i18n: Sync translations with Weblate

This commit is contained in:
Rémi Verschelde
2023-06-26 19:40:50 +02:00
parent 2e7a2c39e1
commit 9d089fe6e5
52 changed files with 5876 additions and 3288 deletions

View File

@ -2008,16 +2008,6 @@ msgstr ""
"Notifica cuando las cachés se han limpiado, ya sea automáticamente o "
"manualmente a través del [method clear_caches]."
msgid ""
"Process animation during the physics process. This is especially useful when "
"animating physics bodies."
msgstr ""
"Animación del proceso durante el proceso de la física. Esto es especialmente "
"útil cuando se animan los cuerpos físicos."
msgid "Process animation during the idle process."
msgstr "Animación del proceso durante el proceso de inactividad."
msgid ""
"Do not process animation. Use [method advance] to process the animation "
"manually."
@ -2053,20 +2043,6 @@ msgid "The root animation node of this [AnimationTree]. See [AnimationNode]."
msgstr ""
"El nodo de animación raíz de este [AnimationTree]. Ver [AnimationNode]."
msgid ""
"The animations will progress during the physics frame (i.e. [method Node."
"_physics_process])."
msgstr ""
"Las animaciones progresarán durante el fotograma de la física (es decir, "
"[method Node._physics_process])."
msgid ""
"The animations will progress during the idle frame (i.e. [method Node."
"_process])."
msgstr ""
"Las animaciones progresarán durante el fotograma inactivo (es decir, [method "
"Node._process])."
msgid "The animations will only progress manually (see [method advance])."
msgstr "Las animaciones sólo progresarán manualmente (ver [method advance])."
@ -4184,12 +4160,6 @@ msgstr ""
"La posición de la cámara tiene en cuenta los desplazamientos verticales/"
"horizontales y el tamaño de la pantalla."
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr "La cámara se actualiza con la llamada [code]_physics_process[/code]."
msgid "The camera updates with the [code]_process[/code] callback."
msgstr "La cámara se actualiza con la llamada de [code]_process[/code]."
msgid "Camera node, displays from a point of view."
msgstr "Nodo de cámara, muestra desde un punto de vista."
@ -6410,13 +6380,6 @@ msgstr ""
"haciendo que el toro parezca redondeado. Si [code]false[/code] el toro "
"tendrá un aspecto de sombra plana."
msgid ""
"A script implemented in the C# programming language (Mono-enabled builds "
"only)."
msgstr ""
"Un script implementado en el lenguaje de programación C# (sólo para "
"construcciones habilitadas en mono)."
msgid ""
"This class represents a C# script. It is the C# equivalent of the [GDScript] "
"class and is only available in Mono-enabled Godot builds.\n"
@ -14796,22 +14759,6 @@ msgstr ""
msgid "Returns the center of the plane."
msgstr "Devuelve el centro del avión."
msgid "Returns a copy of the plane, normalized."
msgstr "Devuelve una copia del plano, normalizado."
msgid ""
"The distance from the origin to the plane, in the direction of [member "
"normal]. This value is typically non-negative.\n"
"In the scalar equation of the plane [code]ax + by + cz = d[/code], this is "
"[code]d[/code], while the [code](a, b, c)[/code] coordinates are represented "
"by the [member normal] property."
msgstr ""
"La distancia desde el origen hasta el plano, en la dirección de [member "
"normal]. Este valor es típicamente no negativo.\n"
"En la ecuación escalar del plano [code]ax + por + cz = d[/code], esto es "
"[code]d[/code], mientras que las coordenadas [code](a, b, c)[/code] están "
"representadas por la propiedad [member normal]."
msgid "The X component of the plane's [member normal] vector."
msgstr "El componente X del vector [member normal] del plano."
