b] This tonemapping operator is called \"ACES Fitted\" in Godot 3.x."
msgstr ""
"使用學院色彩編碼系統Academy Color Encoding System色調對應器。ACES 比其他選"
"項消耗略高但對於較亮光照的處理更真實越亮飽和度越低。ACES 的輸出在對比度方"
"面通常比 [constant TONE_MAPPER_REINHARDT] 和 [constant TONE_MAPPER_FILMIC] 更"
"高。\n"
"[b]注意:[/b]Godot 3.x 將該色調對應運算子稱為“ACES Fitted”。"
msgid ""
"Additive glow blending mode. Mostly used for particles, glows (bloom), lens "
"flare, bright sources."
@ -40035,27 +39926,6 @@ msgstr ""
msgid "Reads one chunk from the response."
msgstr "從回應中讀取一塊資料。"
msgid ""
"Sends a raw request to the connected host.\n"
"The URL parameter is usually just the part after the host, so for "
"[code]https://somehost.com/index.php[/code], it is [code]/index.php[/code]. "
"When sending requests to an HTTP proxy server, it should be an absolute URL. "
"For [constant HTTPClient.METHOD_OPTIONS] requests, [code]*[/code] is also "
"allowed. For [constant HTTPClient.METHOD_CONNECT] requests, it should be the "
"authority component ([code]host:port[/code]).\n"
"Headers are HTTP request headers. For available HTTP methods, see [enum "
"Method].\n"
"Sends the body data raw, as a byte array and does not encode it in any way."
msgstr ""
"向連接的伺服器發送請求。\n"
"URL 參數通常只是主機名稱後面的部分,所以對於 [code]https://somehost.com/index."
"php[/code] 來說就是 [code]/index.php[/code]。當向 HTTP 代理伺服器發送請求時,"
"它應該是一個絕對 URL。對於 [constant HTTPClient.METHOD_OPTIONS] 請求,"
"[code]*[/code] 也是允許的。對於 [constant HTTPClient.METHOD_CONNECT] 請求,它"
"應該是許可權組件 ([code]host:port[/code])。\n"
"Headers 參數是 HTTP 請求的報頭。有關可用的 HTTP 方法,請參閱 [enum Method]。\n"
"請求體是以位元組陣列的形式原樣發送的,不會進行任何形式的編碼。"
msgid ""
"Sets the proxy server for HTTP requests.\n"
"The proxy server is unset if [param host] is empty or [param port] is -1."
@ -41797,18 +41667,6 @@ msgstr ""
"[Texture2DArray]、[Cubemap] 和 [CubemapArray] 的基底類別。不能直接使用,但包含"
"了存取衍生資源型別所需的所有函式。另請參閱 [Texture3D]。"
msgid ""
"Creates an [ImageTextureLayered] from an array of [Image]s. See [method Image."
"create] for the expected data format. The first image decides the width, "
"height, image format and mipmapping setting. The other images [i]must[/i] "
"have the same width, height, image format and mipmapping setting.\n"
"Each [Image] represents one [code]layer[/code]."
msgstr ""
"從一組 [Image] 建立一個 [ImageTextureLayered]。有關預期的資料格式,請參閱 "
"[method Image.create]。第一張圖像決定寬度、高度、圖像格式和 mipmapping 設定。"
"其他圖像[i]必須[/i]具有相同的寬度、高度、圖像格式和 mipmapping 設定。\n"
"每個 [Image] 代表一個 [code]layer[/code]。"
msgid "Mesh optimized for creating geometry manually."
msgstr "為手動建立幾何體,而優化的網格。"
@ -42003,22 +41861,6 @@ msgstr ""
"引擎已經會在關鍵的執行點執行此操作,至少每影格一次。然而,在你想要精確控制事件"
"處理時間的高級情況下,這可能是有用的。"
msgid ""
"Returns the acceleration in m/s² of the device's accelerometer sensor, if the "
"device has one. Otherwise, the method returns [constant Vector3.ZERO].\n"
"Note this method returns an empty [Vector3] when running from the editor even "
"when your device has an accelerometer. You must export your project to a "
"supported device to read values from the accelerometer.\n"
"[b]Note:[/b] This method only works on Android and iOS. On other platforms, "
"it always returns [constant Vector3.ZERO]."
