i18n: Sync translations with Weblate

Still tracking 4.2 translations for now.

(cherry picked from commit 991454b8bd)
This commit is contained in:
Rémi Verschelde
2024-02-02 10:47:57 +01:00
parent 9adb7c7d13
commit e0eccaeb60
57 changed files with 10232 additions and 9361 deletions

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@ -73,16 +73,17 @@
# Wuzzy <Wuzzy@disroot.org>, 2023.
# Björn Reißig <bjoern.reissig@bytestorm.eu>, 2023.
# Cerno_b <jan.biel@arcor.de>, 2023.
# Cerno_b <cerno.b@gmail.com>, 2023.
# Cerno_b <cerno.b@gmail.com>, 2023, 2024.
# Janosch Lion <janorico@posteo.de>, 2023.
# Tobias Mohr <tobias_mohr_1991@gmx.de>, 2023.
# Florian Schaupp <fschaupp@hotmail.com>, 2023.
# Eric Brändli <ericbraendli@gmail.com>, 2024.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2023-12-02 19:36+0000\n"
"Last-Translator: Florian Schaupp <fschaupp@hotmail.com>\n"
"PO-Revision-Date: 2024-01-19 08:19+0000\n"
"Last-Translator: Cerno_b <cerno.b@gmail.com>\n"
"Language-Team: German <https://hosted.weblate.org/projects/godot-engine/godot-"
"class-reference/de/>\n"
"Language: de\n"
@ -90,17 +91,29 @@ 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 5.3-dev\n"
"X-Generator: Weblate 5.4-dev\n"
msgid "All classes"
msgstr "Alle Klassen"
msgid "Globals"
msgstr "Globale Klassen"
msgid "Nodes"
msgstr "Nodes"
msgid "Resources"
msgstr "Ressourcen"
msgid "Editor-only"
msgstr "Editor-intern"
msgid "Other objects"
msgstr "Andere Objekte"
msgid "Variant types"
msgstr "Varianten"
msgid "Description"
msgstr "Beschreibung"
@ -131,6 +144,9 @@ msgstr "Enumerationen"
msgid "Constants"
msgstr "Konstanten"
msgid "Annotations"
msgstr "Annotationen"
msgid "Property Descriptions"
msgstr "Eigenschaften-Beschreibung"
@ -1564,6 +1580,35 @@ msgstr ""
"nur eine zusätzliche Ebene. Genauso wie die nächste Gruppe die vorherige "
"Gruppe abschließt, tun dies auch die nachfolgenden Untergruppen."
msgid ""
"Add a custom icon to the current script. The icon specified at [param "
"icon_path] is displayed in the Scene dock for every node of that class, as "
"well as in various editor dialogs.\n"
"[codeblock]\n"
"@icon(\"res://path/to/class/icon.svg\")\n"
"[/codeblock]\n"
"[b]Note:[/b] Only the script can have a custom icon. Inner classes are not "
"supported.\n"
"[b]Note:[/b] As annotations describe their subject, the [annotation @icon] "
"annotation must be placed before the class definition and inheritance.\n"
"[b]Note:[/b] Unlike other annotations, the argument of the [annotation @icon] "
"annotation must be a string literal (constant expressions are not supported)."
msgstr ""
"Fügt dem aktuellen Skript ein benutzerdefiniertes Icon hinzu. Das unter "
"[param icon_path] angegebene Icon wird im Szenendock für jeden Knoten dieser "
"Klasse sowie in verschiedenen Editor-Dialogen angezeigt.\n"
"[codeblock]\n"
"@icon(\"res://pfad/zu/klasse/icon.svg\")\n"
"[/codeblock]\n"
"[b]Hinweis:[/b] Nur das Skript kann ein eigenes Icon haben. Innere Klassen "
"werden nicht unterstützt.\n"
"[b]Hinweis:[/b] Da Annotationen ihren Gegenstand beschreiben, muss die "
"Annotation [annotation @icon] vor der Klassendefinition und der Vererbung "
"platziert werden.\n"
"[b]Hinweis:[/b] Im Gegensatz zu anderen Annotationen muss das Argument der "
"Annotation [annotation @icon] ein Stringliteral sein (konstante Ausdrücke "
"werden nicht unterstützt)."
msgid ""
"Mark the following property as assigned when the [Node] is ready. Values for "
"these properties are not assigned immediately when the node is initialized "
@ -1897,6 +1942,28 @@ msgstr ""
"sinh(a) # Gibt 0.9 zurück\n"
"[/codeblock]"
msgid ""
"Returns the arc tangent of [param x] in radians. Use it to get the angle from "
"an angle's tangent in trigonometry.\n"
"The method cannot know in which quadrant the angle should fall. See [method "
"atan2] if you have both [code]y[/code] and [code skip-lint]x[/code].\n"
"[codeblock]\n"
"var a = atan(0.5) # a is 0.463648\n"
"[/codeblock]\n"
"If [param x] is between [code]-PI / 2[/code] and [code]PI / 2[/code] "
"(inclusive), [code]atan(tan(x))[/code] is equal to [param x]."
msgstr ""
"Gibt den Arcustangens von [param x] im Bogenmaß zurück. Damit kann der Winkel "
"aus dem Tangens eines Winkels trigonometrisch ermittelt werden.\n"
"Die Methode kann nicht wissen, in welchen Quadranten der Winkel fallen soll. "
"Siehe [method atan2], wenn sowohl [code]y[/code] als auch [code skip-lint]x[/"
"code] bekannt sind.\n"
"[codeblock]\n"
"var a = atan(0.5) # a ist 0.463648\n"
"[/codeblock]\n"
"Wenn [param x] zwischen [code]-PI / 2[/code] und [code]PI / 2[/code] "
"(inklusive) liegt, ist [code]atan(tan(x))[/code] gleich [param x]."
msgid ""
"Returns the arc tangent of [code]y/x[/code] in radians. Use to get the angle "
"of tangent [code]y/x[/code]. To compute the value, the method takes into "
@ -1995,6 +2062,31 @@ msgstr ""
"nicht vertrauenswürdigen Quellen stammt, um potenzielle "
"Sicherheitsbedrohungen zu vermeiden (entfernte Codeausführung)."
msgid ""
"Rounds [param x] upward (towards positive infinity), returning the smallest "
"whole number that is not less than [param x]. Supported types: [int], "
"[float], [Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], "
"[Vector4i].\n"
"[codeblock]\n"
"var i = ceil(1.45) # i is 2.0\n"
"i = ceil(1.001) # i is 2.0\n"
"[/codeblock]\n"
"See also [method floor], [method round], and [method snapped].\n"
"[b]Note:[/b] For better type safety, use [method ceilf], [method ceili], "
"[method Vector2.ceil], [method Vector3.ceil], or [method Vector4.ceil]."
msgstr ""
"Rundet [param x] nach oben auf und gibt die kleinste ganze Zahl zurück, die "
"nicht geringer ist als [param x]. Unterstützte Typen: [int], [float], "
"[Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], [Vector4i].\n"
"[codeblock]\n"
"var i = ceil(1.45) # i ist 2.0\n"
"i = ceil(1.001) # i ist 2.0\n"
"[/codeblock]\n"
"Siehe auch [method floor], [method round] und [method snapped].\n"
"[b]Hinweis:[/b] Für besser Typsicherheit können [method ceilf], [method "
"ceili], [method Vector2.ceil], [method Vector3.ceil], oder [method Vector4."
"ceil] verwendet werden."
msgid ""
"Rounds [param x] upward (towards positive infinity), returning the smallest "
"whole number that is not less than [param x].\n"
@ -2013,66 +2105,6 @@ msgstr ""
"kleinste ganze Zahl zurück, die nicht kleiner als [param x] ist.\n"
"Eine typsichere Version von [method ceil], die einen [int] zurückgibt."
msgid ""
"Clamps the [param value], returning a [Variant] not less than [param min] and "
"not more than [param max]. Any values that can be compared with the less than "
"and greater than operators will work.\n"
"[codeblock]\n"
"var a = clamp(-10, -1, 5)\n"
"# a is -1\n"
"\n"
"var b = clamp(8.1, 0.9, 5.5)\n"
"# b is 5.5\n"
"\n"
"var c = clamp(Vector2(-3.5, -4), Vector2(-3.2, -2), Vector2(2, 6.5))\n"
"# c is (-3.2, -2)\n"
"\n"
"var d = clamp(Vector2i(7, 8), Vector2i(-3, -2), Vector2i(2, 6))\n"
"# d is (2, 6)\n"
"\n"
"var e = clamp(Vector3(-7, 8.5, -3.8), Vector3(-3, -2, 5.4), Vector3(-2, 6, "
"-4.1))\n"
"# e is (-3, -2, 5.4)\n"
"\n"
"var f = clamp(Vector3i(-7, -8, -9), Vector3i(-1, 2, 3), Vector3i(-4, -5, "
"-6))\n"
"# f is (-4, -5, -6)\n"
"[/codeblock]\n"
"[b]Note:[/b] For better type safety, use [method clampf], [method clampi], "
"[method Vector2.clamp], [method Vector2i.clamp], [method Vector3.clamp], "
"[method Vector3i.clamp], [method Vector4.clamp], [method Vector4i.clamp], or "
"[method Color.clamp]."
msgstr ""
"Klemmt den [param value] und gibt eine [Variant] zurück, die nicht kleiner "
"als [param min] und nicht größer als [param max] ist. Alle Werte, die mit den "
"Operatoren kleiner als und größer als verglichen werden können, "
"funktionieren.\n"
"[codeblock]\n"
"var a = clamp(-10, -1, 5)\n"
"# a is -1\n"
"\n"
"var b = clamp(8.1, 0.9, 5.5)\n"
"# b ist 5.5\n"
"\n"
"var c = clamp(Vector2(-3.5, -4), Vector2(-3.2, -2), Vector2(2, 6.5))\n"
"# c ist (-3.2, -2)\n"
"\n"
"var d = clamp(Vector2i(7, 8), Vector2i(-3, -2), Vector2i(2, 6))\n"
"# d ist (2, 6)\n"
"\n"
"var e = clamp(Vector3(-7, 8.5, -3.8), Vector3(-3, -2, 5.4), Vector3(-2, 6, "
"-4.1))\n"
"# e ist (-3, -2, 5.4)\n"
"\n"
"var f = clamp(Vector3i(-7, -8, -9), Vector3i(-1, 2, 3), Vector3i(-4, -5, "
"-6))\n"
"# f ist (-4, -5, -6)\n"
"[/codeblock]\n"
"[b]Hinweis:[/b] Für eine bessere Typsicherheit verwenden Sie [method clampf], "
"[method clampi], [method Vector2.clamp], [method Vector2i.clamp], [method "
"Vector3.clamp], [method Vector3i.clamp], [method Vector4.clamp], [method "
"Vector4i.clamp] oder [method Color.clamp]."
msgid ""
"Clamps the [param value], returning a [float] not less than [param min] and "
"not more than [param max].\n"
@ -2157,6 +2189,19 @@ msgstr ""
"in [param weight] definierten Faktor mit [param pre] und [param post] Werten. "
"Siehe auch [method lerp_angle]."
msgid ""
"Cubic interpolates between two rotation values with shortest path by the "
"factor defined in [param weight] with [param pre] and [param post] values. "
"See also [method lerp_angle].\n"
"It can perform smoother interpolation than [method cubic_interpolate] by the "
"time values."
msgstr ""
"\"Cubic\" interpoliert zwischen zwei Rotationswerten mit kürzestem Weg mit "
"Hilfe des in [param weight] definierten Faktors mit [param pre] und [param "
"post] Werten. Siehe auch [method lerp_angle].\n"
"Sie kann eine glattere Interpolation als [code]cubic_interpolate()[/code] "
"durch die Zeitwerte durchführen."
msgid ""
"Cubic interpolates between two values by the factor defined in [param weight] "
"with [param pre] and [param post] values.\n"
@ -3875,27 +3920,6 @@ msgstr ""
"[/codeblock]\n"
"Siehe auch [method type_string]."
msgid ""
"Encodes a [Variant] value to a byte array, without encoding objects. "
"Deserialization can be done with [method bytes_to_var].\n"
"[b]Note:[/b] If you need object serialization, see [method "
"var_to_bytes_with_objects]."
msgstr ""
"Kodiert einen [Variant]-Wert in ein Byte-Array, ohne Objekte zu kodieren. Die "
"Deserialisierung kann mit der [Methode bytes_to_var] durchgeführt werden.\n"
"[b]Hinweis:[/b] Wenn Sie eine Objektserialisierung benötigen, siehe [Methode "
"var_to_bytes_with_objects]."
msgid ""
"Encodes a [Variant] value to a byte array. Encoding objects is allowed (and "
"can potentially include executable code). Deserialization can be done with "
"[method bytes_to_var_with_objects]."
msgstr ""
"Kodiert einen [Variant]-Wert in ein Byte-Array. Die Kodierung von Objekten "
"ist erlaubt (und kann potentiell ausführbaren Code enthalten). Die "
"Deserialisierung kann mit der [Methode bytes_to_var_with_objects] "
"durchgeführt werden."
msgid ""
"Converts a [Variant] [param variable] to a formatted [String] that can then "
"be parsed using [method str_to_var].\n"
@ -5990,7 +6014,7 @@ 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 "
"[i]Deprecated.[/i] Dieser Hinweis wird nirgendwo verwendet und wird in "
"Zukunft entfernt."
msgid "Hints that an object is too big to be sent via the debugger."
