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i18n: Sync classref translations with Weblate
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akien-mga committed Jun 8, 2022
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98 changes: 54 additions & 44 deletions doc/translations/ar.po
Original file line number Diff line number Diff line change
Expand Up @@ -12528,7 +12528,7 @@ msgstr ""

#: doc/classes/CanvasItem.xml
msgid ""
"Draws a colored, unfilled circle. See also [method draw_arc], [method "
"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon].\n"
"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. "
"As a workaround, install the [url=https://github.com/godot-extended-"
Expand Down Expand Up @@ -14253,7 +14253,7 @@ msgid ""
"Constructs a color from a 32-bit integer in RGBA format (each byte "
"represents a color channel).\n"
"[codeblock]\n"
"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
"[/codeblock]"
msgstr ""

Expand Down Expand Up @@ -14291,9 +14291,9 @@ msgstr ""
msgid ""
"Returns the most contrasting color.\n"
"[codeblock]\n"
"var c = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
"255)\n"
"var color = Color(0.3, 0.4, 0.9)\n"
"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, "
"102, 255)\n"
"[/codeblock]"
msgstr ""

Expand All @@ -14312,8 +14312,8 @@ msgid ""
"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
"[code]v[/code] are values between 0 and 1.\n"
"[codeblock]\n"
"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, "
"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n"
"[/codeblock]"
msgstr ""

Expand All @@ -14329,8 +14329,8 @@ msgid ""
"Returns the color's grayscale representation.\n"
"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
"[codeblock]\n"
"var c = Color(0.2, 0.45, 0.82)\n"
"var gray = c.gray() # A value of 0.466667\n"
"var color = Color(0.2, 0.45, 0.82)\n"
"var gray = color.gray() # A value of 0.466667\n"
"[/codeblock]"
msgstr ""

Expand Down Expand Up @@ -14421,9 +14421,9 @@ msgid ""
"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
"the hexadecimal string.\n"
"[codeblock]\n"
"var c = Color(1, 1, 1, 0.5)\n"
"var s1 = c.to_html() # Returns \"7fffffff\"\n"
"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
"var color = Color(1, 1, 1, 0.5)\n"
"var s1 = color.to_html() # Returns \"7fffffff\"\n"
"var s2 = color.to_html(false) # Returns \"ffffff\"\n"
"[/codeblock]"
msgstr ""

Expand Down Expand Up @@ -21491,7 +21491,7 @@ msgstr ""

#: doc/classes/EditorPlugin.xml
msgid ""
"Gets the Editor's dialogue used for making scripts.\n"
"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
Expand Down Expand Up @@ -23805,11 +23805,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
msgstr ""

#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect."
msgid "Medium quality for the screen-space ambient occlusion effect."
msgstr ""

#: doc/classes/Environment.xml
msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
msgid "High quality for the screen-space ambient occlusion effect (slowest)."
msgstr ""

