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mirror of https://github.com/godotengine/godot.git synced 2026-01-05 19:31:35 +00:00

i18n: Remove deleted translations from PO files

Since we bundle the whole files in the editor binary, they actual impact the
binary size needlessly.

Automate it via `make merge`.
This commit is contained in:
Rémi Verschelde
2021-12-10 11:49:04 +01:00
parent f4b3c3ff09
commit 6fb47a271f
88 changed files with 2 additions and 67809 deletions

View File

@@ -17,6 +17,7 @@ merge:
echo -e "\nMerging $$po..."; \
msgmerge -w 79 -C $$po $$po $(TEMPLATE) > "$$po".new; \
mv -f "$$po".new $$po; \
msgattrib --output-file=$$po --no-obsolete $$po; \
done
check:

View File

@@ -70060,14 +70060,3 @@ msgstr ""
msgid ""
"If [code]true[/code], child nodes are sorted, otherwise sorting is disabled."
msgstr ""
#, fuzzy
#~ msgid "Returns the close [TextureButton]."
#~ msgstr "يُرجع جيب التمام \"cosine \" لقيمة المَعلم."
#~ msgid ""
#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
#~ "animations.html"
#~ msgstr ""
#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
#~ "animations.html"

View File

@@ -69856,10 +69856,3 @@ msgstr ""
msgid ""
"If [code]true[/code], child nodes are sorted, otherwise sorting is disabled."
msgstr ""
#~ msgid ""
#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
#~ "animations.html"
#~ msgstr ""
#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
#~ "animations.html"

View File

@@ -70542,140 +70542,3 @@ msgstr ""
msgid ""
"If [code]true[/code], child nodes are sorted, otherwise sorting is disabled."
msgstr ""
#, fuzzy
#~ msgid "Returns the close [TextureButton]."
#~ msgstr "Vrátí kosinus parametru."
#~ msgid ""
#~ "Returns the cosine of angle [code]s[/code] in radians.\n"
#~ "[codeblock]\n"
#~ "# Prints 1 then -1\n"
#~ "print(cos(PI * 2))\n"
#~ "print(cos(PI))\n"
#~ "[/codeblock]"
#~ msgstr ""
#~ "Vrátí kosinusoidu úhlu [code]s[/code] v radiánech.\n"
#~ "[codeblock]\n"
#~ "# Vypíše 1 a poté -1\n"
#~ "print(cos(PI * 2))\n"
#~ "print(cos(PI))\n"
#~ "[/codeblock]"
#~ msgid ""
#~ "Converts one or more arguments to strings in the best way possible and "
#~ "prints them to the console.\n"
#~ "[codeblock]\n"
#~ "a = [1, 2, 3]\n"
#~ "print(\"a\", \"b\", a) # Prints ab[1, 2, 3]\n"
#~ "[/codeblock]"
#~ msgstr ""
#~ "Převede jeden nebo více argumentů na řetězec v té nejlepší možné formě a "
#~ "vytiskne je na konzoli.\n"
#~ "[codeblock]\n"
#~ "a = [1, 2, 3]\n"
#~ "print(\"a\", \"b\", a) # Vytiskne ab[1, 2, 3]\n"
#~ "[/codeblock]"
#~ msgid ""
#~ "Returns an array with the given range. Range can be 1 argument N (0 to "
#~ "N-1), two arguments (initial, final-1) or three arguments (initial, "
#~ "final-1, increment).\n"
#~ "[codeblock]\n"
#~ "for i in range(4):\n"
#~ " print(i)\n"
#~ "for i in range(2, 5):\n"
#~ " print(i)\n"
#~ "for i in range(0, 6, 2):\n"
#~ " print(i)\n"
#~ "[/codeblock]\n"
#~ "Output:\n"
#~ "[codeblock]\n"
#~ "0\n"
#~ "1\n"
#~ "2\n"
#~ "3\n"
#~ "\n"
#~ "2\n"
#~ "3\n"
#~ "4\n"
#~ "\n"
#~ "0\n"
#~ "2\n"
#~ "4\n"
#~ "[/codeblock]"
#~ msgstr ""
#~ "Vrací pole v daném rozsahu. Rozsah může být jedno-argumentový N (od 0 do "
#~ "N-1), dvou-argumentový (výchozí, finální-1), nebo tří-argumentový "
#~ "(výchozí, finální-1, inkrement).\n"
#~ "[codeblock]\n"
#~ "for i in range(4):\n"
#~ " print(i)\n"
#~ "for i in range(2, 5):\n"
#~ " print(i)\n"
#~ "for i in range(0, 6, 2):\n"
#~ " print(i)\n"
#~ "[/codeblock]\n"
#~ "Výstup:\n"
#~ "[codeblock]\n"
#~ "0\n"
#~ "1\n"
#~ "2\n"
#~ "3\n"
#~ "\n"
#~ "2\n"
#~ "3\n"
#~ "4\n"
#~ "\n"
#~ "0\n"
#~ "2\n"
#~ "4\n"
#~ "[/codeblock]"
#~ msgid ""
#~ "Returns the nearest larger power of 2 for integer [code]value[/code].\n"
#~ "[codeblock]\n"
#~ "nearest_po2(3) # Returns 4\n"
#~ "nearest_po2(4) # Returns 4\n"
#~ "nearest_po2(5) # Returns 8\n"
#~ "[/codeblock]"
#~ msgstr ""
#~ "Vrací nejbližší větší celočíselnou mocninu dvou od integeru "
#~ "[code]hodnota[/code].\n"
#~ "[codeblock]\n"
#~ "nearest_po2(3) # Vrací 4\n"
#~ "nearest_po2(4) # Vrací 4\n"
#~ "nearest_po2(5) # Vrací 8\n"
#~ "[/codeblock]"
#~ msgid ""
#~ "Returns a resource from the filesystem that is loaded during script "
#~ "parsing.\n"
#~ "[b]Note:[/b] Resource paths can be obtained by right clicking on a "
#~ "resource in the Assets Panel and choosing \"Copy Path\".\n"
#~ "[codeblock]\n"
#~ "# Load a scene called main located in the root of the project directory.\n"
#~ "var main = preload(\"res://main.tscn\")\n"
#~ "[/codeblock]"
#~ msgstr ""
#~ "Vrací zdroj ze souborového systému, který he nahrán během syntaktické "
#~ "analýzy (parsing) skriptu.\n"
#~ "[b]Poznámka:[/b] Zdrojová cesta může být získána kliknutím pravého "
#~ "tlačítka myši na zdroj ve zdrojovém panelu a výběrem \"Kopírovat cestu"
#~ "\".\n"
#~ "[codeblock]\n"
#~ "# Nahraje scénu s názvem main, která se nachází ve zdrojovém adresáři "
#~ "projektového adresáře.\n"
#~ "var main = preload(\"res://main.tscn\")\n"
#~ "[/codeblock]"
#~ msgid ""
#~ "Returns the square root of [code]s[/code].\n"
#~ "[codeblock]\n"
#~ "sqrt(9) # Returns 3\n"
#~ "[/codeblock]"
#~ msgstr ""
#~ "Vrací odmocninu z [code]s[/code].\n"
#~ "[codeblock]\n"
#~ "sqrt(9) # Vrací 3\n"
#~ "[/codeblock]"

