i18n: Sync translations with Weblate
This commit is contained in:
@ -2008,16 +2008,6 @@ msgstr ""
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"Notifica cuando las cachés se han limpiado, ya sea automáticamente o "
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"manualmente a través del [method clear_caches]."
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msgid ""
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"Process animation during the physics process. This is especially useful when "
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"animating physics bodies."
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msgstr ""
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"Animación del proceso durante el proceso de la física. Esto es especialmente "
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"útil cuando se animan los cuerpos físicos."
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msgid "Process animation during the idle process."
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msgstr "Animación del proceso durante el proceso de inactividad."
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msgid ""
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"Do not process animation. Use [method advance] to process the animation "
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"manually."
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@ -2053,20 +2043,6 @@ msgid "The root animation node of this [AnimationTree]. See [AnimationNode]."
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msgstr ""
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"El nodo de animación raíz de este [AnimationTree]. Ver [AnimationNode]."
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msgid ""
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"The animations will progress during the physics frame (i.e. [method Node."
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"_physics_process])."
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msgstr ""
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"Las animaciones progresarán durante el fotograma de la física (es decir, "
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"[method Node._physics_process])."
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msgid ""
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"The animations will progress during the idle frame (i.e. [method Node."
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"_process])."
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msgstr ""
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"Las animaciones progresarán durante el fotograma inactivo (es decir, [method "
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"Node._process])."
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msgid "The animations will only progress manually (see [method advance])."
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msgstr "Las animaciones sólo progresarán manualmente (ver [method advance])."
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@ -4184,12 +4160,6 @@ msgstr ""
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"La posición de la cámara tiene en cuenta los desplazamientos verticales/"
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"horizontales y el tamaño de la pantalla."
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msgid "The camera updates with the [code]_physics_process[/code] callback."
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msgstr "La cámara se actualiza con la llamada [code]_physics_process[/code]."
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msgid "The camera updates with the [code]_process[/code] callback."
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msgstr "La cámara se actualiza con la llamada de [code]_process[/code]."
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msgid "Camera node, displays from a point of view."
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msgstr "Nodo de cámara, muestra desde un punto de vista."
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@ -6410,13 +6380,6 @@ msgstr ""
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"haciendo que el toro parezca redondeado. Si [code]false[/code] el toro "
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"tendrá un aspecto de sombra plana."
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msgid ""
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"A script implemented in the C# programming language (Mono-enabled builds "
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"only)."
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msgstr ""
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"Un script implementado en el lenguaje de programación C# (sólo para "
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"construcciones habilitadas en mono)."
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msgid ""
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"This class represents a C# script. It is the C# equivalent of the [GDScript] "
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"class and is only available in Mono-enabled Godot builds.\n"
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@ -14796,22 +14759,6 @@ msgstr ""
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msgid "Returns the center of the plane."
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msgstr "Devuelve el centro del avión."
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msgid "Returns a copy of the plane, normalized."
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msgstr "Devuelve una copia del plano, normalizado."
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msgid ""
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"The distance from the origin to the plane, in the direction of [member "
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"normal]. This value is typically non-negative.\n"
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"In the scalar equation of the plane [code]ax + by + cz = d[/code], this is "
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"[code]d[/code], while the [code](a, b, c)[/code] coordinates are represented "
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"by the [member normal] property."
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msgstr ""
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"La distancia desde el origen hasta el plano, en la dirección de [member "
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"normal]. Este valor es típicamente no negativo.\n"
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"En la ecuación escalar del plano [code]ax + por + cz = d[/code], esto es "
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"[code]d[/code], mientras que las coordenadas [code](a, b, c)[/code] están "
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"representadas por la propiedad [member normal]."
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msgid "The X component of the plane's [member normal] vector."
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msgstr "El componente X del vector [member normal] del plano."
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@ -15626,15 +15573,6 @@ msgstr "Tamaño máximo (en kiB) para el buffer de entrada [WebRTCDataChannel]."
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msgid "Enables [member Viewport.physics_object_picking] on the root viewport."
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msgstr "Habilita [member Viewport.physics_object_picking] en el viewport raíz."
