i18n: Sync translations with Weblate (last 4.1 sync)
This commit is contained in:
@ -54,12 +54,19 @@
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# Alvaro Tejada <santi_evil@yahoo.com>, 2023.
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# Abrahams Rubí <kingsrubix2023@gmail.com>, 2023.
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# Braulio León Madrid Escobar <brauliomadrid.developer@gmail.com>, 2023.
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# Andres Diaz <andres.diazg@outlook.com>, 2023.
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# Jose Orenday <orendaym.carlos@gmail.com>, 2023.
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# ndfsa <25588077+ndfsa@users.noreply.github.com>, 2023.
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# diegoaichele <diego.aichele@ing.uchile.cl>, 2023.
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# Ignacio Baptista <bap.igna@gmail.com>, 2023.
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# Sergio Varela <sergitroll9@gmail.com>, 2023.
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# Moises Alejandro Vera Torrealba <fieratiphontornillito@gmail.com>, 2023.
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msgid ""
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msgstr ""
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"Project-Id-Version: Godot Engine class reference\n"
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"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
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"PO-Revision-Date: 2023-07-05 13:48+0000\n"
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"Last-Translator: Braulio León Madrid Escobar <brauliomadrid.developer@gmail."
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"PO-Revision-Date: 2023-09-27 12:38+0000\n"
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"Last-Translator: Moises Alejandro Vera Torrealba <fieratiphontornillito@gmail."
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"com>\n"
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"Language-Team: Spanish <https://hosted.weblate.org/projects/godot-engine/"
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"godot-class-reference/es/>\n"
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@ -68,7 +75,7 @@ msgstr ""
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"Content-Type: text/plain; charset=UTF-8\n"
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"Content-Transfer-Encoding: 8-bit\n"
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"Plural-Forms: nplurals=2; plural=n != 1;\n"
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"X-Generator: Weblate 5.0-dev\n"
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"X-Generator: Weblate 5.1-dev\n"
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msgid "Description"
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msgstr "Descripción"
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@ -177,6 +184,69 @@ msgstr ""
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"Este valor es un entero compuesto como una máscara de bits de los siguientes "
|
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"indicadores."
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|
||||
msgid ""
|
||||
"There is currently no description for this class. Please help us by :ref:"
|
||||
"`contributing one <doc_updating_the_class_reference>`!"
|
||||
msgstr ""
|
||||
"Actualmente no hay una descripción para esta clase. Por favor ayúdanos :ref:"
|
||||
"`contribuyendo una <doc_updating_the_class_reference>`!"
|
||||
|
||||
msgid ""
|
||||
"There is currently no description for this signal. Please help us by :ref:"
|
||||
"`contributing one <doc_updating_the_class_reference>`!"
|
||||
msgstr ""
|
||||
"Actualmente no hay una descripción para esta señal. Por favor ayúdenos :ref:` "
|
||||
"contribuyendo un <doc_updating_the_class_reference>`!"
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||||
|
||||
msgid ""
|
||||
"There is currently no description for this annotation. Please help us by :ref:"
|
||||
"`contributing one <doc_updating_the_class_reference>`!"
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msgstr ""
|
||||
"Actualmente no hay una descripción para esta anotación. Por favor ayúdenos :"
|
||||
"ref:`contribuyendo un <doc_updating_the_class_reference>`!"
|
||||
|
||||
msgid ""
|
||||
"There is currently no description for this property. Please help us by :ref:"
|
||||
"`contributing one <doc_updating_the_class_reference>`!"
|
||||
msgstr ""
|
||||
"Actualmente no hay una descripción para esta propiedad. Por favor ayúdenos :"
|
||||
"ref:`contribuyendo un <doc_updating_the_class_reference>`!"
|
||||
|
||||
msgid ""
|
||||
"There is currently no description for this constructor. Please help us by :"
|
||||
"ref:`contributing one <doc_updating_the_class_reference>`!"
|
||||
msgstr ""
|
||||
"Actualmente no hay una descripción para este constructor. Por favor ayúdenos :"
|
||||
"ref:` contribuyendo un <doc_updating_the_class_reference>`!"
|
||||
|
||||
msgid ""
|
||||
"There is currently no description for this method. Please help us by :ref:"
|
||||
"`contributing one <doc_updating_the_class_reference>`!"
|
||||
msgstr ""
|
||||
"Actualmente no hay una descripción para este método. Por favor ayúdenos :ref:"
|
||||
"`contribuyendo un <doc_updating_the_class_reference>`!"
|
||||
|
||||
msgid ""
|
||||
"There is currently no description for this operator. Please help us by :ref:"
|
||||
"`contributing one <doc_updating_the_class_reference>`!"
|
||||
msgstr ""
|
||||
"Actualmente no hay una descripción para este operador. Por favor ayúdenos :"
|
||||
"ref:` contribuyendo un <doc_updating_the_class_reference>`!"
|
||||
|
||||
msgid ""
|
||||
"There is currently no description for this theme property. Please help us by :"
|
||||
"ref:`contributing one <doc_updating_the_class_reference>`!"
|
||||
msgstr ""
|
||||
"Actualmente, no hay una descripción para esta propiedad del tema. Por favor "
|
||||
"ayudenos :ref:`contribuyendo uno <doc_updating_the_class_reference>`!"
|
||||
|
||||
msgid ""
|
||||
"There are notable differences when using this API with C#. See :ref:"
|
||||
"`doc_c_sharp_differences` for more information."
|
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msgstr ""
|
||||
"Hay diferencias notables cuando usa esta API con C#. Vea :ref:"
|
||||
"`doc_c_sharp_differences` para más información."
|
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msgid "Built-in GDScript constants, functions, and annotations."