View File

@@ -72792,646 +72792,3 @@ msgid ""
msgstr ""
"Wenn [code]true[/code], dann werden untergeordnete Nodes sortiert, "
"anderenfalls wird die Sortierung deaktiviert."
#~ msgid "Returns this [AABB] expanded to include a given point."
#~ msgstr "Gibt diesen [AABB] erweitert um einen gegebenen Punkt zurück."
#, fuzzy
#~ msgid "Returns the [Physics2DDirectBodyState] of the body."
#~ msgstr "Gibt die Größe des Arrays zurück."
#, fuzzy
#~ msgid "Returns the [PhysicsDirectBodyState] of the body."
#~ msgstr "Gibt die Größe des Arrays zurück."
#, fuzzy
#~ msgid ""
#~ "Returns a list of intersecting [Area]s. For performance reasons "
#~ "(collisions are all processed at the same time) this list is modified "
#~ "once during the physics step, not immediately after objects are moved. "
#~ "Consider using signals instead."
#~ msgstr ""
#~ "Gibt eine Liste der sich schneidenden [Area2D]s zurück. Aus "
#~ "Leistungsgründen (Kollisionen werden alle gleichzeitig verarbeitet) wird "
#~ "diese Liste einmal während des Physikschritts geändert, nicht sofort nach "
#~ "dem Verschieben von Objekten. Erwägen Sie stattdessen die Verwendung von "
#~ "Signalen."
#~ msgid "Returns the label used for built-in text."
#~ msgstr "Gibt das für den eingebauten Text verwendete Label zurück."
#~ msgid "Returns the OK [Button] instance."
#~ msgstr "Gibt die Instanz OK [Schaltfläche] zurück."
#~ msgid "Returns the editor's [FileSystemDock] instance."
#~ msgstr "Gibt die [FileSystemDock]-Instanz des Editors zurück."
#~ msgid "Returns the editor's [EditorInspector] instance."
#~ msgstr "Gibt die [EditorInspector]-Instanz des Editors zurück."
#~ msgid "Returns the editor's [ScriptEditor] instance."
#~ msgstr "Gibt die [ScriptEditor]-Instanz des Editors zurück."
#, fuzzy
#~ msgid "Returns the close [TextureButton]."
#~ msgstr "Gibt die [Texture2D] des angegebenen Rahmens zurück."
#~ msgid ""
#~ "Returns the cosine of angle [code]s[/code] in radians.\n"
#~ "[codeblock]\n"
#~ "# Prints 1 then -1\n"
#~ "print(cos(PI * 2))\n"
#~ "print(cos(PI))\n"
#~ "[/codeblock]"
#~ msgstr ""
#~ "Gibt den Kosinus des Winkels [code]s[/code] in Bogenmaß zurück.\n"
#~ "[codeblock]\n"
#~ "# Prints 1 then -1\n"
#~ "print(cos(PI * 2))\n"
#~ "print(cos(PI))\n"
#~ "[/codeblock]"
#~ msgid ""
#~ "Easing function, based on exponent. The curve values are: 0 is constant, "
#~ "1 is linear, 0 to 1 is ease-in, 1+ is ease out. Negative values are in-"
#~ "out/out in."
#~ msgstr ""
#~ "Beschleunigungsfunktion, basierend auf dem Exponenten. 0 ist konstant, 1 "
#~ "ist linear, 0 bis 1 ist anfangs beschleunigend(ease-in), 1+ ist am Ende "
#~ "abbremsend (ease-out). Negative Werte sind sowohl anfangs beschleunigend, "
#~ "als auch am Ende abbremsend(ease-in/-out)."
#~ msgid ""
#~ "Converts one or more arguments to strings in the best way possible and "
#~ "prints them to the console.\n"
#~ "[codeblock]\n"
#~ "a = [1, 2, 3]\n"
#~ "print(\"a\", \"b\", a) # Prints ab[1, 2, 3]\n"
#~ "[/codeblock]"
#~ msgstr ""
#~ "Konvertiert ein oder mehrere Argumente bestmöglich zu Zeichenketten und "
#~ "gibt diese in der Konsole aus.\n"
#~ "[codeblock]\n"
#~ "a = [1, 2, 3]\n"
#~ "print(\"a\", \"b\", a) # Prints ab[1, 2, 3]\n"
#~ "[/codeblock]"
#~ msgid ""
#~ "Returns an array with the given range. Range can be 1 argument N (0 to "
#~ "N-1), two arguments (initial, final-1) or three arguments (initial, "
#~ "final-1, increment).\n"
#~ "[codeblock]\n"
#~ "for i in range(4):\n"
#~ " print(i)\n"
#~ "for i in range(2, 5):\n"
#~ " print(i)\n"
#~ "for i in range(0, 6, 2):\n"
#~ " print(i)\n"
#~ "[/codeblock]\n"
#~ "Output:\n"
#~ "[codeblock]\n"
#~ "0\n"
#~ "1\n"
#~ "2\n"
#~ "3\n"
#~ "\n"
#~ "2\n"
#~ "3\n"
#~ "4\n"
#~ "\n"
#~ "0\n"
#~ "2\n"
#~ "4\n"
#~ "[/codeblock]"
#~ msgstr ""
#~ "Gibt ein Array mit Werten innerhalb des gegebenen Bereichs zurück. Der "
#~ "Bereich kann aus einem Argument N bestehen (0 bis N-1), aus zwei "
#~ "Argumenten (Startwert, Endwert-1) oder aus drei Argumenten (Startwert, "
#~ "Endwert-1, Werteabstand).\n"
#~ "[codeblock]\n"
#~ "for i in range(4):\n"
#~ " print(i)\n"
#~ "for i in range(2, 5):\n"
#~ " print(i)\n"
#~ "for i in range(0, 6, 2):\n"
#~ " print(i)\n"
#~ "[/codeblock]\n"
#~ "Output:\n"
#~ "[codeblock]\n"
#~ "0\n"
#~ "1\n"
#~ "2\n"
#~ "3\n"
#~ "\n"
#~ "2\n"
#~ "3\n"
#~ "4\n"
#~ "\n"
#~ "0\n"
#~ "2\n"
#~ "4\n"
#~ "[/codeblock]"
#~ msgid "Positive infinity. For negative infinity, use -INF."
#~ msgstr "Positiv unendlich. Für negativ Unendlich, benutzen Sie -INF."
#~ msgid ""
#~ "\"Not a Number\", an invalid value. [code]NaN[/code] has special "
#~ "properties, including that it is not equal to itself. It is output by "
#~ "some invalid operations, such as dividing zero by zero."
#~ msgstr ""
#~ "\"Not a Number\", ein ungültiger Wert. [code]NaN[/code] hat spezielle "
#~ "Eigenschaften, einschliesslich, dass es nicht sich selbst gleicht. Es "
#~ "wird von ungültigen Operationen zurückgegeben, zum Beispiel beim Teilen "
#~ "durch Null."
#~ msgid "The [Geometry3D] singleton."
#~ msgstr "Das [Geometry3D] Singleton."
#~ msgid "The [GodotSharp] singleton."
#~ msgstr "Das [GodotSharp] Singleton."
#~ msgid "The [NavigationServer2D] singleton."
#~ msgstr "Das [NavigationServer2D] Singleton."
#~ msgid "The [PhysicsServer3D] singleton."
#~ msgstr "Das [PhysicsServer3D] Singleton."
#~ msgid "The [RenderingServer] singleton."
#~ msgstr "Das [RenderingServer] Singleton."
#~ msgid "Back key."
#~ msgstr "Zurück Taste."
#~ msgid "Forward key."
#~ msgstr "Forwärts Taste."
#~ msgid "Stop key."
#~ msgstr "Stop Taste."
#~ msgid "Refresh key."
#~ msgstr "Refresh Taste."
#~ msgid "An invalid game controller button."
#~ msgstr "Eine ungültige Game-Controller-Taste."
#~ msgid "Game controller SDL button B."
#~ msgstr "Game-Controller SDL-Taste B."
#~ msgid "Game controller SDL button X."
#~ msgstr "Game-Controller SDL-Taste X."
#~ msgid "Game controller SDL button Y."
#~ msgstr "Game-Controller SDL-Taste Y."
#~ msgid "Game controller SDL back button."
#~ msgstr "Game-Controller SDL Zurück-Taste."
#~ msgid "Game controller SDL start button."
#~ msgstr "Spielcontroller SDL-Starttaste."
#~ msgid "Game controller SDL left stick button."
#~ msgstr "Game Controller SDL linke Stick-Taste."
#~ msgid "Game controller SDL right stick button."
#~ msgstr "Game Controller SDL rechte Stick-Taste."
#~ msgid "Game controller SDL D-pad down button."
#~ msgstr "Game-Controller SDL D-Pad Abwärts-Taste."
#~ msgid "Game controller SDL D-pad right button."
#~ msgstr "Game Controller SDL D-Pad rechte Taste."
#~ msgid "The number of SDL game controller buttons."
#~ msgstr "Die Anzahl der Tasten des SDL Game Controllers."
#~ msgid "Sony DualShock controller X button maps to SDL button A."
#~ msgstr ""
#~ "Die Taste X des Sony DualShock-Controllers wird der SDL-Taste A "
#~ "zugeordnet."
#~ msgid "Sony DualShock controller cross button maps to SDL button A."
#~ msgstr ""
#~ "Die Kreuztaste des Sony DualShock-Controllers ist der SDL-Taste A "
#~ "zugeordnet."
#~ msgid "Sony DualShock controller circle button maps to SDL button B."
#~ msgstr ""
#~ "Die Kreistaste des Sony DualShock-Controllers wird der SDL-Taste B "
#~ "zugeordnet."
#~ msgid "Sony DualShock controller square button maps to SDL button X."
#~ msgstr ""
#~ "Die quadratische Taste des Sony DualShock-Controllers wird der SDL-Taste "
#~ "X zugeordnet."
#~ msgid "Sony DualShock controller triangle button maps to SDL button Y."
#~ msgstr ""
#~ "Die Dreieckstaste des Sony DualShock-Controllers wird der SDL-Taste Y "
#~ "zugeordnet."
#~ msgid "Sony DualShock controller select button maps to SDL back button."
#~ msgstr ""
#~ "Die Auswahltaste des Sony DualShock-Controllers wird der SDL Zurück-Taste "
#~ "zugeordnet."
#~ msgid "Sony DualShock controller start button maps to SDL start button."
#~ msgstr ""
#~ "Die Starttaste des Sony DualShock-Controllers wird der SDL Starttaste "
#~ "zugeordnet."
#~ msgid "Sony DualShock controller PS button maps to SDL guide button."
#~ msgstr ""
#~ "Die PS-Taste des Sony DualShock-Controllers wird der SDL-Führungstaste "
#~ "zugeordnet."
#~ msgid ""
#~ "Sony DualShock controller L1 button maps to SDL left shoulder button."
#~ msgstr ""
#~ "Die L1-Taste des Sony DualShock-Controllers wird der linken Schultertaste "
#~ "des SDL zugeordnet."
#~ msgid ""
#~ "Sony DualShock controller R1 button maps to SDL right shoulder button."
#~ msgstr ""
#~ "Die Taste R1 des Sony DualShock-Controllers wird der rechten "
#~ "Schultertaste des SDL zugeordnet."
#~ msgid "Sony DualShock controller L3 button maps to SDL left stick button."
#~ msgstr ""
#~ "Die Taste L3 des Sony DualShock-Controllers wird der linken Stick-Taste "
#~ "des SDL zugeordnet."
#~ msgid "Sony DualShock controller R3 button maps to SDL right stick button."
#~ msgstr ""
#~ "Die Taste R3 des Sony DualShock-Controllers wird der rechten Stick-Taste "
#~ "des SDL zugeordnet."
#~ msgid "Xbox game controller A button maps to SDL button A."
#~ msgstr ""
#~ "Die Taste A des Xbox Game Controllers wird der SDL Taste A zugeordnet."
#~ msgid "Xbox game controller B button maps to SDL button B."
#~ msgstr ""
#~ "Die Taste B des Xbox Game Controllers wird der SDL Taste B zugeordnet."
#~ msgid "Xbox game controller X button maps to SDL button X."
#~ msgstr ""
#~ "Die Taste X des Xbox Game Controllers wird der SDL Taste X zugeordnet."
#~ msgid "Xbox game controller Y button maps to SDL button Y."
#~ msgstr ""
#~ "Die Taste Y des Xbox Game Controllers wird der SDL Taste Y zugeordnet."
#~ msgid "Xbox game controller back button maps to SDL back button."
#~ msgstr ""
#~ "Die Zurück-Taste des Xbox Game Controllers wird der SDL Zurück-Taste "
#~ "zugeordnet."
#~ msgid "Xbox game controller start button maps to SDL start button."
#~ msgstr ""
#~ "Die Starttaste des Xbox Game Controllers wird der SDL Starttaste "
#~ "zugeordnet."
#~ msgid "Xbox game controller home button maps to SDL guide button."
#~ msgstr ""
#~ "Die Home-Taste des Xbox Game Controllers ist der SDL Führungstaste "
#~ "zugeordnet."
#~ msgid ""
#~ "Xbox game controller left stick button maps to SDL left stick button."
#~ msgstr ""
#~ "Die linke Stick-Taste des Xbox-Controllers wird der linken Stick-Taste "
#~ "des SDL zugeordnet."
#~ msgid ""
#~ "Xbox game controller right stick button maps to SDL right stick button."
#~ msgstr ""
#~ "Die rechte Stick-Taste des Xbox-Controllers wird der rechten Stick-Taste "
#~ "des SDL zugeordnet."
#~ msgid ""
#~ "Xbox game controller left bumper button maps to SDL left shoulder button."
#~ msgstr ""
#~ "Die linke Stoßstangen-Taste des Xbox-Controllers wird der linken "
#~ "Schultertaste des SDL zugeordnet."
#~ msgid ""
#~ "Xbox game controller right bumper button maps to SDL right shoulder "
#~ "button."
#~ msgstr ""
#~ "Die rechte Stoßstangen-Taste des Xbox-Controllers wird der rechten "
#~ "Schultertaste des SDL zugeordnet."
#~ msgid "An invalid game controller axis."
#~ msgstr "Eine ungültige Game-Controller-Achse."
#~ msgid "Game controller left joystick y-axis."
#~ msgstr "Game Controller linker Joystick y-Achse."
#~ msgid "Game controller right joystick y-axis."
#~ msgstr "Game Controller rechter Joystick y-Achse."
#~ msgid "The number of SDL game controller axes."
#~ msgstr "Die Anzahl der Achsen des SDL Game Controllers."
#~ msgid "Game controller joystick 0 x-axis."
#~ msgstr "Game Controller Joystick 0 x-Achse."
#~ msgid "Game controller joystick 0 y-axis."
#~ msgstr "Game Controller Joystick 0 y-Achse."
#~ msgid "Game controller joystick 1 x-axis."
#~ msgstr "Game Controller Joystick 1 x-Achse."
#~ msgid "Game controller joystick 1 y-axis."
#~ msgstr "Game Controller Joystick 1 y-Achse."
#~ msgid "Game controller joystick 2 x-axis."
#~ msgstr "Game Controller Joystick 2 x-Achse."
#~ msgid "Game controller joystick 2 y-axis."
#~ msgstr "Game Controller Joystick 2 y-Achse."
#~ msgid "Game controller joystick 3 x-axis."
#~ msgstr "Game Controller Joystick 3 x-Achse."
#~ msgid "Game controller joystick 3 y-axis."
#~ msgstr "Game Controller Joystick 3 y-Achse."
#~ msgid "Game controller joystick 4 x-axis."
#~ msgstr "Game Controller Joystick 4 x-Achse."
#~ msgid "Game controller joystick 4 y-axis."
#~ msgstr "Game Controller Joystick 4 y-Achse."
#~ msgid "The maximum number of game controller axes."
#~ msgstr "Die maximale Anzahl der Achsen des Game Controllers."
#~ msgid ""
#~ "Used to group properties together in the editor in a subgroup (under a "
#~ "group)."
#~ msgstr ""
#~ "Wird verwendet, um Eigenschaften im Editor in einer Untergruppe (unter "
#~ "einer Gruppe) zu gruppieren."
#~ msgid "Variable is of type [Vector2i]."
#~ msgstr "Variable ist vom Typ [Vector2i]."
#~ msgid "Variable is of type [Rect2i]."
#~ msgstr "Variable ist vom Typ [Rect2i]."
#~ msgid "Variable is of type [Vector3i]."
#~ msgstr "Variable ist vom Typ [Vector3i]."
#~ msgid "Variable is of type [StringName]."
#~ msgstr "Variable ist vom Typ [StringName]."
#~ msgid "Variable is of type [Callable]."
#~ msgstr "Variable ist vom Typ [Callable]."
#~ msgid "Variable is of type [Signal]."
#~ msgstr "Variable ist vom Typ [Signal]."
#~ msgid "Variable is of type [PackedInt32Array]."
#~ msgstr "Variable ist vom Typ [PackedInt32Array]."
#~ msgid "Variable is of type [PackedInt64Array]."
#~ msgstr "Variable ist vom Typ [PackedInt64Array]."
#~ msgid "Variable is of type [PackedFloat32Array]."
#~ msgstr "Variable ist vom Typ [PackedFloat32Array]."
#~ msgid "Variable is of type [PackedFloat64Array]."
#~ msgstr "Variable ist vom Typ [PackedFloat64Array]."
#~ msgid "Strength of the specular light effect of this [AnimatedSprite2D]."
#~ msgstr "Stärke des Spiegellichteffekts dieses [AnimatedSprite2D]."
#~ msgid ""
#~ "This node can be used to cause a seek command to happen to any sub-"
#~ "children of the graph. After setting the time, this value returns to -1."
#~ msgstr ""
#~ "Dieser Node kann verwendet werden, um einen Suchbefehl für alle "
#~ "untergeordneten Elemente des Diagramms auszuführen. Nach dem Einstellen "
#~ "der Zeit kehrt dieser Wert zu -1 zurück."
#~ msgid ""
#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
#~ "animations.html"
#~ msgstr ""
#~ "https://docs.godotengine.org/de/latest/getting_started/step_by_step/"
#~ "animations.html"
#~ msgid ""
#~ "The name of the current animation, \"\" if not playing anything. When "
#~ "being set, does not restart the animation. See also [method play]."
#~ msgstr ""
#~ "Der Name der aktuellen Animation, \"\" wenn nichts abgespielt wird. Wenn "
#~ "er gesetzt ist, wird die Animation nicht neu gestartet. Siehe auch "
#~ "[method play]."
#~ msgid ""
#~ "If the currently being played animation changes, this signal will notify "
#~ "of such change."
#~ msgstr ""
#~ "Wenn sich die aktuell abgespielte Animation ändert, wird diese Änderung "
#~ "durch dieses Signal gemeldet."
#~ msgid ""
#~ "Returns an individual bit on the layer mask. Describes whether other "
#~ "areas will collide with this one on the given layer."
#~ msgstr ""
#~ "Gibt ein einzelnes Bit auf der Ebenenmaske zurück. Beschreibt, ob andere "
#~ "Bereiche auf der angegebenen Ebene mit diesem kollidieren werden."
#~ msgid ""
#~ "Returns an individual bit on the collision mask. Describes whether this "
#~ "area will collide with others on the given layer."
#~ msgstr ""
#~ "Gibt ein einzelnes Bit der Kollisionsmaske zurück. Beschreibt, ob dieser "
#~ "Bereich mit anderen auf der angegebenen Ebene kollidieren wird."
#~ msgid ""
#~ "Set/clear individual bits on the layer mask. This makes getting an area "
#~ "in/out of only one layer easier."
#~ msgstr ""
#~ "Setzen/Löschen einzelner Bits auf der Ebenenmaske. Dadurch wird es "
#~ "einfacher, einen Bereich in/aus nur einer Ebene zu bekommen."
#~ msgid ""
#~ "Set/clear individual bits on the collision mask. This makes selecting the "
#~ "areas scanned easier."
#~ msgstr ""
#~ "Setzen/Löschen einzelner Bits der Kollisionsmaske. Dadurch wird die "
#~ "Auswahl der gescannten Bereiche erleichtert."
#~ msgid "The physics layers this area scans to determine collision detection."
#~ msgstr ""
#~ "Die Physikschichten dieses Bereichs scannen, um die Kollisionserkennung "
#~ "zu bestimmen."
#~ msgid "Emitted when another area enters."
#~ msgstr "Ausgegeben wenn eine andere Area berührt wird."
#~ msgid "Emitted when another area exits."
#~ msgstr "Ausgegeben wenn eine Area die Area verlässt."
#~ msgid ""
#~ "Emitted when another area exits, reporting which shapes were overlapping."
#~ msgstr ""
#~ "Ausgegeben wenn eine Area die Area verlässt. Es gibt Auskunft darüber "
#~ "welche Formen sich überlappt haben."
#~ msgid "Adds an element at the beginning of the array."
#~ msgstr "Fügt ein Element am Anfang des Arrays ein"
#~ msgid "Texture will repeat normally."
#~ msgstr "Textur wird normal wiederholt."
#~ msgid ""
#~ "Texture will repeat in a 2x2 tiled mode, where elements at even positions "
#~ "are mirrored."
#~ msgstr ""
#~ "Textur wird in einem 2x2 Kachel Modus wiederholt, wobei Elemente an "
#~ "geraden Positionen gespiegelt werden."
#~ msgid ""
#~ "Returns a color from assigned [Theme] with given [code]name[/code] and "
#~ "associated with [Control] of given [code]type[/code].\n"
#~ "[codeblock]\n"
#~ "func _ready():\n"
#~ " modulate = get_theme_color(\"font_color\", \"Button\") #get the color "
#~ "defined for button fonts\n"
#~ "[/codeblock]"
#~ msgstr ""
#~ "Gibt eine Farbe aus dem aktiven [Design] zurück, die durch einen Namen "
#~ "([code]name[/code]) und den zugehörigen [Control] des gegebenen Typs "
#~ "([code]type[/code]) festgelegt wird.\n"
#~ "[codeblock]\n"
#~ "func _ready():\n"
#~ " modulate = get_theme_color(\"font_color\", \"Button\") # hole die "
#~ "Farbe die für Schrift in Knöpfen festgelegt ist\n"
#~ "[/codeblock]"
#~ msgid "Closes the currently opened file."
#~ msgstr "Schließt die im Moment geöffnete Datei."
#~ msgid ""
#~ "Returns [code]true[/code] if the file cursor has read past the end of the "
#~ "file.\n"
#~ "[b]Note:[/b] This function will still return [code]false[/code] while at "
#~ "the end of the file and only activates when reading past it. This can be "
#~ "confusing but it conforms to how low-level file access works in all "
#~ "operating systems. There is always [method get_len] and [method "
#~ "get_position] to implement a custom logic."
#~ msgstr ""
#~ "Gibt [code]true[/code] zurück, wenn der Dateizeiger über das Ende der "
#~ "Datei hinaus gelesen hat.\n"
#~ "[b]Hinweis:[/b] Diese Funktion gibt immer noch [code]false[/code] zurück, "
#~ "während sie sich am Ende der Datei befindet, und wird nur aktiviert, wenn "
#~ "über das Ende hinaus gelesen wird. Dies kann verwirrend sein, entspricht "
#~ "aber der Funktionsweise des Low-Level-Dateizugriffs in allen "
#~ "Betriebssystemen. Es gibt immer [method get_len] und [method "
#~ "get_position], um eine eigene Logik zu implementieren."
#~ msgid "Sorts the elements of the array in ascending order."
#~ msgstr "Entfernt das Element der Arrays dessen Position übergeben wurde."
#~ msgid "Returns the names of active custom monitors in an array."
#~ msgstr "Kehrt die Reihenfolge der Elemente des Arrays um."
#~ msgid ""
#~ "Returns [code]true[/code] if this [Rect2i] completely encloses another "
#~ "one."
#~ msgstr ""
#~ "Liefert [code]true[/code] wenn dieser [Rect2i] einen anderen komplett "
#~ "umschließt."
#~ msgid "Returns this [Rect2i] expanded to include a given point."
#~ msgstr "Gibt dieses [Rect2i] erweitert um einen gegebenen Punkt zurück."
#~ msgid ""
#~ "Returns a larger [Rect2i] that contains this [Rect2i] and [code]b[/code]."
#~ msgstr ""
#~ "Gibt ein größeres [Rect2i] zurück, das dieses [Rect2i] und [code]b[/code] "
#~ "enthält."
#~ msgid "Cell can be checked."
#~ msgstr "Zelle kann markiert werden."
#~ msgid ""
#~ "Returns this vector's angle with respect to the X axis, or [code](1, 0)[/"
#~ "code] vector, in radians.\n"
#~ "Equivalent to the result of [method @GDScript.atan2] when called with the "
#~ "vector's [member y] and [member x] as parameters: [code]atan2(y, x)[/"
#~ "code]."
#~ msgstr ""
#~ "Liefert den Winkel dieses Vektors in Bezug auf die X-Achse oder den [code]"
#~ "(1, 0)[/code]-Vektor in Bogenmaß.\n"
#~ "Entspricht dem Ergebnis der [Methode @GDScript.atan2], wenn sie mit den "
#~ "[member y] und [member x] des Vektors als Parameter aufgerufen wird: "
#~ "[code]atan2(y, x)[/code]."
#~ msgid ""
#~ "Returns the angle between the line connecting the two points and the X "
#~ "axis, in radians."
#~ msgstr ""
#~ "Gibt den Winkel zwischen der Linie, welche die zwei Punkte verbindet, und "
#~ "der X-Achse im Bogenmaß zurück."
#~ msgid "Returns the ratio of [member x] to [member y]."
#~ msgstr "Gibt das Verhältnis von [member x] zu [member y] zurück."
#~ msgid ""
#~ "Returns the vector with each component set to one or negative one, "
#~ "depending on the signs of the components."
#~ msgstr ""
#~ "Gibt den Vektor zurück der entsteht wenn alle Komponenten 1 oder -1 "
#~ "gesetzt werden, je nach ihren Vorzeichen."
#~ msgid "A vector type."
#~ msgstr "Ein Vektortyp."
#~ msgid "Beginning corner."
#~ msgstr "Anfangsecke."
#~ msgid "Ending corner."
#~ msgstr "Zielecke."
#~ msgid "Returns the angle in radians between the two vectors."
#~ msgstr "Gibt den Winkel zwischen zwei Vektoren im Bogenmaß zurück."
#~ msgid "Returns the vector with a maximum length."
#~ msgstr ""
#~ "Gibt diesen Vektor, abgeschnitten auf die entsprechende Maximallänge, "
#~ "zurück."
#~ msgid ""
#~ "Returns the 2-dimensional analog of the cross product with the given "
#~ "vector."
#~ msgstr ""
#~ "Gibt das zweidimensionale Gegenstück zum Kreuzprodukt der gegeben "
#~ "Vektoren zurück."
#~ msgid ""
#~ "Returns the component of the vector along a plane defined by the given "
#~ "normal."
#~ msgstr ""
#~ "Gibt den Teil des Vektors, der in der Ebene definiert durch den übergeben "
#~ "Normalenvektor liegt, zurück."
#~ msgid "Returns a perpendicular vector."
#~ msgstr "Gibt einen senkrechten Vektor zurück."
#~ msgid "Zero vector."
#~ msgstr "Nullvektor."
#~ msgid "Infinity vector."
#~ msgstr "Unendlichvektor."
#~ msgid "Left unit vector."
#~ msgstr "Links-Einheitsvektor."
#~ msgid "Right unit vector."
#~ msgstr "Rechts-Einheitsvektor."