msgstr ""
"如果裝置有加速度計感測器,則返回該裝置加速度計感測器的加速度,單位為 m/s²。否"
"則,該方法返回 [constant Vector3.ZERO]。\\\n"
"請注意,即使你的裝置具有一個加速度計,在從編輯器運作時,該方法也會返回一個空"
"的 [Vector3]。必須將專案匯出到一個支援的裝置上,才能從加速度計讀取值。\n"
"[b]注意:[/b]該方法僅適用於 iOS、Android 和 UWP。在其他平臺上它總是返回 "
"[constant Vector3.ZERO]。"
msgid ""
"Returns a value between 0 and 1 representing the raw intensity of the given "
"action, ignoring the action's deadzone. In most cases, you should use [method "
@ -42051,29 +41893,6 @@ msgstr "返回一個 [Array],包含目前所有連接手柄的裝置 ID。"
msgid "Returns the currently assigned cursor shape (see [enum CursorShape])."
msgstr "返回目前指定的游標形狀(見 [enum CursorShape])。"
msgid ""
"Returns the gravity in m/s² of the device's accelerometer sensor, if the "
"device has one. Otherwise, the method returns [constant Vector3.ZERO].\n"
"[b]Note:[/b] This method only works on Android and iOS. On other platforms, "
"it always returns [constant Vector3.ZERO]."
msgstr ""
"如果裝置有加速度計感測器,則返回該裝置有加速度計感測器的重力,單位為 m/s²。否"
"則,該方法返回 [constant Vector3.ZERO]。\n"
"[b]注意:[/b]該方法僅適用於 Android 和 iOS。在其他平臺上它總是返回 "
"[constant Vector3.ZERO]。"
msgid ""
"Returns the rotation rate in rad/s around a device's X, Y, and Z axes of the "
"gyroscope sensor, if the device has one. Otherwise, the method returns "
"[constant Vector3.ZERO].\n"
"[b]Note:[/b] This method only works on Android and iOS. On other platforms, "
"it always returns [constant Vector3.ZERO]."
msgstr ""
"如果裝置有陀螺儀感測器,則返回圍繞裝置 X、Y、Z 軸的旋轉速率,單位為 rad/s。否"
"則,該方法返回 [constant Vector3.ZERO]。\n"
"[b]注意:[/b]這個方法只在 Android 和 iOS 上工作。在其他平臺上,總是返回 "
"[constant Vector3.ZERO]。"
msgid ""
"Returns the current value of the joypad axis at given index (see [enum "
"JoyAxis])."
@ -42105,18 +41924,6 @@ msgstr ""
"返回上次的滑鼠速度。為了提供精確且無抖動的速度,滑鼠速度僅每 0.1 秒計算一次。"
"因此,滑鼠速度將滯後於滑鼠移動。"
msgid ""
"Returns the magnetic field strength in micro-Tesla for all axes of the "
"device's magnetometer sensor, if the device has one. Otherwise, the method "
"returns [constant Vector3.ZERO].\n"
"[b]Note:[/b] This method only works on Android and iOS. On other platforms, "
"it always returns [constant Vector3.ZERO]."
msgstr ""
"如果裝置有磁力感測器,則返回裝置所有軸的磁場強度,單位為微特斯拉。否則,該方法"
"返回 [constant Vector3.ZERO]。\n"
"[b]注意:[/b]這個方法只在 Android、iOS 和 UWP 上有效。在其他平臺上,總是返回 "
"[constant Vector3.ZERO]。"
msgid ""
"Returns mouse buttons as a bitmask. If multiple mouse buttons are pressed at "
"the same time, the bits are added together. Equivalent to [method "
@ -55330,9 +55137,6 @@ msgstr ""
"如果 [param begin] 或 [param end] 為負,則表示相對於陣列的末尾(即 [code]arr."