@ -15626,15 +15573,6 @@ msgstr "Tamaño máximo (en kiB) para el buffer de entrada [WebRTCDataChannel]."
msgid "Enables [member Viewport.physics_object_picking] on the root viewport."
msgstr "Habilita [member Viewport.physics_object_picking] en el viewport raíz."
msgid ""
"Thread model for rendering. Rendering on a thread can vastly improve "
"performance, but synchronizing to the main thread can cause a bit more "
"jitter."
msgstr ""
"Modelo de hilo para la representación. El renderizado en un hilo puede "
"mejorar enormemente el rendimiento, pero la sincronización con el hilo "
"principal puede causar un poco más de temblor."
msgid ""
"Subdivision quadrant size for shadow mapping. See shadow mapping "
"documentation."
@ -16688,9 +16626,6 @@ msgstr "Clasifica las partículas según su distancia a la cámara."
msgid "Number of objects drawn in a single frame."
msgstr "Número de objetos dibujados en un solo fotograma."
msgid "Number of vertices drawn in a single frame."
msgstr "Número de vértices dibujados en un solo fotograma."
msgid "Number of draw calls during this frame."
msgstr "Número de llamadas de dibujo durante este fotograma."
@ -17308,13 +17243,6 @@ msgstr "Devuelve una lista de todos los nodos asignados al grupo dado."
msgid "Returns [code]true[/code] if the given group exists."
msgstr "Devuelve [code]true[/code] si el grupo dado existe."
msgid ""
"Queues the given object for deletion, delaying the call to [method Object."
"free] to after the current frame."
msgstr ""
"Pone en cola el objeto dado para su eliminación, retrasando la llamada al "
"[method Object.free] hasta después del fotograma actual."
msgid ""
"Reloads the currently active scene.\n"
"Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member "
@ -17515,28 +17443,6 @@ msgstr "La posición del segundo punto del segmento."
msgid "The ray's length."
msgstr "La longitud del rayo."
msgid "A custom shader program."
msgstr "Un programa shader personalizado."
msgid ""
"This class allows you to define a custom shader program that can be used by "
"a [ShaderMaterial]. Shaders allow you to write your own custom behavior for "
"rendering objects or updating particle information. For a detailed "
"explanation and usage, please see the tutorials linked below."
msgstr ""
"Esta clase permite definir un programa de shader personalizado que puede ser "
"usado por un [ShaderMaterial]. Los sombreadores le permiten escribir su "
"propio comportamiento personalizado para renderizar objetos o actualizar la "
"información de las partículas. Para una explicación detallada y el uso, por "
"favor vea los tutoriales enlazados a continuación."
msgid ""
"Returns the shader mode for the shader, either [constant MODE_CANVAS_ITEM], "
"[constant MODE_SPATIAL] or [constant MODE_PARTICLES]."
msgstr ""
"Devuelve el modo shader para el shader, ya sea [constant MODE_CANVAS_ITEM], "
"[constant MODE_SPATIAL] o [constant MODE_PARTICLES]."
msgid ""
"Returns the shader's code as the user has written it, not the full generated "
"code used internally."
@ -19063,17 +18969,6 @@ msgstr ""
"Si [code]true[/code], el temporizador se pausa y no se procesará hasta que "
"no se vuelva a pausar, incluso si se llama a [method start]."
msgid ""
"Update the timer during the physics step at each frame (fixed framerate "
"processing)."
msgstr ""
"Actualizar el temporizador durante el paso de la física en cada fotograma "
"(procesamiento de cuadros fijos)."
msgid "Update the timer during the idle time at each frame."
msgstr ""
"Actualiza el temporizador durante el tiempo de inactividad en cada fotograma."
msgid "Returns [code]true[/code] if this button is currently pressed."
msgstr "Devuelve [code]true[/code] si este botón está actualmente pulsado."
@ -22193,9 +22088,6 @@ msgstr ""
"Especifica que los mensajes de WebSockets deben ser transferidos como carga "
"binaria (se permite cualquier combinación de bytes)."
msgid "The line's distance from the origin."
msgstr "La distancia de la línea desde el origen."
msgid ""
"Default environment properties for the entire scene (post-processing "
"effects, lighting and background settings)."

