i18n: Sync translations with Weblate

Last sync for 4.2, then moving to 4.3.
This commit is contained in:
Rémi Verschelde
2024-02-21 15:25:20 +01:00
parent 15a8022ec3
commit 0dcadaf02a
33 changed files with 14630 additions and 1102 deletions

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@ -67,7 +67,7 @@
# dasTholo <kaitholo@gmail.com>, 2023.
# Ettore Atalan <atalanttore@googlemail.com>, 2023.
# Arktikus <ArktikusArkan@gmail.com>, 2023.
# marv1nb <marvin_baumann@outlook.com>, 2023.
# marv1nb <marvin_baumann@outlook.com>, 2023, 2024.
# Rob G <robert.gudat@web.de>, 2023.
# Joshiy13 <weidanzjoshua@gmail.com>, 2023.
# Wuzzy <Wuzzy@disroot.org>, 2023.
@ -78,12 +78,14 @@
# Tobias Mohr <tobias_mohr_1991@gmx.de>, 2023.
# Florian Schaupp <fschaupp@hotmail.com>, 2023.
# Eric Brändli <ericbraendli@gmail.com>, 2024.
# Emil Krebs <emil.krebs@typefox.io>, 2024.
# Flyon <fcbf97@gmail.com>, 2024.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2024-01-19 08:19+0000\n"
"Last-Translator: Cerno_b <cerno.b@gmail.com>\n"
"PO-Revision-Date: 2024-02-12 02:24+0000\n"
"Last-Translator: Eric Brändli <ericbraendli@gmail.com>\n"
"Language-Team: German <https://hosted.weblate.org/projects/godot-engine/godot-"
"class-reference/de/>\n"
"Language: de\n"
@ -235,6 +237,20 @@ msgstr ""
"Zurzeit gibt es für dieses Signal keine Beschreibung. Bitte helfen Sie uns, "
"indem Sie :ref:` eine beitragen <doc_updating_the_class_reference>`!"
msgid ""
"There is currently no description for this enum. Please help us by :ref:"
"`contributing one <doc_updating_the_class_reference>`!"
msgstr ""
"Zurzeit gibt es für diese Enumeration keine Beschreibung. Bitte helfen Sie "
"uns, indem Sie :ref:` eine beitragen <doc_updating_the_class_reference>`!"
msgid ""
"There is currently no description for this constant. Please help us by :ref:"
"`contributing one <doc_updating_the_class_reference>`!"
msgstr ""
"Zurzeit gibt es für diesen Konstante keine Beschreibung. Bitte helfen Sie "
"uns, indem Sie :ref:` eine beitragen <doc_updating_the_class_reference>`!"
msgid ""
"There is currently no description for this annotation. Please help us by :ref:"
"`contributing one <doc_updating_the_class_reference>`!"
@ -1720,6 +1736,28 @@ msgstr ""
"Verweise verloren gegangen sind. Wenn das Skript erneut geladen wird, werden "
"die statischen Variablen auf ihre Standardwerte zurückgesetzt."
msgid ""
"Mark the current script as a tool script, allowing it to be loaded and "
"executed by the editor. See [url=$DOCS_URL/tutorials/plugins/"
"running_code_in_the_editor.html]Running code in the editor[/url].\n"
"[codeblock]\n"
"@tool\n"
"extends Node\n"
"[/codeblock]\n"
"[b]Note:[/b] As annotations describe their subject, the [annotation @tool] "
"annotation must be placed before the class definition and inheritance."
msgstr ""
"Markiert das aktuelle Skript als Tool Skript und ermöglicht es ihm im Editor "
"geladen und ausgeführt zu werden. Siehe [url=$DOCS_URL/tutorials/plugins/"
"running_code_in_the_editor.html]Code im Editor ausführen[/url].\n"
"[codeblock]\n"
"@tool\n"
"extends Node\n"
"[/codeblock]\n"
"[b]Anmerkung:[/b] Da Annotationen ihren jeweiligen Bereich beschreiben, muss "
"die [annotation @tool] vor der Klassendefinition und der Vererbung platziert "
"werden."
msgid ""
"Mark the following statement to ignore the specified [param warning]. See "
"[url=$DOCS_URL/tutorials/scripting/gdscript/warning_system.html]GDScript "
@ -2105,6 +2143,48 @@ msgstr ""
"kleinste ganze Zahl zurück, die nicht kleiner als [param x] ist.\n"
"Eine typsichere Version von [method ceil], die einen [int] zurückgibt."
msgid ""
"Clamps the [param value], returning a [Variant] not less than [param min] and "
"not more than [param max]. Any values that can be compared with the less than "
"and greater than operators will work.\n"
"[codeblock]\n"
"var a = clamp(-10, -1, 5)\n"
"# a is -1\n"
"\n"
"var b = clamp(8.1, 0.9, 5.5)\n"
"# b is 5.5\n"
"[/codeblock]\n"
"[b]Note:[/b] For better type safety, use [method clampf], [method clampi], "
"[method Vector2.clamp], [method Vector2i.clamp], [method Vector3.clamp], "
"[method Vector3i.clamp], [method Vector4.clamp], [method Vector4i.clamp], or "
"[method Color.clamp] (not currently supported by this method).\n"
"[b]Note:[/b] When using this on vectors it will [i]not[/i] perform component-"
"wise clamping, and will pick [param min] if [code]value < min[/code] or "
"[param max] if [code]value > max[/code]. To perform component-wise clamping "
"use the methods listed above."
msgstr ""
"Klemmt den [param value] und gibt eine [Variant] zurück, die nicht kleiner "
"als [param min] und nicht größer als [param max] ist. Alle Werte, die mit den "
"Operatoren kleiner als und größer als verglichen werden können, "
"funktionieren.\n"
"[codeblock]\n"
"var a = clamp(-10, -1, 5)\n"
"# a is -1\n"
"\n"
"var b = clamp(8.1, 0.9, 5.5)\n"
"# b is 5.5\n"
"[/codeblock]\n"
"[b]Hinweis:[/b] Für eine bessere Typsicherheit verwenden Sie [method clampf], "
"[method clampi], [method Vector2.clamp], [method Vector2i.clamp], [method "
"Vector3.clamp], [method Vector3i.clamp], [method Vector4.clamp], [method "
"Vector4i.clamp] oder [method Color.clamp](von dieser Methode derzeit nicht "
"unterstützt).\n"
"[b]Hinweis:[/b] Wenn dies auf Vektoren verwendet wird, führt es [i]not[/i] "
"komponentenweise Klemmung durch und wählt [param min] aus, wenn [code]value < "
"min[/code] ist, oder [param max], wenn [code]value > ist max[/code]. Um eine "
"komponentenweise Klemmung durchzuführen, verwenden Sie die oben aufgeführten "
"Methoden."
