i18n: Sync translations with Weblate
(cherry picked from commit daeb1c7292)
This commit is contained in:
@ -76,12 +76,13 @@
|
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# Cerno_b <cerno.b@gmail.com>, 2023.
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# Janosch Lion <janorico@posteo.de>, 2023.
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# Tobias Mohr <tobias_mohr_1991@gmx.de>, 2023.
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# Florian Schaupp <fschaupp@hotmail.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: 2023-11-28 16:10+0000\n"
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"Last-Translator: HolonProduction <holonproduction@gmail.com>\n"
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"PO-Revision-Date: 2023-12-02 19:36+0000\n"
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"Last-Translator: Florian Schaupp <fschaupp@hotmail.com>\n"
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"Language-Team: German <https://hosted.weblate.org/projects/godot-engine/godot-"
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"class-reference/de/>\n"
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"Language: de\n"
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@ -91,6 +92,15 @@ msgstr ""
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"Plural-Forms: nplurals=2; plural=n != 1;\n"
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"X-Generator: Weblate 5.3-dev\n"
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msgid "All classes"
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msgstr "Alle Klassen"
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msgid "Nodes"
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msgstr "Nodes"
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msgid "Resources"
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msgstr "Ressourcen"
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msgid "Description"
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msgstr "Beschreibung"
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@ -5976,6 +5986,13 @@ msgstr ""
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"[b]Hinweis:[/b] Der abschließende Doppelpunkt ist erforderlich, um eingebaute "
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"Typen korrekt zu erkennen."
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msgid ""
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"[i]Deprecated.[/i] This hint is not used anywhere and will be removed in the "
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"future."
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msgstr ""
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"[i]Obsolet.[/i] Dieser Hinweis ist nicht mehr in Verwendung und wird in "
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"Zukunft entfernt."
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msgid "Hints that an object is too big to be sent via the debugger."
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msgstr ""
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"Weist darauf hin, dass ein Objekt zu groß ist, um über den Debugger gesendet "
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@ -6065,6 +6082,13 @@ msgstr ""
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"Dient dazu, Eigenschaften im Editor in einer Untergruppe (unter einer Gruppe) "
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"zusammenzufassen. Siehe [EditorInspector]."
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msgid ""
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"The property is a bitfield, i.e. it contains multiple flags represented as "
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"bits."
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msgstr ""
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"Die Eigenschaft ist ein Bitfeld und repräsentiert daher beispielsweise "
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"mehrere Flags als Bits."
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msgid "The property does not save its state in [PackedScene]."
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msgstr "Die Eigenschaft speichert ihren Zustand nicht in [PackedScene]."
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@ -6085,6 +6109,15 @@ msgstr ""
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"Wenn diese Eigenschaft geändert wird, werden alle Inspektor Felder "
|
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"aktualisiert."
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msgid ""
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"Signifies a default value from a placeholder script instance.\n"
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"[i]Deprecated.[/i] This hint is not used anywhere and will be removed in the "
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"future."
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msgstr ""
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"Beschreibt einen Default-Wert aus einer Platzhalter Skript-Instanz.\n"
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"[i]Obsolet.[/i] Dieser Hinweis ist nicht in Verwendung und wird zukünftig "
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"entfernt."
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msgid ""
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"The property is an enum, i.e. it only takes named integer constants from its "
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"associated enumeration."
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@ -6128,6 +6161,47 @@ msgstr ""
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"Die Eigenschaft wird im Editor nur angezeigt, wenn moderne Renderer "
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"unterstützt werden (die Rendering-Methode Kompatibilität ist ausgeschlossen)."
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|
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msgid ""
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"The [NodePath] property will always be relative to the scene's root. Mostly "
|
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"useful for local resources."
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msgstr ""
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"Die Eigenschaft [NodePath] ist immer relativ zur Szenen-Verzeichnis. Meist "
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"für lokale Ressourcen hilfreich."
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|
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msgid ""
|
||||
"Inserting an animation key frame of this property will automatically "
|
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"increment the value, allowing to easily keyframe multiple values in a row."
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msgstr ""
|
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"Das Setzen eines Animations-Keyframes auf diese Eigenschaft erhöht den Wert "
|
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"automatisch. Dies ermöglicht die Verwendung von Keyframes auf mehreren Werten "
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"einer Zeile."
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msgid ""
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||||
"When loading, the resource for this property can be set at the end of "
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"loading.\n"
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"[i]Deprecated.[/i] This hint is not used anywhere and will be removed in the "
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"future."
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msgstr ""
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"Während dem Ladevorgang kann die Ressource der Eigenschaft auch am Ende "
|
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"dessen gesetzt werden.\n"
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"[i]Obsolet.[/i] Dieser Hinweis ist nicht in Verwendung und wird zukünftig "
|
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"entfernt."
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||||
|
||||
msgid ""
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||||
"When this property is a [Resource] and base object is a [Node], a resource "
|
||||
"instance will be automatically created whenever the node is created in the "
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"editor."
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msgstr ""
|
||||
"Ist die Eigenschaft eine [Resource] und das Basisobjekt ein [Node], so wird "
|
||||
"die Ressource instantiiert, sobald der Node im Editor erzeugt wird."
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||||
|
||||
msgid ""
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||||
"The property is considered a basic setting and will appear even when advanced "
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||||
"mode is disabled. Used for project settings."
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msgstr ""
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||||
"Die Eigenschaft wird als Grundeinstellung gesehen, wodurch diese auch im "
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"Standardmodus erscheint. Sie wird für Projekteinstellungen verwendet."
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msgid "The property is read-only in the [EditorInspector]."
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msgstr "Die Eigenschaft ist im [EditorInspector] schreibgeschützt."
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@ -65,12 +65,13 @@
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# Jorge González <jlexgog@gmail.com>, 2023.
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# Jorge Julio Torres <jjulio.tlg.89@gmail.com>, 2023.
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# simomi 073 <arcemoyanomanuel@gmail.com>, 2023.