View File

@ -70,13 +70,14 @@
# Alexis Robin <arobin9999@gmail.com>, 2023.
# "Dimitri A." <dimitripilot3@gmail.com>, 2023.
# EGuillemot <Elouen.Guillemot@gmail.com>, 2023.
# Antonia Carrier <carrier.antonia@gmail.com>, 2023.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
"PO-Revision-Date: 2023-05-20 02:55+0000\n"
"Last-Translator: EGuillemot <Elouen.Guillemot@gmail.com>\n"
"PO-Revision-Date: 2023-06-26 09:54+0000\n"
"Last-Translator: Antonia Carrier <carrier.antonia@gmail.com>\n"
"Language-Team: French <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/fr/>\n"
"Language: fr\n"
@ -84,7 +85,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=n > 1;\n"
"X-Generator: Weblate 4.18-dev\n"
"X-Generator: Weblate 4.18.1\n"
msgid "Description"
msgstr "Description"
@ -188,6 +189,9 @@ msgstr ""
"Cette méthode décrit un opérateur valide à utiliser avec ce type comme "
"membre de droite."
msgid "Built-in GDScript constants, functions, and annotations."
msgstr "Constantes, fonctions et annotations intégrées à GDScript."
msgid ""
"A list of GDScript-specific utility functions and annotations accessible "
"from any script.\n"
@ -423,6 +427,56 @@ msgstr ""
"[, res://test.gd, bar]\n"
"[/codeblock]"
msgid ""
"Returns [code]true[/code] if [param value] is an instance of [param type]. "
"The [param type] value must be one of the following:\n"
"- A constant from the [enum Variant.Type] enumeration, for example [constant "
"TYPE_INT].\n"
"- An [Object]-derived class which exists in [ClassDB], for example [Node].\n"
"- A [Script] (you can use any class, including inner one).\n"
"Unlike the right operand of the [code]is[/code] operator, [param type] can "
"be a non-constant value. The [code]is[/code] operator supports more features "
"(such as typed arrays) and is more performant. Use the operator instead of "
"this method if you do not need dynamic type checking.\n"
"Examples:\n"
"[codeblock]\n"
"print(is_instance_of(a, TYPE_INT))\n"
"print(is_instance_of(a, Node))\n"
"print(is_instance_of(a, MyClass))\n"
"print(is_instance_of(a, MyClass.InnerClass))\n"
"[/codeblock]\n"
"[b]Note:[/b] If [param value] and/or [param type] are freed objects (see "
"[method @GlobalScope.is_instance_valid]), or [param type] is not one of the "
"above options, this method will raise a runtime error.\n"
"See also [method @GlobalScope.typeof], [method type_exists], [method Array."
"is_same_typed] (and other [Array] methods)."
msgstr ""
"Renvoie [code]true[/code] si [param value] est une instance de [param type]. "
"La valeur de [param type] doit être l'une des suivantes :\n"
"- Une constante de l'énumération [enum Variant.Type], par exemple [constant "
"TYPE_INT].\n"
"- Une classe dérivée de [Object] qui existe dans [ClassDB], par exemple "
"[Node].\n"
"- Un [Script] (vous pouvez utiliser n'importe quelle classe, y compris une "
"classe interne).\n"
"Contrairement à l'opérande droit de l'opérateur [code]is[/code], [param "
"type] peut être une valeur non constante. L'opérateur [code]is[/code] prend "
"en charge davantage de fonctionnalités (telles que les tableaux typés) et "
"est plus performant. Utilisez l'opérateur au lieu de cette méthode si vous "
"n'avez pas besoin d'une vérification dynamique des types.\n"
"Exemples :\n"
"[codeblock]\n"
"print(is_instance_of(a, TYPE_INT))\n"
"print(is_instance_of(a, Node))\n"
"print(is_instance_of(a, MyClass))\n"
"print(is_instance_of(a, MyClass.InnerClass))\n"
"[/codeblock]\n"
"[b]Note :[/b] Si [param value] et/ou [param type] sont des objets libérés "
"(voir [method @GlobalScope.is_instance_valid]), ou si [param type] n'est pas "
"l'une des options ci-dessus, cette méthode lèvera une erreur d'exécution.\n"
"Voir aussi [method @GlobalScope.typeof], [method type_exists], [method Array."