msgid ""
"Clamps the [param value], returning a [float] not less than [param min] and "
"not more than [param max].\n"
@ -2302,6 +2382,32 @@ msgstr ""
"var a = exp(2) # Circa 7.39\n"
"[/codeblock]"
msgid ""
"Rounds [param x] downward (towards negative infinity), returning the largest "
"whole number that is not more than [param x]. Supported types: [int], "
"[float], [Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], "
"[Vector4i].\n"
"[codeblock]\n"
"var a = floor(2.99) # a is 2.0\n"
"a = floor(-2.99) # a is -3.0\n"
"[/codeblock]\n"
"See also [method ceil], [method round], and [method snapped].\n"
"[b]Note:[/b] For better type safety, use [method floorf], [method floori], "
"[method Vector2.floor], [method Vector3.floor], or [method Vector4.floor]."
msgstr ""
"Rundet [param x] ab (in Richtung negativ unendlich) und gibt die größte ganze "
"Zahl zurück, welche nicht größer als [param x] ist. Unterstützte Typen: "
"[int], [float], [Vector2],[Vector2i], [Vector3], [Vector3i],[Vector4],"
"[Vector4i].\n"
"[codeblock]\n"
"var a = floor(2.99) # a ist 2.0\n"
"a = floor(-2.99) # a ist -3.0\n"
"[/codeblock]\n"
"Siehe auch [method ceil], [method round], und [method snapped].\n"
"[b]Hinweis:[/b] Für bessere Typsicherheit verwenden Sie [method floorf], "
"[method floori], [method Vector2.floor], [method Vector3.floor] oder [method "
"Vector4.floor]."
msgid ""
"Rounds [param x] downward (towards negative infinity), returning the largest "
"whole number that is not more than [param x].\n"
@ -6201,6 +6307,15 @@ msgstr ""
"Die Eigenschaft [NodePath] ist immer relativ zur Szenen-Verzeichnis. Meist "
"für lokale Ressourcen hilfreich."
msgid ""
"Use when a resource is created on the fly, i.e. the getter will always return "
"a different instance. [ResourceSaver] needs this information to properly save "
"such resources."
msgstr ""
"Wird verwendet, wenn eine Ressource im laufenden Betrieb erstellt wird, d. h. "
"der Getter gibt immer eine andere Instanz zurück. [ResourceSaver] benötigt "
"diese Informationen, um solche Ressourcen ordnungsgemäß zu speichern."
msgid ""
"Inserting an animation key frame of this property will automatically "
"increment the value, allowing to easily keyframe multiple values in a row."
@ -6476,6 +6591,38 @@ msgstr "Stellt die Größe dar des [enum Variant.Operator] enum."
msgid "A 3D axis-aligned bounding box."
msgstr "Ein an den 3D-Achsen ausgerichtetes Begrenzungsrechteck."
msgid ""
"The [AABB] built-in [Variant] type represents an axis-aligned bounding box in "
"a 3D space. It is defined by its [member position] and [member size], which "
"are [Vector3]. It is frequently used for fast overlap tests (see [method "
"intersects]). Although [AABB] itself is axis-aligned, it can be combined with "
"[Transform3D] to represent a rotated or skewed bounding box.\n"
"It uses floating-point coordinates. The 2D counterpart to [AABB] is [Rect2]. "
"There is no version of [AABB] that uses integer coordinates.\n"
"[b]Note:[/b] Negative values for [member size] are not supported. With "
"negative size, most [AABB] methods do not work correctly. Use [method abs] to "
"get an equivalent [AABB] with a non-negative size.\n"
"[b]Note:[/b] In a boolean context, a [AABB] evaluates to [code]false[/code] "
"if both [member position] and [member size] are zero (equal to [constant "
"Vector3.ZERO]). Otherwise, it always evaluates to [code]true[/code]."
msgstr ""
"Der integrierte Typ [AABB] [Variant] stellt einen achsenausgerichteten "
"Begrenzungsrahmen in einem 3D-Raum dar. Es wird durch seine [member position] "
"und [member size] definiert, die [Vector3] sind. Es wird häufig für schnelle "
"Überlappungstests verwendet (siehe [method intersects]). Obwohl [AABB] selbst "
"achsenausgerichtet ist, kann es mit [Transform3D] kombiniert werden, um einen "
"gedrehten oder geneigten Begrenzungsrahmen darzustellen.\n"
"Es verwendet Gleitkommakoordinaten. Das 2D-Gegenstück zu [AABB] ist [Rect2]. "
"Es gibt keine Version von [AABB], die ganzzahlige Koordinaten verwendet.\n"
"[b]Notiz:[/b] Negative Werte für [member size] werden nicht unterstützt. Bei "
"negativer Größe funktionieren die meisten [AABB]-Methoden nicht richtig. "
"Verwenden Sie [method abs], um ein äquivalentes [AABB] mit einer nicht "
"negativen Größe zu erhalten.\n"
"[b]Notiz:[/b] In einem booleschen Kontext wird ein [AABB] zu [code]false[/"
"code] ausgewertet, wenn sowohl [member position] als auch [member size] Null "
"sind (gleich zu [constant Vector3.ZERO]). Ansonsten wird immer [code]true[/"
"code] ausgewertet."
msgid "Vector math"
msgstr "Vektor-Mathematik"
@ -6485,6 +6632,383 @@ msgstr "Fortgeschrittene Vektor-Mathematik"
msgid "Constructs an [AABB] as a copy of the given [AABB]."
msgstr "Konstruiert einen [AABB] als Kopie des gegebenen [AABB]."