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# Alejandro Ruiz Esclapez <ruizesa24@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: 2023-10-25 16:15+0000\n"
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"Last-Translator: Jorge Julio Torres <jjulio.tlg.89@gmail.com>\n"
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"PO-Revision-Date: 2023-12-06 21:45+0000\n"
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"Last-Translator: Alejandro Ruiz Esclapez <ruizesa24@gmail.com>\n"
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"Language-Team: Spanish <https://hosted.weblate.org/projects/godot-engine/"
|
||||
"godot-class-reference/es/>\n"
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"Language: es\n"
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@ -78,11 +79,26 @@ msgstr ""
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
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||||
"Content-Transfer-Encoding: 8-bit\n"
|
||||
"Plural-Forms: nplurals=2; plural=n != 1;\n"
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||||
"X-Generator: Weblate 5.1.1\n"
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"X-Generator: Weblate 5.3-dev\n"
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msgid "All classes"
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msgstr "Todas las clases"
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msgid "Globals"
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msgstr "Globales"
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msgid "Nodes"
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msgstr "Nodos"
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||||
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msgid "Resources"
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msgstr "Recursos"
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||||
|
||||
msgid "Other objects"
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||||
msgstr "Otros objetos"
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||||
|
||||
msgid "Variant types"
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||||
msgstr "Tipo de variantes"
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||||
|
||||
msgid "Description"
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||||
msgstr "Descripción"
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||||
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||||
@ -113,6 +129,9 @@ msgstr "Enumeraciones"
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||||
msgid "Constants"
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msgstr "Constantes"
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||||
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||||
msgid "Annotations"
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msgstr "Anotaciones"
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||||
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msgid "Property Descriptions"
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msgstr "Descripciones de Propiedades"
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||||
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||||
@ -135,14 +154,11 @@ msgid "Inherited By:"
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msgstr "Heredado por:"
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||||
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||||
msgid "(overrides %s)"
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msgstr "(sobreescribe %s)"
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msgstr "(sobrescribe %s)"
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||||
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||||
msgid "Default"
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msgstr "Predeterminado"
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||||
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msgid "Setter"
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msgstr "Regulador o fijador"
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||||
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msgid "value"
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msgstr "valor"
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@ -152,7 +168,7 @@ msgstr "Método de Acceso al Valor o Getter"
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msgid ""
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||||
"This method should typically be overridden by the user to have any effect."
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msgstr ""
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||||
"Típicamente, este método debería ser sobreescrito por el usuario para que "
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||||
"Normalmente, este método debería ser sobrescrito por el usuario para que "
|
||||
"tenga algún efecto."
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||||
|
||||
msgid ""
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||||
|
||||
@ -86,7 +86,7 @@ msgid ""
|
||||
msgstr ""
|
||||
"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: 2023-11-26 04:03+0000\n"
|
||||
"PO-Revision-Date: 2023-12-07 07:04+0000\n"
|
||||
"Last-Translator: 风青山 <idleman@yeah.net>\n"
|
||||
"Language-Team: Chinese (Simplified) <https://hosted.weblate.org/projects/"
|
||||
"godot-engine/godot-class-reference/zh_Hans/>\n"
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||||
@ -95,11 +95,29 @@ msgstr ""
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8-bit\n"
|
||||
"Plural-Forms: nplurals=2; plural=(n != 1);\n"
|
||||
"X-Generator: Weblate 5.2.1-rc\n"
|
||||
"X-Generator: Weblate 5.3-dev\n"
|
||||
|
||||
msgid "All classes"
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||||
msgstr "所有类"
|
||||
|
||||
msgid "Globals"
|
||||
msgstr "全局"
|
||||
|
||||
msgid "Nodes"
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||||
msgstr "节点"
|
||||
|
||||
msgid "Resources"
|
||||
msgstr "资源"
|
||||
|
||||
msgid "Editor-only"
|
||||
msgstr "编辑器专用"
|
||||
|
||||
msgid "Other objects"
|
||||
msgstr "其他对象"
|
||||
|
||||
msgid "Variant types"
|
||||
msgstr "变体类型"
|
||||
|
||||
msgid "Description"
|
||||
msgstr "描述"
|
||||
|
||||
@ -130,6 +148,9 @@ msgstr "枚举"
|
||||
msgid "Constants"
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||||
msgstr "常量"
|
||||
|
||||
msgid "Annotations"
|
||||
msgstr "注解"
|
||||
|
||||
msgid "Property Descriptions"
|
||||
msgstr "属性说明"
|
||||
|
||||
@ -6382,8 +6403,7 @@ msgstr "返回该 [AABB] 归一化后的最短轴。"
|
||||
msgid ""
|
||||
"Returns the index of the shortest axis of the [AABB] (according to [Vector3]::"
|
||||
"AXIS* enum)."
|
||||
msgstr ""
|
||||
"返回该 [AABB] 最短轴的索引(根据 [Vector3] 的 [code]AXIS_*[/code] 常量)。"
|
||||
msgstr "返回该 [AABB] 最短轴的索引(根据 [Vector3]::AXIS* 常量)。"
|
||||
|
||||
msgid "Returns the scalar length of the shortest axis of the [AABB]."
|
||||
msgstr "返回该 [AABB] 最短轴的标量长度。"
|
||||
@ -17170,61 +17190,6 @@ msgstr "保存环境光遮蔽、粗糙度和金属度信息的纹理。"
|
||||
msgid "Represents the size of the [enum TextureParam] enum."
|
||||
msgstr "代表 [enum TextureParam] 枚举的大小。"
|
||||
|
||||
msgid ""
|
||||
"The texture filter reads from the nearest pixel only. The simplest and "
|
||||
"fastest method of filtering, but the texture will look pixelized."
|
||||
msgstr ""
|
||||
"纹理过滤器仅读取最邻近的像素。最简单快速的过滤方法,但纹理看起来会像素化。"
|
||||
|
||||
msgid ""
|
||||
"The texture filter blends between the nearest 4 pixels. Use this when you "
|
||||
"want to avoid a pixelated style, but do not want mipmaps."
|
||||
msgstr ""
|
||||
"纹理过滤器在最邻近的 4 个像素之间混合。如果你想要避免像素化风格,但又不想使用 "
|
||||
"mipmap,那么请使用这个选项。"
|
||||
|
||||
msgid ""
|
||||
"The texture filter reads from the nearest pixel in the nearest mipmap. The "
|
||||
"fastest way to read from textures with mipmaps."
|
||||
msgstr ""
|
||||
"纹理过滤器读取最邻近的 mipmap 中的最邻近的像素。带有 mipmap 的纹理的最快读取方"
|
||||
"法。"
|
||||
|
||||
msgid ""
|
||||
"The texture filter blends between the nearest 4 pixels and between the "
|
||||
"nearest 2 mipmaps. Use this for most cases as mipmaps are important to smooth "
|
||||
"out pixels that are far from the camera."