"is_same_typed] (et autres méthodes [Array])."
msgid ""
"Returns the length of the given Variant [param var]. The length can be the "
"character count of a [String], the element count of any array type or the "
@ -448,6 +502,70 @@ msgstr ""
"len(a) # Renvoie 6\n"
"[/codeblock]"
msgid ""
"Returns a [Resource] from the filesystem located at the absolute [param "
"path]. Unless it's already referenced elsewhere (such as in another script "
"or in the scene), the resource is loaded from disk on function call, which "
"might cause a slight delay, especially when loading large scenes. To avoid "
"unnecessary delays when loading something multiple times, either store the "
"resource in a variable or use [method preload].\n"
"[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource "
"in the FileSystem dock and choosing \"Copy Path\", or by dragging the file "
"from the FileSystem dock into the current script.\n"
"[codeblock]\n"
"# Load a scene called \"main\" located in the root of the project directory "
"and cache it in a variable.\n"
"var main = load(\"res://main.tscn\") # main will contain a PackedScene "
"resource.\n"
"[/codeblock]\n"
"[b]Important:[/b] The path must be absolute. A relative path will always "
"return [code]null[/code].\n"
"This function is a simplified version of [method ResourceLoader.load], which "
"can be used for more advanced scenarios.\n"
"[b]Note:[/b] Files have to be imported into the engine first to load them "
"using this function. If you want to load [Image]s at run-time, you may use "
"[method Image.load]. If you want to import audio files, you can use the "
"snippet described in [member AudioStreamMP3.data].\n"
"[b]Note:[/b] If [member ProjectSettings.editor/export/"
"convert_text_resources_to_binary] is [code]true[/code], [method @GDScript."
"load] will not be able to read converted files in an exported project. If "
"you rely on run-time loading of files present within the PCK, set [member "
"ProjectSettings.editor/export/convert_text_resources_to_binary] to "
"[code]false[/code]."
msgstr ""
"Retourne une [Resource] depuis le système de fichiers localisé au chemin "
"absolu [param path]. Sauf si cela est déjà référencé autre part (comme dans "
"un autre script ou dans une scène), la ressource est chargée depuis le "
"disque sur un appel de fonction, qui peut causer un petit délai, en "
"particulier pendant le chargement de larges scènes. Pour éviter des délais "
"inutiles lorsque vous chargez quelque chose plusieurs fois, vous pouvez "
"stocker la ressource dans une variable ou utiliser [method preload].\n"
"[b]Note :[/b] Les chemins des ressources peuvent être obtenus en faisant un "
"clic droit sur une ressource dans la barre d'outils du système de fichiers "
"et en choisissant \"Copier le chemin\", ou en déplaçant le fichier du "
"système de fichiers vers le script actuel.\n"
"[codeblock]\n"
"# Charge une scène appelée \"main\" située dans la racine du répertoire du "
"projet et la stocke dans une variable.\n"
"var main = load(\"res://main.tscn\") # main contiendra une ressource "
"PackedScene.\n"
"[/codeblock]\n"
"[b]Important :[/b] Le chemin doit être absolu. Un chemin relatif retournera "
"toujours [code]null[/code].\n"
"Cette fonction est une version simplifiée de [method ResourceLoader.load], "
"qui peut être utilisée pour des scénarios plus avancés.\n"
"[b]Note :[/b] Les fichiers doivent être importés dans le moteur de jeu en "
"premier pour qu'ils soient chargés en utilisant cette fonction. Si vous "
"voulez importer des [Image]s au run-time vous pouvez utiliser [method Image."