msgid ""
"Returns an [AABB] equivalent to this bounding box, with its width, height, "
"and depth modified to be non-negative values.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var box = AABB(Vector3(5, 0, 5), Vector3(-20, -10, -5))\n"
"var absolute = box.abs()\n"
"print(absolute.position) # Prints (-15, -10, 0)\n"
"print(absolute.size) # Prints (20, 10, 5)\n"
"[/gdscript]\n"
"[csharp]\n"
"var box = new Aabb(new Vector3(5, 0, 5), new Vector3(-20, -10, -5));\n"
"var absolute = box.Abs();\n"
"GD.Print(absolute.Position); // Prints (-15, -10, 0)\n"
"GD.Print(absolute.Size); // Prints (20, 10, 5)\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] It's recommended to use this method when [member size] is "
"negative, as most other methods in Godot assume that the [member size]'s "
"components are greater than [code]0[/code]."
msgstr ""
"Gibt ein [AABB]-Äquivalent zu diesem Begrenzungsrahmen zurück, dessen Breite, "
"Höhe und Tiefe so geändert wurden, dass sie nicht negative Werte sind.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var box = AABB(Vector3(5, 0, 5), Vector3(-20, -10, -5))\n"
"var absolute = box.abs()\n"
"print(absolute.position) # Prints (-15, -10, 0)\n"
"print(absolute.size) # Prints (20, 10, 5)\n"
"[/gdscript]\n"
"[csharp]\n"
"var box = new Aabb(new Vector3(5, 0, 5), new Vector3(-20, -10, -5));\n"
"var absolute = box.Abs();\n"
"GD.Print(absolute.Position); // Prints (-15, -10, 0)\n"
"GD.Print(absolute.Size); // Prints (20, 10, 5)\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Hinweis:[/b] Es wird empfohlen, diese Methode zu verwenden, wenn die "
"[member size] negativ ist, da die meisten anderen Methoden in Godot davon "
"ausgehen, dass die Komponenten der [member size] größer als [code]0[/code] "
"sind."
msgid ""
"Returns [code]true[/code] if this bounding box [i]completely[/i] encloses the "
"[param with] box. The edges of both boxes are included.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var a = AABB(Vector3(0, 0, 0), Vector3(4, 4, 4))\n"
"var b = AABB(Vector3(1, 1, 1), Vector3(3, 3, 3))\n"
"var c = AABB(Vector3(2, 2, 2), Vector3(8, 8, 8))\n"
"\n"
"print(a.encloses(a)) # Prints true\n"
"print(a.encloses(b)) # Prints true\n"
"print(a.encloses(c)) # Prints false\n"
"[/gdscript]\n"
"[csharp]\n"
"var a = new Aabb(new Vector3(0, 0, 0), new Vector3(4, 4, 4));\n"
"var b = new Aabb(new Vector3(1, 1, 1), new Vector3(3, 3, 3));\n"
"var c = new Aabb(new Vector3(2, 2, 2), new Vector3(8, 8, 8));\n"
"\n"
"GD.Print(a.Encloses(a)); // Prints True\n"
"GD.Print(a.Encloses(b)); // Prints True\n"
"GD.Print(a.Encloses(c)); // Prints False\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"Gibt [code]true[/code] zurück, wenn diese Bounding Box die [param with] Box "
"[i]vollständig[/i] einschließt. Die Kanten beider Boxen sind inbegriffen.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var a = AABB(Vector3(0, 0, 0), Vector3(4, 4, 4))\n"
"var b = AABB(Vector3(1, 1, 1), Vector3(3, 3, 3))\n"
"var c = AABB(Vector3(2, 2, 2), Vector3(8, 8, 8))\n"
"\n"
"print(a.encloses(a)) # Gibt true aus\n"
"print(a.encloses(b)) # Gibt true aus\n"
"print(a.encloses(c)) # Gibt false aus\n"
"[/gdscript]\n"
"[csharp]\n"
"var a = new Aabb(new Vector3(0, 0, 0), new Vector3(4, 4, 4));\n"
"var b = new Aabb(new Vector3(1, 1, 1), new Vector3(3, 3, 3));\n"
"var c = new Aabb(new Vector3(2, 2, 2), new Vector3(8, 8, 8));\n"
"\n"
"GD.Print(a.Encloses(a)); // Gibt True aus\n"
"GD.Print(a.Encloses(b)); // Gibt True aus\n"
"GD.Print(a.Encloses(c)); // Gibt False aus\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the position of one of the 8 vertices that compose this bounding box. "
"With a [param idx] of [code]0[/code] this is the same as [member position], "
"and a [param idx] of [code]7[/code] is the same as [member end]."
msgstr ""
"Gibt die Position eines der 8 Eckpunkte, die diese Bounding Box definieren, "
"zurück. Mit einem [param idx] von [code]0[/code] ist dies dasselbe wie "
"[member position] und ein [param idx] von [code]7[/code] ist dasselbe wie "
"[member end]."
msgid ""
"Returns the longest normalized axis of this bounding box's [member size], as "
"a [Vector3] ([constant Vector3.RIGHT], [constant Vector3.UP], or [constant "
"Vector3.BACK]).\n"
"[codeblocks]\n"
"[gdscript]\n"
"var box = AABB(Vector3(0, 0, 0), Vector3(2, 4, 8))\n"
"\n"
"print(box.get_longest_axis()) # Prints (0, 0, 1)\n"
"print(box.get_longest_axis_index()) # Prints 2\n"
"print(box.get_longest_axis_size()) # Prints 8\n"
"[/gdscript]\n"
"[csharp]\n"
"var box = new Aabb(new Vector3(0, 0, 0), new Vector3(2, 4, 8));\n"
"\n"
"GD.Print(box.GetLongestAxis()); // Prints (0, 0, 1)\n"
"GD.Print(box.GetLongestAxisIndex()); // Prints 2\n"
"GD.Print(box.GetLongestAxisSize()); // Prints 8\n"
"[/csharp]\n"
"[/codeblocks]\n"
"See also [method get_longest_axis_index] and [method get_longest_axis_size]."
msgstr ""
"Gibt die längste normalisierte Achse der [member size] dieser Bounding Box "
"zurück, entweder als [Vector3] ([constant Vector3.RIGHT], [constant Vector3."
