i18n: Sync translations with Weblate
This commit is contained in:
@@ -64120,20 +64120,6 @@ msgstr ""
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"rochtain a fháil ar na cineálacha acmhainní díorthaithe. Féach freisin "
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"[Uigeacht3D]."
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msgid ""
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"Creates an [ImageTextureLayered] from an array of [Image]s. See [method Image."
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"create] for the expected data format. The first image decides the width, "
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"height, image format and mipmapping setting. The other images [i]must[/i] "
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"have the same width, height, image format and mipmapping setting.\n"
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"Each [Image] represents one [code]layer[/code]."
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msgstr ""
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"Cruthaíonn [ImageTextureLayered] ó raon [Image]s. Féach ar [method Image."
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"create] don fhormáid sonraí a bhfuiltear ag súil léi. Socraíonn an chéad "
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"íomhá leithead, airde, formáid na híomhá agus an suíomh mipmapping. Caithfidh "
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"an leithead céanna, an airde, an fhormáid íomhá agus an socrú mipmapping a "
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"bheith ag na híomhánna eile [i][/i].\n"
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"Léiríonn gach [Íomhá] [code]ciseal[/code] amháin."
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msgid ""
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"Replaces the existing [Image] data at the given [param layer] with this new "
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"image.\n"
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@@ -64438,25 +64424,6 @@ msgstr ""
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"is féidir é seo a bheith úsáideach i gcásanna ardchéime nuair is mian leat "
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"smacht beacht a bheith agat ar uainiú láimhseáil imeachtaí."
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msgid ""
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"Returns the acceleration in m/s² of the device's accelerometer sensor, if the "
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"device has one. Otherwise, the method returns [constant Vector3.ZERO].\n"
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"Note this method returns an empty [Vector3] when running from the editor even "
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"when your device has an accelerometer. You must export your project to a "
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"supported device to read values from the accelerometer.\n"
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"[b]Note:[/b] This method only works on Android and iOS. On other platforms, "
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"it always returns [constant Vector3.ZERO]."
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msgstr ""
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"Filleann sé an luasghéarú ina m/s² de bhraiteoir méadair luasghéaraithe na "
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"feiste, má tá ceann ag an ngléas. Seachas sin, filleann an modh [Vector3.ZERO "
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"seasmhach].\n"
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"Tabhair faoi deara go dtugann an modh seo [Veicteoir3] folamh ar ais agus tú "
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"ag rith ón eagarthóir fiú nuair a bhíonn méadair luasghéaraithe ag do ghléas. "
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"Ní mór duit do thionscadal a easpórtáil chuig gléas tacaithe chun luachanna a "
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"léamh ón méadair luasghéaraithe.\n"
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"[b]Nóta:[/b] Ní oibríonn an modh seo ach ar Android agus iOS. Ar ardáin eile, "
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"filleann sé i gcónaí [Vector3.ZERO tairiseach]."
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msgid ""
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"Returns a value between 0 and 1 representing the raw intensity of the given "
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"action, ignoring the action's deadzone. In most cases, you should use [method "
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@@ -64515,31 +64482,6 @@ msgstr ""
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"Seoltar ar ais an cruth cúrsóra atá sannta faoi láthair (féach [enum "
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"CursorShape])."
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msgid ""
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"Returns the gravity in m/s² of the device's accelerometer sensor, if the "
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"device has one. Otherwise, the method returns [constant Vector3.ZERO].\n"
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"[b]Note:[/b] This method only works on Android and iOS. On other platforms, "
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"it always returns [constant Vector3.ZERO]."
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msgstr ""
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"Filleann an domhantarraingt ina m/s² de bhraiteoir méadair luasghéaraithe na "
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"feiste, má tá ceann ag an bhfeiste. Seachas sin, filleann an modh [Vector3."
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"ZERO seasmhach].\n"
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"[b]Nóta:[/b] Ní oibríonn an modh seo ach ar Android agus iOS. Ar ardáin eile, "
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"filleann sé i gcónaí [Vector3.ZERO tairiseach]."
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msgid ""
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"Returns the rotation rate in rad/s around a device's X, Y, and Z axes of the "
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"gyroscope sensor, if the device has one. Otherwise, the method returns "
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"[constant Vector3.ZERO].\n"
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"[b]Note:[/b] This method only works on Android and iOS. On other platforms, "
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"it always returns [constant Vector3.ZERO]."
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msgstr ""
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"Filleann sé an ráta rothlaithe ina rad/s timpeall ar aiseanna X, Y, agus Z an "
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"bhraiteora gíreascóip, má tá ceann ag an bhfeiste. Seachas sin, filleann an "
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"modh [Vector3.ZERO seasmhach].\n"
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"[b]Nóta:[/b] Ní oibríonn an modh seo ach ar Android agus iOS. Ar ardáin eile, "
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"filleann sé i gcónaí [Vector3.ZERO tairiseach]."
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msgid ""
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"Returns the current value of the joypad axis at given index (see [enum "
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"JoyAxis])."
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@@ -64587,19 +64529,6 @@ msgstr ""
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"ghiodam a sholáthar, ní ríomhtar treoluas luiche ach amháin gach 0.1s. Mar "
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"sin, beidh moill ar ghluaiseachtaí luiche ag treoluas luiche."
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msgid ""
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"Returns the magnetic field strength in micro-Tesla for all axes of the "
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"device's magnetometer sensor, if the device has one. Otherwise, the method "
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"returns [constant Vector3.ZERO].\n"
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"[b]Note:[/b] This method only works on Android and iOS. On other platforms, "
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"it always returns [constant Vector3.ZERO]."