View File

@@ -69963,14 +69963,3 @@ msgstr ""
msgid ""
"If [code]true[/code], child nodes are sorted, otherwise sorting is disabled."
msgstr ""
#, fuzzy
#~ msgid "Returns the close [TextureButton]."
#~ msgstr "Επιστρέφει το συνημίτονο της παραμέτρου."
#~ msgid ""
#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
#~ "animations.html"
#~ msgstr ""
#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
#~ "animations.html"

File diff suppressed because it is too large Load Diff

View File

@@ -70356,18 +70356,3 @@ msgstr ""
msgid ""
"If [code]true[/code], child nodes are sorted, otherwise sorting is disabled."
msgstr ""
#~ msgid ""
#~ "Easing function, based on exponent. The curve values are: 0 is constant, "
#~ "1 is linear, 0 to 1 is ease-in, 1+ is ease out. Negative values are in-"
#~ "out/out in."
#~ msgstr ""
#~ "تابع کاهش ، بر اساس نماد. مقادیر منحنی عبارتند از: 0 ثابت است ، 1 خطی "
#~ "است ، 0 تا 1 آسان است ، 1+ راحت است. مقادیر منفی درون یا خارج هستند."
#~ msgid ""
#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
#~ "animations.html"
#~ msgstr ""
#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
#~ "animations.html"

View File

@@ -69952,7 +69952,3 @@ msgstr ""
msgid ""
"If [code]true[/code], child nodes are sorted, otherwise sorting is disabled."
msgstr ""
#, fuzzy
#~ msgid "Returns the close [TextureButton]."
#~ msgstr "Palauttaa parametrin kosinin."

View File

@@ -69895,10 +69895,3 @@ msgstr ""
msgid ""
"If [code]true[/code], child nodes are sorted, otherwise sorting is disabled."
msgstr ""
#~ msgid ""
#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
#~ "animations.html"
#~ msgstr ""
#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
#~ "animations.html"