|
||||
msgstr ""
|
||||
"纹理过滤器在最邻近的 4 个像素和最邻近的 2 个 mipmap 之间混合。请在大多数情况下"
|
||||
"使用,因为 mipmap 对于平滑远离相机的像素很重要。"
|
||||
|
||||
msgid ""
|
||||
"The texture filter reads from the nearest pixel, but selects a mipmap based "
|
||||
"on the angle between the surface and the camera view. This reduces artifacts "
|
||||
"on surfaces that are almost in line with the camera. The anisotropic "
|
||||
"filtering level can be changed by adjusting [member ProjectSettings.rendering/"
|
||||
"textures/default_filters/anisotropic_filtering_level]."
|
||||
msgstr ""
|
||||
"纹理过滤器读取最邻近的像素,但会根据表面和相机视图之间的夹角选择 mipmap。可以"
|
||||
"减少几乎与相机成一直线的表面的不自然情况。各向异性过滤级别可以通过调整 "
|
||||
"[member ProjectSettings.rendering/textures/default_filters/"
|
||||
"anisotropic_filtering_level] 来改变。"
|
||||
|
||||
msgid ""
|
||||
"The texture filter blends between the nearest 4 pixels and selects a mipmap "
|
||||
"based on the angle between the surface and the camera view. This reduces "
|
||||
"artifacts on surfaces that are almost in line with the camera. This is the "
|
||||
"slowest of the filtering options, but results in the highest quality "
|
||||
"texturing. The anisotropic filtering level can be changed by adjusting "
|
||||
"[member ProjectSettings.rendering/textures/default_filters/"
|
||||
"anisotropic_filtering_level]."
|
||||
msgstr ""
|
||||
"纹理过滤器在最邻近的 4 个像素之间进行混合,并会根据表面和相机视图之间的夹角选"
|
||||
"择 mipmap。可以减少几乎与相机成一直线的表面的不自然情况。这是过滤选项中最慢的"
|
||||
"一个,但可以得到最高质量的纹理。各向异性过滤级别可以通过调整 [member "
|
||||
"ProjectSettings.rendering/textures/default_filters/"
|
||||
"anisotropic_filtering_level] 来改变。"
|
||||
|
||||
msgid "Represents the size of the [enum TextureFilter] enum."
|
||||
msgstr "代表 [enum TextureFilter] 枚举的大小。"
|
||||
|
||||
@ -20117,18 +20082,6 @@ msgstr ""
|
||||
"仅在启用 [member ProjectSettings.rendering/lights_and_shadows/"
|
||||
"use_physical_light_units] 时可用。"
|
||||
|
||||
msgid ""
|
||||
"Time for shutter to open and close, measured in seconds. A higher value will "
|
||||
"let in more light leading to a brighter image, while a lower amount will let "
|
||||
"in less light leading to a darker image.\n"
|
||||
"Only available when [member ProjectSettings.rendering/lights_and_shadows/"
|
||||
"use_physical_light_units] is enabled."
|
||||
msgstr ""
|
||||
"快门打开和关闭的时间,单位:秒。较高的值将使更多的光线进入,从而使图像更亮;而"
|
||||
"较低的值将使更少的光线进入,从而使图像更暗。\n"
|
||||
"仅在启用 [member ProjectSettings.rendering/lights_and_shadows/"
|
||||
"use_physical_light_units] 时可用。"
|
||||
|
||||
msgid ""
|
||||
"Override value for [member Camera3D.far]. Used internally when calculating "
|
||||
"depth of field. When attached to a [Camera3D] as its [member Camera3D."
|
||||
@ -21349,69 +21302,6 @@ msgstr "该 [CanvasItem] 的活动 [World2D] 已更改。"
|
||||
msgid "The [CanvasItem] will inherit the filter from its parent."
|
||||
msgstr "该 [CanvasItem] 将从其父级继承过滤器。"
|
||||
|
||||
msgid ""
|
||||
"The texture filter reads from the nearest pixel only. The simplest and "
|
||||
"fastest method of filtering. Useful for pixel art."
|
||||
msgstr "纹理过滤器仅读取最邻近的像素。最简单、最快的过滤方法。可用于像素画。"
|
||||
|
||||
msgid ""
|
||||
"The texture filter blends between the nearest four pixels. Use this for most "
|
||||
"cases where you want to avoid a pixelated style."
|
||||
msgstr ""
|
||||
"纹理过滤器在最邻近的四个像素之间混合。如果想要避免像素化样式,大多数情况下请使"
|
||||
"用此选项。"
|
||||
|
||||
msgid ""
|
||||
"The texture filter reads from the nearest pixel in the nearest mipmap. This "
|
||||
"is the fastest way to read from textures with mipmaps."
|
||||
msgstr ""
|
||||
"纹理过滤器读取最邻近的 mipmap 中的最邻近像素。这是使用 mipmap 从纹理中读取的最"
|
||||
"快方法。"
|
||||
|
||||
msgid ""
|
||||
"The texture filter blends between the nearest 4 pixels and between the "
|
||||
"nearest 2 mipmaps. Use this for non-pixel art textures that may be viewed at "
|
||||
"a low scale (e.g. due to [Camera2D] zoom), as mipmaps are important to smooth "
|
||||
"out pixels that are smaller than on-screen pixels."
|
||||
msgstr ""
|
||||
"纹理过滤器在最邻近的 4 个像素和最邻近的 2 个 mipmap 之间混合。请用于可能以低缩"
|
||||
"放率查看的非像素画纹理(例如由 [Camera2D] 缩放造成),因为 mipmap 对于平滑小于"
|
||||
"屏幕像素的像素很重要。"
|
||||
|
||||
msgid ""
|
||||
"The texture filter reads from the nearest pixel, but selects a mipmap based "
|
||||
"on the angle between the surface and the camera view. This reduces artifacts "
|
||||
"on surfaces that are almost in line with the camera. The anisotropic "
|
||||
"filtering level can be changed by adjusting [member ProjectSettings.rendering/"
|
||||
"textures/default_filters/anisotropic_filtering_level].\n"
|
||||
"[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant "
|
||||
"TEXTURE_FILTER_NEAREST_WITH_MIPMAPS] is usually more appropriate."
|
||||
msgstr ""
|
||||
"纹理过滤器读取最邻近的像素,但会根据表面和相机视图之间的角度选择 mipmap。可以"
|
||||
"减少几乎与相机成一直线的表面的伪影。各向异性过滤级别可以通过调整 [member "
|
||||
"ProjectSettings.rendering/textures/default_filters/"
|
||||
"anisotropic_filtering_level] 来改变。\n"
|
||||
"[b]注意:[/b]这个纹理过滤器很少用于 2D 项目。[constant "
|
||||
"TEXTURE_FILTER_NEAREST_WITH_MIPMAPS] 通常更合适。"
|
||||
|
||||
msgid ""
|
||||
"The texture filter blends between the nearest 4 pixels and selects a mipmap "
|
||||
"based on the angle between the surface and the camera view. This reduces "
|
||||
"artifacts on surfaces that are almost in line with the camera. This is the "
|
||||
"slowest of the filtering options, but results in the highest quality "
|
||||
"texturing. The anisotropic filtering level can be changed by adjusting "
|
||||
"[member ProjectSettings.rendering/textures/default_filters/"
|
||||
"anisotropic_filtering_level].\n"
|
||||
"[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant "
|
||||
"TEXTURE_FILTER_LINEAR_WITH_MIPMAPS] is usually more appropriate."