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msgstr "Constantes, funciones y anotaciones de GDScript integradas."
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@ -484,6 +554,128 @@ msgstr ""
|
||||
"len(b) # Devuelve 6\n"
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"[/codeblock]"
|
||||
|
||||
msgid ""
|
||||
"Returns a [Resource] from the filesystem located at the absolute [param "
|
||||
"path]. Unless it's already referenced elsewhere (such as in another script or "
|
||||
"in the scene), the resource is loaded from disk on function call, which might "
|
||||
"cause a slight delay, especially when loading large scenes. To avoid "
|
||||
"unnecessary delays when loading something multiple times, either store the "
|
||||
"resource in a variable or use [method preload].\n"
|
||||
"[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource "
|
||||
"in the FileSystem dock and choosing \"Copy Path\", or by dragging the file "
|
||||
"from the FileSystem dock into the current script.\n"
|
||||
"[codeblock]\n"
|
||||
"# Load a scene called \"main\" located in the root of the project directory "
|
||||
"and cache it in a variable.\n"
|
||||
"var main = load(\"res://main.tscn\") # main will contain a PackedScene "
|
||||
"resource.\n"
|
||||
"[/codeblock]\n"
|
||||
"[b]Important:[/b] The path must be absolute. A relative path will always "
|
||||
"return [code]null[/code].\n"
|
||||
"This function is a simplified version of [method ResourceLoader.load], which "
|
||||
"can be used for more advanced scenarios.\n"
|
||||
"[b]Note:[/b] Files have to be imported into the engine first to load them "
|
||||
"using this function. If you want to load [Image]s at run-time, you may use "
|
||||
"[method Image.load]. If you want to import audio files, you can use the "
|
||||
"snippet described in [member AudioStreamMP3.data].\n"
|
||||
"[b]Note:[/b] If [member ProjectSettings.editor/export/"
|
||||
"convert_text_resources_to_binary] is [code]true[/code], [method @GDScript."
|
||||
"load] will not be able to read converted files in an exported project. If you "
|
||||
"rely on run-time loading of files present within the PCK, set [member "
|
||||
"ProjectSettings.editor/export/convert_text_resources_to_binary] to "
|
||||
"[code]false[/code]."
|
||||
msgstr ""
|
||||
"Carga un [Resource] del sistema de archivos ubicado en la absoluta [param "
|
||||
"path]. El recurso es cargado en la llamada al método (a menos que ya esté "
|
||||
"referenciado en otro lugar, por ejemplo, en otro script o en la escena), lo "
|
||||
"que puede causar un ligero retraso, especialmente al cargar escenas. Para "
|
||||
"evitar retrasos innecesarios al cargar algo varias veces, almacena el recurso "
|
||||
"en una variable o utiliza [Método pre-cargado].\n"
|
||||
"[b]Nota:[/b] Las rutas de los recursos pueden obtenerse haciendo clic derecho "
|
||||
"sobre un recurso en la pestaña FileSystem y eligiendo \"Copy Path\" o "
|
||||
"arrastrando el archivo de la pestaña FileSystem al script.\n"
|
||||
"[bloque de código]\n"
|
||||
"# Carga una escena llamada main localizada en la raíz del directorio del "
|
||||
"proyecto y la almacena en caché en una variable.\n"
|
||||
"var main = load(\"res://main.tscn\") # main contendrá un recurso "
|
||||
"PackedScene.\n"
|
||||
"[/codeblock]\n"
|
||||
"[b]Importante:[/b] La ruta debe ser absoluta, una ruta local solo devolverá "
|
||||
"[code]null[/code].\n"
|
||||
"Este método es una versión simplificada de [method ResourceLoader.load], el "
|
||||
"cual puede ser usado en escenarios más avanzados"
|
||||
|
||||
msgid ""
|
||||
"Like [method @GlobalScope.print], but includes the current stack frame when "
|
||||
"running with the debugger turned on.\n"
|
||||
"The output in the console may look like the following:\n"
|
||||
"[codeblock]\n"
|
||||
"Test print\n"
|
||||
"At: res://test.gd:15:_process()\n"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing so "
|
||||
"will instead print the thread ID."