"load]. Si vous voulez importer des fichiers audios, vous pouvez utiliser "
"l'extrait décrit dans [member AudioStreamMP3.data].\n"
"[b]Note :[/b] Si [member ProjectSettings.editor/export/"
"convert_text_resources_to_binary] est [code]true[/code], [method @GDScript."
"load] ne pourra pas lire les fichiers convertis dans un projet exporté. Si "
"vous comptez sur le chargement au moment de l'exécution des fichiers "
"présents dans le PCK, définissez [member ProjectSettings.editor/export/"
"convert_text_resources_to_binary] sur [code]false[/code]."
msgid ""
"Returns a [Resource] from the filesystem located at [param path]. During run-"
"time, the resource is loaded when the script is being parsed. This function "
@ -731,6 +849,76 @@ msgstr ""
"@export_flags_2d_render var render_layers: int\n"
"[/codeblock]"
msgid ""
"Export an integer property as a bit flag field for 3D navigation layers. The "
"widget in the Inspector dock will use the layer names defined in [member "
"ProjectSettings.layer_names/3d_navigation/layer_1].\n"
"See also [constant PROPERTY_HINT_LAYERS_3D_NAVIGATION].\n"
"[codeblock]\n"
"@export_flags_3d_navigation var navigation_layers: int\n"
"[/codeblock]"
msgstr ""
"Exporte une propriété [int] en tant que champ de bits pour des couches de "
"navigation 3D. Le widget dans le dock Inspecteur utilisera les noms de "
"couche définis dans [member ProjectSettings.layer_names/3d_navigation/"
"layer_1].\n"
"Voir aussi [constant PROPERTY_HINT_LAYDERS_3D_NAVIGATION].\n"
"[codeblock]\n"
"@export_flags_3d_navigation var navigation_layers: int\n"
"[/codeblock]"
msgid ""
"Export an integer property as a bit flag field for 3D physics layers. The "
"widget in the Inspector dock will use the layer names defined in [member "
"ProjectSettings.layer_names/3d_physics/layer_1].\n"
"See also [constant PROPERTY_HINT_LAYERS_3D_PHYSICS].\n"
"[codeblock]\n"
"@export_flags_3d_physics var physics_layers: int\n"
"[/codeblock]"
msgstr ""
"Exporte une propriété [int] en tant que champ de bits pour couches physiques "
"3D. Le widget dans le dock Inspecteur utilisera les noms de couches définis "
"dans [member ProjectSettings.layer_names/3d_physics/layer_1].\n"
"Voir aussi [constant PROPERTY_HINT_LAYERS_3D_PHYSICS].\n"
"[codeblock]\n"
"@export_flags_3d_physics var physics_layers: int\n"
"[/codeblock]"
msgid ""
"Export an integer property as a bit flag field for 3D render layers. The "
"widget in the Inspector dock will use the layer names defined in [member "
"ProjectSettings.layer_names/3d_render/layer_1].\n"
"See also [constant PROPERTY_HINT_LAYERS_3D_RENDER].\n"
"[codeblock]\n"
"@export_flags_3d_render var render_layers: int\n"
"[/codeblock]"
msgstr ""
"Exporte une propriété [int] en tant que champ de bits pour des couches de "
"rendu 3D. Le widget dans le dock Inspecteur utilisera les noms de couches "
"définis dans [member ProjectSettings.layer_names/3d_render/layer_1].\n"
"Voir aussi [constant PROPERTY_HINT_LAYERS_3D_RENDER].\n"
"[codeblock]\n"
"@export_flags_3d_render var render_layers: int\n"
"[/codeblock]"
msgid ""
"Export a [String] property as an absolute path to a directory. The path can "
"be picked from the entire filesystem. See [annotation @export_dir] to limit "
"it to the project folder and its subfolders.\n"
"See also [constant PROPERTY_HINT_GLOBAL_DIR].\n"
"[codeblock]\n"
"@export_global_dir var sprite_folder_path: String\n"
"[/codeblock]"
msgstr ""
"Exporte une propriété [String] en tant que chemin absolu vers un dossier. Le "
"chemin peut être sélectionné depuis l'entièreté du système de fichiers. Voir "
"[annotation @export_dir] pour le limiter au dossier du projet et ses sous-"
"dossiers.\n"
"Voir aussi [constant PROPERTY_HINT_GLOBAL_DIR].\n"
"[codeblock]\n"
"@export_global_dir var sprite_folder_path: String\n"
"[/codeblock]"
msgid ""
"Export a [String] property with a large [TextEdit] widget instead of a "
"[LineEdit]. This adds support for multiline content and makes it easier to "
@ -2709,16 +2897,6 @@ msgstr ""
"Notifie quand les caches ont été effacées, soit automatiquement ou soit "
"manuellement par [méthode clear_caches]."