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msgstr ""
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"Tugann sé ar ais neart an réimse mhaighnéadaigh i micrea-Tesla do gach "
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"aiseanna de bhraiteoir maighnéadiméadar an fheiste, má tá ceann ag an "
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"bhfeiste. Seachas sin, filleann an modh [Vector3.ZERO seasmhach].\n"
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"[b]Nóta:[/b] Ní oibríonn an modh seo ach ar Android agus iOS. Ar ardáin eile, "
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"filleann sé i gcónaí [Vector3.ZERO tairiseach]."
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msgid ""
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"Returns mouse buttons as a bitmask. If multiple mouse buttons are pressed at "
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"the same time, the bits are added together. Equivalent to [method "
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@@ -90381,13 +90310,6 @@ msgstr ""
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msgid "[Texture2D] to be applied to the [PanoramaSkyMaterial]."
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msgstr "[Uigeacht2D] le cur i bhfeidhm ar an [PanoramaSkyMaterial]."
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msgid ""
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"This node is meant to replace [ParallaxBackground] and [ParallaxLayer]. The "
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"implementation may change in the future."
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msgstr ""
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"Tá sé i gceist an nód seo a chur in ionad [ParallaxBackground] agus "
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"[ParallaxLayer]. Féadfaidh an cur i bhfeidhm athrú sa todhchaí."
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msgid "A node used to create a parallax scrolling background."
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msgstr "Nód a úsáidtear chun cúlra scrollaithe parallax a chruthú."
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@@ -108692,15 +108614,6 @@ msgstr ""
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"Ag brath ar chastacht na radharc, féadfar an luach seo a ísliú nó b'fhéidir "
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"go gcaithfí é a ardú."
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msgid ""
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"If [code]true[/code], the forward renderer will fall back to Direct3D 12 if "
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"Vulkan is not supported.\n"
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"[b]Note:[/b] This setting is implemented only on Windows."
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msgstr ""
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"Más [code]true[/code], titfidh an rindreálaí ar aghaidh ar ais go Direct3D 12 "
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"mura dtacaítear le Vulkan.\n"
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"[b]Nóta:[/b] Is ar Windows amháin a chuirtear an socrú seo i bhfeidhm."
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msgid ""
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"Enable the pipeline cache that is saved to disk if the graphics API supports "
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"it.\n"
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@@ -144536,35 +144449,6 @@ msgstr ""
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"Acmhainn uigeachta aonair ina bhfuil íomhánna iolracha ar leith. Tá na toisí "
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"agus an líon céanna leibhéil mipmap ag gach íomhá."
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msgid ""
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"A Texture2DArray is different from a Texture3D: The Texture2DArray does not "
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"support trilinear interpolation between the [Image]s, i.e. no blending. See "
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"also [Cubemap] and [CubemapArray], which are texture arrays with specialized "
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"cubemap functions.\n"
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"A Texture2DArray is also different from an [AtlasTexture]: In a "
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"Texture2DArray, all images are treated separately. In an atlas, the regions "
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"(i.e. the single images) can be of different sizes. Furthermore, you usually "
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"need to add a padding around the regions, to prevent accidental UV mapping to "
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"more than one region. The same goes for mipmapping: Mipmap chains are handled "
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"separately for each layer. In an atlas, the slicing has to be done manually "
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"in the fragment shader.\n"
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"To create such a texture file yourself, reimport your image files using the "
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"Godot Editor import presets."
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msgstr ""
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"Tá Texture2DArray difriúil ó Texture3D: Ní thacaíonn an Texture2DArray le "
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"hidirshuíomh trílíneach idir na [Íomhá]s, ie gan chumasc. Féach freisin "
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"[Cubemap] agus [CubemapArray], ar eagair uigeachta iad a bhfuil feidhmeanna "
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"speisialaithe léarscáile ciúbach acu.\n"
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"Tá Texture2DArray difriúil freisin ó [AtlasTexture]: In Texture2DArray, "
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"caitear le gach íomhá ar leithligh. In atlas, féadfaidh na réigiúin (i.e. na "
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"híomhánna aonair) a bheith de mhéideanna éagsúla. Ina theannta sin, de ghnáth "
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"ní mór duit stuáil a chur timpeall ar na réigiúin, chun mapáil UV thimpiste a "
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"chosc chuig níos mó ná réigiún amháin. Is é an rud céanna maidir le "
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"mipmapping: láimhseáiltear slabhraí mipmap ar leithligh do gach ciseal. In "
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"atlas, ní mór an slicing a dhéanamh de láimh sa scáthlánóir blúirí.\n"
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"Chun comhad uigeachta den sórt sin a chruthú tú féin, athiompórtáil do chuid "
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"comhad íomhá ag baint úsáide as réamhshocruithe iompórtála Godot Editor."
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msgid ""
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"Creates a placeholder version of this resource ([PlaceholderTexture2DArray])."
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msgstr ""
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@@ -58509,20 +58509,6 @@ msgstr ""
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"essere utilizzata direttamente, ma contiene tutte le funzioni necessarie per "
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"accedere ai tipi di risorse derivati. Vedi anche [Texture3D]."
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msgid ""
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"Creates an [ImageTextureLayered] from an array of [Image]s. See [method Image."
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"create] for the expected data format. The first image decides the width, "
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"height, image format and mipmapping setting. The other images [i]must[/i] "
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"have the same width, height, image format and mipmapping setting.\n"
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"Each [Image] represents one [code]layer[/code]."