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msgid ""
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"Thread model for rendering. Rendering on a thread can vastly improve "
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"performance, but synchronizing to the main thread can cause a bit more "
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"jitter."
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msgstr ""
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"Modelo de hilo para la representación. El renderizado en un hilo puede "
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"mejorar enormemente el rendimiento, pero la sincronización con el hilo "
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"principal puede causar un poco más de temblor."
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msgid ""
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||||
"Subdivision quadrant size for shadow mapping. See shadow mapping "
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"documentation."
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@ -16688,9 +16626,6 @@ msgstr "Clasifica las partículas según su distancia a la cámara."
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msgid "Number of objects drawn in a single frame."
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msgstr "Número de objetos dibujados en un solo fotograma."
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msgid "Number of vertices drawn in a single frame."
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msgstr "Número de vértices dibujados en un solo fotograma."
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msgid "Number of draw calls during this frame."
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msgstr "Número de llamadas de dibujo durante este fotograma."
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@ -17308,13 +17243,6 @@ msgstr "Devuelve una lista de todos los nodos asignados al grupo dado."
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msgid "Returns [code]true[/code] if the given group exists."
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msgstr "Devuelve [code]true[/code] si el grupo dado existe."
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msgid ""
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"Queues the given object for deletion, delaying the call to [method Object."
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"free] to after the current frame."
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msgstr ""
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"Pone en cola el objeto dado para su eliminación, retrasando la llamada al "
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"[method Object.free] hasta después del fotograma actual."
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msgid ""
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||||
"Reloads the currently active scene.\n"
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"Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member "
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@ -17515,28 +17443,6 @@ msgstr "La posición del segundo punto del segmento."
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msgid "The ray's length."
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msgstr "La longitud del rayo."
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msgid "A custom shader program."
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msgstr "Un programa shader personalizado."
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msgid ""
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"This class allows you to define a custom shader program that can be used by "
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"a [ShaderMaterial]. Shaders allow you to write your own custom behavior for "
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"rendering objects or updating particle information. For a detailed "
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"explanation and usage, please see the tutorials linked below."
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msgstr ""
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"Esta clase permite definir un programa de shader personalizado que puede ser "
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"usado por un [ShaderMaterial]. Los sombreadores le permiten escribir su "
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"propio comportamiento personalizado para renderizar objetos o actualizar la "
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"información de las partículas. Para una explicación detallada y el uso, por "
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"favor vea los tutoriales enlazados a continuación."
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msgid ""
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"Returns the shader mode for the shader, either [constant MODE_CANVAS_ITEM], "
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"[constant MODE_SPATIAL] or [constant MODE_PARTICLES]."
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msgstr ""
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"Devuelve el modo shader para el shader, ya sea [constant MODE_CANVAS_ITEM], "
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"[constant MODE_SPATIAL] o [constant MODE_PARTICLES]."
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msgid ""
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"Returns the shader's code as the user has written it, not the full generated "
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"code used internally."
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@ -19063,17 +18969,6 @@ msgstr ""
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"Si [code]true[/code], el temporizador se pausa y no se procesará hasta que "
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"no se vuelva a pausar, incluso si se llama a [method start]."
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msgid ""
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"Update the timer during the physics step at each frame (fixed framerate "
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"processing)."
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msgstr ""
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"Actualizar el temporizador durante el paso de la física en cada fotograma "
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"(procesamiento de cuadros fijos)."
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msgid "Update the timer during the idle time at each frame."
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msgstr ""
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"Actualiza el temporizador durante el tiempo de inactividad en cada fotograma."
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msgid "Returns [code]true[/code] if this button is currently pressed."
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msgstr "Devuelve [code]true[/code] si este botón está actualmente pulsado."
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@ -22193,9 +22088,6 @@ msgstr ""
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||||
"Especifica que los mensajes de WebSockets deben ser transferidos como carga "
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"binaria (se permite cualquier combinación de bytes)."
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msgid "The line's distance from the origin."
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msgstr "La distancia de la línea desde el origen."
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msgid ""
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"Default environment properties for the entire scene (post-processing "
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"effects, lighting and background settings)."
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@ -70,13 +70,14 @@
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# Alexis Robin <arobin9999@gmail.com>, 2023.
