i18n: Sync translations with Weblate

(cherry picked from commit daeb1c7292)
This commit is contained in:
Rémi Verschelde
2023-12-07 11:13:02 +01:00
parent c52cf09f0d
commit d5ad37afcd
44 changed files with 3140 additions and 930 deletions

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@ -76,12 +76,13 @@
# Cerno_b <cerno.b@gmail.com>, 2023.
# Janosch Lion <janorico@posteo.de>, 2023.
# Tobias Mohr <tobias_mohr_1991@gmx.de>, 2023.
# Florian Schaupp <fschaupp@hotmail.com>, 2023.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2023-11-28 16:10+0000\n"
"Last-Translator: HolonProduction <holonproduction@gmail.com>\n"
"PO-Revision-Date: 2023-12-02 19:36+0000\n"
"Last-Translator: Florian Schaupp <fschaupp@hotmail.com>\n"
"Language-Team: German <https://hosted.weblate.org/projects/godot-engine/godot-"
"class-reference/de/>\n"
"Language: de\n"
@ -91,6 +92,15 @@ msgstr ""
"Plural-Forms: nplurals=2; plural=n != 1;\n"
"X-Generator: Weblate 5.3-dev\n"
msgid "All classes"
msgstr "Alle Klassen"
msgid "Nodes"
msgstr "Nodes"
msgid "Resources"
msgstr "Ressourcen"
msgid "Description"
msgstr "Beschreibung"
@ -5976,6 +5986,13 @@ msgstr ""
"[b]Hinweis:[/b] Der abschließende Doppelpunkt ist erforderlich, um eingebaute "
"Typen korrekt zu erkennen."
msgid ""
"[i]Deprecated.[/i] This hint is not used anywhere and will be removed in the "
"future."
msgstr ""
"[i]Obsolet.[/i] Dieser Hinweis ist nicht mehr in Verwendung und wird in "
"Zukunft entfernt."
msgid "Hints that an object is too big to be sent via the debugger."
msgstr ""
"Weist darauf hin, dass ein Objekt zu groß ist, um über den Debugger gesendet "
@ -6065,6 +6082,13 @@ msgstr ""
"Dient dazu, Eigenschaften im Editor in einer Untergruppe (unter einer Gruppe) "
"zusammenzufassen. Siehe [EditorInspector]."
msgid ""
"The property is a bitfield, i.e. it contains multiple flags represented as "
"bits."
msgstr ""
"Die Eigenschaft ist ein Bitfeld und repräsentiert daher beispielsweise "
"mehrere Flags als Bits."
msgid "The property does not save its state in [PackedScene]."
msgstr "Die Eigenschaft speichert ihren Zustand nicht in [PackedScene]."
@ -6085,6 +6109,15 @@ msgstr ""
"Wenn diese Eigenschaft geändert wird, werden alle Inspektor Felder "
"aktualisiert."
msgid ""
"Signifies a default value from a placeholder script instance.\n"
"[i]Deprecated.[/i] This hint is not used anywhere and will be removed in the "
"future."
msgstr ""
"Beschreibt einen Default-Wert aus einer Platzhalter Skript-Instanz.\n"
"[i]Obsolet.[/i] Dieser Hinweis ist nicht in Verwendung und wird zukünftig "
"entfernt."
msgid ""
"The property is an enum, i.e. it only takes named integer constants from its "
"associated enumeration."
@ -6128,6 +6161,47 @@ msgstr ""
"Die Eigenschaft wird im Editor nur angezeigt, wenn moderne Renderer "
"unterstützt werden (die Rendering-Methode Kompatibilität ist ausgeschlossen)."
msgid ""
"The [NodePath] property will always be relative to the scene's root. Mostly "
"useful for local resources."
msgstr ""
"Die Eigenschaft [NodePath] ist immer relativ zur Szenen-Verzeichnis. Meist "
"für lokale Ressourcen hilfreich."
msgid ""
"Inserting an animation key frame of this property will automatically "
"increment the value, allowing to easily keyframe multiple values in a row."
msgstr ""
"Das Setzen eines Animations-Keyframes auf diese Eigenschaft erhöht den Wert "
"automatisch. Dies ermöglicht die Verwendung von Keyframes auf mehreren Werten "
"einer Zeile."
msgid ""
"When loading, the resource for this property can be set at the end of "
"loading.\n"
"[i]Deprecated.[/i] This hint is not used anywhere and will be removed in the "
"future."
msgstr ""
"Während dem Ladevorgang kann die Ressource der Eigenschaft auch am Ende "
"dessen gesetzt werden.\n"
"[i]Obsolet.[/i] Dieser Hinweis ist nicht in Verwendung und wird zukünftig "
"entfernt."
msgid ""
"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 "
"editor."
msgstr ""
"Ist die Eigenschaft eine [Resource] und das Basisobjekt ein [Node], so wird "
"die Ressource instantiiert, sobald der Node im Editor erzeugt wird."
msgid ""
"The property is considered a basic setting and will appear even when advanced "
"mode is disabled. Used for project settings."
msgstr ""
"Die Eigenschaft wird als Grundeinstellung gesehen, wodurch diese auch im "
"Standardmodus erscheint. Sie wird für Projekteinstellungen verwendet."
msgid "The property is read-only in the [EditorInspector]."
msgstr "Die Eigenschaft ist im [EditorInspector] schreibgeschützt."