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||||
msgstr ""
|
||||
"Imprime una registro de la pila en la ubicación del código, solo funciona "
|
||||
"cuando se ejecuta con el depurador activado.\n"
|
||||
"La salida en la consola se vería algo así:\n"
|
||||
"[codeblock]\n"
|
||||
"Frame 0 - res://test.gd:16 in function '_process'\n"
|
||||
"[/codeblock]"
|
||||
|
||||
msgid ""
|
||||
"Returns [code]true[/code] if the given [Object]-derived class exists in "
|
||||
"[ClassDB]. Note that [Variant] data types are not registered in [ClassDB].\n"
|
||||
"[codeblock]\n"
|
||||
"type_exists(\"Sprite2D\") # Returns true\n"
|
||||
"type_exists(\"NonExistentClass\") # Returns false\n"
|
||||
"[/codeblock]"
|
||||
msgstr ""
|
||||
"Devuelve [code] true [/code] si la clase dada existe en [ClassDB].\n"
|
||||
"[codeblock]\n"
|
||||
"type_exists(\"Sprite2D\") # Devuelve true\n"
|
||||
"type_exists(\"Variant\") # Devuelve false\n"
|
||||
"[/codeblock]"
|
||||
|
||||
msgid ""
|
||||
"Constant that represents how many times the diameter of a circle fits around "
|
||||
"its perimeter. This is equivalent to [code]TAU / 2[/code], or 180 degrees in "
|
||||
"rotations."
|
||||
msgstr ""
|
||||
"Constante que representa cuántas veces el diámetro de un círculo se encuentra "
|
||||
"contenido en su perímetro.Esto equivale a [code]TAU / 2[/code], o 180 grados "
|
||||
"en rotación."
|
||||
|
||||
msgid ""
|
||||
"The circle constant, the circumference of the unit circle in radians. This is "
|
||||
"equivalent to [code]PI * 2[/code], or 360 degrees in rotations."
|
||||
msgstr ""
|
||||
"La constante del círculo, la circunferencia de la unidad círculo en radianes. "
|
||||
"Esto equivale a [code]PI * 2[/code] o 360 grados en rotación."
|
||||
|
||||
msgid ""
|
||||
"\"Not a Number\", an invalid floating-point value. [constant NAN] has special "
|
||||
"properties, including that [code]!=[/code] always returns [code]true[/code], "
|
||||
"while other comparison operators always return [code]false[/code]. This is "
|
||||
"true even when comparing with itself ([code]NAN == NAN[/code] returns "
|
||||
"[code]false[/code] and [code]NAN != NAN[/code] returns [code]true[/code]). It "
|
||||
"is returned by some invalid operations, such as dividing floating-point "
|
||||
"[code]0.0[/code] by [code]0.0[/code].\n"
|
||||
"[b]Warning:[/b] \"Not a Number\" is only a concept with floating-point "
|
||||
"numbers, and has no equivalent for integers. Dividing an integer [code]0[/"
|
||||
"code] by [code]0[/code] will not result in [constant NAN] and will result in "
|
||||
"a run-time error instead."
|
||||
msgstr ""
|
||||
"\"Not a Number\" (\"No es un Número/NaN\"), un decimal de valor inválido. "
|
||||
"[constant NAN] tiene propiedades especiales, incluyendo que no es igual a si "
|
||||
"mismo([code]NAN==NAN[/code] devuelve [code]false[/code]). Es una salida dada "
|
||||
"por algunas operaciones inválidas, como dividir un decimal [code]0.0[/code] "
|
||||
"por [code]0.0[/code].\n"
|
||||
"[b]Nota:[/b] \"Not a Number\" es solo un concepto con números decimales, y no "
|
||||
"tiene un equivalente para enteros. Dividiendo un entero por [code]0[/code] no "
|
||||
"resultará en [constante NAN] y en su lugar arrojará un error en tiempo de "
|
||||
"ejecución."
|
||||
|
||||
msgid ""
|
||||
"Mark the following property as exported (editable in the Inspector dock and "
|
||||
"saved to disk). To control the type of the exported property, use the type "
|
||||
@ -505,6 +697,305 @@ msgstr ""
|
||||
"@export var image: Image\n"
|
||||
"[/codeblock]"
|
||||
|
||||
msgid ""
|
||||
"Define a new category for the following exported properties. This helps to "
|
||||
"organize properties in the Inspector dock.\n"
|
||||
"See also [constant PROPERTY_USAGE_CATEGORY].\n"
|
||||
"[codeblock]\n"
|
||||
"@export_category(\"Statistics\")\n"
|
||||
"@export var hp = 30\n"
|
||||
"@export var speed = 1.25\n"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] Categories in the Inspector dock's list usually divide "
|
||||
"properties coming from different classes (Node, Node2D, Sprite, etc.). For "
|
||||
"better clarity, it's recommended to use [annotation @export_group] and "
|
||||
"[annotation @export_subgroup], instead."
|
||||
msgstr ""
|
||||
"Define una nueva categoría para las siguientes propiedades exportadas. Esto "
|
||||
"ayuda a organizar propiedades en el panel de inspección.\n"
|
||||
"Ver también [constant PROPERTY_USAGE_CATEGORY].\n"
|
||||
"[codeblock]\n"
|
||||
"@export_category(\"Statistics\")\n"
|
||||
"@export var hp = 30\n"
|
||||
"@export var speed = 1.25\n"
|
||||
"[/codeblock]\n"
|
||||
"[b]Nota:[/b] Las categorías en la lista del panel de inspección usualmente "
|
||||
"dividen las propiedades provenientes de diferentes clases (Node, Node2D, "
|
||||
"Sprite, etc) . Para una mejor claridad, se recomienda usar en su lugar "
|
||||
"[annotation @export_group] y [annotation @export_subgroup]."
|
||||
|
||||
msgid ""
|
||||
"Export a [Color] property without allowing its transparency ([member Color."