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msgstr ""
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"Crea un [ImageTextureLayered] da un array di risorse [Image]. Vedi [method "
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"Image.create] per il formato previsto dei dati. La prima immagine decide la "
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"larghezza, l'altezza, il formato immagine e la configurazione per il "
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"mipmapping. Le altre immagini [i]devono[/i] avere la stessa larghezza, "
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"altezza, formato immagine e configurazione per il mipmapping.\n"
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"Ogni [Image] rappresenta un livello ([code]layer[/code])."
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msgid ""
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"Replaces the existing [Image] data at the given [param layer] with this new "
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"image.\n"
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@@ -58828,25 +58814,6 @@ msgstr ""
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"volta per frame). Tuttavia, questo può essere utile in casi avanzati in cui "
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"si desidera un controllo preciso sulla tempistica della gestione degli eventi."
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msgid ""
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"Returns the acceleration in m/s² of the device's accelerometer sensor, if the "
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"device has one. Otherwise, the method returns [constant Vector3.ZERO].\n"
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"Note this method returns an empty [Vector3] when running from the editor even "
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"when your device has an accelerometer. You must export your project to a "
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"supported device to read values from the accelerometer.\n"
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"[b]Note:[/b] This method only works on Android and iOS. On other platforms, "
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"it always returns [constant Vector3.ZERO]."
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msgstr ""
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"Restituisce l'accelerazione in m/s² del sensore accelerometro del "
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"dispositivo, se il dispositivo ne ha uno. Altrimenti, il metodo restituisce "
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"[constant Vector3.ZERO].\n"
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"Nota che questo metodo restituisce un [Vector3] vuoto quando viene eseguito "
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"dall'editor anche quando il dispositivo ha un accelerometro. È necessario "
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"esportare il progetto su un dispositivo supportato per leggere i valori "
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"dall'accelerometro.\n"
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"[b]Nota:[/b] Questo metodo funziona solo su Android e iOS. Su altre "
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"piattaforme, restituisce sempre [constant Vector3.ZERO]."
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msgid ""
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"Returns a value between 0 and 1 representing the raw intensity of the given "
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"action, ignoring the action's deadzone. In most cases, you should use [method "
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@@ -58905,31 +58872,6 @@ msgstr ""
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"Restituisce la forma del cursore attualmente assegnata (vedi [enum "
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"CursorShape])."
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msgid ""
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"Returns the gravity in m/s² of the device's accelerometer sensor, if the "
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"device has one. Otherwise, the method returns [constant Vector3.ZERO].\n"
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"[b]Note:[/b] This method only works on Android and iOS. On other platforms, "
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"it always returns [constant Vector3.ZERO]."
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msgstr ""
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"Restituisce la gravità in m/s² del sensore accelerometro del dispositivo, se "
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"il dispositivo ne ha uno. Altrimenti, il metodo restituisce [constant Vector3."
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"ZERO].\n"
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"[b]Nota:[/b] Questo metodo funziona solo su Android e iOS. Su altre "
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"piattaforme, restituisce sempre [constant Vector3.ZERO]."
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msgid ""
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"Returns the rotation rate in rad/s around a device's X, Y, and Z axes of the "
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"gyroscope sensor, if the device has one. Otherwise, the method returns "
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"[constant Vector3.ZERO].\n"
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"[b]Note:[/b] This method only works on Android and iOS. On other platforms, "
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"it always returns [constant Vector3.ZERO]."
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msgstr ""
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"Restituisce la velocità di rotazione (in radianti al secondo) attorno agli "
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"assi X, Y e Z del sensore giroscopio di un dispositivo, se il dispositivo ne "
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"ha uno. Altrimenti, il metodo restituisce [constant Vector3.ZERO].\n"
|
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"[b]Nota:[/b] Questo metodo funziona solo su Android e iOS. Su altre "
|
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"piattaforme, restituisce sempre [constant Vector3.ZERO]."
|
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msgid ""
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"Returns the current value of the joypad axis at given index (see [enum "
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"JoyAxis])."
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@@ -58978,19 +58920,6 @@ msgstr ""
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"Pertanto, la velocità del mouse sarà in ritardo rispetto ai movimenti del "
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"mouse."
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msgid ""
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"Returns the magnetic field strength in micro-Tesla for all axes of the "
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"device's magnetometer sensor, if the device has one. Otherwise, the method "
|
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"returns [constant Vector3.ZERO].\n"
|
||||
"[b]Note:[/b] This method only works on Android and iOS. On other platforms, "
|
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"it always returns [constant Vector3.ZERO]."
|
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msgstr ""
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"Restituisce l'intensità del campo magnetico in micro-Tesla per tutti gli assi "
|
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"del sensore magnetometrico del dispositivo, se il dispositivo ne ha uno. "
|
||||
"Altrimenti, il metodo restituisce [constant Vector3.ZERO].\n"
|
||||
"[b]Nota:[/b] Questo metodo funziona solo su Android e iOS. Su altre "
|
||||
"piattaforme, restituisce sempre [constant Vector3.ZERO]."
|
||||
|
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msgid ""
|
||||
"Returns mouse buttons as a bitmask. If multiple mouse buttons are pressed at "
|
||||
"the same time, the bits are added together. Equivalent to [method "
|
||||
@@ -84485,13 +84414,6 @@ msgstr ""
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||||
msgid "[Texture2D] to be applied to the [PanoramaSkyMaterial]."
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msgstr "La [Texture2D] da applicare al [PanoramaSkyMaterial]."
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msgid ""
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"This node is meant to replace [ParallaxBackground] and [ParallaxLayer]. The "
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"implementation may change in the future."