|
||||
msgstr ""
|
||||
"纹理过滤器在最邻近的 4 个像素之间进行混合,并会根据表面和相机视图之间的角度选"
|
||||
"择 mipmap。可以减少几乎与相机成一直线的表面的伪影。这是最慢的过滤选项,但可以"
|
||||
"得到最高质量的纹理。各向异性过滤级别可以通过调整 [member ProjectSettings."
|
||||
"rendering/textures/default_filters/anisotropic_filtering_level] 来改变。\n"
|
||||
"[b]注意:[/b]这个纹理过滤器很少用于 2D 项目。[constant "
|
||||
"TEXTURE_FILTER_NEAREST_WITH_MIPMAPS] 通常更合适。"
|
||||
|
||||
msgid "Texture will not repeat."
|
||||
msgstr "纹理不会重复。"
|
||||
|
||||
@ -24219,7 +24109,7 @@ msgid ""
|
||||
msgstr "将碰撞形状的形状设置为其所有凸面 [MeshInstance3D] 兄弟几何体的相加。"
|
||||
|
||||
msgid "[i]Obsoleted.[/i] Use [signal Resource.changed] instead."
|
||||
msgstr "[i]已废弃 [/i] 请改用 [signal Resource.changed] 。"
|
||||
msgstr "[i]已废弃。[/i]请改用 [signal Resource.changed] 。"
|
||||
|
||||
msgid "A disabled collision shape has no effect in the world."
|
||||
msgstr "禁用的碰撞形状对世界没有任何影响。"
|
||||
@ -45476,24 +45366,6 @@ msgstr ""
|
||||
"如果 [code]true[/code],则在编辑器中的交互式 UI 元素周围绘制额外的边框。使用"
|
||||
"[b]Black (OLED)[/b]主题预设时该项会自动启用,因为该主题预设使用全黑背景。"
|
||||
|
||||
msgid ""
|
||||
"The icon and font color scheme to use in the editor.\n"
|
||||
"- [b]Auto[/b] determines the color scheme to use automatically based on "
|
||||
"[member interface/theme/base_color].\n"
|
||||
"- [b]Dark[/b] makes fonts and icons light (suitable for dark themes).\n"
|
||||
"- [b]Light[/b] makes fonts and icons dark (suitable for light themes). Icon "
|
||||
"colors are automatically converted by the editor following [url=https://"
|
||||
"github.com/godotengine/godot/blob/master/editor/editor_themes.cpp#L135]this "
|
||||
"set of rules[/url]."
|
||||
msgstr ""
|
||||
"在编辑器中使用的图标和字体的配色方案。\n"
|
||||
"- [b]Auto[/b] 根据 [member interface/theme/base_color] 自动确定要使用的配色方"
|
||||
"案。\n"
|
||||
"- [b]Dark[/b] 使字体和图标变亮(适合深色主题)。\n"
|
||||
"- [b]Light[/b] 使字体和图标变暗(适合浅色主题)。图标颜色由编辑器按照"
|
||||
"[url=https://github.com/godotengine/godot/blob/master/editor/editor_themes."
|
||||
"cpp#L135]这组规则[/url]自动转换。"
|
||||
|
||||
msgid ""
|
||||
"The saturation to use for editor icons. Higher values result in more vibrant "
|
||||
"colors.\n"
|
||||
@ -110907,30 +110779,6 @@ msgstr "九宫格在需要的地方填充图块,并在需要时将它们拉伸
|
||||
msgid "Uses the default filter mode for this [Viewport]."
|
||||
msgstr "为 [Viewport] 使用默认过滤模式。"
|
||||
|
||||
msgid ""
|
||||
"The texture filter blends between the nearest 4 pixels and between the "
|
||||
"nearest 2 mipmaps."
|
||||
msgstr "纹理过滤在最近的 4 个像素之间和最近的 2 个 mipmap 之间混合。"
|
||||
|
||||
msgid ""
|
||||
"The texture filter reads from the nearest pixel, but selects a mipmap based "
|
||||
"on the angle between the surface and the camera view. This reduces artifacts "
|
||||
"on surfaces that are almost in line with the camera."
|
||||
msgstr ""
|
||||
"纹理过滤从最近的像素读取,但根据表面和相机视图之间的角度选择一个 mipmap。这减"
|
||||
"少了几乎与相机共线的表面上的伪影。"
|
||||
|
||||
msgid ""
|
||||
"The texture filter blends between the nearest 4 pixels and selects a mipmap "
|
||||
"based on the angle between the surface and the camera view. This reduces "
|
||||
"artifacts on surfaces that are almost in line with the camera. This is the "
|
||||
"slowest of the filtering options, but results in the highest quality "
|
||||
"texturing."
|
||||
msgstr ""
|
||||
"纹理过滤在最近的 4 个像素之间进行混合,并根据表面和相机视图之间的角度选择一个 "
|
||||
"mipmap。这减少了几乎与相机共线的表面上的伪影。这是最慢的过滤选项,但会产生最高"
|
||||
"质量的纹理。"
|
||||
|
||||
msgid "Max value for [enum CanvasItemTextureFilter] enum."
|
||||
msgstr "[enum CanvasItemTextureFilter] 枚举的最大值。"
|
||||
|
||||
@ -116069,6 +115917,55 @@ msgstr ""
|
||||
"GROUP_CALL_DEFERRED] 标志,则方法会在该帧末尾调用,与 [method Object."
|
||||
"set_deferred] 类似。"
|
||||
|
||||
msgid ""
|
||||
"Changes the running scene to the one at the given [param path], after loading "
|
||||
"it into a [PackedScene] and creating a new instance.\n"
|
||||
"Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the [param "
|
||||
"path] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] if "
|
||||
"that scene cannot be instantiated.\n"
|
||||
"[b]Note:[/b] See [method change_scene_to_packed] for details on the order of "
|
||||
"operations."