"UP], oder als [constant Vector3.BACK]).\n"
"[codeblocks]\n"
"[gdscript]\n"
"var box = AABB(Vector3(0, 0, 0), Vector3(2, 4, 8))\n"
"\n"
"print(box.get_longest_axis()) # Gibt (0, 0, 1) aus\n"
"print(box.get_longest_axis_index()) # Gibt 2 aus\n"
"print(box.get_longest_axis_size()) # Gibt 8 aus\n"
"[/gdscript]\n"
"[csharp]\n"
"var box = new Aabb(new Vector3(0, 0, 0), new Vector3(2, 4, 8));\n"
"\n"
"GD.Print(box.GetLongestAxis()); // Gibt (0, 0, 1) aus\n"
"GD.Print(box.GetLongestAxisIndex()); // Gibt 2 aus\n"
"GD.Print(box.GetLongestAxisSize()); // Gibt 8 aus\n"
"[/csharp]\n"
"[/codeblocks]\n"
"Siehe auch [method get_longest_axis_index] und [method get_longest_axis_size]."
msgid ""
"Returns the index to the longest axis of this bounding box's [member size] "
"(see [constant Vector3.AXIS_X], [constant Vector3.AXIS_Y], and [constant "
"Vector3.AXIS_Z]).\n"
"For an example, see [method get_longest_axis]."
msgstr ""
"Gibt den Index der längsten normalisierten Achse der [member size] dieser "
"Bounding Box zurück (siehe [constant Vector3.AXIS_X], [constant Vector3."
"AXIS_Y], und [constant Vector3.AXIS_Z]).\n"
"Als Beispiel, siehe [method get_longest_axis]."
msgid ""
"Returns the longest dimension of this bounding box's [member size].\n"
"For an example, see [method get_longest_axis]."
msgstr ""
"Gibt die längste Dimension der [member size] dieser Bounding Box zurück.\n"
"Als Beispiel, siehe [method get_longest_axis]."
msgid ""
"Returns the shortest normaalized axis of this bounding box's [member size], "
"as a [Vector3] ([constant Vector3.RIGHT], [constant Vector3.UP], or [constant "
"Vector3.BACK]).\n"
"[codeblocks]\n"
"[gdscript]\n"
"var box = AABB(Vector3(0, 0, 0), Vector3(2, 4, 8))\n"
"\n"
"print(box.get_shortest_axis()) # Prints (1, 0, 0)\n"
"print(box.get_shortest_axis_index()) # Prints 0\n"
"print(box.get_shortest_axis_size()) # Prints 2\n"
"[/gdscript]\n"
"[csharp]\n"
"var box = new Aabb(new Vector3(0, 0, 0), new Vector3(2, 4, 8));\n"
"\n"
"GD.Print(box.GetShortestAxis()); // Prints (1, 0, 0)\n"
"GD.Print(box.GetShortestAxisIndex()); // Prints 0\n"
"GD.Print(box.GetShortestAxisSize()); // Prints 2\n"
"[/csharp]\n"
"[/codeblocks]\n"
"See also [method get_shortest_axis_index] and [method get_shortest_axis_size]."
msgstr ""
"Gibt die kürzeste normalisierte Achse der [member size] dieser Bounding Box "
"zurück, entweder als [Vector3] ([constant Vector3.RIGHT], [constant Vector3."
"UP], oder als [constant Vector3.BACK]).\n"
"[codeblocks]\n"
"[gdscript]\n"
"var box = AABB(Vector3(0, 0, 0), Vector3(2, 4, 8))\n"
"\n"
"print(box.get_shortest_axis()) # Gibt (1, 0, 0) aus\n"
"print(box.get_shortest_axis_index()) # Gibt 0 aus\n"
"print(box.get_shortest_axis_size()) # Gibt 2 aus\n"
"[/gdscript]\n"
"[csharp]\n"
"var box = new Aabb(new Vector3(0, 0, 0), new Vector3(2, 4, 8));\n"
"\n"
"GD.Print(box.GetShortestAxis()); // Gibt (1, 0, 0) aus\n"
"GD.Print(box.GetShortestAxisIndex()); // Gibt 0 aus\n"
"GD.Print(box.GetShortestAxisSize()); // Gibt 2 aus\n"
"[/csharp]\n"
"[/codeblocks]\n"
"Siehe auch [method get_shortest_axis_index] und [method "
"get_shortest_axis_size]."
msgid ""
"Returns the index to the shortest axis of this bounding box's [member size] "
"(see [constant Vector3.AXIS_X], [constant Vector3.AXIS_Y], and [constant "
"Vector3.AXIS_Z]).\n"
"For an example, see [method get_shortest_axis]."
msgstr ""
"Gibt den Index der kürzesten normalisierten Achse der [member size] dieser "
"Bounding Box zurück (siehe [constant Vector3.AXIS_X], [constant Vector3."
"AXIS_Y], und [constant Vector3.AXIS_Z]).\n"
"Als Beispiel, siehe [method get_shortest_axis]."
msgid ""
"Returns the shortest dimension of this bounding box's [member size].\n"
"For an example, see [method get_shortest_axis]."
msgstr ""
"Gibt die kürzeste Dimension der [member size] dieser Bounding Box zurück.\n"
"Als Beispiel, siehe [method get_shortest_axis]."
msgid ""
"Returns the bounding box's volume. This is equivalent to [code]size.x * size."