msgid ""
"Process animation during the physics process. This is especially useful when "
"animating physics bodies."
msgstr ""
"Met à jour l'animation durant les trames de physique. C'est particulièrement "
"utile pour animer les corps physiques."
msgid "Process animation during the idle process."
msgstr "Met à jour l'animation durant les trames de repos."
msgid ""
"Do not process animation. Use [method advance] to process the animation "
"manually."
@ -2745,20 +2923,6 @@ msgid "The root animation node of this [AnimationTree]. See [AnimationNode]."
msgstr ""
"Le nœud d'animation racine de cet [AnimationTree]. Voir [AnimationNode]."
msgid ""
"The animations will progress during the physics frame (i.e. [method Node."
"_physics_process])."
msgstr ""
"Les animations progresseront pendant les trames physiques (dans [méthode "
"Node._physics_process)]."
msgid ""
"The animations will progress during the idle frame (i.e. [method Node."
"_process])."
msgstr ""
"Les animations progresseront pendant les trames d'inactivité (dans [method "
"Node._process])."
msgid "The animations will only progress manually (see [method advance])."
msgstr ""
"Les animations devront être mises à jour manuellement (voir [method "
@ -3002,23 +3166,6 @@ msgstr ""
"chaque fois qu'elle est appelée. Plus le tableau est grand et plus la "
"position de l'élément enlevé, plus [method push_front] sera lent."
msgid ""
"Removes an element from the array by index. If the index does not exist in "
"the array, nothing happens. To remove an element by searching for its value, "
"use [method erase] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
"all elements placed after the removed element have to be reindexed."
msgstr ""
"Retire un élément du tableau par index. Si l'index n'existe pas dans le "
"tableau, rien ne se passe. Pour supprimer un élément en recherchant sa "
"valeur, utilisez plutôt [method erase].\n"
"[b]Note :[/b] Cette méthode ne renvoie pas une valeur.\n"
"[b]Note :[/b] Sur de grands tableaux, cette méthode sera plus lente si "
"l'élément enlevé est proche du début du tableau (index 0). C'est parce que "
"tous les éléments placés après l'élément enlevé doivent être réindexés."
msgid ""
"Resizes the array to contain a different number of elements. If the array "
"size is smaller, elements are cleared, if bigger, new elements are "
@ -4859,12 +5006,6 @@ msgstr ""
"La position de la caméra prend en compte le décalage vertical et horizontal, "
"et la taille de l'écran."
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr "La caméra se met à jour avec le rappel [code]_physics_process[/code]."
msgid "The camera updates with the [code]_process[/code] callback."
msgstr "La caméra se met à jour durant l'appel de [code]_process[/code]."
msgid "Camera node, displays from a point of view."
msgstr "Un nœud de caméra ; affichage d'un point de vue."