View File

@@ -73503,905 +73503,3 @@ msgid ""
msgstr ""
"Si [code]true[/code] (vrai), les nœuds enfants sont triés, sinon le tri est "
"désactivé."
#~ msgid "Edits the given [Resource]."
#~ msgstr "Modifie la [Ressource] donnée."
#, fuzzy
#~ msgid "RigidBody's rotational velocity."
#~ msgstr "La vélocité de rotation du RigidBody3D."
#~ msgid "Returns this [AABB] expanded to include a given point."
#~ msgstr "Retourne cette [AABB] élargie pour inclure un point donné."
#, fuzzy
#~ msgid "Returns the [PhysicsDirectBodyState] of the body."
#~ msgstr "Retourne le [enum BitmaskMode] de l'autotile."
#, fuzzy
#~ msgid "Emitted when the resource value was set and user clicked to edit it."
#~ msgstr "Émis lorsqu'une interface est supprimée."
#~ msgid "Returns the label used for built-in text."
#~ msgstr "Retourne létiquette utilisée pour le texte intégré."
#~ msgid "Returns the OK [Button] instance."
#~ msgstr "Retourne l'instance OK [Bouton]."
#~ msgid "Returns the cancel button."
#~ msgstr "Retourne le bouton d'annulation."
#~ msgid "Wait time in seconds."
#~ msgstr "Temps d'attente en secondes."
#, fuzzy
#~ msgid "Returns the close [TextureButton]."
#~ msgstr "Retourne la texture de la tuile."
#~ msgid ""
#~ "Returns the cosine of angle [code]s[/code] in radians.\n"
#~ "[codeblock]\n"
#~ "# Prints 1 then -1\n"
#~ "print(cos(PI * 2))\n"
#~ "print(cos(PI))\n"
#~ "[/codeblock]"
#~ msgstr ""
#~ "Renvoie le cosinus de l'angle [code]s[/code] en radians.\n"
#~ "[codeblock]\n"
#~ "# Renvoie 1 puis -1\n"
#~ "print(cos(PI * 2))\n"
#~ "print(cos(PI))\n"
#~ "[/codeblock]"
#~ msgid ""
#~ "Easing function, based on exponent. The curve values are: 0 is constant, "
#~ "1 is linear, 0 to 1 is ease-in, 1+ is ease out. Negative values are in-"
#~ "out/out in."
#~ msgstr ""
#~ "Courbe d'accélération, basée sur l'exposant. Les valeurs de courbe sont : "
#~ "0 pour constante, 1 pour linéaire, de 0 à 1 pour adoucie à l'entrée, 1+ "
#~ "pour adoucie à la sortie. Les valeurs négatives sont pour les courbes "
#~ "adoucies à l'entrée et à la sortie."
#~ msgid ""
#~ "Converts one or more arguments to strings in the best way possible and "
#~ "prints them to the console.\n"
#~ "[codeblock]\n"
#~ "a = [1, 2, 3]\n"
#~ "print(\"a\", \"b\", a) # Prints ab[1, 2, 3]\n"
#~ "[/codeblock]"
#~ msgstr ""
#~ "Convertit un ou plusieurs arguments en chaînes de la meilleure façon "
#~ "possible et les affiche dans la console.\n"
#~ "[codeblock]\n"
#~ "a = [1, 2, 3]\n"
#~ "print(\"a\", \"b\", a) # Prints ab[1, 2, 3]\n"
#~ "[/codeblock]"
#~ msgid ""
#~ "Returns an array with the given range. Range can be 1 argument N (0 to "
#~ "N-1), two arguments (initial, final-1) or three arguments (initial, "
#~ "final-1, increment).\n"
#~ "[codeblock]\n"
#~ "for i in range(4):\n"
#~ " print(i)\n"
#~ "for i in range(2, 5):\n"
#~ " print(i)\n"
#~ "for i in range(0, 6, 2):\n"
#~ " print(i)\n"
#~ "[/codeblock]\n"
#~ "Output:\n"
#~ "[codeblock]\n"
#~ "0\n"
#~ "1\n"
#~ "2\n"
#~ "3\n"
#~ "\n"
#~ "2\n"
#~ "3\n"
#~ "4\n"
#~ "\n"
#~ "0\n"
#~ "2\n"
#~ "4\n"
#~ "[/codeblock]"
#~ msgstr ""
#~ "Retourne un tableau dans la gamme donnée. Cette gamme peut être d'1 "
#~ "argument N (de 0 à N-1), de deux arguments (initial, final-1) ou de trois "
#~ "arguments (initial, final-1, incrément).\n"
#~ "[codeblock]\n"
#~ "for i in range(4):\n"
#~ " print(i)\n"
#~ "for i in range(2, 5):\n"
#~ " print(i)\n"
#~ "for i in range(0, 6, 2):\n"
#~ " print(i)\n"
#~ "[/codeblock]\n"
#~ "Output:\n"
#~ "[codeblock]\n"
#~ "0\n"
#~ "1\n"
#~ "2\n"
#~ "3\n"
#~ "\n"
#~ "2\n"
#~ "3\n"
#~ "4\n"
#~ "\n"
#~ "0\n"
#~ "2\n"
#~ "4\n"
#~ "[/codeblock]"
#~ msgid "Positive infinity. For negative infinity, use -INF."
#~ msgstr "L'infini positif. Pour l'infini négatif, utilisez -INF."
#~ msgid ""
#~ "\"Not a Number\", an invalid value. [code]NaN[/code] has special "
#~ "properties, including that it is not equal to itself. It is output by "
#~ "some invalid operations, such as dividing zero by zero."
#~ msgstr ""
#~ "« Pas un nombre », une valeur non valide. [code]NaN[/code] a des "
#~ "propriétés spéciales, notamment de ne pas être égal à lui-même. Il est "
#~ "produit par certaines opérations non valides, telles que diviser zéro par "
#~ "zéro."
#~ msgid "The [Geometry3D] singleton."
#~ msgstr "Le singleton [Geometry3D]."
#~ msgid "The [GodotSharp] singleton."
#~ msgstr "Le singleton [GodotSharp]."
#~ msgid "The [NavigationServer2D] singleton."
#~ msgstr "Le singleton [NavigationServer2D]."
#~ msgid "The [PhysicsServer3D] singleton."
#~ msgstr "Le singleton [PhysicsServer2D]."
#~ msgid "The [RenderingServer] singleton."
#~ msgstr "Le singleton [RenderingServer]."
#~ msgid "Back key."
#~ msgstr "Touche Retour."
#~ msgid "Forward key."
#~ msgstr "Touche avant."
#~ msgid "Stop key."
#~ msgstr "Touche d'arrêt."
#~ msgid "Refresh key."
#~ msgstr "Clé de rafraîchissement."
#~ msgid "An invalid game controller button."
#~ msgstr "Un bouton de contrôleur de jeu non valide."
#~ msgid "Game controller SDL button B."
#~ msgstr "Bouton B du contrôleur de jeu SDL."
#~ msgid "Game controller SDL button X."
#~ msgstr "Bouton X du contrôleur de jeu SDL."
#~ msgid "Game controller SDL button Y."
#~ msgstr "Bouton Y du contrôleur de jeu SDL."
#~ msgid "Game controller SDL back button."
#~ msgstr "Bouton recul du contrôleur de jeu SDL."
#~ msgid "Game controller SDL start button."
#~ msgstr "Le bouton commencement du contrôleur de jeu SDL."
#~ msgid "Game controller SDL left stick button."
#~ msgstr "Levier de commande gauche du contrôleur de jeu SDL."
#~ msgid "Game controller SDL right stick button."
#~ msgstr "Levier de commande droite du contrôleur de jeu SDL."
#~ msgid "Game controller SDL D-pad down button."
#~ msgstr "Bouton bas du pavé directionnel du contrôleur de jeu SDL."
#~ msgid "Game controller SDL D-pad right button."
#~ msgstr "Bouton droite du pavé directionnel du contrôleur de jeu SDL."
#~ msgid "The number of SDL game controller buttons."
#~ msgstr "Le nombre de boutons du contrôleur de jeu SDL."
#~ msgid "Sony DualShock controller X button maps to SDL button A."
#~ msgstr ""
#~ "Bouton X du contrôleur de jeu Sony DualShock schématise au bouton A du "
#~ "contrôleur de jeu SDL."
#~ msgid "Sony DualShock controller cross button maps to SDL button A."
#~ msgstr ""
#~ "Le bouton croix du contrôleur de jeu Sony DualShock correspond au bouton "
#~ "A du contrôleur de jeu SDL."
#~ msgid "Sony DualShock controller circle button maps to SDL button B."
#~ msgstr ""
#~ "Le bouton cercle du contrôleur de jeu Sony DualShock correspond au bouton "
#~ "B du contrôleur de jeu SDL."
#~ msgid "Sony DualShock controller square button maps to SDL button X."
#~ msgstr ""
#~ "Le bouton carré du contrôleur de jeu Sony DualShock correspond au bouton "
#~ "X du contrôleur de jeu SDL."
#~ msgid "Sony DualShock controller triangle button maps to SDL button Y."
#~ msgstr ""
#~ "Le bouton triangle du contrôleur de jeu Sony DualShock correspond au "
#~ "bouton Y du contrôleur de jeu SDL."
#~ msgid "Sony DualShock controller select button maps to SDL back button."
#~ msgstr ""
#~ "Le bouton de sélection du contrôleur de jeu Sony DualShock correspond au "
#~ "bouton recul du contrôleur de jeu SDL."
#~ msgid "Sony DualShock controller start button maps to SDL start button."
#~ msgstr ""
#~ "Le bouton de démarrage du contrôleur de jeu Sony DualShock correspond au "
#~ "bouton de démarrage du contrôleur de jeu SDL."
#~ msgid "Sony DualShock controller PS button maps to SDL guide button."
#~ msgstr ""
#~ "Le bouton PS du contrôleur de jeu Sony DualShock correspond au bouton "
#~ "guide du contrôleur de jeu SDL."
#~ msgid ""
#~ "Sony DualShock controller L1 button maps to SDL left shoulder button."
#~ msgstr ""
#~ "Le bouton L1 du contrôleur de jeu Sony DualShock correspond au gâchette "
#~ "gauche du contrôleur de jeu SDL."
#~ msgid ""
#~ "Sony DualShock controller R1 button maps to SDL right shoulder button."
#~ msgstr ""
#~ "Le bouton R1 du contrôleur de jeu Sony DualShock correspond au gâchette "
#~ "droite du contrôleur de jeu SDL."
#~ msgid "Sony DualShock controller L3 button maps to SDL left stick button."
#~ msgstr ""
#~ "Le bouton L3 du contrôleur de jeu Sony DualShock correspond au manette "
#~ "gauche du contrôleur de jeu SDL."
#~ msgid "Sony DualShock controller R3 button maps to SDL right stick button."
#~ msgstr ""
#~ "Le bouton R3 du contrôleur de jeu Sony DualShock correspond au manette "
#~ "droite du contrôleur de jeu SDL."
#~ msgid "Xbox game controller A button maps to SDL button A."
#~ msgstr ""
#~ "Le bouton A du contrôleur de jeu Xbox correspond au bouton A du "
#~ "contrôleur de jeu SDL."
#~ msgid "Xbox game controller B button maps to SDL button B."
#~ msgstr ""
#~ "Le bouton B du contrôleur de jeu Xbox correspond au bouton B du "
#~ "contrôleur de jeu SDL."
#~ msgid "Xbox game controller X button maps to SDL button X."
#~ msgstr ""
#~ "Le bouton X du contrôleur de jeu Xbox correspond au bouton X du "
#~ "contrôleur de jeu SDL."
#~ msgid "Xbox game controller Y button maps to SDL button Y."
#~ msgstr ""
#~ "Le bouton Y du contrôleur de jeu Xbox correspond au bouton Y du "
#~ "contrôleur de jeu SDL."
#~ msgid "Xbox game controller back button maps to SDL back button."
#~ msgstr ""
#~ "Le bouton recul du contrôleur de jeu Xbox correspond au bouton recul du "
#~ "contrôleur de jeu SDL."
#~ msgid "Xbox game controller start button maps to SDL start button."
#~ msgstr ""
#~ "Le bouton de démarrage du contrôleur de jeu Xbox correspond au bouton de "
#~ "démarrage du contrôleur de jeu SDL."
#~ msgid "Xbox game controller home button maps to SDL guide button."
#~ msgstr ""
#~ "Le bouton accueil du contrôleur de jeu Xbox correspond au bouton guide du "
#~ "contrôleur de jeu SDL."
#~ msgid ""
#~ "Xbox game controller left stick button maps to SDL left stick button."
#~ msgstr ""
#~ "Le manette gauche du contrôleur de jeu Xbox correspond au manette gauche "
#~ "du contrôleur de jeu SDL."
#~ msgid ""
#~ "Xbox game controller right stick button maps to SDL right stick button."
#~ msgstr ""
#~ "Le manette droite du contrôleur de jeu Xbox correspond au manette droite "
#~ "du contrôleur de jeu SDL."
#~ msgid ""
#~ "Xbox game controller left bumper button maps to SDL left shoulder button."
#~ msgstr ""
#~ "Le gâchette gauche de la manette Xbox correspond à la gâchette gauche du "
#~ "contrôleur de jeu SDL."
#~ msgid ""
#~ "Xbox game controller right bumper button maps to SDL right shoulder "
#~ "button."
#~ msgstr ""
#~ "Le gâchette droite de la manette Xbox correspond à la gâchette droite du "
#~ "contrôleur de jeu SDL."
#~ msgid "An invalid game controller axis."
#~ msgstr "Un axe du contrôleur de jeu non valide."
#~ msgid "Game controller left joystick y-axis."
#~ msgstr "Axe Y de la manette droite du contrôleur de jeu."
#~ msgid "Game controller right joystick y-axis."
#~ msgstr "Axe Y de la manette droite du contrôleur de jeu."
#~ msgid "The number of SDL game controller axes."
#~ msgstr "Le nombre d'axes du contrôleur de jeu SDL."
#~ msgid "Game controller joystick 0 x-axis."
#~ msgstr "Axe X de la manette 0 du contrôleur de jeu."
#~ msgid "Game controller joystick 0 y-axis."
#~ msgstr "Axe Y de la manette 0 du contrôleur de jeu."
#~ msgid "Game controller joystick 1 x-axis."
#~ msgstr "Axe X de la manette 1 du contrôleur de jeu."
#~ msgid "Game controller joystick 1 y-axis."
#~ msgstr "Axe Y de la manette 1 du contrôleur de jeu."
#~ msgid "Game controller joystick 2 x-axis."
#~ msgstr "Axe X de la manette 2 du contrôleur de jeu."
#~ msgid "Game controller joystick 2 y-axis."
#~ msgstr "Axe Y de la manette 2 du contrôleur de jeu."
#~ msgid "Game controller joystick 3 x-axis."
#~ msgstr "Axe X de la manette 3 du contrôleur de jeu."
#~ msgid "Game controller joystick 3 y-axis."
#~ msgstr "Axe Y de la manette 3 du contrôleur de jeu."
#~ msgid "Game controller joystick 4 x-axis."
#~ msgstr "Axe X de la manette 4 du contrôleur de jeu."
#~ msgid "Game controller joystick 4 y-axis."
#~ msgstr "Axe Y de la manette 4 du contrôleur de jeu."
#~ msgid "The maximum number of game controller axes."
#~ msgstr "Le nombre maximum d'axes du contrôleur de jeu."
#~ msgid ""
#~ "Used to group properties together in the editor in a subgroup (under a "
#~ "group)."
#~ msgstr ""
#~ "Utilisé pour rassembler des propriétés ensemble dans l'éditeur dans un "
#~ "sous-groupe (sous un groupe)."
#~ msgid "Variable is of type [Vector2i]."
#~ msgstr "La variable est de type [Vector2i]."
#~ msgid "Variable is of type [Rect2i]."
#~ msgstr "Variable est de type [Rect2i]."
#~ msgid "Variable is of type [Vector3i]."
#~ msgstr "Variable est de type [Vector3i]."
#~ msgid "Variable is of type [StringName]."
#~ msgstr "La variable est de type [StringName]."
#~ msgid "Variable is of type [Callable]."
#~ msgstr "Variable est de type [Callable]."
#~ msgid "Variable is of type [Signal]."
#~ msgstr "Variable est de type [Signal]."
#~ msgid "Variable is of type [PackedInt32Array]."
#~ msgstr "La variable est de type [PackedInt32Array]."
#~ msgid "Variable is of type [PackedInt64Array]."
#~ msgstr "Variable est de type [PackedInt64Array]."
#~ msgid "Variable is of type [PackedFloat32Array]."
#~ msgstr "Variable est de type [PackedFloat32Array]."
#~ msgid "Variable is of type [PackedFloat64Array]."
#~ msgstr "La variable est de type [PackedInt32Array]."
#~ msgid "Strength of the specular light effect of this [AnimatedSprite2D]."
#~ msgstr ""
#~ "Intensité de l'effet de lumière spéculaire de cette [AnimatedSprite2D]."
#~ msgid "The color of the specular light effect."
#~ msgstr "La couleur de leffet de lumière spéculaire."
#~ msgid ""
#~ "This node can be used to cause a seek command to happen to any sub-"
#~ "children of the graph. After setting the time, this value returns to -1."
#~ msgstr ""
#~ "Ce nœud peut être utilisé pour faire en sorte qu'une commande de "
#~ "recherche soit exécutée sur n'importe quel sous-enfant du graphe. Après "
#~ "avoir réglé le temps, cette valeur revient à -1."
#~ msgid ""
#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
#~ "animations.html"
#~ msgstr ""
#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
#~ "animations.html"
#~ msgid "Emitted when another area enters."
#~ msgstr "Émis lorsquune autre zone entre."
#~ msgid "Emitted when another area exits."
#~ msgstr "Émis lors de la sortie d'une autre zone."
#~ msgid "Plays an audio stream non-positionally."
#~ msgstr "Joue un flux audio non positionné."
#, fuzzy
#~ msgid "Dampens audio above this frequency, in Hz."
#~ msgstr "Amortit laudio au-dessus de cette fréquence, en Hz."
#~ msgid "Factor for the attenuation effect."
#~ msgstr "Facteur pour leffet datténuation."
#~ msgid "The strength of the refraction effect."
#~ msgstr "La force de leffet de réfraction."
#~ msgid "Texture specifying per-pixel backlight color."
#~ msgstr "Texture spécifiant la couleur du rétroéclairage par pixel."
#~ msgid ""
#~ "The texture filter blends between the nearest 4 pixels and between the "
#~ "nearest 2 mipmaps. Use this for most cases as mipmaps are important to "
#~ "smooth out pixels that are far from the camera."
#~ msgstr ""
#~ "Le filtre de texture se mélange entre les 4 pixels les plus proches et "
#~ "entre les 2 mipmaps les plus proches. Utilisez-le pour la plupart des cas "
#~ "car les mipmaps sont importants pour lisser les pixels qui sont loin de "
#~ "la caméra."
#~ msgid "The material will not use transparency."
#~ msgstr "Le matériel nutilisera pas la transparence."
#~ msgid "The material will use the texture's alpha values for transparency."
#~ msgstr ""
#~ "Le matériau utilisera les valeurs d'alpha de la texture pour la "
#~ "transparence."
#~ msgid ""
#~ "The material will cut off all values below a threshold, the rest will "
#~ "remain opaque."
#~ msgstr ""
#~ "Le matériau coupera toutes les valeurs en dessous dun seuil, le reste "
#~ "restera opaque."
#~ msgid "Represents the size of the [enum Transparency] enum."
#~ msgstr "Représente la taille de lenum [enum Transparency]."
#~ msgid "Represents the size of the [enum ShadingMode] enum."
#~ msgstr "Représente la taille de lenum [enum ShadingMode]."
#, fuzzy
#~ msgid "Constant for setting [member heightmap_enabled]."
#~ msgstr "Constante pour le réglage [member heightmap_enabled]."
#, fuzzy
#~ msgid "Constant for setting [member subsurf_scatter_transmittance_enabled]."
#~ msgstr ""
#~ "Constante pour le réglage [member subsurf_scatter_transmittance_enabled]."
#, fuzzy
#~ msgid "Constant for setting [member backlight_enabled]."
#~ msgstr "Constant pour définir [member backlight_enabled]."
#, fuzzy
#~ msgid ""
#~ "Returns the 2D coordinate in the [Viewport] rectangle that maps to the "
#~ "given 3D point in worldspace."
#~ msgstr ""
#~ "Renvoie la coordonnée 2D dans le rectangle [Viewport] qui mappe au point "
#~ "3D donné dans worldspace."
#~ msgid "The [CameraEffects] to use for this camera."
#~ msgstr "Le [CameraEffects] à utiliser pour cette caméra."
#~ msgid ""
#~ "Contains camera-specific effects such as depth of field and exposure "
#~ "override.\n"
#~ "See also [Environment] for general 3D environment settings."
#~ msgstr ""
#~ "Contient des effets spécifiques à la caméra tels que la profondeur de "
#~ "champ et l'outrepassement de l'exposition.\n"
#~ "Voir aussi [Environnement] pour les paramètres généraux d'environnement "
#~ "3D."
#~ msgid ""
#~ "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image."
#~ msgstr ""
#~ "Limage de la caméra [url=https://fr.wikipedia.org/wiki/YCbCr]YCbCr[/url]."
#~ msgid "Emitted when the item rect has changed."
#~ msgstr "Émis lorsque le rect de l'élément a changé."
#~ msgid "Texture will repeat normally."
#~ msgstr "La texture se répètera normalement."
#~ msgid "Adds a [Shape3D] to the shape owner."
#~ msgstr "Ajoute un [Shape2D] au propriétaire de la forme."
#~ msgid "Displays a colored rectangle."
#~ msgstr "Affiche un rectangle coloré."
#~ msgid ""
#~ "This node takes a 2D polygon shape and extrudes it to create a 3D mesh."
#~ msgstr ""
#~ "Ce nœud prend la forme d'un polygone en 2D et l'extrude pour créer un "
#~ "maillage en 3D."
#~ msgid "Material to use for the resulting mesh."
#~ msgstr "Matériel à utiliser pour le maillage résultant."
#~ msgid "Extrusion mode."
#~ msgstr "Mode d'extrusion."
#~ msgid "Shape3D is extruded to [member depth]."
#~ msgstr "Shape3D est extrudé à [member depth]."
#~ msgid "Slice is not rotated."
#~ msgstr "La tranche nest pas tournée."
#~ msgid "Slice is rotated around the up vector of the path."
#~ msgstr "La tranche est tournée autour du vecteur haut du trajet."
#~ msgid "Slice is rotate to match the path exactly."
#~ msgstr ""
#~ "La tranche est en rotation pour correspondre exactement au chemin daccès."
#~ msgid "Bottom radius of the cylinder."
#~ msgstr "Rayon inférieur du cylindre."
#~ msgid "Top radius of the cylinder."
#~ msgstr "Rayon supérieur du cylindre."
#~ msgid ""
#~ "Energy multiplier for the emission texture. This will make the decal emit "
#~ "light at a higher intensity."
#~ msgstr ""
#~ "Multiplicateur d'énergie pour la texture d'émission. Ainsi, la "
#~ "décalcomanie émettra de la lumière à une intensité plus élevée."
#~ msgid ""
#~ "Sets the curve over which the decal will fade as the surface gets further "
#~ "from the center of the [AABB]."
#~ msgstr ""
#~ "Définit la courbe sur laquelle le décalcomanie sestompera à mesure que "
#~ "la surface séloignera du centre de l[AABB]."
#~ msgid "Changes the [Color] of the Decal by multiplying it with this value."
#~ msgstr ""
#~ "Change la [Color] de l'autocollant en le multipliant par cette valeur."
#~ msgid ""
#~ "[Texture2D] with the per-pixel normalmap for the decal. Use this to add "
#~ "extra detail to decals."
#~ msgstr ""
#~ "[Texture2D] avec la normal map par pixel pour la décalcomanie. Utilisez "
#~ "cette fonction pour ajouter des détails supplémentaires aux décalcomanies."
#~ msgid ""
#~ "[Texture2D] storing ambient occlusion, roughness, and metallic for the "
#~ "decal. Use this to add extra detail to decals."
#~ msgstr ""
#~ "[Texture2D] stockant locclusion ambiante, la rugosité et la "
#~ "métallisation pour le décalque. Utilisez-le pour ajouter des détails "
#~ "supplémentaires aux décalques."
#~ msgid "[Texture2D] corresponding to [member texture_albedo]."
#~ msgstr "[Texture2D] correspondant à [member texture_albedo]."
#~ msgid "[Texture2D] corresponding to [member texture_normal]."
#~ msgstr "[Texture2D] correspondant à [member texture_normal]."
#~ msgid "[Texture2D] corresponding to [member texture_orm]."
#~ msgstr "[Texture2D] correspondant à [member texture_orm]."
#~ msgid "[Texture2D] corresponding to [member texture_emission]."
#~ msgstr "[Texture2D] correspondant à [member texture_emission]."
#~ msgid "Max size of [enum DecalTexture] enum."
#~ msgstr "Taille maximale de l'enum [enum DecalTexture]."
#~ msgid "Extra character spacing in pixels."
#~ msgstr "Espacement supplémentaire des caractères en pixels."
#~ msgid "Extra space spacing in pixels."
#~ msgstr "Espacement despace supplémentaire en pixels."
#~ msgid "Character spacing."
#~ msgstr "Espacement des caractères."
#~ msgid "Space spacing."
#~ msgstr "Espacement despace."
#, fuzzy
#~ msgid "Updates the overlays of the editor (2D/3D) viewport."
#~ msgstr "Met à jour les superpositions de la fenêtre de léditeur (2D/3D)."
#~ msgid "Override if you want to allow a custom tooltip over your property."
#~ msgstr ""
#~ "Passe outre si vous souhaitez autoriser une info-bulle personnalisée sur "
#~ "votre propriété."
#~ msgid "Adds a node to the selection."
#~ msgstr "Ajoute un nœud à la sélection."
#~ msgid "Disable ambient light."
#~ msgstr "Désactiver la lumière ambiante."
#~ msgid "Use the background for reflections."
#~ msgstr "Utiliser larrière-plan pour les réflexions."
#~ msgid "Disable reflections."
#~ msgstr "Désactiver les réflexions."
#~ msgid "Closes the currently opened file."
#~ msgstr "Ferme le fichier actuellement ouvert."
#~ msgid "Opens the file for read operations."
#~ msgstr "Ouvre le fichier pour les opérations de lecture."
#~ msgid "Editor visibility helper."
#~ msgstr "Aide à la visibilité de léditeur."
#~ msgid "The physics layers this GridMap detects collisions in."
#~ msgstr ""
#~ "Les calques de physique dans lesquels cette GridMap détecte les "
#~ "collisions."
#~ msgid ""
#~ "If the body is at least this close to another body, this body will "
#~ "consider them to be colliding."
#~ msgstr ""
#~ "Si le corps est au moins aussi proche dun autre corps, ce corps les "
#~ "considérera comme des collisions."
#~ msgid "Calculate a [ConvexPolygonShape3D] from the mesh."
#~ msgstr "Calculer une [ConvexPolygonShape3D] à partir du maillage."
#~ msgid ""
#~ "Locks this [Mutex], blocks until it is unlocked by the current owner."
#~ msgstr ""
#~ "Verrouille ce [Mutex], bloque jusquà ce quil soit débloqué par le "
#~ "propriétaire actuel."
#~ msgid "The radius of the agent."
#~ msgstr "Le rayon de lagent."
#~ msgid "Creates the agent."
#~ msgstr "Crée l'agent."
#~ msgid "Destroy the RID"
#~ msgstr "Détruisez le RID"
#~ msgid "Create a new map."
#~ msgstr "Créer une nouvelle carte."
#~ msgid "Returns the map cell size."
#~ msgstr "Retourne la taille de la cellule de la carte."
#~ msgid "Sets the map active."
#~ msgstr "Active la carte."
#~ msgid "Creates a new region."
#~ msgstr "Crée une nouvelle région."
#~ msgid "Control activation of this server."
#~ msgstr "Contrôler lactivation de ce serveur."
#, fuzzy
#~ msgid "ENet's built-in range encoding."
#~ msgstr "L'encodage de gamme intégré d'ENet."
#~ msgid "Returns an environment variable."
#~ msgstr "Retourne une variable d'environnement."
#, fuzzy
#~ msgid "The Vulkan rendering backend."
#~ msgstr "Le fond de rendu vulcain."
#, fuzzy
#~ msgid "Point sampler for a [Path3D]."
#~ msgstr "Échantillonneur de points pour un [Path3D]."
#~ msgid "Sets the body's transform."
#~ msgstr "Définit le transform du corps."
#~ msgid "Sets the joint's transform."
#~ msgstr "Définit le transform de l'articulation."
#~ msgid ""
#~ "[Texture2D] for the night sky. This is added to the sky, so if it is "
#~ "bright enough, it may be visible during the day."
#~ msgstr ""
#~ "[Texture2D] pour le ciel nocturne. Ceci est ajouté au ciel, donc sil est "
#~ "assez lumineux, il peut être visible pendant la journée."
#~ msgid "Creates an [Area3D]."
#~ msgstr "Crée un [Area3D]."
#~ msgid "The [Shape3D] is a [WorldMarginShape3D]."
#~ msgstr "Le [Shape3D] est un [WorldMarginShape3D]."
#~ msgid "Default orientation on mobile devices."
#~ msgstr "Orientation par défaut sur les appareils mobiles."
#~ msgid "Constructs a [Rect2] from a [Rect2i]."
#~ msgstr "Construit un [Rect2] à partir dun [Rect2i]."
#, fuzzy
#~ msgid ""
#~ "Returns [code]true[/code] if this [Rect2i] completely encloses another "
#~ "one."
#~ msgstr ""
#~ "Retourne [code]true[/code] (vrai) si la chaîne de caractères finit par la "
#~ "chaîne de caractères donnée."
#, fuzzy
#~ msgid "Shader is a sky shader."
#~ msgstr "Shader est un shader de ciel."
#~ msgid "Low quality DOF blur."
#~ msgstr "Flou DOF de faible qualité."
#~ msgid "Medium quality DOF blur."
#~ msgstr "Blur DOF de qualité moyenne."
#~ msgid "Strength of the specular light effect of this [Sprite2D]."
#~ msgstr "Force de leffet de lumière spéculaire de ce [Sprite2D]."
#, fuzzy
#~ msgid "The specular map is used for more control on the shininess effect."
#~ msgstr ""
#~ "La carte spéculaire est utilisée pour mieux contrôler l'effet de "
#~ "brillance."
#~ msgid "Constructs a new String from the given [Vector2i]."
#~ msgstr ""
#~ "Construit une nouvelle chaîne de caractères à partir du [Vector2i] donné."
#~ msgid "Constructs a new String from the given [Rect2i]."
#~ msgstr ""
#~ "Construit une nouvelle chaîne de caractères à partir du [Rect2i] donné."
#~ msgid "Constructs a new String from the given [Vector3i]."
#~ msgstr ""
#~ "Construit une nouvelle chaîne de caractères à partir du [Vector3i] donné."
#~ msgid "Constructs a new String from the given [StringName]."
#~ msgstr ""
#~ "Construit une nouvelle chaîne de caractères à partir du [StringName] (nom "
#~ "de la chaîne de caractères) donné."
#~ msgid "Constructs a new String from the given [Callable]."
#~ msgstr ""
#~ "Construit une nouvelle chaîne de caractères à partir du [Callable] donné."
#~ msgid "Constructs a new String from the given [Signal]."
#~ msgstr ""
#~ "Construit une nouvelle chaîne de caractères à partir du [Signal] (signal) "
#~ "donné."
#~ msgid "Constructs a new String from the given [PackedInt64Array]."
#~ msgstr ""
#~ "Construit une nouvelle chaîne de caractères à partir du "
#~ "[PackedInt64Array] donné."
#~ msgid "Constructs a new String from the given [PackedFloat32Array]."
#~ msgstr ""
#~ "Construit une nouvelle chaîne de caractères à partir du "
#~ "[PackedFloat32Array] donné."
#~ msgid "Constructs a new String from the given [PackedFloat64Array]."
#~ msgstr ""
#~ "Construit une nouvelle chaîne de caractères à partir du "
#~ "[PackedFloat64Array] donné."
#~ msgid ""
#~ "Performs a case-sensitive comparison to another string. Returns [code]-1[/"
#~ "code] if less than, [code]+1[/code] if greater than, or [code]0[/code] if "
#~ "equal."
#~ msgstr ""
#~ "Effectue une comparaison sensible à la casse avec une autre chaîne de "
#~ "caractères. Retourne [code]-1[/code] si inférieur, [code]+1[/code] si "
#~ "supérieur, ou [code]0[/code] si égal."
#~ msgid "If the string is a valid file path, returns the extension."
#~ msgstr ""
#~ "Si la chaîne de caractères est un chemin de fichier valide, retourne "
#~ "l'extension."
#~ msgid "An optimized string type for unique names."
#~ msgstr "Un type de chaîne de caractères optimisé pour les noms uniques."
#~ msgid "Creates a new [StringName] from the given [String]."
#~ msgstr "Crée un [StringName] à partir de la [String] donnée."
#~ msgid "Cell can be checked."
#~ msgstr "La cellule peut être vérifiée."
#~ msgid "This enabler will freeze [RigidBody3D] nodes."
#~ msgstr "Cet activateur permettra de geler les nœuds [RigidBody3D]."
#~ msgid "Emitted when the VisibilityNotifier3D exits the screen."
#~ msgstr "Émis lorsque le VisibilityNotifier3D quitte l'écran."
#~ msgid "Return the specified output's name."
#~ msgstr "Retourner le nom de la sortie spécifiée."
#~ msgid "An integer scalar."
#~ msgstr "Un scalaire entier."
#~ msgid ""
#~ "Computes the fractional part of the argument. Translates to [code]fract(x)"
#~ "[/code] in the Godot Shader Language."
#~ msgstr ""
#~ "Calcule la partie fractionnaire de largument. Traduit en [code]fract(x)[/"
#~ "code] dans le langage Godot Shader."
#, fuzzy
#~ msgid "Negates the [code]x[/code] using [code]-(x)[/code]."
#~ msgstr "Oppose le [code]x[/code] à laide de [code]-(x)[/code]."
#, fuzzy
#~ msgid ""
#~ "Returns the arc-hyperbolic-cosine of the parameter. Translates to "
#~ "[code]acosh(x)[/code] in the Godot Shader Language."
#~ msgstr ""
#~ "Retourne larc-hyperbolique-cosine du paramètre. Traduit en [code]acosh(x)"
#~ "[/code] dans le langage Godot Shader."
#~ msgid ""
#~ "Convert a quantity in radians to degrees. Translates to [code]degrees(x)[/"
#~ "code] in the Godot Shader Language."
#~ msgstr ""
#~ "Convertit une quantité en radians en degrés. Traduit en [code]degrees(x)[/"
#~ "code] dans le langage Godot Shader."
#~ msgid ""
#~ "Returns the inverse of the square root of the parameter. Translates to "
#~ "[code]inversesqrt(x)[/code] in the Godot Shader Language."
#~ msgstr ""
#~ "Retourne linverse de la racine carrée du paramètre. Traduit en "
#~ "[code]inversesqrt(x)[/code] dans la langage de Godot Shader."
#~ msgid ""
#~ "Finds reciprocal value of dividing 1 by [code]x[/code] (i.e. [code]1 / x[/"
#~ "code])."
#~ msgstr ""
#~ "Trouve la valeur réciproque de la division 1 par [code]x[/code] (c.-à-d. "
#~ "[code]1 / x[/code])."
#~ msgid "Subtracts scalar [code]x[/code] from 1 (i.e. [code]1 - x[/code])."
#~ msgstr ""
#~ "Soustrait le scalaire [code]x[/code] de 1 (c.-à-d. [code]1 - x[/code])."
#~ msgid "No hint used."
#~ msgstr "Pas d'indice utilisé."
#~ msgid "Uses three operands to compute [code](a * b + c)[/code] expression."
#~ msgstr ""
#~ "Utilise trois opérandes pour calculer l'expression [code](a * b + c)[/"
#~ "code]."
#~ msgid "A scalar type."
#~ msgstr "Un type scalaire."
#~ msgid "A vector type."
#~ msgstr "Un type de vecteur."
#~ msgid "An input source type."
#~ msgstr "Un type de source d'entrée."