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msgstr ""
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"Questo nodo è pensato per sostituire [ParallaxBackground] e [ParallaxLayer]. "
|
||||
"L'implementazione potrebbe cambiare in futuro."
|
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|
||||
msgid "A node used to create a parallax scrolling background."
|
||||
msgstr "Un nodo usato per creare uno sfondo a scorrimento parallasse."
|
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|
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@@ -102849,15 +102771,6 @@ msgstr ""
|
||||
"A seconda della complessità delle scene, questo valore potrebbe essere "
|
||||
"abbassato o potrebbe essere necessario aumentarlo."
|
||||
|
||||
msgid ""
|
||||
"If [code]true[/code], the forward renderer will fall back to Direct3D 12 if "
|
||||
"Vulkan is not supported.\n"
|
||||
"[b]Note:[/b] This setting is implemented only on Windows."
|
||||
msgstr ""
|
||||
"Se [code]true[/code], il renderer Forward ricadrà su Direct3D se Vulkan non è "
|
||||
"supportato.\n"
|
||||
"[b]Nota:[/b] Questa impostazione è implementata solo su Windows."
|
||||
|
||||
msgid ""
|
||||
"Enable the pipeline cache that is saved to disk if the graphics API supports "
|
||||
"it.\n"
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||||
@@ -130037,36 +129950,6 @@ msgstr ""
|
||||
"Una singola risorsa texture che consiste di più immagini separate. Ogni "
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||||
"immagine ha le stesse dimensioni e lo stesso numero di livelli mipmap."
|
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|
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msgid ""
|
||||
"A Texture2DArray is different from a Texture3D: The Texture2DArray does not "
|
||||
"support trilinear interpolation between the [Image]s, i.e. no blending. See "
|
||||
"also [Cubemap] and [CubemapArray], which are texture arrays with specialized "
|
||||
"cubemap functions.\n"
|
||||
"A Texture2DArray is also different from an [AtlasTexture]: In a "
|
||||
"Texture2DArray, all images are treated separately. In an atlas, the regions "
|
||||
"(i.e. the single images) can be of different sizes. Furthermore, you usually "
|
||||
"need to add a padding around the regions, to prevent accidental UV mapping to "
|
||||
"more than one region. The same goes for mipmapping: Mipmap chains are handled "
|
||||
"separately for each layer. In an atlas, the slicing has to be done manually "
|
||||
"in the fragment shader.\n"
|
||||
"To create such a texture file yourself, reimport your image files using the "
|
||||
"Godot Editor import presets."
|
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msgstr ""
|
||||
"Un Texture2DArray è diverso da un Texture3D: il Texture2DArray non supporta "
|
||||
"l'interpolazione trilineare tra le [Image], ovvero nessuna fusione. Vedi "
|
||||
"anche [Cubemap] e [CubemapArray], che sono array di texture con funzioni di "
|
||||
"cubemap specializzate.\n"
|
||||
"Un Texture2DArray è anche diverso da un [AtlasTexture]: in un Texture2DArray, "
|
||||
"tutte le immagini sono trattate separatamente. In un atlante, le regioni "
|
||||
"(ovvero le singole immagini) possono avere dimensioni diverse. Inoltre, di "
|
||||
"solito è necessario aggiungere un imbottitura attorno alle regioni, per "
|
||||
"evitare una mappatura UV accidentale su più di una regione. Lo stesso vale "
|
||||
"per il mipmapping: le catene di mipmap sono gestite separatamente per ogni "
|
||||
"livello. In un atlante, la suddivisione deve essere eseguita manualmente "
|
||||
"nello shader dei frammenti.\n"
|
||||
"Per creare autonomamente un file di texture di questo tipo, reimporta i file "
|
||||
"di immagine attraverso i preset di importazione dell'editor di Godot."
|
||||
|
||||
msgid ""
|
||||
"Creates a placeholder version of this resource ([PlaceholderTexture2DArray])."
|
||||
msgstr ""
|
||||
|
||||
@@ -60508,20 +60508,6 @@ msgstr ""
|
||||
". நேரடியாகப் பயன்படுத்த முடியாது, ஆனால் பெறப்பட்ட வள வகைகளை அணுகுவதற்குத் தேவையான "
|
||||
"அனைத்து செயல்பாடுகளையும் கொண்டுள்ளது. [Stecture3D] ஐயும் காண்க."
|
||||
|
||||
msgid ""
|
||||
"Creates an [ImageTextureLayered] from an array of [Image]s. See [method Image."
|
||||
"create] for the expected data format. The first image decides the width, "
|
||||
"height, image format and mipmapping setting. The other images [i]must[/i] "
|
||||
"have the same width, height, image format and mipmapping setting.\n"
|
||||
"Each [Image] represents one [code]layer[/code]."
|
||||
msgstr ""
|
||||
"[படம்] களின் வரிசையில் இருந்து ஒரு [இமேச்டெக்ச்டுரேலேயர்டு] உருவாக்குகிறது. "
|
||||
"எதிர்பார்க்கப்படும் தரவு வடிவமைப்பிற்கு [முறை படம்.இர்ரியேட்] ஐப் பார்க்கவும். முதல் படம் "
|
||||
"அகலம், உயரம், பட வடிவம் மற்றும் மிப்மாப்பிங் அமைப்பை தீர்மானிக்கிறது. மற்ற படங்கள் [i] "
|
||||
"வேண்டும் [/i] அதே அகலம், உயரம், பட வடிவம் மற்றும் மிப்மாப்பிங் அமைப்பு ஆகியவற்றைக் "
|
||||
"கொண்டிருக்க வேண்டும்.\n"
|
||||
" ஒவ்வொரு [படம்] ஒரு [குறியீடு] அடுக்கு [/குறியீடு] ஐ குறிக்கிறது."