|
||||
"a]) to be edited.\n"
|
||||
"See also [constant PROPERTY_HINT_COLOR_NO_ALPHA].\n"
|
||||
"[codeblock]\n"
|
||||
"@export_color_no_alpha var dye_color: Color\n"
|
||||
"[/codeblock]"
|
||||
msgstr ""
|
||||
"Exportar una propiedad [Color] sin permitir que su transparencia ([member "
|
||||
"Color.a]) sea editada.\n"
|
||||
"Ver también [constante PROPERTY_HINT_COLOR_NO_ALPHA].\n"
|
||||
"[codeblock]\n"
|
||||
"@export_color_no_alpha var dye_color: Color\n"
|
||||
"[/codeblock]"
|
||||
|
||||
msgid ""
|
||||
"Export a [String] property as a path to a directory. The path will be limited "
|
||||
"to the project folder and its subfolders. See [annotation @export_global_dir] "
|
||||
"to allow picking from the entire filesystem.\n"
|
||||
"See also [constant PROPERTY_HINT_DIR].\n"
|
||||
"[codeblock]\n"
|
||||
"@export_dir var sprite_folder_path: String\n"
|
||||
"[/codeblock]"
|
||||
msgstr ""
|
||||
"Exportar una propiedad [String] como ruta a un directorio. La ruta estará "
|
||||
"limitada a la carpeta del proyecto y sus subcarpetas. Vease [annotation "
|
||||
"@export_global_dir] para\n"
|
||||
"permitir seleccionar un directorio del sistema de archivos completo.\n"
|
||||
"Ver también [constant PROPERTY_HINT_DIR].\n"
|
||||
"[codeblock]\n"
|
||||
"@export_dir var sprite_folder_path: String\n"
|
||||
"[/codeblock]"
|
||||
|
||||
msgid ""
|
||||
"Export an [int] or [String] property as an enumerated list of options. If the "
|
||||
"property is an [int], then the index of the value is stored, in the same "
|
||||
"order the values are provided. You can add explicit values using a colon. If "
|
||||
"the property is a [String], then the value is stored.\n"
|
||||
"See also [constant PROPERTY_HINT_ENUM].\n"
|
||||
"[codeblock]\n"
|
||||
"@export_enum(\"Warrior\", \"Magician\", \"Thief\") var character_class: int\n"
|
||||
"@export_enum(\"Slow:30\", \"Average:60\", \"Very Fast:200\") var "
|
||||
"character_speed: int\n"
|
||||
"@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String\n"
|
||||
"[/codeblock]\n"
|
||||
"If you want to set an initial value, you must specify it explicitly:\n"
|
||||
"[codeblock]\n"
|
||||
"@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String = "
|
||||
"\"Rebecca\"\n"
|
||||
"[/codeblock]\n"
|
||||
"If you want to use named GDScript enums, then use [annotation @export] "
|
||||
"instead:\n"
|
||||
"[codeblock]\n"
|
||||
"enum CharacterName {REBECCA, MARY, LEAH}\n"
|
||||
"@export var character_name: CharacterName\n"
|
||||
"[/codeblock]"
|
||||
msgstr ""
|
||||
"Exporta una propiedad [int] o [String] como una lista enumerada de opciones. "
|
||||
"Si la propiedad es un [int], entonces el indice del valor es guardado, en el "
|
||||
"mismo orden de los valores propocionados. Se pueden agregar valores "
|
||||
"explicitos con un dos puntos (:). Si la propiedad es un [String], entonces el "
|
||||
"valor es guardado.\n"
|
||||
"Mirar tambien [constant PROPERTY_HINT_ENUM].\n"
|
||||
"[codeblock]\n"
|
||||
"@export_enum(\"Warrior\", \"Magician\", \"Thief\") var character_class: int\n"
|
||||
"@export_enum(\"Slow:30\", \"Average:60\", \"Very Fast:200\") var "
|
||||
"character_speed: int\n"
|
||||
"@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String\n"
|
||||
"[/codeblock]\n"
|
||||
"Si queres asignar un valor inicial, lo debes especificar de forma explicita:\n"
|
||||
"[codeblock]\n"
|
||||
"@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String = "
|
||||
"\"Rebecca\"\n"
|
||||
"[/codeblock]\n"
|
||||
"Si queres usar los enums de GDSCript con nombre, entonces en cambio usa "
|
||||
"[annotation @export]:\n"
|
||||
"[codeblock]\n"
|
||||
"enum CharacterName {REBECCA, MARY, LEAH}\n"
|
||||
"@export var character_name: CharacterName\n"
|
||||
"[/codeblock]"
|
||||
|
||||
msgid ""
|
||||
"Export a floating-point property with an easing editor widget. Additional "
|
||||
"hints can be provided to adjust the behavior of the widget. "
|
||||
"[code]\"attenuation\"[/code] flips the curve, which makes it more intuitive "
|
||||
"for editing attenuation properties. [code]\"positive_only\"[/code] limits "
|
||||
"values to only be greater than or equal to zero.\n"
|
||||
"See also [constant PROPERTY_HINT_EXP_EASING].\n"
|
||||
"[codeblock]\n"
|
||||
"@export_exp_easing var transition_speed\n"
|
||||
"@export_exp_easing(\"attenuation\") var fading_attenuation\n"
|
||||
"@export_exp_easing(\"positive_only\") var effect_power\n"
|
||||
"[/codeblock]"
|
||||
msgstr ""
|
||||
"Exporta una propiedad de punto flotante con un widget de editor suavizado. "
|
||||
"Pistas adicionales pueden ser dadas para ajustar el comportamiento del "
|
||||
"widget. [code]\"attenuation\"[/code] invierte la curva, lo cual lo hace mas "
|
||||
"intuitivo para editar las propiedades de atenuacion. [code]\"positive_only\"[/"
|
||||
"code] limita los valores para ser iguales o mayores a cero.\n"