|
||||
msgstr ""
|
||||
"将位于给定路径 [param path] 的场景加载进一个 [PackedScene] 并新建其实例,然后"
|
||||
"将正在运行的场景修改为这个场景。\n"
|
||||
"成功时返回 [constant OK];如果 [param path] 不能被加载到一个 [PackedScene] "
|
||||
"中,则返回 [constant ERR_CANT_OPEN];如果该场景无法被实例化,则返回 [constant "
|
||||
"ERR_CANT_CREATE]。\n"
|
||||
"[b]注意:[/b]有关操作顺序的详细信息,请参阅 [method change_scene_to_packed]。"
|
||||
|
||||
msgid ""
|
||||
"Changes the running scene to a new instance of the given [PackedScene] (which "
|
||||
"must be valid).\n"
|
||||
"Returns [constant OK] on success, [constant ERR_CANT_CREATE] if the scene "
|
||||
"cannot be instantiated, or [constant ERR_INVALID_PARAMETER] if the scene is "
|
||||
"invalid.\n"
|
||||
"[b]Note:[/b] Operations happen in the following order when [method "
|
||||
"change_scene_to_packed] is called:\n"
|
||||
"1. The current scene node is immediately removed from the tree. From that "
|
||||
"point, [method Node.get_tree] called on the current (outgoing) scene will "
|
||||
"return [code]null[/code]. [member current_scene] will be [code]null[/code], "
|
||||
"too, because the new scene is not available yet.\n"
|
||||
"2. At the end of the frame, the formerly current scene, already removed from "
|
||||
"the tree, will be deleted (freed from memory) and then the new scene will be "
|
||||
"instantiated and added to the tree. [method Node.get_tree] and [member "
|
||||
"current_scene] will be back to working as usual.\n"
|
||||
"This ensures that both scenes aren't running at the same time, while still "
|
||||
"freeing the previous scene in a safe way similar to [method Node.queue_free]."
|
||||
msgstr ""
|
||||
"将正在运行的场景更改为给定 [PackedScene] 的新实例(新实例必须有效)。\n"
|
||||
"成功时返回 [constant OK],场景无法被实例化时返回 [constant ERR_CANT_CREATE],"
|
||||
"场景无效时返回 [constant ERR_INVALID_PARAMETER]。\n"
|
||||
"[b]注意:[/b]当 [method change_scene_to_packed] 被调用时,操作按以下顺序发"
|
||||
"生:\n"
|
||||
"1. 当前场景节点被立即从树中移除。从那时起,在当前(传出)场景上调用的 [method "
|
||||
"Node.get_tree] 将返回 [code]null[/code]。[member current_scene] 也将变为 "
|
||||
"[code]null[/code],因为新场景尚不可用。\n"
|
||||
"2. 在帧末尾时,已从树中移除的、之前的当前场景将被删除(从内存中释放),然后新"
|
||||
"场景将被实例化并添加到树中。[method Node.get_tree] 和 [member current_scene] "
|
||||
"将恢复正常工作。\n"
|
||||
"这确保了两个场景不会同时运行,并且仍然会以类似于 [method Node.queue_free] 的安"
|
||||
"全方式释放之前的场景。"
|
||||
|
||||
msgid ""
|
||||
"Returns a [SceneTreeTimer] which will emit [signal SceneTreeTimer.timeout] "
|
||||
"after the given time in seconds elapsed in this [SceneTree].\n"
|
||||
@ -139060,23 +138957,6 @@ msgstr ""
|
||||
msgid "A control used for video playback."
|
||||
msgstr "用于播放视频的控件。"
|
||||
|
||||
msgid ""
|
||||
"A control used for playback of [VideoStream] resources.\n"
|
||||
"Supported video formats are [url=https://www.theora.org/]Ogg Theora[/url] "
|
||||
"([code].ogv[/code], [VideoStreamTheora]) and any format exposed via a "
|
||||
"GDExtension plugin.\n"
|
||||
"[b]Note:[/b] Due to a bug, VideoStreamPlayer does not support localization "
|
||||
"remapping yet.\n"
|
||||
"[b]Warning:[/b] On Web, video playback [i]will[/i] perform poorly due to "
|
||||
"missing architecture-specific assembly optimizations."
|
||||
msgstr ""
|
||||
"用于播放 [VideoStream] 资源的控件。\n"
|
||||
"支持的视频格式有 [url=https://www.theora.org/]Ogg Theora[/url]([code].ogv[/"
|
||||
"code],[VideoStreamTheora])以及任何通过 GDExtension 插件公开的格式。\n"
|
||||
"[b]注意:[/b]由于一个错误,VideoStreamPlayer 还不支持本地化重映射。\n"
|
||||
"[b]警告:[/b]在 Web 上,视频播放[i]会[/i]由于缺少特定于体系结构的汇编优化而表"
|
||||
"现不佳。"
|
||||
|
||||
msgid ""
|
||||
"The length of the current stream, in seconds.\n"
|
||||
"[b]Note:[/b] For [VideoStreamTheora] streams (the built-in format supported "
|
||||
@ -142962,40 +142842,6 @@ msgid ""
|
||||
"attached to."
|
||||
msgstr "使用由该着色器所附加到的节点决定的过滤器对纹理进行采样。"
|
||||
|
||||
msgid ""
|
||||
"The texture filter reads from the nearest pixel, but selects a mipmap based "
|
||||
"on the angle between the surface and the camera view. This reduces artifacts "
|
||||
"on surfaces that are almost in line with the camera. The anisotropic "
|
||||
"filtering level can be changed by adjusting [member ProjectSettings.rendering/"
|
||||
"textures/default_filters/anisotropic_filtering_level].\n"
|
||||
"[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant "
|
||||
"FILTER_LINEAR_MIPMAP] is usually more appropriate."
|
||||
msgstr ""
|
||||
"纹理过滤从最近的像素读取,但根据表面和相机视图之间的角度选择一个 mipmap。这减"
|
||||
"少了几乎与相机对齐的表面上的伪影。可以通过调整 [member ProjectSettings."
|
||||
"rendering/textures/default_filters/anisotropic_filtering_level],来更改各向异"
|
||||
"性过滤级别。\n"
|
||||
"[b]注意:[/b]这种纹理过滤在 2D 项目中很少有用。[constant "
|
||||
"FILTER_LINEAR_MIPMAP] 通常更合适。"
|
||||
|
||||
msgid ""
|
||||
"The texture filter blends between the nearest 4 pixels and selects a mipmap "
|
||||
"based on the angle between the surface and the camera view. This reduces "
|
||||
"artifacts on surfaces that are almost in line with the camera. This is the "
|
||||
"slowest of the filtering options, but results in the highest quality "
|
||||
"texturing. The anisotropic filtering level can be changed by adjusting "
|
||||
"[member ProjectSettings.rendering/textures/default_filters/"
|
||||
"anisotropic_filtering_level].\n"
|
||||
"[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant "
|
||||
"FILTER_LINEAR_MIPMAP] is usually more appropriate."