@ -6005,6 +6029,15 @@ msgstr ""
"Weist darauf hin, dass der Hinweis-String bestimmt, welche Node-Typen für "
"[NodePath]-Eigenschaften gültig sind."
msgid ""
"Hints that an [int] property is an object ID.\n"
"[i]Deprecated.[/i] This hint is not used anywhere and will be removed in the "
"future."
msgstr ""
"Deutet darauf hin, dass eine [int]-Eigenschaft eine Object-ID ist.\n"
"[i]Deprecated.[/i] Dieser Hinweis wird nirgendwo verwendet und wird in "
"Zukunft gelöscht."
msgid ""
"Hints that a property is an [Array] with the stored type specified in the "
"hint string."
@ -6443,212 +6476,15 @@ msgstr "Stellt die Größe dar des [enum Variant.Operator] enum."
msgid "A 3D axis-aligned bounding box."
msgstr "Ein an den 3D-Achsen ausgerichtetes Begrenzungsrechteck."
msgid ""
"[AABB] consists of a position, a size, and several utility functions. It is "
"typically used for fast overlap tests.\n"
"It uses floating-point coordinates. The 2D counterpart to [AABB] is [Rect2].\n"
"Negative values for [member size] are not supported and will not work for "
"most methods. Use [method abs] to get an AABB with a positive size.\n"
"[b]Note:[/b] Unlike [Rect2], [AABB] does not have a variant that uses integer "
"coordinates."
msgstr ""
"[AABB] besteht aus einer Position, einer Größe und mehreren Hilfsfunktionen. "
"Es wird normalerweise für schnelle Überlappungstests verwendet.\n"
"Es verwendet Fließkomma-Koordinaten. Das 2D-Gegenstück zu [AABB] ist "
"[Rect2].\n"
"Negative Werte für [member size] werden nicht unterstützt und funktionieren "
"bei den meisten Methoden nicht. Verwenden Sie [method abs], um ein AABB mit "
"einer positiven Größe zu erhalten.\n"
"[b]Hinweis:[/b] Anders als [Rect2] hat [AABB] keine Variante, die ganzzahlige "
"Koordinaten verwendet."
msgid "Vector math"
msgstr "Vektor-Mathematik"
msgid "Advanced vector math"
msgstr "Fortgeschrittene Vektor-Mathematik"
msgid ""
"Constructs a default-initialized [AABB] with default (zero) values of [member "
"position] and [member size]."
msgstr ""
"Konstruiert eine standardmäßig initialisierte [AABB] mit den Standardwerten "
"(Null) von [member position] und [member size]."
msgid "Constructs an [AABB] as a copy of the given [AABB]."
msgstr "Konstruiert einen [AABB] als Kopie des gegebenen [AABB]."
msgid "Constructs an [AABB] from a position and size."
msgstr "Konstruiert einen [AABB] aus einer Position und einer Größe."
msgid ""
"Returns an AABB with equivalent position and size, modified so that the most-"
"negative corner is the origin and the size is positive."
msgstr ""
"Gibt ein AABB mit entsprechender Position und Größe zurück, das so "
"modifiziert wurde, dass die negativste Ecke der Ursprung ist und die Größe "
"positiv ist."
msgid ""
"Returns [code]true[/code] if this [AABB] completely encloses another one."
msgstr ""
"Gibt [code]true[/code] zurück, wenn dieses [AABB] ein anderes vollständig "
"umschließt."
msgid ""
"Returns a copy of this [AABB] expanded to include a given point.\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# position (-3, 2, 0), size (1, 1, 1)\n"
"var box = AABB(Vector3(-3, 2, 0), Vector3(1, 1, 1))\n"
"# position (-3, -1, 0), size (3, 4, 2), so we fit both the original AABB and "
"Vector3(0, -1, 2)\n"
"var box2 = box.expand(Vector3(0, -1, 2))\n"
"[/gdscript]\n"
"[csharp]\n"
"// position (-3, 2, 0), size (1, 1, 1)\n"
"var box = new Aabb(new Vector3(-3, 2, 0), new Vector3(1, 1, 1));\n"
"// position (-3, -1, 0), size (3, 4, 2), so we fit both the original AABB and "
"Vector3(0, -1, 2)\n"
"var box2 = box.Expand(new Vector3(0, -1, 2));\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"Gibt eine Kopie dieses [AABB] zurück, erweitert um einen bestimmten Punkt.\n"
"[b]Beispiel:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# Position (-3, 2, 0), Größe (1, 1, 1)\n"
"var box = AABB(Vector3(-3, 2, 0), Vector3(1, 1, 1))\n"
"# Position (-3, -1, 0), Größe (3, 4, 2), so dass sowohl das ursprüngliche "
"AABB als auch Vector3(0, -1, 2) passen\n"
"var box2 = box.expand(Vector3(0, -1, 2))\n"
"[/gdscript]\n"
"[csharp]\n"
"// Position (-3, 2, 0), Größe (1, 1, 1)\n"
"var box = new Aabb(new Vector3(-3, 2, 0), new Vector3(1, 1, 1));\n"
"// Position (-3, -1, 0), Größe (3, 4, 2), so dass sowohl das ursprüngliche "
"AABB als auch Vector3(0, -1, 2) passen\n"
"var box2 = box.Expand(new Vector3(0, -1, 2));\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the center of the [AABB], which is equal to [member position] + "
"([member size] / 2)."
msgstr ""
"Gibt den Mittelwert von [AABB] zurück, welcher gleich ist wie [member "
"position] + ([member size] / 2)."
msgid "Gets the position of the 8 endpoints of the [AABB] in space."
msgstr "Liefert die Position der 8 Endpunkte des [AABB] im Raum."
msgid "Returns the normalized longest axis of the [AABB]."
msgstr "Liefert die normierte längste Achse des [AABB]."
msgid ""
"Returns the index of the longest axis of the [AABB] (according to [Vector3]'s "
"[code]AXIS_*[/code] constants)."
msgstr ""
"Liefert den Index der längsten Achse des [AABB] (gemäß den [code]AXIS_*[/"
"code]-Konstanten von [Vector3])."
msgid "Returns the scalar length of the longest axis of the [AABB]."
msgstr "Liefert die skalare Länge der längsten Achse des [AABB]."
msgid "Returns the normalized shortest axis of the [AABB]."
msgstr "Liefert die normierte kürzeste Achse des [AABB]."
msgid ""
"Returns the index of the shortest axis of the [AABB] (according to [Vector3]::"
"AXIS* enum)."
msgstr ""
"Liefert den Index der kürzesten Achse des [AABB] (gemäß [Vector3]::AXIS* "
"enum)."
msgid "Returns the scalar length of the shortest axis of the [AABB]."
msgstr "Liefert die skalare Länge der kürzesten Achse des [AABB]."
msgid "Returns the volume of the [AABB]."
msgstr "Gibt die Lautstärke des [AABB] zurück."
msgid ""
"Returns [code]true[/code] if the [AABB] contains a point. Points on the faces "
"of the AABB are considered included, though float-point precision errors may "
"impact the accuracy of such checks.\n"
"[b]Note:[/b] This method is not reliable for [AABB] with a [i]negative size[/"
"i]. Use [method abs] to get a positive sized equivalent [AABB] to check for "
"contained points."
msgstr ""
"Gibt [code]true[/code] zurück, wenn die [AABB] einen Punkt enthält. Punkte "
"auf den Flächen des [AABB] werden als enthalten angesehen, obwohl Fließkomma-"
"Präzisionsfehler die Genauigkeit solcher Überprüfungen beeinträchtigen "
"können.\n"
"[b]Hinweis:[/b] Diese Methode ist nicht zuverlässig für [AABB] mit einer "
"[i]negativen Größe[/i]. Verwenden Sie [method abs], um ein [AABB]-Äquivalent "
"mit positiver Größe zu erhalten, um auf enthaltene Punkte zu prüfen."
msgid ""
"Returns [code]true[/code] if the [AABB] has a surface or a length, and "
"[code]false[/code] if the [AABB] is empty (all components of [member size] "
"are zero or negative)."
msgstr ""
"Gibt [code]true[/code] zurück, wenn der [AABB] eine Fläche oder eine Länge "
"hat, und [code]false[/code], wenn der [AABB] leer ist (alle Komponenten von "
"[member size] sind null oder negativ)."
msgid ""
"Returns the intersection between two [AABB]. An empty AABB (size [code](0, 0, "
"0)[/code]) is returned on failure."
msgstr ""
"Gibt die Schnittmenge zwischen zwei [AABB] zurück. Im Fehlerfall wird ein "
"leerer AABB (Größe [code](0, 0, 0)[/code]) zurückgegeben."
msgid "Returns [code]true[/code] if the [AABB] overlaps with another."
msgstr ""
"Gibt [code]true[/code] zurück, wenn sich das [AABB] mit einem anderen "
"überschneidet."
msgid "Returns [code]true[/code] if the [AABB] is on both sides of a plane."
msgstr ""
"Gibt [code]true[/code] zurück, wenn der [AABB] auf beiden Seiten einer Ebene "
"liegt."
msgid ""
"Returns [code]true[/code] if this [AABB] and [param aabb] are approximately "
"equal, by calling [method @GlobalScope.is_equal_approx] on each component."
msgstr ""
"Gibt [code]true[/code] zurück, wenn dieses [AABB] und [param aabb] annähernd "
"gleich sind, indem [method @GlobalScope.is_equal_approx] für jede Komponente "
"aufgerufen wird."
msgid ""
"Returns [code]true[/code] if this [AABB] is finite, by calling [method "
"@GlobalScope.is_finite] on each component."
msgstr ""
"Gibt [code]true[/code] zurück, wenn dieser [AABB] endlich ist, indem er "
"[Methode @GlobalScope.is_finite] für jede Komponente aufruft."
msgid ""
"Ending corner. This is calculated as [code]position + size[/code]. Setting "
"this value will change the size."
msgstr ""
"Endende Ecke. Dies wird berechnet als [code]Position + Größe[/code]. Wenn Sie "
"diesen Wert einstellen, wird die Größe geändert."
msgid "Beginning corner. Typically has values lower than [member end]."
msgstr "Beginnende Ecke. Hat typischerweise niedrigere Werte als [member end]."
msgid ""
"Returns [code]true[/code] if the AABBs are not equal.\n"
"[b]Note:[/b] Due to floating-point precision errors, consider using [method "
"is_equal_approx] instead, which is more reliable."
msgstr ""
"Gibt [code]true[/code] zurück, wenn die AABBs nicht gleich sind.\n"
"[b]Hinweis:[/b] Aufgrund von Fließkomma-Präzisionsfehlern sollten Sie "
"stattdessen [method is_equal_approx] verwenden, das zuverlässiger ist."
msgid ""
"Inversely transforms (multiplies) the [AABB] by the given [Transform3D] "
"transformation matrix, under the assumption that the transformation basis is "
@ -6669,15 +6505,6 @@ msgstr ""
"mit Skalierung) kann stattdessen [code]transform.affine_inverse() * aabb[/"
"code] verwendet werden. Siehe [Methode Transform3D.affine_inverse]."
msgid ""
"Returns [code]true[/code] if the AABBs are exactly equal.\n"
"[b]Note:[/b] Due to floating-point precision errors, consider using [method "
"is_equal_approx] instead, which is more reliable."
msgstr ""
"Gibt [code]true[/code] zurück, wenn die AABBs genau gleich sind.\n"
"[b]Hinweis:[/b] Aufgrund von Fließkomma-Präzisionsfehlern sollten Sie "
"stattdessen [method is_equal_approx] verwenden, das zuverlässiger ist."
msgid ""
"The default use of [AcceptDialog] is to allow it to only be accepted or "
"closed, with the same result. However, the [signal confirmed] and [signal "
@ -7344,79 +7171,6 @@ msgstr ""
"wird an der Stelle fortgesetzt, an der sie angehalten wurde, wenn Sie diese "
"Eigenschaft auf [code]false[/code] ändern."