"slice(0, -2)[/code] 是 [code]arr.slice(0, arr.size() - 2)[/code] 的簡寫)。"
msgid "Returns a [PackedByteArray] with each string encoded as bytes."
msgstr "返回 [PackedByteArray],每個字串都被編碼為位元組。"
msgid ""
"Returns a new [PackedStringArray] with contents of [param right] added at the "
"end of this array. For better performance, consider using [method "
@ -63513,12 +63317,6 @@ msgstr ""
"取,那麼音訊捕獲只會返回靜音。自 Windows 10 起,請確保在作業系統的隱私設定中允"
"許套用對麥克風的存取。"
msgid ""
"The mixing rate used for audio (in Hz). In general, it's better to not touch "
"this and leave it to the host operating system."
msgstr ""
"用於音訊的混合率單位Hz。一般來說最好不要碰這個把它留給主機操作系統。"
msgid ""
"Safer override for [member audio/driver/mix_rate] in the Web platform. Here "
"[code]0[/code] means \"let the browser choose\" (since some browsers do not "
@ -65492,20 +65290,6 @@ msgstr ""
"[b]注意:[/b]幾乎所有情況下都應該優先設定為 [code]false[/code]。舊有行為的用途"
"是支援老專案,這樣不需要修改腳本就可以使用以前的邏輯。"
msgid ""
"Specifies the tablet driver to use. If left empty, the default driver will be "
"used.\n"
"[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--"
"tablet-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial."
"html]command line argument[/url]."
msgstr ""
"指定要使用的平板驅動。如果留空,則會使用預設驅動。\n"
"[b]注意:[/b]所使用的驅動可以通過 [code]--tablet-driver[/code] [url=$DOCS_URL/"
"tutorials/editor/command_line_tutorial.html]命令列參數[/url]在運作時進行覆蓋。"
msgid "Override for [member input_devices/pen_tablet/driver] on Windows."
msgstr "[member input_devices/pen_tablet/driver] 針對 Windows 的覆蓋項。"
msgid ""
"If [code]true[/code], sends mouse input events when tapping or swiping on the "
"touchscreen."
@ -65516,34 +65300,6 @@ msgid ""
"mouse."
msgstr "如果為 [code]true[/code],則在點擊或拖動滑鼠時發送觸摸輸入事件。"
msgid ""
"The locale to fall back to if a translation isn't available in a given "
"language. If left empty, [code]en[/code] (English) will be used."
msgstr ""
"如果給定語言的翻譯不可用,則使用預設區域設定。如果留空,將使用 [code]en[/"
"code],即英文。"
msgid ""
"If [code]true[/code], text server break iteration rule sets, dictionaries and "
"other optional data are included in the exported project.\n"
"[b]Note:[/b] \"ICU / HarfBuzz / Graphite\" text server data includes "
"dictionaries for Burmese, Chinese, Japanese, Khmer, Lao and Thai as well as "
"Unicode Standard Annex #29 and Unicode Standard Annex #14 word and line "
"breaking rules. Data is about 4 MB large.\n"
"[b]Note:[/b] \"Fallback\" text server does not use additional data."
msgstr ""
"如果為 [code]true[/code],則文字伺服器中斷反覆運算規則集、字典、和其他可選資料"
"將被包含在匯出的專案中。\n"
"[b]注意:[/b]“ICU / HarfBuzz / Graphite”文字伺服器資料包括緬甸語、漢語、日"
"語、高棉語、老撾語和泰語的詞典,以及 Unicode 標準附件 #29 和 Unicode 標準附件 "
"#14 單詞和行折斷規則。資料大約 4 MB。\n"
"[b]注意:[/b]“後備”文字伺服器不使用額外資料。"
msgid ""
"If non-empty, this locale will be used when running the project from the "
"editor."
msgstr "如果不為空,那麼當從編輯器中運作專案時,將使用該區域設定。"
msgid ""
"Double vowels in strings during pseudolocalization to simulate the "
"lengthening of text due to localization."