"y * size.z[/code]. See also [method has_volume]."
msgstr ""
"Gibt das Volumen des Begrenzungsrahmens zurück. Dies entspricht [code]size.x "
"* size.y * size.z[/code]. Siehe auch [method has_volume]."
msgid ""
"Returns a copy of this bounding box extended on all sides by the given amount "
"[param by]. A negative amount shrinks the box instead.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var a = AABB(Vector3(4, 4, 4), Vector3(8, 8, 8)).grow(4)\n"
"print(a.position) # Prints (0, 0, 0)\n"
"print(a.size) # Prints (16, 16, 16)\n"
"\n"
"var b = AABB(Vector3(0, 0, 0), Vector3(8, 4, 2)).grow(2)\n"
"print(b.position) # Prints (-2, -2, -2)\n"
"print(b.size) # Prints (12, 8, 6)\n"
"[/gdscript]\n"
"[csharp]\n"
"var a = new Aabb(new Vector3(4, 4, 4), new Vector3(8, 8, 8)).Grow(4);\n"
"GD.Print(a.Position); // Prints (0, 0, 0)\n"
"GD.Print(a.Size); // Prints (16, 16, 16)\n"
"\n"
"var b = new Aabb(new Vector3(0, 0, 0), new Vector3(8, 4, 2)).Grow(2);\n"
"GD.Print(b.Position); // Prints (-2, -2, -2)\n"
"GD.Print(b.Size); // Prints (12, 8, 6)\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"Gibt eine an allen Seiten um die gegebenen Größe [param by] vergrößerte Kopie "
"dieser Bounding Box zurück. Ein negativer Wert verkleinert die Box "
"stattdessen.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var a = AABB(Vector3(4, 4, 4), Vector3(8, 8, 8)).grow(4)\n"
"print(a.position) # Gibt (0, 0, 0) aus\n"
"print(a.size) # Gibt (16, 16, 16) aus\n"
"\n"
"var b = AABB(Vector3(0, 0, 0), Vector3(8, 4, 2)).grow(2)\n"
"print(b.position) # Gibt (-2, -2, -2) aus\n"
"print(b.size) # Gibt (12, 8, 6) aus\n"
"[/gdscript]\n"
"[csharp]\n"
"var a = new Aabb(new Vector3(4, 4, 4), new Vector3(8, 8, 8)).Grow(4);\n"
"GD.Print(a.Position); // Gibt (0, 0, 0) aus\n"
"GD.Print(a.Size); // Gibt (16, 16, 16) aus\n"
"\n"
"var b = new Aabb(new Vector3(0, 0, 0), new Vector3(8, 4, 2)).Grow(2);\n"
"GD.Print(b.Position); // Gibt (-2, -2, -2) aus\n"
"GD.Print(b.Size); // Gibt (12, 8, 6) aus\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the intersection between this bounding box and [param with]. If the "
"boxes do not intersect, returns an empty [AABB]. If the boxes intersect at "
"the edge, returns a flat [AABB] with no volume (see [method has_surface] and "
"[method has_volume]).\n"
"[codeblocks]\n"
"[gdscript]\n"
"var box1 = AABB(Vector3(0, 0, 0), Vector3(5, 2, 8))\n"
"var box2 = AABB(Vector3(2, 0, 2), Vector3(8, 4, 4))\n"
"\n"
"var intersection = box1.intersection(box2)\n"
"print(intersection.position) # Prints (2, 0, 2)\n"
"print(intersection.size) # Prints (3, 2, 4)\n"
"[/gdscript]\n"
"[csharp]\n"
"var box1 = new Aabb(new Vector3(0, 0, 0), new Vector3(5, 2, 8));\n"
"var box2 = new Aabb(new Vector3(2, 0, 2), new Vector3(8, 4, 4));\n"
"\n"
"var intersection = box1.Intersection(box2);\n"
"GD.Print(intersection.Position); // Prints (2, 0, 2)\n"
"GD.Print(intersection.Size); // Prints (3, 2, 4)\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] If you only need to know whether two bounding boxes are "
"intersecting, use [method intersects], instead."
msgstr ""
"Gibt die Schnittmenge zwischen dieser Bounding Box und [param with] zurück. "
"Wenn diese Boxen sich nicht überschneiden, wird eine leere [AABB] "
"zurückgegeben. Wenn die Boxen sich an der Kante überschneiden, wird eine "
"flache [AABB] ohne Volumen zurückgegeben (siehe [method has_surface] und "
"[method has_volume]).\n"
"[codeblocks]\n"
"[gdscript]\n"
"var box1 = AABB(Vector3(0, 0, 0), Vector3(5, 2, 8))\n"
"var box2 = AABB(Vector3(2, 0, 2), Vector3(8, 4, 4))\n"
"\n"
"var intersection = box1.intersection(box2)\n"
"print(intersection.position) # Gibt (2, 0, 2) aus\n"
"print(intersection.size) # Gibt (3, 2, 4) aus\n"
"[/gdscript]\n"
"[csharp]\n"
"var box1 = new Aabb(new Vector3(0, 0, 0), new Vector3(5, 2, 8));\n"
"var box2 = new Aabb(new Vector3(2, 0, 2), new Vector3(8, 4, 4));\n"
"\n"
"var intersection = box1.Intersection(box2);\n"
"GD.Print(intersection.Position); // Gibt (2, 0, 2) aus\n"
"GD.Print(intersection.Size); // Gibt (3, 2, 4) aus\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Hinweis:[/b] Wenn Sie nur wissen müssen, ob die zwei Bounding Boxes sich "
"überschneiden, nutzen Sie stattdessen [method intersects]."
msgid ""
"Returns the first point where this bounding box and the given ray intersect, "
"as a [Vector3]. If no intersection occurs, returns [code]null[/code].\n"
"The ray begin at [param from], faces [param dir] and extends towards infinity."
msgstr ""
"Gibt den ersten Punkt an dem diese Bounding Box und der gegebene Ray sich "
"schneiden als [Vector3] zurück. Wenn keine Überschneidung stattfindet, wird "
"[code]null[/code] zurückgegeben.\n"
"Der Ray startet bei [param from], zeigt nach [param dir] und streckt sich in "
"unendlich."
msgid ""
"Returns the first point where this bounding box and the given segment "
"intersect, as a [Vector3]. If no intersection occurs, returns [code]null[/"
"code].\n"
"The segment begins at [param from] and ends at [param to]."
msgstr ""
"Gibt den ersten Punkt zurück, an dem sich dieser Begrenzungsrahmen und das "
"angegebene Segment schneiden, als [Vector3]. Wenn kein Schnittpunkt auftritt, "
"wird [code]null[/code] zurückgegeben.\n"
"Das Segment beginnt bei [param from] und endet bei [param to]."
msgid ""
"Returns an [AABB] that encloses both this bounding box and [param with] "
"around the edges. See also [method encloses]."
msgstr ""
"Gibt ein [AABB] zurück, das sowohl diesen Begrenzungsrahmen als auch [param "
"with] an den Rändern umschließt. Siehe auch [method encloses]."