msgid ""
"This resource holds data that can be used to animate anything in the engine. "
"Animations are divided into tracks and each track must be linked to a node. "
"The state of that node can be changed through time, by adding timed keys "
"(events) to the track.\n"
"[codeblocks]\n"
"[gdscript]\n"
"# This creates an animation that makes the node \"Enemy\" move to the right "
"by\n"
"# 100 pixels in 0.5 seconds.\n"
"var animation = Animation.new()\n"
"var track_index = animation.add_track(Animation.TYPE_VALUE)\n"
"animation.track_set_path(track_index, \"Enemy:position:x\")\n"
"animation.track_insert_key(track_index, 0.0, 0)\n"
"animation.track_insert_key(track_index, 0.5, 100)\n"
"[/gdscript]\n"
"[csharp]\n"
"// This creates an animation that makes the node \"Enemy\" move to the right "
"by\n"
"// 100 pixels in 0.5 seconds.\n"
"var animation = new Animation();\n"
"int trackIndex = animation.AddTrack(Animation.TrackType.Value);\n"
"animation.TrackSetPath(trackIndex, \"Enemy:position:x\");\n"
"animation.TrackInsertKey(trackIndex, 0.0f, 0);\n"
"animation.TrackInsertKey(trackIndex, 0.5f, 100);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"Animations are just data containers, and must be added to nodes such as an "
"[AnimationPlayer] to be played back. Animation tracks have different types, "
"each with its own set of dedicated methods. Check [enum TrackType] to see "
"available types.\n"
"[b]Note:[/b] For 3D position/rotation/scale, using the dedicated [constant "
"TYPE_POSITION_3D], [constant TYPE_ROTATION_3D] and [constant TYPE_SCALE_3D] "
"track types instead of [constant TYPE_VALUE] is recommended for performance "
"reasons."
msgstr ""
"Diese Ressource enthält Daten, die verwendet werden können, um irgendetwas in "
"der Engine zu animieren. Animationen sind in Spuren unterteilt und jede Spur "
"muss mit einem Knoten verbunden sein. Der Zustand dieses Knotens kann im "
"Laufe der Zeit geändert werden, indem zeitlich festgelegte Schlüssel "
"(Ereignisse) zur Spur hinzugefügt werden.\n"
"[codeblocks]\n"
"[gdscript]\n"
"# Dies erzeugt eine Animation, die den Knoten (Node) \"Feind\" nach rechts "
"um\n"
"# 100 Pixel in 0,5 Sekunden.\n"
"var animation = Animation.new()\n"
"var track_index = animation.add_track(Animation.TYPE_VALUE)\n"
"animation.track_set_path(track_index, \"Enemy:position:x\")\n"
"animation.track_insert_key(track_index, 0.0, 0)\n"
"animation.track_insert_key(track_index, 0.5, 100)\n"
"[/gdscript]\n"
"[csharp]\n"
"// Dies erzeugt eine Animation, die den Knoten (Node) \"Feind\" nach rechts "
"um\n"
"// 100 Pixel in 0,5 Sekunden.\n"
"var animation = new Animation();\n"
"int trackIndex = animation.AddTrack(Animation.TrackType.Value);\n"
"animation.TrackSetPath(trackIndex, \"Enemy:position:x\");\n"
"animation.TrackInsertKey(trackIndex, 0.0f, 0);\n"
"animation.TrackInsertKey(trackIndex, 0.5f, 100);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"Animationen sind lediglich Datencontainer und müssen zu Knoten (Node) wie "
"einem [AnimationPlayer] hinzugefügt werden, um abgespielt werden zu können. "
"Animationsspuren haben verschiedene Typen, jeder mit seinem eigenen Satz von "
"speziellen Methoden. Prüfen Sie [enum TrackType], um die verfügbaren Typen zu "
"sehen.\n"
"[b]Hinweis:[/b] Für 3D-Position/Drehung/Skalierung wird die Verwendung der "
"dedizierten [constant TYPE_POSITION_3D], [constant TYPE_ROTATION_3D] und "
"[constant TYPE_SCALE_3D] Spurtypen anstelle von [constant TYPE_VALUE] aus "
"Leistungsgründen empfohlen."
msgid "Animation documentation index"
msgstr "Index der Animationsdokumentation"
@ -7793,10 +7547,9 @@ msgid ""
msgstr ""
"Basisklasse für [AnimationPlayer] und [AnimationTree] zur Verwaltung von "
"Animationslisten. Sie verfügt auch über allgemeine Eigenschaften und Methoden "
"für die Wiedergabe und Überblendung.\n"
"für die Wiedergabe und Blending.\n"
"Nach der Instanziierung der Wiedergabeinformationsdaten innerhalb der "
"erweiterten Klasse wird die Überblendung durch den [AnimationMixer] "
"verarbeitet."
"erweiterten Klasse wird Blending durch den [AnimationMixer] verarbeitet."
msgid "A virtual function for processing after key getting during playback."
msgstr ""
@ -9046,18 +8799,6 @@ msgstr ""
"Übergängen in jedem Zustand wird als Verlassen des Zustandsautomaten "
"behandelt."
msgid ""
"This is a grouped state machine that can be controlled from a parent state "
"machine. It does not work on standalone. There must be a state machine with "
"[member state_machine_type] of [constant STATE_MACHINE_TYPE_ROOT] or "
"[constant STATE_MACHINE_TYPE_NESTED] in the parent or ancestor."
msgstr ""
"Dies ist ein gruppierter Zustandsautomat, der von einem übergeordneten "
"Zustandsautomaten gesteuert werden kann. Er funktioniert nicht im Standalone-"
"Betrieb. Es muss ein Zustandsautomat mit [member state_machine_type] der "
"[Konstante STATE_MACHINE_TYPE_ROOT] oder [Konstante "
"STATE_MACHINE_TYPE_NESTED] im Eltern- oder Vorgängerprozess vorhanden sein."
msgid ""
"Allows control of [AnimationTree] state machines created with "
"[AnimationNodeStateMachine]. Retrieve with [code]$AnimationTree."
@ -11133,29 +10874,6 @@ msgstr ""
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Removes and returns the element of the array at index [param position]. If "
"negative, [param position] is considered relative to the end of the array. "
"Leaves the array untouched and returns [code]null[/code] if the array is "
"empty or if it's accessed out of bounds. An error message is printed when the "
"array is accessed out of bounds, but not when the array is empty.\n"
"[b]Note:[/b] On large arrays, this method can be slower than [method "
"pop_back] as it will reindex the array's elements that are located after the "
"removed element. The larger the array and the lower the index of the removed "
"element, the slower [method pop_at] will be."
msgstr ""
"Entfernt das Element des Arrays am Index [param position] und gibt es zurück. "
"Falls negativ, wird [param position] relativ zum Ende des Arrays betrachtet. "
"Lässt das Array unangetastet und gibt [code]null[/code] zurück, wenn das "
"Array leer ist oder wenn der Zugriff außerhalb der Grenzen erfolgt. Es wird "
"eine Fehlermeldung ausgegeben, wenn der Zugriff auf das Array außerhalb der "
"Grenzen erfolgt, aber nicht, wenn das Array leer ist.\n"
"[b]Hinweis:[/b] Bei großen Arrays kann diese Methode langsamer sein als "
"[method pop_back], da sie die Elemente des Arrays, die sich nach dem "
"entfernten Element befinden, neu indizieren wird. Je größer das Array und je "
"niedriger der Index des entfernten Elements ist, desto langsamer wird die "
"[method pop_at] sein."
msgid ""
"Removes and returns the last element of the array. Returns [code]null[/code] "
"if the array is empty, without printing an error message. See also [method "
@ -11255,21 +10973,6 @@ msgstr ""
"zu entfernen, ohne den Wert zurückzugeben, verwenden Sie [code]arr.resize(arr."
"size() - 1)[/code]."
msgid ""
"Resizes the array to contain a different number of elements. If the array "
"size is smaller, elements are cleared, if bigger, new elements are "
"[code]null[/code]. Returns [constant OK] on success, or one of the other "
"[enum Error] values if the operation failed.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a modified array."
msgstr ""
"Ändert die Größe des Arrays, damit es eine andere Anzahl von Elementen "
"enthält. Ist die Größe des Arrays kleiner, werden die Elemente gelöscht, ist "
"sie größer, sind die neuen Elemente [code]null[/code]. Gibt bei Erfolg "
"[Konstante OK] zurück, oder einen der anderen [enum Error]-Werte, wenn der "
"Vorgang fehlgeschlagen ist.\n"
"[b]Hinweis:[/b] Diese Methode arbeitet an Ort und Stelle und gibt kein "
"verändertes Array zurück."
msgid "Reverses the order of the elements in the array."
msgstr "Kehrt die Reihenfolge der Elemente des Arrays um."
@ -13560,17 +13263,6 @@ msgstr ""
"Qualität, sind aber anspruchsvoller für die CPU und können zu Audio-Knacks "
"führen, wenn die CPU nicht mithalten kann."
msgid ""
"The pitch scale to use. [code]1.0[/code] is the default pitch and plays "
"sounds unaltered. [member pitch_scale] can range from [code]0.0[/code] "
"(infinitely low pitch, inaudible) to [code]16[/code] (16 times higher than "
"the initial pitch)."
msgstr ""
"Die zu verwendende Tonhöhenskala. [code]1.0[/code] ist die Standardtonhöhe "
"und spielt Töne unverändert ab. [member pitch_scale] kann von [code]0.0[/"
"code] (unendlich tiefe Tonhöhe, unhörbar) bis [code]16[/code] (16-mal höher "
"als die Ausgangstonhöhe) reichen."
msgid ""
"Use a buffer of 256 samples for the Fast Fourier transform. Lowest latency, "
"but least stable over time."
@ -14444,6 +14136,9 @@ msgstr ""
"und anderen Wiedergabeeigenschaften. Diese Klasse ist Teil des AudioStream-"
"Systems, das auch WAV-Dateien über die Klasse [AudioStreamWAV] unterstützt."
msgid "Runtime file loading and saving"
msgstr "Laden und Speichern von Dateien zur Laufzeit"
msgid ""
"Creates a new AudioStreamOggVorbis instance from the given buffer. The buffer "
"must contain Ogg Vorbis data."
@ -16206,6 +15901,37 @@ msgstr ""
"Textur, die verwendet wird, um metallische Eigenschaften für ein Objekt "
"anzugeben. Dies wird mit [member Metallic] multipliziert."
msgid ""
"Specifies the channel of the [member metallic_texture] in which the metallic "
"information is stored. This is useful when you store the information for "
"multiple effects in a single texture. For example if you stored metallic in "
"the red channel, roughness in the blue, and ambient occlusion in the green "
"you could reduce the number of textures you use."
msgstr ""
"Gibt den Kanal des [member metallic_texture] an, in dem die Metallic-"
"Informationen gespeichert werden. Dies ist nützlich, wenn Sie die "
"Informationen für mehrere Effekte in einer einzigen Textur speichern. Wenn "
"Sie z. B. Metallic im roten Kanal, Rauheit im blauen und Ambient Occlusion im "
"grünen Kanal gespeichert haben, können Sie die Anzahl der verwendeten "
"Texturen reduzieren."
msgid ""
"If [code]true[/code], depth testing is disabled and the object will be drawn "
"in render order."
msgstr ""
"Wenn [code]true[/code], ist die Tiefenprüfung deaktiviert und das Objekt wird "
"in Renderreihenfolge gezeichnet."
msgid ""
"If [code]true[/code], normal mapping is enabled. This has a slight "
"performance cost, especially on mobile GPUs."
msgstr ""
"Bei [code]true[/code] ist das Normal Mapping aktiviert. Dies hat geringe "
"Performanceeinbußen zur Folge, insbesondere auf mobilen GPUs."
msgid "The strength of the normal map's effect."
msgstr "Die Stärke des Effekts der Normal Map."
msgid ""
"If [code]true[/code], triplanar mapping for [code]UV[/code] is calculated in "
"world space rather than object local space. See also [member uv1_triplanar]."
@ -18149,12 +17875,6 @@ msgstr "Reichweitenbasierte Sichtbarkeit (HLOD)"
msgid "Cubic interpolation."
msgstr "Kubische Interpolation."
msgid "Emitted when the user presses [kbd]Ctrl + C[/kbd]."
msgstr "Wird ausgegeben, wenn der Benutzer [kbd]Strg + C[/kbd] drückt."
msgid "Emitted when the user presses [kbd]Ctrl + V[/kbd]."
msgstr "Wird ausgegeben, wenn der Benutzer [kbd]Strg + V[/kbd] drückt."
msgid ""
"Returns [code]true[/code] if left (input) side of the slot with the given "
"[param slot_index] is enabled."