|
||||
"Mirar ademas [constant PROPERTY_HINT_EXP_EASING].\n"
|
||||
"[codeblock]\n"
|
||||
"@export_exp_easing var transition_speed\n"
|
||||
"@export_exp_easing(\"attenuation\") var fading_attenuation\n"
|
||||
"@export_exp_easing(\"positive_only\") var effect_power\n"
|
||||
"[/codeblock]"
|
||||
|
||||
msgid ""
|
||||
"Export a [String] property as a path to a file. The path will be limited to "
|
||||
"the project folder and its subfolders. See [annotation @export_global_file] "
|
||||
"to allow picking from the entire filesystem.\n"
|
||||
"If [param filter] is provided, only matching files will be available for "
|
||||
"picking.\n"
|
||||
"See also [constant PROPERTY_HINT_FILE].\n"
|
||||
"[codeblock]\n"
|
||||
"@export_file var sound_effect_path: String\n"
|
||||
"@export_file(\"*.txt\") var notes_path: String\n"
|
||||
"[/codeblock]"
|
||||
msgstr ""
|
||||
"Exporta una propiedad [String] como una ruta hacia un archivo. La ruta va a "
|
||||
"ser limitada a la carpeta del proyecto y sus subcarpetas. Ver [annotation "
|
||||
"@export_global_file] para permitir elegir del sistema de archivos entero.\n"
|
||||
"Si [param filter] es dado, solo archivos que coincidan estarán disponibles "
|
||||
"para ser elegidos.\n"
|
||||
"Mirar tambien [constant PROPERTY_HINT_FILE].\n"
|
||||
"[codeblock]\n"
|
||||
"@export_file var sound_effect_path: String\n"
|
||||
"@export_file(\"*.txt\") var notes_path: String\n"
|
||||
"[/codeblock]"
|
||||
|
||||
msgid ""
|
||||
"Export an integer property as a bit flag field for 2D navigation layers. The "
|
||||
"widget in the Inspector dock will use the layer names defined in [member "
|
||||
"ProjectSettings.layer_names/2d_navigation/layer_1].\n"
|
||||
"See also [constant PROPERTY_HINT_LAYERS_2D_NAVIGATION].\n"
|
||||
"[codeblock]\n"
|
||||
"@export_flags_2d_navigation var navigation_layers: int\n"
|
||||
"[/codeblock]"
|
||||
msgstr ""
|
||||
"Exporta una pripiedad entera como un flag binario para las capas de "
|
||||
"navegación 2D. El widget en el Inspector dock va a usar los nombres de capas "
|
||||
"definidos en [member ProjectSettings.layer_names/2d_navigation/layer_1].\n"
|
||||
"Mirar tambien [constant PROPERTY_HINT_LAYERS_2D_NAVIGATION].\n"
|
||||
"[codeblock]\n"
|
||||
"@export_flags_2d_navigation var navigation_layers: int\n"
|
||||
"[/codeblock]"
|
||||
|
||||
msgid ""
|
||||
"Export an integer property as a bit flag field for 3D render layers. The "
|
||||
"widget in the Inspector dock will use the layer names defined in [member "
|
||||
"ProjectSettings.layer_names/3d_render/layer_1].\n"
|
||||
"See also [constant PROPERTY_HINT_LAYERS_3D_RENDER].\n"
|
||||
"[codeblock]\n"
|
||||
"@export_flags_3d_render var render_layers: int\n"
|
||||
"[/codeblock]"
|
||||
msgstr ""
|
||||
"Exporta una propiedad de un numero entero como un campo de bits para capas de "
|
||||
"render 3D. El widget en el panel de inspección utilizará el nombre de la capa "
|
||||
"definido en [member ProjectSettings.layer_names/3d_render/layer_1].\n"
|
||||
"Vea también [constant PROPERTY_HINT_LAYERS_3D_RENDER].\n"
|
||||
"[codeblock]\n"
|
||||
"@export_flags_3d_render var render_layers: int\n"
|
||||
"[/codeblock]"
|
||||
|
||||
msgid ""
|
||||
"Export a [String] property with a large [TextEdit] widget instead of a "
|
||||
"[LineEdit]. This adds support for multiline content and makes it easier to "
|
||||
"edit large amount of text stored in the property.\n"
|
||||
"See also [constant PROPERTY_HINT_MULTILINE_TEXT].\n"
|
||||
"[codeblock]\n"
|
||||
"@export_multiline var character_biography\n"
|
||||
"[/codeblock]"
|
||||
msgstr ""
|
||||
"Exportar una propiedad [String] con un widget [TextEdit] grande en vez de un "
|
||||
"[LineEdit]. Esto añade soporte para contenido de múltiples líneas y facilita "
|
||||
"editar una gran cantidad de texto almacenado en la propiedad.\n"
|
||||
"Ver también [constant PROPERTY_HINT_MULTILINE_TEXT].\n"
|
||||
"[codeblock]\n"
|
||||
"@export_multiline var character_biography\n"
|
||||
"[/codeblock]"
|
||||
|
||||
msgid ""
|
||||
"Export a [NodePath] property with a filter for allowed node types.\n"
|
||||
"See also [constant PROPERTY_HINT_NODE_PATH_VALID_TYPES].\n"
|
||||
"[codeblock]\n"
|
||||
"@export_node_path(\"Button\", \"TouchScreenButton\") var some_button\n"
|
||||
"[/codeblock]"
|
||||
msgstr ""
|
||||
"Exportar una propiedad [NodePath] con un filtro para los tipos de nodo "
|
||||
"permitidos.\n"
|
||||
"Ver también [constant PROPERTY_HINT_NODE_PATH_VALID_TYPES].\n"
|
||||
"[codeblock]\n"
|
||||
"@export_node_path(\"Button\", \"TouchScreenButton\") var some_button\n"
|
||||
"[/codeblock]"
|
||||
|
||||
msgid ""
|
||||
"Make a script with static variables to not persist after all references are "
|
||||
"lost. If the script is loaded again the static variables will revert to their "
|
||||
"default values."