|
||||
|
||||
msgid ""
|
||||
"Replaces the existing [Image] data at the given [param layer] with this new "
|
||||
"image.\n"
|
||||
@@ -60809,23 +60795,6 @@ msgstr ""
|
||||
"செய்யும். இருப்பினும், நிகழ்வு கையாளுதலின் நேரத்தின் மீது துல்லியமான கட்டுப்பாட்டை நீங்கள் "
|
||||
"விரும்பும் மேம்பட்ட நிகழ்வுகளில் இது பயனுள்ளதாக இருக்கும்."
|
||||
|
||||
msgid ""
|
||||
"Returns the acceleration in m/s² of the device's accelerometer sensor, if the "
|
||||
"device has one. Otherwise, the method returns [constant Vector3.ZERO].\n"
|
||||
"Note this method returns an empty [Vector3] when running from the editor even "
|
||||
"when your device has an accelerometer. You must export your project to a "
|
||||
"supported device to read values from the accelerometer.\n"
|
||||
"[b]Note:[/b] This method only works on Android and iOS. On other platforms, "
|
||||
"it always returns [constant Vector3.ZERO]."
|
||||
msgstr ""
|
||||
"சாதனத்தில் ஒன்று இருந்தால், சாதனத்தின் முடுக்கமானி சென்சாரின் m/s² இல் முடுக்கம் "
|
||||
"வழங்குகிறது. இல்லையெனில், முறை திரும்பும் [நிலையான vecter3.zero].\n"
|
||||
" உங்கள் சாதனத்தில் முடுக்கமானி இருக்கும்போது கூட எடிட்டரிலிருந்து இயங்கும் போது இந்த முறை "
|
||||
"வெற்று [வெக்டர் 3] ஐ வழங்குகிறது என்பதை நினைவில் கொள்க. முடுக்கமானி இருந்து மதிப்புகளைப் "
|
||||
"படிக்க உங்கள் திட்டத்தை ஆதரிக்கப்பட்ட சாதனத்திற்கு ஏற்றுமதி செய்ய வேண்டும்.\n"
|
||||
" [b] குறிப்பு: [/b] இந்த முறை ஆண்ட்ராய்டு மற்றும் ஐஇமு இல் மட்டுமே வேலை செய்கிறது. மற்ற "
|
||||
"தளங்களில், இது எப்போதும் [நிலையான vecter3.zero] திரும்பும்."
|
||||
|
||||
msgid ""
|
||||
"Returns a value between 0 and 1 representing the raw intensity of the given "
|
||||
"action, ignoring the action's deadzone. In most cases, you should use [method "
|
||||
@@ -60874,30 +60843,6 @@ msgstr ""
|
||||
msgid "Returns the currently assigned cursor shape (see [enum CursorShape])."
|
||||
msgstr "தற்போது ஒதுக்கப்பட்ட கர்சர் வடிவத்தை வழங்குகிறது ([எனம் கர்சர்சேப்] ஐப் பார்க்கவும்)."
|
||||
|
||||
msgid ""
|
||||
"Returns the gravity in m/s² of the device's accelerometer sensor, if the "
|
||||
"device has one. Otherwise, the method returns [constant Vector3.ZERO].\n"
|
||||
"[b]Note:[/b] This method only works on Android and iOS. On other platforms, "
|
||||
"it always returns [constant Vector3.ZERO]."
|
||||
msgstr ""
|
||||
"சாதனத்தில் ஒன்று இருந்தால், சாதனத்தின் முடுக்கமானி சென்சாரின் M/s² இல் ஈர்ப்பு விசையை "
|
||||
"வழங்குகிறது. இல்லையெனில், முறை திரும்பும் [நிலையான vecter3.zero].\n"
|
||||
" [b] குறிப்பு: [/b] இந்த முறை ஆண்ட்ராய்டு மற்றும் ஐஇமு இல் மட்டுமே வேலை செய்கிறது. மற்ற "
|
||||
"தளங்களில், இது எப்போதும் [நிலையான vecter3.zero] திரும்பும்."
|
||||
|
||||
msgid ""
|
||||
"Returns the rotation rate in rad/s around a device's X, Y, and Z axes of the "
|
||||
"gyroscope sensor, if the device has one. Otherwise, the method returns "
|
||||
"[constant Vector3.ZERO].\n"
|
||||
"[b]Note:[/b] This method only works on Android and iOS. On other platforms, "
|
||||
"it always returns [constant Vector3.ZERO]."
|
||||
msgstr ""
|
||||
"சாதனத்தில் ஒன்று இருந்தால், கைரோச்கோப் சென்சாரின் சாதனத்தின் ஃச், ஒய் மற்றும் சட் அச்சுகளைச் "
|
||||
"சுற்றி RAD/s இல் சுழற்சி வீதத்தை வழங்குகிறது. இல்லையெனில், முறை திரும்பும் [நிலையான "
|
||||
"vecter3.zero].\n"
|
||||
" [b] குறிப்பு: [/b] இந்த முறை ஆண்ட்ராய்டு மற்றும் ஐஇமு இல் மட்டுமே வேலை செய்கிறது. மற்ற "
|
||||
"தளங்களில், இது எப்போதும் [நிலையான vecter3.zero] திரும்பும்."
|
||||
|
||||
msgid ""
|
||||
"Returns the current value of the joypad axis at given index (see [enum "
|
||||
"JoyAxis])."
|
||||
@@ -60944,19 +60889,6 @@ msgstr ""
|
||||
"சுட்டி விரைவு ஒவ்வொரு 0.1 கள் மட்டுமே கணக்கிடப்படுகிறது. எனவே, சுட்டி விரைவு சுட்டி "
|
||||
"இயக்கங்களை பின்தங்கியிருக்கும்."