@ -18674,14 +18394,6 @@ msgstr ""
msgid "Sets the global transformation for the region."
msgstr "Legt die globale Transformation für die Region fest."
msgid ""
"Returns [code]true[/code] if the node is folded (collapsed) in the Scene "
"dock. This method is only intended for use with editor tooling."
msgstr ""
"Gibt [code]true[/code] zurück, wenn der Knoten (Node) im Szenendock "
"eingeklappt (eingeklappt) ist. Diese Methode ist nur für die Verwendung mit "
"Editorwerkzeugen vorgesehen."
msgid ""
"Returns [code]true[/code] if the node is ready, i.e. it's inside scene tree "
"and all its children are initialized.\n"
@ -18775,14 +18487,6 @@ msgstr "Fügt ein Element am Ende des Arrays hinzu."
msgid "Removes an element from the array by index."
msgstr "Entfernt das Element der Arrays dessen Position übergeben wurde."
msgid ""
"Sets the size of the array. If the array is grown, reserves elements at the "
"end of the array. If the array is shrunk, truncates the array to the new size."
msgstr ""
"Legt die Größe des Arrays fest. Sollte das Array dadurch wachsen, werden neue "
"Elemente am Ende des Arrays reserviert. Sollte es schrumpfen, werden Elemente "
"am Ende entsprechend weggeschnitten."
msgid "Constructs an empty [PackedColorArray]."
msgstr "Konstruiert ein leeres [PackedColorArray]."

View File

@ -67,12 +67,16 @@
# simomi 073 <arcemoyanomanuel@gmail.com>, 2023.
# Alejandro Ruiz Esclapez <ruizesa24@gmail.com>, 2023.
# Carlos Cortes Garcia <carlos.cortes.games@gmail.com>, 2023.
# Victor Gimenez <vitorium14@gmail.com>, 2024.
# Santiago Fagúndez <oberkom@gmail.com>, 2024.
# el erok <amigosdealexis520@gmail.com>, 2024.
# Miguel de Dios Matias <tres.14159@gmail.com>, 2024.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2023-12-11 21:00+0000\n"
"Last-Translator: Carlos Cortes Garcia <carlos.cortes.games@gmail.com>\n"
"PO-Revision-Date: 2024-02-02 09:32+0000\n"
"Last-Translator: Miguel de Dios Matias <tres.14159@gmail.com>\n"
"Language-Team: Spanish <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/es/>\n"
"Language: es\n"
@ -80,7 +84,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
"X-Generator: Weblate 5.3-dev\n"
"X-Generator: Weblate 5.4-dev\n"
msgid "All classes"
msgstr "Todas las clases"
@ -172,7 +176,7 @@ msgstr "Método de Acceso al Valor o Getter"
msgid ""
"This method should typically be overridden by the user to have any effect."
msgstr ""
"Normalmente, este método debería ser sobrescrito por el usuario para que "
"Normalmente, este método debería ser sobreescrito por el usuario para que "
"tenga algún efecto."
msgid ""
@ -853,6 +857,81 @@ msgstr ""
"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 "
"hint notation.\n"
"[codeblock]\n"
"extends Node\n"
"\n"
"enum Direction {LEFT, RIGHT, UP, DOWN}\n"
"\n"
"# Built-in types.\n"
"@export var string = \"\"\n"
"@export var int_number = 5\n"
"@export var float_number: float = 5\n"
"\n"
"# Enums.\n"
"@export var type: Variant.Type\n"
"@export var format: Image.Format\n"
"@export var direction: Direction\n"
"\n"
"# Resources.\n"
"@export var image: Image\n"
"@export var custom_resource: CustomResource\n"
"\n"
"# Nodes.\n"
"@export var node: Node\n"
"@export var custom_node: CustomNode\n"
"\n"
"# Typed arrays.\n"
"@export var int_array: Array[int]\n"
"@export var direction_array: Array[Direction]\n"
"@export var image_array: Array[Image]\n"
"@export var node_array: Array[Node]\n"
"[/codeblock]\n"
"[b]Note:[/b] Custom resources and nodes must be registered as global classes "
"using [code]class_name[/code].\n"
"[b]Note:[/b] Node export is only supported in [Node]-derived classes and has "
"a number of other limitations."
msgstr ""
"Marque la siguiente propiedad como exportada (editable en el Inspector y "
"guardada en disco). Para controlar el tipo de la propiedad exportada, utilice "
"la notación de sugerencia de tipo.\n"
"[codeblock]\n"
"extends Node\n"
"\n"
"enum Direction {LEFT, RIGHT, UP, DOWN}\n"
"\n"
"# Built-in types.\n"
"@export var string = \"\"\n"
"@export var int_number = 5\n"
"@export var float_number: float = 5\n"
"\n"
"# Enums.\n"
"@export var type: Variant.Type\n"
"@export var format: Image.Format\n"
"@export var direction: Direction\n"
"\n"
"# Resources.\n"
"@export var image: Image\n"
"@export var custom_resource: CustomResource\n"
"\n"
"# Nodes.\n"
"@export var node: Node\n"
"@export var custom_node: CustomNode\n"
"\n"
"# Typed arrays.\n"
"@export var int_array: Array[int]\n"
"@export var direction_array: Array[Direction]\n"
"@export var image_array: Array[Image]\n"
"@export var node_array: Array[Node]\n"
"[/codeblock]\n"
"[b]Nota:[/b] Los recursos y nodos personalizados deben registrarse como "
"clases globales utilizando [code]class_name[/code].\n"
"[b]Nota:[/b] La exportación de nodos sólo se admite en clases derivadas de "
"[Node] y tiene otras limitaciones."
msgid ""
"Define a new category for the following exported properties. This helps to "
"organize properties in the Inspector dock.\n"
@ -1246,6 +1325,24 @@ msgstr ""
"@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]\n"
"[b]Note:[/b] The type must be a native class or a globally registered script "
"(using the [code]class_name[/code] keyword) that inherits [Node]."
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]\n"
"[b]Note:[/b] The type must be a native class or a globally registered script "
"(using the [code]class_name[/code] keyword) that inherits [Node]."
msgid ""
"Export a [String] property with a placeholder text displayed in the editor "
"widget when no value is present.\n"
@ -1365,6 +1462,51 @@ msgstr ""
"de profundidad. Así como el siguiente grupo finaliza el anterior, también lo "
"hacen los consiguientes subgrupos."
msgid ""
"Add a custom icon to the current script. The icon specified at [param "
"icon_path] is displayed in the Scene dock for every node of that class, as "
"well as in various editor dialogs.\n"
"[codeblock]\n"
"@icon(\"res://path/to/class/icon.svg\")\n"
"[/codeblock]\n"
"[b]Note:[/b] Only the script can have a custom icon. Inner classes are not "
"supported.\n"
"[b]Note:[/b] As annotations describe their subject, the [annotation @icon] "
"annotation must be placed before the class definition and inheritance.\n"
"[b]Note:[/b] Unlike other annotations, the argument of the [annotation @icon] "
"annotation must be a string literal (constant expressions are not supported)."
msgstr ""
"Añade un icono personalizado al script actual. El icono especificado en "
"[param icon_path] se muestra en el panel de la Escena por cada nodo de esa "
"clase, así como en varios diálogos de edición.\n"
"[codeblock]\n"
"@icon(\"res://path/to/class/icon.svg\")\n"
"[/codeblock]\n"
"[b]Nota:[/b] Solo el script puede tener un icono personalizado. Las clases "
"internas no están soportadas.\n"
"[b]Nota:[/b] Como las anotaciones describen su tema, la anotación "
"[code]@icon[/code] se debe poner antes de definir la clase y su herencia.\n"
"[b]Nota:[/b] A diferencia de otras anotaciones, el argumento de la anotación "
"[code]@icon[/code] debe ser un literal de cadena (las expresiones constantes "
"no están soportadas)."
msgid ""
"Mark the following property as assigned when the [Node] is ready. Values for "
"these properties are not assigned immediately when the node is initialized "
"([method Object._init]), and instead are computed and stored right before "
"[method Node._ready].\n"
"[codeblock]\n"
"@onready var character_name: Label = $Label\n"
"[/codeblock]"
msgstr ""
"Marcar la siguiente propiedad como asignada cuando el [Node] esté listo. Los "
"valores para esas propiedades no son asignadas inmediatamente cuando el nodo "
"([method Object._init]) es inicializado, y en su lugar son computadas y "
"almacenadas justo antes de [method Node._ready].\n"
"[codeblock]\n"
"@onready var character_name: Label = $Label\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 "
@ -1421,6 +1563,25 @@ msgstr ""
msgid "Random number generation"
msgstr "Generación de números aleatorios"
msgid ""
"Returns the arc cosine of [param x] in radians. Use to get the angle of "
"cosine [param x]. [param x] will be clamped between [code]-1.0[/code] and "
"[code]1.0[/code] (inclusive), in order to prevent [method acos] from "
"returning [constant @GDScript.NAN].\n"
"[codeblock]\n"
"# c is 0.523599 or 30 degrees if converted with rad_to_deg(c)\n"
"var c = acos(0.866025)\n"
"[/codeblock]"
msgstr ""
"Devuelve el arco coseno de [param x] en radianes. Se usa para obtener el "
"ángulo del coseno de [param x]. [param x] debe estar entre [code]-1.0[/code] "
"y [code]1.0[/code] (incluyéndolos); en otro caso, [method acos] devolverá "
"[constant @GDScript.NAN].\n"
"[codeblock]\n"
"# c es 0.523599 o 30 grados si se convierte con rad2deg(s)\n"
"c = acos(0.866025)\n"
"[/codeblock]"
msgid ""
"Returns the difference between the two angles, in the range of [code][-PI, "
"+PI][/code]. When [param from] and [param to] are opposite, returns [code]-"
@ -1431,9 +1592,37 @@ msgstr ""
"Cuando [param from] y [param to] son contrarios, devuelve [code]-PI[/code] si "
"[param from] es menor que [param to], o [code]PI[/code] si no lo es."
msgid ""
"Returns the derivative at the given [param t] on a one-dimensional "
"[url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]Bézier curve[/url] "
"defined by the given [param control_1], [param control_2], and [param end] "
"points."
msgstr ""
"Devuelve el derivado que se le dio a [param t] en un unidimensional "
"[url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]curva de Bézier [/url] "
"definida dados los puntos [param control_1], [param control_2], y [param end]."
msgid "Converts from decibels to linear energy (audio)."
msgstr "Convierte de decibeles a energía lineal (audio)."
msgid ""
"Returns a human-readable name for the given [enum Error] code.\n"
"[codeblock]\n"
"print(OK) # Prints 0\n"
"print(error_string(OK)) # Prints OK\n"
"print(error_string(ERR_BUSY)) # Prints Busy\n"
"print(error_string(ERR_OUT_OF_MEMORY)) # Prints Out of memory\n"
"[/codeblock]"
msgstr ""
"Devuelve un nombre entendible para los humanos para el siguiente código [enum "
"Error].\n"
"[codeblock]\n"
"print(OK) # Prints 0\n"
"print(error_string(OK)) # Prints OK\n"
"print(error_string(ERR_BUSY)) # Prints Busy\n"
"print(error_string(ERR_OUT_OF_MEMORY)) # Prints Out of memory\n"
"[/codeblock]"
msgid "The [AudioServer] singleton."
msgstr "El singleton [AudioServer]."