View File

@@ -70130,10 +70130,3 @@ msgstr ""
msgid ""
"If [code]true[/code], child nodes are sorted, otherwise sorting is disabled."
msgstr ""
#~ msgid ""
#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
#~ "animations.html"
#~ msgstr ""
#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
#~ "animations.html"

View File

@@ -70962,30 +70962,3 @@ msgid ""
msgstr ""
"Se [code] vero [/code], i nodi figli sono ordinati, altrimenti l'ordinamento "
"è disabilitato."
#, fuzzy
#~ msgid "Returns the close [TextureButton]."
#~ msgstr "Restituisce il coseno del parametro."
#~ msgid ""
#~ "Easing function, based on exponent. The curve values are: 0 is constant, "
#~ "1 is linear, 0 to 1 is ease-in, 1+ is ease out. Negative values are in-"
#~ "out/out in."
#~ msgstr ""
#~ "Funzione d'interpolazione, basata sull'esponente. I valori delle curve "
#~ "sono: 0 è costante, 1 è lineare, da 0 a 1 è ease-in, 1+ è ease-out. I "
#~ "valori negativi sono in-out/out in."
#~ msgid ""
#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
#~ "animations.html"
#~ msgstr ""
#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
#~ "animations.html"
#~ msgid ""
#~ "Returns [code]true[/code] if this [Rect2i] completely encloses another "
#~ "one."
#~ msgstr ""
#~ "Ritorna [code]true[/code] if questo [Rect2i] ne racchiude completamente "
#~ "un altro."

File diff suppressed because it is too large Load Diff

View File

@@ -70346,14 +70346,3 @@ msgstr ""
msgid ""
"If [code]true[/code], child nodes are sorted, otherwise sorting is disabled."
msgstr ""
#, fuzzy
#~ msgid "Returns the close [TextureButton]."
#~ msgstr "매개변수의 코사인 값을 반환합니다."
#~ msgid ""
#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
#~ "animations.html"
#~ msgstr ""
#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
#~ "animations.html"

View File

@@ -69909,10 +69909,3 @@ msgstr ""
msgid ""
"If [code]true[/code], child nodes are sorted, otherwise sorting is disabled."
msgstr ""
#~ msgid ""
#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
#~ "animations.html"
#~ msgstr ""
#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
#~ "animations.html"

View File

@@ -69944,10 +69944,3 @@ msgstr ""
msgid ""
"If [code]true[/code], child nodes are sorted, otherwise sorting is disabled."
msgstr ""
#~ msgid ""
#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
#~ "animations.html"
#~ msgstr ""
#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
#~ "animations.html"

View File

@@ -70539,50 +70539,3 @@ msgid ""
msgstr ""
"Jeśli [code]true[/code], potomne węzły są sortowane. W innym przypadku jest "
"wyłączone."
#~ msgid "Returns the editor's [ScriptEditor] instance."
#~ msgstr "Zwraca instancję edytora [ScriptEditor]."
#, fuzzy
#~ msgid "Returns the close [TextureButton]."
#~ msgstr "Zwraca cosinus parametru."
#~ msgid ""
#~ "Easing function, based on exponent. The curve values are: 0 is constant, "
#~ "1 is linear, 0 to 1 is ease-in, 1+ is ease out. Negative values are in-"
#~ "out/out in."
#~ msgstr ""
#~ "Funkcja wygładzania bazująca na wykładniku potęgi. Wartościami krzywej "
#~ "są: 0 jest stałe, 1 jest linearne, od 0 do 1 jest wgładzane, 1+ jest "
#~ "wygładzane. Negatywne wartości są in-out/out-in."
#~ msgid "Positive infinity. For negative infinity, use -INF."
#~ msgstr "Dodatnia nieskończoność. (Dla ujemnej nieskończoności, użyj -INF)."
#~ msgid "The [Geometry3D] singleton."
#~ msgstr "Singleton [Geometry3D]."
#~ msgid "The [GodotSharp] singleton."
#~ msgstr "Singleton [GodotSharp]."
#~ msgid "The [NavigationServer2D] singleton."
#~ msgstr "Singleton [NavigationServer2D]."
#~ msgid "The [PhysicsServer3D] singleton."
#~ msgstr "Singleton [PhysicsServer3D]."
#~ msgid "The [RenderingServer] singleton."
#~ msgstr "Singleton [RenderingServer]."
#~ msgid "Back key."
#~ msgstr "Klawisz cofnięcia."
#~ msgid "Stop key."
#~ msgstr "Klawisz stop."
#~ msgid ""
#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
#~ "animations.html"
#~ msgstr ""
#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
#~ "animations.html"