|
||||
|
||||
msgid ""
|
||||
"Returns the magnetic field strength in micro-Tesla for all axes of the "
|
||||
"device's magnetometer sensor, if the device has one. Otherwise, the method "
|
||||
"returns [constant Vector3.ZERO].\n"
|
||||
"[b]Note:[/b] This method only works on Android and iOS. On other platforms, "
|
||||
"it always returns [constant Vector3.ZERO]."
|
||||
msgstr ""
|
||||
"சாதனத்தில் ஒன்று இருந்தால், சாதனத்தின் காந்தமாமீட்டர் சென்சாரின் அனைத்து அச்சுகளுக்கும் மைக்ரோ-"
|
||||
"டெச்லாவில் காந்தப்புல வலிமையை வழங்குகிறது. இல்லையெனில், முறை திரும்பும் [நிலையான "
|
||||
"vecter3.zero].\n"
|
||||
" [b] குறிப்பு: [/b] இந்த முறை ஆண்ட்ராய்டு மற்றும் ஐஇமு இல் மட்டுமே வேலை செய்கிறது. மற்ற "
|
||||
"தளங்களில், இது எப்போதும் [நிலையான vecter3.zero] திரும்பும்."
|
||||
|
||||
msgid ""
|
||||
"Returns mouse buttons as a bitmask. If multiple mouse buttons are pressed at "
|
||||
"the same time, the bits are added together. Equivalent to [method "
|
||||
@@ -85044,13 +84976,6 @@ msgstr ""
|
||||
msgid "[Texture2D] to be applied to the [PanoramaSkyMaterial]."
|
||||
msgstr "[Stecture2d] [பனோரமாச்கிமேட்டரியல்] க்கு பயன்படுத்தப்பட வேண்டும்."
|
||||
|
||||
msgid ""
|
||||
"This node is meant to replace [ParallaxBackground] and [ParallaxLayer]. The "
|
||||
"implementation may change in the future."
|
||||
msgstr ""
|
||||
"இந்த முனை [இடமாறு பேக் மைதானம்] மற்றும் [இடமாறு லேயர்] ஆகியவற்றை மாற்றுவதாகும். "
|
||||
"செயல்படுத்தல் எதிர்காலத்தில் மாறக்கூடும்."
|
||||
|
||||
msgid "A node used to create a parallax scrolling background."
|
||||
msgstr "இடமாறு ச்க்ரோலிங் பின்னணியை உருவாக்க பயன்படுத்தப்படும் ஒரு முனை."
|
||||
|
||||
@@ -102180,15 +102105,6 @@ msgstr ""
|
||||
" காட்சிகளின் சிக்கலைப் பொறுத்து, இந்த மதிப்பு குறைக்கப்படலாம் அல்லது உயர்த்தப்பட "
|
||||
"வேண்டியிருக்கலாம்."
|
||||
|
||||
msgid ""
|
||||
"If [code]true[/code], the forward renderer will fall back to Direct3D 12 if "
|
||||
"Vulkan is not supported.\n"
|
||||
"[b]Note:[/b] This setting is implemented only on Windows."
|
||||
msgstr ""
|
||||
"[குறியீடு] உண்மை [/குறியீடு] என்றால், வல்கன் ஆதரிக்கப்படாவிட்டால் முன்னோக்கி ரெண்டரர் டைரக்ட் "
|
||||
"3 டி 12 க்கு திரும்பும்.\n"
|
||||
" [b] குறிப்பு: [/b] இந்த அமைப்பு சாளரங்களில் மட்டுமே செயல்படுத்தப்படுகிறது."
|
||||
|
||||
msgid ""
|
||||
"Enable the pipeline cache that is saved to disk if the graphics API supports "
|
||||
"it.\n"
|
||||
@@ -136097,35 +136013,6 @@ msgstr ""
|
||||
"பல, தனி படங்களைக் கொண்ட ஒற்றை அமைப்பு சான்று. ஒவ்வொரு படத்திற்கும் ஒரே பரிமாணங்கள் மற்றும் "
|
||||
"MIPMAP அளவுகளின் எண்ணிக்கை உள்ளது."
|
||||
|
||||
msgid ""
|
||||
"A Texture2DArray is different from a Texture3D: The Texture2DArray does not "
|
||||
"support trilinear interpolation between the [Image]s, i.e. no blending. See "
|
||||
"also [Cubemap] and [CubemapArray], which are texture arrays with specialized "
|
||||
"cubemap functions.\n"
|
||||
"A Texture2DArray is also different from an [AtlasTexture]: In a "
|
||||
"Texture2DArray, all images are treated separately. In an atlas, the regions "
|
||||
"(i.e. the single images) can be of different sizes. Furthermore, you usually "
|
||||
"need to add a padding around the regions, to prevent accidental UV mapping to "
|
||||
"more than one region. The same goes for mipmapping: Mipmap chains are handled "
|
||||
"separately for each layer. In an atlas, the slicing has to be done manually "
|
||||
"in the fragment shader.\n"
|
||||
"To create such a texture file yourself, reimport your image files using the "
|
||||
"Godot Editor import presets."