|
||||
msgstr ""
|
||||
"Crea un script con variables estáticas para no persistir después de perder "
|
||||
"todas las referencias. Si el script es cargado nuevamente las variables "
|
||||
"estática revierten su valor a sus respectivos valores predeterminados."
|
||||
|
||||
msgid ""
|
||||
"Mark the current script as a tool script, allowing it to be loaded and "
|
||||
"executed by the editor. See [url=$DOCS_URL/tutorials/plugins/"
|
||||
"running_code_in_the_editor.html]Running code in the editor[/url].\n"
|
||||
"[codeblock]\n"
|
||||
"@tool\n"
|
||||
"extends Node\n"
|
||||
"[/codeblock]\n"
|
||||
"[b]Note:[/b] As annotations describe their subject, the [code]@tool[/code] "
|
||||
"annotation must be placed before the class definition and inheritance."
|
||||
msgstr ""
|
||||
"Marca el script actual como una herramienta script, permitiéndole ser cargado "
|
||||
"y ejecutado por el editor. Vea [url=$DOCS_URL/tutorials/plugins/"
|
||||
"running_code_in_the_editor.html]Corriendo el código en el editor[/url].\n"
|
||||
"[codeblock]\n"
|
||||
"@tool\n"
|
||||
"extends Node\n"
|
||||
"[/codeblock]\n"
|
||||
"[b]Nota:[/b] Como una anotación describe sus sujetos, la anotación "
|
||||
"[code]@tool[/code] debe ser colocada antes de la definición de clase y "
|
||||
"herencia."
|
||||
|
||||
msgid ""
|
||||
"Mark the following statement to ignore the specified [param warning]. See "
|
||||
"[url=$DOCS_URL/tutorials/scripting/gdscript/warning_system.html]GDScript "
|
||||
"warning system[/url].\n"
|
||||
"[codeblock]\n"
|
||||
"func test():\n"
|
||||
" print(\"hello\")\n"
|
||||
" return\n"
|
||||
" @warning_ignore(\"unreachable_code\")\n"
|
||||
" print(\"unreachable\")\n"
|
||||
"[/codeblock]"
|
||||
msgstr ""
|
||||
"Marca la siguiente declaración para ignorar el [param warning] especificado. "
|
||||
"Vea\n"
|
||||
"[url=$DOCS_URL/tutorials/scripting/gdscript/warning_system.html]GDScript "
|
||||
"warning system[/url].\n"
|
||||
"[codeblock]\n"
|
||||
". . . .func test():\n"
|
||||
". . . .print(\"hola\")\n"
|
||||
". . . .return\n"
|
||||
". . . .@warning_ignore(\"unreachable_code\")\n"
|
||||
"print(\"unreachable\")\n"
|
||||
"[/codeblock]"
|
||||
|
||||
msgid "Global scope constants and functions."
|
||||
msgstr "Constantes de ámbito global y funciones."
|
||||
|
||||
msgid ""
|
||||
"A list of global scope enumerated constants and built-in functions. This is "
|
||||
"all that resides in the globals, constants regarding error codes, keycodes, "
|
||||
"property hints, etc.\n"
|
||||
"Singletons are also documented here, since they can be accessed from "
|
||||
"anywhere.\n"
|
||||
"For the entries related to GDScript which can be accessed in any script see "
|
||||
"[@GDScript]."
|
||||
msgstr ""
|
||||
"Una lista de alcance global de constantes y funciones internas enumeradas. "
|
||||
"Esto es todo lo que reside en el ámbito global, las constantes de los códigos "
|
||||
"de error, los códigos de teclas, las sugerencias de propiedades, etc.\n"
|
||||
"Los singletons también están documentados aquí, ya que se puede acceder a "
|
||||
"ellos desde cualquier lugar.\n"
|
||||
"Para entradas relacionadas a GDScript a las cuales se pueden acceder en "
|
||||
"cualquier script, vea [@GDScript]."
|
||||
|
||||
msgid "Random number generation"
|
||||
msgstr "Generación de números aleatorios"
|
||||
|
||||
msgid "Converts from decibels to linear energy (audio)."