|
||||
msgstr ""
|
||||
"纹理过滤在最近的 4 个像素之间进行混合,并根据表面和相机视图之间的角度选择一个 "
|
||||
"mipmap。这减少了几乎与相机对齐的表面上的伪影。这是最慢的过滤选项,但会产生最高"
|
||||
"质量的纹理。可以通过调整 [member ProjectSettings.rendering/textures/"
|
||||
"default_filters/anisotropic_filtering_level],来更改各向异性过滤级别。\n"
|
||||
"[b]注意:[/b]这种纹理过滤在 2D 项目中很少有用。[constant "
|
||||
"FILTER_LINEAR_MIPMAP] 通常更合适。"
|
||||
|
||||
msgid ""
|
||||
"Sample the texture using the repeat mode determined by the node this shader "
|
||||
"is attached to."
|
||||
|
||||
@ -16178,61 +16178,6 @@ msgstr "保存環境光遮蔽、粗糙度和金屬度資訊的紋理。"
|
||||
msgid "Represents the size of the [enum TextureParam] enum."
|
||||
msgstr "代表 [enum TextureParam] 列舉的大小。"
|
||||
|
||||
msgid ""
|
||||
"The texture filter reads from the nearest pixel only. The simplest and "
|
||||
"fastest method of filtering, but the texture will look pixelized."
|
||||
msgstr ""
|
||||
"紋理篩檢程式僅讀取最鄰近的圖元。最簡單快速的篩選方法,但紋理看起來會圖元化。"
|
||||
|
||||
msgid ""
|
||||
"The texture filter blends between the nearest 4 pixels. Use this when you "
|
||||
"want to avoid a pixelated style, but do not want mipmaps."
|
||||
msgstr ""
|
||||
"紋理篩檢程式在最鄰近的 4 個圖元之間混合。如果你想要避免圖元化風格,但又不想使"
|
||||
"用 mipmap,那麼請使用這個選項。"
|
||||
|
||||
msgid ""
|
||||
"The texture filter reads from the nearest pixel in the nearest mipmap. The "
|
||||
"fastest way to read from textures with mipmaps."
|
||||
msgstr ""
|
||||
"紋理篩檢程式讀取最鄰近的 mipmap 中的最鄰近的圖元。帶有 mipmap 的紋理的最快讀取"
|
||||
"方法。"
|
||||
|
||||
msgid ""
|
||||
"The texture filter blends between the nearest 4 pixels and between the "
|
||||
"nearest 2 mipmaps. Use this for most cases as mipmaps are important to smooth "
|
||||
"out pixels that are far from the camera."
|
||||
msgstr ""
|
||||
"紋理篩檢程式在最鄰近的 4 個圖元和最鄰近的 2 個 mipmap 之間混合。請在大多數情況"
|
||||
"下使用,因為 mipmap 對於平滑遠離相機的圖元很重要。"
|
||||
|
||||
msgid ""
|
||||
"The texture filter reads from the nearest pixel, but selects a mipmap based "
|
||||
"on the angle between the surface and the camera view. This reduces artifacts "
|
||||
"on surfaces that are almost in line with the camera. The anisotropic "
|
||||
"filtering level can be changed by adjusting [member ProjectSettings.rendering/"
|
||||
"textures/default_filters/anisotropic_filtering_level]."
|
||||
msgstr ""
|
||||
"紋理篩檢程式讀取最鄰近的圖元,但會根據表面和相機視圖之間的夾角選擇 mipmap。可"
|
||||
"以減少幾乎與相機成一直線的表面的不自然情況。各向異性篩選級別可以通過調整 "
|
||||
"[member ProjectSettings.rendering/textures/default_filters/"
|
||||
"anisotropic_filtering_level] 來改變。"
|
||||
|
||||
msgid ""
|
||||
"The texture filter blends between the nearest 4 pixels and selects a mipmap "
|
||||
"based on the angle between the surface and the camera view. This reduces "
|
||||
"artifacts on surfaces that are almost in line with the camera. This is the "
|
||||
"slowest of the filtering options, but results in the highest quality "
|
||||
"texturing. The anisotropic filtering level can be changed by adjusting "
|
||||
"[member ProjectSettings.rendering/textures/default_filters/"
|
||||
"anisotropic_filtering_level]."
|
||||
msgstr ""
|
||||
"紋理篩檢程式在最鄰近的 4 個圖元之間進行混合,並會根據表面和相機視圖之間的夾角"
|
||||
"選擇 mipmap。可以減少幾乎與相機成一直線的表面的不自然情況。這是篩選選項中最慢"
|
||||
"的一個,但可以得到最高品質的紋理。各向異性篩選級別可以通過調整 [member "
|
||||
"ProjectSettings.rendering/textures/default_filters/"
|
||||
"anisotropic_filtering_level] 來改變。"
|
||||
|
||||
msgid "Represents the size of the [enum TextureFilter] enum."
|
||||
msgstr "代表 [enum TextureFilter] 列舉的大小。"
|
||||
|
||||
@ -19052,18 +18997,6 @@ msgstr ""
|
||||
"僅在啟用 [member ProjectSettings.rendering/lights_and_shadows/"
|
||||
"use_physical_light_units] 時可用。"
|
||||
|
||||
msgid ""
|
||||
"Time for shutter to open and close, measured in seconds. A higher value will "
|
||||
"let in more light leading to a brighter image, while a lower amount will let "
|
||||
"in less light leading to a darker image.\n"
|
||||
"Only available when [member ProjectSettings.rendering/lights_and_shadows/"
|
||||
"use_physical_light_units] is enabled."
|
||||
msgstr ""
|
||||
"快門打開和關閉的時間,單位:秒。較高的值將使更多的光線進入,從而使圖像更亮;而"
|
||||
"較低的值將使更少的光線進入,從而使圖像更暗。\n"
|
||||
"僅在啟用 [member ProjectSettings.rendering/lights_and_shadows/"
|
||||
"use_physical_light_units] 時可用。"
|
||||
|
||||
msgid ""
|
||||
"Override value for [member Camera3D.far]. Used internally when calculating "
|
||||
"depth of field. When attached to a [Camera3D] as its [member Camera3D."