|
||||
msgstr ""
|
||||
"ஒரு stecture2darray ஒரு அமைப்பு 3d இலிருந்து வேறுபட்டது: stecture2darray "
|
||||
"[படத்திற்கு] இடையே Trilinear இடைக்கணிப்பை ஆதரிக்காது, அதாவது கலப்பு இல்லை. சிறப்பு "
|
||||
"க்யூபேப் செயல்பாடுகளைக் கொண்ட அமைப்பு வரிசைகள் [கியூபேமேப்] மற்றும் [கியூபேமபாரே] "
|
||||
"ஆகியவற்றைக் காண்க.\n"
|
||||
" ஒரு Systure2Darray ஒரு [அட்லாச்ட் டெக்ச்டெர்] இலிருந்து வேறுபட்டது: ஒரு அமைப்பு "
|
||||
"2DARRAY இல், எல்லா படங்களும் தனித்தனியாக நடத்தப்படுகின்றன. ஒரு அட்லசில், பிராந்தியங்கள் "
|
||||
"(அதாவது ஒற்றை படங்கள்) வெவ்வேறு அளவுகளில் இருக்கலாம். மேலும், ஒன்றுக்கு மேற்பட்ட "
|
||||
"பகுதிகளுக்கு தற்செயலான புற ஊதா வரைபடத்தைத் தடுக்க, நீங்கள் வழக்கமாக பிராந்தியங்களைச் "
|
||||
"சுற்றி ஒரு திணிப்பைச் சேர்க்க வேண்டும். MipMapping க்கும் இதுவே செல்கிறது: ஒவ்வொரு "
|
||||
"அடுக்குக்கும் MIPMAP சங்கிலிகள் தனித்தனியாக கையாளப்படுகின்றன. ஒரு அட்லசில், துண்டு "
|
||||
"துண்டாக துண்டுகளை கைமுறையாக செய்ய வேண்டும்.\n"
|
||||
" அத்தகைய அமைப்பு கோப்பை நீங்களே உருவாக்க, கோடோட் எடிட்டர் இறக்குமதி முன்னமைவுகளைப் "
|
||||
"பயன்படுத்தி உங்கள் படக் கோப்புகளை திருப்பிச் செலுத்துங்கள்."
|
||||
|
||||
msgid ""
|
||||
"Creates a placeholder version of this resource ([PlaceholderTexture2DArray])."
|
||||
msgstr "இந்த வளத்தின் ஒதுக்கிட பதிப்பை உருவாக்கவும் ([பிளேச்ஓல்டர்கள் Strecure2Darray])."
|
||||
|
||||
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Load Diff
File diff suppressed because it is too large
Load Diff
@@ -41667,18 +41667,6 @@ msgstr ""
|
||||
"[Texture2DArray]、[Cubemap] 和 [CubemapArray] 的基底類別。不能直接使用,但包含"
|
||||
"了存取衍生資源型別所需的所有函式。另請參閱 [Texture3D]。"
|
||||
|
||||
msgid ""
|
||||
"Creates an [ImageTextureLayered] from an array of [Image]s. See [method Image."
|
||||
"create] for the expected data format. The first image decides the width, "
|
||||
"height, image format and mipmapping setting. The other images [i]must[/i] "
|
||||
"have the same width, height, image format and mipmapping setting.\n"
|
||||
"Each [Image] represents one [code]layer[/code]."
|
||||
msgstr ""
|
||||
"從一組 [Image] 建立一個 [ImageTextureLayered]。有關預期的資料格式,請參閱 "
|
||||
"[method Image.create]。第一張圖像決定寬度、高度、圖像格式和 mipmapping 設定。"
|
||||
"其他圖像[i]必須[/i]具有相同的寬度、高度、圖像格式和 mipmapping 設定。\n"
|
||||
"每個 [Image] 代表一個 [code]layer[/code]。"
|
||||
|
||||
msgid "Mesh optimized for creating geometry manually."
|
||||
msgstr "為手動建立幾何體,而優化的網格。"
|
||||
|
||||
@@ -41873,22 +41861,6 @@ msgstr ""
|
||||
"引擎已經會在關鍵的執行點執行此操作,至少每影格一次。然而,在你想要精確控制事件"
|
||||
"處理時間的高級情況下,這可能是有用的。"
|
||||
|
||||
msgid ""
|
||||
"Returns the acceleration in m/s² of the device's accelerometer sensor, if the "
|
||||
"device has one. Otherwise, the method returns [constant Vector3.ZERO].\n"
|
||||
"Note this method returns an empty [Vector3] when running from the editor even "
|
||||
"when your device has an accelerometer. You must export your project to a "
|
||||
"supported device to read values from the accelerometer.\n"
|
||||
"[b]Note:[/b] This method only works on Android and iOS. On other platforms, "
|
||||
"it always returns [constant Vector3.ZERO]."
|
||||
msgstr ""
|
||||
"如果裝置有加速度計感測器,則返回該裝置加速度計感測器的加速度,單位為 m/s²。否"
|
||||
"則,該方法返回 [constant Vector3.ZERO]。\\\n"
|
||||
"請注意,即使你的裝置具有一個加速度計,在從編輯器運作時,該方法也會返回一個空"
|
||||
"的 [Vector3]。必須將專案匯出到一個支援的裝置上,才能從加速度計讀取值。\n"
|
||||
"[b]注意:[/b]該方法僅適用於 iOS、Android 和 UWP。在其他平臺上,它總是返回 "
|
||||
"[constant Vector3.ZERO]。"
|
||||
|
||||
msgid ""
|
||||
"Returns a value between 0 and 1 representing the raw intensity of the given "
|
||||
"action, ignoring the action's deadzone. In most cases, you should use [method "
|
||||
@@ -41921,29 +41893,6 @@ msgstr "返回一個 [Array],包含目前所有連接手柄的裝置 ID。"
|
||||
msgid "Returns the currently assigned cursor shape (see [enum CursorShape])."