View File

@ -65,12 +65,13 @@
# Jorge González <jlexgog@gmail.com>, 2023.
# Jorge Julio Torres <jjulio.tlg.89@gmail.com>, 2023.
# simomi 073 <arcemoyanomanuel@gmail.com>, 2023.
# Alejandro Ruiz Esclapez <ruizesa24@gmail.com>, 2023.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2023-10-25 16:15+0000\n"
"Last-Translator: Jorge Julio Torres <jjulio.tlg.89@gmail.com>\n"
"PO-Revision-Date: 2023-12-06 21:45+0000\n"
"Last-Translator: Alejandro Ruiz Esclapez <ruizesa24@gmail.com>\n"
"Language-Team: Spanish <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/es/>\n"
"Language: es\n"
@ -78,11 +79,26 @@ 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 5.1.1\n"
"X-Generator: Weblate 5.3-dev\n"
msgid "All classes"
msgstr "Todas las clases"
msgid "Globals"
msgstr "Globales"
msgid "Nodes"
msgstr "Nodos"
msgid "Resources"
msgstr "Recursos"
msgid "Other objects"
msgstr "Otros objetos"
msgid "Variant types"
msgstr "Tipo de variantes"
msgid "Description"
msgstr "Descripción"
@ -113,6 +129,9 @@ msgstr "Enumeraciones"
msgid "Constants"
msgstr "Constantes"
msgid "Annotations"
msgstr "Anotaciones"
msgid "Property Descriptions"
msgstr "Descripciones de Propiedades"
@ -135,14 +154,11 @@ msgid "Inherited By:"
msgstr "Heredado por:"
msgid "(overrides %s)"
msgstr "(sobreescribe %s)"
msgstr "(sobrescribe %s)"
msgid "Default"
msgstr "Predeterminado"
msgid "Setter"
msgstr "Regulador o fijador"
msgid "value"
msgstr "valor"
@ -152,7 +168,7 @@ msgstr "Método de Acceso al Valor o Getter"
msgid ""
"This method should typically be overridden by the user to have any effect."
msgstr ""
"Típicamente, este método debería ser sobreescrito por el usuario para que "
"Normalmente, este método debería ser sobrescrito por el usuario para que "
"tenga algún efecto."
msgid ""

View File

@ -86,7 +86,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"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"
@ -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"
msgstr "所有类"
msgid "Globals"
msgstr "全局"
msgid "Nodes"
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"
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."

View File

@ -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."