msgid ""
"The bounding box's width, height, and depth starting from [member position]. "
"Setting this value also affects the [member end] point.\n"
"[b]Note:[/b] It's recommended setting the width, height, and depth to non-"
"negative values. This is because most methods in Godot assume that the "
"[member position] is the bottom-left-back corner, and the [member end] is the "
"top-right-forward corner. To get an equivalent bounding box with non-negative "
"size, use [method abs]."
msgstr ""
"Die Breite, Höhe und Tiefe des Begrenzungsrahmens beginnend bei [member "
"position]. Das Festlegen dieses Werts wirkt sich auch auf den Punkt [member "
"end] aus.\n"
"[b]Hinweis:[/b] Es wird empfohlen, die Breite, Höhe und Tiefe auf nicht "
"negative Werte festzulegen. Dies liegt daran, dass die meisten Methoden in "
"Godot davon ausgehen, dass die [member position] die hintere linke untere "
"Ecke und das [member end] die vordere rechte obere Ecke ist. Um einen "
"äquivalenten Begrenzungsrahmen mit nicht negativer Größe zu erhalten, "
"verwenden Sie [method abs]."
msgid ""
"Inversely transforms (multiplies) the [AABB] by the given [Transform3D] "
"transformation matrix, under the assumption that the transformation basis is "
@ -15932,6 +16456,46 @@ msgstr ""
msgid "The strength of the normal map's effect."
msgstr "Die Stärke des Effekts der Normal Map."
msgid ""
"The number of horizontal frames in the particle sprite sheet. Only enabled "
"when using [constant BILLBOARD_PARTICLES]. See [member billboard_mode]."
msgstr ""
"Die Anzahl an horizontalen Frames im particle sprite sheet. Nur aktiviert, "
"wenn [constant BILLBOARD_PARTICLES] verwendet wird. Siehe auch [member "
"billboard_mode]."
msgid ""
"Distance over which the fade effect takes place. The larger the distance the "
"longer it takes for an object to fade."
msgstr ""
"Entfernung, über die der Fade-Effekt stattfindet. Je größer der Abstand ist, "
"desto länger dauert es, bis ein Objekt ausgeblendet wird."
msgid ""
"If [code]true[/code], the proximity fade effect is enabled. The proximity "
"fade effect fades out each pixel based on its distance to another object."
msgstr ""
"Wenn [code]true[/code], ist der Ausblendeffekt aktiviert. Der "
"annäherungsbasierte Ausblendeffekt blendet jedes Pixel basierend auf seiner "
"Entfernung zu einem anderen Objekt aus."
msgid ""
"Texture that controls the strength of the refraction per-pixel. Multiplied by "
"[member refraction_scale]."
msgstr ""
"Textur, die die Stärke der Brechung pro Pixel steuert. Multipliziert mit "
"[member refraction_scale]."
msgid "Sets the strength of the rim lighting effect."
msgstr "Legt die Stärke des Randbeleuchtungseffekts fest."
msgid ""
"Texture used to set the strength of the rim lighting effect per-pixel. "
"Multiplied by [member rim]."
msgstr ""
"Textur, die verwendet wird, um die Stärke des Randbeleuchtungseffekts pro "
"Pixel festzulegen. Multipliziert mit [member rim]."
msgid ""
"If [code]true[/code], triplanar mapping for [code]UV[/code] is calculated in "
"world space rather than object local space. See also [member uv1_triplanar]."
@ -18211,6 +18775,9 @@ msgstr ""
msgid "3D text"
msgstr "3D-Text"
msgid "Threshold at which the alpha scissor will discard values."
msgstr "Schwellwert, ab der die Alpha-Schere Werte verwerfen wird."
msgid "The light will affect objects in the selected layers."
msgstr "Das Licht wirkt sich auf Objekte in den ausgewählten Ebenen aus."

View File

@ -71,12 +71,15 @@
# Santiago Fagúndez <oberkom@gmail.com>, 2024.
# el erok <amigosdealexis520@gmail.com>, 2024.
# Miguel de Dios Matias <tres.14159@gmail.com>, 2024.
# Ismael Morejón Blasco <sharkhyacc@gmail.com>, 2024.
# Yllen Fernandez <yllenfernandez@gmail.com>, 2024.
# Franco Ezequiel Ibañez <francoibanez.dev@gmail.com>, 2024.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2024-02-02 09:32+0000\n"
"Last-Translator: Miguel de Dios Matias <tres.14159@gmail.com>\n"
"PO-Revision-Date: 2024-02-20 05:50+0000\n"
"Last-Translator: Franco Ezequiel Ibañez <francoibanez.dev@gmail.com>\n"
"Language-Team: Spanish <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/es/>\n"
"Language: es\n"
@ -84,7 +87,7 @@ 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 5.4-dev\n"
"X-Generator: Weblate 5.5-dev\n"
msgid "All classes"
msgstr "Todas las clases"
@ -167,6 +170,9 @@ msgstr "(sobrescribe %s)"
msgid "Default"
msgstr "Predeterminado"
msgid "Setter"
msgstr "Asignador"
msgid "value"
msgstr "valor"
@ -228,6 +234,20 @@ msgstr ""
"Actualmente no hay una descripción para esta señal. Por favor ayúdenos :ref:` "
"contribuyendo un <doc_updating_the_class_reference>`!"
msgid ""
"There is currently no description for this enum. Please help us by :ref:"
"`contributing one <doc_updating_the_class_reference>`!"
msgstr ""
"Actualmente no hay una descripción para este enumerador. Por favor ayúdanos :"
"ref:` contribuyendo un <doc_updating_the_class_reference>`!"
msgid ""
"There is currently no description for this constant. Please help us by :ref:"
"`contributing one <doc_updating_the_class_reference>`!"
msgstr ""
"Actualmente no hay una descripción para esta constante. Por favor ayúdanos :"
"ref:` contribuyendo un <doc_updating_the_class_reference>`!"
msgid ""
"There is currently no description for this annotation. Please help us by :ref:"
"`contributing one <doc_updating_the_class_reference>`!"