|
||||
msgstr "返回目前指定的游標形狀(見 [enum CursorShape])。"
|
||||
|
||||
msgid ""
|
||||
"Returns the gravity in m/s² of the device's accelerometer sensor, if the "
|
||||
"device has one. Otherwise, the method returns [constant Vector3.ZERO].\n"
|
||||
"[b]Note:[/b] This method only works on Android and iOS. On other platforms, "
|
||||
"it always returns [constant Vector3.ZERO]."
|
||||
msgstr ""
|
||||
"如果裝置有加速度計感測器,則返回該裝置有加速度計感測器的重力,單位為 m/s²。否"
|
||||
"則,該方法返回 [constant Vector3.ZERO]。\n"
|
||||
"[b]注意:[/b]該方法僅適用於 Android 和 iOS。在其他平臺上,它總是返回 "
|
||||
"[constant Vector3.ZERO]。"
|
||||
|
||||
msgid ""
|
||||
"Returns the rotation rate in rad/s around a device's X, Y, and Z axes of the "
|
||||
"gyroscope sensor, if the device has one. Otherwise, the method returns "
|
||||
"[constant Vector3.ZERO].\n"
|
||||
"[b]Note:[/b] This method only works on Android and iOS. On other platforms, "
|
||||
"it always returns [constant Vector3.ZERO]."
|
||||
msgstr ""
|
||||
"如果裝置有陀螺儀感測器,則返回圍繞裝置 X、Y、Z 軸的旋轉速率,單位為 rad/s。否"
|
||||
"則,該方法返回 [constant Vector3.ZERO]。\n"
|
||||
"[b]注意:[/b]這個方法只在 Android 和 iOS 上工作。在其他平臺上,總是返回 "
|
||||
"[constant Vector3.ZERO]。"
|
||||
|
||||
msgid ""
|
||||
"Returns the current value of the joypad axis at given index (see [enum "
|
||||
"JoyAxis])."
|
||||
@@ -41975,18 +41924,6 @@ msgstr ""
|
||||
"返回上次的滑鼠速度。為了提供精確且無抖動的速度,滑鼠速度僅每 0.1 秒計算一次。"
|
||||
"因此,滑鼠速度將滯後於滑鼠移動。"
|
||||
|
||||
msgid ""
|
||||
"Returns the magnetic field strength in micro-Tesla for all axes of the "
|
||||
"device's magnetometer sensor, if the device has one. Otherwise, the method "
|
||||
"returns [constant Vector3.ZERO].\n"
|
||||
"[b]Note:[/b] This method only works on Android and iOS. On other platforms, "
|
||||
"it always returns [constant Vector3.ZERO]."
|
||||
msgstr ""
|
||||
"如果裝置有磁力感測器,則返回裝置所有軸的磁場強度,單位為微特斯拉。否則,該方法"
|
||||
"返回 [constant Vector3.ZERO]。\n"
|
||||
"[b]注意:[/b]這個方法只在 Android、iOS 和 UWP 上有效。在其他平臺上,總是返回 "
|
||||
"[constant Vector3.ZERO]。"
|
||||
|
||||
msgid ""
|
||||
"Returns mouse buttons as a bitmask. If multiple mouse buttons are pressed at "
|
||||
"the same time, the bits are added together. Equivalent to [method "
|
||||
@@ -91915,30 +91852,6 @@ msgid ""
|
||||
msgstr ""
|
||||
"由多個獨立圖像構成的單個紋理資源。每個圖像的尺寸和 mipmap 級別數都相同。"
|
||||
|
||||
msgid ""
|
||||
"A Texture2DArray is different from a Texture3D: The Texture2DArray does not "
|
||||
"support trilinear interpolation between the [Image]s, i.e. no blending. See "
|
||||
"also [Cubemap] and [CubemapArray], which are texture arrays with specialized "
|
||||
"cubemap functions.\n"
|
||||
"A Texture2DArray is also different from an [AtlasTexture]: In a "
|
||||
"Texture2DArray, all images are treated separately. In an atlas, the regions "
|
||||
"(i.e. the single images) can be of different sizes. Furthermore, you usually "
|
||||
"need to add a padding around the regions, to prevent accidental UV mapping to "
|
||||
"more than one region. The same goes for mipmapping: Mipmap chains are handled "
|
||||
"separately for each layer. In an atlas, the slicing has to be done manually "
|
||||
"in the fragment shader.\n"
|
||||
"To create such a texture file yourself, reimport your image files using the "
|
||||
"Godot Editor import presets."
|
||||
msgstr ""
|
||||
"Texture2DArray 與 Texture3D 不同:Texture2DArray 不支援在 [Image] 之間進行三線"
|
||||
"性插值,即不會進行混合。另見 [Cubemap] 和 [CubemapArray],這些紋理陣列具有針對"
|
||||
"立方體貼圖設計的函式。\n"
|
||||
"Texture2DArray 與 [AtlasTexture] 也不同:Texture2DArray 中的圖形都是單獨處理"
|
||||
"的。而在合集中,區域(即單張圖像)的大小可以不同。此外,你通常會需要圍繞區域新"
|
||||
"增邊距,防止 UV 對應意外進入多個區域。多級漸遠紋理 mipmap 也是一樣:每一層的 "
|
||||
"mipmap 鏈都是單獨處理的。而在合集中,需要在片段著色器中手動切片。\n"
|
||||
"要自己建立這樣的紋理檔,請使用 Godot 編輯器匯入預設重新匯入影像檔。"
|
||||
|
||||
msgid ""
|
||||
"Creates a placeholder version of this resource ([PlaceholderTexture2DArray])."
|
||||
msgstr "建立該資源的預留位置版本([PlaceholderTexture2DArray])。"
|
||||
|
||||
Reference in New Issue
Block a user