@ -2327,69 +2516,6 @@ msgstr "Operador lógico In ([code]in[/code])."
msgid "Represents the size of the [enum Variant.Operator] enum."
msgstr "Representa el tamaño del enum [enum Variant.Operator]."
msgid "Constructs an [AABB] from a position and size."
msgstr "Construye un [AABB] a partir de una posición y un tamaño."
msgid ""
"Returns an AABB with equivalent position and size, modified so that the most-"
"negative corner is the origin and the size is positive."
msgstr ""
"Devuelve un AABB con posición y tamaño equivalentes, modificado para que la "
"esquina más negativa sea el origen y el tamaño sea positivo."
msgid ""
"Returns [code]true[/code] if this [AABB] completely encloses another one."
msgstr ""
"Devuelve [code]true[/code] si este [AABB] contiene completamente a otro."
msgid "Gets the position of the 8 endpoints of the [AABB] in space."
msgstr "Obtiene la posición de los 8 puntos finales del [AABB] en el espacio."
msgid "Returns the normalized longest axis of the [AABB]."
msgstr "Devuelve el eje más largo normalizado del [AABB]."
msgid ""
"Returns the index of the longest axis of the [AABB] (according to [Vector3]'s "
"[code]AXIS_*[/code] constants)."
msgstr ""
"Devuelve el indice del eje mas grande de [AABB] (segun la constante [Vector3] "
"[code]AXIS_*[/code])."
msgid "Returns the scalar length of the longest axis of the [AABB]."
msgstr "Devuelve la longitud escalar del eje más largo del [AABB]."
msgid "Returns the normalized shortest axis of the [AABB]."
msgstr "Devuelve el eje más corto normalizado de la [AABB]."
msgid ""
"Returns the index of the shortest axis of the [AABB] (according to [Vector3]::"
"AXIS* enum)."
msgstr ""
"Devuelve el índice del eje más corto del [AABB] (según el enumerado "
"[Vector3]::AXIS* )."
msgid "Returns the scalar length of the shortest axis of the [AABB]."
msgstr "Devuelve la longitud escalar del eje más corto del [AABB]."
msgid "Returns the volume of the [AABB]."
msgstr "Devuelve el volumen del [AABB]."
msgid "Returns [code]true[/code] if the [AABB] overlaps with another."
msgstr "Devuelve [code]true[/code] si el [AABB] se solapa con otro."
msgid "Returns [code]true[/code] if the [AABB] is on both sides of a plane."
msgstr "Devuelve [code]true[/code] si el [AABB] está a ambos lados de un plano."
msgid ""
"Ending corner. This is calculated as [code]position + size[/code]. Setting "
"this value will change the size."
msgstr ""
"Esquina final. Esto se calcula como [code]position + size[/code]. Cambiar "
"esta propiedad cambia el tamaño."
msgid "Beginning corner. Typically has values lower than [member end]."
msgstr "Esquina de inicio. Normalmente tiene valores inferiores a [member end]."
msgid ""
"Returns the OK [Button] instance.\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it may "
@ -7320,6 +7446,9 @@ msgstr "Hace que el cursor del ratón se oculte si es visible."
msgid "Helper class to implement a DTLS server."
msgstr "Clase de ayuda para implementar un servidor DTLS."
msgid "Deprecated."
msgstr "Obsoleto."
msgid "Exporting for iOS"
msgstr "Exportando para iOS"
@ -9272,15 +9401,6 @@ msgstr "El número de muestras de color que se obtendrán del [Gradient]."
msgid "Removes all connections between nodes."
msgstr "Elimina todas las conexiones entre los nodos."
msgid ""
"Returns an Array containing the list of connections. A connection consists in "
"a structure of the form [code]{ from_port: 0, from: \"GraphNode name 0\", "
"to_port: 1, to: \"GraphNode name 1\" }[/code]."
msgstr ""
"Devuelve un Array que contiene la lista de conexiones. Una conexión consiste "
"en una estructura de la forma [code]{ from_port: 0, from: \"GraphNode name "
"0\", to_port: 1, to: \"GraphNode name 1\" }[/code]."
msgid ""
"If [code]true[/code], enables disconnection of existing connections in the "
"GraphEdit by dragging the right end."
@ -9297,18 +9417,6 @@ msgstr "Si [code]true[/code], habilita el snapping."
msgid "The current zoom value."
msgstr "El valor de zoom actual."
msgid "Emitted at the beginning of a GraphNode movement."
msgstr "Emitido al principio de un movimiento de GraphNode."
msgid "Emitted when a GraphNode is attempted to be duplicated in the GraphEdit."
msgstr "Emitido cuando se intenta duplicar un GraphNode en el GraphEdit."
msgid "Emitted at the end of a GraphNode movement."
msgstr "Emitido al principio de un GraphNode."
msgid "Emitted when a GraphNode is selected."
msgstr "Emitido cuando se selecciona un GraphNode."
msgid ""
"Emitted when the scroll offset is changed by the user. It will not be emitted "
"when changed in code."
@ -10748,14 +10856,6 @@ msgstr ""
"borrosa. Este modo a menudo da mejores resultados en comparación con "
"[constant INTERPOLATE_BILINEAR], a costa de ser más lento."
msgid ""
"Performs Lanczos interpolation. This is the slowest image resizing mode, but "
"it typically gives the best results, especially when downscalng images."
msgstr ""
"Realiza la interpolación de Lanczos. Es el modo de redimensionamiento de "
"imágenes más lento, pero suele dar los mejores resultados, especialmente "
"cuando se reducen las imágenes."
msgid "Image does not have alpha."
msgstr "La imagen no tiene alfa."
@ -12592,21 +12692,6 @@ msgstr "El recurso de textura del nodo."
msgid "Emitted when the node's texture changes."
msgstr "Emitido cuando la textura del nodo cambia."
msgid ""
"Called when the node enters the [SceneTree] (e.g. upon instancing, scene "
"changing, or after calling [method add_child] in a script). If the node has "
"children, its [method _enter_tree] callback will be called first, and then "
"that of the children.\n"
"Corresponds to the [constant NOTIFICATION_ENTER_TREE] notification in [method "
"Object._notification]."
msgstr ""
"Llamado cuando el nodo entra en el [SceneTree] (por ejemplo, al instalarse, "
"al cambiar de escena o después de llamar a [method add_child] en un script). "
"Si el nodo tiene hijos, su llamada a [method _enter_tree] se llamará primero, "
"y luego la de los hijos.\n"
"Corresponde a la notificación [constant NOTIFICATION_ENTER_TREE] en [method "
"Object._notification]."
msgid ""
"Called when the node is about to leave the [SceneTree] (e.g. upon freeing, "
"scene changing, or after calling [method remove_child] in a script). If the "
@ -12626,72 +12711,6 @@ msgstr ""
"cuando el nodo ya ha dejado el árbol activo, conéctese al [signal "
"tree_exited]."
msgid ""
"Returns the absolute path of the current node. This only works if the current "
"node is inside the scene tree (see [method is_inside_tree])."
msgstr ""
"Devuelve la ruta absoluta del nodo actual. Esto sólo funciona si el nodo "
"actual está dentro del árbol de la escena (ver [method is_inside_tree])."
msgid ""
"Returns the time elapsed (in seconds) since the last process callback. This "
"value may vary from frame to frame."
msgstr ""
"Devuelve el tiempo transcurrido (en segundos) desde la última llamada del "
"proceso. Este valor puede variar de un fotograma a otro."
msgid ""
"Returns [code]true[/code] if this is an instance load placeholder. See "
"[InstancePlaceholder]."
msgstr ""
"Devuelve [code]true[/code] si se trata de un marcador de posición de carga de "
"instancia. Ver [InstancePlaceholder]."
msgid "Returns the node's [Viewport]."
msgstr "Devuelve el [Viewport] del nodo."
msgid ""
"Returns [code]true[/code] if the node that the [NodePath] points to exists."
msgstr "Devuelve [code]true[/code] si el nodo al que apunta [NodePath] existe."
msgid ""
"Returns [code]true[/code] if the [NodePath] points to a valid node and its "
"subname points to a valid resource, e.g. [code]Area2D/CollisionShape2D:shape[/"
"code]. Properties with a non-[Resource] type (e.g. nodes or primitive math "
"types) are not considered resources."
msgstr ""
"Devuelve [code]true[/code] si el [NodePath] apunta a un nodo válido y su "
"subnombre apunta a un recurso válido, por ejemplo, [code]Area2D/"
"CollisionShape2D:shape[/code]. Las propiedades que no son de tipo [Resource] "
"(por ejemplo, nodos o tipos matemáticos primitivos) no se consideran recursos."
msgid ""
"Returns [code]true[/code] if the given node is a direct or indirect child of "
"the current node."
msgstr ""
"Devuelve [code]true[/code] si el nodo dado es un hijo directo o indirecto del "
"nodo actual."
msgid ""
"Returns [code]true[/code] if the given node occurs later in the scene "
"hierarchy than the current node."
msgstr ""
"Devuelve [code]true[/code] si el nodo dado se produce más tarde en la "
"jerarquía de la escena que el nodo actual."
msgid ""
"Returns [code]true[/code] if this node is in the specified group. See notes "
"in the description, and the group methods in [SceneTree]."
msgstr ""
"Devuelve [code]true[/code] si este nodo está en el grupo especificado. Vea "
"las notas en la descripción, y los métodos de grupo en [SceneTree]."
msgid ""
"Returns [code]true[/code] if this node is currently inside a [SceneTree]."
msgstr ""
"Devuelve [code]true[/code] si este nodo está actualmente dentro de un "
"[SceneTree]."
msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
"set_physics_process])."
@ -12740,186 +12759,12 @@ msgstr ""
"Devuelve [code]true[/code] si el nodo está procesando una entrada de clave no "
"manejada (ver [method set_process_unhandled_key_input])."
msgid ""
"Prints the tree to stdout. Used mainly for debugging purposes. This version "
"displays the path relative to the current node, and is good for copy/pasting "
"into the [method get_node] function.\n"
"[b]Example output:[/b]\n"
"[codeblock]\n"
"TheGame\n"
"TheGame/Menu\n"
"TheGame/Menu/Label\n"
"TheGame/Menu/Camera2D\n"
"TheGame/SplashScreen\n"
"TheGame/SplashScreen/Camera2D\n"
"[/codeblock]"
msgstr ""
"Imprime el árbol a stdout. Se utiliza principalmente para fines de "
"depuración. Esta versión muestra la ruta relativa al nodo actual, y es buena "
"para copiar/pegar en la función [method get_node].\n"
"[b]Ejemplo de salida:[/b]\n"
"[codeblock]\n"
"ElJuego\n"
"ElJuego/Menu\n"
"ElJuego/Menu/Label\n"
"ElJuego/Menu/Camera2D\n"
"ElJuego/PantallaInicial\n"
"ElJuego/PantallaInicial/Camera2D\n"
"[/codeblock]"
msgid ""
"Notifies the current node and all its children recursively by calling [method "
"Object.notification] on all of them."
msgstr ""
"Notifica al nodo actual y a todos sus hijos de forma recursiva llamando al "
"[method Object.notification] en todos ellos."
msgid ""
"Enables or disables processing. When a node is being processed, it will "
"receive a [constant NOTIFICATION_PROCESS] on every drawn frame (and the "
"[method _process] callback will be called if exists). Enabled automatically "
"if [method _process] is overridden. Any calls to this before [method _ready] "
"will be ignored."
msgstr ""
"Habilita o deshabilita el procesamiento. Cuando un nodo está siendo "
"procesado, recibirá una [constant NOTIFICATION_PROCESS] en cada fotograma "
"dibujado (y se llamará a la devolución de llamada [method _process] si "
"existe). Se habilita automáticamente si se anula [method _process]. Cualquier "
"llamada a esto antes de [method _ready] será ignorada."
msgid ""
"Enables or disables input processing. This is not required for GUI controls! "
"Enabled automatically if [method _input] is overridden. Any calls to this "
"before [method _ready] will be ignored."
msgstr ""
"Habilita o deshabilita el procesamiento de la entrada. ¡Esto no es necesario "
"para los controles GUI! Se activa automáticamente si se anula [method "
"_input]. Cualquier llamada a esto antes de [method _ready] será ignorada."
msgid ""
"Enables unhandled input processing. This is not required for GUI controls! It "
"enables the node to receive all input that was not previously handled "
"(usually by a [Control]). Enabled automatically if [method _unhandled_input] "
"is overridden. Any calls to this before [method _ready] will be ignored."
msgstr ""
"Permite el procesamiento de entradas sin manejar. ¡Esto no es necesario para "
"los controles GUI! Permite que el nodo reciba todas las entradas que no hayan "
"sido manejadas previamente (normalmente por un [Control]). Se habilita "
"automáticamente si se anula [method _unhandled_input]. Cualquier llamada a "
"esto antes de [method _ready] será ignorada."
msgid ""
"Enables unhandled key input processing. Enabled automatically if [method "
"_unhandled_key_input] is overridden. Any calls to this before [method _ready] "
"will be ignored."
msgstr ""
"Permite el procesamiento de entradas de claves sin manejar. Se activa "
"automáticamente si se anula [method _unhandled_key_input]. Cualquier llamada "
"a esto antes de [method _ready] será ignorada."
msgid ""
"Sets whether this is an instance load placeholder. See [InstancePlaceholder]."
msgstr ""
"Establece si se trata de un marcador de posición de carga de instancia. Ver "
"[InstancePlaceholder]."
msgid ""
"The node's priority in the execution order of the enabled processing "
"callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant "
"NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose "
"process priority value is [i]lower[/i] will have their processing callbacks "
"executed first."
msgstr ""
"La prioridad del nodo en el orden de ejecución de las llamadas de "
"procesamiento habilitadas (es decir, [constant NOTIFICATION_PROCESS], "
"[constant NOTIFICATION_PHYSICS_PROCESS] y sus contrapartes internas). Los "
"nodos cuyo valor de prioridad de proceso sea [i]lower[/i] tendrán sus "
"devoluciones de procesamiento ejecutadas primero."
msgid "Emitted when the node is renamed."
msgstr "Emitido cuando el nodo es renombrado."
msgid "Emitted after the node exits the tree and is no longer active."
msgstr "Emitido después de que el nodo sale del árbol y ya no está activo."
msgid "Notification received when the node is ready. See [method _ready]."