@ -637,6 +657,35 @@ msgstr ""
"Este método es una versión simplificada de [method ResourceLoader.load], el "
"cual puede ser usado en escenarios más avanzados"
msgid ""
"Returns a [Resource] from the filesystem located at [param path]. During run-"
"time, the resource is loaded when the script is being parsed. This function "
"effectively acts as a reference to that resource. Note that this function "
"requires [param path] to be a constant [String]. If you want to load a "
"resource from a dynamic/variable path, use [method load].\n"
"[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource "
"in the Assets Panel and choosing \"Copy Path\", or by dragging the file from "
"the FileSystem dock into the current script.\n"
"[codeblock]\n"
"# Create instance of a scene.\n"
"var diamond = preload(\"res://diamond.tscn\").instantiate()\n"
"[/codeblock]"
msgstr ""
"Devuelve un [Recurso] del sistema de archivos ubicado en [parámetro ruta]. El "
"recurso se carga durante el análisis sintáctico del script, es decir, se "
"carga con el script y [method preload] actúa efectivamente como una "
"referencia a ese recurso. Tenga en cuenta que el método requiere una ruta "
"constante. Si desea cargar un recurso de una ruta dinámica/variable, utilice "
"[method load].\n"
"[b]Nota:[/b] Las rutas de los recursos se pueden obtener haciendo clic con el "
"botón derecho del ratón en un recurso del Panel de activos y eligiendo "
"\"Copiar ruta\" o arrastrando el archivo desde el muelle del Sistema de "
"archivos al script.\n"
"[codeblock]\n"
"# Instancia una escena.\n"
"var diamante = preload(\"res://diamante.tscn\").instance()\n"
"[/codeblock]"
msgid ""
"Like [method @GlobalScope.print], but includes the current stack frame when "
"running with the debugger turned on.\n"
@ -1516,6 +1565,27 @@ msgstr ""
"todas las referencias. Si el script es cargado nuevamente las variables "
"estática revierten su valor a sus respectivos valores predeterminados."
msgid ""
"Mark the current script as a tool script, allowing it to be loaded and "
"executed by the editor. See [url=$DOCS_URL/tutorials/plugins/"
"running_code_in_the_editor.html]Running code in the editor[/url].\n"
"[codeblock]\n"
"@tool\n"
"extends Node\n"
"[/codeblock]\n"
"[b]Note:[/b] As annotations describe their subject, the [annotation @tool] "
"annotation must be placed before the class definition and inheritance."
msgstr ""
"Marca el script actual como una herramienta script, permitiéndole ser cargado "
"y ejecutado por el editor. Vea [url=$DOCS_URL/tutorials/plugins/"
"running_code_in_the_editor.html]Corriendo el código en el editor[/url].\n"
"[codeblock]\n"
"@tool\n"
"extends Node\n"
"[/codeblock]\n"
"[b]Nota:[/b] Como las anotaciones describen sus sujetos, la [annotation "
"@tool]debe ser colocada antes de la definición de clase y herencia."
msgid ""
"Mark the following statement to ignore the specified [param warning]. See "
"[url=$DOCS_URL/tutorials/scripting/gdscript/warning_system.html]GDScript "

View File

@ -94,13 +94,14 @@
# Mat <mathis-abdou@outlook.com>, 2024.
# Mileeam <Wileeam07@gmail.com>, 2024.
# Pandores <pandores.dr@gmail.com>, 2024.
# Didier Morandi <didier.morandi@gmail.com>, 2024.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
"PO-Revision-Date: 2024-02-01 17:01+0000\n"
"Last-Translator: Pandores <pandores.dr@gmail.com>\n"
"PO-Revision-Date: 2024-02-21 09:02+0000\n"
"Last-Translator: Didier Morandi <didier.morandi@gmail.com>\n"
"Language-Team: French <https://hosted.weblate.org/projects/godot-engine/godot-"
"class-reference/fr/>\n"
"Language: fr\n"
@ -108,7 +109,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=n > 1;\n"
"X-Generator: Weblate 5.4-dev\n"
"X-Generator: Weblate 5.5-dev\n"
msgid "All classes"
msgstr "Toutes les classes"
@ -128,6 +129,9 @@ msgstr "Éditeur-uniquement"
msgid "Other objects"
msgstr "Autres objets"
msgid "Variant types"
msgstr "Types Variant"
msgid "Description"
msgstr "Description"
@ -158,6 +162,9 @@ msgstr "Énumérations"
msgid "Constants"
msgstr "Constantes"
msgid "Annotations"
msgstr "Annotations"
msgid "Property Descriptions"
msgstr "Descriptions des propriétés"
@ -248,6 +255,20 @@ msgstr ""
"Il n'y a actuellement aucune description pour ce signal. Aidez-nous en :ref:"
"`contribuant une <doc_updating_the_class_reference>` !"
msgid ""
"There is currently no description for this enum. Please help us by :ref:"
"`contributing one <doc_updating_the_class_reference>`!"
msgstr ""
"Il n'y a actuellement aucune description pour cette énumératoin. Aidez-nous "
"en:ref:`contribuant à une <doc_updating_the_class_reference>`!"
msgid ""
"There is currently no description for this constant. Please help us by :ref:"
"`contributing one <doc_updating_the_class_reference>`!"
msgstr ""
"Il n'y a actuellement pas de description pour cette constante. Aidez-nous en:"
"ref:`contribuant à une <doc_updating_the_class_reference>`!"
msgid ""
"There is currently no description for this annotation. Please help us by :ref:"
"`contributing one <doc_updating_the_class_reference>`!"
@ -1165,6 +1186,24 @@ msgstr ""
"@export_flags_2d_navigation var navigation_layers: int\n"
"[/codeblock]"
msgid ""
"Export an integer property as a bit flag field for 2D physics layers. The "
"widget in the Inspector dock will use the layer names defined in [member "
"ProjectSettings.layer_names/2d_physics/layer_1].\n"
"See also [constant PROPERTY_HINT_LAYERS_2D_PHYSICS].\n"
"[codeblock]\n"
"@export_flags_2d_physics var physics_layers: int\n"
"[/codeblock]"
msgstr ""
"Exporter une propriété entière sous forme de champ d'indicateur de bits pour "
"les couches physiques 2D. Le widget dans la barre d'outils de l'Inspecteur "
"utilisera les noms des calques définis dans [member ProjectSettings."