#: doc/classes/Expression.xml
Expand Down Expand Up @@ -35708,11 +35708,15 @@ msgid ""
"Navigation2DServer is the server responsible for all 2D navigation. It "
"handles several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation polygons. "
"Together, they define the navigable areas in the 2D world. For two regions "
"to be connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"Together, they define the navigable areas in the 2D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
Expand Down Expand Up @@ -36666,11 +36670,15 @@ msgid ""
"NavigationServer is the server responsible for all 3D navigation. It handles "
"several objects, namely maps, regions and agents.\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
"they define the navigable areas in the 3D world. For two regions to be "
"connected to each other, they must share a similar edge. An edge is "
"considered connected to another if both of its two vertices are at a "
"distance less than [member Navigation.edge_connection_margin] to the "
"respective other edge's vertex.\n"
"they define the navigable areas in the 3D world.\n"
"[b]Note:[/b] Most NavigationServer changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation related Nodes in the SceneTree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [member Navigation.edge_connection_margin] to "
"the respective other edge's vertex.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
Expand Down Expand Up @@ -38619,7 +38627,7 @@ msgstr ""
#: doc/classes/NodePath.xml
msgid ""
"Gets the node name indicated by [code]idx[/code] (0 to [method "
"get_name_count]).\n"
"get_name_count] - 1).\n"
"[codeblock]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
"print(node_path.get_name(0)) # Path2D\n"
Expand Down Expand Up @@ -40780,9 +40788,9 @@ msgid ""
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
"that can be added.\n"
"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
"[code]mailto[/code] URL scheme[/url] for a list of fields that can be "
"added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
Expand Down Expand Up @@ -44911,7 +44919,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolByteArray()]\n"
"array[0].push_back(123)\n"
"print(array) # [[]] (empty PoolByteArray within an empty Array)\n"
"print(array) # [[]] (empty PoolByteArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
Expand Down Expand Up @@ -45065,7 +45073,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolColorArray()]\n"
"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
"print(array) # [[]] (empty PoolColorArray within an empty Array)\n"
"print(array) # [[]] (empty PoolColorArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
Expand Down Expand Up @@ -45120,7 +45128,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolIntArray()]\n"
"array[0].push_back(1234)\n"
"print(array) # [[]] (empty PoolIntArray within an empty Array)\n"
"print(array) # [[]] (empty PoolIntArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
Expand Down Expand Up @@ -45173,7 +45181,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolRealArray()]\n"
"array[0].push_back(12.34)\n"
"print(array) # [[]] (empty PoolRealArray within an empty Array)\n"
"print(array) # [[]] (empty PoolRealArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with "
"[code]=[/code] for it to be changed:\n"
Expand Down Expand Up @@ -45222,7 +45230,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolStringArray()]\n"
"array[0].push_back(\"hello\")\n"
"print(array) # [[]] (empty PoolStringArray within an empty Array)\n"
"print(array) # [[]] (empty PoolStringArray within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
Expand Down Expand Up @@ -45274,7 +45282,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector2Array()]\n"
"array[0].push_back(Vector2(12, 34))\n"
"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector2Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
Expand Down Expand Up @@ -45326,7 +45334,7 @@ msgid ""
"[codeblock]\n"
"var array = [PoolVector3Array()]\n"
"array[0].push_back(Vector3(12, 34, 56))\n"
"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n"
"print(array) # [[]] (empty PoolVector3Array within an Array)\n"
"[/codeblock]\n"
"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] "
"with [code]=[/code] for it to be changed:\n"
Expand Down Expand Up @@ -49764,8 +49772,9 @@ msgstr ""
#: doc/classes/Range.xml
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
"i] and [i]page[/i], for example a [ScrollBar]."
"[member value] between a [member min_value] and [member max_value], using a "
"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
"[Slider] for examples of higher level nodes using Range."
msgstr ""

#: doc/classes/Range.xml
Expand Down Expand Up @@ -51769,8 +51778,8 @@ msgstr ""

#: doc/classes/RigidBody.xml
msgid ""
"Damps RigidBody's rotational forces. If this value is different from -1.0 it "
"will be added to any linear damp derived from the world or areas.\n"
"Damps the body's rotational forces. If this value is different from -1.0 it "
"will be added to any angular damp derived from the world or areas.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
Expand Down Expand Up @@ -53297,7 +53306,8 @@ msgid ""
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"Timer ended.\")\n"
"[/codeblock]\n"
"The timer will be automatically freed after its time elapses."
"The timer will be automatically freed after its time elapses, so be aware "
"that any reference you might have kept to it will become invalid."
msgstr ""

#: doc/classes/SceneTreeTimer.xml
Expand Down Expand Up @@ -65612,8 +65622,8 @@ msgstr ""

#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
"code] property."
"If [code]true[/code], the viewport will use a unique copy of the [World] "
"defined in [member world]."
msgstr ""

#: doc/classes/Viewport.xml
Expand Down Expand Up @@ -69988,7 +69998,7 @@ msgid ""
"[/codeblock]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
"manually. For a further optimization see, [method "
"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""

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