msgstr "Notificación recibida cuando el nodo esté listo. Véase [method _ready]."
msgid "Notification received when the node is paused."
msgstr "Notificación recibida cuando el nodo está en pausa."
msgid "Notification received when the node is unpaused."
msgstr "Notificación recibida cuando el nodo no está en pausa."
msgid ""
"Notification received every frame when the physics process flag is set (see "
"[method set_physics_process])."
msgstr ""
"Notificación recibida en cada fotograma cuando se fija el indicador de "
"proceso físico (ver [method set_physics_process])."
msgid ""
"Notification received every frame when the process flag is set (see [method "
"set_process])."
msgstr ""
"Notificación recibida en cada fotograma cuando se fija el indicador de "
"proceso (véase [method set_process])."
msgid ""
"Notification received when a node is set as a child of another node.\n"
"[b]Note:[/b] This doesn't mean that a node entered the [SceneTree]."
msgstr ""
"Notificación recibida cuando un nodo se establece como hijo de otro nodo.\n"
"[b]Nota:[/b] Esto no significa que un nodo haya entrado en el [SceneTree]."
msgid ""
"Notification received when a node is unparented (parent removed it from the "
"list of children)."
msgstr ""
"Notificación recibida cuando un nodo no tiene padre (el padre o la madre lo "
"ha eliminado de la lista de hijos)."
msgid ""
"Notification received every frame when the internal process flag is set (see "
"[method set_process_internal])."
msgstr ""
"Notificación recibida en cada fotograma cuando se fija el indicador de "
"proceso interno (véase [method set_process_internal])."
msgid ""
"Notification received every frame when the internal physics process flag is "
"set (see [method set_physics_process_internal])."
msgstr ""
"Notificación recibida en cada fotograma cuando se fija el flag de proceso de "
"física interna (véase [method set_physics_process_internal])."
msgid ""
"Notification received from the OS when a go back request is sent (e.g. "
"pressing the \"Back\" button on Android).\n"
"Specific to the Android platform."
msgstr ""
"Notificación recibida del sistema operativo cuando se envía una solicitud de "
"retroceso (por ejemplo, pulsando el botón \"Back\" en Android).\n"
"Específico de la plataforma Android."
msgid "Duplicate the node's signals."
msgstr "Duplica las señales del nodo."
msgid "Duplicate the node's groups."
msgstr "Duplica los grupos del nodo."
msgid "Duplicate the node's scripts."
msgstr "Duplica los scripts del nodo."
msgid ""
"Duplicate using instancing.\n"
"An instance stays linked to the original so when the original changes, the "
"instance changes too."
msgstr ""
"Duplicar usando instancias.\n"
"Una instancia permanece ligado al original, así que cuando el original "
"cambia, la instancia también cambia."
msgid ""
"A 2D game object, inherited by all 2D-related nodes. Has a position, "
"rotation, scale, and Z index."
@ -13344,13 +13189,6 @@ msgstr "Concatena un elemen al final del array."
msgid "Removes an element from the array by index."
msgstr "Elimina un elemento del array por indice."
msgid ""
"Sets the size of the array. If the array is grown, reserves elements at the "
"end of the array. If the array is shrunk, truncates the array to the new size."
msgstr ""
"Establece el tamaño del conjunto. Si el array crece, reserva elementos al "
"final del array. Si el array se reduce, trunca el array al nuevo tamaño."
msgid "Changes the byte at the given index."
msgstr "Cambia el byte en el índice dado."
@ -15113,13 +14951,6 @@ msgstr ""
"Archivo de recursos [AudioBusLayout] por defecto para usar en el proyecto, a "
"menos que sea sobreescrito por la escena."
msgid ""
"Setting to hardcode audio delay when playing video. Best to leave this "
"untouched unless you know what you are doing."
msgstr ""
"Ajustar el retardo de audio hardcode cuando se reproduce el video. Es mejor "
"dejar esto intacto a menos que sepas lo que estás haciendo."
msgid ""
"The default compression level for gzip. Affects compressed scenes and "
"resources. Higher levels result in smaller files at the cost of compression "
@ -15667,14 +15498,6 @@ msgstr ""
"[code]0[/code] si no hay ningún objeto que intersecte el rayo (es decir, "
"[method is_colliding] devuelve [code]false[/code])."
msgid ""
"Returns the collision point at which the ray intersects the closest object.\n"
"[b]Note:[/b] This point is in the [b]global[/b] coordinate system."
msgstr ""
"Devuelve el punto de colisión en el que el rayo intersecta el objeto más "
"cercano.\n"
"[b]Nota:[/b] Este punto está en el sistema de coordenadas [b]global[/b]."
msgid ""
"Returns whether any object is intersecting with the ray's vector (considering "
"the vector length)."
@ -17574,9 +17397,6 @@ msgstr ""
msgid "If [code]true[/code], texture is centered."
msgstr "Si [code]true[/code], la textura se centra."
msgid "The number of columns in the sprite sheet."
msgstr "El número de columnas en la hoja de sprites."
msgid ""
"If [code]true[/code], texture is cut from a larger atlas texture. See [member "
"region_rect]."
@ -17591,9 +17411,6 @@ msgstr ""
"La región de la textura del atlas a mostrar. [member region_enabled] debe ser "
"[code]true[/code]."
msgid "The number of rows in the sprite sheet."
msgstr "El número de filas en la hoja de sprites."
msgid "Emitted when the [member frame] changes."
msgstr "Emitido cuando el [member frame] cambia."
@ -17758,12 +17575,6 @@ msgstr ""
"Devuelve una copia de la string con caracteres especiales escapados usando el "
"estándar del lenguaje C."
msgid "Returns the string converted to lowercase."
msgstr "Devuelve la string convertida en minúsculas."
msgid "Returns the string converted to uppercase."
msgstr "Devuelve la string convertida en mayúsculas."
msgid ""
"Returns a copy of the string with escaped characters replaced by their "
"meanings according to the XML standard."
@ -20004,15 +19815,6 @@ msgstr ""
"hacia abajo a la posición en la que debería estar cuando el auto esté en "
"reposo."
msgid ""
"This value affects the roll of your vehicle. If set to 1.0 for all wheels, "
"your vehicle will be prone to rolling over, while a value of 0.0 will resist "
"body roll."
msgstr ""
"Este valor afecta al balanceo de su vehículo. Si se establece en 1,0 para "
"todas las ruedas, tu vehículo será propenso a volcarse, mientras que un valor "
"de 0.0 resistirá el balanceo de la carrocería."
msgid "Base resource for video streams."
msgstr "Recurso base para los streams de video."

View File

@ -88,13 +88,19 @@
# Rertsyd <rertsyd@outlook.com>, 2023.
# Calimelo <melo.j@lilo.org>, 2023.
# Roskai <angel.du.2558@gmail.com>, 2023.
# Elfège <HinviElfege@gmail.com>, 2023.
# peperoni <peperoni@users.noreply.hosted.weblate.org>, 2024.
# Octano <theo.huchard@gmail.com>, 2024.
# Mat <mathis-abdou@outlook.com>, 2024.
# Mileeam <Wileeam07@gmail.com>, 2024.
# Pandores <pandores.dr@gmail.com>, 2024.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
"PO-Revision-Date: 2023-11-14 03:37+0000\n"
"Last-Translator: Rertsyd <rertsyd@outlook.com>\n"
"PO-Revision-Date: 2024-02-01 17:01+0000\n"
"Last-Translator: Pandores <pandores.dr@gmail.com>\n"
"Language-Team: French <https://hosted.weblate.org/projects/godot-engine/godot-"
"class-reference/fr/>\n"
"Language: fr\n"
@ -102,11 +108,26 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=n > 1;\n"
"X-Generator: Weblate 5.2-dev\n"
"X-Generator: Weblate 5.4-dev\n"
msgid "All classes"
msgstr "Toutes les classes"
msgid "Globals"
msgstr "L'échelle globale"
msgid "Nodes"
msgstr "Nœuds"
msgid "Resources"
msgstr "Ressources"
msgid "Editor-only"
msgstr "Éditeur-uniquement"
msgid "Other objects"
msgstr "Autres objets"
msgid "Description"
msgstr "Description"
@ -1144,24 +1165,6 @@ msgstr ""
"@export_flags_2d_navigation var navigation_layers: int\n"
"[/codeblock]"
msgid ""
"Export an integer property as a bit flag field for 2D physics layers. The "
"widget in the Inspector dock will use the layer names defined in [member "
"ProjectSettings.layer_names/2d_physics/layer_1].\n"
"See also [constant PROPERTY_HINT_LAYERS_2D_PHYSICS].\n"
"[codeblock]\n"
"@export_flags_2d_physics var physics_layers: int\n"
"[/codeblock]"
msgstr ""
"Exporte une propriété entière en un champ de bit flag pour les calques de "
"physique 2D. Le widget dans la barre d'outils de l'Inspecteur utilisera les "
"noms des calques définis dans [member ProjectSettings.layer_names/2d_physics/"
"layer_1].\n"
"Voir également [constant PROPERTY_HINT_LAYERS_2D_PHYSICS].\n"
"[codeblock]\n"
"@export_flags_2d_physics var physics_layers: int\n"
"[/codeblock]"
msgid ""
"Export an integer property as a bit flag field for 2D render layers. The "
"widget in the Inspector dock will use the layer names defined in [member "
@ -1342,6 +1345,35 @@ msgstr ""
"@export_placeholder(\"Nom en minuscule\") var id_personnage: String\n"
"[/codeblock]"
msgid ""
"Add a custom icon to the current script. The icon specified at [param "
"icon_path] is displayed in the Scene dock for every node of that class, as "
"well as in various editor dialogs.\n"
"[codeblock]\n"
"@icon(\"res://path/to/class/icon.svg\")\n"
"[/codeblock]\n"
"[b]Note:[/b] Only the script can have a custom icon. Inner classes are not "
"supported.\n"
"[b]Note:[/b] As annotations describe their subject, the [annotation @icon] "
"annotation must be placed before the class definition and inheritance.\n"
"[b]Note:[/b] Unlike other annotations, the argument of the [annotation @icon] "
"annotation must be a string literal (constant expressions are not supported)."
msgstr ""
"Ajouter un icône personalisé à ce script. L'icône spécifié à [param "
"icon_path] est montré dans le Scene dock pour chaque nœud de cette class, et "
"dans divers fenêtres de l'éditeur.\n"
"[codeblock]\n"
"@icon(\"res://path/to/class/icon.svg\")\n"
"[/codeblock]\n"
"[b]Note:[/b] Seulement le script peut avoid un icône personalisé. Les classes "
"internes ne sont pas supportées.\n"
"[b]Note:[/b] Comme les annotations décrivent leur sujet, l'[annotation "
"@icon] annotation doit être placée avant la définition de la classes et de "
"son héritage.\n"
"[b]Note:[/b] Contrairement aux autres annotations, le paramètre de "
"l' [annotation @icon] annotation doit être un string litéral (expressions "
"constantes ne sont pas supportées)."
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 "
@ -1377,6 +1409,24 @@ msgstr ""
msgid "Global scope constants and functions."
msgstr "Constantes et fonction à portée globale."
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 ""
"Constantes et variables globales. Ceci concerne tout ce qui est contenu dans "
"le registre global (accessible depuis n'importe quel script): constantes de "
"codes d'erreur, codes des touches du clavier, indices de configuration des "
"propriétés, etc.\n"
"Comme ils peuvent être accessibles de partout, les singletons sont aussi "
"documentés ici.\n"
"Pour les entrées liées à GDScript accessibles dans n'importe quel script, "
"voir [@GDScript]."
msgid "Random number generation"
msgstr "Génération de nombres aléatoires"
@ -1566,6 +1616,19 @@ msgstr ""
"Alignement horizontal général, généralement utilisé pour les [Separator], "
"[ScrollBar], [Slider], etc."
msgid ""
"Clockwise rotation. Used by some methods (e.g. [method Image.rotate_90])."
msgstr ""
"Rotation horaire. Utilisée par certaines methodes (e.g. [method Image."
"rotate_90])."
msgid ""
"Counter-clockwise rotation. Used by some methods (e.g. [method Image."
"rotate_90])."
msgstr ""
"Rotation anti-horaire. Utilisée par certaines methodes (e.g. [method Image."