@ -7609,13 +7750,6 @@ msgstr ""
"lisse donnant l'impression que le tore est arrondis. Si [code]false[/code] "
"le tore aura un aspect de rendu plat."
msgid ""
"A script implemented in the C# programming language (Mono-enabled builds "
"only)."
msgstr ""
"Un script implémenté en langage C# (uniquement pour les versions où Mono est "
"activé)."
msgid ""
"This class represents a C# script. It is the C# equivalent of the [GDScript] "
"class and is only available in Mono-enabled Godot builds.\n"
@ -12865,9 +12999,6 @@ msgid "The maximum slope that is considered walkable, in degrees."
msgstr ""
"La pente maximale qui est considérée comme pouvant être traversée, en degrés."
msgid "The Y axis cell size to use for fields."
msgstr "La taille de la cellule suivant l'axe Y pour les champs."
msgid ""
"The sampling distance to use when generating the detail mesh, in cell unit."
msgstr ""
@ -13126,9 +13257,6 @@ msgstr ""
msgid "Create a new map."
msgstr "Crée une nouvelle carte."
msgid "Returns the map cell size."
msgstr "Retourne la taille des cellules de la carte."
msgid ""
"Returns the owner region RID for the point returned by [method "
"map_get_closest_point]."
@ -13146,11 +13274,6 @@ msgstr ""
msgid "Sets the map active."
msgstr "Définit la carte comme active."
msgid "Set the map cell size used to weld the navigation mesh polygons."
msgstr ""
"Définit la taille de la cellule de carte utilisée pour souder les polygones "
"de maillage de navigation."
msgid ""
"Set the map edge connection margin used to weld the compatible region edges."
msgstr ""
@ -14851,9 +14974,6 @@ msgstr "Crée un plan à partir de trois points, spécifiés dans le sens horair
msgid "Returns the center of the plane."
msgstr "Retourne le centre du plan."
msgid "Returns a copy of the plane, normalized."
msgstr "Retourne une copie du plan, normalisé."
msgid "The X component of the plane's [member normal] vector."
msgstr "Le composant X du vecteur de la [member normal] du plan."
@ -16608,9 +16728,6 @@ msgstr "Trier les particules suivant leur distance à la caméra."
msgid "Number of objects drawn in a single frame."
msgstr "Le nombre d'objets affichés en une seule trame."
msgid "Number of vertices drawn in a single frame."
msgstr "Le nombre de sommets affichés en une seule trame."
msgid "Number of draw calls during this frame."
msgstr "Nombre d'appels d'affichage pour cette trame."
@ -16942,13 +17059,6 @@ msgstr "Retourne la liste de tous les nœuds associés au groupe spécifié."
msgid "Returns [code]true[/code] if the given group exists."
msgstr "Retourne [code]true[/code] si le groupe donné existe."
msgid ""
"Queues the given object for deletion, delaying the call to [method Object."
"free] to after the current frame."
msgstr ""
"Marque l'objet donné pour être supprimé, l'appel [method Object.free] se "
"fera après la trame actuelle."
msgid "The current scene."
msgstr "La scène actuelle."
@ -17083,9 +17193,6 @@ msgstr "Position du deuxième point du segment."
msgid "The ray's length."
msgstr "La longueur du rayon."
msgid "A custom shader program."
msgstr "Un programme de shader personnalisé."
msgid "Mode used to draw all 3D objects."
msgstr "Le mode utilise pour afficher tous les objets 3D."
@ -18754,9 +18861,6 @@ msgstr "Retourne [code]true[/code] si le minuteur est arrêté."
msgid "Stops the timer."
msgstr "Arrête la minuterie."
msgid "Update the timer during the idle time at each frame."
msgstr "Met à jour le minuteur durant un moment inoccupé de chaque trame."
msgid "Returns [code]true[/code] if this button is currently pressed."
msgstr "Retourne [code]true[/code] si le bouton est actuelle pressé."
@ -20925,9 +21029,6 @@ msgstr "Émis lorsque [member visibility_state] modifié."
msgid "The icon for the close button."
msgstr "L'icône personnalisée pour le bouton de fermeture."
msgid "The line's distance from the origin."
msgstr "La distance de la ligne à l'origine."
msgid ""
"Default environment properties for the entire scene (post-processing "
"effects, lighting and background settings)."

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