|
||||
msgstr "Convierte de decibeles a energía lineal (audio)."
|
||||
|
||||
@ -3874,7 +4365,7 @@ msgid "Used to read from the blue channel of a texture."
|
||||
msgstr "Se usa para leer del canal azul de una textura."
|
||||
|
||||
msgid "Used to read from the alpha channel of a texture."
|
||||
msgstr "Se usa para leer del canal azul de una textura."
|
||||
msgstr "Se usa para leer del canal de transparencia de una textura."
|
||||
|
||||
msgid "Adds the emission color to the color from the emission texture."
|
||||
msgstr "Añade el color de la emisión al color de la textura de la emisión."
|
||||
@ -9118,18 +9609,6 @@ msgid "Closes the current connection, allowing reuse of this [HTTPClient]."
|
||||
msgstr ""
|
||||
"Cierra la conexión actual, permitiendo la reutilización de este [HTTPClient]."
|
||||
|
||||
msgid ""
|
||||
"Returns the response's body length.\n"
|
||||
"[b]Note:[/b] Some Web servers may not send a body length. In this case, the "
|
||||
"value returned will be [code]-1[/code]. If using chunked transfer encoding, "
|
||||
"the body length will also be [code]-1[/code]."
|
||||
msgstr ""
|
||||
"Devuelve la longitud del cuerpo de la respuesta.\n"
|
||||
"[b]Nota:[/b] Algunos servidores web pueden no enviar la longitud del cuerpo. "
|
||||
"En este caso, el valor devuelto será [code]-1[/code]. Si se utiliza la "
|
||||
"codificación de transferencia de trozos, la longitud del cuerpo también será "
|
||||
"[code]-1[/code]."
|
||||
|
||||
msgid "Returns the response's HTTP status code."
|
||||
msgstr "Devuelve el código de estado HTTP de la respuesta."
|
||||
|
||||
@ -14706,6 +15185,11 @@ msgstr "Malla con un solo punto primitivo."
|
||||
msgid "A 2D polygon."
|
||||
msgstr "Un polígono 2D."
|
||||
|
||||
msgid "Adds a bone with the specified [param path] and [param weights]."
|
||||
msgstr ""
|
||||
"Añade un hueso en el [code]path[/code] especificado y con los [code]weights[/"
|
||||
"code] especificados."
|
||||
|
||||
msgid "Removes all bones from this [Polygon2D]."
|
||||
msgstr "Quita todos los huesos de este [Polygon2D]."
|
||||
|
||||
@ -14718,6 +15202,9 @@ msgstr "Devuelve el número de huesos en este [Polygon2D]."
|
||||
msgid "Returns the path to the node associated with the specified bone."
|
||||
msgstr "Devuelve el camino al nodo asociado con el hueso especificado."
|
||||
|
||||
msgid "Returns the weight values of the specified bone."
|
||||
msgstr "Devuelve los valores de peso del hueso especificado."
|
||||
|
||||
msgid "Sets the path to the node associated with the specified bone."
|
||||
msgstr "Establece el camino al nodo asociado con el hueso especificado."
|
||||
|
||||
@ -14780,6 +15267,62 @@ msgstr ""
|
||||
"resulta en gradientes suaves. Debería haber uno por vértice del polígono. Si "
|
||||
"hay menos vértices no definidos se usará [code]color[/code]."
|
||||
|
||||
msgid ""
|
||||
"[PopupMenu] is a modal window used to display a list of options. Useful for "
|
||||
"toolbars and context menus.\n"
|
||||
"The size of a [PopupMenu] can be limited by using [member Window.max_size]. "
|
||||
"If the height of the list of items is larger than the maximum height of the "
|
||||
"[PopupMenu], a [ScrollContainer] within the popup will allow the user to "
|
||||
"scroll the contents. If no maximum size is set, or if it is set to [code]0[/"
|
||||
"code], the [PopupMenu] height will be limited by its parent rect.\n"
|
||||
"All [code]set_*[/code] methods allow negative item indices, i.e. [code]-1[/"
|
||||
"code] to access the last item, [code]-2[/code] to select the second-to-last "
|
||||
"item, and so on.\n"
|
||||
"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
|
||||
"searching within the list while the control is focused. Press a key that "
|
||||
"matches the first letter of an item's name to select the first item starting "
|
||||
"with the given letter. After that point, there are two ways to perform "
|
||||
"incremental search: 1) Press the same key again before the timeout duration "
|
||||
"to select the next item starting with the same letter. 2) Press letter keys "
|
||||
"that match the rest of the word before the timeout duration to match to "
|
||||
"select the item in question directly. Both of these actions will be reset to "
|
||||
"the beginning of the list if the timeout duration has passed since the last "
|
||||
"keystroke was registered. You can adjust the timeout duration by changing "
|
||||
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec].\n"
|
||||
"[b]Note:[/b] The ID values used for items are limited to 32 bits, not full 64 "
|
||||
"bits of [int]. This has a range of [code]-2^32[/code] to [code]2^32 - 1[/"
|
||||
"code], i.e. [code]-2147483648[/code] to [code]2147483647[/code]."
|
||||
msgstr ""
|
||||
"[PopupMenu] es una ventana modal utilizada para mostrar una lista de "
|
||||
"opciones. Util para barras de harramientas y menús contextuales.\n"
|
||||
"El tamaño de un [PopupMenu] puede ser limitado utilizando [member Window."