View File

@@ -71030,199 +71030,3 @@ msgid ""
msgstr ""
"Se [code]true[/code], os nós filhos são organizados, do contrário, a "
"organização é desabilitada."
#~ msgid "Returns the 2D world of the viewport."
#~ msgstr "Retorna o mundo 2D do viewport."
#~ msgid ""
#~ "Returns the horizontal scrollbar [HScrollBar] of this [ScrollContainer]."
#~ msgstr ""
#~ "Retorna a barra de rolagem horizontal [HScrollBar] deste "
#~ "[ScrollContainer]."
#~ msgid ""
#~ "Returns the vertical scrollbar [VScrollBar] of this [ScrollContainer]."
#~ msgstr ""
#~ "Retorna a barra de rolagem vertical [VScrollBar] deste [ScrollContainer]."
#, fuzzy
#~ msgid "Returns the close [TextureButton]."
#~ msgstr "Retorna o cosseno do parâmetro."
#~ msgid ""
#~ "Returns the cosine of angle [code]s[/code] in radians.\n"
#~ "[codeblock]\n"
#~ "# Prints 1 then -1\n"
#~ "print(cos(PI * 2))\n"
#~ "print(cos(PI))\n"
#~ "[/codeblock]"
#~ msgstr ""
#~ "Retorna o cosseno do ângulo [code]s[/code] em radianos.\n"
#~ "[codeblock]\n"
#~ "# Imprime 1, então -1\n"
#~ "print(cos(PI * 2))\n"
#~ "print(cos(PI))\n"
#~ "[/codeblock]"
#~ msgid ""
#~ "Easing function, based on exponent. The curve values are: 0 is constant, "
#~ "1 is linear, 0 to 1 is ease-in, 1+ is ease out. Negative values are in-"
#~ "out/out in."
#~ msgstr ""
#~ "Função de atenuação, baseada no expoente. Os valores da curva são: 0 é "
#~ "constante, 1 é linear, 0 a 1 é atenuação, 1+ é atenuação. Os valores "
#~ "negativos estão dentro ou por fora."
#~ msgid ""
#~ "Converts one or more arguments to strings in the best way possible and "
#~ "prints them to the console.\n"
#~ "[codeblock]\n"
#~ "a = [1, 2, 3]\n"
#~ "print(\"a\", \"b\", a) # Prints ab[1, 2, 3]\n"
#~ "[/codeblock]"
#~ msgstr ""
#~ "Converte um ou mais argumentos para strings da melhor forma possível e "
#~ "imprime-os no console.\n"
#~ "[codeblock]\n"
#~ "a = [1, 2, 3]\n"
#~ "print(\"a\", \"b\", a) # Imprime ab[1, 2, 3]\n"
#~ "[/codeblock]"
#~ msgid ""
#~ "Returns an array with the given range. Range can be 1 argument N (0 to "
#~ "N-1), two arguments (initial, final-1) or three arguments (initial, "
#~ "final-1, increment).\n"
#~ "[codeblock]\n"
#~ "for i in range(4):\n"
#~ " print(i)\n"
#~ "for i in range(2, 5):\n"
#~ " print(i)\n"
#~ "for i in range(0, 6, 2):\n"
#~ " print(i)\n"
#~ "[/codeblock]\n"
#~ "Output:\n"
#~ "[codeblock]\n"
#~ "0\n"
#~ "1\n"
#~ "2\n"
#~ "3\n"
#~ "\n"
#~ "2\n"
#~ "3\n"
#~ "4\n"
#~ "\n"
#~ "0\n"
#~ "2\n"
#~ "4\n"
#~ "[/codeblock]"
#~ msgstr ""
#~ "Retorna uma lista com o intervalo especificado. Intervalo pode ser 1 "
#~ "argumento N (0 to N-1), dois argumentos (inicial, final-1) ou três "
#~ "argumentos (inicial, final-1, incremento).\n"
#~ "[codeblock]\n"
#~ "for i in range(4):\n"
#~ " print(i)\n"
#~ "for i in range(2, 5):\n"
#~ " print(i)\n"
#~ "for i in range(0, 6, 2):\n"
#~ " print(i)\n"
#~ "[/codeblock]\n"
#~ "Saída:\n"
#~ "[codeblock]\n"
#~ "0\n"
#~ "1\n"
#~ "2\n"
#~ "3\n"
#~ "\n"
#~ "2\n"
#~ "3\n"
#~ "4\n"
#~ "\n"
#~ "0\n"
#~ "2\n"
#~ "4\n"
#~ "[/codeblock]"
#~ msgid "Positive infinity. For negative infinity, use -INF."
#~ msgstr "Infinito positivo. Para infinidade negativa, use -INF."
#~ msgid ""
#~ "\"Not a Number\", an invalid value. [code]NaN[/code] has special "
#~ "properties, including that it is not equal to itself. It is output by "
#~ "some invalid operations, such as dividing zero by zero."
#~ msgstr ""
#~ "\"Não é um Número\", um valor inválido. [code]NaN[/code] tem propriedades "
#~ "especiais, incluindo não ser igual a si mesmo. É gerado por algumas "
#~ "operações inválidas, como dividir zero por zero."
#~ msgid "The [Geometry3D] singleton."
#~ msgstr "O singleton [Geometry3D]."
#~ msgid "The [GodotSharp] singleton."
#~ msgstr "O singleton [GodotSharp]."
#~ msgid "The [NavigationServer2D] singleton."
#~ msgstr "O singleton [NavigationServer2D]."
#~ msgid "The [PhysicsServer3D] singleton."
#~ msgstr "O singleton [PhysicsServer3D]."
#~ msgid "The [RenderingServer] singleton."
#~ msgstr "O singleton [RenderingServer]."
#~ msgid "Back key."
#~ msgstr "Tecla Back."
#~ msgid "Forward key."
#~ msgstr "Tecla Forward."
#~ msgid "Stop key."
#~ msgstr "Tecla Stop."
#~ msgid "Refresh key."
#~ msgstr "Tecla Refresh."
#~ msgid "An invalid game controller button."
#~ msgstr "Um botão inválido de um controle."
#~ msgid "Game controller SDL button B."
#~ msgstr "Botão B do controlador de jogo SDL."
#~ msgid "Game controller SDL button X."
#~ msgstr "Botão X do controlador de jogo SDL."
#~ msgid "Game controller SDL button Y."
#~ msgstr "Botão Y do controlador de jogo SDL."
#~ msgid "Game controller SDL back button."
#~ msgstr "Botão voltar do controlador de jogo SDL."
#~ msgid "Game controller SDL start button."
#~ msgstr "Botão de início do controlador de jogo SDL."
#~ msgid ""
#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
#~ "animations.html"
#~ msgstr ""
#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
#~ "animations.html"
#~ msgid "The material will use the texture's alpha values for transparency."
#~ msgstr "O material usará os valores alfa da textura para transparência."
#~ msgid ""
#~ "The material will use the texture's alpha value for transparency, but "
#~ "will still be rendered in the pre-pass."
#~ msgstr ""
#~ "O material usará o valor alfa da textura para transparência, mas ainda "
#~ "será renderizado na pré-passagem."
#~ msgid ""
#~ "Sets the amount of dithering to use. Dithering helps reduce banding that "
#~ "appears from the smooth changes in color in the sky. Use the lowest value "
#~ "possible, higher amounts may add fuzziness to the sky."
#~ msgstr ""
#~ "Determina a quantidade de matização a usar. A matização (\"dithering\") "
#~ "ajuda a reduzir as faixas que aparecem nas mudanças suaves na cor do céu. "
#~ "Use o valor mais baixo possível, quantidades maiores poderão adicionar "
#~ "artefatos ao céu."

View File

@@ -69904,10 +69904,3 @@ msgstr ""
msgid ""
"If [code]true[/code], child nodes are sorted, otherwise sorting is disabled."
msgstr ""
#~ msgid ""
#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
#~ "animations.html"
#~ msgstr ""
#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
#~ "animations.html"