|
||||
@ -20210,69 +20143,6 @@ msgstr "該 [CanvasItem] 的活動 [World2D] 已更改。"
|
||||
msgid "The [CanvasItem] will inherit the filter from its parent."
|
||||
msgstr "該 [CanvasItem] 將從其父級繼承篩檢程式。"
|
||||
|
||||
msgid ""
|
||||
"The texture filter reads from the nearest pixel only. The simplest and "
|
||||
"fastest method of filtering. Useful for pixel art."
|
||||
msgstr "紋理篩檢程式僅讀取最鄰近的圖元。最簡單、最快的篩選方法。可用於圖元畫。"
|
||||
|
||||
msgid ""
|
||||
"The texture filter blends between the nearest four pixels. Use this for most "
|
||||
"cases where you want to avoid a pixelated style."
|
||||
msgstr ""
|
||||
"紋理篩檢程式在最鄰近的四個圖元之間混合。如果想要避免圖元化樣式,大多數情況下請"
|
||||
"使用此選項。"
|
||||
|
||||
msgid ""
|
||||
"The texture filter reads from the nearest pixel in the nearest mipmap. This "
|
||||
"is the fastest way to read from textures with mipmaps."
|
||||
msgstr ""
|
||||
"紋理篩檢程式讀取最鄰近的 mipmap 中的最鄰近圖元。這是使用 mipmap 從紋理中讀取的"
|
||||
"最快方法。"
|
||||
|
||||
msgid ""
|
||||
"The texture filter blends between the nearest 4 pixels and between the "
|
||||
"nearest 2 mipmaps. Use this for non-pixel art textures that may be viewed at "
|
||||
"a low scale (e.g. due to [Camera2D] zoom), as mipmaps are important to smooth "
|
||||
"out pixels that are smaller than on-screen pixels."
|
||||
msgstr ""
|
||||
"紋理篩檢程式在最鄰近的 4 個圖元和最鄰近的 2 個 mipmap 之間混合。請用於可能以低"
|
||||
"縮放率查看的非圖元畫紋理(例如由 [Camera2D] 縮放造成),因為 mipmap 對於平滑小"
|
||||
"於螢幕圖元的圖元很重要。"
|
||||
|
||||
msgid ""
|
||||
"The texture filter reads from the nearest pixel, but selects a mipmap based "
|
||||
"on the angle between the surface and the camera view. This reduces artifacts "
|
||||
"on surfaces that are almost in line with the camera. The anisotropic "
|
||||
"filtering level can be changed by adjusting [member ProjectSettings.rendering/"
|
||||
"textures/default_filters/anisotropic_filtering_level].\n"
|
||||
"[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant "
|
||||
"TEXTURE_FILTER_NEAREST_WITH_MIPMAPS] is usually more appropriate."
|
||||
msgstr ""
|
||||
"紋理篩檢程式讀取最鄰近的圖元,但會根據表面和相機視圖之間的角度選擇 mipmap。可"
|
||||
"以減少幾乎與相機成一直線的表面的偽影。各向異性篩選級別可以通過調整 [member "
|
||||
"ProjectSettings.rendering/textures/default_filters/"
|
||||
"anisotropic_filtering_level] 來改變。\n"
|
||||
"[b]注意:[/b]這個紋理篩檢程式很少用於 2D 專案。[constant "
|
||||
"TEXTURE_FILTER_NEAREST_WITH_MIPMAPS] 通常更合適。"
|
||||
|
||||
msgid ""
|
||||
"The texture filter blends between the nearest 4 pixels and selects a mipmap "
|
||||
"based on the angle between the surface and the camera view. This reduces "
|
||||
"artifacts on surfaces that are almost in line with the camera. This is the "
|
||||
"slowest of the filtering options, but results in the highest quality "
|
||||
"texturing. The anisotropic filtering level can be changed by adjusting "
|
||||
"[member ProjectSettings.rendering/textures/default_filters/"
|
||||
"anisotropic_filtering_level].\n"
|
||||
"[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant "
|
||||
"TEXTURE_FILTER_LINEAR_WITH_MIPMAPS] is usually more appropriate."
|
||||
msgstr ""
|
||||
"紋理篩檢程式在最鄰近的 4 個圖元之間進行混合,並會根據表面和相機視圖之間的角度"
|
||||
"選擇 mipmap。可以減少幾乎與相機成一直線的表面的偽影。這是最慢的篩選選項,但可"
|
||||
"以得到最高品質的紋理。各向異性篩選級別可以通過調整 [member ProjectSettings."
|
||||
"rendering/textures/default_filters/anisotropic_filtering_level] 來改變。\n"
|
||||
"[b]注意:[/b]這個紋理篩檢程式很少用於 2D 專案。[constant "
|
||||
"TEXTURE_FILTER_NEAREST_WITH_MIPMAPS] 通常更合適。"
|
||||
|
||||
msgid "Texture will not repeat."
|
||||
msgstr "紋理不會重複。"
|
||||
|
||||
@ -43316,24 +43186,6 @@ msgstr ""
|
||||
"如果 [code]true[/code],則在編輯器中的互動式 UI 元素周圍繪製額外的邊框。使用"
|
||||
"[b]Black (OLED)[/b]主題預設時該項會自動啟用,因為該主題預設使用全黑背景。"
|
||||
|
||||
msgid ""
|
||||
"The icon and font color scheme to use in the editor.\n"
|
||||
"- [b]Auto[/b] determines the color scheme to use automatically based on "
|
||||
"[member interface/theme/base_color].\n"
|
||||
"- [b]Dark[/b] makes fonts and icons light (suitable for dark themes).\n"
|
||||
"- [b]Light[/b] makes fonts and icons dark (suitable for light themes). Icon "
|
||||
"colors are automatically converted by the editor following [url=https://"
|
||||
"github.com/godotengine/godot/blob/master/editor/editor_themes.cpp#L135]this "
|
||||
"set of rules[/url]."
|
||||
msgstr ""
|
||||
"在編輯器中使用的圖示和字形的配色方案。\n"
|
||||
"- [b]Auto[/b] 根據 [member interface/theme/base_color] 自動確定要使用的配色方"
|
||||
"案。\n"
|
||||
"- [b]Dark[/b] 使字形和圖示變亮(適合深色主題)。\n"
|
||||
"- [b]Light[/b] 使字形和圖示變暗(適合淺色主題)。圖示顏色由編輯器按照"
|
||||
"[url=https://github.com/godotengine/godot/blob/master/editor/editor_themes."