@ -65558,16 +65314,6 @@ msgstr ""
"進行偽當地語系化時的擴充比率。取 [code]0.3[/code] 能夠適應大部分實際使用,會將"
"每個字串加長 30%。"
msgid ""
"If [code]true[/code], emulate bidirectional (right-to-left) text when "
"pseudolocalization is enabled. This can be used to spot issues with RTL "
"layout and UI mirroring that will crop up if the project is localized to RTL "
"languages such as Arabic or Hebrew."
msgstr ""
"如果為 [code]true[/code],則在啟用偽當地語系化時模擬雙向(從右至左)文字。可用"
"於發現 RTL 佈局和 UI 鏡像問題,如果專案當地語系化為阿拉伯語或希伯來語等 RTL 語"
"言,則會出現這些問題。"
msgid ""
"Replace all characters in the string with [code]*[/code]. Useful for finding "
"non-localizable strings."
@ -65605,10 +65351,6 @@ msgstr ""
"[b]注意:[/b]只有在專案啟動時該屬性才會被讀取。要在運作時切換偽當地語系化,請"
"改用 [member TranslationServer.pseudolocalization_enabled]。"
msgid ""
"Force layout direction and text writing direction to RTL for all controls."
msgstr "強制所有控制項的佈局方向和文字書寫方向為 RTL。"
msgid "Root node default layout direction."
msgstr "根節點的預設佈局方向。"
@ -66986,17 +66728,6 @@ msgstr ""
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"If [code]true[/code], the 3D physics server runs on a separate thread, making "
"better use of multi-core CPUs. If [code]false[/code], the 3D physics server "
"runs on the main thread. Running the physics server on a separate thread can "
"increase performance, but restricts API access to only physics process."
msgstr ""
"如果為 [code]true[/code],則 3D 物理伺服器會在單獨的執行緒上運作,能夠更好地利"
"用多核 CPU。如果為 [code]false[/code],則 3D 物理伺服器會在主執行緒上運作。在"
"單獨的執行緒上運作物理伺服器能夠提高性能,但會把對 API 的存取限制在物理處理"
"中。"
msgid ""
"Threshold angular velocity under which a 3D physics body will be considered "
"inactive. See [constant PhysicsServer3D."
@ -67456,32 +67187,6 @@ msgstr ""
"縮放,因此實際值可能與設定的值不同。設定較大的大小,以獲得更詳細的霧;設定較小"
"的大小,以獲得更好的性能。"
msgid ""
"Sets the driver to be used by the renderer when using the Compatibility "
"renderer. This property can not be edited directly, instead, set the driver "
"using the platform-specific overrides."
msgstr ""
"設定算繪器驅動程式,在使用 Compatibility相容性算繪器時使用。這個屬性不能直"
"接編輯,請改用特定平臺的覆蓋項來設定驅動程式。"
msgid "Android override for [member rendering/gl_compatibility/driver]."
msgstr "[member rendering/gl_compatibility/driver] 在 Android 的覆蓋項。"
msgid "iOS override for [member rendering/gl_compatibility/driver]."
msgstr "[member rendering/gl_compatibility/driver] 在 iOS 的覆蓋項。"
msgid "LinuxBSD override for [member rendering/gl_compatibility/driver]."
msgstr "[member rendering/gl_compatibility/driver] 在 LinuxBSD 的覆蓋項。"
msgid "macOS override for [member rendering/gl_compatibility/driver]."
msgstr "[member rendering/gl_compatibility/driver] 在 macOS 的覆蓋項。"
msgid "Web override for [member rendering/gl_compatibility/driver]."