"rotate_90])."
msgid "Horizontal left alignment, usually for text-derived classes."
msgstr ""
"Alignement horizontal à gauche, généralement pour des classes dérivées de "
@ -2096,6 +2159,19 @@ msgstr "Masque du bouton 1 de la souris supplémentaire."
msgid "Extra mouse button 2 mask."
msgstr "Masque du bouton de souris supplémentaire 2."
msgid ""
"The maximum number of game controller buttons supported by the engine. The "
"actual limit may be lower on specific platforms:\n"
"- [b]Android:[/b] Up to 36 buttons.\n"
"- [b]Linux:[/b] Up to 80 buttons.\n"
"- [b]Windows[/b] and [b]macOS:[/b] Up to 128 buttons."
msgstr ""
"Le nombre maximum de boutons de contrôleurs de jeu supporté par le moteur. La "
"limite réelle peut être plus basse sur des plateformes spécifiques.\n"
"- [b]Android: [/b]Jusqu'à 36 boutons.\n"
"- [b]Linux: [/b]Jusqu'à 80 boutons.\n"
"- [b]Window et macOS: [/b]Jusqu'à 128 boutons."
msgid ""
"MIDI aftertouch message. This message is most often sent by pressing down on "
"the key after it \"bottoms out\"."
@ -2521,127 +2597,6 @@ msgstr "Mathématiques des vecteurs"
msgid "Advanced vector math"
msgstr "Mathématiques avancées des vecteurs"
msgid "Constructs an [AABB] from a position and size."
msgstr "Construit une [AABB] a partir d'une position et d'une taille."
msgid ""
"Returns an AABB with equivalent position and size, modified so that the most-"
"negative corner is the origin and the size is positive."
msgstr ""
"Retourne une AABB avec une position et taille équivalentes, modifiée de telle "
"sorte que le coin le plus négatif devienne l'origine et la taille soit "
"positive."
msgid ""
"Returns [code]true[/code] if this [AABB] completely encloses another one."
msgstr ""
"Retourne [code]true[/code] si cette [AABB] en recouvre complètement une autre."
msgid ""
"Returns a copy of this [AABB] expanded to include a given point.\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# position (-3, 2, 0), size (1, 1, 1)\n"
"var box = AABB(Vector3(-3, 2, 0), Vector3(1, 1, 1))\n"
"# position (-3, -1, 0), size (3, 4, 2), so we fit both the original AABB and "
"Vector3(0, -1, 2)\n"
"var box2 = box.expand(Vector3(0, -1, 2))\n"
"[/gdscript]\n"
"[csharp]\n"
"// position (-3, 2, 0), size (1, 1, 1)\n"
"var box = new Aabb(new Vector3(-3, 2, 0), new Vector3(1, 1, 1));\n"
"// position (-3, -1, 0), size (3, 4, 2), so we fit both the original AABB and "
"Vector3(0, -1, 2)\n"
"var box2 = box.Expand(new Vector3(0, -1, 2));\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"Retourne une copie de ce [AABB] élargi afin d'inclure un point donné.\n"
"[b]Exemple :[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# Occupe la position (-3, 2, 0) avec une taille de (1, 1, 1).\n"
"var box = AABB(Vector3(-3, 2, 0), Vector3(1, 1, 1))\n"
"# Occupe la position (-3, -1, 0) avec une taille de (3, 4, 2) afin d'inclure "
"le point défini par Vector3(0, -1, 2) en plus du AABB d'origine.\n"
"var box2 = box.expand(Vector3(0, -1, 2))\n"
"[/gdscript]\n"
"[csharp]\n"
"// Occupe la position (-3, 2, 0) avec une taille de (1, 1, 1).\n"
"var box = new Aabb(new Vector3(-3, 2, 0), new Vector3(1, 1, 1));\n"
"// Occupe la position (-3, -1, 0) avec une taille de (3, 4, 2) afin d'inclure "
"le point défini par Vector3(0, -1, 2) en plus du AABB d'origine.\n"
"var box2 = box.Expand(new Vector3(0, -1, 2));\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the center of the [AABB], which is equal to [member position] + "
"([member size] / 2)."
msgstr ""
"Retourne le centre du [AABB], qui est égal à [member position] + ([member "
"size] / 2)."
msgid "Gets the position of the 8 endpoints of the [AABB] in space."
msgstr "Récupère la position des 8 extrémités de l'[AABB] dans l'espace."
msgid "Returns the normalized longest axis of the [AABB]."
msgstr "Retourne normalisé l'axe le plus long de l'[AABB]."
msgid ""
"Returns the index of the longest axis of the [AABB] (according to [Vector3]'s "
"[code]AXIS_*[/code] constants)."
msgstr ""
"Retourne l'index de l'axe le plus long de l'AABB] (d'après les constantes de "
"[code]AXIS_*[/code] de [Vector3])."
msgid "Returns the scalar length of the longest axis of the [AABB]."
msgstr "Retourne la longueur scalaire de l'axe le plus long de l'[AABB]."
msgid "Returns the normalized shortest axis of the [AABB]."
msgstr "Retourne l'axe le plus court normalisé de l'[AABB]."
msgid ""
"Returns the index of the shortest axis of the [AABB] (according to [Vector3]::"
"AXIS* enum)."
msgstr ""
"Retourne l'index de l'axe le plus court de l'[AABB] (d'après l'énumération "
"[Vector3]::AXIS*)."
msgid "Returns the scalar length of the shortest axis of the [AABB]."
msgstr "Retourne la longueur scalaire de laxe le plus court de l[AABB]."
msgid "Returns the volume of the [AABB]."
msgstr "Retourne le volume de l'[AABB]."
msgid "Returns [code]true[/code] if the [AABB] overlaps with another."
msgstr "Retourne [code]true[/code] si l'[AABB] chevauche une autre."
msgid "Returns [code]true[/code] if the [AABB] is on both sides of a plane."
msgstr ""
"Retourne [code]true[/code] si l'[AABB] est sur les deux côtés d'un plan."
msgid ""
"Ending corner. This is calculated as [code]position + size[/code]. Setting "
"this value will change the size."
msgstr ""
"Coin de fin. Calculé par [code]position + size[/code]. Changer cette valeur "
"changera aussi la taille."
msgid "Beginning corner. Typically has values lower than [member end]."
msgstr "Coin de départ. A généralement des valeurs inférieures à [member end]."
msgid ""
"Size from [member position] to [member end]. Typically, all components are "
"positive.\n"
"If the size is negative, you can use [method abs] to fix it."
msgstr ""
"La taille depuis [member position] jusqu'à [member end]. Généralement toutes "
"les composantes sont positives.\n"
"Si cette taille est négative, vous pouvez utiliser [method abs] pour la "
"rendre positive."
msgid ""
"Returns the label used for built-in text.\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it may "
@ -4199,17 +4154,6 @@ msgstr ""
"et peuvent provoquer des craquements audibles si le CPU n'est pas assez "
"puissant."
msgid ""
"The pitch scale to use. [code]1.0[/code] is the default pitch and plays "
"sounds unaltered. [member pitch_scale] can range from [code]0.0[/code] "
"(infinitely low pitch, inaudible) to [code]16[/code] (16 times higher than "
"the initial pitch)."
msgstr ""
"L'échelle de pitch à utiliser. [code]1.0[/code] est le pitch par défaut et "
"joue des sons non modifiés. [member pitch_scale] peut aller de [code]0.0[/"
"code] (une hauteur infiniment basse, inaudible) à [code]16[/code] (16 fois "
"supérieur à la hauteur initiale)."
msgid ""
"Use a buffer of 256 samples for the Fast Fourier transform. Lowest latency, "
"but least stable over time."
@ -6195,17 +6139,6 @@ msgstr ""
"plus élevées rendront la forme plus épaisse, et fonctionneront mieux pour les "
"objets entrant en collision quand ils vont à une vitesse élevée."
msgid ""
"The polygon's list of vertices. Each point will be connected to the next, and "
"the final point will be connected to the first.\n"
"[b]Warning:[/b] The returned value is a clone of the [PackedVector2Array], "
"not a reference."
msgstr ""
"La liste des sommets du polygone. Chaque point sera connecté au suivant et le "
"dernier point sera relié au premier.\n"
"[b]Attention :[/b] La valeur retournée est une copie du [PackedVector2Array], "
"et non une référence."
msgid "If [code]true[/code], no collision will be produced."
msgstr "Si [code]true[/code], aucune collision ne sera produite."
@ -10395,15 +10328,6 @@ msgstr ""
msgid "Removes all connections between nodes."
msgstr "Supprime toutes les connexions entre les nœuds."
msgid ""
"Returns an Array containing the list of connections. A connection consists in "
"a structure of the form [code]{ from_port: 0, from: \"GraphNode name 0\", "
"to_port: 1, to: \"GraphNode name 1\" }[/code]."
msgstr ""
"Retourne un Array contenant la liste des connexions. Une connexion se compose "
"d'une structure de la forme [code]{ from_port: 0, from: \"GraphNode name 0\", "
"to_port: 1, to: \"GraphNode name 1\" }[/code]."
msgid ""
"Gets the [HBoxContainer] that contains the zooming and grid snap controls in "
"the top left of the graph. You can use this method to reposition the toolbar "
@ -10459,18 +10383,6 @@ msgstr "La valeur minimale du zoom."
msgid "The step of each zoom level."
msgstr "La différence entre chaque niveau de zoom."
msgid "Emitted at the beginning of a GraphNode movement."
msgstr "Émis au début d'un mouvement d'un GraphNode."
msgid "Emitted when a GraphNode is attempted to be duplicated in the GraphEdit."
msgstr "Émis quand un GraphNode serait dupliqué d'un GraphEdit."
msgid "Emitted at the end of a GraphNode movement."
msgstr "Émis à la fin d'un mouvement d'un GraphNode."
msgid "Emitted when a GraphNode is selected."
msgstr "Émis lorsquun GraphNode est sélectionné."
msgid "Color of major grid lines."
msgstr "La couleur des lignes principales de la grille."
@ -13343,21 +13255,6 @@ msgstr ""
msgid "All Demos"
msgstr "Toutes les démos"
msgid ""
"Called when the node enters the [SceneTree] (e.g. upon instancing, scene "
"changing, or after calling [method add_child] in a script). If the node has "
"children, its [method _enter_tree] callback will be called first, and then "
"that of the children.\n"
"Corresponds to the [constant NOTIFICATION_ENTER_TREE] notification in [method "
"Object._notification]."
msgstr ""
"Appelé lorsque le nœud entre dans la [SceneTree] (par exemple en étant "
"instancié, au changement de scène, ou après avoir appelé [method add_child] "
"dans un script). Si le nœud a des enfants, sa méthode [méthod enter_tree] "
"sera appelée d'abord, puis ensuite celle de ses enfants.\n"
"Correspond à la notification [constant NOTIFICATION_ENTER_TREE] dans [method "
"Object._notification]."
msgid ""
"Called when the node is about to leave the [SceneTree] (e.g. upon freeing, "
"scene changing, or after calling [method remove_child] in a script). If the "
@ -13378,81 +13275,6 @@ msgstr ""
"lorsque le nœud a déjà quitté l'arborescence active, connectez-vous à [signal "
"tree_exited]."
msgid ""
"Returns the parent node of the current node, or [code]null[/code] if the node "
"lacks a parent."
msgstr ""
"Retourne le nœud parent du nœud actuel, ou [code]null[/code] si le nœud n'a "
"pas de parent."
msgid ""
"Returns the absolute path of the current node. This only works if the current "
"node is inside the scene tree (see [method is_inside_tree])."
msgstr ""
"Retourne le chemin absolu du nœud actuel. Cela ne fonctionne que si le nœud "
"actuel est à l'intérieur de l'arborescence de la scène (voir [method "
"is_inside_tree)]."
msgid ""
"Returns the time elapsed (in seconds) since the last process callback. This "
"value may vary from frame to frame."
msgstr ""
"Retourne le temps écoulé (en secondes) depuis le dernier rappel de process. "
"Cette valeur peut varier d'une trame à l'autre."
msgid ""
"Returns [code]true[/code] if this is an instance load placeholder. See "
"[InstancePlaceholder]."
msgstr ""
"Retourne [code]true[/code] si c'est une instance fictive pour charger un "
"scène. Voir [InstancePlaceholder]."
msgid "Returns the node's [Viewport]."
msgstr "Retourne le [Viewport] du nœud."
msgid ""
"Returns [code]true[/code] if the node that the [NodePath] points to exists."
msgstr ""
"Retourne [code]true[/code] si le nœud à l'emplacement [NodePath] existe."
msgid ""
"Returns [code]true[/code] if the [NodePath] points to a valid node and its "
"subname points to a valid resource, e.g. [code]Area2D/CollisionShape2D:shape[/"
"code]. Properties with a non-[Resource] type (e.g. nodes or primitive math "
"types) are not considered resources."
msgstr ""
"Retourne [code]true[/code] si le [NodePath] désigne un nœud valide et son "
"sous-nom désigne une ressource valide, par exemple [code]Area2D/"
"CollisionShape2D:shape[/code]. Les propriétés avec un type qui n'est pas une "
"[Resource] (par exemple les nœuds ou les types mathématiques primitifs) ne "
"sont pas considérées comme des ressources."
msgid ""
"Returns [code]true[/code] if the given node is a direct or indirect child of "
"the current node."
msgstr ""
"Retourne [code]true[/code] si le nœud donné est un enfant direct ou indirect "
"du nœud actuel."
msgid ""
"Returns [code]true[/code] if the given node occurs later in the scene "
"hierarchy than the current node."
msgstr ""
"Retourne [code]true[/code] si le nœud donné apparait plus tard dans la "
"hiérarchie de la scène que le nœud actuel."
msgid ""
"Returns [code]true[/code] if this node is in the specified group. See notes "
"in the description, and the group methods in [SceneTree]."
msgstr ""
"Retourne [code]true[/code] si ce nœud est dans le groupe spécifié. Voir les "
"notes dans la description, et les méthodes de groupe dans [SceneTree]."
msgid ""
"Returns [code]true[/code] if this node is currently inside a [SceneTree]."
msgstr ""
"Retourne [code]true[/code] si le nœud est actuellement dans le [SceneTree]."
msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
"set_physics_process])."
