i18n: Sync translations with Weblate
This commit is contained in:
@ -11892,33 +11892,6 @@ msgstr ""
|
||||
"schneller generiert, was zu einer höheren CPU-Auslastung führt und das Risiko "
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"von Audio-Cracks erhöht, wenn die CPU nicht mithalten kann."
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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"
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||||
"According to the [url=https://en.wikipedia.org/wiki/"
|
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"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 "
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||||
"[code]32000[/code] or [code]22050[/code] may be usable with no loss in "
|
||||
"quality."
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msgstr ""
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||||
"Die zu verwendende Abtastrate (in Hz). Höhere Werte stellen höhere "
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||||
"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[/"
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||||
"code] und [code]48000[/code].\n"
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||||
"Nach dem [url=https://en.wikipedia.org/wiki/"
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||||
"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 "
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||||
"können, oft auch weniger). Wenn Sie tiefe Töne wie Stimmen erzeugen, können "
|
||||
"niedrigere Abtastraten wie [code]32000[/code] oder [code]22050[/code] ohne "
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||||
"Qualitätsverluste verwendet werden."
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||||
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||||
msgid "Plays back audio generated using [AudioStreamGenerator]."
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||||
msgstr "Gibt die mit [AudioStreamGenerator] erzeugten Audiodaten wieder."
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||||
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||||
@ -13416,29 +13389,6 @@ msgstr ""
|
||||
"Wenn [code]true[/code], wird das Objekt unabhängig von der Entfernung gleich "
|
||||
"groß gemacht."
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||||
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||||
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]."
|
||||
|
||||
@ -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.
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||||
msgid ""
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||||
msgstr ""
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||||
"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: 2025-02-10 00:45+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"
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||||
@ -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."
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||||
msgstr "Error de asignación de memoria."
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||||
|
||||
msgid "The most important data type in Godot."
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||||
msgstr "El tipo de datos más importante de Godot."
|
||||
msgstr "El tipo de dato más importante de Godot."
|
||||
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||||
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)."
|
||||
|
||||
@ -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]."
|
||||
|
||||
@ -15975,20 +15948,6 @@ 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\"."
|
||||
|
||||
@ -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 d’éisteacht 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, d’fhéadfadh 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."
|
||||
@ -89622,10 +89447,6 @@ 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 "
|
||||
@ -102232,13 +102053,6 @@ 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 +105077,6 @@ 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 +105114,6 @@ 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 +105130,6 @@ 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 +105177,6 @@ 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 +105195,6 @@ 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 +107231,6 @@ 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 +107858,6 @@ 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/"
|
||||
@ -109016,21 +108692,6 @@ 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"
|
||||
@ -109040,15 +108701,6 @@ msgstr ""
|
||||
"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 +122926,6 @@ 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 +144343,6 @@ 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."
|
||||
|
||||
@ -146857,28 +146461,6 @@ 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. D’fhéadfadh 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 +147157,6 @@ 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 +153993,6 @@ 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 +163982,9 @@ 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 +164786,9 @@ 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]."
|
||||
|
||||
|
||||
@ -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."
|
||||
@ -83672,9 +83537,6 @@ 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 "
|
||||
@ -96310,13 +96172,6 @@ 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 +99221,6 @@ 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 +99258,6 @@ 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 +99274,6 @@ 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 +99320,6 @@ 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 +99338,6 @@ 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 +101385,6 @@ 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 +102018,6 @@ 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/"
|
||||
@ -103134,24 +102849,6 @@ 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"
|
||||
@ -103161,15 +102858,6 @@ msgstr ""
|
||||
"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 +111672,6 @@ 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 +129842,6 @@ 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]."
|
||||
|
||||
@ -132306,27 +131946,6 @@ 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 +132561,6 @@ 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 +139120,6 @@ 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 +149103,9 @@ 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 +149909,10 @@ 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]."
|
||||
|
||||
@ -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."
|
||||
@ -84352,9 +84186,6 @@ 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 "
|
||||
@ -96163,13 +95994,6 @@ 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 +98733,6 @@ 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 +98770,6 @@ 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 +98786,6 @@ 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 +98829,6 @@ 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 +98847,6 @@ 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 +100849,6 @@ 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 +101424,6 @@ 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/"
|
||||
@ -102483,21 +102180,6 @@ 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"
|
||||
@ -102507,15 +102189,6 @@ msgstr ""
|
||||
"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 +115662,6 @@ 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 +135917,6 @@ 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."
|
||||
|
||||
@ -138311,25 +137938,6 @@ 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 +138562,6 @@ 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 +145086,6 @@ 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 +154531,10 @@ 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 +155273,9 @@ 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."
|
||||
|
||||
|
||||
39675
doc/translations/uk.po
39675
doc/translations/uk.po
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@ -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."
|
||||
@ -55330,9 +55200,6 @@ 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 +63380,6 @@ 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 +65353,6 @@ 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 +65363,6 @@ 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 +65377,6 @@ 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 +65414,6 @@ 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 +66791,6 @@ 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 +67250,6 @@ 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 +67818,6 @@ 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 +78289,6 @@ 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 +91744,6 @@ 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。"
|
||||
|
||||
@ -98389,15 +98101,6 @@ 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 +105157,9 @@ 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 +105786,9 @@ 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。"
|
||||
|
||||
|
||||
Reference in New Issue
Block a user