msgstr "[member rendering/gl_compatibility/driver] 在 Web 的覆蓋項。"
msgid "Windows override for [member rendering/gl_compatibility/driver]."
msgstr "[member rendering/gl_compatibility/driver] 在 Windows 的覆蓋項。"
msgid ""
"Maximum number of canvas items commands that can be drawn in a single "
"viewport update. If more render commands are issued they will be ignored. "
@ -68050,21 +67755,6 @@ msgstr "移動裝置的 [member rendering/renderer/rendering_method] 覆蓋項
msgid "Override for [member rendering/renderer/rendering_method] on web."
msgstr "Web 平臺的 [member rendering/renderer/rendering_method] 覆蓋項。"
msgid "Android override for [member rendering/rendering_device/driver]."
msgstr "[member rendering/rendering_device/driver] 在 Android 的覆蓋項。"
msgid "iOS override for [member rendering/rendering_device/driver]."
msgstr "[member rendering/rendering_device/driver] 在 iOS 的覆蓋項。"
msgid "LinuxBSD override for [member rendering/rendering_device/driver]."
msgstr "[member rendering/rendering_device/driver] 在 LinuxBSD 的覆蓋項。"
msgid "macOS override for [member rendering/rendering_device/driver]."
msgstr "[member rendering/rendering_device/driver] 在 macOS 的覆蓋項。"
msgid "Windows override for [member rendering/rendering_device/driver]."
msgstr "[member rendering/rendering_device/driver] 在 Windows 的覆蓋項。"
msgid ""
"Determines at which interval pipeline cache is saved to disk. The lower the "
"value, the more often it is saved."
@ -78536,34 +78226,6 @@ msgstr "為環境光指定特定的 [Color]。"
msgid "Disable reflections."
msgstr "禁用反射。"
msgid ""
"Output color as they came in. This can cause bright lighting to look blown "
"out, with noticeable clipping in the output colors."
msgstr ""
"按照輸入原樣輸出顏色。較亮的光照會導致過曝、輸出的顏色中會有可見的截斷。"
msgid ""
"Use the filmic tonemapper. This avoids clipping bright highlights, with a "
"resulting image that usually looks more vivid than [constant "
"ENV_TONE_MAPPER_REINHARD]."
msgstr ""
"使用電影級色調對應器。可以避免對高光的截斷,最終的圖像一般比 [constant "
"ENV_TONE_MAPPER_REINHARD] 看上去更鮮豔。"
msgid ""
"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
"expensive than other options, but it handles bright lighting in a more "
"realistic fashion by desaturating it as it becomes brighter. ACES typically "
"has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] "
"and [constant ENV_TONE_MAPPER_FILMIC].\n"
"[b]Note:[/b] This tonemapping operator is called \"ACES Fitted\" in Godot 3.x."
msgstr ""
"使用Academy 顏色編碼系統色調對應器。ACES 比其他選項稍貴一些,但它通過在光線變"
"亮時對其進行去飽和處理,以更逼真的方式處理明亮的光線。與 [constant "
"ENV_TONE_MAPPER_REINHARD] 和 [constant ENV_TONE_MAPPER_FILMIC] 相比ACES 通常"
"具有對比度更高的輸出。\n"
"[b]注意:[/b]這個色調對應運算子在 Godot 3.x 中被稱為“ACES Fitted”。"
msgid ""
"Lowest quality of roughness filter for screen-space reflections. Rough "
"materials will not have blurrier screen-space reflections compared to smooth "
@ -92019,19 +91681,6 @@ msgid ""
"and complex text layout."
msgstr "Godot 文字伺服器的退回實作,不支援雙向排版和複雜排版。"
msgid ""
"A fallback implementation of Godot's text server. This fallback is faster "
"than [TextServerAdvanced] for processing a lot of text, but it does not "
"support BiDi and complex text layout.\n"
"[b]Note:[/b] This text server is not part of official Godot binaries. If you "
"want to use it, compile the engine with the option "
"[code]module_text_server_fb_enabled=yes[/code]."