|
||||
"max_size]. Si la altura de la lista de items es mayor que la maxima altura de "
|
||||
"[PopupMenu], un [ScrollContainer] dentro del popup va a permitir al usuario "
|
||||
"desplazarse por el contenido. Si no se configura un tamaño maximo, o si esta "
|
||||
"seteado a [code]0[/code], la altura de el [PopupMenu] será limitada por su "
|
||||
"padre rect.\n"
|
||||
"Todos los métodos [code]set_*[/code] permiten índices negativos, ej: "
|
||||
"[code]-1[/code] para acceder al último item, [code]-2[/code] para seleccionar "
|
||||
"el ante-ultimo item, y asi sucesivamente.\n"
|
||||
"[b]Búsqueda Incremental[/b] Como [ItemList] y [Tree], [PopupMenu] soporta "
|
||||
"busqueda dentro de la lista mientras el control este focalizado. Presiona una "
|
||||
"tecla que coincida con la primera letra del nombre de un item para "
|
||||
"seleccionasr el primer item que empiece con la letra dada. Luego de ese "
|
||||
"punto, hay dos formas para hacer una busqueda incremental: 1) Presione la "
|
||||
"misma tecla nuevamente antes de que termine el tiempo de espera para "
|
||||
"seleccionar el siguiente item que comience con la misma letra. 2) Presione "
|
||||
"teclas que coincidan con el resto de la palabra antes de finalizar el tiempo "
|
||||
"de espera para coincidir el resto de la palabra a coincidir para seleccionar "
|
||||
"el item en cuestion directamente. Ambas de estas acciones van a reiniciar al "
|
||||
"prinvicpio de la lista si el tiempo de espera finalizó desde que el ultimo "
|
||||
"tipeo fue registrado. Puedes ajustar la duracion del tiempo de espera "
|
||||
"cambiando [member ProjectSettings.gui/timers/"
|
||||
"incremental_search_max_interval_msec].\n"
|
||||
"[b]Nota:[/b] Los valores de ID usados para items estan limitados a 32 bits, "
|
||||
"no 64 bits completos del [int]. Esto tiene un rango desde [code]-2^32[/code] "
|
||||
"hasta [code]2^32 - 1[/code], esto es desde [code]-2147483648[/code] hasta "
|
||||
"[code]2147483647[/code]."
|
||||
|
||||
msgid "Same as [method add_icon_check_item], but uses a radio check button."
|
||||
msgstr ""
|
||||
"Igual que [method add_icon_check_item], pero utiliza un botón de comprobación "
|
||||
@ -16018,16 +16561,6 @@ msgstr ""
|
||||
msgid "Returns the parameters of a shader."
|
||||
msgstr "Devuelve los parámetros de un shader."
|
||||
|
||||
msgid ""
|
||||
"Returns the name of the video adapter (e.g. \"GeForce GTX 1080/PCIe/SSE2\").\n"
|
||||
"[b]Note:[/b] When running a headless or server binary, this function returns "
|
||||
"an empty string."
|
||||
msgstr ""
|
||||
"Devuelve el nombre del adaptador de vídeo (por ejemplo, \"GeForce GTX 1080/"
|
||||
"PCIe/SSE2\").\n"
|
||||
"[b]Nota:[/b] Cuando se ejecuta un binario headless o de servidor, esta "
|
||||
"función devuelve una string vacía."
|
||||
|
||||
msgid ""
|
||||
"Returns the vendor of the video adapter (e.g. \"NVIDIA Corporation\").\n"
|
||||
"[b]Note:[/b] When running a headless or server binary, this function returns "
|
||||
@ -16669,6 +17202,9 @@ msgstr ""
|
||||
"El hardware soporta el multihilo. Este enum no se usa actualmente en Godot 3."
|
||||
"x."
|
||||
|
||||
msgid "Resources"
|
||||
msgstr "Recursos"
|
||||
|
||||
msgid "Loads a specific resource type from a file."
|
||||
msgstr "Carga un tipo de recurso específico de un archivo."
|
||||
|
||||
@ -17117,6 +17653,9 @@ msgstr ""
|
||||
msgid "Manages the game loop via a hierarchy of nodes."
|
||||
msgstr "Maneja el bucle del juego a través de una jerarquía de nodos."
|
||||
|
||||
msgid "SceneTree"
|
||||
msgstr "Árbol de Escenas"
|
||||
|
||||
msgid ""
|
||||
"Returns the current frame number, i.e. the total frame count since the "
|
||||
"application started."
|
||||
@ -17313,12 +17852,6 @@ msgstr ""
|
||||
"hijos enfocados (incluyendo los niños indirectos) para asegurarse de que son "
|
||||
"completamente visibles."
|
||||
|
||||
msgid "Emitted when scrolling stops."
|
||||
msgstr "Emitido cuando el scroll se detiene."
|
||||
|
||||
msgid "Emitted when scrolling is started."
|
||||
msgstr "Emitido cuando se inicia el scrolling."
|
||||
|
||||
msgid "The background [StyleBox] of the [ScrollContainer]."
|
||||
msgstr "El fondo [StyleBox] del [ScrollContainer]."
|
||||
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user