|
||||
"cpp#L135]這組規則[/url]自動轉換。"
|
||||
|
||||
msgid ""
|
||||
"The saturation to use for editor icons. Higher values result in more vibrant "
|
||||
"colors.\n"
|
||||
@ -105181,30 +105033,6 @@ msgstr "九宮格在需要的地方填充圖塊,並在需要時將它們拉伸
|
||||
msgid "Uses the default filter mode for this [Viewport]."
|
||||
msgstr "為 [Viewport] 使用預設篩選模式。"
|
||||
|
||||
msgid ""
|
||||
"The texture filter blends between the nearest 4 pixels and between the "
|
||||
"nearest 2 mipmaps."
|
||||
msgstr "紋理篩選在最近的 4 個圖元之間和最近的 2 個 mipmap 之間混合。"
|
||||
|
||||
msgid ""
|
||||
"The texture filter reads from the nearest pixel, but selects a mipmap based "
|
||||
"on the angle between the surface and the camera view. This reduces artifacts "
|
||||
"on surfaces that are almost in line with the camera."
|
||||
msgstr ""
|
||||
"紋理篩選從最近的圖元讀取,但根據表面和相機視圖之間的角度選擇一個 mipmap。這減"
|
||||
"少了幾乎與相機共線的表面上的偽影。"
|
||||
|
||||
msgid ""
|
||||
"The texture filter blends between the nearest 4 pixels and selects a mipmap "
|
||||
"based on the angle between the surface and the camera view. This reduces "
|
||||
"artifacts on surfaces that are almost in line with the camera. This is the "
|
||||
"slowest of the filtering options, but results in the highest quality "
|
||||
"texturing."
|
||||
msgstr ""
|
||||
"紋理篩選在最近的 4 個圖元之間進行混合,並根據表面和相機視圖之間的角度選擇一個 "
|
||||
"mipmap。這減少了幾乎與相機共線的表面上的偽影。這是最慢的篩選選項,但會產生最高"
|
||||
"品質的紋理。"
|
||||
|
||||
msgid "Max value for [enum CanvasItemTextureFilter] enum."
|
||||
msgstr "[enum CanvasItemTextureFilter] 列舉的最大值。"
|
||||
|
||||
@ -132185,23 +132013,6 @@ msgstr ""
|
||||
msgid "A control used for video playback."
|
||||
msgstr "用於播放影片的控制項。"
|
||||
|
||||
msgid ""
|
||||
"A control used for playback of [VideoStream] resources.\n"
|
||||
"Supported video formats are [url=https://www.theora.org/]Ogg Theora[/url] "
|
||||
"([code].ogv[/code], [VideoStreamTheora]) and any format exposed via a "
|
||||
"GDExtension plugin.\n"
|
||||
"[b]Note:[/b] Due to a bug, VideoStreamPlayer does not support localization "
|
||||
"remapping yet.\n"
|
||||
"[b]Warning:[/b] On Web, video playback [i]will[/i] perform poorly due to "
|
||||
"missing architecture-specific assembly optimizations."
|
||||
msgstr ""
|
||||
"用於播放 [VideoStream] 資源的控制項。\n"
|
||||
"支援的影片格式有 [url=https://www.theora.org/]Ogg Theora[/url]([code].ogv[/"
|
||||
"code],[VideoStreamTheora])以及任何通過 GDExtension 外掛程式公開的格式。\n"
|
||||
"[b]注意:[/b]由於一個錯誤,VideoStreamPlayer 還不支援當地語系化重對應。\n"
|
||||
"[b]警告:[/b]在 Web 上,影片播放[i]會[/i]由於缺少特定於體系結構的組合優化而表"
|
||||
"現不佳。"
|
||||
|
||||
msgid ""
|
||||
"The length of the current stream, in seconds.\n"
|
||||
"[b]Note:[/b] For [VideoStreamTheora] streams (the built-in format supported "
|
||||
@ -135855,40 +135666,6 @@ msgid ""
|
||||
"attached to."
|
||||
msgstr "使用由該著色器所附加到的節點決定的篩檢程式對紋理進行取樣。"
|
||||
|
||||
msgid ""
|
||||
"The texture filter reads from the nearest pixel, but selects a mipmap based "
|
||||
"on the angle between the surface and the camera view. This reduces artifacts "
|
||||
"on surfaces that are almost in line with the camera. The anisotropic "
|
||||
"filtering level can be changed by adjusting [member ProjectSettings.rendering/"
|
||||
"textures/default_filters/anisotropic_filtering_level].\n"
|
||||
"[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant "
|
||||
"FILTER_LINEAR_MIPMAP] is usually more appropriate."
|
||||
msgstr ""
|
||||
"紋理篩選從最近的圖元讀取,但根據表面和相機視圖之間的角度選擇一個 mipmap。這減"
|
||||
"少了幾乎與相機對齊的表面上的偽影。可以通過調整 [member ProjectSettings."
|
||||
"rendering/textures/default_filters/anisotropic_filtering_level],來更改各向異"
|
||||
"性篩選級別。\n"
|
||||
"[b]注意:[/b]這種紋理篩選在 2D 專案中很少有用。[constant "
|
||||
"FILTER_LINEAR_MIPMAP] 通常更合適。"
|
||||
|
||||
msgid ""
|
||||
"The texture filter blends between the nearest 4 pixels and selects a mipmap "
|
||||
"based on the angle between the surface and the camera view. This reduces "
|
||||
"artifacts on surfaces that are almost in line with the camera. This is the "
|
||||
"slowest of the filtering options, but results in the highest quality "
|
||||
"texturing. The anisotropic filtering level can be changed by adjusting "
|
||||
"[member ProjectSettings.rendering/textures/default_filters/"
|
||||
"anisotropic_filtering_level].\n"
|
||||
"[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant "
|
||||
"FILTER_LINEAR_MIPMAP] is usually more appropriate."
|
||||
msgstr ""
|
||||
"紋理篩選在最近的 4 個圖元之間進行混合,並根據表面和相機視圖之間的角度選擇一個 "
|
||||
"mipmap。這減少了幾乎與相機對齊的表面上的偽影。這是最慢的篩選選項,但會產生最高"
|
||||
"品質的紋理。可以通過調整 [member ProjectSettings.rendering/textures/"
|
||||
"default_filters/anisotropic_filtering_level],來更改各向異性篩選級別。\n"
|
||||
"[b]注意:[/b]這種紋理篩選在 2D 專案中很少有用。[constant "
|
||||
"FILTER_LINEAR_MIPMAP] 通常更合適。"
|
||||
|
||||
msgid ""
|
||||
"Sample the texture using the repeat mode determined by the node this shader "
|
||||
"is attached to."
|
||||
|
||||
Reference in New Issue
Block a user