msgstr ""
"Godot 文字伺服器的退回實作。退回版本在處理大量文字時比 [TextServerAdvanced] "
"快,但是不支援雙向排版和複雜排版。\n"
"[b]注意:[/b]官方 Godot 二進位檔案中不包含該文字伺服器。如果想要使用,請使用 "
"[code]module_text_server_fb_enabled=yes[/code] 選項編譯引擎。"
msgid "A singleton for managing [TextServer] implementations."
msgstr "用於管理 [TextServer] 實作的單例。"
@ -92203,30 +91852,6 @@ msgid ""
msgstr ""
"由多個獨立圖像構成的單個紋理資源。每個圖像的尺寸和 mipmap 級別數都相同。"
msgid ""
"A Texture2DArray is different from a Texture3D: The Texture2DArray does not "
"support trilinear interpolation between the [Image]s, i.e. no blending. See "
"also [Cubemap] and [CubemapArray], which are texture arrays with specialized "
"cubemap functions.\n"
"A Texture2DArray is also different from an [AtlasTexture]: In a "
"Texture2DArray, all images are treated separately. In an atlas, the regions "
"(i.e. the single images) can be of different sizes. Furthermore, you usually "
"need to add a padding around the regions, to prevent accidental UV mapping to "
"more than one region. The same goes for mipmapping: Mipmap chains are handled "
"separately for each layer. In an atlas, the slicing has to be done manually "
"in the fragment shader.\n"
"To create such a texture file yourself, reimport your image files using the "
"Godot Editor import presets."
msgstr ""
"Texture2DArray 與 Texture3D 不同Texture2DArray 不支援在 [Image] 之間進行三線"
"性插值,即不會進行混合。另見 [Cubemap] 和 [CubemapArray],這些紋理陣列具有針對"
"立方體貼圖設計的函式。\n"
"Texture2DArray 與 [AtlasTexture] 也不同Texture2DArray 中的圖形都是單獨處理"
"的。而在合集中,區域(即單張圖像)的大小可以不同。此外,你通常會需要圍繞區域新"
"增邊距,防止 UV 對應意外進入多個區域。多級漸遠紋理 mipmap 也是一樣:每一層的 "
"mipmap 鏈都是單獨處理的。而在合集中,需要在片段著色器中手動切片。\n"
"要自己建立這樣的紋理檔,請使用 Godot 編輯器匯入預設重新匯入影像檔。"
msgid ""
"Creates a placeholder version of this resource ([PlaceholderTexture2DArray])."
msgstr "建立該資源的預留位置版本([PlaceholderTexture2DArray])。"
@ -98389,15 +98014,6 @@ msgstr ""
"相當於使用該向量的 [member y] 和 [member x] 作為參數對 [method @GlobalScope."
"atan2] 進行呼叫的結果:[code]atan2(y, x)[/code]。"
msgid ""
"Returns the angle to the given vector, in radians.\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"vector2_angle_to.png]Illustration of the returned angle.[/url]"
msgstr ""
"返回與給定向量的夾角,單位為弧度。\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/4.1/img/"
"vector2_angle_to.png]返回夾角示意圖。[/url]"
msgid ""
"Returns the angle between the line connecting the two points and the X axis, "
"in radians.\n"
@ -105454,6 +105070,9 @@ msgid ""
"window."
msgstr "如果該視窗目前嵌入在其他視窗中,則返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if layout is right-to-left."
msgstr "如果佈局是從右至左的,則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the window can be maximized (the maximize button "
"is enabled)."
@ -106080,6 +105699,9 @@ msgid ""
"direction."
msgstr "自動佈局方向,由父視窗的佈局方向決定。"
msgid "Automatic layout direction, determined from the current locale."
msgstr "自動佈局方向,根據目前語言環境確定。"
msgid "Initial window position is determined by [member position]."
msgstr "初始視窗位置由 [member position] 決定。"