View File

@@ -72163,627 +72163,3 @@ msgid ""
msgstr ""
"Если [code]true[/code], дочерние узлы будут отсортированы, иначе сортировка "
"будет отключена."
#~ msgid "Returns this [AABB] expanded to include a given point."
#~ msgstr "Возвращает расширенный [AABB], включающий данную точку."
#~ msgid "Returns the label used for built-in text."
#~ msgstr "Возвращает метку (Label), используемую для встроенного текста."
#~ msgid "Returns the OK [Button] instance."
#~ msgstr "Возвращает экземпляр кнопки ([Button]) OK."
#, fuzzy
#~ msgid "Returns the editor's [FileSystemDock] instance."
#~ msgstr "Возвращает длину вектора."
#, fuzzy
#~ msgid "Returns the editor's [EditorInspector] instance."
#~ msgstr "Возвращает длину вектора."
#, fuzzy
#~ msgid "Returns the editor's [ScriptEditor] instance."
#~ msgstr "Возвращает длину вектора."
#, fuzzy
#~ msgid "Returns the close [TextureButton]."
#~ msgstr "Возвращает [Texture2D] заданного кадра."
#~ msgid ""
#~ "Returns the cosine of angle [code]s[/code] in radians.\n"
#~ "[codeblock]\n"
#~ "# Prints 1 then -1\n"
#~ "print(cos(PI * 2))\n"
#~ "print(cos(PI))\n"
#~ "[/codeblock]"
#~ msgstr ""
#~ "Возвращает косинус угла [code]s[/code], заданного в радианах.\n"
#~ "[codeblock]\n"
#~ "# Печатает 1, а затем -1\n"
#~ "print(cos(PI * 2))\n"
#~ "print(cos(PI))\n"
#~ "[/codeblock]"
#~ msgid ""
#~ "Easing function, based on exponent. The curve values are: 0 is constant, "
#~ "1 is linear, 0 to 1 is ease-in, 1+ is ease out. Negative values are in-"
#~ "out/out in."
#~ msgstr ""
#~ "Функция плавности, основанная на экспоненте. Значения кривой: 0 — "
#~ "константа, 1 — линейная, от 0 до 1 — ease-in, 1+ — ease out. "
#~ "Отрицательные значения — in-out/out in."
#~ msgid ""
#~ "Converts one or more arguments to strings in the best way possible and "
#~ "prints them to the console.\n"
#~ "[codeblock]\n"
#~ "a = [1, 2, 3]\n"
#~ "print(\"a\", \"b\", a) # Prints ab[1, 2, 3]\n"
#~ "[/codeblock]"
#~ msgstr ""
#~ "Преобразует один или более аргумент в строки наилучшим возможным способом "
#~ "и печатает их в консоль.\n"
#~ "[codeblock]\n"
#~ "a = [1, 2, 3]\n"
#~ "print(\"a\", \"b\", a) # Печатает ab[1, 2, 3]\n"
#~ "[/codeblock]"
#~ msgid ""
#~ "Returns an array with the given range. Range can be 1 argument N (0 to "
#~ "N-1), two arguments (initial, final-1) or three arguments (initial, "
#~ "final-1, increment).\n"
#~ "[codeblock]\n"
#~ "for i in range(4):\n"
#~ " print(i)\n"
#~ "for i in range(2, 5):\n"
#~ " print(i)\n"
#~ "for i in range(0, 6, 2):\n"
#~ " print(i)\n"
#~ "[/codeblock]\n"
#~ "Output:\n"
#~ "[codeblock]\n"
#~ "0\n"
#~ "1\n"
#~ "2\n"
#~ "3\n"
#~ "\n"
#~ "2\n"
#~ "3\n"
#~ "4\n"
#~ "\n"
#~ "0\n"
#~ "2\n"
#~ "4\n"
#~ "[/codeblock]"
#~ msgstr ""
#~ "Возвращает массив с заданным диапазоном. Диапазон может быть задан одним "
#~ "аргументом N (от 0 до N-1 вкл.), двумя аргументами (initial, final-1) или "
#~ "тремя аргументами (initial, final-1, increment).\n"
#~ "[codeblock]\n"
#~ "for i in range(4):\n"
#~ " print(i)\n"
#~ "for i in range(2, 5):\n"
#~ " print(i)\n"
#~ "for i in range(0, 6, 2):\n"
#~ " print(i)\n"
#~ "[/codeblock]\n"
#~ "Вывод:\n"
#~ "[codeblock]\n"
#~ "0\n"
#~ "1\n"
#~ "2\n"
#~ "3\n"
#~ "\n"
#~ "2\n"
#~ "3\n"
#~ "4\n"
#~ "\n"
#~ "0\n"
#~ "2\n"
#~ "4\n"
#~ "[/codeblock]"
#~ msgid "Positive infinity. For negative infinity, use -INF."
#~ msgstr ""
#~ "Положительная бесконечность. Для отрицательной бесконечности используйте -"
#~ "INF."
#~ msgid ""
#~ "\"Not a Number\", an invalid value. [code]NaN[/code] has special "
#~ "properties, including that it is not equal to itself. It is output by "
#~ "some invalid operations, such as dividing zero by zero."
#~ msgstr ""
#~ "\"Not a Number\", недопустимое значение. [code]NaN[/code] имеет особые "
#~ "свойства, в том числе то, что он не равен самому себе. Результат "
#~ "некоторых недопустимых операций, таких как деление нуля на ноль."
#~ msgid "The [Geometry3D] singleton."
#~ msgstr "Синглтон [Geometry3D]."
#~ msgid "The [GodotSharp] singleton."
#~ msgstr "Синглтон [GodotSharp]."
#~ msgid "The [NavigationServer2D] singleton."
#~ msgstr "Синглтон [NavigationServer2D]."
#~ msgid "The [PhysicsServer3D] singleton."
#~ msgstr "Синглтон [PhysicsServer3D]."
#~ msgid "The [RenderingServer] singleton."
#~ msgstr "Синглтон [RenderingServer]."
#~ msgid "Back key."
#~ msgstr "Клавиша Back."
#~ msgid "Forward key."
#~ msgstr "Клавиша Forward."
#~ msgid "Stop key."
#~ msgstr "Клавиша Stop."
#~ msgid "Refresh key."
#~ msgstr "Клавиша Refresh."
#, fuzzy
#~ msgid "An invalid game controller button."
#~ msgstr "Недопустимая кнопка игрового контроллера."
#~ msgid "Game controller SDL button B."
#~ msgstr "Кнопка B игрового контроллера SDL."
#~ msgid "Game controller SDL button X."
#~ msgstr "Кнопка X игрового контроллера SDL."
#~ msgid "Game controller SDL button Y."
#~ msgstr "Кнопка Y игрового контроллера SDL."
#~ msgid "Game controller SDL back button."
#~ msgstr "Кнопка Back игрового контроллера SDL."
#~ msgid "Game controller SDL start button."
#~ msgstr "Кнопка Start игрового контроллера SDL."
#~ msgid "Game controller SDL left stick button."
#~ msgstr "Кнопка Left Stick игрового контроллера SDL."
#~ msgid "Game controller SDL right stick button."
#~ msgstr "Кнопка Right Stick игрового контроллера SDL."
#~ msgid "Game controller SDL D-pad down button."
#~ msgstr "Кнопка D-pad Down игрового контроллера SDL."
#~ msgid "Game controller SDL D-pad right button."
#~ msgstr "Кнопка D-pad Right игрового контроллера SDL."
#~ msgid "The number of SDL game controller buttons."
#~ msgstr "Число кнопок игрового контроллера SDL."
#~ msgid "Sony DualShock controller X button maps to SDL button A."
#~ msgstr ""
#~ "Кнопка X игрового контроллера Sony DualShock, соответствует SDL-кнопке A."
#~ msgid "Sony DualShock controller cross button maps to SDL button A."
#~ msgstr ""
#~ "Кнопка Cross игрового контроллера Sony DualShock, соответствует SDL-"
#~ "кнопке A."
#~ msgid "Sony DualShock controller circle button maps to SDL button B."
#~ msgstr ""
#~ "Кнопка Circle игрового контроллера Sony DualShock, соответствует SDL-"
#~ "кнопке B."
#~ msgid "Sony DualShock controller square button maps to SDL button X."
#~ msgstr ""
#~ "Кнопка Square игрового контроллера Sony DualShock, соответствует SDL-"
#~ "кнопке X."
#~ msgid "Sony DualShock controller triangle button maps to SDL button Y."
#~ msgstr ""
#~ "Кнопка Triangle игрового контроллера Sony DualShock, соответствует SDL-"
#~ "кнопке Y."
#~ msgid "Sony DualShock controller select button maps to SDL back button."
#~ msgstr ""
#~ "Кнопка Select игрового контроллера Sony DualShock, соответствует SDL-"
#~ "кнопке Back."
#~ msgid "Sony DualShock controller start button maps to SDL start button."
#~ msgstr ""
#~ "Кнопка Start игрового контроллера Sony DualShock, соответствует SDL-"
#~ "кнопке Start."
#~ msgid "Sony DualShock controller PS button maps to SDL guide button."
#~ msgstr ""
#~ "Кнопка PS игрового контроллера Sony DualShock, соответствует SDL-кнопке "
#~ "Guide."
#~ msgid ""
#~ "Sony DualShock controller L1 button maps to SDL left shoulder button."
#~ msgstr ""
#~ "Кнопка L1 игрового контроллера Sony DualShock, соответствует SDL-кнопке "
#~ "Left Shoulder."
#~ msgid ""
#~ "Sony DualShock controller R1 button maps to SDL right shoulder button."
#~ msgstr ""
#~ "Кнопка R1 игрового контроллера Sony DualShock, соответствует SDL-кнопке "
#~ "Right Shoulder."
#~ msgid "Sony DualShock controller L3 button maps to SDL left stick button."
#~ msgstr ""
#~ "Кнопка L3 игрового контроллера Sony DualShock, соответствует SDL-кнопке "
#~ "Left Stick."
#~ msgid "Sony DualShock controller R3 button maps to SDL right stick button."
#~ msgstr ""
#~ "Кнопка R3 игрового контроллера Sony DualShock, соответствует SDL-кнопке "
#~ "Right Stick."
#~ msgid "Xbox game controller A button maps to SDL button A."
#~ msgstr "Кнопка A игрового контроллера Xbox, соответствует SDL-кнопке A."
#~ msgid "Xbox game controller B button maps to SDL button B."
#~ msgstr "Кнопка B игрового контроллера Xbox, соответствует SDL-кнопке B."
#~ msgid "Xbox game controller X button maps to SDL button X."
#~ msgstr "Кнопка X игрового контроллера Xbox, соответствует SDL-кнопке X."
#~ msgid "Xbox game controller Y button maps to SDL button Y."
#~ msgstr "Кнопка Y игрового контроллера Xbox, соответствует SDL-кнопке Y."
#~ msgid "Xbox game controller back button maps to SDL back button."
#~ msgstr ""
#~ "Кнопка Back игрового контроллера Xbox, соответствует SDL-кнопке Back."
#~ msgid "Xbox game controller start button maps to SDL start button."
#~ msgstr ""
#~ "Кнопка Start игрового контроллера Xbox, соответствует SDL-кнопке Start."
#~ msgid "Xbox game controller home button maps to SDL guide button."
#~ msgstr ""
#~ "Кнопка Home игрового контроллера Xbox, соответствует SDL-кнопке Guide."
#~ msgid ""
#~ "Xbox game controller left stick button maps to SDL left stick button."
#~ msgstr ""
#~ "Кнопка Left Stick игрового контроллера Xbox, соответствует SDL-кнопке "
#~ "Left Stick."
#~ msgid ""
#~ "Xbox game controller right stick button maps to SDL right stick button."
#~ msgstr ""
#~ "Кнопка Right Stick игрового контроллера Xbox, соответствует SDL-кнопке "
#~ "Right Stick."
#~ msgid ""
#~ "Xbox game controller left bumper button maps to SDL left shoulder button."
#~ msgstr ""
#~ "Кнопка Left Bumper игрового контроллера Xbox, соответствует SDL-кнопке "
#~ "Left Shoulder."
#~ msgid ""
#~ "Xbox game controller right bumper button maps to SDL right shoulder "
#~ "button."
#~ msgstr ""
#~ "Кнопка Right Bumper игрового контроллера Xbox, соответствует SDL-кнопке "
#~ "Right Shoulder."
#, fuzzy
#~ msgid "An invalid game controller axis."
#~ msgstr "Недопустимая ось игрового контроллера."
#~ msgid "Game controller left joystick y-axis."
#~ msgstr "Ось Y левого джойстика игрового контроллера."
#~ msgid "Game controller right joystick y-axis."
#~ msgstr "Ось Y правого джойстика игрового контроллера."
#~ msgid "The number of SDL game controller axes."
#~ msgstr "Число осей игрового контроллера SDL."
#~ msgid "Game controller joystick 0 x-axis."
#~ msgstr "Ось X джойстика 0 игрового контроллера."
#~ msgid "Game controller joystick 0 y-axis."
#~ msgstr "Ось Y джойстика 0 игрового контроллера."
#~ msgid "Game controller joystick 1 x-axis."
#~ msgstr "Ось X джойстика 1 игрового контроллера."
#~ msgid "Game controller joystick 1 y-axis."
#~ msgstr "Ось Y джойстика 1 игрового контроллера."
#~ msgid "Game controller joystick 2 x-axis."
#~ msgstr "Ось X джойстика 2 игрового контроллера."
#~ msgid "Game controller joystick 2 y-axis."
#~ msgstr "Ось Y джойстика 2 игрового контроллера."
#~ msgid "Game controller joystick 3 x-axis."
#~ msgstr "Ось X джойстика 3 игрового контроллера."
#~ msgid "Game controller joystick 3 y-axis."
#~ msgstr "Ось Y джойстика 3 игрового контроллера."
#~ msgid "Game controller joystick 4 x-axis."
#~ msgstr "Ось X джойстика 4 игрового контроллера."
#~ msgid "Game controller joystick 4 y-axis."
#~ msgstr "Ось Y джойстика 4 игрового контроллера."
#~ msgid "The maximum number of game controller axes."
#~ msgstr "Максимальное число осей игрового контроллера."
#~ msgid ""
#~ "Used to group properties together in the editor in a subgroup (under a "
#~ "group)."
#~ msgstr ""
#~ "Используется для группировки свойств в редакторе в подгруппы (внутри "
#~ "группы)."
#~ msgid "Variable is of type [Vector2i]."
#~ msgstr "Переменная типа [Vector2i]."
#~ msgid "Variable is of type [Rect2i]."
#~ msgstr "Переменная типа [Rect2i]."
#~ msgid "Variable is of type [Vector3i]."
#~ msgstr "Переменная типа [Vector3i]."
#~ msgid "Variable is of type [StringName]."
#~ msgstr "Переменная типа [StringName]."
#~ msgid "Variable is of type [Callable]."
#~ msgstr "Переменная типа [Callable]."
#~ msgid "Variable is of type [Signal]."
#~ msgstr "Переменная типа [Signal]."
#~ msgid "Variable is of type [PackedInt32Array]."
#~ msgstr "Переменная типа [PackedInt32Array]."
#~ msgid "Variable is of type [PackedInt64Array]."
#~ msgstr "Переменная типа [PackedInt64Array]."
#~ msgid "Variable is of type [PackedFloat32Array]."
#~ msgstr "Переменная типа [PackedFloat32Array]."
#~ msgid "Variable is of type [PackedFloat64Array]."
#~ msgstr "Переменная типа [PackedFloat64Array]."
#~ msgid "Strength of the specular light effect of this [AnimatedSprite2D]."
#~ msgstr "Сила эффекта отражения [AnimatedSprite2D]."
#~ msgid ""
#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
#~ "animations.html"
#~ msgstr ""
#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
#~ "animations.html"
#~ msgid "Constructs an array from a [PackedFloat64Array]."
#~ msgstr "Создаёт массив из [PackedFloat64Array]."
#~ msgid "Constructs an array from a [PackedFloat32Array]."
#~ msgstr "Создаёт массив из [PackedFloat32Array]."
#~ msgid "Constructs an array from a [PackedInt32Array]."
#~ msgstr "Создаёт массив из [PackedInt32Array]."
#~ msgid "Removes the first occurrence of a value from the array."
#~ msgstr "Удаляет первое вхождение значения в массиве."
#~ msgid ""
#~ "Returns the first element of the array, or [code]null[/code] if the array "
#~ "is empty."
#~ msgstr ""
#~ "Возвращает первый элемент в массиве, или [code]null[/code] если массив "
#~ "пустой."
#~ msgid "Returns a hashed integer value representing the array contents."
#~ msgstr "Возвращает целочисленный хеш представляющий содержимое массива."
#~ msgid "Adds an element at the beginning of the array."
#~ msgstr "Добавляет элемент в начало массива."
#, fuzzy
#~ msgid "Sorts the elements of the array in ascending order."
#~ msgstr "Удаляет элемент из массива по индексу."
#, fuzzy
#~ msgid "Returns the names of active custom monitors in an array."
#~ msgstr "Возвращает количество раз когда элемент встречается в массиве."
#~ msgid ""
#~ "The seed used by the random number generator. A given seed will give a "
#~ "reproducible sequence of pseudo-random numbers.\n"
#~ "[b]Note:[/b] The RNG does not have an avalanche effect, and can output "
#~ "similar random streams given similar seeds. Consider using a hash "
#~ "function to improve your seed quality if they're sourced externally."
#~ msgstr ""
#~ "Зерно, используемое генератором случайных чисел. Данное зерно "
#~ "предоставляет воспроизводимую последовательность псевдослучайных чисел.\n"
#~ "[b]Примечание:[/b] ГСЧ не имеет лавинного эффекта, схожие зёрна могут "
#~ "давать схожие потоки случайных чисел. Используйте хеш-функцию для "
#~ "улучшения качества зёрен, полученных из внешних источников."
#~ msgid "Vector used for 2D math using floating point coordinates."
#~ msgstr ""
#~ "Вектор используемый для 2D математики с использованием чисел с плавающей "
#~ "точкой."
#~ msgid "Constructs a new [Vector2] from [Vector2i]."
#~ msgstr "Создаёт новый [Vector2] из [Vector2i]."
#, fuzzy
#~ msgid ""
#~ "Returns this vector's angle with respect to the X axis, or [code](1, 0)[/"
#~ "code] vector, in radians.\n"
#~ "Equivalent to the result of [method @GDScript.atan2] when called with the "
#~ "vector's [member y] and [member x] as parameters: [code]atan2(y, x)[/"
#~ "code]."
#~ msgstr ""
#~ "Возвращает угол вектор в радианах с учётом оси X, или вектора [code](1, 0)"
#~ "[/code].\n"
#~ "Аналогично результату [method @GDScript.atan2] который вызван с "
#~ "компонентами вектора [member x] и [member y] как параметры: "
#~ "[code]atan2(x, y)[/code]."
#, fuzzy
#~ msgid ""
#~ "Returns the angle between the line connecting the two points and the X "
#~ "axis, in radians."
#~ msgstr ""
#~ "Возвращает угол в радианах между линией соединяющей две точки и X "
#~ "координату."
#~ msgid ""
#~ "2-element structure that can be used to represent positions in 2D space "
#~ "or any other pair of numeric values.\n"
#~ "It uses integer coordinates and is therefore preferable to [Vector2] when "
#~ "exact precision is required.\n"
#~ "[b]Note:[/b] In a boolean context, a Vector2i will evaluate to "
#~ "[code]false[/code] if it's equal to [code]Vector2i(0, 0)[/code]. "
#~ "Otherwise, a Vector2i will always evaluate to [code]true[/code]."
#~ msgstr ""
#~ "2-компонентная структура которая используется для представления позиции в "
#~ "2D пространстве или любой другой пары числовых значений.\n"
#~ "Она использует целочисленные значения и поэтому предпочтительнее чем "
#~ "[Vector2] когда требуется точность.\n"
#~ "[b]Заметка:[/b] В контексте булевых значений, Vector2i будет преобразован "
#~ "в [code]false[/code] если он равен [code]Vector2i(0, 0)[/code]. Иначе, "
#~ "Vector2i всегда будет преобразован в [code]true[/code]."
#~ msgid ""
#~ "Constructs a new [Vector2i] from [Vector2]. The floating point "
#~ "coordinates will be truncated."
#~ msgstr ""
#~ "Создаёт новый [Vector2i] из [Vector2]. Значения с плавающей точкой будут "
#~ "округлены."
#~ msgid "Returns the ratio of [member x] to [member y]."
#~ msgstr "Возвращает соотношение [member x] к [member y]."
#~ msgid ""
#~ "Returns the vector with each component set to one or negative one, "
#~ "depending on the signs of the components."
#~ msgstr ""
#~ "Возвращает вектор в котором все компоненты установлены в 1 или -1, в "
#~ "зависимости от знаков перед компонентами исходного вектора."
#~ msgid "Vector used for 3D math using floating point coordinates."
#~ msgstr ""
#~ "Вектор используемый для 3D математики с использованием координат с "
#~ "плавающей точкой."
#~ msgid "Constructs a new [Vector3] from [Vector3i]."
#~ msgstr "Формирует новый [Vector3] из [Vector3i]."
#, fuzzy
#~ msgid "A vector type."
#~ msgstr "Единичный вектор."
#~ msgid ""
#~ "Returns the nearest larger power of 2 for integer [code]value[/code].\n"
#~ "[codeblock]\n"
#~ "nearest_po2(3) # Returns 4\n"
#~ "nearest_po2(4) # Returns 4\n"
#~ "nearest_po2(5) # Returns 8\n"
#~ "[/codeblock]"
#~ msgstr ""
#~ "Возвращает ближайшую большую степень 2 для целого числа [code]value[/"
#~ "code].\n"
#~ "[codeblock]\n"
#~ "nearest_po2(3) # Возвращает 4\n"
#~ "nearest_po2(4) # Возвращает 4\n"
#~ "nearest_po2(5) # Возвращает 8\n"
#~ "[/codeblock]"
#~ msgid ""
#~ "Returns a resource from the filesystem that is loaded during script "
#~ "parsing.\n"
#~ "[b]Note:[/b] Resource paths can be obtained by right clicking on a "
#~ "resource in the Assets Panel and choosing \"Copy Path\".\n"
#~ "[codeblock]\n"
#~ "# Load a scene called main located in the root of the project directory.\n"
#~ "var main = preload(\"res://main.tscn\")\n"
#~ "[/codeblock]"
#~ msgstr ""
#~ "Возвращает ресурс из файловой системы, который загружается во время "
#~ "синтаксического анализа.\n"
#~ "[b]Примечание:[/b] Пути к ресурсам можно получить, щелкнув правой кнопкой "
#~ "мыши ресурс на панели активов (Asset) и выбрав \"Копировать путь\".\n"
#~ "[codeblock]\n"
#~ "# Загружает сцену с именем main, расположенную в корне каталога проекта.\n"
#~ "var main = preload(\"res://main.tscn\")\n"
#~ "[/codeblock]"
#~ msgid "Returns the angle in radians between the two vectors."
#~ msgstr "Возвращает угол в радианах между двумя векторами."
#~ msgid ""
#~ "Returns the 2-dimensional analog of the cross product with the given "
#~ "vector."
#~ msgstr ""
#~ "Возвращает 2-мерный аналог векторного произведения с указанным вектором."
#~ msgid ""
#~ "Returns the component of the vector along a plane defined by the given "
#~ "normal."
#~ msgstr ""
#~ "Возвращает компоненты вектора вдоль плоскости определённой заданной "
#~ "нормалью."
#~ msgid "Returns a perpendicular vector."
#~ msgstr "Возвращает перпендикулярный вектор."
#~ msgid "Zero vector."
#~ msgstr "Нулевой вектор."
#~ msgid "Infinity vector."
#~ msgstr "Бесконечный вектор."
#~ msgid "Left unit vector."
#~ msgstr "Левый единичный вектор."
#~ msgid "Right unit vector."
#~ msgstr "Правый единичный вектор."
#~ msgid "Returns the cross product with [code]b[/code]."
#~ msgstr "Возвращает векторное произведение с [code]b[/code]."
#~ msgid ""
#~ "Returns the squared distance to [code]b[/code]. Prefer this function over "
#~ "[method distance_to] if you need to sort vectors or need the squared "
#~ "distance for some formula."
#~ msgstr ""
#~ "Возвращает расстояние в квадрате до [code]b[/code]. Эта функция "
#~ "предпочтительнее чем [method distance_to] если вам нужно сортировать "
#~ "векторы или нужно расстояние в квадрате для какой-то формулы."
#~ msgid ""
#~ "Returns the vector's length squared. Prefer this function over [method "
#~ "length] if you need to sort vectors or need the squared length for some "
#~ "formula."
#~ msgstr ""
#~ "Возвращает длину вектора в квадрате. Эта функция предпочтительнее чем "
#~ "[method length] если вам нужно сортировать вектора или нужна длина в "
#~ "квадрате для какой-то формулы."
#~ msgid ""
#~ "Returns the result of the linear interpolation between this vector and "
#~ "[code]b[/code] by amount [code]t[/code]. [code]t[/code] is in the range "
#~ "of [code]0.0 - 1.0[/code], representing the amount of interpolation.."
#~ msgstr ""
#~ "Возвращает результат линейного сглаживания между этим вектором и [code]b[/"
#~ "code] на значение [code]t[/code]. [code]t[/code] это диапазон [code]0.0 - "
#~ "1.0[/code], представляющий силу сглаживания.."
#~ msgid "Returns a diagonal matrix with the vector as main diagonal."
#~ msgstr "Возвращает диагональную матрицу с вектором на главной диагонали."
#~ msgid "Forward unit vector."
#~ msgstr "Передний единичный вектор."
#~ msgid "Back unit vector."
#~ msgstr "Задний единичный вектор."