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# "Dimitri A." <dimitripilot3@gmail.com>, 2023.
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# EGuillemot <Elouen.Guillemot@gmail.com>, 2023.
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# Antonia Carrier <carrier.antonia@gmail.com>, 2023.
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msgid ""
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msgstr ""
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||||
"Project-Id-Version: Godot Engine class reference\n"
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"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
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||||
"POT-Creation-Date: \n"
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"PO-Revision-Date: 2023-05-20 02:55+0000\n"
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"Last-Translator: EGuillemot <Elouen.Guillemot@gmail.com>\n"
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"PO-Revision-Date: 2023-06-26 09:54+0000\n"
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"Last-Translator: Antonia Carrier <carrier.antonia@gmail.com>\n"
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"Language-Team: French <https://hosted.weblate.org/projects/godot-engine/"
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"godot-class-reference/fr/>\n"
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"Language: fr\n"
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@ -84,7 +85,7 @@ msgstr ""
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"Content-Type: text/plain; charset=UTF-8\n"
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"Content-Transfer-Encoding: 8bit\n"
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"Plural-Forms: nplurals=2; plural=n > 1;\n"
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"X-Generator: Weblate 4.18-dev\n"
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"X-Generator: Weblate 4.18.1\n"
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msgid "Description"
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msgstr "Description"
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||||
@ -188,6 +189,9 @@ msgstr ""
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||||
"Cette méthode décrit un opérateur valide à utiliser avec ce type comme "
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"membre de droite."
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msgid "Built-in GDScript constants, functions, and annotations."
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msgstr "Constantes, fonctions et annotations intégrées à GDScript."
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msgid ""
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"A list of GDScript-specific utility functions and annotations accessible "
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"from any script.\n"
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@ -423,6 +427,56 @@ msgstr ""
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||||
"[, res://test.gd, bar]\n"
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"[/codeblock]"
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msgid ""
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||||
"Returns [code]true[/code] if [param value] is an instance of [param type]. "
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||||
"The [param type] value must be one of the following:\n"
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||||
"- A constant from the [enum Variant.Type] enumeration, for example [constant "
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||||
"TYPE_INT].\n"
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||||
"- An [Object]-derived class which exists in [ClassDB], for example [Node].\n"
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||||
"- A [Script] (you can use any class, including inner one).\n"
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||||
"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 "
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||||
"(such as typed arrays) and is more performant. Use the operator instead of "
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||||
"this method if you do not need dynamic type checking.\n"
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||||
"Examples:\n"
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||||
"[codeblock]\n"
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||||
"print(is_instance_of(a, TYPE_INT))\n"
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||||
"print(is_instance_of(a, Node))\n"
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||||
"print(is_instance_of(a, MyClass))\n"
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"print(is_instance_of(a, MyClass.InnerClass))\n"
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||||
"[/codeblock]\n"
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||||
"[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)."
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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"
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||||
"- Une constante de l'énumération [enum Variant.Type], par exemple [constant "
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||||
"TYPE_INT].\n"
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||||
"- Une classe dérivée de [Object] qui existe dans [ClassDB], par exemple "
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"[Node].\n"
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"- Un [Script] (vous pouvez utiliser n'importe quelle classe, y compris une "
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||||
"classe interne).\n"
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"Contrairement à l'opérande droit de l'opérateur [code]is[/code], [param "
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||||
"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 "
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"n'avez pas besoin d'une vérification dynamique des types.\n"
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"Exemples :\n"
|
||||
"[codeblock]\n"
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||||
"print(is_instance_of(a, TYPE_INT))\n"
|
||||
"print(is_instance_of(a, Node))\n"
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||||
"print(is_instance_of(a, MyClass))\n"
|
||||
"print(is_instance_of(a, MyClass.InnerClass))\n"
|
||||
"[/codeblock]\n"
|
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"[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 "
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||||
"l'une des options ci-dessus, cette méthode lèvera une erreur d'exécution.\n"
|
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"Voir aussi [method @GlobalScope.typeof], [method type_exists], [method Array."
|
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"is_same_typed] (et autres méthodes [Array])."
|
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|
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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"
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"[/codeblock]"
|
||||
|
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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)."
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user