@ -13501,94 +13323,6 @@ msgstr ""
"Retourne [code]true[/code] si le nœud gère l'entrée de touche non traitée "
"(voir [method set_process_unhandled_key_input)]."
msgid ""
"Prints the tree to stdout. Used mainly for debugging purposes. This version "
"displays the path relative to the current node, and is good for copy/pasting "
"into the [method get_node] function.\n"
"[b]Example output:[/b]\n"
"[codeblock]\n"
"TheGame\n"
"TheGame/Menu\n"
"TheGame/Menu/Label\n"
"TheGame/Menu/Camera2D\n"
"TheGame/SplashScreen\n"
"TheGame/SplashScreen/Camera2D\n"
"[/codeblock]"
msgstr ""
"Imprime l'arborescence dans la console. Utilisé principalement à des fins de "
"débogage. Cette version affiche le chemin par rapport au nœud actuel, ce qui "
"est utile pour le copier/coller dans la fonction [method get_node].\n"
"[b]Exemple de sortie:[/b]\n"
"[codeblock]\n"
"TheGame\n"
"TheGame/Menu\n"
"TheGame/Menu/Label\n"
"TheGame/Menu/Camera2D\n"
"TheGame/SplashScreen\n"
"TheGame/SplashScreen/Camera2D\n"
"[/codeblock]"
msgid ""
"Notifies the current node and all its children recursively by calling [method "
"Object.notification] on all of them."
msgstr ""
"Notifie le nœud actuel et tous ses enfants de façon récursive en les appelant "
"[method Object.notification] sur tous."
msgid ""
"Removes a child node. The node is NOT deleted and must be deleted manually.\n"
"[b]Note:[/b] This function may set the [member owner] of the removed Node (or "
"its descendants) to be [code]null[/code], if that [member owner] is no longer "
"a parent or ancestor."
msgstr ""
"Retire un nœud d'enfant. Le nœud n'est PAS supprimé et doit être supprimé "
"manuellement.\n"
"[b]Note :[/b] Cette fonction peut définir le [member owner] du nœud enlevé "
"(ou ses descendants) comme [code]null[/code], si ce [member owner] n'est plus "
"un parent."
msgid ""
"Enables unhandled key input processing. Enabled automatically if [method "
"_unhandled_key_input] is overridden. Any calls to this before [method _ready] "
"will be ignored."
msgstr ""
"Permet un traitement des touches d'entrée non traitées. Activé "
"automatiquement si [method unhandled_key_input] est surchargé. Tout appel à "
"cela avant [method _ready] sera ignoré."
msgid ""
"Sets whether this is an instance load placeholder. See [InstancePlaceholder]."
msgstr ""
"Définit s'il s'agit d'un chargeur fictif d'instance. Voir "
"[InstancePlaceholder]."
msgid ""
"The node's priority in the execution order of the enabled processing "
"callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant "
"NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose "
"process priority value is [i]lower[/i] will have their processing callbacks "
"executed first."
msgstr ""
"La priorité du nœud dans l'ordre d'exécution des appels de traitement activés "
"(c'est-à-dire [constant NOTIFICATION_PROCESS], [constant "
"NOTIFICATION_PHYSICS_PROCESS] et leurs homologues internes). Les nœuds dont "
"la valeur de priorité d'exécution est [i]plus basse[/i] auront leurs appels "
"de traitement exécutés en premier."
msgid ""
"Emitted when a child node enters the scene tree, either because it entered on "
"its own or because this node entered with it.\n"
"This signal is emitted [i]after[/i] the child node's own [constant "
"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
"Émis lorsqu'un nœud enfant entre dans l'arborescence, soit parce qu'il est "
"entré seul ou parce que ce nœud est entré avec lui.\n"
"Ce signal est émis [i]après[/i] [constant NOTIFICATION_ENTER_TREE] et [signal "
"tree_entered] de cet enfant."
msgid "Emitted when the node is renamed."
msgstr "Émis quand le nœud est renommé."
msgid ""
"Emitted when the node enters the tree.\n"
"This signal is emitted [i]after[/i] the related [constant "
@ -13598,75 +13332,9 @@ msgstr ""
"Ce signal est émis [i]après[/i] la notification correspondante [constant "
"NOTIFICATION_ENTER_TREE]."
msgid "Emitted after the node exits the tree and is no longer active."
msgstr "Émis quand le nœud quitte l'arborescence et n'est plus actif."
msgid ""
"Emitted when the node is still active but about to exit the tree. This is the "
"right place for de-initialization (or a \"destructor\", if you will).\n"
"This signal is emitted [i]before[/i] the related [constant "
"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
"Émis quand le nœud est encore actif mais sur le point de quitter "
"l'arborescence. C'est le bon endroit pour la de-initialisation (ou d'appel au "
"\"destructeur\").\n"
"Ce signal est émis [i]avant[/i] la notification correspondante [constant "
"NOTIFICATION_EXIT_TREE]."
msgid ""
"Notification received when the node enters a [SceneTree].\n"
"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
"La notification reçue lorsque le nœud entre dans un [SceneTree].\n"
"Cette notification est émise [i]avant[/i] la [signal tree_entered]."
msgid ""
"Notification received when the node is about to exit a [SceneTree].\n"
"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
"La notification reçue quand le nœud va quitter le [SceneTree].\n"
"Cette notification est émise [i]après[/i] le signal [signal tree_exiting] "
"correspondant."
msgid "Notification received when the node is ready. See [method _ready]."
msgstr "La notification reçue quand le nœud est prêt. Voir [method _ready]."
msgid "Notification received when the node is paused."
msgstr "La notification reçue quand ce nœud est en pause."
msgid "Notification received when the node is unpaused."
msgstr "La notification reçue quand le nœud n'est plus en pause."
msgid ""
"Notification received every frame when the physics process flag is set (see "
"[method set_physics_process])."
msgstr ""
"La notification reçue chaque trame lorsque le drapeau du processus de "
"physique est défini (voir [method set_physics_process])."
msgid ""
"Notification received every frame when the process flag is set (see [method "
"set_process])."
msgstr ""
"La notification a reçu chaque trame lorsque le drapeau de processus est "
"défini (voir [method set_process])."
msgid ""
"Notification received when a node is set as a child of another node.\n"
"[b]Note:[/b] This doesn't mean that a node entered the [SceneTree]."
msgstr ""
"La notification reçue lorsqu'un nœud est défini comme un enfant d'un autre "
"nœud.\n"
"[b]Note :[/b] Cela ne signifie pas que le nœud est nécessairement entré dans "
"le [SceneTree]."
msgid ""
"Notification received when a node is unparented (parent removed it from the "
"list of children)."
msgstr ""
"La notification reçue lorsqu'un nœud n'a plus de parent (le parent l'a retiré "
"de sa liste d'enfants)."
msgid ""
"Notification received when a drag operation ends.\n"
"Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded."
@ -13675,38 +13343,9 @@ msgstr ""
"Utilisez [method Viewport.gui_is_drag_successful] pour vérifier si "
"l'opération a réussi."
msgid ""
"Notification received every frame when the internal process flag is set (see "
"[method set_process_internal])."
msgstr ""
"La notification a reçu chaque trame lorsque le drapeau interne du processus "
"est défini (voir [method set_process_internal])."
msgid ""
"Notification received every frame when the internal physics process flag is "
"set (see [method set_physics_process_internal])."
msgstr ""
"La notification a reçu chaque trame lorsque le drapeau du processus physique "
"interne est défini (voir [method set_physics_process_internal])."
msgid "Duplicate the node's signals."
msgstr "Dupliquer les signaux du nœud."
msgid "Duplicate the node's groups."
msgstr "Dupliquer les groupes du nœud."
msgid "Duplicate the node's scripts."
msgstr "Dupliquer les scripts du nœud."
msgid ""
"Duplicate using instancing.\n"
"An instance stays linked to the original so when the original changes, the "
"instance changes too."
msgstr ""
"Duplique via instanciation.\n"
"Une instance reste liée à l'original de sorte que lorsque l'original change, "
"l'instance change aussi."
msgid ""
"A 2D game object, inherited by all 2D-related nodes. Has a position, "
"rotation, scale, and Z index."
@ -16014,14 +15653,6 @@ msgstr ""
"[code]0[/code] si aucun objet n'intersecte le rayon (c'est-à-dire [method "
"is_colliding] renvoie [code]false[/code])."
msgid ""
"Returns the collision point at which the ray intersects the closest object.\n"
"[b]Note:[/b] This point is in the [b]global[/b] coordinate system."
msgstr ""
"Retourne le point de collision où le rayon intersecte l'objet le plus "
"proche.\n"
"[b]Note :[/b] Ce point se trouve dans le système de coordonnées [b]global[/b]."
msgid ""
"Returns whether any object is intersecting with the ray's vector (considering "
"the vector length)."
@ -17162,13 +16793,6 @@ msgstr ""
msgid "If [code]true[/code], texture is centered."
msgstr "Si [code]true[/code], la texture est centrée."
msgid ""
"Current frame to display from sprite sheet. [member hframes] or [member "
"vframes] must be greater than 1."
msgstr ""
"La trame actuelle à afficher dans la feuille de sprite. [membres hframes] ou "
"[membres vframes] doivent être supérieurs à 1."
msgid ""
"Coordinates of the frame to display from sprite sheet. This is as an alias "
"for the [member frame] property. [member hframes] or [member vframes] must be "
@ -17178,9 +16802,6 @@ msgstr ""
"d'un raccourci de la propriété [member frame]. [membres hframes] ou [membres "
"vframes] doivent être supérieurs à 1."
msgid "The number of columns in the sprite sheet."
msgstr "Nombre de colonnes dans la feuille de sprite."
msgid ""
"If [code]true[/code], texture is cut from a larger atlas texture. See [member "
"region_rect]."
@ -17195,9 +16816,6 @@ msgstr ""
"La région de la texture atlas à afficher. [member region_enabled] doit être "
"[code]true[/code]."
msgid "The number of rows in the sprite sheet."
msgstr "Le nombre de lignes dans la feuille de sprites."
msgid "Emitted when the [member frame] changes."
msgstr "Émis quand une [member frame] changes."
@ -17428,12 +17046,6 @@ msgstr ""
"tabulations et les espaces) retirée. Voir aussi [method indent] pour ajouter "
"une indentation."
msgid "Returns the string converted to lowercase."
msgstr "Retourne la chaîne de caractères convertie en minuscules."
msgid "Returns the string converted to uppercase."
msgstr "Retourne la chaîne de caractères convertie en majuscules."
msgid ""
"Returns a copy of the string with escaped characters replaced by their "
"meanings according to the XML standard."
@ -19555,15 +19167,6 @@ msgstr ""
msgid "The radius of the wheel in meters."
msgstr "La rayon de la roue en mètres."
msgid ""
"This value affects the roll of your vehicle. If set to 1.0 for all wheels, "
"your vehicle will be prone to rolling over, while a value of 0.0 will resist "
"body roll."
msgstr ""
"Cette valeur affecte le roulade de votre véhicule. Si définit à 1.0 pour "
"toutes les roues, votre véhicule sera sujet aux roulades, tandis qu'une "
"valeur de 0.0 résistera au roulade du corps."
msgid "Base resource for video streams."
msgstr "Ressource de base pour les flux vidéo."
@ -20873,3 +20476,15 @@ msgid ""
msgstr ""
"Ne réinitialise pas l'orientation du visiocasque, centre seulement la "
"position du joueur."
msgid ""
"Append a new zip archive to the end of the already existing file at the given "
"path."
msgstr ""
"Ajoute une nouvelle archive zip à la fin du fichier existant à l'emplacement "
"donné."
msgid "Add new files to the existing zip archive at the given path."
msgstr ""
"Ajoute de nouveaux fichiers à l'archive zip existante à l'emplacement "
"spécifié."

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