View File

@@ -69896,10 +69896,3 @@ msgstr ""
msgid ""
"If [code]true[/code], child nodes are sorted, otherwise sorting is disabled."
msgstr ""
#~ msgid ""
#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
#~ "animations.html"
#~ msgstr ""
#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
#~ "animations.html"

View File

@@ -69906,10 +69906,3 @@ msgstr ""
msgid ""
"If [code]true[/code], child nodes are sorted, otherwise sorting is disabled."
msgstr ""
#~ msgid ""
#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
#~ "animations.html"
#~ msgstr ""
#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
#~ "animations.html"

View File

@@ -70083,20 +70083,3 @@ msgstr ""
msgid ""
"If [code]true[/code], child nodes are sorted, otherwise sorting is disabled."
msgstr ""
#, fuzzy
#~ msgid "Returns the close [TextureButton]."
#~ msgstr "คืนค่าการกำหนดค่าของลำโพง"
#~ msgid "Back key."
#~ msgstr "ปุ่ม"
#~ msgid "Stop key."
#~ msgstr "ปุ่ม"
#~ msgid ""
#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
#~ "animations.html"
#~ msgstr ""
#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
#~ "animations.html"

View File

@@ -70805,131 +70805,3 @@ msgid ""
"If [code]true[/code], child nodes are sorted, otherwise sorting is disabled."
msgstr ""
"Eğer [code]true[/code] ise düğümler sıraya sokulur, yoksa sıraya sokulmaz."
#, fuzzy
#~ msgid "Returns the close [TextureButton]."
#~ msgstr "Parametrenin kosinüsünü döndürür."
#~ msgid ""
#~ "Returns the cosine of angle [code]s[/code] in radians.\n"
#~ "[codeblock]\n"
#~ "# Prints 1 then -1\n"
#~ "print(cos(PI * 2))\n"
#~ "print(cos(PI))\n"
#~ "[/codeblock]"
#~ msgstr ""
#~ "[code]s[/code] açısının kosinüs değerini radyan cinsinden döndürür.\n"
#~ "[codeblock]\n"
#~ "# Önce 1 sonra -1 yazdırır\n"
#~ "print(cos(PI * 2))\n"
#~ "print(cos(PI))\n"
#~ "[/codeblock]"
#~ msgid ""
#~ "Easing function, based on exponent. The curve values are: 0 is constant, "
#~ "1 is linear, 0 to 1 is ease-in, 1+ is ease out. Negative values are in-"
#~ "out/out in."
#~ msgstr ""
#~ "Geçiş işlevi, üstel ifadeye dayalı. Eğri değerleri: 0 sabit, 1 doğrusal, "
#~ "0 dan 1 e giriş, 1+ ise çıkış. Negatif değerler giriş-çıkış/çıkış-giriş "
#~ "içindir."
#~ msgid ""
#~ "Converts one or more arguments to strings in the best way possible and "
#~ "prints them to the console.\n"
#~ "[codeblock]\n"
#~ "a = [1, 2, 3]\n"
#~ "print(\"a\", \"b\", a) # Prints ab[1, 2, 3]\n"
#~ "[/codeblock]"
#~ msgstr ""
#~ "Bir veya daha fazla argümanı mümkün olan en iyi şekilde karakter dizisi "
#~ "(string) türüne dönüştürür ve onları sırasıyla konsola yazdırır.\n"
#~ "[codeblock]\n"
#~ "a = [1, 2, 3]\n"
#~ "print(\"a\", \"b\", a) # ekran çıktısı: ab[1, 2, 3]\n"
#~ "[/codeblock]"
#~ msgid ""
#~ "Returns an array with the given range. Range can be 1 argument N (0 to "
#~ "N-1), two arguments (initial, final-1) or three arguments (initial, "
#~ "final-1, increment).\n"
#~ "[codeblock]\n"
#~ "for i in range(4):\n"
#~ " print(i)\n"
#~ "for i in range(2, 5):\n"
#~ " print(i)\n"
#~ "for i in range(0, 6, 2):\n"
#~ " print(i)\n"
#~ "[/codeblock]\n"
#~ "Output:\n"
#~ "[codeblock]\n"
#~ "0\n"
#~ "1\n"
#~ "2\n"
#~ "3\n"
#~ "\n"
#~ "2\n"
#~ "3\n"
#~ "4\n"
#~ "\n"
#~ "0\n"
#~ "2\n"
#~ "4\n"
#~ "[/codeblock]"
#~ msgstr ""
#~ "Verilen aralık parametrelerini kullanarak bir dizi döndürür. "
#~ "Range(aralık) argümanları, bir tane N sayısı (0'dan N-1'e kadar sonucunu "
#~ "verir), iki argüman başlangıç ve son (ilk, son-1 aralığı) seklinde ve üç "
#~ "argüman , başlangıç, son ve artış miktarı (ilk, son-1, artış) şeklinde "
#~ "olabilir.\n"
#~ "[codeblock]\n"
#~ "for i in range(4):\n"
#~ " print(i)\n"
#~ "for i in range(2, 5):\n"
#~ " print(i)\n"
#~ "for i in range(0, 6, 2):\n"
#~ " print(i)\n"
#~ "[/codeblock]\n"
#~ "Output:\n"
#~ "[codeblock]\n"
#~ "0\n"
#~ "1\n"
#~ "2\n"
#~ "3\n"
#~ "\n"
#~ "2\n"
#~ "3\n"
#~ "4\n"
#~ "\n"
#~ "0\n"
#~ "2\n"
#~ "4\n"
#~ "[/codeblock]"
#~ msgid "Positive infinity. For negative infinity, use -INF."
#~ msgstr "Pozitif sonsuzluk. Negatif sonsuzluk için -INF kullanın."
#~ msgid ""
#~ "\"Not a Number\", an invalid value. [code]NaN[/code] has special "
#~ "properties, including that it is not equal to itself. It is output by "
#~ "some invalid operations, such as dividing zero by zero."
#~ msgstr ""
#~ "\"Sayı Değil\", geçersiz bir değer. [code]NaN[/code] kendine eşit "
#~ "olmaması da dahil olmak üzere özel niteliklere sahiptir. Sıfırın sıfıra "
#~ "bölünmesi gibi bazı geçersiz işlemlerde çıktı olarak alınır."
#~ msgid "The [Geometry3D] singleton."
#~ msgstr "[Geometry3D] tekil nesnesi."
#~ msgid "The [GodotSharp] singleton."
#~ msgstr "[GodotSharp] tekil nesnesi."
#~ msgid "The [NavigationServer2D] singleton."
#~ msgstr "[NavigationServer2D] tekil nesnesi."
#~ msgid ""
#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
#~ "animations.html"
#~ msgstr ""
#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
#~ "animations.html"

View File

@@ -70127,14 +70127,3 @@ msgstr ""
msgid ""
"If [code]true[/code], child nodes are sorted, otherwise sorting is disabled."
msgstr ""
#, fuzzy
#~ msgid "Returns the close [TextureButton]."
#~ msgstr "Повертає косинус параметра."
#~ msgid ""
#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
#~ "animations.html"
#~ msgstr ""
#~ "https://docs.godotengine.org/uk/latest/getting_started/step_by_step/"
#~ "animations.html"

View File

@@ -70217,81 +70217,3 @@ msgstr ""
msgid ""
"If [code]true[/code], child nodes are sorted, otherwise sorting is disabled."
msgstr ""
#, fuzzy
#~ msgid "Returns the close [TextureButton]."
#~ msgstr "Trả về [Texture2D] của khung hình được cho."
#~ msgid ""
#~ "Easing function, based on exponent. The curve values are: 0 is constant, "
#~ "1 is linear, 0 to 1 is ease-in, 1+ is ease out. Negative values are in-"
#~ "out/out in."
#~ msgstr ""
#~ "Hàm hiệu ứng, dựa trên luỹ thừa. Những giá trị hiệu ứng: 0 là hằng số, 1 "
#~ "là tuyến tính, 0 tới 1 là chậm dần, 1+ là nhanh dần. Giá trị âm là nhanh-"
#~ "chậm-nhanh/chậm-nhanh-chậm."
#~ msgid "Positive infinity. For negative infinity, use -INF."
#~ msgstr "Dương vô cùng. Hãy dùng -INF cho âm vô cùng."
#~ msgid ""
#~ "\"Not a Number\", an invalid value. [code]NaN[/code] has special "
#~ "properties, including that it is not equal to itself. It is output by "
#~ "some invalid operations, such as dividing zero by zero."
#~ msgstr ""
#~ "\"Không Phải Số\", một giá trị bất hợp lệ. [code]NaN[/code] có một số đặc "
#~ "tính, một trong đó là nó không tự bằng chính mình. Đây là kết quả của một "
#~ "vài phép toán không hợp lệ, ví dụ như không chia không."
#~ msgid "The [Geometry3D] singleton."
#~ msgstr "Đơn Nhất [Geometry3D]."
#~ msgid "The [GodotSharp] singleton."
#~ msgstr "Đơn Nhất [GodotSharp]."
#~ msgid "The [NavigationServer2D] singleton."
#~ msgstr "Đơn Nhất [NavigationServer2D]."
#~ msgid "The [PhysicsServer3D] singleton."
#~ msgstr "Đơn Nhất [PhysicsServer3D]."
#~ msgid "The [RenderingServer] singleton."
#~ msgstr "Đơn Nhất [RenderingServer]."
#~ msgid "Variable is of type [Vector2i]."
#~ msgstr ""
#~ "Biến thuộc kiểu [Vector2i] (Vector 2 chiều dùng tọa độ là số nguyên)."
#~ msgid "Variable is of type [Rect2i]."
#~ msgstr "Biến thuộc kiểu [Rect2i] (hình chữ nhật dùng tọa độ là số nguyên)."
#~ msgid "Variable is of type [Vector3i]."
#~ msgstr ""
#~ "Biến thuộc kiểu [Vector3i] (Vector 3 chiều dùng tọa độ là số nguyên)."
#~ msgid "Variable is of type [StringName]."
#~ msgstr "Biến thuộc kiểu [StringName] (xâu biểu diễn tên độc nhất)."
#~ msgid "Variable is of type [Callable]."
#~ msgstr "Biến thuộc kiểu [Callable] (vật hàm)."
#~ msgid "Variable is of type [Signal]."
#~ msgstr "Biến thuộc kiểu [Signal] (tín hiệu)."
#~ msgid "Variable is of type [PackedInt32Array]."
#~ msgstr ""
#~ "Biến thuộc kiểu [PackedInt32Array] (mảng chuyên chứa số nguyên 32 bit)."
#~ msgid "Variable is of type [PackedInt64Array]."
#~ msgstr ""
#~ "Biến thuộc kiểu [PackedInt64Array] (mảng chuyên chứa số nguyên 64 bit)."
#~ msgid "Variable is of type [PackedFloat32Array]."
#~ msgstr ""
#~ "Biến thuộc kiểu [PackedFloat32Array] (mảng chuyên chứa số thập phân 32 "
#~ "bit)."
#~ msgid "Variable is of type [PackedFloat64Array]."
#~ msgstr ""
#~ "Biến thuộc kiểu [PackedFloat64Array] (mảng chuyên chứa số thập phân 64 "
#~ "bit)."

File diff suppressed because it is too large Load Diff

View File

@@ -70099,25 +70099,3 @@ msgstr ""
msgid ""
"If [code]true[/code], child nodes are sorted, otherwise sorting is disabled."
msgstr ""
#, fuzzy
#~ msgid "Returns the close [TextureButton]."
#~ msgstr "回傳參數的餘弦值。"
#~ msgid ""
#~ "Easing function, based on exponent. The curve values are: 0 is constant, "
#~ "1 is linear, 0 to 1 is ease-in, 1+ is ease out. Negative values are in-"
#~ "out/out in."
#~ msgstr ""
#~ "Returns the hyperbolic cosine of [code]s[/code] in radians.\n"
#~ "[codeblock]\n"
#~ "# Prints 1.543081\n"
#~ "print(cosh(1))\n"
#~ "[/codeblock]"
#~ msgid ""
#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
#~ "animations.html"
#~ msgstr ""
#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
#~ "animations.html"