"layer_names/2d_physics/layer_1].\n"
"Voir également [constant PROPERTY_HINT_LAYERS_2D_PHYSICS].\n"
"[codeblock]\n"
"@export_flags_2d_physics var physics_layers: int\n"
"[/codeblock]"
msgid ""
"Export an integer property as a bit flag field for 2D render layers. The "
"widget in the Inspector dock will use the layer names defined in [member "
@ -1294,6 +1333,61 @@ msgstr ""
"@export_global_file(\"*.txt\") var notes_path: String\n"
"[/codeblock]"
msgid ""
"Define a new group for the following exported properties. This helps to "
"organize properties in the Inspector dock. Groups can be added with an "
"optional [param prefix], which would make group to only consider properties "
"that have this prefix. The grouping will break on the first property that "
"doesn't have a prefix. The prefix is also removed from the property's name in "
"the Inspector dock.\n"
"If no [param prefix] is provided, then every following property will be added "
"to the group. The group ends when then next group or category is defined. You "
"can also force end a group by using this annotation with empty strings for "
"parameters, [code]@export_group(\"\", \"\")[/code].\n"
"Groups cannot be nested, use [annotation @export_subgroup] to add subgroups "
"within groups.\n"
"See also [constant PROPERTY_USAGE_GROUP].\n"
"[codeblock]\n"
"@export_group(\"Racer Properties\")\n"
"@export var nickname = \"Nick\"\n"
"@export var age = 26\n"
"\n"
"@export_group(\"Car Properties\", \"car_\")\n"
"@export var car_label = \"Speedy\"\n"
"@export var car_number = 3\n"
"\n"
"@export_group(\"\", \"\")\n"
"@export var ungrouped_number = 3\n"
"[/codeblock]"
msgstr ""
"Définit un nouveau groupe pour les propriétés exportées suivantes. Ceci aide "
"à organiser les propriétés dans la barre d'outils de l'Inspecteur. Les "
"groupes peuvent être ajoutés avec un [préfixe de paramètres] optionnel qui "
"considère uniquement les propriétés ayant ce préfixe dans le groupe. Le "
"groupement se terminera sur la première propriété n'ayant pas de préfixe. Le "
"préfixe est également supprimé du nom de la propriété dans la barre d'outils "
"de l'Inspecteur.\n"
"Si aucun [préfixe de paramètres] n'est fourni, alors toutes les propriétés "
"suivantes seront ajoutées au groupe. Le groupe se termine quand le groupe ou "
"la catégorie suivante sont définis. Vous pouvez également forcer la fin d'un "
"groupe en utilisation cette annotation avec des chaînes de caractères vides "
"comme paramètres: [code]@export_group(\"\", \"\")[/code].\n"
"Les groupes ne peuvent pas être imbriqués, utilisez [annotation "
"@export_subgroup] pour ajouter des sous-groupes au sein d'un groupe.\n"
"Voir aussi [constant PROPERTY_USAGE_GROUP]\n"
"[codeblock]\n"
"@export_group(\"Propriétés du coureur\")\n"
"@export var surnom = \"Nick\"\n"
"@export var age = 26\n"
"\n"
"@export_group(\"Propriétés de la voiture\", \"voiture_\")\n"
"@export var voiture_label = \"Speedy\"\n"
"@export var voiture_numero = 3\n"
"\n"
"@export_group(\"\", \"\")\n"
"@export var nombre_sans_groupe= 3\n"
"[/codeblock]"
msgid ""
"Export a [String] property with a large [TextEdit] widget instead of a "
"[LineEdit]. This adds support for multiline content and makes it easier to "
@ -1459,6 +1553,25 @@ msgstr ""
"var a = absi(-1)\n"
"[/codeblock]"
msgid ""
"Returns the arc cosine of [param x] in radians. Use to get the angle of "
"cosine [param x]. [param x] will be clamped between [code]-1.0[/code] and "
"[code]1.0[/code] (inclusive), in order to prevent [method acos] from "
"returning [constant @GDScript.NAN].\n"
"[codeblock]\n"
"# c is 0.523599 or 30 degrees if converted with rad_to_deg(c)\n"
"var c = acos(0.866025)\n"
"[/codeblock]"
msgstr ""
"Renvoie l'arc cosinus de [param x] en radians. À utiliser pour obtenir "
"l'angle du cosinus [param x]. [param x] doit être entre [code]-1.0[/code] et "
"[code]1.0[/code] (inclus), dans le cas contraire, [method acos] retournera "
"[constant @GDScript.NAN].\n"
"[codeblock]\n"
"# c vaut 0.523599 ou 30 degrés si converti avec rad_to_deg(c)\n"
"var c = acos(0.866025)\n"
"[/codeblock]"
msgid ""
"Returns the difference between the two angles, in the range of [code][-PI, "
"+PI][/code]. When [param from] and [param to] are opposite, returns [code]-"
@ -1469,6 +1582,25 @@ msgstr ""
"code]. Quand [param from] et [param to ] sont opposé, est retourné [code]-PI[/"
"code] si [param from] est plus petit que [param to], ou sinon [code]PI[/code]."
msgid ""
"Returns the arc sine of [param x] in radians. Use to get the angle of sine "
"[param x]. [param x] will be clamped between [code]-1.0[/code] and [code]1.0[/"
"code] (inclusive), in order to prevent [method asin] from returning [constant "
"@GDScript.NAN].\n"
"[codeblock]\n"
"# s is 0.523599 or 30 degrees if converted with rad_to_deg(s)\n"
"var s = asin(0.5)\n"
"[/codeblock]"
msgstr ""
"Renvoie l'arc sinus de [code]s[/code] en radians. Utilisé pour obtenir "
"l'angle du sinus [code]s[/code]. [code]s[/code] doit être compris entre "
"[code]-1.0[/code] et [code]1.0[/code] (inclus) afin d'empêcher [méthode asin] "
"de renvoyer [constante @GDScript.NAN].\n"
"[codeblock]\n"
"# s vaut 0.523599 ou 30 degrés si converti avec rad_to_deg(s)\n"
"var s = asin(0.5)\n"
"[/codeblock]"
msgid ""
"Rounds [param x] upward (towards positive infinity), returning the smallest "
"whole number that is not less than [param x].\n"

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